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31
General Off Topic / With Fire and Sword
« on: May 05, 2011, 07:54:53 am »
Hey Everyone,

I have seen Crpg players in With Fire and Sword.  Personally, I really did not like it at first but after about 2 to 3 hours the game started to grow on me.  What do you think?

 

32
General Off Topic / TACFIT Commando
« on: April 29, 2011, 04:28:15 am »
Has anyone tried this workout program:

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

If so, what did you think of it.


33
Spam / Funny Youtube Videos
« on: April 07, 2011, 07:56:19 am »
To start us off, here is a great one.

Cheetah vs Zoologist:  Will the Zoologist get Eaten?

http://www.youtube.com/watch?v=8DQFQisdhO8

34
Suggestions Corner / Invisible Langes Messer Fix
« on: March 08, 2011, 02:04:33 am »
Hey Guys,

I was just wondering if anyone knows when the Langes Messer is going to be fixed cause right now it is invisible?  Any word on an upcoming fix?

35
Beginner's Help and Guides / Bastard Sword
« on: March 02, 2011, 07:45:24 pm »
Is there is a reduction in speed and damage when you use the Bastard Sword or the Heavy Bastard Sword in 1 hand with a shield?  While I am pretty sure there is, I was wondering if anyone knows excatly how much?




36
General Off Topic / Canadian, Please
« on: February 24, 2011, 03:39:28 am »
Hello fellow Canadians.

I recently stumbled over this video while looking around youtube, I hope you like it.

http://www.youtube.com/watch?v=mWQf13B8epw




37
(This a long post but it includes necessary description of melee dynamics for those who are not familiar with them.  Sorry for the size but I hope the content is enlightening.)
 
Lets talk about crushtrhough   in step by step logical way to see if it is overpowered or not:

There are only 3 types of attacks that you can do with a crushtrhough   weapon like a barmace weapon:  Left, Right, Overhead,
And there are only 4 blocks you can do with any other melee weapon:  Left, Right, Overhead, Thrust.

With a crushtrhough   weapon you get to ignore 1 of the blocks part of the time.  That means that 33% of your attack arsenal has the potential to punch thru and hit your opponent even if he blocks properly.  But since you know that 1 of the 3 strikes that you can launch is partially unblockable you will throw that attack more often.  So 33% of your attack arsenal will now be used 50% + of the time.  So more then 50%+ of the strikes you throw have the potential of going thru even if your opponent blocks properly.

The standard advice of combating crushtrhough   chars is just move out of the way or maneuver.  In one way its good advice in another that advice ignores the in build mechanics of the game for 2 reasons:

1.)  Character Build
2.)  Melee Game Mechanics

Character Build
Let's take a person who wants to create a crushtrhough   barmace character.  He knows the needs high PowerStrike for a greater chance of crushtrhough   so he knows he needs a strength build.  He goes with 24 str and 8PS.  Well he also knows that most people will try to maneuver out of his way so he converts some points and gets athletics 5.  Now if you look around the Character build page most people have athletics of 6 to 7.  Split the difference you get 6.5.  Moving backwards a character with 6.5 athletics is slower then a char with athletics of 5 moving forwards.  So while you can slip from side to side and backwards out of the way of 1 or 2 or even 3 strikes, a determined str crushtrhough   char will be able to chase most people down and get them into melee range with the barmace.  Now what happens once they are within melee range?

Melee Game Mechanics
(if you are interested in a longer discussion on melee mechanics I posted an explanation of melee game mechanics here: http://forum.c-rpg.net/index.php/topic,1545.0.html)

Basically The game’s melee mechanics work very much in a turn base way:
Let’s say your opponent is the first to launch an attack, you block.  This is the end of his attack phase and the beginning of yours.  You attack and your opponent blocks.  This is the end of your attack phase.  Opponent attacks and you block, this ends his attack phase and is the beginning of yours.  I am sure by now you get the picture.  But what happens if your opponent chooses to attack again after his attack phase is already over?  Answer, if your opponent chooses to try to hit you after his formal attack phase is over, and swings during your attack phase, you will hit him with your swing since this is your attack phase.  Even if he has greater wpf and a faster weapon he will not be able to outswing you during your attack phase.

You can make small movements and still be “in your attack turn”, however if you make large movements it eats your attack phase and then your opponent is in his attack phase, where you will not be able to outswing him. 

What does this mean?

