Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Cyclopsided

Pages: [1] 2
1
Spam / Greatest or Greaterest tease picture
« on: September 23, 2012, 09:37:22 am »
Compliments of chaos/remnant teamspeak
Oh, Probably NSFW.
(click to show/hide)

If you think you can do/find better, go.

2
Buy / Buying +3 Sumpter
« on: June 11, 2012, 05:50:40 am »
I really really want a +3 sumpter.
I have a +3 scimitar to trade as of this post, but i change what i have often
Pm Me  <3

3
Spam / brb 2 weeks
« on: October 09, 2011, 12:26:25 pm »
Uninstalled warband. Blocking website completely so I can't view forums.

4
Game Admin Feedback / [NA] Marathon
« on: October 04, 2011, 11:56:29 am »
All criticism is welcome, because that way I can be a better admin when on.

5
Game Balance Discussion / Pole arm overhead issue
« on: August 25, 2011, 10:42:56 am »
Alright. We all know that polearms have an interesting collision-detection for their overhead swings. And by that, I mean they don't hit teammates and only enemies.
Of course that is with anything using the polearm's overswing animation, so this includes the flamberge which is classified as a 2h.
Now, I did not see the hotfix. I have only heard some rumors, But all I heard was something vague about pole arms using an overhand thrust for a while and it being reverted. If this solution to the problem was already done and was unfavorable, let me know.

So, what is the possible solution to the pole arm issue (mainly the long spear)? Use the 2h animation for overhand swings on swinging weapons like pole axes, and give spears overhand thrust by replacing the pole overhand animation.
Something that simple would fix the broken aspect of ghosting through teammates, and add more diversity to the game -- while balancing long spears.
I haven't tested the way the 2h anim looks on poles yet, I can go test that in native though. SO maybe it looks awful and doesn't work.

Anyways, can a dev post regarding this? Was this the hotfix that was undone? Is this a possible solution prior to WSE implementation, or are we going to have to sit on our thumbs until then? As it is now, people are complaining that certain ~weapons~ are overpowered, when it is just a buggy collision detection on a specific animation. I don't want to see balance get fucked up in the name of not understanding the issue.

6
Beginner's Help and Guides / Solid Builds
« on: June 27, 2011, 09:29:35 pm »
Note: My thread got stickied! Read the entire thread, there is a LOT of knowledge and discussion contained within. Explaining the reasons ~why~ some of the stuff you may ask is the way it is.


This thread is dedicated to getting players solid builds that will work the best for them to play in game with the desired results. If the style of play is too much of a gamble or is not fun, it is not a valid build or tactic. As somebody who has done countless instant level 30 characters, I've probably done and tried everything you will suggest. If I haven't done what you are asking -- I will. I will make a character and judge what build(s) do that best!
WILL UPDATE THIS STARTING POST AS PEOPLE REQUEST BUILDS, WITH THE REQUESTED BUILD FROM FURTHER IN THE THREAD.
*All builds made with the Character Calculator Located here: http://infinitum.dyndns.org/crpg/calc.htm
*New calculator put up by Druzhina_Urugash: http://alpha-lider19.ru/MB/
* Archer damage calculator http://alpha-lider19.ru/MB/?go=archercalc

NOTE: due to the most recent update in march, 2013 where many 1hs became 0 slot, 1h is the go-to hybrid for sidearms for crossbows, etc. Especially with the slot increase to 2 for all xbows. I have not updated the individual descriptions since, however.

Standard 2h/pole dedicated builds, Just change 2h wpf to Polearm if desired:
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

(click to show/hide)


1h/shield Lancer cavalry:
(click to show/hide)
(click to show/hide)
Dedicated archer builds
*change IF to PS for melee optional.
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
the Min-Maxer delight Dedicated archery builds
(click to show/hide)
(click to show/hide)
(click to show/hide)

Crossbow Builds
(click to show/hide)
(click to show/hide)
(click to show/hide)

7
General Discussion / Inverted Block Directions
« on: June 01, 2011, 09:38:23 am »
Is there Anyway to get inverted block directions? You know, Block by Inverse mouse movement?
I really want to find out a way of doing this. If I end up having to buy a programmable mouse/joystick or using some emulating program that is disappointing. Also, I would have to worry about that appearing as a false-positive autoblock hack.

