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Topics - Banok

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106
cRPG Technical problems / Anyone elses game look like this?
« on: May 01, 2011, 08:41:20 pm »
its worse on duel server cant even see shit through all the red text
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107
Game Balance Discussion / Blanket stab nerf needed
« on: March 04, 2011, 02:53:43 am »
Stab animations are too powerful since last update. I'm not just talking about "lolstabs" (where you hide animation) but just stabs in general.

1. They take less time to hit
2. They hit way closer than before without bouncing
3. The hitboxes are too big

Because of these reasons you see all sorts of abuse, such as anti cav weapons suddenly extremely viable duel weapons, pikes and awlpikes stabbing people POINT BLANK, which is absurd. You also see greatsword users rarely bothering to swing or change direction when it is more viable to simply spam the stab attack which hits very fast, pretty much impossible to miss and catchs people off guard on blocking. So many times I stab people with my hierloomed german greatsword and the model doesn't even scrape them but they still die...

Has just made the game less realistic and less challenging with these "special attack" and "force field" like moves.

108
General Discussion / How about poll section to ban people?
« on: February 28, 2011, 07:33:40 am »
You know, people that no one likes. As a community oust the bad apples.

Not sure if this is a good idea myself so go ahead and Discuss.

PS: Oh shit I should clarify this idea

PSS: Ok I think this is what I meant but I'm too tired to be threadmaking: threads like this wouldn't necessarily need evidence of breaking rules.

but it comes back to the naked friday's discussion we already had about how the mob shouldn't rule, there needs to be clear rules etc. so whatever lock this thread.


109
Suggestions Corner / Overhead stab for spears
« on: February 23, 2011, 01:03:42 am »
Observation 1: Overhead swing on long spears is silly.
Observation 2: Blocking all stabs with 1 block direction is silly

Solution: Two stab animations, one blocked by up and other is down like normal. Like this
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110
General Off Topic / Xsyon - Better than Haven&hearth, and minecraft
« on: February 21, 2011, 08:33:06 pm »
I know people like H&H and minecraft but have you seen the new proper sandbox MMO http://www.xsyon.com/

Few of the guys from my darkfall clan nomads are playing. its still beta really but its a fun sandbox, its alot like H&H how you build villages only better and you can terraform slightly like minecraft only better.

If your interested I would watch this video review for pros/cons of the game

http://www.youtube.com/watch?v=ZeWBOo_9CL0

111
General Discussion / From the original barmace crusher
« on: February 14, 2011, 05:46:54 am »
I dont think I saw anyone stack ps with barmace before me, I stole the idea from pennywise's monster pre patch mornstar build and hierloomed a barmace to make my own version which worked even with the new lvl 30 cap. Anyway its caught on now even though I didn't tell people my build all those times they asked. so now I hear barmace is being completely gimped next patch and I'm proud to admit that I am the cause of so many tears. mostly invalid tears from turtles who don't understand rock paper scissors balance, because without decent crush through weapon turtles go unchecked and become silly OP with 180 degree invincible mode. FYI crushers dont get invinciblity they get shot to death and easy spammed by decent players. I play many diff chars in cRPG including turtles and always admit if something I play is OP, like I used be say stuff like "flamberge needs a nerf" and "NI" in chat as I cut though 20 enemies in heavy armour easymode. This nerf is going to make me cry because I cant respec my hierloom or have to time to grind to 31 to hierloom something else, but it did need tweaking. but if they remove blockcrush completely seriously what will counter turtles?

