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Messages - OzyTheSage

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31
Mount & Blade II: Bannerlord / Re: Mount & Blade II: Bannerlord
« on: September 30, 2012, 08:51:28 pm »
Quote
D: speaking of phisics, how will the players interact with the environments in M&B2?
R: It’s still very early to talk, but we would like the game environment to be interactive as much as possible. The ideal would be to have the player pick-up, destroy and throw stuff. We are rebuilding, or should I say building, a physics engine from scratches.
So, no more heirlooming rocks then? You just pick them off the ground? =p

Quote
D: You know there had been many successful modifications for the game, and one of the best known is the Strategus – cRPG, which allows the players to have some sort of multiplayer campaign. Will there be any feature like that in the game to come?
R: at this stage a multiplayer, competitive or cooperative looks still pretty difficult to make.
Bawwwww =<

Also, animations aren't hardcoded anymore. wooooooooooooooooo

32
Mount & Blade II: Bannerlord / Re: What would you like to see in M&B 2
« on: September 30, 2012, 08:39:56 pm »
The bugged terrain could probably be fixed by having a bit of inertia. Instead of instantly slowing down when walking up a slope you gradually go from full speed to climbing a hill speed. More agility or athletics could make climbing easier. What really annoys me is how some buildings are bugged so no matter how much you're wearing or how mfast you go normally you get slowed to a crawl while inside that building. I remember a vanilla map with this problem, but I don't know if it had a name.

Better hitboxes would be nice, adding different hitboxes to weapons themselves would be neat too (I think either WOTR or Chivalry does this). Swinging a halberd, for example, normally does cut damage right? Well if you hit them with the pole part of your polearm it shouldn't be doing piercing or cut...

Perhaps they could also incorporate the length of the weapon and the range at which the weapon strikes into a damage calculation? Generally, the part of the weapon that swings the fastest is the very tip of the weapon because of the circular motion of the swing. In baseball a baseball bat has an area somewhat near the end of the bat (but not the very end) where it's optimal to hit the ball, and I don't know much aboot medieval sword fighting and such, but I'd think that a similar principle could be applied to a club or a sword (although they have other dynamics, such as curve of the blade, but that's another story...)

Honestly though, instead of be base 'damage' values currently in, I wish it incorporated something a bit more dwarf fortressy. This is what I'm referring to. As you can see, weapons have a 'contact area' and 'penetration' value instead of simple a 'damage' value. A weapon with a small contact area (how much surface area the weapon hits with a particular strike) but a large penetration value would pierce a target (Look at the awlpike in Warband and think of how that weapon would work if it didn't have Warband's damage model). Similarly, a hammer could have a small contact area and penetration value, but because of the weight of the weapon (usually represented by 'velocity' in that table, but in that game the material of the weapon is a factor too...) it will probably fuck you up. Note the lack of 'piercing' weapons, they either have an edge or are blunt, the piercing comes into play with contact area and penetration. An edge weapon with a large contact area and little piercing (a cut weapon in warband) would probably glance off unprotected areas on plate armor. Just look in the 'details' under the table.

About halfway through writing that bit I realized that's probably a bit more complicated than necessary, but something other than 'this weapon does 3 more damage so it is better' would be nice.

33
General Discussion / Re: Have long stabbing weapons dumbed down the game?
« on: September 30, 2012, 08:10:45 pm »
*Skips  most of the thread*

As a person who used to use the pike longspear a lot (even during the 'pocket pike' days mentioned before, abusing overheads on not just the pike longspear but other weapons it affected as well) I'm just going to say that almost any fight you encounter with a few of these is going to give anybody but maybe a shielder a hard time. Even a shielder pretty much won't get a chance to attack if the pikeman isn't retarded.

When they fixed the overhead problem they also changed the hitboxes so that polearms hit teammates even more, so swinging or stabbing around teammates has become incredibly hazardous. Plus the fact that they get stuck on every little tiny thing within a 10 meter radius when you try to swing makes it a huge pain. Finally polearms generally have a shorter reach than 2 handers and are a little slower(?) makes them less useful (Am I making this up? It seems to be true from my experience). This only really effects pikemen who have a quarterstaff as backup, but it means people who use shield+spear as a support weapon (1 handed thrust has longer reach) get... shafted when it comes to fighting without teammates. I suppose it sort of enforces the idea that polearms are meant to be sort of formation fighting weapons and support, I've never seen anyone with a greatsword trying to lolstab enemies over their teammate's shoulders, which is something pikemen and hoplites can do even with the hitbox changes.

