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Old 07-24-2012, 08:22 AM   #21
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Quote:
Originally Posted by Rising_Cold View Post
I will say that goats have absolutely no 'chain off commands' there are either 3 people shouting what to do
or none at all.[/I].
I'm pretty sure goats anarchy can't mess with gelfs anarchy

Imagine a green zerg at the time when the gates become vulnerable.
Imagine 3o+ brave gelfs, fearless soldiers ready to die for the honour of the realm.
And now close your eyes and imagine how fast this army splits when one person shouts: "rgp at Trelle", another one shouts: "rgp at the boats", another one: "go to gate all", and another one: "f*ck the gems, let's go noble".
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Old 07-24-2012, 08:23 AM   #22
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Originally Posted by Rising_Cold View Post
reds would probaly have a tele to alga/trelle
and gelfs would have one to imp/meni

well yes its better for your so called balance problem..
Imp/Meni dosent sound like good idea. I would likely be used to go to Aggers and possibly Samal, and definitely Ignis boats during invasions.

A tele to Imp would have to be at the far end of "ice beach" or it will likely ruin the game, giving to many optional gelf routes.

I dont think teleports make much sense to begin with,
removing the teleport to ignis swamp that save us ~2 1/2 minute, feels like a better option for the game, than creating some half assed teleport solution right and left.
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Old 07-24-2012, 08:37 AM   #23
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Originally Posted by pieceofmeat View Post
A tele to Imp would have to be at the far end of "ice beach" or it will likely ruin the game, giving to many optional gelf routes.

I dont think teleports make much sense to begin with,
removing the teleport to ignis swamp that save us ~2 1/2 minute, feels like a better option for the game, than creating some half assed teleport solution right and left.
now that would be way to much of a shortcut to imp castle
(and only imp castle, we use ceme tele for boats too )

although i rather keep ceme tele.. but like many things.. it would just take time to accept
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Old 07-24-2012, 09:09 AM   #24
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If we have a teleport to Imperia / Menirah we will gladly come there more often and there will be a nice 3way fights. Same with Ignis at Algaros / Trelle.

This days Syrtis it is quite boring for us, because we see other 2 realms constantly on the opposite side of the map fighting for Meni.

This way we will have the chance to interfere more often.
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Old 07-24-2012, 09:26 AM   #25
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Originally Posted by Rising_Cold View Post
now that would be way to much of a shortcut to imp castle
(and only imp castle, we use ceme tele for boats too )

although i rather keep ceme tele.. but like many things.. it would just take time to accept
They just have to put the teleport far from their save to get the desired distance and they have to go all the way around the beach to get up to Imp.
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Old 07-24-2012, 10:29 AM   #26
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Originally Posted by pieceofmeat View Post
They just have to put the teleport far from their save to get the desired distance and they have to go all the way around the beach to get up to Imp.
yh but thats not the same distance as to meni, ceme tele is put between shaan and efe
with the 'balance' of same (or almost same) distance so the choice is not obvious
(has to be figured out from the start with those blasted aggro lv 59 mobs.. poor lowbies that die there every day)

if you put it up the far end its obvioius that its used for imp beach and imp castle
maybe meni if gelfs are looking for a sweet 3way at meni

considering what i just said.. im voting for a lot of lv 59 agro mobs at the spawn places too
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Old 07-24-2012, 11:05 AM   #27
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hmm, I actually suggested this shortly after the cemetary teleport update.

Frosk said it would be studied.. Maybe theyre still studying ^_^

http://www.regnumonlinegame.com/foru...ad.php?t=82547
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Old 07-24-2012, 01:02 PM   #28
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Quote:
Originally Posted by VandaMan View Post
For once I actually agree with Tigerious. Amazing, I know.



The best solution to the balance problem resulting from Eferias' position would've been to move Eferias. That would've made too much sense though. The teleporter corrects the problem, but in doing so causes another.

Each realm has easy access to one side of each other realm. For Ignis this is both castles, for Alsius this is both non-central forts, and for Syrtis this is one castle and one non-central fort.

Adding a teleport to give Alsius easy access to the castles as well is fine, but why shouldn't Ignis get a teleport to the non-central forts, and Syrtis to Imperia and Menirah? I would say it's more of an imbalance to give one realm easy access to all capturable objectives and not the others, than to it is to give some realms easy access to more important objectives than others.

The stuff about who invades the most and how often you use your teleporter, and who has the biggest zerg is completely irrelevant. The layout of the map should be fair.
I agree with Van. Actually I do believe Van made a similar suggestion a while back which found approval from many.
Because of the funny shape of the map this would always be an issue. It seemed logical to me to just put the castles in the centre and build terrain to suit . Give the outlying structures attractive objectives that compel players to go.
Maybe that is too simplistic. In any case, Alsius gets a tele to close the gap their furthest objective, so should Syrtis and Ignis.
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Old 07-25-2012, 02:59 PM   #29
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well I remembered a former map , you see here Efe peninsula was near Algaros
and when I started playing in automn 2007 there was still a path near Alga in that direction, but Efe already changed position to the south


http://images.wikia.com/regnum/es/im...ompleto_hq.jpg
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Old 07-25-2012, 04:40 PM   #30
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Oh that's pretty weird!
Well, castles didn't mean anything at that time...no big fights..
I always captured shana with my hunter alone, using ini arrows to bring down the door
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