So, Is there Any way possible to get inverse mouse blocking? I want to move my mouse left to block my right side, etc.

8
http://img703.imageshack.us/img703/7005/mb48o.jpg

Alright. I have a separate CD key and separate installation of Mount and blade, which I have been playing instant level 30 characters on. Everything was working fine, I could launch my steam version, play my normal characters. Then I could later go play my other install and play on my instant level 30. Everything was fine. I was having a bit of lag spikes, so I closed my game and went to reset my modem & router. I did, came back about 5 minutes later to play again.

But, to my surprise I could no longer play on my instant level 30. As soon as I connect, It verifies cd key, I load in to play, and I see the map and chat for a second or so -- then BAM it kicks me saying this character is not mine. No, I am not loading up my steam version and trying to log into the wrong character.

Is there some sort of secondary verification based on IP, which could have changed? I could delete my character and create it again probably, but that should not be the answer.
Any official word on what is going on? This happened yesterday so I waited to see if it would resolve on its own, but it has not.
I have a sneaking suspicion that since I have my normal account and this forum account linked, that since I visit here it is the cause? That I may need a separate forum login for my other install, lol.

9
Suggestions Corner / a High end dagger - A Stiletto/rondel or dirk
« on: May 18, 2011, 01:58:30 am »
For a long time I've been searching for a dagger/dirk/stiletto model already made in another mod that I could get permission to borrow for crpg but I have yet to find one. If anyone knows of a good dagger model, please leave a link and some info in this thrad.
(Because I don't know how to model  :cry:)
So, really this is probably a dead end topic without a model. I guess I am hoping someone here knows how to model and would be interested in modeling one, if not I'll close this topic eventually.

The whole point of this thread is so that we can have a higher end, more expensive and damaging dagger. Particularly a rondel or stiletto which were stab only (as In they were garbage for slashing and weren't used for that at all). Currently, we have very weak daggers that are cheap weapons used by peasants, they even have less thrust damage than other one handed weapons like the long espada!

A problem for the weapon I thought for a long time is the fact that daggers, historically, were used underhand NOT overhand as they are portrayed in game by the dagger/long dagger. It would not be a big problem to just continue that trend as nobody would care and nobody has cared. Alternatively, the weapon could be held underhand but only given an overhead attack which would work with the current animations.
**overhand vs underhand for people who don't know: http://www.youtube.com/watch?v=Ys6zON34qGg&t=7m46s

Now, when it comes to balancing said item I spent a lot more time thinking. [I really need to find a model before making a thread. I tried this time though, I swear.]
I have a few points about making it a balanced dagger, where enough sacrifices are made that it can have an attack of 33 pierce, comparable to an awlpike.
1. No side swings, stab only. If overhand model, it is thrust attack only. If underhand model, it is an overhead attack only [2h overhand animation with weapon length of 1]. This means it gets only one hard hitting direction.
2. Only 105 speed, Not as fast as the other daggers which are over 110+ speed.
3. It is a bastard weapon. If no shield, it is used with 2 hands. If used onehand [with a shield] it will do less damage as you don't have your other hand helping to drive it in.
4. Manual blocking. I don't know if it should have it or not. It probably should since otherwise you'd have to dodge side attacks since you can't even chamber them without that attack direction. I don't think it would be OP with blocking.
5. It uses up one slot. It is not 0 slot.

Post thoughts, ideas, and constructive criticism. Lots of criticism is welcome. I am looking for any dagger model still so I can give a real suggestion on a weapon being added.
That is all. I may be being too hard on it and nerfing it too much. Everything is subject to change and nothing is going to happen without a model.

10
Game Balance Discussion / With all this hate going around...
« on: May 02, 2011, 11:56:57 am »
...And yet not a single thread like this?

The patch really helped with balancing. It is really well balanced right now and is a lot more fun to play. There are lots of bugs still and there needs another hotfix and such, but the game itself is really good right now. Nothing seems OP in the slightest and the battles flow really nicely.

As this evolves in the next few weeks I'm sure some people will find something to be the new flavor of the month, but I highly doubt it will be anywhere near the likes of barmace crush-through/throwers and everybody having an xbow on their back.

You guys are doing a wonderful job. Thank you.