Lets assume both players have good melee skills :)
Crushtrhough guy runs at you with barmace raised overhead for a strike.  What are your choices: 
1.)   Move back
2.)   Maneuver left or Right or diagonally
3.)   Block
4.)   Attack

Lets examine your choices:

Move Back

Well we already know that with athletics of 5 moving forward the crushtru guy will be able to chase down the majority of the Crpg community with athletics of 6.5 and bring them into melee range of his crushtru weapon. 

What happens:  Crushtrhough guys charges.  You move back, the crushtrhough   guys chases you down, CRUNCH.  So not the best choice then.

Maneuver left or right or diagonally

You want to slip by the big bad guy with the giant baseball bat.

What happens:  Crushtrhough guy charges.  You move diagonally right.  Crushtrhough guy swings and missed, what a fool you think as you prepare to strike him.  Just as you are about to swing, CRUNCH.  WTF??!!??? You scream at your screen. 

What actually happened was rather subtle.  You got caught violating the melee mechanics of the game.  When the crushtrhough guy charged and you moved out of the way, you moved too far and your movement ate your attack phase.  When you went to swing you were no longer in your attack phase you were in the crushtrhough guys attack phase.  So he outswung you and you got CRUNCHED. 

(The only way to make large movements and remain in your attack phase is to have very high athletics and since we are assuming 6.5 as the average in the CRPG community it is not enough.) 

Now what also could have happened is:   Crushtrhough guy charged.  You moved diagnoll right.  Crushtrhough  swings and misses.  Crushtrhough guy got confused by the change of direction or hesitated.  His hesitation or confusion ate up his attack phase and you were able to swing and hit him.  But remember we are assuming you are going against a player with skill here, so his recovery time is good  and he will not likely get confused and he will not hesitate.  So maneuvering left, right or diagonally not the best option then.

Block

Against better judgment you block :(

What happens:  Crushtrhough guy charges with barmace raised overhead.  He swings.  You block.  CRUNCH.  But good news you are still alive !!!  You go to swing to pay back that evil cheap bastard.  Haha you think, I got you no…..  CRUNCH.  WTF ?!!??!!

What actually happened was rather subtle :) bet you knew I was going to say that. :)  The way the melee mechanics work, is that if you hit an opponent they lose their attack phase and you get another turn.  So in this scenario once you got hit with the barmace and tried to swing back, you were not in your attack phase, so you got outswung and killed off.  So not the best choice then.

Attack

You see the big bad guy coming at you with the barmace, and you think I am going to MESS THIS MOFO up.

What happens:   Crushtrhough guy charges with barmace raised overhead.  You step in and attack.  He blocks. (I know he should not be allowed to) :)  Its his attack phase now.  He swings overhead, you go to the other choices (which we already saw):

1.   Move back   CRUNCH
2.   Manuver left or right or diagonally  CRUNCH
3.   You block   Double CRUNCH
4.   Attack out of your attack phase  CRUNCH

So not the best choice then.

Summary

Therefore after logically examining Crushtrhough based on character build and melee game mechanics I would submit that crushtrhough is overpowered.  Whatever option you pick fighting against a crushtrhough guy that option has serious weaknesses  If you take 2 equally skilled opponents with the same character build the guy with the crushtrhough has a dominating advantage.  Game balance should not work that way, properly balance two equally skilled opponents using similar level of items should battle each other to a draw.  This is currently not possible with crushtrhough.  Opinions?

P.S 

What is my advice on fighting Crushtrhough based characters?  Well now you know that 50%+ of the attacks launched against you from a  Crushtrhough character will be overheads, I would recommend chambering overhead, followed up by attack.  Then maneuver to confuse the guy and make him hesitate and attack again.  It works, but again it is not the best of options :)  but it’s the best out of a bad lot.

38
Suggestions Corner / Backpedeling
« on: February 12, 2011, 08:12:40 am »
Backpedaling is much too fast.  I don't know about you, but I can't move backwards IRL as fast as I can in Crpg.  Well at least I can't do it while concentrating on fighting and blocking and concentrating over not stumbling backwards over corpses, fallen weapons and uneven terrain. 

39
Suggestions Corner / Stamina Bar
« on: February 10, 2011, 07:45:19 am »
We could really really really use a stamina bar.  It has been suggested so many times and for good reason, my fav is:  it will limit the spam and it will promote a more intelligent way of playing. 

There is simply no way you could run around with heavy armour on and swing a heavy metal object over and over again without getting tired.  On top of that blocking would be exhausting.  The shock of a heavy metal object hitting your heavy metal object after it has been swung at full power by a desperate guy who wants you dead with all his heart.  That impact would jar your body it would sap you and exhaust you with every blow you blocked.  Not to mention fear and adrenaline is running ramped in your body at the same time your senses going crazy.  After about 2 to 3 minutes of swining and blocking the way we fight, anyone would be physically done even if you were in great shape. 

