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Topics - San

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31
Beginner's Help and Guides / Experience to 35?
« on: January 18, 2013, 12:22:07 pm »
Just a quick question.

All of the calculators I used said that it was 142 million or some other odd number, but I thought it was closer to 180 million. Does anyone know for sure?

32
WSE2 Beta / Fixing horse glitches- Feasible?
« on: December 18, 2012, 10:01:07 pm »
There was a stuttering issue for me before where my character would slip and slide (not lag-based) and that was eventually fixed. 0 problems with that for a while, and enjoying the beta client quite a bit now.

However, I experience these issues when I use a horse (in the regular client, too):

1. When bumping someone or after colliding with another horse (without the rearing animation), my horse begins to skip frames along my intended path. On my screen, it looks like I am constantly teleporting and I have little control over the horse for this period of time. I need to come to a stop for a few seconds to fix this issue.

2. When I get dehorsed, sometimes I may slide far out of reach of where I was supposed to land.

3. The horse soaks an attack at a location separate of where it is located onscreen.


I was wondering if it would be possible to fix 1 or 2 at least. With bad luck, 1 seemed to happen on almost 1/4 of my bumps. 3 seems like an overarching issue with hitboxes in general, but I just thought it was worth pointing out.

33
Beginner's Help and Guides / Stats on the 2h weapons with shield?
« on: November 21, 2012, 11:31:34 pm »
I would just like to know. Thanks a bunch.

34
Suggestions Corner / Shield Requirement Overhaul
« on: November 01, 2012, 09:53:22 pm »
Heavily influenced by comments made in the other thread: Giving shield skill a strength and agi requirement: http://forum.meleegaming.com/suggestions-corner/make-shield-skill-both-strength-and-agility-based/

I felt my reply was much more of a new suggestion.


Shield isn't restricted to agility because the threshold is so low. There are hardly any useful 6 or 7 requirement shield skill shields like there is for cav. It's restricted to how many points you are willing to spend on shield skill, with even 2 being useful for 2h/poles, and 4 being useful for shielders who use their shields in fights.

But quite frankly, shield skill itself sucks. It seems more efficient to pick another shield off the ground than heavily invest in it.

Suggestions I see only seem to limit what shields people can carry or nerf shield skill even more, since it's already a low investment to get decent shields.


If shields become usable without shield skill, I suggest that shield skill itself gets buffed


-Strength requirement on shields
-less encumbrance with higher shield skill
-10% increase in durability instead of 8 (possible 9 skill cap)
-Slight increase in shield speed bonus from shield skill.
-Shield skill requirements should be higher (~5-6 for the good shields (elite cav 5, knightly and heavy round 6), and 7 for best/very specialized like cav)
-Just like Tydeus' suggestion in the other thread: decrease heirloom level for every missing shield skill requirement, max -4 (or whatever the max broken shield is).
-Beyond -4 is unusable.
-Larger/Heavier shield have higher shield requirement and strength requirement.
-Shield skill itself is still AGI-based

This means that a 0 shield skill user would have a -4 for shield skill 4 shields. A 0 shield skill user would be able to use a +3 7 shield skill shield, but it would still be -4. A +3 shield 3 req would of course have +0 stats. This would encourage looming shields, since there really is no reason to at the moment, since it's easier to just pick another shield off the ground than have your shield withstand a few more hits.

Implications:
Shields would be usable by almost anyone.

Looming shields would bring them more utility to the average player so they can save skill points.
However, the person who actually has shield skill will be able to use the shield much more effectively, especially since shields are much less durable without the bonus.

Strength vs Agi
High agi users would be able to have very high utility from the cheaper/smaller shields. In general, the later shields will have a higher strength requirement except for specialized shields. With specialized, smaller shields, they would be able to chase archers at the cost of more gaps with a smaller shield.

High strength users would be able to barely use some of the good shields. With low shield skill, they would get crap bonus from extra durability, speed, and the shield will slow them down if they don't allocate more points (not to mention the forcefield bonus). They don't need to spend too many points in shield, especially if they have one loomed.

Balanced: Utility based on investment. If they invest fully in shield, they would be able to use good shields and maintain nice bonuses. They would only be able use shields at a mediocre level if they only have a mediocre investment.

