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Messages - Tomas

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856
Game Balance Discussion / Re: A suggestion
« on: July 14, 2011, 02:08:17 am »
1st of all sorry to whoever ends up moving this that its in the wrong place. My bad

This makes no sense at all.The average armour values are a good bit higher than what you have posted, and what if i wear full plate will that mean im -4 slots or just 1?

Just the 1 slot used.  Its non stacking so your 1 slot used for body armour would not stack on top of any slots used for helms, gloves or boots.  I thought about a system that increases the number of overall slots and counts each individual piece of armour but this actually works out simpler imo.  You either decide to be heavily armoured and sacrifice a weapon slot, or you decide to be lightly armoured.

To answer other comments

I picked a value of 30 for body armour as this is where the armour suddenly jumps in weight from approx 5 to approx 10.  I see no reason to distinguish between chain and plate because plate armour, although potentially heavier, was in fact easier to wear due to it being in pieces that were individually supported by didfferent bits of the body rather than all the weight being on the shoulders.

The other stuff I just picked what seemed logical as a peasant with a full plate helmet would look a bit silly.  An alternative would be to say that if your total armour weight exceeds 10 then it costs a slot.  I think my system gives people more choice though.

As for slots, 4 is more than enough imo even with a slot taken up by heavy armour.  People still have plenty of options.  There will be no change for light armour wearers whilst heavy armour wearers still get 3 slots to use on either

Heavy Shield + 1 Hander
Normal Shield + 1.5 Hander (Bastard Sword)
Normal Shield + 1 Hander + Throwing Weapon
2 Hander + Throwing Weapon
2 Hander + 1 Hander
1 Hander + Lighter Bow/Xbow & Arrows/Bolts
Lighter Bow/Xbow & Arrows/Bolts + Normal Shield + 0 Slot Weapon (Hammer)
Heavier Bow/Xbow & Arrows/Bolts + 0 Slot Weapon (Hammer)

That's plenty to be going on with just off the top of my head

What awesomeasaurus said was exactly what I was going for.  Making people choose between attack and defense although it doesn't actually limit  peaople that much.

The only thing it stops is things like Heavy Xbow + Heavy Armour + a good Melee Weapon of some sort which is good imo as it stops people being able to have both great ranged weapons, great melee weapons and great armour.  You get 2 out of 3 instead

857
Game Balance Discussion / A suggestion
« on: July 13, 2011, 10:51:21 pm »
Sorry if this has been suggested before but why not include the heavier armour as taking up a slot.

You could have a rule where if you wear

a helmet with an armour value over 20
OR
boots/greaves with an armour value over 25
OR
gloves with an armour value over 5
OR
body armour with an armour value over 30

then that counts as taking up 1 slot.

Just designate the items breaking the rules as taking up a slot but make sure that they do not stack with each other so the max slots taken up by armour is 1.

That would balance things out and reduce the importance of upkeep which is proving to be a nightmare to balance.

858
Game Balance Discussion / Re: Humble opinion of BlueKnight
« on: July 13, 2011, 10:26:55 pm »
I don't agree... Bows used in the films had some similar features to the medieval bows probably. Arrows were always shitty. I mean that the armour wasn't a magnificent one and it wasn't black armour man... Even if it was, my 68 body armour should save me. In the second film you have super breastplate against super Longbow ( 115 lbs ) in deadly range ( 20m ). That's why I think the dmg should be lowered dramatically with the increase of the armour.

You need to watch Warriors - Knight Fight (i found it to download here - http://www.filestube.com/f07261416dcd4dc903ea,g/Warriors-S01E05-Knight-Fight-HDTV-XviD-FQM.html)

Some of its a bit crap but...

1)  There's a guy on it (23mins in) shooting a 130lb long bow.  The heaviest longbows were 180lbs according to that show so 115lbs is nowhere near being a Super Bow

2)  On 31mins they shoot at a Breast Plate and with the 130lb bow the arrows penetrate.  Imagine what a 180 lb bow would do.

3)  On 26mins they compare an 850lb crossbow with a 110lb bow for speed.  They managed 7 shots with the bow for every 1 shot with the crossbow!!

http://www.youtube.com/user/bigbowbrum#p/u/5/HagCuGXJgUs compares a 130lb crossbow with the same longbow.  This crossbow manages 1 shot to every 1.5 bow shots and is therefore much quicker, however it only has a range of 90 yards compared to the longbows 250 yards.  They therefore estimate that the 110 lb longbow is the equivalent of a 350lb crossbow which could not be pulled by hand.  Going backwards from this info, the 850lb crossbow is the equivalent of a 280lb bow and is therefore 50% more powerful than the heaviest longbows (180lb as previously mentioned).  I'd say that 1 shotting with the heaviest crossbows should definitely be possible even against tincans.  But you're looking at 30 seconds to reload - more than enough time for a 2nd tincan to run 50 yards and finish you off.