The sort of stamina bar that I would want for this game would take account the size and weight of the object being swung.  It would take account of weight of armour being worn.  Plus it would include energy depletion based on blocked blows (would include shields as well).       

40
General Discussion / Knockdown
« on: February 09, 2011, 07:46:27 am »
I was just wondering if the % chance for knockdown for weapons like the maul and warhammer get increased per power-strike?  I assume they do, anyone know the numbers? And does heirlooming the weapon increased the chance of knockdown?  Anyone got numbers for that as well? 


41
General Discussion / Accumulation of Junk
« on: February 09, 2011, 07:18:05 am »
Thanks to the low resell prices of inventory items, I have a stack of useless crap in my inventory that I never use.  I got 1 handers, 2 handers, Polarms, shields and other assorted useless crap.  I would love to sell most of it,  but at 50% off the ticket price its just not worth it.  So my inventory just keeps getting bigger and bigger.  Anyone else suffering from enforced hording :D?   

42
Guides / Explanation of Melee Game Mechanics (Long Post)
« on: January 25, 2011, 08:55:21 pm »
For awhile now I have been playing 1 hander and no shield and no armour, usually using either the Italian falchion or the Grosse Messer.  As most of you know both of these weapons are short.  Because of the size of these weapons I started to noticed several things about the mechanics behind the game that I thought would be interesting to share. 

Now for a Disclaimer, this will be a long, long post also I am not by any means an expert in the mechanics behind this game, neither am I an expert dueler/fighter that can take out anyone any time or kill whole armies by myself.  There are players out there that are much better then myself , but on the other hand there are players that are very much worse then myself. 

So why should you read this post?  You should read this post because it might clarify for you some of the mistakes you have been making in timing and pacing during fights, that get you killed.  Or these ideas might clarify for you concepts that you have been unconsciously contemplating yourself and bring them to the foreground.  Whatever you do, do not take these words as bible or law as these are merely concepts that I have been thinking about and are still up for review.  Saying all that, these concepts so far have helped me when I remember to use them :)

Let’s start this conversation with discussing the Metaframe of how melee works in the game.  For now lets ignore movement and feinting and just concentrate on two stationary opponents.  The game’s melee mechanics work very much in a turn base way:

Let’s say your opponent is the first to launch an attack, you block.  This is the end of his attack phase and the beginning of yours.  You attack and your opponent blocks.  This is the end of your attack phase.  Opponent attacks and you block, this ends his attack phase and is the beginning of yours.  I am sure by now you get the picture.  But what happens if your opponent chooses to attack again after his attack phase is already over?  Answer, if your opponent chooses to try to hit you after his formal attack phase is over, and swings during your attack phase, you will hit him with your swing since this is your attack phase.  Even if he has greater wpf and a faster weapon he will not be able to outswing you during your attack phase.  Notice, we are still talking about two stationary figures, we will talk more about how to shift this paradigm of his turn, your turn a bit later. 

So now you should understand the basic mechanics behind the game.  Its very much turn base:   Your turn, His turn, Your turn, His turn and so forth.  While this is an important concept that we will return to later, if you have played this game for any amount of time, you know that seeing two perfectly stationary figures fighting without feinting are very, very  rare indeed. :)

To understand the game mechanics in a more complete way, we will let our two stationary fighters add feinting to the mix.  How would that look:

Your opponent attacks, you block.  His attack phase is over and yours has begun.  You feint, feint, attack, opponent blocks.  You attack turn is over and his has begun.  Opponent feints, feints, feints, attacks, you block.  His attack phase is over and yours has begun.  You feint, feint attack, opponent blocks.  Your attack is over and his has begun.  By now I am sure you get the idea.  When you feint you are actually prolonging your attack turn in a synthetic way.  This has its good points and bad points.  Lets talk about them.  When you feint your are trying to do one of two things:

1.)   Get your opponent to misjudge the direction he should be blocking from.
2.)   Goad your opponent to attack during your synthetically extended attack phase.

Number 1 is self explanatory.  We will talk about Number 2 at greater depth:

When you synthetically extend your attack phase, you are on borrowed time.  You cannot indefinably extend your attack phase, as your opponent can judge your feints and attack you midway feint and hit you.  He will be able to hit you while your are feinting in your attack phase because you were synthetically extending your attack turn into his turn.

