cRPG

cRPG => Suggestions Corner => Topic started by: Tomas on April 12, 2013, 01:20:51 am

Title: two suggestions
Post by: Tomas on April 12, 2013, 01:20:51 am
1) Horses and Armour take up slots

Light Horses (Sumpter-Palfrey) = 0 slot
Medium Horses (Courser-Eastern) = 1 slot
Heavy Horses (Barded and over) = 2 slots

Super Heavy Armours (55-60BA) = 3 slots
Heavy Armours (50-54BA) = 2 slots
MediumHeavy Armours (45-49BA) = 1 slots
All other Armours = 0 slots
With similar splits on Boots, Gloves and Helmets*

*It is your heaviest item of armour that determines the slots used up.  So Gothic Plate + Heavy Gauntlets, Gothic Plate + Leather Gloves & Leather Scale + Heavy Gauntlets all equal 3 slots.  This is to allow players to keep continuity with armour sets.

Desired Result
- People using the heaviest armour/horses are forced to compromise on weapons and vice versa
- Can remove upkeep since stacking completely OP sets of equip is impossible

Reasoning
- Regardless of what people think about them, slots have proven to be a good way of balancing weapon usage (No Great Maul + Danish OP heros).  Upkeep meanwhile has proven a bad way of balancing overall equipment usage.  So lets just use the good way and scrap the bad :)

Notes
- Some 1H would need to be made 2 slots to keep variety
- some more 2H and Polearms would need to be 3 slots

2) Re-balance Xbows to the following stats (nerfs in red, buffs in green)

Hunting Crossbow (cheap but pretty crap)
Missile Speed: 40, Weight: 2.5, Accuracy: 80, Difficulty: 10, Speed: 175, Damage: 35p, slots: 1

Light Crossbow (HA weapon)
Missile Speed: 45, Weight: 3.0, Accuracy: 83, Difficulty: 12, Speed: 150, Damage: 47p, slots: 2

Crossbow (Melee focused Hybrid Weapon)
Missile Speed: 50, Weight: 3.5, Accuracy: 86, Difficulty: 14, Speed: 125, Damage: 59p, slots: 2, Can't Reload on Horseback,

Heavy Crossbow (Crossbow focused hybrid weapon)
Missile Speed: 55, Weight: 4.0, Accuracy: 89, Difficulty: 16, Speed: 100, Damage: 71p, slots: 2, Can't Reload on Horseback, Can't Sheath

Arbalest (Pure Crossbowman Weapon)
Missile Speed: 60, Weight: 4.5, Accuracy: 92, Difficulty: 18, Speed: 75, Damage: 83p, slots: 3, Can't Reload on Horseback, Can't Sheath

Desired Result
- Proper variation in xbows and reasons to use all of them not just 2 or 3
Title: Re: two suggestions
Post by: Penguin on April 12, 2013, 01:36:43 am
Those crossbow suggestions...Talk about completely gimping any pure crossbowman build. If that were ever implemented, it would truly be the death of crpg.
Title: Re: two suggestions
Post by: Tomas on April 12, 2013, 01:57:33 am
the death of crpg.

lol - Care to explain exactly how xbows are completely gimped and why this would be the death of cRPG?

The difficulty changes are needed and backed by many xbowmen already (DaveUKR to name the most prominent) - at any rate they are countered in the better xbows by accuracy and missile speed buffs.
The 3 slot change to Arbalests forces hybrids down to the Heavy Crossbow and Crossbow and I can accept a few people will be upset over that but as a hybrid Arbalest user myself I can live with that QQ
Pure Arbalesters will have to settle for a 0-slot 1 hander, but there are decent options here now so its not a massive nerf.  Most pure xbows just run away anyway though.
The un-sheathable change to Arbalests and Heavy Crossbows doesn't really change much except to give a reason for using the Crossbow.  Runners will still run whilst melee fighters will still fight and if they win they just pick the xbow up again.
The other stat changes are pretty minor and are just done to add a bit of consistency to xbows




Title: Re: two suggestions
Post by: bruce on April 12, 2013, 02:19:01 am
lol - Care to explain exactly how xbows are completely gimped and why this would be the death of cRPG?

