There seems to be some confusion about cRPG lately, so we thought we should let you guys in on the "great plan".
First of all, no, our intention is not to "slow the game down" or even "dumb it down". In fact, quite the opposite. It's true that we are trying to make it more friendly for noobs, but not by making the game easier.
We have a general speed increase planned, but this is quite complex. The warband setting to increase the combat speed is not an option, because it's neither balanceable nor working well. The only way is the right one, and that's tuning every weapon individually. Of course, this takes time, so hang in there.
Not everything we're doing is because we're trying to "fix" something. "Don't fix it if it ain't broken" only applies to finished products. cRPG is no finished product, and not intended to ever be. It's a constant finetuning and improving of features.
Also, we don't do changes because we want the game to be more realistic. We do changes because we feel they are right. If they fit with realism, that's great, and it's also our guideline, but almost never the reason for a change. We are not trying do create a simulator, we are trying to create a game.
I guess you guys want details. So let's talk details:
1. Increase the depth of fights
Which means more different fighting styles and more playstyles in general. Easy to learn, hard to master.
Examples would be separating hilt and blade damage types. Or having multiple damage types per weapon. There are also some more drastic changes planned, but not yet certain if they will make it into cRPG or we'll hold them back for the sequelas a USP
2. Change the multi system
Yes, the multi system is silly. I have no trouble admitting that :]
It makes you stop playing when you drop to x1, and it forces you to continue playing when you have x5.
Therefore, we'll change the system to something that rewards personal skill and risk more. It will be, among other factors, proximity based, as we had in the early versions of cRPG. It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers. It will also not reward proximity leechers. You can expect this change soon.
3. speed up the gameplay
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.
4. Strategus
As seen in the last strategus patch, I'm trying to bring more and easier battles back into Strategus. I feel I've done an error with trying to shove economics into the gameplay so hard. They will stay a part of the game, but I intend them to be a bonus for clans and individual players, not the fundament like i tried before. Which was stupid. Micromanagement shouldn't be a necessity to play the game.
In the end, strategus is a game to fight epic battles, and that should be the main focus.
Apart from that, Harald has been working hard on a new graphical version of strategus, that fits with the current website and in general has the usual awesomeness of Harald. However, that is a big project, so no ETA on that yet.
Also, for all the "mod is ded" shouters. No, it's not, stats show us that it's as active like never before. Just to make that clear, we're the last to leave the ship.
We're here to stay.
Nuff said.