Posts by MagALT161o

    Gameforge need to realise that whilst they may want to bring all their games "inline" by making their shops, promos etc similar. They are at the end of the day DIFFERENT games, and other games will rely on the cash shop more. The difference between tera and rom for example is absolutely huge. Tera has a large range of cosmetics and is possible to play without spending a penny. With rom this is largely not possible now a days.

    This is something I've asked already and no answer. Why is it necessary? Isn't there different teams managing this? Why is it a huge problem to have different % promo numbers across different games? Still no answer.

    Yeah Heron. Where's the response? Hope the GM team didn't hold their breath with that blind faith on Gierforge and fasted all these days, cuz oh boy... those are some big paragraphs to swallow.


    Such faith. So letdown. Wow.

    Think I missed Aqualink, Heron, and any others retraction of statements, eating of words or jumping on rage trains.

    Good luck with that.


    Again Gierforge with their endless greed. I still have yet to understand why premium currency promos have to be the same through different Gameforge games? Why is that a necessity? Seriously, why? It's just a lame excuse to shove it in 1 inch deeper into the RoMmunity.


    A room full of monkeys could run the game better.

    The move should've been to make 140% dia sales the norm and just never have Dia Promos. Or if they were nice and not xXx, maybe on holidays but not by much.


    Tbh, it's Gameforge, so I'll be super surprised if players actually get more diamonds with the new promos than they did with the old ones.


    Just the fact that they released the game on Steam and stopped diamond promos because the new people had no idea it was a super common occurrence is the scummiest thing I've seen a publisher do lmao.


    Edit: P.S. I'm convinced that Grumpy guy is a Gameforge employee.


    ::post edited ~ Diogenes::

    I still have good time here, but I'm afraid that might change when I get to endgame if something isn't done. I probably won't have problems because I have luxury to spend money on game and I can change my opinion and buy "power"... but with whom I'll play if you loose entire playerbase due to heavy pay to win ??


    I know you are smarter than that Gameforge... cmon...


    They're not. The reason the game was put on Steam was because the regular servers pretty much died.

    Server merges happened in 2015. Characters of accounts that haven't logged in one entire year prior to that have not been merged. After merge was done there was a timeframe until february 2016 with the possibility to contact support to have characters merged afterwards. Notifications have been sent out.

    What he's trying to say is that it's your fault your characters were deleted.


    C'mon man... is English not your first language? Fyi from Google - The English phrase rule of thumb refers to a principle with broad application that is not intended to be strictly accurate or reliable for every situation.


    Logically, a BUGGEDgate wouldn't fall under such "rule".

    Tbh, you're both right. You're just arguing from different experiences. Yeezy is talking from his experience. Where every engagement was near perfection. The tank, the supports, whether it be real people or macro'd alts are running in super refined timeframes through experience. Everything is consistent and usually goes as it's supposed to. In these settings Scout/Warden, Scout/Rogue, and Warrior/Scout are king.


    To everyone else in inconsistent parties (think bad or average tanks and supports) a more consistent class like R/M and W/M is better. I would guess that's why W/M is inexplicably in the "God Tier" on this table...


    So just stop arguing. The truth is burst classes are better when things go the way they're supposed to go. Also remember, just because you're good at R/M doesn't mean you're a good Scout. So "I do more dmg on Rogue than I do on Scout" is not a good argument.

    You're wasting your time imo. Communication with Gameforge has been one of the biggest problems since they took over. The Pit's Teamspeak charade was the last time I remember they tried to do something about it, and probably why he got fired lmao.


    Jk on that last part. No idea what happened, but tbh it's not far fetched.

    Runes of Magic is a fun game with great potential, that a lot of us, including Magío and I (Roxzincrazy/Yungyeezus), have enjoyed for many years, playing an embarrassing amount of hours on a daily basis. That being said, this game has been on a decline for quite a long time, one that doesn’t seem that will end, and will result in the shutdown of the game. When we first heard of the Steam® release, so many ideas came to our minds of what this could be the start of, only to find out that it would be the exact same game with the exact same disappointment on a different platform. That brings us to where we are now, and the purpose in which we are writing this. We believe that this game still has potential, and could still be successful with the right adjustments. We have taken the time to think of many of the things about this game that could be adjusted in order to recreate a successful MMORPG, and the reasons in which this game has been so fun over the many years.


