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Topics - Elindor

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16
Some of you may be aware that there have been some changes in the Scene Editing portion of the forums (yes, it does exist) :)
The devs have put two Scene Managers in charge (Fips and Teeth) that will help facilitate the map submission process and the rotations.
Scene Reviewers will assist in this process as well.  It will take time, but expect to see some good changes in regards to maps.
That being said, I had suggested something in the Scene Editing area that Fips asked me to post here for feedback.

The question is this...



NA2 LOW POP - WOULD MAP ROTATION ALTERATIONS HELP?


NA2 often struggles from low pop, whereas EU2 does not.  Those of us in the mapping community are trying to get to the bottom of this and wondering if the map rotation could be part of the problem.

Now before everyone gets their finger ready to reply with "Cus siege is 4 noobs", we are looking for feedback from people who are interested in playing siege more but do not for various reasons.  We want to know what those reasons are.  If you are a battle buff and just don't like siege, that is fine, but not worth posting. 

We want to know if there are changes that can be made to make NA2 more attractive to players.

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

Much of the complaints I hear about siege are the maps, and everyone loves to hate on maps, but the question is this :

Are there certain maps on NA2 that you feel should be removed from the NA2 rotation?
This can be because either they do not work well with the relatively small NA2 population or maybe you feel they are just not well balanced maps in general.

Based on comments I have seen over time from players about maps that "are too big" and "kill the server" I have comprised a list of my PERSONAL suggestions, but these could very well be wrong.  If so, suggest which ones you think should be removed if you think them being removed would make you and others play NA2 more often.

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

- Hrafninn Castle
(click to show/hide)

- Ibdeles Castle
(click to show/hide)

- Burg Rabenstein
(click to show/hide)

- Ridoma Castle
(click to show/hide)

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

Again, these are my personal suggestions based off feedback I've seen on the servers over time.  Like these and want to keep them?  Let us know!
  Think other maps hurt the server population?  Let us know!


*** THIS MIGHT HELP ***
http://forum.meleegaming.com/scene-editing/current-map-cycle-with-screenshots-(wip)/

Let us know if you think that a revised map rotation which excludes some maps not well balanced for the low pop that NA2 often has would help encourage you to play NA2 more often.

Avoid trolling.  Be constructive.  :mrgreen:



17
Scene Editing / Separate NA Siege Rotation Suggestion
« on: July 28, 2013, 11:09:21 pm »
Fips and I had loosely conversed about the possibility of a separate rotation for NA siege due to the fact that its pretty drastic population difference from EU siege makes the map balances rather different - basically NA siege usually has much less population and certain maps do not work well with a low population and end up shrinking that population further.

I believe that if we make a slightly adjusted NA siege rotation removing certain maps that NA siege will generally do better in population.

I would remove the following maps for the above reasons:

- Hrafninn Castle
(click to show/hide)

- Ibdeles Castle
(click to show/hide)

- Burg Rabenstein
(click to show/hide)

- Ridoma Castle
(click to show/hide)

** These are all fine maps, just with the limited NA population they do not play well.

We could look at other maps to add instead if we needed to.  Usually closer, smaller maps work best - such as Inch Tuth, Himmelsberg, Sea Raid, Winter Castle, Almerra Castle, etc.

Thoughts?  I'd love to hear from other NA guys too and let me know if you think I've selected the right ones to remove, if there are more that you would remove, etc.  I am trying to keep in mind that sometimes NA siege does have a decent population, but much of the time we have more like 15 v 15.


18
General Off Topic / This....is awesome....
« on: July 19, 2013, 06:04:56 pm »
I had to share.

http://imgur.com/dwHQhms

I think Mr Haberny is my hero.

19
Game Balance Discussion / Slight Rework of Longsword?
« on: July 15, 2013, 06:09:00 pm »
I know many see the LS as OP currently, especially with the recent speed/dmg buff.  I agree the latest speed buff may not have been necessary and have a suggestion to return it to its former speed (or slower) with a compromise of increasing its length slightly in return. 

---------------------------------------------------------
Current LS stats are:
weapon length: 106
weight: 1.8
difficulty: 10
speed rating: 99
thrust damage: 23 pierce
swing damage: 37 cut
---------------------------------------------------------

:arrow: I would propose to REDUCE its speed back to 98 base, while increasing its length to 108 (and possibly increase it's weight slightly because of that)

---------------------------------------------------------
Making its new stats as follows:
weapon length: 108
weight: 1.9 (2.0?)
difficulty: 10 (11?)
speed rating: 98
thrust damage: 23 pierce
swing damage: 37 cut
---------------------------------------------------------

This would make it more of a middle ground between the HBS and Two Handed Sword.
And it would fit its LONGsword title more :)

Also, possibly could lose it's use as a 1h if it gained more length.

---

Thoughts?
Please resist "LS OP EZ MODE" comments, as a compromise of it's speed in exchange for length is what is being suggested  :)

20
General Discussion / Kingdoms of Calradia : Campaigns
« on: June 12, 2013, 08:31:29 pm »
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Image is for reference of how this could look and work.