859
Game Balance Discussion / Re: Humble opinion of BlueKnight
« on: July 12, 2011, 08:53:45 pm »
- HA was perfect before the patch. They weren't overpowered and weren't underpowered. I used to love their small damage, but nice accuracy.

I think the HA has always been more misused than overpowered and that is still the case imo.  Riding up behind someone, stopping your horse 15 yards away and firing a few arrows before retreating and repeating the process should not be the way HAs are used.  RL horses would either be untrained (and therefore skittish/frightened) or trained to keep moving, making the stationary horses we see in M&B a little far fetched.  Decreasing the accuracy of shooting from a stationary horse would have been a much better way of nerfing the unskilled HAs who have to stop to shoot, whilst leaving the truely skilled HAs alone.  If I get head shotted by a HA moving at a gallop 40 yards away then fair play to them :D

- Archers were a bit overpowered against good armours. I will show you a few tests on YT. There were used some steel plates, Warbows and Longbows between 95-115 lbs. I am not sure if it is right, but for me MW Longbow should have the same influence on +3 plates and heavy armours as the hardened breastplate from the short film on YT. When it comes to gambeson and other poor armours, they should be pierced quite easily and it means that the damage that was dealt (not sure of the form) to them was proper.

http://www.youtube.com/watch?v=q-Xp56uVyxs&feature=relmfu - Warbows against 1,5 mm high carbon steel
Lololol... I wanted to place here anouther video but YT user had deleted his account... 0.o
http://www.youtube.com/watch?v=D3997HZuWjk - another one with "pretending" Longbow shot from 20 meters.

In fact I know shit about medieval archery. I just know that arrows were shitty. Some of you can know those videos. If I am wrong about anything correct me please.

I took the opposite view from the first video you posted.  If you read the info below the clip it says that the armour is better than it would have been, whilst the arrows "have not been sharpened nor hardened" and the bows were "at the lower end of the poundage medieval archers would have used".  What the video shows is probably the equivalent of a cRPG Horn Bow with normal Arrows versus the Black Armour.  The cRPG Long Bow and Bodkin Arrows would have penetrated more and therefore done more damage. 

I'd therefore say that Bows are now over nerfed. Although I'd add that the bow difficulties are far too low and should be comparable if not higher than the difficulties for the Heaviest Armour or the Arabalast

- crossbowmen - Bolts ( just bolts ) have now 0 pierce... Even arrows ( just arrows ) have 2 pierce. There is something wrong here. But I didn't mind the crossbowmen from last patch. in my opinion they were balanced. After miss they had to stand still to reload. It was fair. Anyway I still wonder what should the real dmg of arbalest be. It should be probably something around the dmg of the best bows in real life. Big plus in crossbows is that you don't need any "crossbow skill". It should be the main advantage of Xbowmen.

Agree with your comments on bolts - it really doesn't make sense to me.   I do think the bows vs xbows are now balanced compared to bows though.  Before the recent patch I think Bows had the upper hand but now they are even.  Of course I think both are nerfed compared to everything else.

- Horsemen were balanced also. I mean that if you were careful, you weren't killed by them. Good horseman could kill a number of enemies even in face to face fight. They were using the bigger range and maneuverability of their horses. My example is Templar_TommYyy, Who was great thanks to his skills not to the advantages of his class. Nerfing the angle of attacks means nerfing his skills. We don't want to be rid of skills. Tommy and other good cavs won't be able to show their possibilities. They got nerfed too much.
Anyway I am happy about the statistics of the horses. they seem to be quite fair, but the angle of attacks.... it needs some help.

I think Horsemen got nerfed in the wrong way but perhaps the right way isn't possible so it is a compromise.  Of course a horseman should be able to thrust a lance at virtually any angle but doing so at a stationary target, or one moving towards you would definitely result in either the loss of the lance, being unhorsed or both.  Its a simple momentum thing.  Thrusting at more than 40 degrees is to keep persuing cavalry at bay and since you are both moving in the same direction there would be no issues with this.

- throwing - back to life. Good, but throwing hammers is a strange thing. They are stuck in you and it is strange. I hope there won't be an increasing number of throwers. they were pretty annoying when you were close to them and then you were killed by a huge jarid from a thrower with 8 PT. In my opinion developers should be careful with changing throwing.

Agree completely.

- shielders - I am not a shielder but everything seems to be fine with them. Maybe shielders should say something.