The difficulty changes are needed and backed by many xbowmen already (DaveUKR to name the most prominent) - at any rate they are countered in the better xbows by accuracy and missile speed buffs.
The 3 slot change to Arbalests forces hybrids down to the Heavy Crossbow and Crossbow and I can accept a few people will be upset over that but as a hybrid Arbalest user myself I can live with that QQ
Pure Arbalesters will have to settle for a 0-slot 1 hander, but there are decent options here now so its not a massive nerf.  Most pure xbows just run away anyway though.
The un-sheathable change to Arbalests and Heavy Crossbows doesn't really change much except to give a reason for using the Crossbow.  Runners will still run whilst melee fighters will still fight and if they win they just pick the xbow up again.
The other stat changes are pretty minor and are just done to add a bit of consistency to xbows

First, it means one stack of bolts. This is a problem. Make bolts 0.5 slot.

Secondly your changes mean that barded and up mean that in conjunction with medium armour you have no shield or no weapon. Might as well say "remove barded and up horses for balance reasons" and be done with it. Unless we want to see LLJK style nonsense with no weapon, a shield and riding on platepony trampling people. That's the only viable heavy cav build remaining. Just say "remove them" and be done with it. Reimburse people's heirloom points, while at it.

Same with super heavy armours, btw.


Title: Re: two suggestions
Post by: Gurnisson on April 12, 2013, 02:22:37 am
Sounds great, can only carry a 0 slot weapon with an arbalest, and if you want to fight, you can't sheath the garbage either. Those suggestions are a joke, sorry.
Title: Re: two suggestions
Post by: Nightingale on April 12, 2013, 02:28:48 am
1) Horses and Armour take up slots

Light Horses (Sumpter-Palfrey) = 0 slot
Medium Horses (Courser-Eastern) = 1 slot
Heavy Horses (Barded and over) = 2 slots

Would mostly just mess with everyone's build that rides a horse.

Super Heavy Armours (55-60BA) = 3 slots
Heavy Armours (50-54BA) = 2 slots
MediumHeavy Armours (45-49BA) = 1 slots
All other Armours = 0 slots
With similar splits on Boots, Gloves and Helmets*

You are taking it to far with the heavy armors.

*It is your heaviest item of armour that determines the slots used up.  So Gothic Plate + Heavy Gauntlets, Gothic Plate + Leather Gloves & Leather Scale + Heavy Gauntlets all equal 3 slots.  This is to allow players to keep continuity with armour sets.



Desired Result
- People using the heaviest armour/horses are forced to compromise on weapons and vice versa
- Can remove upkeep since stacking completely OP sets of equip is impossible

I agree with the horsemen thing, but your taking away from the already extremely limited diversity.

Reasoning
- Regardless of what people think about them, slots have proven to be a good way of balancing weapon usage (No Great Maul + Danish OP heros).  Upkeep meanwhile has proven a bad way of balancing overall equipment usage.  So lets just use the good way and scrap the bad :)

Yup changing required slots of items can destroy whole classes in cRPG take the 2 hander/Polearmer + Crossbow build for example.

Notes
- Some 1H would need to be made 2 slots to keep variety
- some more 2H and Polearms would need to be 3 slots

I feel like that would take away from variety.


2) Re-balance Xbows to the following stats (nerfs in red, buffs in green)

Hunting Crossbow (cheap but pretty crap)
Missile Speed: 40, Weight: 2.5, Accuracy: 80, Difficulty: 10, Speed: 175, Damage: 35p, slots: 1


Light Crossbow (HA weapon)
Missile Speed: 45, Weight: 3.0, Accuracy: 83, Difficulty: 12, Speed: 150, Damage: 47p, slots: 2

Crossbow (Melee focused Hybrid Weapon)
Missile Speed: 50, Weight: 3.5, Accuracy: 86, Difficulty: 14, Speed: 125, Damage: 59p, slots: 2, Can't Reload on Horseback,