KINGDOMS OF CALRADIA CAMPAIGNS

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

WHAT IS IT?
Kingdoms of Calradia Campaigns ("KoC") is a concept in which clans and individuals in the cRPG community sign up to join a pre-existing Calradian Kingdom (number TBD), choose their core leadership, make strategic moves on the Calradian map in a turn based nature, fight battles over key resources and landholdings, and seek to overtake Calradia for their kingdom. 
The leaders of each kingdom would have the ability to choose which key resources to go after, where to build castles and forts, etc.

POSTED IN SUGGESTIONS
::: READ MORE HERE:::



21
Suggestions Corner / Kingdoms of Calradia : Campaigns
« on: June 12, 2013, 05:50:57 pm »
*** Kingdoms of Calradia Campaigns is heavily based off of a Battlefield 1942 Campaign Mod community called BFE-WaW that is still ongoing today (using the upgraded FH2 mod) ***

*** Kingdoms of Calradia Campaigns would be meant to potentially replace or run in tandem with Strategus ***


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

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Image is for reference of how this could look and work.

KINGDOMS OF CALRADIA CAMPAIGNS

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

WHAT IS IT?
Kingdoms of Calradia Campaigns ("KoC") is a concept in which clans and individuals in the cRPG community sign up to join a pre-existing Calradian Kingdom (number TBD), choose their core leadership, make strategic moves on the Calradian map in a turn based nature, fight battles over key resources and landholdings, and seek to overtake Calradia for their kingdom. 
The leaders of each kingdom would have the ability to choose which key resources to go after, where to build castles and forts, etc.

SPLIT INTO CAMPAIGNS
KoC would be comprised of Campaigns lasting anywhere from 3-6 months (TBD) wherein these kingdoms vie for control of the map.  At the end of each campaign, the map is reset, kingdoms are reset, and after a short recreational break it all starts over again in the next campaign.  Each campaign is a fresh start in this manner and each campaign has a finite end as well.  There could even be a new map for each campaign and new starting locations, etc.




------------------------------------- HOWS IT WORK? -------------------------------------

ENLISTMENT
At the beginning of each new campaign, individual players would sign up for one of 2 (or more) pre-existing kingdoms.  Clan leaders sign up their clan for a particular kingdom, and everyone in their clan is enlisted in that kingdom as well. 

THE NOBLES
After enlistment is over, each kingdom is given its own temporary subforum for general communication and planning during that campaign.  Within that subforum, anyone who is interested can APPLY to be the KING of that kingdom.  Everyone in that kingdom would vote and a King would be chosen.  Any leader of a clan with over 20 members (TBD) in a kingdom is made a LORD of that kingdom.  Any leader of a clan with over 50 members (TBD) in a kingdom is made a DUKE of that kingdom. 

The King, Dukes, and Lords (the NOBLES) would coordinate throughout the campaign in making decisions about their kingdoms movements and decisions.  This could be done through a weighted voting system or done in a more “sandbox” method where the leaders figure it out between themselves. 

** Either way, the KING (and possibly the Dukes) are the ones with the actual ability to make moves on the map for their kingdom. **

TURNS
Turns, or rounds, last 2 days each (TBD) and are simultaneous.  This means that each turn, each Kingdom makes a move on the map - moves their army one space, continues building a structure, etc.  Passive actions also occur once per turn, such as gaining income from towns controlled, gaining lumber from lumber yards controlled, stone from stone quarries controlled, etc. 

Each turn, each kingdom can do the following:
- Move each ARMY one space, or keep it garrisoned in a town and collect troops.
- Attacking an adjacent army or being attacked counts as the move for that turn.
- Splitting an army costs as the movement for that army.
- Initiate 1 building project - towers, castles, town improvements, ships?
- Passively ongoing building projects will continue, as will the yield of resources for that turn.


After each kingdom has made their choices, the changes are made simultaneously to map and the turn is played out. 
* If for some reason no action is made, passive generation will continue *

WINNING
A campaign will end when either one kingdom takes out the others entirely, or the allotted time for that campaign runs out (which is much more likely).  When the campaign is over, points will be added up for various things such as holdings, land held, troop counts, gold, etc and a winner will be established and put in the records for all time!  :!:




----------- RESOURCES -----------
The game would function off of a few key resources - GOLD, WOOD, STONE, and of course TROOPS.

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GOLD
This would be gained from controlling towns on the map.  Each town would be given a random (within a range) prosperity at the beginning of the campaign.  The yield of gold can be slightly increased by the players in your kingdom playing a lot of cRPG :)
*Gold is used to purchase weapons/armor/siege equipment from towns and castles, build structures, build town improvements, and pay for troops.

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WOOD
This would be gained through controlling lumber yards on the map at a rate of X per turn.  Wood would be used (often in conjunction with stone) to build structures such as guard towers, castles, improvements to towns, and ships (?).  Lumber yards would be found in forested areas.

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STONE
This would be gained through controlling stone quarries on the map at a rate of X per turn.  Stone would be used (often in conjunction with wood) to build structures such as guard towers, castles, improvements to towns, etc.   Stone quarries would be found around mountains.

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TROOPS
Troops are gained at a rate of X per turn from each town, the more prosperity a town has, the more troops it yields per turn as well.  Troops cost X upkeep per turn. 

