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21

Thursday, April 26th 2012, 11:44pm

Worst. Idea Ever.

Go away
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22

Friday, April 27th 2012, 12:18am

Sigil me. WTB
I miss the ant party

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23

Friday, April 27th 2012, 12:42am

Sigils please. I will pay any price in diamonds for them =]

24

Friday, April 27th 2012, 1:12am

Also.. why does everyone keep bring up the EU and saying "Eu gets them". Didn't they get them like.. once? A long time ago? Certainly not recently.

Meh. Sigils will just make the rich people more OP and the casual players farther behind.
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25

Friday, April 27th 2012, 1:39am

Quoted from "L3g3nd;527584"

Sigils please. I will pay any price in diamonds for them =]


Be sure to remember that when we get sigils for 800 dias each
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26

Friday, April 27th 2012, 2:33am

Everyone should get a free Defense and Magic defense sigil as soon as they enter siege.

Pay for dias... go away.
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27

Friday, April 27th 2012, 3:22am

Screw the Def/Atk sigils I want the regen and heal sigils (instant full heal during siege totally not op hopefully no CD too), alternatively TP/XP sigils that last longer than 3 minutes.

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28

Friday, April 27th 2012, 5:09am

What do these sigils cost? Are they permanent with a CD?

29

Friday, April 27th 2012, 6:58am

Quoted from "Borella;527587"

Also.. why does everyone keep bring up the EU and saying "Eu gets them". Didn't they get them like.. once? A long time ago? Certainly not recently.

Meh. Sigils will just make the rich people more OP and the casual players farther behind.



The good players that are consistently pushing content don't need it.

The casual players don't need it since they aren't pushing for endgame.

Does help the midgame people that are trying to break their way into endgame and need that extra boost to get there.

LadyMacV

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30

Friday, April 27th 2012, 7:33pm

I'm going to suggest a reasonable price range for these, along with equivalent time frames.

1. 2 hour sigil: 15 diamonds each, stackable in item shop bookbag. Has a 10 minute cooldown upon character death.
2. 6 hour sigil: 30 diamonds each, stackable, 5 minute CD.
3. 12 hour sigil: No CD, 60 diamonds each. Stackable.

One of the other things the company may consider doing is offering sigils at various strengths and durations. I think it is fair to conclude, at this point, that people in the community do in fact want these and are willing to put up the cash for them.

Some pros for the player base:

1. It makes content that was not previously soloable possible. There are a growing number of players who like testing their individual character limits as well as their strength within a group. This would be a nod in their direction, rather than their having to rely on the random chance that a sigil for their specific character type will drop from a mob.

2. The cool down on the sigils is designed to prevent overuse/abuse of the sigils during instances and siege war (with the exception of the 60 diamond sigil, which still disappears on character death).

3. Any character who chose to purchase these would have additional motivation to avoid dying, promoting more cohesiveness between groups and encouraging greater use of leveled skills and timing in scenarios where the character is going solo.

Here's where the company wins:

1. Extra cash influx they would not have otherwise had.

2. As I pointed out, the sigils themselves are already functional within the game, and thus would not require much (if any) work to implement within the cash shop itself. Adding the cooldowns should not be too difficult, as they are already coded into various skills and on St Phoenix potions.

3. An opportunity to raise the difficulty level of future content to player satisfaction, given a bit of communication between Runewaker and GameFEU. There were several remarks made as to the current ease with which instances are cleared. While RW's usual response to that kind of whining is to nerf the classes, an alternative route can be taken with the sigils, and done by GameFEU. After all, the higher the power level of the character, the harder the instances should be to clear.
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31

Friday, April 27th 2012, 7:46pm

So just to be clear - you are suggesting there should be a 12 hour buff available that gives +50% pattk and +20% damage that is stackable with all other buffs in the cash shop for 60 dias?

That really is your idea?

LadyMacV

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32

Friday, April 27th 2012, 7:59pm

All I'm doing is making the sigils more available to players who wish to have them, as they are available in game to anyone who kills enough mobs in order to get their specific class sigil.

As with the rest of this game, you are already spending time or money to obtain the sigil. It becomes a question of how much of each. I believe the 60 diamond price to be reasonable, given how much the average player spends a month in the cash shop.
In a world of black, white, and grey... I'd be bright friggin' purple. M/P on Reni.

