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Topics - Admerius

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31
Buy / Admerius the novice loom hoarder's list of most wanted items
« on: May 04, 2015, 04:07:31 pm »
CLOSED

How to get a guaranteed sale of any of the listed looms
-PM me with offer
-Wait for my confirmation
-Put up trade and pm me again

32
Realism Discussion / Please add this during Patch of Destiny's child
« on: December 30, 2014, 04:06:19 pm »
These should be added to increase realism IMO:

1. Conditions:
Leg hit, >50% of full hp
Effects:
50% knockdown risk

2. Conditions:
Leg hit, >75% of full hp
Effects:
Guaranteed Knockdown

3. Conditions:
Damage taken>Ironflesh+X(I would prefer X to be 0, but 3,4 or 5 might be necessary to add here)
Effects:
stun(not weapon stun, the staggered/slow stun)

33
General Discussion / How are the characters stats stored?
« on: December 05, 2014, 05:31:13 pm »
I'm curious about what can be changed compared to the native rules regarding leveling up,character creation etc.

For example: In native you can have one horse archery per 3 agi, here in crpg it's 1 per 6 agi.

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I suspect that Horse archery is capped on the website but not by the game engine, it's just capped before being applied to character.

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I suspect that the website registers the stats separately and then "exports" them on to "character file" that can be read by the  game engine. Which would make it possible to create any build(3/3, 20ps/20ath) if the website restrictions weren't there.

Do we have to keep it as close as possible to native? Or should we change the system away from native...

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I believe this is an untapped well of balancing potential(if handled correctly)

34
General Discussion / Help, need a trollish lvl 36 build
« on: December 03, 2014, 01:47:43 pm »
My free respec is coming this saturday, I need to know what I should try out next.

My current build is:

18/33
6 wm
11 ath

Wpf:
2h: 140ish
pole: 120ish

What should I try next?
A swiss-army-knife build?
Str-cav?
Pure agi Shortbower?
Pure wm clubman?
Rondel shielder?
Something else?

35
My mighty 30/15 archery alt stood atop a tower and loosed my arrows down the defiant (Lor-?)Cassi in her full plat armour(76 body armour, 76 head armour, hp amount unknown).

The angle was roughyl 45 degrees and the distance abou 20-25 meter, my arrows lammed in to that full plate(10pd, 139 wpf, Longbow+3, Bodkins +3, Lightarmoured(less than 10 armour weight) )

My hits did roughly 5% according to Cassi.

Now this isn't a complaint about damage, the damage is a bit low but manageable, the fact that she could run me down on top of this... that's the problem.

Edit1: Stationary target(no speedbonus)

Edit2:
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36
Suggestions Corner / "Patch of Doom - Where less is more"
« on: November 23, 2014, 11:36:08 am »
When does "Patch Of Doom - Where less is more" arrive?

Where lvl 25 becomes the new lvl 35?

Think of it, that would make the fighting more skilled-based instead of reaction-based.
Weapon/armour tweaks should also become easier!<---Nowadays I get the feeling that there must be several patches that will Be heavy handed and overshoot or too wimpish to even get close to the intended balance.

Examples Three balanced shielders
Code: [Select]
Level 24 30 34

Str 15 18 21
Agi 15 18 21

Wm 5 6 7
Ath 5 6 7
PS 5 6 7
Shield 5 5 5
IF 0 6 3

37
Suggestions Corner / 2h stab just looks and feels wrong
« on: November 21, 2014, 05:21:20 pm »
2h stab does piercing but normal(...tatar and barbed) arrows doesn't?

The current 2h stab animation seems to be best suited for:
a. Worthless stabs=decrease piercing damage
or
b. Poor cutting damage=change to cut instead of pierce

The halfswording piercing damage is fine though, that sturdy grip makes it better suited for putting focused(less wiggly) force behind a thrust.

Can someone defend the current piercing damage of the current 2h stab animation, preferably with facts or really good drama or trolling.

One easy fix is to make it super easy to glance(sweetspot tweaks) with it but keep dmg type and amount.

It just looks wrong when 2h stab is more effective up close(facehug) than 1h stab.

