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 - Elindor

Pages: [1] 2 3 ... 7
1
General Discussion / Is Offset the precursor of a new XP system?
« on: February 18, 2014, 08:12:45 pm »
Question for Tydeus (and others) really...

So, most of us have noticed the new offset numbers showing up, and here is a quote from Tydeus that Phew found somewhere about it:
Quote
A player's offset is found by either their previous round score gained : previous round average score gained ratio or their total score : average total score ratio, whichever is higher is used. The offset is then applied to the score you would normally gain on a hit, as a percent of the whole(125% score to 75% score). Simply put, people who perform better, are worth more.

Is this the precursor of the implementation of a new XP system which incorporates this data in some way?  If so, we'd love to know more about what the eventual plan is, and thank you :)

I think it's interesting too that some of the highest results in the balance poll I made recently were about stabs needing to be nerfed and that the balancer system needed work, which seems to be things that Tydeus was already working on adjustments for :)  Nice work Tydeus (and anyone else who deserves credit that we aren't aware of).

2
OVERALL BALANCE POLL : Q1 2014  *** VOTE AGAIN, POLL UPDATED ***


Thought it would be interesting to see what the population thought at this point about the overall balance between weapon classes.
I think things are largely balanced at this point, but there's always room for improvement. 

A poll like this which combines so many different opinions helps avoid bias this way or that from individuals.

----------

If I had to list any balance tweaks that I would suggest they would be these though:
(click to show/hide)

---------

Just some thoughts. 
Main focus of this is the poll....as mentioned, anyone's individual thoughts are biased even if they try not to be.

3
Game Balance Discussion / Archery Suggestion From a Non-Archer
« on: January 22, 2014, 05:39:31 pm »
So here's something I've been thinking about and talking about with people recently...thought I'd put it out there.

I'm not an archer in cRPG nor have I spent time with bows in real life, but it seems to me (and from talking to people who have) that one thing cRPG archery is missing is the ability to "pre-load" or NOTCH an arrow.

What if there was a NOTCHED Mode that archers could go into, where they can load an arrow and then walk around with it notched?
(In this Notched mode, the arrow would be loaded into the bow, but the bow would not be yet drawn back)

PRO for the archer : a pre notched arrow could be fired faster than fully loading a bow (since all that has to be done is draw back the bow)
CON for the archer : when in notched mode, movement speed is reduced X% (25?) and time to switch to another weapon is increased

Thoughts?
Has this already been discussed and thrown out?

As a non-archer this kind of thing wouldn't bother me.  It would make archery possibly more fluid and not hopefully throw off the balance of things.


4
... and all the other things floating around out there / Life is Feudal
« on: December 20, 2013, 07:58:31 pm »
Life is Feudal is an upcoming sandbox medieval world MMO that combines MB/MO style combat, EVE style politics, and Wurm style world building.

Has made some good progress lately and is looking pretty promising.
Mortal Online (MO) had promise but fell into a lot of trouble with coding and never caught back up...hopefully Life is Feudal (LIF) will do better, so far it's off to a MUCH better start considering it is only in closed alpha and already looks better than MO.

Here is their site: https://lifeisfeudal.com/
Here is a link to their main video : https://lifeisfeudal.com/video/

Some interesting things about it are :

- Wound systems (bleeding/fractures)
- Formation bonuses in combat
- Minigames for crafting that can create higher yields (gets rid of repetitiveness)
- Gain skills by use
- Build anywhere
- Physics used as guide to game mechanics
- Cohabit villages, etc with other Orders (clans) and work together
- etc

Definitely worth checking out and following...

5
General Discussion / Today We Salute : Bottom Halfers
« on: December 05, 2013, 08:27:41 pm »
Today We Salute You, Tireless Bottom Halfers

You dutiful denizens of the underscore
You whose names we must scroll to see

This is not dedicated to those among you that are ranged and whom the game simply will not award score to.
This is not dedicated to those among you whom are players who have just joined the server and already have more points and kdr than many.
This is not dedicated to those among you whom are usually top halfers but are eating a sandwich while playing or stoned out of your gourd.

This is dedicated to the true among you, the tireless champions of the bottom half...

--------

Day in and day out, you labor to create a safe place for the Top Halfers to dwell, round after round you toil.

Some may ask "How do people go through round after round and have gained almost no points and kills?  What are they doing?"
But we know better - we know that you work tirelessly at your roll, perfecting it all the time.