PS: can I get a link to where nerf was actually announced :P

112
Suggestions Corner / Make athletics more useful: reduces fall damage etc
« on: January 19, 2011, 02:23:12 pm »
athletics isn't that great.

agility increases move/runs speed by roughly just as much. I did a lil test a while ago and say 30 agility roughly same speed when running as 15 agility, 5 athletics. I read somewhere athletics is 5% movement but thats probably of base movement not effecting run speed. I got a 9 athletics char (will be 10 at lvl 30), and tbh it doesn't move THAT much faster than a normal 3-5 athletics char, even heavy armoured guys. the small bonus is pretty much useless, not like you can really outrun people or run out of swing reach, you still get backpeddled, you walk mega slowly up hills. only time I notice obvious advantage is on flat ground rushing an archer they get less free shots on me, and its easier to dodge arrows but only from far away.

so I suggest some secondary effects of athletics rather than suggesting you make it faster. I suggest firstly althletics exponentially reduces fall damage, so althletic stackers can jump down high distances unharmed. also penalty for walking up hills and such should be reduced alot depending on athletics, so you could run up hills somewhat. also would be nice if jump height could be improved but that sounds harder to implement, might be nice for arrow dodging though. I was also thinking of adding crouch like musket mod, but making skills controll the speed of the animation so you could use its quickly to dodge arrows or mele side swings :D

but idk how codable my suggestions are maybe someone else can come up with something better. its not exactly a gamebreaking issue but i'm bored.

113
General Discussion / Official cRPG wiki
« on: January 16, 2011, 12:59:47 pm »

114
Suggestions Corner / Small suggestion to improve character page
« on: January 13, 2011, 03:10:14 am »
Can we get the "increase by" system that wpf get where you have to type in a number then click "increase by" for attributes and skills also. this way its pretty much impossible to make mistakes by miss clicking. plus you assign points much more quickly without having to click wait for page to reload, then click again.

Incase I explained this badly heres a screenshot of my suggestion:

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115
Suggestions Corner / Petition to remove Jameyyed Castle from battle
« on: January 11, 2011, 03:54:52 am »
siege map constantly on battle mode map rotation, remove it!

116
Suggestions Corner / How to fix throwing
« on: January 10, 2011, 11:59:34 pm »
the exact same way archery was fixed ages ago when archers used to go went pure str and do way to much damage. make powerthrow inc damage but not accuracy aswell. make throwing wpf actually decently effect accuracy, and required for accuracy. this way to be an accurate thrower you need agility aswell as str, unlike atm where you just go pure str for the most accuracy and damage. this indirectly reduces the damage of throwing because pure str throwers will become very inaccurate.

EDIT:

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throwing wpf is currently not worth investing it at all. even more useless than xbow wpf before .200, since you can get way more accuracy from pt.

playing a thrower is not fun because of the randomness and innaccuracy of the projectiles. remove accuacy from power throw, make throwing wpf increase accuacy ALOT. and throwing instantly becomes more fun and viable.

117
General Discussion / Upkeep Maths
« on: January 09, 2011, 04:10:27 am »
 EDIT: just saw this post from chadz so my maths must be a bit off
There was a minor update an hour ago on EU and NA, reducing the break chance for the winning team a bit.


4% break per min,  minimum earned 50 gold per min, 5% repair cost of broken items.

okay so...

break 100/4 = 25
repair 100/5 = 20
(50goldx25)x20= 25000

25000 gold the minimum cost you can use without losing money assuming you lose 100% of the time and only get 50 per min.
Asumming you win half the time you multiplier would be 1.9 on average (thanks pukudo), which means 47.5k gear. I am talking in AVERAGES, sometimes you will have bad luck always have 20k or so spare gold for rainy days.

47500 is too much for an just average player imo. I think the system is too random, and often totally dependant on how your team plays not how you play. It would be nice if even if you lost you got more gold for doing well.

Amount of items matter?
so a 10000 gold item costs (10000/25)/20= 20 gold per minute to upkeep.
1x 25000 gold item is 50 gold per min
25 x 1000 gold item would be still 50 gold per min

so no number of items I dont think matters, just total cost.

118
Beginner's Help and Guides / Xbow Accuracy Guide
« on: January 07, 2011, 03:48:29 am »
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+Rep me if you appreciate these top secret informations!