    We will proceed to categorize elements of the game and explain the pros and cons of each, as well as general points that need to be fixed/that were done well in regards to developing Runes of Magic. There will also be suggestions within these categories of what we have thought of to be ideas that could drastically improve Runes of Magic going forward.


    When we initially saw that this game was being released on steam, the first idea that came to both our minds was that this is the prime opportunity for Runes of Magic to have a fresh start server. We do not mean simply open up a new and empty server with the current level cap and content. Our idea was to set back the cap to level 55, allowing people to all start at the same time and not progress too far ahead, all while fixing the issues that we’ve seen historically throughout the game’s life as this new server progresses. This would be a remarkable opportunity to do so as Runes of Magic was indeed a game with great potential, and could still be a great game with several fixes, even if some are difficult ones. Releasing Runes of Magic on Steam, with the proper advertising, could very well bring popularity back to the game, although all of that is pointless if the issues that drove players away are not addressed. The best start to that is to let everyone have a fresh start and reducing the level cap back to what it was a very long time ago.


    Many of us loved Runes of Magic and still to this day think back to it as one of, if not the best MMORPGs that we’ve played, and we have all played very many. With some work, effort, and communication between the developers, publishers, and mainly the players, this game could bounce back in popularity. This list is by no means complete, nor is it perfect, although the only way for a “perfect” list to be created is if Runewaker and Gameforge both allow the players to give input, and respond to the input as time goes by. This goes far past simply asking for things in the cash shop, this has to do with the game as a whole. The choice is yours, though this choice could very well mean the end of this game completely.

    NOTE: This thread doesn't make much sense by itself. It is part of a bigger thread that was split into several pieces to keep discussions on a single subject per thread, otherwise things would get too messy. See the full thread HERE.


      • Great graphics for such an old MMO (If it were possible to run the game in high settings without crashing more often because of the larger memory leak)
      • Crashes
        • This is the main reason player retention is low! It’s hard for people to stay interested in the game when it is impossible to quest without constantly crashing. We know that this could be an issue with the source code, and fixing it is not as simple as people make it out to be, although with such a huge issue deterring new players from continuing to play, maybe a drastic restart is in order.
          • Crashing in an instance should also not kick you out of a dungeon
      • No transparency with the publisher and developers
        • The publisher and player base have absolutely no communication between one another, and with the lack of response from the community’s needs, it seems that Runewaker does not communicate with Gameforge as well as they should either. There needs to be transparency between all three parties in order for the game to succeed. Allow us to know what’s going on and allow us to aide in the decision making!
          • Gameforge does not listen to the player base (nothing is done to support the needs or wants of players unless it seems to be “easy money” for the company aka adding a highly desired mount to the item shop for high volume sales)
          • It would be ideal if Gameforge took a group of experienced players who have demonstrated an understanding of how the game works and allowed them to represent the community for feedback and ideas (If this is what the GMs were supposed to be then clearly it has not been working).
      • GMs
        • Even though this would be a problem since there's only one server now, volunteer GMs should not be allowed to police servers that they play on with their non-GM accounts. This can still be accomplished by having GMs be GMs on regions they do not play on. Even though this sounds inconvenient for them, player bias is an issue that we face due to GMs and players being closely in contact throughout regular gameplay. Having a system that keeps personal bias as low as possible would be better.


    For all of Runes of Magic's flaws, the management and development are the real killers of this game. Terrible transparency, releasing broken content for several caps in a row, refusing to even inch away from the current business model that is clearly not working, and basically not caring what the community has to say has driven people away throughout the years.



    In this thread you can discuss about adding positives and/or negatives regarding the Development and Management of Runes of Magic.

    NOTE: This thread doesn't make much sense by itself. It is part of a bigger thread that was split into several pieces to keep discussions on a single subject per thread, otherwise things would get too messy. See the Master thread HERE.