----

ARMIES
Armies are what troops pool into.  To gain troops, a kingdom must have one of their ARMIES positioned at a town, at which they gain X troops from that town into THAT army per turn (if they have multiple armies there they can choose).  Each kingdom starts with the capacity for  2 ARMIES, but can have up to 5 (TBD).  To expand from the starting 2 armies, they must enlist a MARSHALL for each additional army, and thus pay extra upkeep for that Marshall. 




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

WHAT MIGHT AN AVERAGE TURN(S) LOOK LIKE?
A turn or sequence of turns might look something like this.  Each kingdom will likely have some armies gaining troops in various towns, as well as purchasing gear - while other armies are marching towards prime resources they wish to conquer from either the neutral area or other player kingdoms.  They may initiate a building project such as a tower near one of their key resources to better defend it.  Passively they would be gaining “ticks” of gold, wood, stone, troops each turn from their holdings. 

Each time a battle is initiated, it would be scheduled just like Strategus battles are handled now.
HOWEVER - in KoC, players could only fight for THEIR kingdom. 

WHAT WOULD PLAYERS DO?
The NOBLES of each Kingdom would be coordinating together and overseeing the overall strategy for their kingdom that campaign.  The individual players and clan members who are not in the NOBLE group would be busy fighting KoC battles for their kingdom, training, playing cRPG to increase gold yields for their kingdom, and perhaps aiding their kingdom in other semi-passive ways. 


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


WHAT STRUCTURES CAN YOU BUILD?

This is all TBD but kingdoms could build guard towers, castles, town improvements, and ships to use on ship lanes (explained later). 

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Guard Towers
2 Stone, 1 Wood, X Gold, 3 Turns
Guard towers when constructed would yield additional view into the Fog of War surrounding them, as well as offer a defensive position for armies stationed there (a custom map can be used for this when an army attacks another army at a tower).


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-- Castles --

Wooden Castle
5 Wood, 2 Stone, X Gold, 6 Turns
Armies stationed here would hold a defensive position on a custom map of a small wooden castle when attacked.  They also cost less upkeep when garrisoned here.

Stone Castle
10 Stone, 2 Wood, X Gold, 10 Turns
Armies stationed here would hold a defensive position on a custom map of a significant stone castle when attacked.  They also cost less upkeep when garrisoned here.

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Town Improvements
2 Wood, 1 Stone, X Gold, 2 Turns EACH
These would include things like blacksmith shop (better weapons/armor available), stable (better horses available), tavern (increased troop yield), market (increased prosperity), etc.


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Ships
4 Wood, X Gold, 4 Turns
Ships would allow armies to move from one PORT TOWN ( a town located on the coast line) to another PORT TOWN on a reachable coastline.  Sea travel is X2 land movement and therefore is a good method of transporting armies or attacking an enemy kingdom’s back lines.

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

THE MAP

All this would update on an interactive map (like the reference shown) and represent changes made each turn.  Since each turn is basically a "Snapshot", it would be nice if viewers could "scroll back" in time and see subsequent turns to see the progression of events and map control, etc.

Most players could only VIEW the map, whereas certain NOBLES (KING + Dukes?) could manipulate their Kingdom's armies, etc.

FOG OF WAR could be used to inhibit sight outside one's own kingdom for all players.

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

Open to thoughts...just an idea I had....



22
General Discussion / Elindor's Banner Shop - Semi Retired
« on: May 30, 2013, 04:10:23 pm »
Apologies to those of you that have PM'd me asking for a banner over the last couple months - I took a hiatus for a while for various reasons. 

Although I am back playing cRPG (although in a more healthy amount :)) I am still rather busy in RL and probably will not be taking many banner orders.
If you do want a banner feel free to PM me but I will most likely only work on simpler banners at this point due to my RL schedule. 

(That being said I will look through the recent requests I have had and try to get back to anyone who is asking for something simple)

Thanks!

23
Diplomacy / Holy Guard (HG) Returns to their Monastery...
« on: March 09, 2013, 04:08:39 am »
The Order of the Holy Guard has had a calling from the Lord to return to their monastery in the distant snowy mountains - to dismantle much of their armies, to hand over the keys to their holdings, and to return to a life of prayer.

That means that the Holy Guard (HG) will not be officially involved in Strategus anymore (although a couple of its members will continue to trade around the area and will be included as Free Lands Traders).

We will still be playing cRPG but have become involved in other things and no longer have the interest level across the board to sustain Strategus in any meaningful way.

Thanks to everyone who has greeted us kindly in Strategus.




- Our holdings (Yruma and Karindi) will go back to Remnant as they were acquired by the combined forces of Remnant/HG and therefore partially belong to Remnant. 

- Our standing armies will be partially dispersed to Free Lands members.

- The Free Lands will continue!  The member factions will keep it going.  The Free Lands thread will be locked as I will not be updating it, but the code for it has been given to the other Free Lands members so they can recreate it under their forum account.

- The Strat 4 Border Policy thread code is below if anyone wants to take that over. 
(click to show/hide)



Again, thanks to all that helped us in Strat - was fun, but figured we'd move on before it became a burden.

- Elindor

24
General Discussion / How do the auto balance mechanics work?
« on: February 14, 2013, 07:10:07 pm »
I am actually just curious - I don't know if the explanation of how they work has been posted somewhere (if so, please link!)

Basically the question is this:

- How does the auto balancer work? (In both battle and siege - pretty sure they operate differently)

- What are the mechanics of how banner balancing works?