Heavy Crossbow (Crossbow focused hybrid weapon)
Missile Speed: 55, Weight: 4.0, Accuracy: 89, Difficulty: 16, Speed: 100, Damage: 71p, slots: 2, Can't Reload on Horseback, Can't Sheath

Arbalest (Pure Crossbowman Weapon)
Missile Speed: 60, Weight: 4.5, Accuracy: 92, Difficulty: 18, Speed: 75, Damage: 83p, slots: 3, Can't Reload on Horseback, Can't Sheath

Just by glancing at this. You want to nerf all crossbow classes into the dirt. Its funny how the Pure Crossbowman weapon would require 3 slots- so 13 bolts total and a 0 slot 1 hander extremely limiting the choices in melee weapons. It's already to heavy and I have to have 9 athletics just to keep up with my team as it is. Changing the accuracy by 1, Damage by 3? and the missile speed by 2, doesn't really make up for the +3 strength requirement, making it slower to reload, adding another slot requirement, adding more weight, and unsheathable. Your change would be the death to Pure Crossbowmen.

Desired Result
- Proper variation in xbows and reasons to use all of them not just 2 or 3

Reason to not use any crossbows more like it. Also side note sorry for the reply within your post... but didn't really see another way to reply to this.



Title: Re: two suggestions
Post by: Kafein on April 12, 2013, 02:58:44 am
You forgot 3) Increase the slot limit to at least 6

Because if the maximum slots stay 4, this suggestion is just plain retarded. And I'm having an hard time not being more graphic.
Title: Re: two suggestions
Post by: En_Dotter on April 12, 2013, 02:59:33 am
You forgot that 2 legs and 2 arms should take 4 slots. So in order to work properly use either legs or arms or a mix. That can also solve the problems.
Title: Re: two suggestions
Post by: Korgoth on April 12, 2013, 03:19:02 am
The Armour slot thing is a bit silly. Plate soldiers running around in leather gloves and leather shoes would look stupid.
Title: Re: two suggestions
Post by: bruce on April 12, 2013, 03:38:32 am
The Armour slot thing is a bit silly. Plate soldiers running around in leather gloves and leather shoes would look stupid.

He said "the highest armour group counts" which means if you wear plate it's ok to wear plate gloves etc.
Title: Re: two suggestions
Post by: Grumpy_Nic on April 12, 2013, 07:22:19 am
Can't sheath for a ranged weapon? This is the dumbest restriction I've ever read of in this forum. When you're sober you might want to edit your post.
Title: Re: two suggestions
Post by: owens on April 12, 2013, 08:21:51 am
http://forum.meleegaming.com/suggestions-corner/1-5-slot-items/


A far nicer better way to help balance the game and INCREASE DIVERSITY.
Title: Re: two suggestions
Post by: Joker86 on April 12, 2013, 09:51:14 am
(click to show/hide)

There are several problems with your suggestions.

- The upkeep system more or less killed heavy cavalry. You can be heavy cavalry only from time to time, if you have too much money. With your system, playing heavy cavalry would be impossible at all.
- Playing certain other classes would become impossible or at least very difficult
- If you planned on raising the slot amount you have at your disposal, like Kafein suggested to 6 or something like that, people would be able to take no armour and several weapons instead. You would have to separate the armour slots from the weapon slots, and would need to implement some kind of tradeoff-system (e.g. switching one weapon slot for two armour slots), which would again bring more difficulties (e.g. two handers not being restricted in their choice of armour at all)
- Kiting ranged players have always been a source of anger in cRPG. Generally infantry players dislike that ranged players try to avoid melee. While this behaviour is understandable, your suggestion would even improve that phenomenon. And I don't really see any need to restrict Xbow users in that particular aspect.

Title: Re: two suggestions
Post by: Malaclypse on April 12, 2013, 10:06:43 am
Patrick suggested this idea or something like it a long time ago:

EVERYTHING TAKES SLOTS. EVERYTHIIIING. You have a total amount of slots for weapons, armor, etc. Values adjustable.
Title: Re: two suggestions
Post by: Joker86 on April 12, 2013, 11:08:27 am
Patrick suggested this idea or something like it a long time ago:

EVERYTHING TAKES SLOTS. EVERYTHIIIING. You have a total amount of slots for weapons, armor, etc. Values adjustable.