      • Siege War System
        • In siege war, there were a variety of roles that all types of players could fulfill. Players of any level/class/gear could farm merits, upgrade themselves in order to crystal/merit farm, operate siege vehicles, etc. This allowed for players of any level, skill, gear, or class to be able to participate in an effective manner in order to contribute to some aspect of their guild’s overall success. With the exception of a few obvious issues with siege war, the siege war system was designed very well.
          • That being said, people should not be able to be shot through solid walls and people should not be able to simply log on alts and hold their gates while doing nothing for 60 minutes. 100k point guilds should also not be paired with 1k point guilds when other high point guilds are registered. There are obvious things that need to be fixed about siege war.
      • Limited Buff Items (Dumplings, Laor Tarts, etc.)
        • This makes PvP unbalanced. Simply bring them back to the crafting system, allowing everyone to have the same advantage rather than the richer or P2W people to have the advantage through buying them at high gold amounts that others couldn’t necessarily afford
      • Siege War Pairings
        • This has been an issue of RoM for a very long time and there are so many easy fixes for it. The top 1-4 guilds registered for Siege War should not be paired with other guild’s in the bottom half of the bracket. That makes absolutely no sense whatsoever. A new pairing system needs to be put into place that puts guilds into different groupings based on their ranking amongst the guilds signed up. These groupings should have random pairings within one another to ensure that for example the top 4 guilds have matchups with one another, and the bottom 4 the same. This would most definitely improve the siege experience for if not all, the majority of guilds interested in PvP.
      • Ability to cheese in Siege War (Being able to use alts to protect gates, do nothing the whole hour, then fearcap at end is so terrible).
      • Siege War Title System
        • The Siege War title system was a great system that was implemented throughout the game, providing great buffs for players to succeed in PvE content. The only two problems I see with this system is that…
          • A) The buffs were never renewed! It was a very great idea to implement this system although once people finished (which for most of us was years ago), there was nothing more to achieve. It would have been interesting to see more siege titles added throughout the later years of Runes of Magic.
          • B) It took quite a long time in order for people to obtain Ironblood Will, which is an essential buff at this stage of the game. Maybe reduce the cost of badges in order to complete the whole pathway so that new players aren’t “gimped” for a year and a half or even longer.
      • (Suggestion) Siege War Seasons
        • Have it so that guilds are rewarded for high Siege War rankings at the end of each season, providing an incentive for guilds to show up and try for siege. This idea could have many small things people would abuse that could be discussed further in order to prevent them, but the idea in itself is sound.
      • (Suggestion) PvP events
        • This is not necessary in order to fix the game, but what would be is adding unique features and new events to attract the attention of players who have previously played Runes of Magic. This event was attempted in the past but horribly executed. This could be accomplished by having 1v1 and 3v3 tournaments hosted within game (in the arena for example) and monitored by a GM, who would also be responsible for updating a bracket, awarding the winner.
        • RoM has experienced the same style of GM events for so long, it’s time to make a change. After the first server merge, our guild, PPK, hosted an event run only by players with no ability to alter anything within game. We gave away endgame gear and special prizes for simply completing a difficult obstacle course we constructed (within our guild castle) on the first day of the first merge. It wasn’t anything spectacular but people had fun! That’s the ultimate goal, we don’t need the most mind blowing events in the world, although something new would be refreshing.
      • (Suggestion) Create an incentive to PvP
        • PvP became so dead, and we’re not just talking about Siege War, even the arena lobbies, guild warring, Karros Canyon, Tyrefen Mountain Range, Visdun Fortress, etc. People do not care to PvP because they have absolutely no reason to. Most games have some sort of currency that they get STRICTLY through PvP that provides an incentive to do arena, siege, etc. This allows for these forms of PvP to be active and the PvP aspect of the game to be more popular. This will without a doubt come with bots; but if this game is worth people trying to bot, it’s better than it being dead! That is when you would have to do the work of regulating it. Honor points was not enough of an incentive to fulfill this purpose.
        • Arcanium Arena was a great idea although it had some bumps in the road that needed to be fixed. The main issue was that the stats were never updated. This caused the value of the arena to essentially have an expiration date. This could be fixed by simply increasing the stat values every or every other cap to maintain their viability; the name wouldn’t even have to change just literally increase the stat values.
        • That being said, all these forms of PvP are very entertaining, although in an MMORPG where one is constantly working on upgrading and being the best, people rather do things for a purpose than simply for fun, unfortunately.


    In this thread you can discuss about adding positives and/or negatives regarding PvP content in Runes of Magic.