25
Diplomacy / Free Lands of the Tundra
« on: February 07, 2013, 10:34:55 pm »
The new vision for what used to be the TAMDA project....

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Quote
FREE LANDS OF THE TUNDRA

The Free Lands of the Tundra is a community of like-minded clans seeking to create an area of Calradia wherein small clans and individuals whom join the Free Lands community can trade freely and grow in an area not dominated by the shadow of large clans and conglomerates.

The Free Lands members will coordinate to collectively defend the area from aggressive attack and/or expansion into the area and endeavor to sustain the safety of this free trade area in the Tundra for its member clans and traders.



Land owners of the Tundra
Add your holding to the Free Lands mission and help us build and protect this beacon of light within a dark world!

Small clans and individuals without holdings
Join the Free Lands community and enjoy the free trade while adding your forces to the defense of this pristine land!



Quote
WHO IS IN FREE LANDS :

- FREE LANDS MEMBERS: Clans with holdings within the Tundra area are elligible to join the Free Lands group as Free Land Members and vote on the decisions of that community.  Clans may have holdings outside the Tundra, but only holdings within the Tundra will be part of the group's protection.

- FREE LANDS TRADERS : Small clans (20 or less in Strat faction) without holdings and individuals without holdings can join the Free Lands group as Free Land Traders and trade freely between the holdings of all Free Lands Members in the Tundra.  Free Lands Traders are asked to aid in defense of the Free Lands and donate fractions of their profits from trading within the area to the Free Lands holdings.

Free Lands Traders that are active within the Free Lands community for some time, help with resources for defense, and help to defend the Free Lands mission can become voting Free Lands Members even without having holdings in the Tundra.

Quote
DEFENSE OF THE COMMUNITY :

The Free Lands Members will assess apparent threats to holdings, free trade, and peace of the Tundra area and collaborate in a defensive nature to preserve the safety of the Tundra.

- The Free Lands mission is purely devoted to the creation, maintenance, and defense of a secure community WITHIN THE TUNDRA.  The group has NO EXTERNAL GOALS.  Free Lands members are not pledged to assist other members or holdings offensively or defensively outside of the Tundra

- All Free Lands holdings, members, and traders WITHIN THE TUNDRA AREA will be defended in the case of unprovoked (aggressive/expansionary) attacks.  If the Free Lands Member or Trader has started the conflict or has broken an exterior trade policy, the group will vote on whether to become involved defensively or not.


Quote
TRADE IN THE FREE LANDS :

- Each Free Lands holding will be OPEN TRADE to all other Free Lands Members and Free Lands Traders.  However, trade policies to the general community are up to the individual clans and are listed in the Strat 4 Border Policies Thread

- Free Lands Traders are asked to donate portions of their profits from their trading within Free Lands holdings to those holdings to help the Free Lands Member clans sustain their defenses in the area.  Free Lands Traders are also asked to assist the Free Lands Members in defense of the area if the group decides to initiate a group defense. 

- It is asked that Free Lands Members and Traders respect the S&D of the holdings by adhereing to the following if they do not own the holding:
     - Do not take more than 400-500 S&D in any one visit
     - Do not take more than 50% of the S&D that is there
     - Do not leave a holding with less than 100-200 S&D
(If a member or trader wishes to take more than what is listed here, they must get permission from the owner)


Quote
CURRENT FREE LANDS MEMBERS & HOLDINGS :


Order of the Holy Guard
Yruma Castle & Karindi

Free Peasants of Fisdnar
Uslum & Shulus

Dracul
Ulburban

Remnant
Tismirr

Imperium Romanum
Ismirala

Partyboy of BIRD
Slezkh


Quote
CURRENT FREE LANDS TRADERS :


Pheonix
LeWilkes

Ancient Blackfists
HESKEYTIME

Immer Kameraden
Stolz & Gamechanger


26
Diplomacy / Holy Guard (HG) change of Diplomacy
« on: February 05, 2013, 09:27:15 pm »
The Order of the Holy Guard (HG) will now be their own faction in Strat, not under the Remnant Faction.

*** THIS IS A PEACEFUL TRANSITION I HAVE DISCUSSED WITH TOM CRUISE ***

---

Remnant and HG will be allies as always.

HG will continue to hold Yruma and Karindi and Remnant will hold Tismirr.

---

HG + Remnant <3

27
General Discussion / Just curious - why no TDM?
« on: February 04, 2013, 09:12:31 pm »
I know this has been asked before, but I still haven't seen a reason from the dev group.

Why can't we have TDM (Team Death Match) server?

There may be a very legit reason not to have TDM (heard once something about exploiting multis), but i'd urge for there to be one if its possible to make it work somehow because I really feel a good portion of people in both battle and siege would actually prefer TDM (and actually play accordingly to the anguish of others).

Apologies if this has been brought up 100million times, but was just curious to see why not.

28
Beginner's Help and Guides / Manual Combat Guide for NEW PLAYERS
« on: February 04, 2013, 08:27:06 pm »


MANUAL COMBAT GUIDE FOR NEW PLAYERS
Written & Presented by Elindor



If a player is new to manual melee combat systems, it can be quite daunting.  However, once that player learns the basics and gets a taste of the potential control and skill that one can achieve - they often become hooked and from there are able to push themselves to learn the more advanced aspects.