You can however turn this to your advantage.  When you feint, watch you opponent closely if he gets tired of waiting thru the constant feints and decided to attack you and begins to swing you can simply turn your latest feint into an attack and have a good chance of hitting him before he hits you.  This is one of those instances were a fast weapon and higher wpf will work for you.  This is a maneuver that will not work 100% as it depends on your agility and wpf and the speed of your weapon vs that of the opponent.  This needs to be practiced and is one of the ways of shifting the his turn, your turn paradigm.

Now that we have covered the basic melee paradigm and added feinting to it.  Lets talk about movement. 

This is perhaps the hardest of all game mechanics to explain in words, I hope that I will be able to do it justice.  Movement is perhaps the best way of shifting the turn based paradigm of melee mechanics in this game.  Noticed I said shifting not breaking, you cannot really break the his turn, your turn paradigm, but you can shift it to work for you.

When I was first explaining to you the his turn, your turn paradigm all I talked about is attacking and blocking.  For the sake of simplicity I did not mentioned that during your attack turn you could actually do two things.  You could attack and then make a small move all before your opponents attack phase has begun.  Now the extent of your ability to move after you attacked is directly linked to the agility of your character and the weight he has on him.  The higher the agility and the lower the weight the further your character can move before your opponents attack phase has begun. 

Now let us give our two stationary, feinting opponents the ability to move.     

Opponent attacks, you block.  His attack turn is over and your has begun.  You attack and move slightly back, you opponent blocks.  Your attack turn is over and opponent’s turn has begun.  Opponent attacks, you block.  Your attack turn has begun.  You attack and move slightly back.  Now you are out of your opponents weapons range.  To be able to hit you he takes a large step forward and starts to swing, you attack and he dies.  Now why were you able to attack him during his attack phase?  You were able to attack him because his attack phase was over when he made a large movement forward to get you into range.  When he completed the large movement forward he ended his turn, when he started to attack he was actually attacking during your attack phase, so you were able to outswing him and kill him. 

The above example is very important and when you understand it a whole new world will open up for you. 

Since this post is already very, very long, lets talk about one more fight and how the turn base paradigm works in the context of distance and timing.  Think of two opponents one armed with an Italian Falchion no shield the other armed with a Poleaxe.  Since the guy with the Poleaxe has the much longer weapon he will obviously attack first.  It might look something like this:

Opponent with Poleaxe attacks first, you block.  Opponent moves back slightly.  You move forward and begin your attack phase but the poleaxe swings again and kills you.  Now why was the Poleaxe guy able to swing and hit you during your attack phase?  The Poleaxe guy was able to swing two times in a row without blocking because the size of his weapon in relation to yours meant that during your attack phase you did not actually attack but instead you were forced to move to get him into range.  So when you went to swing after moving you were no longer in your attack phase you were in his.  For a short weapon to fight a much longer weapon, it might be necessary for the shorter weapon wielder to block 2 to 3 times in a row without attacking just to get into range.  Otherwise the short weapon wielder will be violating the turn phase paradigm mechanics of the game and will get hit.

Now I know that the above is allot to cover, but I hoped the above helps people out.  Remember the above is theory in progress that can at any time be revised or totally thrown out, we are all human and apt to make mistakes.  Before I say goodbye, there is one last topic to cover: 

When does the Paradigm described above break down?

I noticed that this paradigm breaks down when there is a huge disparity between two opponents wpf, when there is considerable lag on the server.  During high ping times.  During high fps times.  The better the computer and internet connection the better this paradigm will hold during those times.  Sadly I since I am a broke student all the above happen to me regularly.  :(

 If, I noticed a further demand for posts like this I might continue this discussion later.  But for now, you should know the basic paradigm of how the melee game mechanics work in this game.  I hope that you will find this post helpful as you practice fighting. 

Cheer, and many happy battles  :D

Formless.

P.S  Reapy created two great videos for the vanilla M&B Warband that cover some of what I was talking about in this thread:

http://www.youtube.com/watch?v=L9jHcZjWw9U  <-- Very good basic tutorial
and
http://www.youtube.com/watch?v=iZZnl09qBKM&feature=related  <--Shows people dying mostly due to timing problems


43
General Discussion / Analysis of Crpg
« on: January 14, 2011, 03:02:42 am »
Sometimes I like to sit back and look at something and figure out what makes it tick and where will it go in the future.  These are my thoughts about Crpg, please share yours below:

Goodbye Strength Builds:

Strength builds have never been popular and after the patch they will become even less popular.  Now days there is really no point in building a str char, unless you are a die hard fan.  Strength characters reach their full potential in heavy armour and equipped with a good chunk of Iron Flesh.  Post patch heavy armour is expansive to maintain, so str players will be forced to cycle between light money making gear and heavy expensive money burning armour that makes high str builds so fun to play.  Therefore the str build will only be at its full potential only part of the time.  Furthermore the soft cap of 30 means that high str chars have to sacrifice a large number of wpf points in exchange for a few iron flesh skills that are only truly useful when wearing heavy armour.  So for these reasons sadly I suspect that str builds will become extinct.