Yeah, actually I could imagine that buying slots for skill points could be fun. But this would need to be balanced carefully.
Title: Re: two suggestions
Post by: Tomas on April 12, 2013, 02:57:31 pm
Some responses to comments

1) Yes, playing a tank (Plated Charger + Plate Armour) is impossible. So what? If its unfair to let someone use this all the time, then why let them use it at all.  We can't use Great Maul + Pike combos yet this is accepted.  Why then is it fair to limit some OP weapon combinations all the time yet completely unfair to limit vastly more OP armour/horse/weapon combos?

2) A lot is still possible under the proposal.  Charger + Heavy Kuyak + Heavy Lance + Broad Short Sword for example takes up 4 slots.  That seems like a good pure cav set up to me.  If you want a better backup weapon or better armour then take a lighter horse.

3) Allowing 8 slots instead of just 4 and then adjusting item slot usage would allow for a more flexible system without having to use 0.5 slots for anything.  Just a bit neater than a 1.5 slot bastard sword which would be 3 slots instead.  Otherwise a good idea though as it re-introduces the variation which would be lost by removing upkeep.

4) With the right balance i would support buying slots for skills.  Not sure on where I would put the balance - 2 skill points equal to 1 slot perhaps?

5) I am a crossbow user myself and have been for a very long time.  The very fact that people's objections to this boil down to them no longer automatically seeing the Arbalest as the best choice for a foot xbowman show it needs changing imo.  The best weapons need stat trade-offs to balance them. Money/upkeep just doesn't work since you can make it in other ways.
Title: Re: two suggestions
Post by: Jarlek on April 12, 2013, 03:53:47 pm
As one who always wanted to expand the slot system, I only got one thing to say:
wtf are you smoking and why aren't you sharing?
Title: Re: two suggestions
Post by: Gurnisson on April 12, 2013, 04:04:46 pm
I am a crossbow user myself and have been for a very long time.  The very fact that people's objections to this boil down to them no longer automatically seeing the Arbalest as the best choice for a foot xbowman show it needs changing imo.  The best weapons need stat trade-offs to balance them. Money/upkeep just doesn't work since you can make it in other ways.

Arbalest ain't the best xbow nowadays either. Heavy Xbow outshines it already, and your suggestion would just make the arbalest even worse.
Title: Re: two suggestions
Post by: Nightingale on April 12, 2013, 07:48:38 pm
Arbalest ain't the best xbow nowadays either. Heavy Xbow outshines it already, and your suggestion would just make the arbalest even worse.

I have to agree with this guy. Heavy crossbow reloads much faster, its less damage isn't really that noticeable for the user, since you still have to shoot that archer 2 times, or that guy in full plate 4 times. Its accuracy is almost the same hardly noticeable. Its weight is less, making you faster. Only 12 strength requirement meaning even less strength and more agility for WM(and athletics)- which imo makes up for the less accuracy.
Title: Re: two suggestions
Post by: bruce on April 12, 2013, 11:58:34 pm
I actually do think armoured horses are, well, too good.

However it's fairer to say "let's remove them" then do something like this, and return people their loompoints. Upkeep clearly doesn't work, and I agree. However, doing this is tantamount to deleting all builds for armoured horses except the obviously undesirable ones (10 riding, 10 shield skill LLJK style +3 plated charger for trampling people with shield up and wearing a wedding dress, if you remember that particular character). If you want to say "delete armoured horses" then say it openly.

And no, the listed example you gave is 6 slots. Read your own proposal (2 slots charger, 2 slots kuyak, 2 slots heavy lance).