WHAT THIS GUIDE IS FOR:
- Explaining the basic aspects of manual melee combat in cRPG
- Explaining the basic skills, attributes, etc that effect how one's character will behave
- Helping new players approach the manual melee combat system and begin to gain proficiency in its systems

WHAT THIS GUIDE IS NOT FOR:
- This guide is not meant to help players past a basic proficiency with manual melee combat...once players are proficient they will learn on their own or from other players
- This guide will focus on MELEE ground combat, and will not in any depth cover ranged or cavalry combat tactics.



WHAT IS MANUAL MELEE COMBAT?

THIS VIDEO WILL VISUALIZE MOST OF THE BASICS I WILL COVER IN THIS GUIDE : http://www.youtube.com/watch?v=L9jHcZjWw9U

Manual combat in cRPG is a system where you the player control your character's actions in a very precise and controlled manner through the use of your keyboard and mouse.  A manual system means there is no "TAB targeting" and you must aim properly for your swings or shots to land blows.  It is a system that is "easy to learn, and almost impossible to master"


Quote
SECTION 1 - Basic Controls


- DIRECTIONAL MOVEMENT : On the keyboard this uses "WASD" to control your characters directional movement - forward, backwards, right and left, and combinations of those directions. 

- ATTACKING AND BLOCKING : On the mouse, the controls are as simple as:
- LEFT CLICK = Prepare held attack
- RELEASE LEFT CLICK = Execute held attack
- RIGHT CLICK = Block
- MOUSE MOVEMENT = Gives directional input to the above actions

NOTE : In cRPG, you can either use attack and block directions controlled by "mouse movement" or by "inverted mouse movement".  By "mouse movement" means your mouse movement will correlate to the direction of your PREPARED ATTACK, and by "inverted mouse movement" means your mouse movement will correlate to the actual RELEASED ATTACK. 
It may seem initially that because of this, inverted makes more sense - however because of more advanced mechanics like parrying, feinting, and chambering, some skilled cRPG players would suggest learning in MOUSE MOVEMENT mode if you are not familiar with either.  Really either is fine and it's up to the player, whichever feels more fluid and responsive....but I would suggest trying BOTH to some degree before getting too comfortable with either.



Quote
SECTION 2 - The Four Elements of Combat

There are 4 primary elements of combat in a manual melee combat system that will help you go from running around getting utterly destroyed and not being sure why, to actually being a combatant.  Getting a handle of these will not necessarily make you an elite fighter, but they will make you a viable part of your team. 

----------------------------------------------------------
1 TIMING & DISTANCE :  This is, in my opinion, the most important thing to learn and to learn FIRST.  This is because without a proper gauge of timing, NONE of the rest of this guide will be of any use.  Unfortunately, this fact is why a ping to your primary servers of over ~80 is almost unplayable in melee by most people.
Timing is not a mechanical thing, so there isn't much concrete to say about it....except that it is something a new player must WATCH and INTERPRET.  During your play, get a sense of how fast people can move in on you, or how quickly swings come, and from what kind of distances they are lethal at. 
That brings up the factor of DISTANCE.  It is imperative in cRPG to pay attention to and learn to adjust for the lethal distance of different weapons - INCLUDING your own.  Use that maximum distance you can, and be aware of the maximum distance of others...or they will catch you off guard.

----------------------------------------------------------
2 FOOTWORK : As you get a sense of TIMING & DISTANCE, you can start using good footwork to put yourself in better situations in combat.  Using WASD on your keyboard, get used to maneuvering your characters directional movement through different combinations of those controls.  Things to get proficient at with this are:
- Circling an opponent
- Gaining "movement bonus" to your attacks by always moving with your attack in a forward motion
- Strafing or Side Stepping (can help dodge certain attacks)
- "Weaving" through a group of opponents by switching directions as you move forward
- Using A and S in good timing to get into attack range at the right times, or get OUT of attack range at the right times

* TIP * Circling and Tracking : Much of melee combat comes down to positioning, and trying to gain a footwork advantage over your opponent - to "get their backs".  This is especially helpful when fighting against shield users.  Circling your opponent during combat can confused them and make them lose track of you, giving you back shots.  Most opponents will do it to you as well, so learning to TRACK your opponent and stay locked on them is a key skill. 

----------------------------------------------------------
3 DIRECTIONAL ATTACKS :  Once you have a grasp of the first three principles, this is where DIRECTIONAL ATTACKS will start to pay off for you.  In the manual melee combat system in cRPG you have control over your attack directions through FOUR PRIMARY ATTACKS (on most weapons):
- Right Swing : Character preps to the right, and swing releases right to left.  Slightly more reach for 1h.
- Left Swing : Character preps to the left, and swing releases left to right.  Slightly more reach for 2h
- Overhead : Character preps by bringing weapon over its head, then releases downward.  A powerful but sometimes compromising attack.
- Stab : Character preps by pull back weapon, and releases in a stabbing motion straight ahead.  Good for additional distance or surprise, but can be compromising.

- Using the right attack at the right moment is of PARAMOUNT importance , not only in defeating your opponent, but also in avoiding wounding teammates.  In a group fight, learn to overhead or stab, or to use the correct side swing in order to not strike your teammates. 