33

Friday, April 27th 2012, 8:15pm

The problem I have with this is that it makes the game much easier than it already is. Most, if not all, of the content out is already burnable, and already boring to run. What I see this doing is making this game even more Pay2Win and less about learning strats, skills, and, like you said, team cohesion. Because thats the thing, with these sigils, chances are you *won't* die, because all the bosses are just going to be 1 big burnfest. We already had that in Chapter 3.

Even though sigils are already implemented in the form of chance, usually the most OP player takes it (usually), and the numbers show that their dps raises to the point where they do better than 2-3 other dps combined. The problem with your argument is that theres usually only 1 sigil every couple of mobs. Sigils being item shop will in effect cause *all* the dps to have sigils at any given time. It will not be fun anymore.

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LadyMacV

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34

Friday, April 27th 2012, 8:53pm

I had considered the current difficulty level of content before posting the idea. It was one of the main reasons I asked Dionaea to forward it.

The game itself, because of the way it is coded, already has a very high chance of killing a character in an instance where they would otherwise have not died. Line of Sight, getting ninja bunnied, people disconnecting or freezing mid-fight- any and all of these things can contribute to a high number of deaths or group wipes, none of which were preventable/under the character's control.

There are multiple things that need to be paid attention to in the higher instances. A character has to watch their own health, pay attention to who has aggro (and on what), perform specific tasks, and also keep an eye on where the rest of their group is. A sigil is not going to save you from dying to an AOE. Or help you survive a debuff that is a guaranteed kill if you don't do what you're supposed to. A sigil's not going to help you kill three or more bosses at once. It's not going to prevent you from getting killed by multiple other characters in siege.

The reason that the sigils have CD's is to prevent abuse, and there is still a very high likelihood of dying in an instance, to say nothing of better geared/more experienced players in siege. That's why the 60 dia sigil has no cd. It's to encourage players to spend for an upgrade to go back and try again. There aren't any guarantees in this game, Ravesden.
In a world of black, white, and grey... I'd be bright friggin' purple. M/P on Reni.

35

Friday, April 27th 2012, 9:12pm

Once again, sigils in the item shop are a bad idea. Burnable bosses are already being burned, Non-burnable bosses are still easy. To give you numbers, unbuffed I have 23,986 P.Dmg 74,123 P.Att. With just a sigil, I have 28,991 P.Dmg and 111,185 P.Att. That's higher than what I buff up to long term with full buffs, Hero Potion, HK buff, P.Dmg food, Amp Att/Awakening, and pet out. The sigil alone puts me above what I normally get completely buffed up. Now I have a chance to buff to this amount and then still buff up more? And for 2 hrs+? That is way too much buffing and makes the content completely pointless. It will make it seem like you are running DoD no matter where you are.
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regentego

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36

Friday, April 27th 2012, 9:15pm

Well... Most of us forum users are what people would define as OP, we often forget when we a roflstomping solo DL cause were bored, the majority of players think DL is a death sentence.

Runewaker has coded this to be a p2w, most people need an extra advantage or a helping hand, if the sigil adds this I welcome it, but honestly ln my hands with a shints already doing 350-500k crits this would bring back burns, and im sure some guilds would require you have one to run with them. It would be a game changer in alot of ways.

LadyMacV

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37

Friday, April 27th 2012, 10:28pm

Or

Quoted from "mikkehboii;527720"

Once again, sigils in the item shop are a bad idea. Burnable bosses are already being burned, Non-burnable bosses are still easy. To give you numbers, unbuffed I have 23,986 P.Dmg 74,123 P.Att. With just a sigil, I have 28,991 P.Dmg and 111,185 P.Att. That's higher than what I buff up to long term with full buffs, Hero Potion, HK buff, P.Dmg food, Amp Att/Awakening, and pet out. The sigil alone puts me above what I normally get completely buffed up. Now I have a chance to buff to this amount and then still buff up more? And for 2 hrs+? That is way too much buffing and makes the content completely pointless. It will make it seem like you are running DoD no matter where you are.


You made a conscious decision to buy the sigil, either by gifting or by purchasing dias yourself. There's nothing in life that requires you to buy one to live, or to play the game.

The sigils would not be in the game if the developer did not intend for people to use them. All this does is increase the availability of the benefits the sigils offer, with no guarantee that they will last.