Shield Types Missing
Medium-sized, high requirement shields are missing. We have a few nice small shields like the buckler, a few heavy/large shields like the huscarl. I feel steel shield is more specialized, so it would be nice to have a middle of the road shield with a high shield requirement and lenient strength requirement.

Who will get screwed

Only high shield skill heavy round/Huscarl/Steel shield users will get screwed. Even so, that's only with being able to equip the shield. They will find themselves moving faster and still taking a good amount of hits on the cheaper, smaller ones. They would still have a decent forcefield, but they can still be hit around the smaller shields if they aren't careful. Once they switch to a shield they can use (it will be easy to sell/trade a Masterpiece Huscarls if this suggestion passes), they might find it even better. To reiterate, they will also be able to chase archers at the cost of having to use an even smaller shield due to moving faster with higher shield skill. They also won't get ganked by groups as easily, although they will have to turn more to face each attack.

35
Suggestions Corner / Penalty score
« on: August 11, 2012, 11:13:21 pm »
Saw someone -2 2 on the scoreboard with ~30 points and decided to make this topic.

I think it will be more informative to have a separate value for how many penalty points you have accumulated. Right now, you can still be a spammer and TK a lot, and still have a decent score without anyone noticing. This should be accompanied by a message stating how many penalty points you earned from that action. It's difficult to figure out how much you are hurting your team, and this will be hard proof against those TWers.

There were times I TWd and did not realize it, and something like this would help me time my attacks better or choose which swings I use wisely. It is nice to know, especially since 'score' helps people see who is helping the team.

This would be similar to renown being switched between renown and infamy on the boards. The only problem is a matter of space and how it will look. Maybe it can be a score where numbers are separated by slashes like xx/-yy where xx is the points you accumulated or total score, and yy would be the amount of penalty points. (maybe a third number could be the total, but I'm sure we all could just subtract ourselves)

Future applications:
Once people generally approve the way the score system is run, reach a certain penalty level and you get a penalty on exp/gold. Something neat I read on here would be to pay for some of the upkeep on the teammates you hit, however I am not sure if that involves excessive calculations.

36
As a quick fix without the complication of changing current wpf curves, higher values in weapon master should lower the amount of wpf reduction from armor.

I was thinking that 7% less wpf reduction from armor for every WM might be good. Getting massively  high WM means you can't wear enough armor for it to matter anways.



Weapon master as a skill is currently very weak. With 0 WM, you can get 110-120 wpf easily. If WM can help maintain effective WPF values, it helps buff hybrids while not buffing pure builds too much since even a small reduction hurts higher wpf values, and helps classes that relies on high WM.

This will be a nice duality between strength that helps maintain your running speed with armor, and WM that helps maintain your swing speed with armor.


Ranged:
They will be able to wear more armor without as many penalties except for running speed. They will also make more use of 60-100 wpf sidearm. They will be faster but they still won't hurt much.

Hybrids:
They will get more out of each point of wpf they have. If they have 100 wpf in another weapon, the effective wpf will be closer to 90-100 with a high WM build than it was before in the same armor.

High WM pure builds:
With 160-180 WM, they can wear more armor and keep pretty high WM. Due to their low strength, they can't wear armor that is too heavy if they don't want their movement speed to be drastically slower. Any reduction to high WPF is harsher than it is for something like 130 WPF. Swing speeds won't get any faster than a high WM build with barely any armor at all.


Low WM builds are unaffected and play exactly the same.


The average player with 5-6 WM would receive a slight-medium boost.


Possible problems:
Medium armor becomes way too good. With looms, everyone would be able to get decent armor values. This would devalue light armor a bit. Light armor would still be used mostly for movement speed anyways, though.



I believe completely reworking WPF would be better, but it will be quite complicated to get it right and still make WM viable. I just thought of this so there's bound to be problems I haven't thought about.

37
Suggestions Corner / Additional run tier while shielding
« on: May 27, 2012, 06:34:55 pm »
One thing that annoys me as a shielder, the constant putting up and down your shield to maximize run speed (ex. chasing an archer or approaching an enemy group) doesn't really help all too often and just makes you run very slow overall.

I think it would be nice that after running with the shield held up for 3 seconds, shielders with the shield held up can move closer to 85-90% of their run speed without shielding.