119
Beginner's Help and Guides / Heirloom Overview
« on: January 07, 2011, 03:31:26 am »
Guide to hierlooming
Once your character reaches level 31 you are given the option to retire. Retiring resets your exp but lets you keep your items and gold. It also gives you +1 generation which increase exp gained by 10% and you also can choose one item in your inventory to heirloom. Heirlooms have modifiers making them different to normal versions of the weapon, you can hierloom an item up to 3 times for different modifiers. Below is a list of each modifier for each time hierloomed. You are not able to hierloom an item unless your character retiring can wield it (unconfirmed post patch). Although heirlooms may have a higher or lower base price than normal, heirlooming does NOT effect upkeep cost of the item.

Damage bonuses seem to be depend on base damage, higher base damager = higher modifer. Check exact damage increase for specific weapons in lamix's thread.

Horse:
Heavy: hit points +10 body armor +6 horse charge +8
Spirited: hit points +5 horse charge +2 horse speed +2 horse maneuver +2
Champion: hit points +5 horse charge +4 horse speed +4 horse maneuver +4

Shield
Thick
reinforced +63 HP +4 resistance
masterpiece

WEAPONS

Sword 1h and 2h
Tempered +damage
balanced +damage +1 speed
masterwork  +damage +2 speed

Mace 1h and 2h and Polemaces
heavy +damage +0 speed +0.5 weight
powerful +damage -1 speed +0.75 wieght
Mighty +damage -1 speed +0.75 wieght

Axes 1h and 2h and Poleaxes
heavy +damage -1 speed  +0.5 Wieght
powerful +damage -1 speed +0.75 weight
mighty +damage +0 speed +0.75 wieght

Picks
Heavy +damage -1 speed +0.5 wieght
balanced +damage +1 speed +0.75 weight
deadly +damage +1 speed +0.75 weight

Xbows
well made: +1 spd rating +1 shoot speed -1 pierce +1 accuracy
Exceptional: +2 spd rating +3 shoot speed + pierce +2 accuracy
masterwork: +2 spd rating +4 shoot speed + pierce +3 accuracy

Bows
strong: +0 spd rating +1 shoot speed +1 cut +0 accuracy
fine: +1 spd rating +2 shoot speed +2 cut +1 accuracy
masterwork: +2 spd rating +3 shoot speed +3 cut +2 accuracy

Other Polearms**
balanced +damage +1 speed
Deadly  +damage +1 speed
Masterwork ??

Arrow/Bolt:
Large Bag: +2-4 ammo +0 damage
Sharp: +0 ammo +2 damage
Large Bag of Sharp: +2-4 ammo +2 damage

Throwing Axe:
Balanced: +1 spd rating +2 cut +0 ammo
Large bag: +0 spd rating +0 cut +1 ammo
Large Bag of Balanced: +1 spd rating +2 cut +1 ammo

Other Throwing Weapon:
Heavy: -1 speed +2 damage +0 ammo
Balanced: +1 speed +2 damage +0 ammo
Large Bag: +1 speed +1 damage +1-2 ammo

ARMOUR
+body/leg/hand = bonus onto each type applicable.

Cloth Armor:
Sturdy ->
Thick ->
Hardened

Maille Armor:
Thick +2 body/leg/hand armor
Reinforced ->
Lordly

Plate Armor:
Thick +2 body/leg/hand armor
Reinforced ->
Lordly

PS: the modifers in native are different, this is a list of only the ones found and confirmed in cRPG.

120
Suggestions Corner / Pack Horse
« on: January 07, 2011, 12:05:08 am »
Pack Horse
Cost ~2000
hit points ~60
body armor ~5
requirement 1 (0 would be even better)
horse speed ~37
horse maneuver ~33
horse charge ~5
   

basically a shite horse that has absolutely 0 survivability, its for transport only with low gold/skill investment. it would be an absolute deathtrap to attack anyone with but has decent speed for getting around places.

alternatively could just make sumpter require 1 riding ;D

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