11
Faction Halls / PGI - Playground Inc.
« on: April 03, 2011, 01:19:57 am »
Playground Inc.
visitors can't see pics , please register or login
   
   Playground inc. (_PGI) is a small group of hire-able mercenaries who use highly coordinated teamwork to achieve victory. We will not be partaking in strategus as a clan, but as an elite group of mercenaries that will serve the highest bidders. We are a group based in NA who have mostly known each other for many years and are close friends. We will be quite a force to reckon with; and already tend to have considerable sway on servers even in our unrefined state.

We are not specifically recruiting. If you want to hang out with us and learn good formations and usage for pikemen, Shielders, hoplites, Long pole arms -- PM me and I might send you our TS3 Info to hang out with us. If you like us and we like you, then maybe we are recruiting.

SUBJECT TO CHANGE; Will update. Trying to get our optimal set up.
--------------------Roster------------------------------------------
Name, (alt character names), Character type, (alt character type)  In italics if recently inactive.
--------------------------------------------------------------------
Cephalopopsicle_PGI                                              Pikeman
Musashi_PGI (Saxion_PGI)                                     Hoplite (2Hander + Xbow)
Uumdi_PGI (RiverdaleStomp_PGI)                          English Bill/Pikeman (1h + shield)
Phrobot (Frobot)                                                   Archer (1h + Shield)
Afro_Thunder_PGI (Dawg_PGI)                              2h (Archer)
Illuminaughty_PGI                                                 1h + shield
Misanthrope_PGI                                                   Crutchthrough
Vulft_PGI (Trinnean_PGI)                                      Hoplite (Archer)   
MasterLady                                                           Pikeman
Ballocaust (Bigadaboosh)                                       Cavalry/Polearms (2h)

12
Suggestions Corner / New item: Long Pike
« on: March 28, 2011, 09:48:45 am »
EDIT: THREAD LOCKED; Due to game engine this is not possible. The hitbox would originate too far form the player, while preventing spin thrusting it would open up other exploits such as stabbing right through your team/entities and object. We are stuck with short pikes.


Currently the pike in game is extremely short for an actual pike. I don't want to change that weapon as it is balanced for a decent role in game.
However, I think a long Pike should be added. I do not have a model for this, if one is pre-existing somewhere or if someone is up to making an extended Pike model I would be grateful. It should also be rather simple, I think. If it comes down to it, I will learn modeling and make it myself if it were to be acceptable.


Here are my proposed stats for the weapon. Third draft. Add in your thoughts and we can adjust this to ideal.
Price: ~5000
Weight: 3
Requirement: 10
Spd rating: 70
Weapon length: 350, First draft was 500 which was far too long in hindsight
Thrust damage: 25 Pierce
No swing. No overhead. Thrust only.         Reason: No ridiculous overhead shit with it this way. With how collision detection works, it can't have overhead.
Can not be used with shield.
Can not be used on horse.
Unbalanced.                                            Reason: To prevent retarded feinting with thrusts.
Can not be sheathed. You drop it instead of put it away.  Something like with how ladders are used in siege. This should not be capable for someone to pull out of their pocket, to prevent it from being abused by random non-dedicated characters for use against horses.

13
Game Balance Discussion / Rebalancing Daggers and Knives
« on: March 07, 2011, 11:50:17 am »
This is a topic on the weapons that can not manual block such as the dagger, Long dagger, knife, Khyber knife, etc. These will all be referred to as daggers from here on.

This thread is to either:
1. Add higher tier [More expensive, more damaging] dagger(s) which have damage comparable to the other 1h swords.
2. Just buff the current daggers/knives in damage [and price?] so that they are comparable to current 1h sword damage.
However, with the damage buff, Add a penalty with shields for obvious balance & logical reasons.

Now, it is to my understanding that reason daggers are so nerfed in damage currently is that they are:
 A) Considered "Peasant" weapons and thus should have lower damage.
 B) To prevent them from being too effective with shields.
Point B Is solid reasoning -- however it punishes ALL users of the daggers rather than the specific intended people. This is why I am proposing that there should be a penalty with shields. Besides, it should & would be stupid as hell to use a dagger with a shield as effective as a sword.