Nowadays you can carry a bamboo spear (Pike: 300, longspear: 245, bamboo: 200 weapon length) and a 'dueling' polearm and still be relatively effective despite the lower damage and reach because of polearm stagger opening enemies up for attack by more damaging teammates, or interrupting attacks that would hit teammates. But honestly, the longspear has 26 pierce, pike has 24, and bamboo spear has 25 and an overhead so the damage isn't too big of a deal, it's just the length you have to account for.

As for dumbing down the game, I've seen people with (long)awlpikes spamming stabs throughout enemies and cutting them down like nothing, which is a little more worrying to me than people with a pointy metal thing on a big stick. Sometimes it is a matter of knowing when to block down, or even know when the pikeman will strike so you can chamber his attacks.

Now one of the larger problems people have is the spin stab. The spin stab is where the pikeman will stab you at maximum range, then jump backwards to gain some distance from you while stabbing (usually they run facing away from you to get a better jump, then spin in midair to stab). This means they can stab you (and you usually block the first one) and then as you close the distance on them with an attack ready to go, they jump out of reach and poke you. Usually it hits and they can rinse and repeat, but if you just keep blocking for a little longer they won't be able to jump again and you can start hacking away. The problem really come when you're hugging against the pikeman. Sometimes they can still manage to stab you even though the tip of their weapon is 4 meters behind you when they chamber their attack. It's an oddity with the M&B engine, I believe, and sometimes you're lucky and it will just glance off your armor. (EDIT: Also, if you're hugging them, you're generally running towards them which the game might give them a movement damage bonus, which means it doesn't glance...?)

Keeping in mind I haven't played as a 'dedicated' pikeman longspearman in... probably over a year, so what I'm saying may not exactly be quite as valid as it used to be... I will say that I've been seeing more pikemen in siege so they can poke through breakable doors, killing anyone who gets near so it's next to impossible to progress... yeah...

34
Mount & Blade II: Bannerlord / Re: Mount & Blade II: Bannerlord
« on: September 29, 2012, 02:42:33 am »
I'm probably not going to bother calling this Bannerlord. The only reason I refer to M&B: Warband as Warband is because... well... M&B is already a game that is not M&B: Warband. So, this shall just simply be M&B2... simple.

Names aside, I'm more interested to see what they've done with the combat... (Also if there's a chance for a co-op option, but combat first.)

35
Mount & Blade II: Bannerlord / Re: Warband enb
« on: September 26, 2012, 06:03:57 am »
and whats with the gigantic screen thingy :O
TrippleHead2Go

36
General Discussion / Re: Warband on sale 4.99
« on: August 22, 2012, 05:17:33 am »
Every time I see Warband go on sale I sadface and cry...face

I have a copy sitting in my steam inventory, but none of my friends like it. They're dumb >=o

37
Mount & Blade II: Bannerlord / Re: What would you like to see in M&B 2
« on: August 11, 2012, 02:55:05 am »
More inventory slots and/or armor/weapon 'customization' so to speak.
  • For example, wearing chainmail armor and having a separate slot for surcoats, so you can have surcoats and other things (cloaks, pilgrim disguise?) over more types of armor without having to model each one individually.
  • 'Vanilla' helmets, then being able to add aventail or padded cloth or veils etc.
  • Leg armor actually separated from body armor? I.E. being able to wear a shirt and no pants... if you're into that kinda thing.
  • Certain weapons made of different 'parts'. A polearm could be made with a longer or shorter shaft, swords could have varying lengths or even pommels or handguards to make them more balanced or deal more damage.
  • Shields with specific parts, like you can put a groove in a normal shield for thrusting with a polearm, or reinforcing shields with metal bits to be a bit more resilient. (Not really an expert here [or anywhere for that matter] but I hope you know what I mean)
  • Armor and clothes should also be modifiable some in terms of color. For eample, you could have one model and texture for a metal helmet, but depending on the material it's made of the color could change so it looks like copper or steel. Rust decals could be applied if it's rusted, and so forth. Most cloth should be able to be almost any color without having different models and textures for each possible color.
  • EDIT: Blood splatter should be more visible on player models and weapons as seen here instead of turning you into some weird ugly red-tinted... thing.
  • Ability to add more straw to your straw hat.