- In a more 1v1 type situation, learn to vary up your attacks as to not be predictable.  "Spamming" (repeating the same attack over and over regardless of situation) is easily read and most good players will quickly dispose of you if you're spamming.

* TIP * "Turn through your attacks": Try not to simply release your attacks while standing still.  Try to follow through with your characters body by rotating your mouse and character's body with the swing, as you would in real life if striking a baseball with a bat, etc.   This will make your strike connect with the enemy sooner than if you had just stood still, and also add movement bonus dmg to your swings.

----------------------------------------------------------
4 DIRECTIONAL BLOCKING or PARRYING :  If you have become decent at directional attacks, you might gain some kills - but if you are dead most of the round, you will find yourself in spectator mode most of the time and unable to assist your team.  In order to stay alive in a manual combat system, the player must combine the awareness of TIMING, DISTANCE, and FOOTWORK with BLOCKING or PARRYING.

Shield Blocking : This refers to using a SHIELD to stop incoming attacks.  The use of a shield is often suggested to new players because of its relative ease of use.  To block incoming attacks with a shield, simply press and hold the RIGHT MOUSE BUTTON at the right time, while facing in the direction of the attack.  While you have your RMB held, the shield will be held up, and attacks from whatever direction you are facing will be blocked until your shield breaks. There is much more to it than this, but this is the basics of it. 

Parrying : This is executed similarly to attacking, except you use the RIGHT MOUSE BUTTON instead of the left. It is an important, and somewhat difficult skill to get proficient with - and mastering it is something else entirely.  However, when a player is able to get to a certain level with this skill, their potential impact is greatly improved. 

Parrying is blocking an incoming attack with your weapon, instead of using a shield.  Unlike blocking with a shield, a successful parry is only made when you match the direction of the incoming attack with your parry : right, left, overhead, or stab.  If you're weapon intercepts the incoming weapon - you parry.  You can hold a parry for as long as you like, just like shield blocking. 


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SECTION 3 - Next Steps

The following are some more advanced aspects of combat that a player can add to their fighting maneuvers once they have gotten a grip on the more foundational aspects.

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HOLDING : Holding is probably the simplest "advanced aspect" of combat at least from a mechanical standpoint.  Holding is most simply put - a "game of chicken" where you hold your attack prepped and your enemy has to try to decipher when you are going to release that attack.  One way this can be used is if you prep an attack and your opponent preps the appropriate block, you hold and wait for the split second when they decide to drop their block and attack instead.  At this moment is when you release. 

Holds can be used in lots of ways, but the gist of it is again "playing chicken" or "bluffing" someone.  It is almost entirely about TIMING.

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FEINTING :  Feinting is the act of switching up your attack directions rapidly to confuse your enemy and throw off their defenses. 

Feinting is basically prepping one attack, and then releasing just like you would in a normal attack, but right after releasing you then hit the RIGHT MOUSE BUTTON to block which cancels your attack, and then you quickly prep another attack from the same direction (pump fake) or from another direction. 

When this is done quickly and smoothly, it can be quite hard for many opponents to follow and block appropriately since they will not know which one will be the real attack and WHEN it will be released.  Be careful though - good players may often see through your feinting especially if you are "over feinting" and execute a swift attack on you instead of trying to read your feints. 

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HILT SLASHING : Every weapon when released has a sweet spot during the swing animation where it does maximum damage.  The first part of the swing and the last part of the swing do partial damage and the middle of the swing does the most.  Much of the time, if the first part of the swing collides with someone, it may "GLANCE" if it does not create enough dmg to get past their armor. 

To get past this, many players employ a tactic called HILT SLASHING that allows them to hit opponents at tight quarters for large damage even using the first part of their swing.  This is done by abruptly swinging your character around in the motion of the swing, augmenting its base damage with movement bonus,  and therefore creating enough damage output to overcome their armor value and landing a significant blow. 

This can be useful in tight spaces, or when in a fight with someone where you and he/she are circling each other a lot. 

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CHAMBERING :  Chambering is the act of intercepting an incoming attack with your own attack at the RIGHT TIME (most crucial part).  For instance, if an opponent is opposite you and preps and releases a left attack on you, if you prep and release a right attack on them just after theirs - you will chamber their attack as long as the timing is right. 

It works like this:
- A left attack chambers an incoming right attack
- A right attack chambers an incoming left attack
- An overhead attack chambers an incoming overhead attack
- A stab attack chambers an incoming stab
(The video I posted makes this more clear). 

Chambering is a rather hard skill to MASTER - in fact really only the skilled duelists can chamber reliably on command I would say. 
But this leads to WHY parrying and chambering are profitable to attempt rather than just shield blocking.

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MANUAL BLOCKING : RISK VS REWARD :

There are three types of blocking in cRPG's manual combat system - SHIELD BLOCKING, PARRYING, and CHAMBERING.
Each is more difficult than the other, and there's a reason why.

SHIELD BLOCKING - Least RISK, least REWARD 
Because blocking with a shield is easier relative to parrying or chambering, it has its drawbacks that lower its reward.  When you block with a shield, you incur a small "delay" before you can then initiate an attack of your own (this is effected by shield speed and other factors - many suggest faster shields such as ones at or around 100 shield speed).  In addition, when using a shield, you will be using a one handed weapon, which generally have lower damage outputs than two handed or polearm weapons.  Also, shields break. 

