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Messages - Drehar

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1
I can drink to the push for large battles.

My Ideal C-RPG experience would be never to step foot in "Battle Mode". If I could log on to play and see a Strat Battle I can hop into the battle as a spectator, Request to take the place of a Bot or empty slot and  battle it out would be great. Instead I find most of my time in NA 1 because there:
A) there are not any battles going on.
B) as you mentioned a battle going on isn't worth fighting
       This can be for many reasons (20v2) battles, Pitchfork battles, 100v100 naked battles, AFK 10v0 Battles, fief transfer (Why this even takes a time slot is beyond me)
C) what ever battles have already started you didn't sign up for
D) A battle during a time which I might not be able to make it to because of other plans that could pop up
E) Strat Battle is full

If I was going to try to #MakeStratGreatAgain
1.I would add Bots with random builds/Levels (within reason)
2. Allow for a commander to auto accept recruits
3. Allow for players to join a strat battle on the fly that they did not sign up for
4. the majority of peoples EXP gains should be from strat battles not "Battle Mode"
5. Increase the Bar for your average battle via making mid/low cheaper
6. Close down Siege servers and open them as Strat servers (If people have soldiers they are going to be more likely to do something in strat)

2
Large battles force mega alliances in order to have enough people to field an army. If you add in some form of AI as filler I think it would make fights a lot more entertaining. I Rarely see battles last until every troop is dead.
M&B has 90% of the code for AI battles. The only thing C-rpg needs to develop is a way for those NPC soldiers to Draw from gear supplies as they respawn.

I think more people would be active in Strat if they could do something without needing a massive faction to get anything done.
I've attempted strat a few times since TKoV broke up and it hasn't been fun. I trade build up an army give them gear and then get attacked during odd hours and lose every thing to a 3v2 battle. that lasts a total of 10 spawns on each side. And <10 mins of battle time. I can't speak for every one else but I'm sure this happens to many others. There is no reason for me to participate in Strat unless I join a giant faction. There is no room for Solo bandits or merchants. You should consider those types of game play styles to be viable and worth supporting.

I think putting artificial restrictions on battles is silly. Less then 100 solders is auto loss? Then what is the point of having a number of soldiers between 1 and 99? I don't know the numbers but isn't that a lot of Strat ticks to accumulate more then 99 troops from 1? I could have 1k troops and full plate vs a light armored group of 150 and lose a battle because I didn't have any one sign up to fight.

TLDR: I would strat more if I could play without a supporting faction. Don't make Battles auto loss.



3
I would like to see NPC soldiers in battle. Its silly to have 2 armies with 500 troops and its a 2v2 battle. Every Soldier that joins your army gets a role randomly chosen. (Archer,1h,2h,Cav) You can gear your army according to the NPC skills. Also the option to trade NPCs with other players. Real players can still join and fight as their own characters.

4
Strategus General Discussion / Goods Cost
« on: March 22, 2016, 05:45:48 pm »
Hello C-rpg players

Drehar, Long time Battler new comer to Strat. I noticed some towns pay 1/2 price for goods from across the map. Why is that? Is there a hidden Supply and demand for goods I don't know about?

Example I bought goods for 15s traveled across the map for a close to 400% bonus and the town I went to only offered me base 6s for each good that I payed 15s for. The bonus for travel was still applied but in the end I only made a small profit because of the base price

5
Minecraft / Re: The God's Land (RP-Survival-MMO)
« on: November 29, 2014, 04:48:25 pm »
Server is back up! come play with us.

6
Minecraft / Re: Balde Gaming Minecraft Vanilla Server
« on: June 16, 2014, 05:48:18 am »
you should just come help with my server :)

7
Minecraft / Re: The God's Land (RP-Survival-MMO)
« on: June 15, 2014, 12:18:38 am »
There are a lot of active players right now! Come check it out

8
Beginner's Help and Guides / Re: Archer/Melee hybrid build
« on: June 12, 2014, 03:31:17 am »
I currently have a build that is a decent 2h bow build
I use a Longsword 2h
and I have a Tatar bow with bodkin arrows
30k total cost
15/21
5ps 5pd 5if 7 wpm 7ath
I like it a lot

9
Minecraft / Re: The God's Land (RP-Survival-MMO)
« on: June 11, 2014, 01:35:27 am »
I currently don't have a site for it. I'm still looking for more help with the project in general. If any one is really good at building or has a general knowledge of scripting to work with command blocks that would relive a lot of weight from my shoulders.

10
Minecraft / Re: The God's Land (RP-Survival-MMO)
« on: June 10, 2014, 02:26:36 pm »
Added Stone axes to the lumber mill shop. so you have something to do with your stone.

11
Minecraft / Re: The God's Land (RP-Survival-MMO)
« on: June 10, 2014, 02:09:18 pm »
1. each chest is random and deeper ones contain more/better loot. 10 min mob re-spawns and 30 min chest re-spawns.

2. I tried to give the "Working" feel by going to the lumber mill getting wood and bring it back to town. I could have players turn the wood into tools or something.
Early players can also fish or kill squid for money. I'll see what I can do to make more of the early money making methods known. I spent about 4 hours building a tutorial at the start just for most people to log in and skip it. Followed by asking questions answered in the tutorial.

3. Fishing is the best way to get food costs 10 coins for the pole if you lost yours and you use wood to cook them.
 I'll tinker with "Farm" prices but if I showed you my last gods land map you would see why I made them so low. Having something that players can "Infinity produce easily" Is hard to balance. As players get higher level I will have more options to make money from higher level dungeons.

4. Like I mentioned farming/breading can get crazy with a good "FARM" having NPC's buy that stuff is hard to balance. Players on the other hand might take you up on buying food or leather armor.  You can easily undercut what the River Cliff villagers charge for things.

5.  Inn exploit is now fixed thanks :)

6. Sorry you found that before I've figured out how to populate it. One of the sunken ships might have a key to the next tier of dungeons :)

Thanks a lot for the feedback! I've been doing this project by my self so its easy to miss things. Currently farming wood/cooked fish are the safest means of working for money. I've seen players employ other players to work on their property in the past mining cutting trees ect.

12
Minecraft / Re: The God's Land (RP-Survival-MMO)
« on: June 06, 2014, 04:03:56 pm »
Currently almost no one :(
The server is fully supported for single player play also I have NPC's and PVE content.

13
Minecraft / Re: The God's Land (RP-Survival-MMO)
« on: May 30, 2014, 02:27:45 am »
Server is back up!

14
Minecraft / Re: The God's Land (RP-Survival-MMO)
« on: January 04, 2014, 05:15:38 pm »
Updated the main page.

15
Beginner's Help and Guides / Re: Throwing: BUILD & EQUIPMENT
« on: December 25, 2013, 05:37:30 am »
I liked 18/18 Throwing with Jarids

6ps
6pt
6ath
6wpm
3 shield
2 if

I think I was like 135 Throwing
100 1 hand

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