Title: Re: two suggestions
Post by: DUKE DICKBUTT on April 13, 2013, 01:15:05 am
Horses are already astronomically expensive and require unique skill.  Most players would actually do better with 20-40k more in weapons and armor and their points distributed elsewhere.  We don't need to gimp cavalry any further.
Title: Re: two suggestions
Post by: bruce on April 13, 2013, 01:27:08 am
Well true if upkeep was like that but I see plated people on plated chargers with top of the line weapons who don't give a toss, playing round after round ;P

I realize they must grind / trade / spend accumulated money to do this, but still. Upkeep didn't work out the way people hoped it would when it was introduced.
Title: Re: two suggestions
Post by: Tomas on April 13, 2013, 10:50:54 pm
And no, the listed example you gave is 6 slots. Read your own proposal (2 slots charger, 2 slots kuyak, 2 slots heavy lance).

Super Heavy Armours (55-60BA) = 3 slots
Heavy Armours (50-54BA) = 2 slots
MediumHeavy Armours (45-49BA) = 1 slots
All other Armours = 0 slots

Heavy Kuyak = 44BA = 0slots
Title: Re: two suggestions
Post by: Jarlek on April 13, 2013, 11:20:08 pm
Heavy Kuyak = 44BA = 0slots
Oh, so make the medium armours even MORE efficient than they are now?

Genious!
Title: Re: two suggestions
Post by: zagibu on April 13, 2013, 11:29:35 pm
I think the Kuyaks should actually add to available slots, because they have a belt pouch! History has proven that such belt pouches often contained secondary weapons like great mauls or throwing lances.
Title: Re: two suggestions
Post by: Tomas on April 13, 2013, 11:37:04 pm
Oh, so make the medium armours even MORE efficient than they are now?

Genious!

2 things

1) Why on earth would you want to dissuade people from wearing medium armour?
2) If your measure of efficiency is armour to weight ratio then the Shirt is the most efficient armour.  Are you saying that's OP at 0 slots too? :D

Armour to weight ratio is a sensible way of comparing similar level armours, it has very little bearing on overall armour balance in the game.
Title: Re: two suggestions
Post by: Gurnisson on April 14, 2013, 01:17:28 am
2 things

1) Why on earth would you want to dissuade people from wearing medium armour?
2) If your measure of efficiency is armour to weight ratio then the Shirt is the most efficient armour.  Are you saying that's OP at 0 slots too? :D

Armour to weight ratio is a sensible way of comparing similar level armours, it has very little bearing on overall armour balance in the game.

Kuyak 0 slots
Plate 3 slots

What's most effective out of those two? It's not the plate, that's for sure.
Title: Re: two suggestions
Post by: Tomas on April 14, 2013, 01:58:53 am
Kuyak 0 slots
Plate 3 slots

What's most effective out of those two? It's not the plate, that's for sure.

That depends on what else you want to use.  If all you want to do is run around with a Mace or a Warhammer then for a lot of players the Plate is more effective.

Title: Re: two suggestions
Post by: Jarlek on April 14, 2013, 02:55:05 am
That depends on what else you want to use.  If all you want to do is run around with a Mace or a Warhammer then for a lot of players the Plate is more effective.
What.... what game are you playing?
Title: Re: two suggestions
Post by: Tomas on April 14, 2013, 05:08:31 pm
What.... what game are you playing?

So you are saying that if upkeep didn't exist, you and every other player in cRPG, would ALWAYS choose a Great Maul/Pronoia Armour/Wisby Gauntlet/Mail Chausses/Barbutte combination over a combination of the Warhammer/Milanese Plate/Heavy Gauntlet/Cased Greaves/Weimar Helmet (ignoring style ofc).

Personally I at least would stop and think whether I want the 16 extra BA, 10 extra HA and 13 extra FA, or if i prefer the 12 extra damage.  It would depend on my build and style of play.  I think a lot of other people would also stop and think too, but remember the slots and item stats can always be adjusted for better balance if it turns out that everybody does go for the same option.  The whole point is that this introduces a proper trade-off system across all equipment usage. The exact balance and nature of that system once introduced can be endlessly adjusted for optimization. 
Title: Re: two suggestions
Post by: zagibu on April 14, 2013, 07:05:59 pm
Hard requirements like slots and the current item requirements are crap. Soft requirements like weight slowing you down or slowing attack speed are/would be much better.
Title: Re: two suggestions
Post by: Jarlek on April 14, 2013, 08:50:04 pm
So you are saying that if upkeep didn't exist, you and every other player in cRPG, would ALWAYS choose a Great Maul/Pronoia Armour/Wisby Gauntlet/Mail Chausses/Barbutte combination over a combination of the Warhammer/Milanese Plate/Heavy Gauntlet/Cased Greaves/Weimar Helmet (ignoring style ofc).