We know that without you, there would be no top half to have.
We know that without you, we would all be lost in a nameless abyss of mediocrity.
We know the true weight you bear, supporting the gargantuan mass of the inflated self worth of us Top Halfers


...And you do it without thanks...


~~ BUT NOT TODAY ~~
Today, on behalf of Top Halfers everywhere - We Salute YOU, Bottom Halfers

---

visitors can't see pics , please register or login



6
General Discussion / Rain Effects - Serious Poll
« on: December 03, 2013, 09:35:15 pm »
I know this has been brought up like 800 times but I figured I'd try to do one serious poll about it so that we could bring it to the attention of the devs if it is something the community feels pretty strongly about.

RAIN EFFECTS on GAME MECHANICS - YEA or NAY

Rain/weather is a cool atmospheric effect that adds immersion - but it also adds some negative effects on game mechanics that hinder us all to varying degrees when it is present. Being that cRPG is a melee combat arena game (and not a sandbox MMO), does the community want these negative effects from rain and other weather?

Here are the stats about the rain effect from WaltF4's findings.

Quote
- Rain reduces movement speed by roughly 7.8%
- Rain reduces bow damage by 10%
- Rain reduces crossbow damage by 25%
(click to show/hide)



Perhaps rain effects could persist in Strategus (and the upcoming Epic) which are in fact meant to be more of world simulators / sandbox MMO's?
It is my belief though, and I think that of many others - that rain effects are not good features for a melee combat arena game like cRPG.

Please vote and leave thoughts.

7
cRPG Technical problems / Router Issues
« on: November 27, 2013, 10:43:58 pm »
Not a cRPG problem...but need some help here.

I'll try to make this quick:
I am WIRED into my router.

- my ping used to be around 50ms
- over time it rose to around 70-70ms
- then very recently it started doing huge spikes into the 200's
- connecting directly to the modem (bypassing router) gave me a ping of around 50ms again with NO spikes
- so i decided it might be my router (linksys E2500), so I got a new one (same model) to test
- ping wired through new E2500 router is 75ms (still with spikes), ping wired directly to modem is still around 50ms no spikes.

What is going on?
Do I need to try a different router brand/model or something?  Why is my connection 20ms slower and irregular when plugged into my router rather than just plugged into my modem.

I do not have heavy traffic on my wireless network (and again, I do not use it, I am wired, others in house use it for light internet usage).

8
Scene Editing / Siege map with underwater tunnel
« on: November 16, 2013, 08:36:47 pm »
Being a map maker I should give a more detailed account than this...but....

I'ts terrible for offense.  Needs work...not sure what...but something.

9
General Discussion / Ping Higher in CRPG (NA)?
« on: November 15, 2013, 04:37:58 pm »
I'll make this quick so there's no tldr.
Before I say anything though - Yes, I know how pings work.




I have screenshots from April 2012 until today, and my ping then averaged around 48 to NA1/NA2
Now my ping to NA1/NA2 has risen to an average of around 68
However, when I use various ping test websites and test my ping to Chicago and surrounding areas (where the NA servers are), I get results similar to my 2012 screenshots - around 48 ping.

Just to confirm, servers are still in Chicago right?

TLDR
Used to get 48 average ping to NA servers
These days get average 68 ping to NA servers
Ping tests to NA server locations still show average ping of 48


------------------------

I am not looking to rant and flame or anything of the sort, just curious about what it could be and if others are having the same issues.

- Is this a cRPG netcode thing that has gotten bogged down over time?

- Do the rest of you get rather lower pings to the location of the cRPG servers you play on when you test it to that location outside of game?


10
General Discussion / New Clan Armoury Settings
« on: November 08, 2013, 03:49:30 pm »
Currently, if you want to place items in your clan armoury for people to use, you have to manually put them in there, then retrieve them when you want to use them, and then manually put them in there again - over and over.

---

Is it possible to add a features where you can check boxes saying something like this:

:arrow: "Automatically retrieve this item when in game"
:arrow: "Return this item to armoury automatically when I am not using it"

---

So, I put in my +3 wisby's lets say, and someone borrows them.  If I have these boxes checked, then when I get in game they are returned to me automatically, and when I leave game, they go back into the armoury (possibly even back to the person who was borrowing them previously)

Would make things a lot easier.

11
General Discussion / Siege - Dynamic Spawn Timer *LIVE*
« on: November 01, 2013, 03:49:19 pm »
Though I'd mention that the dynamic spawn timer is now *LIVE* in siege thanks to Paul.