    NOTE: This thread doesn't make much sense by itself. It is part of a bigger thread that was split into several pieces to keep discussions on a single subject per thread, otherwise things would get too messy. See the full thread HERE.

    • Some boss fights were very well designed [ex: Most of the 55 and below dungeons, Grafu Castle 4th/5th/7th, all of ToSH, KBN 3rd/6th/7th, Bethomia 6th/7th, Belathis 2nd/3rd/5th, Pillars of Morfan 5th, Crypt of Eternity 5th, Bone Peak 2nd/3rd (even though parts of the strat made doing it impossible after a certain amount of time, needed some fixes for bosses 2/3), Madro Troll Nest 4th, Raven Heart 1st (My personal favourite boss in a long time), Vale of Rites 1st/2nd/4th (before nerf).
      • A lot of these instances seemed like they had interesting strats, although general problems with the development prevented us from being able to view them, for example: Grotto of Horror - some of the bosses seemed like they had interesting mechanics if the fight lasted long enough, although the bosses were designed so weak that they were just burned immediately. Also, all of the 92 dungeon bosses seemed interesting although the dungeon was broken for so long, even 3 caps after it was released and endgame, fixes were still being made to it.
      • We know that all the bosses named were the more strat based bosses; this does not mean that instances need to ONLY be purely strat. Having certain DPS check bosses in dungeons is fine, although there must be a balance between the two, not one strat and 6 burns. Bosses with super simplistic strats that lead into a burn do not count as a strat boss. Runes of Magic has a history at this point of making dungeons super burn based, causing the content to be super dull. On top of that, the burn content is super easy to burn.
    • Older instances like HoS always had portals to avoid having to run the entire length of the instance back, a very tedious job especially for a healer which would be very frustrating. Why not reimplement the portal system in the newer dungeons? With this in mind, sigils should disappear upon zoning into dungeons so that they cannot be abused in order to burn bosses
    • World Bosses and Proof of Myths
      • It is nice to have some of the content be open world rather than everything being instance based! Proof of Myths also allow for some stats to be accessible without always needing to clear the endgame content.
      • Proof of Myth events, even though easily and highly exploited by a lot of people, are an absolutely amazing way to drive down the prices of this currency, allowing for a ton of stats to be more accessible to the majority of the community. This reduces the cost of this currency drastically so buying them is not overly expensive, as well as usually most people end up with a decent share from just farming.
      • Sometimes the proof of myth events can be overly dull or tedious. Maybe create some new ways in order to earn them rather than just running super old dungeons a bunch of times everyday.
      • Stop increasing the price of Proof of Myths and simply cycle between stats just like shell stats. All increasing the price does is remove the value this provides as a currency to those not running endgame content (as it will eventually become too expensive for most people, taking away from its value to the mid-game players).
      • Continuously add world bosses every cap to provide more content!
    • Runewaker has the tendency to advertise or have content/gear be viewable to players and then release it DRASTICALLY late. What is the point in showing us it’s coming if you are going to take so long to release it. Content should be viewable/advertised when it is guaranteed to come out as functional as possible soon. We do not need any Veiled Crypt of Kashaylan or Hall of Chaos repeats! The appropriate time should be allocated for working on content to release it functional and on time.
      • The Hall of Chaos legendary weapons were able to be seen for so long and then released when they were out of date and barely viable anymore. It is very frustrating to know that content should be available to you at a certain point in time but is being delayed. I’m sure the player base would rather be blissfully ignorant and not know of its existence until it is ready to be released and functional.
    • Knocking off buffs
      • I understand this was a measure that was taken in order to keep things balanced, setting a buff limit so that people can’t simply superbuff with everything in the game. One major flaw about how this was implemented is that the buff counter that knocks off your buffs should not include your debuffs which it does. There’s also certain buffs that should not be knocked off. I find it ridiculous that one can knock off their Zodiac or their housemaid buffs and then not be able to get those buffs back due to restrictions placed on them within the game.
        • Not only does this not really set back players that much in regards to super buffing, but it is simply frustrating and annoying.
        • (Suggestion) It would be more logical, and moreso balance the burning aspect if people’s short term buffs were knocked off if they were over buffing, aka Caviar Sandwich, Moti Blended Sausage, Unknown Choice (rogues), etc etc.
    • Zones
      • Coast of opportunity was a great idea, and it certainly would be an attractive reason for new players to start playing. The only problem is that if you chose to go about the adding a “speed quest zone” route instead of simply buffing the XP from other zones to streamline the early level questing, you would have to create some sort of incentive to revisit previously created zones so they aren’t just a waste of space. This could be as simple as having a specific NPC that can only be found in zone X. (Examples of zones not ever visited anymore - Ravenfall, Aotulia Volcano, Limo Desert, Northern and Southern Janost Forest, Tergothen Bay, Dragonfang Ridge, Elf/Dwarf Starting Zones, Sascilia Steppes)
        • (Suggestion) Buff the oldest zones in terms of experience and talent points gained from quests. Add incentives to visit them more often even after being endgame.
          • Buffing the XP in the original questline zones would allow players to also have quests available for leveling other classes!
      • Even the NPC for crafting in Weeping Coast was enough for players to revisit that area time and time again.