For hard core fans of this build, make a 2 hander and grab a barmace or maul, you will do well with those. 

Hello Agility Builds:

I can definitely see this build become the dominate build in Crpg. High agility builds do not need heavy armour to be at their full potential.  In fact heavy armour might just gimp the build.   All a good high agility build needs is some light armour and a good spamming sword, (Katana's work great for this, I was also able to use the Side sword and no shield, Glaive or Long Hafted Spiked Mace works nice for polearms).    A cheap on the upkeep build that will easily make money and is at full potential at all times.  Best build for people good at blocking.

Balance Builds:

Should do okay in the post patch era, but not as well as the High Agility guys.
   
Archery:

One of the alts that I have is an archer.  From my experience Archery is in a good place right now, maybe even a tad stronger then it should be.  Its a nice build to make money with.  The only thing that is seriously out of whack is the longbow, its so slow it has become almost unusable.

Throwers:

Everyone and their pet monkey now throws,  thanks to the lack of heavy armour in the game throwing has taken a new life in Crpg and in some ways has replaced Archery as the dominate range form of combat.  Very good build for newbs to try.

2 Handers: 

Still the best.

Polearms:

The red headed step child of 2 handers.  These guys need some love.  Polearms could really use a shorter crush through weapon that is on par with damage and speed to the ridiculously overpowered bar mace.   

1 Handers:

Thanks to the nerf on armour and the throwing plague these guys are making a comeback.  I suspect there will be a new breed of sword and shield high agility guys coming along very shortly.  They should do very very well in the new Crpg. 

I would recommend that people try a lightly armoured agility build with no IF and converted skills into agility and wpf.

Calvary:

Hate cav, really really hate cav.  Its good that most heavy Cav is gone, but I assume they are simply collecting money now to come back and piss everyone else off in the near future.

HA


Hate Ha, really really hate HA.  I have an HA and playing one now is basically like playing a cav lancer but with a bow and a reticule that can fit a small house.  But HA still works well against other cav.

THE SPAM

The Spam is now reaching truly legendary proportions thanks to a nerf on armour.  Before the patch spam was still practiced but you knew that it would take more then 2 hits to put the average opponent away so you had to think and fight, block and move.  Not any more, thanks to the low level of armour in the game the spam is king.  Now days most people are put down with 1 or 2 hits, since the average opponent can be put down so quickly why waste time fighting him at all, just spam his ass down and move on.   

Post your thoughts, let me know what you think:

44
Suggestions Corner / Post here for a decrese in combat melee speed.
« on: January 10, 2011, 07:40:18 am »
Please post here for a decrease in combat melee speed.  :D

Well I sort of started this thread in a joking type of mood when I read the other thread encouraging more speed, however giving it some further thought I really think that if combat speed was even slower then now, the game would become more skill base and less spamtastic. 

Think about it, how many times in the game have you encountered a spammer laughingly you took him lightly just to end up dead thanks to lag due to a full server or thanks to just general lagginess for no apparent reason (like NA siege server today). 

I think that reduced speed would actually create longer melee fights where players would be rewarded for good blocking skills timing, feinting and an above average level of skill.  Spamming would cease to exist since well you really could not spam anymore, even on full servers with a bit of lag on them. 

Let me know what you think.

 

45
Since I one of those people that knows nothing about modding, I will put out my suggestions and see if anyone else likes it and knows how to do it. 

I would love to see a medieval version of the Musketeers running around Crpg.  Yes, I know the period is not right, but really its a game and how cool would it be to see these guys running around:
visitors can't see pics , please register or login
   

To that end we would need a blue had with a feather and the blue tabard of the the musketeers.
Also we would need a Rapier. 
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While I can already hear the screams of "In real life a Rapier would break blocking and axe a 2 hand sword ets..."
I got this complaint covered we could go with a rapier like weapon the Colichemarde sword,
Quote
Its long suit was its uniquely shaped blade that was extra wide at the forte then stepped down or narrowed for the rest of its length before ending in a wicked point. The advantage of this configuration was it allowed the sword to be used to parry or oppose even the heaviest weapons without breaking, yet remain light and supple enough to take full advantage of its lightning quick point.

visitors can't see pics , please register or login

What do you guys think?



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