Whatever numbers are slightly longer than normal run speed time and slightly slower than maximum run speed but greater than current shield run speed are preferred. (And possibly if you release shield you would go to normal run speed. Only stopping, attacking, or shielding again will slow you back down.)


This makes it so shield pushes can be more fierce/effective and gives shielders a niche at the front lines instead of turtling at the back.

The time before running with shield would be long enough for it to not affect melee too much. It may make backpedaling them slightly harder, but then their speed would go back down once they try to attack anyways. Only pushes would help, but fighting would not bring them any additional aid from this.

38
Suggestions Corner / NPC dummies on duel server
« on: April 22, 2012, 06:50:52 pm »
It would be cool (especially with STF characters) to test your damage and retrieve some actual damage value back. Have them located in a somewhat more isolated location than where duels usually take place.


~3/4 for naked/light armor, medium armor, and heavy armor/plate. They have unlimited health and stay in place, but when you hit them you get a message concerning how much damage you dealt (maybe even speed bonus).

It could help people with timing of attacks, target practice for ranged, or give info on the effectiveness of your STF character with actual figures.

I doubt a few NPCs with this specific purpose will be taxing on the server or anything, and duel doesn't usually have more than 20 people unless it's right before a strat battle.

39
Great maul has some interesting properties, giving it both heavy advantages and disadvantages.

One of its disadvantages is its difficulty of use when solo. Even then, it has many things going for it: crushthrough, knockdown, etc.

However, I feel that its ability to be sheathed mitigates many of its disadvantages. Being sheathable is fine and dandy for most weapons, but when it helps you get in close range for unblockable attacks with a 1h+shield or top tier 2h/polearm, that's where I feel that it's a problem.

In my opinion, it should just be unsheathable. This won't affect dedicated users of this weapon at all. I could see the argument for 3 slots too, since it's a heavy boulder-like weapon.


I think if you decide to use a maul like this, you're dedicated to it just like a pike. It's hard to deny that it's one of the top support weapons, and I feel it's unfair to have an uber support and 1v1 weapon that you can switch between at will.

40
Game Balance Discussion / [STATS] Fix the 1h sweetspot
« on: October 09, 2011, 03:14:33 am »
For short 1h cut weapons (that means excluding the picks, maybe the hammers), should the sweetspot on the weapons be more lenient to account for the fact that these weapons are very short?

Let me direct you to this older topic:
http://forum.c-rpg.net/index.php/topic,11139.0.html

It offers some food for thought.

This is apparent especially for the knives.

1h cut weapons already do low enough damage as is. If I'm caught in a 2-3 v 1 the shielders are always the easiest to deal with by far, due to their lack of damage and propensity to glance all the time + lower speed to catch me.


One shouldn't be able to just shrug off 4-5 hits from a 1h without much worry.


Agree? Disagree? Don't just vote, post too!

41
General Off Topic / Super Smash Bros.
« on: October 09, 2011, 02:49:02 am »
Anyone here play Super Smash Brothers Brawl, Melee, or 64?

Just wondering if there were any smashers in the community =)

I don't think there would be that many here, but it would be a nice surprise.

Here are some vids of the game:

http://www.youtube.com/watch?v=-e_HkZZHxd8

http://www.youtube.com/watch?v=1xhXwtH0C4A

42
Game Balance Discussion / Idea about armor heirlooms
« on: September 20, 2011, 05:06:42 am »
State of Armor Heirlooms
You get more defense with no downside other than the time it takes to acquire them, to no added cost. It is very good. Even if it isn't that good, it's hard to deny how good they are compared to their non-heirloomed counterparts.

Brainstorm how to Balance Armor Heirlooms
Armor heirlooms are pretty great, yet a lot of people think that it may just be too good. The problem is, even if we decrease the amount, it would satisfy some players and anger others.

Let us think:
Is there a way to tweak armor heirlooms to balance in an innovative way? I believe if players are given the dilemma of meaningful choice to their armors where they can choose a certain path, it could bring us a nice change of pace.


Possible Suggestion: Defense vs Weight


You have a choice of either buffing defense at the cost of increasing weight OR decrease weight.

There are 3 outcomes:

Full Defense
If you go full defense, you increase weight to compensate.

Pros:
-There will still be a pretty large defense buff.
-Still a very low cost to armor ratio

Cons:
-It will be better, but not MUCH better, than using upper level armor if money isn't an issue, since upper levels of armor have increased weight also.