Meanwhile, from Point A's perspective it does not make sense. Since there is no higher tier dagger in place, we just have largely useless weapons that aren't even effective for the amount of risk in using one. Currently the dagger weapons are the highest risk of all for a low reward. Currently, Daggers do way less damage, have super short reach but are a little faster. Being shorter but faster is an even trade off that goes without saying, but they shouldn't ALSO be nerfed in damage when they can't manual block. Besides, when were daggers ever used by peasants? Also: There is a specific peasant knife in the game meant to be the peasant weapon. Make the dagger/long dagger/knife/khyber knife more expensive so as to not be "peasant" weapons when they are rebalanced to be useful.

Here are some examples that I am suggesting:
Long dagger : Cost 300 --> ~2000
weight 0.25
requirement 0
spd rtng 112
weapon length 47
swing damage 23, cut
thrust damage 25, pierce ---> 28, Pierce (Which is one less than the long/ espada eslanova. I'd put it to 29 to be even in damage but maybe that is asking for too much.)
+add Penalty with Shield

Khyber Knife : Cost 406 --> ~2100
weight 0.4
requirement 0
spd rtng 108
weapon length 60
swing damage 24, cut  ---> 30, cut (This is in line with the average cut oriented sword and less than a lot of them in cut damage.)
thrust damage 17 pierce
+add Penalty with Shield

*rebalance other ones accordingly.

***EDIT: [ http://forum.c-rpg.net/index.php/topic,2805.msg49517.html#msg49517 ] Is a post on the second page with another option that does not put penalize shielders as my above option apparently would, make sure you read the whole thread as this is a rather good debate thread.

14
Game Balance Discussion / Appreciation Thread
« on: February 24, 2011, 07:31:49 pm »
You guys deserve this, one of these threads hasn't been around for a while it seems.
In all honesty, when it comes to balance you guys are doing a pretty good job.
You guys have to sift through the biggest piles of lobbied shit imaginable when weighing options on how to balance stuff and I am glad you guys make such solid decisions.
Crush through on pretty fast weapons like bar mace is going to be removed as it was absurd in every sense of balancing, throwing is getting nerfed although I don't think you guys have publicly released any specifics on the ways it is changing yet. However, it is about time and that is coming from a thrower.
Everything is [or is going to be] pretty well balanced right now although of course there is the flavor of the month crowds that find whatever they think will give them an edge over others.
Sure, you guys will be doing small tweaks all the time and that is what I like. Keep it up, not many games/mods have consistent balance patching so I (and hopefully we) really appreciate it.
Come on guys, give these guys some love sometime, they seem to only be getting QQed to.

15
Suggestions Corner / Stones. Yes, Stones.
« on: February 19, 2011, 01:28:48 pm »
<<COMPLETE SUPER EDIT>>
A topic on melee stones, not thrown.

Stones have the lowest range of all weapons in the game, including unarmed fists due to animation.
Stones have way less reach than unarmed fist, and the stone is used very unnaturally the way it is swung with the 1hander animation.
From a realism perspective, stone should have the unarmed animation, who on earth would swing a stone like that so close to their body without extending their arm?
From a balance perspective, stone should have the unarmed animation because stones can't hit people walking backwards, and most of the time even side to side movement. You'll only hit people dumb enough to stand still or walk into you repeatedly. Many of your swing simply pass through people due to it having such low reach from the 1h animation. It is a crying shame that half of the swings or more while you are touching the enemy will miss anyways. Also, can this even be overpowered as a weapon? it isn't like it can block with other than chambering and has pretty low damage. Even still, I'd actually support a swing speed nerf to the rock if it were so desired.

Obviously two solutions come to mind.
The first one being to increase the weapon length of the stone. Impossible as there is a strict policy on ghost reach, even if it were to only increase it to the fists. Won't be done.
The second option and most logical one is to give the stone the unarmed animation. I thought this was possible, but after a ton of searching I have found out that you can't assign a weapon the unarmed animation as there is no itcf_ heading for it and there is a HARDCODED LIMIT ON WEAPON ANIMATIONS :((((((


So, basically, "Deal with it." .... for now.
When CRPG runs with WSE we'll be able to have hardcoded things changed :D. Finally we'll no longer have hardcoded pole-stun (just to name something at random) -- and maybe even melee rocks will be fixed to the unarmed animation.

This thread is over.

Pages: [1] 2