This means that on NA2 and EU2 when defense population drops below certain thresholds, the game reduces the respawn timer to compensate.  You will see that in this situation you will spawn and still have some seconds counting down on the timer.

The goal is that this will remove the dreaded "lol pop, offense wins" issue. 
This, of course, has been more of an issue on NA2 than EU2, but it's good nonetheless.



Rejoice, and praise Paul.

12
WHICH MAPS DO NOT PLAY WELL ON NA2?

----------------------

Long story short, the relatively low pop on NA2 (although it has been strangely rising in the last couple days) makes some maps play poorly due to their size and flow.
Here is a short list of the maps in the current rotation that I have selected as possible candidates to be removed from the NA2 rotation due to their flow with the average NA2 population.

Vote on as many as you like, the ones with the most votes are more likely to get removed.
This information will be fed to Fips/Teeth.

NOTE - Poll is for NA players only please.

----------------------

Below are names and screenshots that correlate with the poll options.

Hrafninn Castle
(click to show/hide)

Jammadi Castle
(click to show/hide)

Burg Rabenstein
(click to show/hide)

Ridoma Castle
(click to show/hide)

Helms Deep
(click to show/hide)

Windhill Castle
(click to show/hide)

----------------------

If there are others that you would like voted on, please post that information below and they may be added.

:arrow: Things to think about are - does this map not play well on NA2 as a whole because of the lower average population?
:arrow: Do not suggest maps or vote on them merely because you "do not like them"



--

13
Suggestions Corner / cRPG Website : Message to New Accounts
« on: August 16, 2013, 10:54:42 pm »
This has been suggested before, but thought I'd formalize it here.

The cRPG website needs to greet the makers of new accounts with a pop up message that explains some very basic things about the game and how they can start to experience it in the best manner.

Something like this :

Quote
visitors can't see pics , please register or login

Welcome to cRPG peasant!
cRPG is a highly competitive manual combat game, where players can grow from haphazard peasants
to combatants with carefully honed skills and masterfully crafted weapons and armor.

For this reason, we suggest that as a new player you take advantage of our SKIP THE FUN system. 

* Creating a Skip the Fun (STF) character will allow you to skip the leveling process and instantly make you level 30
* As a STF character, you will be granted 10,000 gold with which to purchase equipment.
* You can respec your STF character as much as you would like to try different builds as you wish.  Try them all and find the one that you like best!

When you feel you have a grasp on how cRPG works, create a regular leveling character and experience the benefits of leveling such as:
- Leveling past 30! The going is slow but the reward can be plentiful!
- The ability to retire at lvl 31+ and gain Loom Points and Generational bonuses!

---

A NOTE ON BUILDS
When creating your builds, it is best to focus your weapon proficiency points into one or two categories in order to be effective in those skills.
A character with under 100 WPF in a certain skill may not be effective in competitive combat while using that category of weapon.


---

Thanks, and enjoy your time in cRPG!
Visit the forums for more information: cRPG Forums
Especially the Beginner's Help and Guides section : Click Here
Use a Character Builder! : Character Builder Link
Join the Peasant's United group and get help from veterans! : Apply Here



Thoughts?

14
Scene Editing / Q for DEVS : Dynamic Siege Defender Spawn Times
« on: August 13, 2013, 11:33:40 pm »
Ok, serious request - many people have brought this up as a good idea.



The proposition is that once under a certain population threshold, the defensive spawn timer would reduce itself from 30 seconds to a shorter duration.  The threshold of population and the new duration are up for debate, but the idea is a pretty solid solution imho.

:arrow:  Is this possible?  Looking for info on this from Jacko/Mustikki/cmp/(Fips/Teeth?) etc...or anyone who can actually say if this is possible and/or something that could be considered.

This would drastically help low population siege.  Without something like this, small pop siege is imbalanced by nature, and deters people from coming there and creates a cyclical problem of low pop causing low pop.



And here's why that is important -  Siege suffers from a CRITICAL MASS issue.  Somehow its numbers on NA have gotten low over time and when it's low, most people who MIGHT play siege decide not to because no one is there...but if people are more attracted to low pop siege because of this change, then it will naturally grow and then the people who would play siege if it was more populated will come too.


15
Sell/Trade / Trade +3 Morningstar for +3 Longsword
« on: August 05, 2013, 07:13:40 am »
OFFER : +3 Two Handed Sword Morningstar
REQUEST : +3 Longsword

Make me an offer...have some gold I can throw into the deal as well.

Pages: [1] 2 3 ... 7