38
Hey fellas, first proper attempt to get in to chamber of tears, here goes..

Edit1:
Please add kd risk when S-keying!
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The current average speed of characters is to high.
" The movement speed messes up muscle memory aiming with ranged attacks it also makes it far to easy for balanced and high-agi  melee build to continously harrass strength 1hers without shield." -duh! Kept as is to make sens of other posts(Edit2)

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It also leads to crazy speedbonuses, I know that the damage is also affected by the increased average WM, but the speedbonus makes armour nearly useless unless wearing tincan OR actively moving with attacks to decrease it.

For example:
Without moving with the attack direction(and failing to parry)
I've been 2-3 shot by two handers when wearing decent armour(56 head, 45 Body, 42 Leg) with my 90 hp. The thing is that wearing poor armour(about 20-25 armour) I take roughly the same amount of hits before dying.

When actively moving with the attack direction(and failing to parry):
The number of survived hits from the same players goes up to 5-7 in the decent armour, and 3-4 in the poor armour.

Armour should be more effective OR speedbonus should be nerfed a bit.

My suggestions: Decrease speed bonus and movement increase(from agi and ath) to 90% of current(maybe even 80% or even 75%).

Please do this, or I might have to resort to performance enhancing substances(like healthy food... or somrthing else) in the AFK world to be able to match my previous skill(or lack thereof).

39
Suggestions Corner / Make training lessons a weekly auction
« on: September 16, 2014, 02:02:50 pm »
Nothing has happened with Fleetfox's Suggestion so far, so I'll post this separately.

Pros:
-Gold drain on market
-Incentivizing high level players to try out new builds a little more

Cons:
-Have to change some code on training lessons
-More high level "perfect" builds for flavor of the patch weaponry

40
Realism Discussion / Decrease speed penalty in water based on strength
« on: September 08, 2014, 04:21:24 pm »
This will be a strange str buff

For example:

Decrease speed penalty in water by 1% per point of strength.

As everyone should know... moving through water quickly that's deeper than a couple of decimeters relies more on strength then agility/speed.

This is an attempt to make heskeytime take a bath!

41
TL;DR Choose the two options that  matches your view in most cases(not B0nk skullcrusher smash to head, but the average ingame death)

Long description
I'm curious on what you think being reduced to 0 hp means. My own view is that: being reduced to 0hp(death) is equal to being defeated for the remainder of the round.
On EU1/EU2 Siege: Injury that stops you from being able to participate for at least 7 min.
On Conquest maps: it's the identical reasoning but round time limit(15-45min) instead of 7 min

My choice: 3&4


Edit: Fixed topic title, many of the early posts are correctly befuddled by my lack of proofreading before posting pointing out my poor topic title typing skills

42
Realism Discussion / Restrict max FOV based on helmet weight
« on: September 05, 2014, 02:44:17 pm »
Now this is not a pure realism suggestion, it is more of: "How to to try to emulate realism with simple game mechanical settings"

First of all, if any dev sees this and says: "It's Impossible to code this" I will lock the topic asap.

Here's the suggestion with some numbers:

Code: [Select]
Weight: Max FOV
0 120
.1-.5 110
.6-1 100
1.1-1.5 90
1.6-2 80
2.6-3 70
3.1-3.5 60
3.6+ 50

43
Suggestions Corner / Balance stones
« on: September 05, 2014, 11:40:18 am »
Buffs:
Thrown:
Buff damage +50-100%
Knockdown possibility
Lootable/reusable like other ammo(except smokebomb)

Melee mode:
Add kd chance
Buff damage to 15b, balance towards the nerf mentioned bleow.

Balancing(counter to the buffs):
Lower ammo amount to half or one quarter
or
Increase weight(x2 or more)
Adjust slot usage, minimum 1 maybe even 2 or 3.

Realism points:
Since I have no direct evidence stones was this good during the renaissance/medieval era this might be the wrong time period. Stones today are more widely used than poleaxes, which says a lot, it has survived the gunpowder and mechanization transition far better than most other crpg-weapons would.

The reason for the buff is... stone to the head= not good, helmet helps, but disabling someone for 7 min("Killed" on battle server) should be a possibility for a high PT build against heavy helmets with 1-3 hits.