** HOWEVER ** - a shields ability to reliably defend against multiple incoming attacks is invaluable and in the hands of good players, a 1h and shield can be even more deadly than a 2h weapon or polearm. 

PARRYING - Moderate RISK, Moderate REWARD
Parrying is more difficult in many situations than shield blocking but it has some benefits that shield blocking does not have.  For starters, the delay time after successfully parrying an incoming attack is not as much as the one incurred from blocking with a shield, therefore you can retaliate more quickly after parrying than a shield user can after blocking.  Additionally, using a 2h or polearm weapon increases both dmg output and weapon reach over a 1h weapon.

CHAMBERING - High Risk, High REWARD
Chambering is somewhat risky and rather unreliable for most players - and takes a LOT of practice and skill to reliably execute in combat situations.  The reward for this is that when you chamber an incoming attack with your attack, your attack goes through to your enemy, and unless they are very quick with the parry - it will strike them.   Usually the player that "gets chambered" is unable to defend against the incoming attack quickly enough and is struck, especially because most players are not expecting to be chambered unless they are dueling someone they know can chamber proficiently. 


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SECTION 4 - The Effect of Stats on Gameplay

In this section I will go over the basic stats and attributes of your character and the items but only as a summary of pertinent info.
For more detailed information on these subjects go to this thread : http://forum.meleegaming.com/beginner's-help-and-guides/game-mechanic-megathread!/
(Be warned, it's like calculus in there)

:arrow: Use this builder to test out builds : http://alpha-lider19.ru/MB/
You can also use that builder to see your EFFECTIVE WPF with your armor on, see your HP, and see your melee and ranged damage, etc.

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CHARACTER ATTRIBUTES & STATS :

STRENGTH:  Unlocks STR based stats, grants small damage bonus, grants 1 HP per point.  Allows the use of many weapons/armor.
AGILITY: Unlocks AGI based stats, grants small movement speed bonus

IRONFLESH: STR based. Grants 2HP per point.
POWERSTRIKE: STR based.  Grants significant damage bonus to melee attacks per point
ATHLETICS: AGI based.  Grants significant bonus to movement speed
SHIELD SKILL: AGI baed.  Allows the use of different shields, grants better use of the shield in multiple ways.
WEAPON MASTER (WM): AGI based.  Grants extra points to be used in Weapon Proficiency

WEAPON PROFICIENCY (wpf):  Putting points into a weapon proficiency has a variety of effects when using weapons in that type including minor dmg bonus, minor speed increase, less upkeep costs, etc. 

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WEAPON MASTER & WEAPON PROFICIENCY :

Currently many players would say these are not of the highest importance because of their relatively small effect on speed when those points could be used in other stats to create more damage.  However, investing in SOME is suggested by most players. 

- As a rule of thumb, I suggest 3-5 WEAPON MASTER as that will allow you to put enough points in ONE WEAPON SKILL (avoid splitting wpf points between multiple skills unless you know what you're doing) to avoid losing effectiveness by going under 100 in EFFECTIVE WPF.  The more WPF you put into a specific weapon skill, the more points it takes to further increase that skill (soft cap).  For that reason also, it can be viewed as a waste of points to put too much into WM/Wpf

- EFFECTIVE WPF is a term that describes the amount of weapon proficiency your character has AFTER the negative effects of worn armor, etc are taken into account.  The heavier an item, the more effect it has on your effective wpf.  This reduction in wpf will slow you down a bit and having an effective wpf of under 100 in a weapon type will lower the potential dmg output with that weapon type. 

:arrow: There is much more to know about this, but best rule of thumb is this :
Get enough speed stats (agi/ath/wm/wpf) to "feel fast enough" (this will vary from person to person) and put the rest into DAMAGE and SURVIVAL stats (str/ps/if).



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IRONFLESH & ARMOR VALUE

Raising your strength and ironflesh will yield you more Hit Points (which you can see by the builder I linked), but HP is only so important without armor.
It is the combination between HP AND ARMOR VALUE that creates SURVIVABILITY

HP = LIFE
ARMOR = MITIGATION

Think of HP as an empty bucket and ARMOR VALUE as a valve you can tighten or loosen to adjust how much water is getting into that bucket. 
Now imagine that that bucket being EMPTY  = full health, and that bucket being FULL = DEAD
- If you have a big bucket but the valve is wide open and water is gushing in...it won't take long before the bucket is FULL
- If your valve is mostly shut but your bucket is tiny, the little bit of water getting in will quickly make the small bucket FULL

- It is the combo between a decent sized bucket (HP) and a controlled amount of water coming in (ARMOR VALUE) that creates SURVIVABILITY.

** THE BALANCE OF ARMOR VALUE **
The CON to armor is the speed and effective wpf hit one takes from wearing it, as armor with higher defenses has higher weight as well (not to mention higher upkeep costs).  Finding the armor that works for you and your playstyle is part of learning cRPG.  It is always a balance between protection and speed.
Many go with MEDIUM armors for this reason (around the 12-18 weight region for body).
This is something to play with over time, and find out what is right for you - just understand that higher armor value has its cost.