As far as burning bosses too fast goes, it would not be difficult at all to raise the boss difficulty level beyond what sigils and other buffs are capable of compensating for. Current game content does not allow for instant burns on strat bosses to begin with. I can name at least three that you won't get loot from if you don't follow the strat.
In a world of black, white, and grey... I'd be bright friggin' purple. M/P on Reni.

38

Friday, April 27th 2012, 11:03pm

Quoted from "LadyMacV;527737"





As far as burning bosses too fast goes, it would not be difficult at all to raise the boss difficulty level beyond what sigils and other buffs are capable of compensating for. Current game content does not allow for instant burns on strat bosses to begin with. I can name at least three that you won't get loot from if you don't follow the strat.


And if you raise the boss difficulty to account for sigils... then everyone has to buy sigils to run the instance.

And 60 diamonds would be incredibly cheap for a 12 hour buff that is at the least a 25-50% increase in dps. If anything it should be 100 diamonds for the TWO MINUTE sigils we have now.

Though honestly they should never ever be put in the item shop.
Borella - 100 W/M/S/R/P/K
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39

Friday, April 27th 2012, 11:48pm

Quoted from "LadyMacV;527715"

I had considered the current difficulty level of content before posting the idea. It was one of the main reasons I asked Dionaea to forward it.

The game itself, because of the way it is coded, already has a very high chance of killing a character in an instance where they would otherwise have not died. Line of Sight, getting ninja bunnied, people disconnecting or freezing mid-fight- any and all of these things can contribute to a high number of deaths or group wipes, none of which were preventable/under the character's control.


I think this statement deviated from your topic. If introducing sigils to the item shop is your way of solving the above listed problems, then that is really faulty logic. It's actually the one thing that most players dislike called a band-aid fix; you introduce something that patches over the issue instead of actually solving the issue. If you want to find a way to solve the issues listed above, I think that needs a separate thread with a separate set of solutions. It's not up to the players to buy items that serve as a band-aid fix for client/coding problems, which company employees are being paid to fix as part of their job. That's just wrong. X_X

Quoted from "LadyMacV;527715"

There are multiple things that need to be paid attention to in the higher instances. A character has to watch their own health, pay attention to who has aggro (and on what), perform specific tasks, and also keep an eye on where the rest of their group is. A sigil is not going to save you from dying to an AOE. Or help you survive a debuff that is a guaranteed kill if you don't do what you're supposed to. A sigil's not going to help you kill three or more bosses at once. It's not going to prevent you from getting killed by multiple other characters in siege.


...A list of reasons as to why we really don't need sigils? I thought you were promoting its use, not presenting all the reasons as to why it would serve no benefit. xD This to me says that we're doing fine as we are without sigils in the item shop because it's not going to help anyone in the long run anyway and would be a waste of money.

I do agree with most of the people who have already commented. Sigils in the item shop doesn't serve any real purpose except to make the game easier than it already is. If the concern is for players that aren't endgame but would like to be, the solution is they need to play the game and keep progressing with their gear, same as always. Using a sigil to close the gap between mediocre gear and endgame gear doesn't make you endgame. However, it does promote laziness and it also says "You don't have to enter endgame to be endgame because last chapter's gear will be just as good as endgame if you use this sigil with it." And for those who already are endgame, its just another item that makes the game easier than it already is (which endgamers already hate).

There's a reason why sigils only last 2 minutes and are a chance find. If you want that boost to last longer and be more available, then scale all the game content, monsters, and instances in difficulty accordingly. Too much of a hassle to maintain a balance in the game in order to make this idea work. And no, sigils are not in the EU item shop and they haven't been for a very long time, and I hope that it stays that way.

40

Friday, April 27th 2012, 11:52pm

Quoted from "LadyMacV;527737"

Or

You made a conscious decision to buy the sigil, either by gifting or by purchasing dias yourself. There's nothing in life that requires you to buy one to live, or to play the game.

The sigils would not be in the game if the developer did not intend for people to use them. All this does is increase the availability of the benefits the sigils offer, with no guarantee that they will last.

As far as burning bosses too fast goes, it would not be difficult at all to raise the boss difficulty level beyond what sigils and other buffs are capable of compensating for. Current game content does not allow for instant burns on strat bosses to begin with. I can name at least three that you won't get loot from if you don't follow the strat.


Like I said for the third time.... Burnable bosses are burned extremely fast already, non burnable bosses are just as easy. Raising difficulty to put in sigils to be a main part of game play is stupid. That would just make the game more expensive in diamonds and gold. And that's pretty dammed expensive already.
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