A mixture of increasing armor and decreasing weight
If you want to break even on weight while increasing defense

Pros:
-You can still get a defense buff while having no weight penalty.
-Jack of all trades

Cons:
-Time commitment to get looms may not be worth it as much.


***Fully decrease weight. (Could potentially be very strong)
Decrease weight of an armor only. It's essentially what we have now.. but backwards.

Pros:
-Very versatile. Archers would like this so they can reach the minimum weight threshold in more armor. People can make their favorite heavier armors lighter if they feel it already has good armor.
-could possibly be very strong if used over all types of armor.

Cons:
-Similar system as before with more armor per weight ratio, but using armor that costs more (and the effect may be more balanced)
-Doesn't actually increase armor
-More weeaboo ninjas/samurai in the heavier weeaboo armor (!!!)


The choices someone may make may vary depending on what type of player they would want to be. I feel like players would be able to get a little more of what they want, and more armors will be usable for more builds given the right type of loom.


Possible Problems in Implementation


1. Complex
- This may require some type of loom refund for armor, or something to that effect
- Multiple names
- fixing the marketplace to account for this
-making sure THIS is balanced, too

If the path thing doesn't work/too complex, a possible solution would be to just mix increasing  some defense and lowering weight on every armor heirloom.

2. Public Feedback

Some Questions: What kinds of tweaks to armors would you be able to accept? Are you fine with the way it is now? How much of an advantage do you feel that heirloomed armors bring compared to those who don't have them?

Even if this idea is really bad in your opinion, it would be nice to know what is good.

Discuss.

43
Suggestions Corner / Directional Block for shield (Hear me out!)
« on: September 17, 2011, 08:32:05 am »
There has been a couple directional shield block topics, but my take on it is pretty simple-- simply angle the shield according to mouse direction. The neutral direction should be our default block.

Tired of having to move the camera back and forth to shield against archers a mere 20 degrees to your left and right, or pulling 360s when in melee, thus easily exposing your back for no reason? It takes away skill from being able to angle your shield in a better manner.

Simply put, camera control is pretty wacky when you have to block two spots in a shot amount of time, even if those two spots aren't very far from each other. Pretty much BS, I say. It's more effective to do a 360 jump spin while blocking to get out of melee than any sort of good footwork. Does that make any sense?


Overall, it's pretty similar to what we already have, but it would be more skill based. You don't have to give up footwork as much. Directional blocking may still work to expose you more on the other side. The angle wouldn't be extreme enough where it will punish you for blocking the wrong way as much.


Thoughts/concerns?

44
Game Balance Discussion / High STR/IF/Armor combo
« on: August 21, 2011, 06:12:08 am »
Ever since the damage soak values were tweaked to reduce randomness, high strength and ironflesh values on players with at least medium-high armor could essentially juggernaut their way through the battlefield.

My 8 IF, 27 strength character with medium-high level armor can take at least 4-5 hits on average before dying. If a swing doesn't hit my head with speed bonus, I will only get ~ 20% damage or so. This is with ~50 head/body armor.

I believe the change in armor soak values were a good thing, but some other aspects also needed to be tweaked in response.


The solution I propose involves halving the amount of extra HP you get from raising strength, if at all possible. Ever since the armor tweak, the value of a single hitpoint has increased, due to less damage and less glancing favoring tank-based play to survive those hits since they won't bounce.

Those extra hitpoints (with IF) let you survive like 1 extra swing in the past, yet now those same hitpoints would let you survive 2-3 more hits.

Therefore, I came to the conclusion that the amount of HP added just by raising strength is too much, since it's a lot of added value (compared to before) for free.


What do people think about that?

-You still get some HP from strength, but not as much.
-This wouldn't really affect any gameplay mechanics or abilities/equipment. It would just make the difference in HP more reasonable.
-HP would be a little less extreme between Agi and Strength users.

However...

-This might make ironflesh more valuable, but you have to sacrifice points to raise ironflesh.
-This will also make everyone easier to kill.

45
Suggestions Corner / "The gate is open!" voice in siege
« on: July 08, 2011, 06:58:53 am »
Please?

It'll help notify those guys heading up ladders when the gate just opened to their side.

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