    In this thread you can discuss about adding positives and/or negatives regarding PvE content in Runes of Magic.

    NOTE: This thread doesn't make much sense by itself. It is part of a bigger thread that was split into several pieces to keep discussions on a single subject per thread, otherwise things would get too messy. See the full thread HERE.

    • Great equipment/gearing system relative to creating gear, simply things that need to be fixed [plussing too RNG and becomes too much of a P2W money grab (especially with +20s and +30s), stats are too hard to obtain for most players due to inflated economy, as well as endgame gear being too hard to obtain for most players]
    • RNG Galore: Makes it overly difficult and/or expensive to build one’s character
      • One of the main issues with this game is that everything is RNG. RNG item drops, RNG durability, RNG stat drops, RNG pulls, RNG plussing, etc etc. This directly incites the pay to win as well as frustration among players in this game. If you don’t wait for OD gear, you have to essentially spend a tax on your gear in order to run content that could damage your gear. If you do wait, you could potentially be waiting months or even longer in order to attain a full set of gear. The plussing cap is continuously increasing as time goes by and the success rates are decreasing drastically alongside it. Having stat pulls and gear drops be RNG is normal for an MMO, although the durability aspect as well as plussing your gear so high is not only far too expensive, but overloads the game with RNG.
    • Too much pay to win:
      • It is virtually impossible to do anything without diamonds or the item shop. There is no way anyone would be able to clear any of the endgame raids without puris, plussers, charges etc. It is virtually impossible to be endgame without high amounts of diamonds invested into your character. Either a drastic change needs to occur to Runes of Magics business model, or some sort of F2P method needs to be introduced in order to get some diamonds. Having a popular community that is happy with the game will in turn cause people to spend money on things as little as cosmetics or things to improve their gaming an experience. 500 people spending 10 dollars each is more money than 5 people spending 100 dollars. Focus on keeping your player base happy rather than soaking up as much money as you can and letting the game decline (prime example of that is Fortnite, people spend hundreds of dollars just on cosmetics that provide no competitive advantage!).
    • Legendary Gear was a great addition through the HoE set as it essentially provided alternative endgame content that was to be run alongside the current mainline dungeon.
      • More of these types of dungeons should have been released! And on time! (No Hall of Chaos repeats please)
      • Ensure that the sets from these “Legendary Dungeons” are in someway viable even as singular pieces. The problem with Hall of Fire or Hall of Water was that their gear was too similar/not as good as the current mainline instance gear, so it was not worth farming. This could be due to the dungeons being released late (e.g. Hall of Chaos), although say there was one piece that didn’t break any other gear sets that was very strong (for example a damage cape, higher crit damage ring, etc), farming the one piece from the new dungeon would have been done. This would’ve provided more, as well as a variety of content for players to have to farm, giving them more things to do.
    • Crafted Gear: Mostly useless gear, especially with the added damage pants sets.
      • Crafted gear right now as a whole is mostly useless. There are occasional pieces of gear that are useful and viable, although for the most part it’s irrelevant. This prevents people who are not endgame or are not spending a lot of money on the game from becoming endgame players. There are so many people we’ve encountered throughout our time in Runes of Magic who were decent players and probably better than a lot of endgame geared players, although they didn’t have the resources to purchase the endgame gear/stats that were for sale. I’m not saying make crafted gear the best gear or even equivalent to the best gear. Although we believe that people should at least be able to run the second most endgame dungeon and work their way up with that type of gear. I promise you the majority of the population in the current RoM won’t even be able to complete Crypt of Eternity Hard Mode and that’s absolutely ridiculous. I understand that a lot of the reason for that could be due to player ability, especially for the 5th boss, although all the bosses before that should not be an issue even though people still can’t do it. We see people who even struggle burning Grafu Hard Mode and in this current era of RoM that struggle should not exist. The addition of viable crafted gear would allow people to at least grind to work for their gear and eventually become endgame, rather than being stuck where they are forever.
    • Item shop sales, diamond sales, and xp/tp events happened quite often and regularly which is good for the community.
    • (Suggestion) Maybe add some sort of instant level cap vouchers in the item shop in order for new players to have an easy way to tryout new class combinations.
      • Many games have this as it is a good way in order for newer players to experience other class combinations.
      • This does not provide any sort of competitive edge or pay to win aspect to the item shop, as well as it is a good way for people to experience more of the game without repeating the same tedious questline.