PS. Slot usage might actually need to be made to 2(maybe 3) to avoid making it the "standard sidearm"

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44
TL;DR: 5% of armour weight is added to effective weapon weight, all that armour= wpf and speed penalty. Momentum should be increased!

This is meant to make weapon stuns less of a problem for heavily armoured chars, it will also make heavy armour the preferred choice for crushthrough weapons(isn't i already?)

Realism point: Plate clad arm is heavier than the same arm dressed in cloth there fore it should affect the effective wepon weight if possible.

Full Tincan(heaviest)=37.7 weight
1%=0,38 // Katana hits as heavy as Longsword
2%=0,75 // Longsword htis as heavy as Greatsword
5%=1,88 // Studded warclub  hits as heavy as Bar mace
10%=3,77 // Goedendag hits as heavy as Mallet

What percentile would be good? 5%? 10%? or 0%  :(

45
Suggestions Corner / Many ideas, just have to post them
« on: August 20, 2014, 12:12:15 pm »
(This topis is kinda just some random thoughts that I want to plant out there, I probably read these somewhere else but forgot where)

FYI: Frequentley used Short name:
Reasoning or Lack Thereof = ROLT


1. Chamber = disarm(scripted drop) chance
yXX=your(chamberers) stat
eXX=enemy(the chambered one's) stat
% chance to disarm(yWM+yPS)*2-(eWM+eStr)

Reasoning or Lack Thereof(ROLT):
PS(instead of STR) of chamberer because PS better indicator of using strength fully in the weapon swing.
WM(instead of wpf) of chamberer/chambered because WM signifies weapon training, while wpf is more of a "second level" specialization" of combat training
Str(instead of IF or PS) for chambered because PS and IF really doesn't fit to use here, Ps=deal dmg, IF take damage, Str=how strong grip you have on weapon.

Example: 21/21,7ps,7wm chambers agi-wh0r3-ninja-katana-f46(9/30, 3ps, 10wm):
(7+7)*2-(10+9)=28-19=11% chance to disarm
agi-wh0r3-Ninja-katana-f46 chambers:
(10+3)*2-(7+21)=26-28=-2%(0%) chance to disarm

2. Hitting archer/xbower when string drawn/aiming:
scripted Drop chance of bow/xbow=%health damage received-(WM+IF)*2

ROLT:
Example: 8WM archer hit for 50% hp has (50-(8+0)*2)=34% chance/risk to drop bow.
WM and IF boost might need a tweak(higher?)


3. When cav is hit for 25%+ of hp the rider loses steering for 2 seconds -0,2 per riding.

ROLT:
Cav needs buff therefore I start by describing a nerf, 10 riding negates this penalty. 8 riding=0,4 seconds of un-turnable horse.

4. Cav bump damage= Tripple it(I quintupled(x5) in native and it felt a bit op... courser crushing tincan due to speed bonus... 200+ looters blobs being herded and all looters on the edges being trammpled with Charger)

ROLT:
Cav should rule the battlefield, teamplay/skill/anti-cav weaponry should be needed to take on cav 1on1, just like Backstab/Dodge-skills/Shield is the counter to range on open battlefield.

5. Ironflesh gives some kind of knockdown ressistance(5% per if?) and for each point of IF you can absorb one point of damage without getting interrupted in your animation(12if monster must be hit for 12+ pts of dmg to stop that great maul...)

ROLT:
This is sort of a buff to strength builds and/or heavy armor users with some IF.

6. Decrease speed bonus for lighter weapons and buff it a little for very heavy weapons(mauls etc.)
Something like: Weight:0-2=-50%, 2.1-2.5=-25%, 2.6-5=unchanged, 5.1-7=+10%, 7.1+=+20%

ROLT:
Pure agi rondeliérs lé my old friend, should need to hold attack more often to be able to pierce heavier armours.

7. To counter cav and IF buffs mentioned earlier: Make held attacks do more bonus damage. Multiply current damage bonus by 1,5 or more.

ROLT:
This is kinda meant to counter the IF buff and proposed speed bonus nerf, and to make group ganks more effective.

End notes:
These suggestions are unrefined, untested and kind of "Hey I have a crazy idea, what if we do it like this?"
The main point with all of this is to get some sort of discussion going about these approaches to tweak the gameplay.

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