In multiplayer the 'view outfit' button should make the player model look in the direction the camera is facing (First head moves, then upper body moves the further you look), same goes for cavalry regularly looking around. Singleplayer it should be a  toggle of some sort so you can make those nice screenshots without your guy looking all over the place.

In Singleplayer the ability to have something to make your troops move quicker over the world map, making infantry only armies more viable. Not sure if wagons and such were used, but with only a couple hundred soldiers in a unit I think it would be more viable and make some sense.
Building upon that, maybe the map should have roads? Roads make you travel a bit quicker but are only connecting predetermined places. To get to certain places you'll have to go off the trail of course.

Off the grid terrain would be pretty awesome I think, and would make maps a lot more prettyful and appealing.
More info. Basically instead of a regular grid system it determines how many polygons should be used for certain parts of the heightmap, so a more flat area would use less but more rugged areas would use more instead of only going along a pre-defined grid.

Improve the way cavalry behaves.
  • Driving a horse into a tiny door and having your character clip straight through the ceiling shouldn't happen, you should be knocked off or the horse should stop. This way you can have infantry-only sally ports that make more sense.
  • (I thought somebody mentioned this already?) Hooked weapons to pull riders from horses foolish enough to go into the fray (Don't know if riders did the opposite to infantry, dragging them along with hooked weapons? o_O )
  • Better horse physics all-around. Jumping just before you hit a low wall should not make you stop completely until you're high enough to suddenly regain all your lost momentum to fly over it. Timing should be more important.
  • Riding into people shouldn't just knock them on their asses, they should be pushed back a ways or stumble over. (Oh, just saw Dalfador just said this XD whatever)
  • Higher riding skill should allow you to fall off your horse better. You train yourself to recover from falling off horses, moving or not, that sort of thing. (Don't think this is something already in?)

Ability for more kinds of 'objectives.' Siege mode really bugs me. You could have a bunch of people inside the castle walls defending but because some guy snuck in somehow and lowered a flag you lose. This leads to people just clumping at the flag and mostly ignoring the walls. It should be more progressive, and perhaps have more choices. Going in from the back might move the attackers spawn a little forwards to give them an easier time of capturing the first wall, for example. Or you could forego the sneakiness and simply break through to the first objective if you feel you could do it. Just something to make it seem more interesting? Maybe have things such as battering rams? (Single and multiplayer) A bunch of people beating at the front gate with swords is a little silly.
Movable/carryable siege shields? Not entirely sure if these were real, but I remember they were big wooden things people carried in the first Stronghold games.

As has been mentioned a few times, yes co-op. A million times YES. I am a sucker for co-op.

38
Spam / Re: Nerf Miley
« on: June 30, 2012, 12:02:37 am »
Obvious solution
Nerf female characters

39
General Discussion / Re: What's the deal with NA Siege server?
« on: June 29, 2012, 08:16:29 am »
Decide to spend the last couple hours before bed playing some siege or DTV

Nope

=<

40
General Off Topic / Re: Kickstarter Clang
« on: June 10, 2012, 07:08:27 pm »
While Gabe with a crowbar and the humor and stuff was pretty good, what interested me the most about this is the actual project itself...

41
cRPG Technical problems / Re: HOW DO YOU PLAY NAPOLIAN WAR WARBAND?
« on: May 14, 2012, 07:39:54 am »
Don't use the CRPG launcher to play Napoleonic Wars

42
I don't get the problem with regening arrows. You start with 12 and they regen pretty fing slowly. Plenty of archers in crpg don't even use all their arrows in the battle time so what makes you think it's such a big change?

I also wonder if regenerating ammunition only happens in deathmatch mode? It's the only mode I've seen footage of

EDIT: I personally think the contrast for the shadows are kinda ridiculous, especially since it appears to be a sunny day. The shadows are pitch black when they really shouldn't be.

43
I'm cautiously optimistic about WotR right now, my opinion on it seems to sway a lot.

The main problem I have with the videos I've seen so far is that either nobody knows what the hell they are doing, or the game is really clunky (cannot tell since I'm not the one controlling it). I'm going to guess it's the former. Or perhaps they are too focused on commenting on what's going on to actually play, I'm fairly sure I would have difficulty doing that.

TotalBiscuit has done the best video on it so far from what I can tell.

44
General Discussion / Re: Weight bug? Or just forget to change?
« on: April 01, 2012, 07:15:16 pm »
If you look at it in-game it should show what the real weight is. Check there

45
The easiest way to avoid upkeep is to not play.

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