    In this thread you can discuss about adding positives and/or negatives regarding game progression.

    NOTE: This thread doesn't make much sense by itself. It is part of a bigger thread that was split into several pieces to keep discussions on a single subject per thread, otherwise things would get too messy. See the full thread HERE.

    • Multiclass System: This is one of the best aspects of this game.
      • Being able to switch between many different class combos at will was very unique and provided a variety of classes for one to play. Different class combos were better at different jobs. Even with the same gear one character could do different roles (Warrior/Scout = Very High Burst, Low Sustain vs Warrior/Warden = Medium Burst, High Sustain -> Gear could also be used on other chain wearing classes such as Warden, and in the current meta, even to tank bosses as a Knight or Champion).
      • Some class combos were viable for endgame although the fact that it was so easy to simply switch your secondary and do double your damage caused the deterrence of players to playing certain class combos. Certain classes need to be more balanced so that there are more options for endgame class combinations. N.E.R.F B.L.O.O.D A.R.R.O.W (Also who thought it would be a good idea to put a 3000% DPS AoE skill into the game, c’mon guys)
        • Also certain classes were not played as a whole due to their inability to provide something or be the best at their job.
          • For example, Warden was not the best dps or tank therefore was only used as a Warden/Scout buffer. Knight/Warrior’s Authoritative Deterrence is essential in almost every instance therefore caused having a Warden/Warrior tank to be inefficient (wasting a spot because you would have to bring a knight/warrior anyway in turn preventing you from bringing something more useful in that one wasted slot). Warden/Warrior and Warden/Scout could also do amazing damage, in moderate burst but more so high sustain, although due to the majority of fights being burn or die, its viability died out.
    • Intricate combat system
      • Many different skills and classes that were designed in order for people to have a clear skill rotation, with a variety of skills that have clear uses for PvP as well as PvE. That being said, many skills were also used in very specific circumstances or against very specific targets, requiring one to know their class and be able to recognize these situations in order to have maximum effectiveness.
      • The ability to switch gear (or whole sets) while in combat. This greatly enhanced PvP strategizing. Min-maxing stats for situations at will.
    • Wardrobe system
      • The cosmetic system in this game is one of the most amazing of MMORPGs that we’ve experienced. All your outfits are very customizable as well as most of the outfits can be farmed (and not look ugly) rather than in most games where the nice cosmetics are usually cash shop items. Also, the festival in which you can exchange silks for cosmetics displayed by models in Varanas is a great way to allow seasonal/item shop cosmetics (that are not currently available) to be available to players at different times of the year.
      • Also all the customization is free! Yay Magic Wardrobe!
    • Guild castles in relation to PvP/General Gameplay
      • It was nice to see that guild castles were actually worth upgrading and gave an edge in PvE and PvP. It was also not that difficult to upgrade to a moderate level, preventing it from being unattainable for lower end players. This provided a goal for guilds to attempt to work towards collectively, as the advantage was significant enough to be worth working for.


    In this thread you can discuss about adding positives and/or negatives regarding general game mechanics.