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CHOOSING A WEAPON

When choosing a weapon, there are basically 3 FACTORS to consider : Damage, Speed, and Reach.

Usually the weapons will be balanced by the above factors plus things like COST and EFFECTS such as :

KNOCKDOWN - on most blunt weapons.  Gives a chance to knock your opponent down based on damage and weapon weight.
CRUSHTHROUGH - on the heaviest of blunt weapons.  Overhead attacks from these weapons cannot be parried or shield blocked.
IMBALANCED - Many weapons that carry the other tags carry this tag, which basically means once you start swinging these weapons you cannot stop them.
BONUS TO SHIELDS - Certain weapons carry this tag, which means they do extra damage to shields (and doors).

The rule of thumb is that the heavier a weapon is, the harder it will hit and the harder it will be to defend against, but the slower it will be.
The lighter a weapon is, the faster it will be to maneuver but it will have a harder time inflicting high damage.


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DAMAGE TYPES
In cRPG there are 3 DIFFERENT DAMAGE TYPES that can drastically influence the damage you do to targets of varying ARMOR VALUES.

The three DAMAGE TYPES are CUT, PIERCE, and BLUNT. 
The basic principle is that against a low armored opponent, all damage types are equal.  As the opponent's armor increases, the DAMAGE TYPE matters more and more.

Against low armor : all roughly equal
Against medium to high armor : blunt and pierce both better than cut
Against very high armor : pierce best, then blunt, cut falls off harshly


- Against a very low armored target, all that matters is the DAMAGE NUMBER (31 Cut, 25 blunt, etc).  The higher the number the better in this case.
- As armor value increases, the DAMAGE TYPE becomes much more important because the damage of CUT falls off rather drastically against higher levels of armor.
- At the very highest armor values, PIERCE does the most damage, especially if the attacker has decent strength.
- Blunt is a good option for combatants that do not have high strength, because blunt is able to create damage with low strength output and is less apt to GLANCE.  It also is usually accompanied by the EFFECTS such as Knockdown and sometimes Chrushthrough. 


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SECTION 5 - Teamwork
(Credit to Zanze for some of the following suggestions)

Teamwork in cRPG is paramount.  A player must learn the individual skills ultimately to become a strong player, but even if they master those and do not learn to work as a team and evaluate situations, they will only be so effective.

Following is a list of suggestions on how to be a good team player, and how to effectively evaluate combat situations.

- Be combat aware : always be looking around you, where is your team, where are the enemies?  Look out for cav, archers, etc.
- Do not crowd or vie with teamates for kills : work together always, and sometimes that will mean playing off your teammate and not being the hero.
- Letting Axe's / Mauls have the right of way when fighting a shielder
- If you outnumber your enemy, work off each other to flank the enemy instead of all trying to crowd his front.
- Stepping back when you have friendly cav circling and then resuming your attack once your opponent has been knocked down.
- Staying to the left of spearmen and not dancing around so they can properly set you up with a free kill.
- Being near stationary when fighting someone good at footwork so that they cannot maneuver properly.
- Sticking to high ground.
- Choosing their fights and not charging into 1v5s or so.
- Protecting Archers.
- Bringing a siege shield or wooden stakes if the slots are available.
- Be mindful of the flag on siege, do not just blindly defend the tops of ladders, etc
- Be cordial and make allies, not enemies.



//// IN PROGRESS ////

If there are suggestions for revisions or additions, please let me know...



29
General Discussion / Critical Mass and Server Pop
« on: December 05, 2012, 07:16:26 am »
Reference material :arrow: http://en.wikipedia.org/wiki/Critical_mass_(sociodynamics)

Critical Mass as far as it pertains to sociodynamics (like our game here and its servers) can by applied to the way that servers fill up (or do not), and can teach us some things.



:arrow: If an empty server continually is passed over because it is empty, it will never generate enough players to "not be empty" and therefore will never reach Critical Mass - having enough population to create self sustaining growth.

:arrow: If we, as players, want a particular server to be populated, the BEST thing we can do is to JOIN IT and STAY IN IT (especially if you have a small group of players with you).
Even 4-6 people makes a server not "empty" and therefore could generate interest from additional players and finally reach a population level where the server's pop reaches Critical Mass and is then "self sustaining".

So if you find yourself saying "I wish X Server had people in it"....GET IN THERE, and stay until more people show up.  This may not always work, but it will work more often then you think, especially if a couple people do that.  This same effect happens in voice chat servers too...



Think of it this way.  If you sign on wanting to play on X Server but its empty, and instead join Y Server....how many other's did the SAME thing you just did.  5?  10?  20?
That's enough to start populating a server
:)


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Just a thought.

30
Diplomacy / Tundra Area Mutual Defense Agreement (TAMDA) [NA]
« on: November 21, 2012, 07:37:08 pm »

TAMDA has been revised into a new vision:
The Free Lands of the Tundra



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- TEXT VERSION -
(click to show/hide)

*NOTE:  Agreement applies to any area controlled by member factions -AND- tiled with snow on the map (tundra) *

---

Additionally, FCC has stated that they will provide assistance to any small clan in the tundra area (within the TAMDA or not) that finds itself being invaded by a hostile large clan, but they will not get involved in tundra wars between small clans.


:!: If you would like to sign your faction to this agreement, please notify ELINDOR  :!:



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