I am a shielder and would say that they are probably about right.  I would love to see a new animation for shield + short sword thrusts though.  The whole point of a short sword is that you don't have to drop your shield to thrust the weapon.  I'd couple this with the shield being held slightly further in front of the body than normal when a thrust is chambered so that your flanks are exposed more than if you are just blocking with your shield.  That would hopefully make the shield/short sword thrusting mostly useless in 1 on 1, which of course it was unless you were very good :)  Doing this might even encourage some proper shield wall tactics in battles as at the moment every shield wall breaks down the moment the fight starts and everybody turns into a bunch of spinning maniacs.  Hardly realistic.

- Polearmers - They have big range, big cut and thrust dmg, stun and hitboxes. They make polearms best battle weapons. Also most of polearms have bonus against shields and they aren't unbalanced ( most if not all of 2h weapons with bonus against shields are unbalanced ). So polearms are long, deadly, stunning, shield eaters. Also there is a great variety of polearms ( pike, longmaul, glaive and long war axe are only examples of polearms which work in a different way but all are polearms, what makes a user a flexible warrior that can adjust to the battlefield easily.) In my opinion, deleting stun would be enough probably.

 - 2h - My favourite class. I was really disappointed that a lot of 1h weapons have better thrust dmg than 2h weapons, but it came here from previous patch ( I will remember it forever chadz. A fact that I am not whining doesn't mean that I like it... ). 2h weapons have small stab dmg, they are shorter than polearms, maybe they have similar swing damage, but I still find them worse than polearms. As I said before, most ( if not all ) 2h exas are unbalanced which makes them uncomfortable weapons. also 2h don't have any supreme weapons. They are just poor. German Greatsword has some kind of animation that is more sharp than other 2h animations. It makes that sword faster and harder to stop. I am not sure but in my opinion that thing ( ofc it can by just my imagination :P ), that animation should stick to every 2h then. As 2h I feel naked on battlefield, despite I have 68 body armour on me, I die easily. It's strange how much dmg I get from shielders and polearmers. HELP MAN!

I've only ever dabbled with 2H and Polearms so won't comment too much.  I would say that I think the numbers of 2 Handers and Polearmers are much better since the patch.  Before there were a few too many imo.

The only other comment I have about cRPG is that I would really like to see an end to the Gold Multiplier.  I'd much rather see a system where everytime you die 5% of your total equipped item cost is given to every opponent within 5 yards.  A further 10% is then split between everybody that actually managed to damage you according to how much they damaged you.   No more leeching without getting involved, and a greater reward for killing/helping to kill tougher opponents. The actual death blow doesn't matter in the slightest either (except as a stat) which is important.  The percentages would of course have to be balanced against upkeep to ensure everthing is still balanced.

Alternatively, if we are to continue with the multiplier then can we at least use peoples multipliers when balancing teams.   Split the 5x ers equally between the teams along with people that have been on 1 x for a while.  Then use the rest of the 1 x ers plus the 2, 3 and 4x ers to balance total team equipment values up.  There's nothing more demoralising than being on 1x for hours and item costs are not always the best gauge of skill when trying to get balanced teams.

860
Lets see how quickly this gets shot down  :mrgreen:

How about increasing gold/xp penalties for both the TKer and the TKed? E.g. each successive TK you are involved in during a 24 hour period, gets double the fine.  After 24 hours it gets reset.  That only hands out very minor punishments for true accidents but hits repeated offenders hard.

I say both the TKer and the TKed because people who get TKed all the time are clearly doing something wrong and therefore just as guilty as people who TK all the time.  So either Punish them both or leave it as it is.

861
General Discussion / Re: Athletics?
« on: June 18, 2011, 08:39:19 pm »
I've always found the reasoning behind hit points going up with strength a bit sketchy at best and I certainly can't fathom how a skill can increase hit points.

Surely being able to wear heavier armour without penalty should be the main bonus for high strength characters?

Whether changing this would completely ruin the balance of the game is another matter.  Just thought i'd mention it as a potential solution for those that do feel strength is overpowered compared to agility.  I haven't played enough extreme character builds to judge for myself

862
Nevermind - sorted

863

There are two ways you can fix this.
A) Login as X, press settings and check the box for change password for all characters. Then write down the pass pluss confirmation (the password again).
B) You get the name of Y, go to the login page and login with him with a password of your choice.


I have the same problem and unfortunately i can't remember the name of the character I have that needs a password (i can't even remember creating it) so unless I continue to sit here guessing then option B isn't possible :(

Option A meanwhile is also not possible as I can't actually get beyond the warning screen to press settings.  The only option available to click on the warning screen is to "set a new password".

Any other ideas?

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