Personally I at least would stop and think whether I want the 16 extra BA, 10 extra HA and 13 extra FA, or if i prefer the 12 extra damage.  It would depend on my build and style of play.  I think a lot of other people would also stop and think too, but remember the slots and item stats can always be adjusted for better balance if it turns out that everybody does go for the same option.  The whole point is that this introduces a proper trade-off system across all equipment usage. The exact balance and nature of that system once introduced can be endlessly adjusted for optimization.
Do I really have to tell you about how weight affects you in this game? Sure, for high STR builds, the heavier armour the better, but what about 15/24 builds and the like? Or those with throwing? Fuck, what about archers and crossbowmen? Most of those wouldn't be using full plate all the time is my guess, if we dropped the upkeep. Fact is, the medium to medium/heavy armours are the best overall armours. Go up to plate and they weight too much, while giving too little. Doesn't matter for people with 1 or 0 athletics or on a horse, that's true, but for most builds? Medium armour.

Besides, why the hell are you comparing an armoursetup with a Great Maul to another armour setup with a warhammer? You do know they are two very different weapons, right?
Title: Re: two suggestions
Post by: Tomas on April 15, 2013, 01:10:36 am
Do I really have to tell you about how weight affects you in this game? Sure, for high STR builds, the heavier armour the better, but what about 15/24 builds and the like? Or those with throwing? Fuck, what about archers and crossbowmen? Most of those wouldn't be using full plate all the time is my guess, if we dropped the upkeep. Fact is, the medium to medium/heavy armours are the best overall armours. Go up to plate and they weight too much, while giving too little. Doesn't matter for people with 1 or 0 athletics or on a horse, that's true, but for most builds? Medium armour.

I know exactly what weight does.  And yes some people like lighter armour which is why i said my choice depends on build, but the people using lighter armour aren't gear crutching to the point of being OP.   The suggestion is one to limit the use of Super Heavy Armour, alongside the heaviest weapons or the heaviest horses.  We don't soft cap medium armour now so why on earth would I want to hard cap it?  Also if Heavy Armour is so crap why is it that it carries the highest upkeep, costs the most, is the armour of choice in Strat and is limited in most tournaments? 

As for only Str builds using Heavy Armour, did you never watch RandomDude play?  He used Plate and a relatively high agi build to great effect so clearly it is not as simple as you suggest.  I know others that do the same although one of them will kill me if I reveal his secret of being an agi build so I won't name names  :wink:

Hard requirements like slots and the current item requirements are crap. Soft requirements like weight slowing you down or slowing attack speed are/would be much better.

Soft caps do not work if you can circumvent them through other means.  Selling loom points, playing the market, winning rounds and valour all circumvent upkeep making it absolutely useless as a balancing mechanism.  Therefore imo a hard cap is needed.  However, if hard caps are so bad where are your threads arguing against the hard cap on weapon usage that we already have?  We have an extremely effective hard cap system there which people are generally happy with so why not extend it?

Besides, why the hell are you comparing an armour setup with a Great Maul to another armour setup with a warhammer? You do know they are two very different weapons, right?

Because both of those setups use 4 slots in my system.  How else can you compare 2 different load outs under a universal slot system?

Because that is the suggestion. Slots for everything to balance the whole equipment instead of
Title: Re: two suggestions
Post by: Gurnisson on April 15, 2013, 02:15:33 am
Also if Heavy Armour is so crap why is it that it carries the highest upkeep, costs the most, is the armour of choice in Strat and is limited in most tournaments? 

How often do you see plate in strat? I've mostly see armors between cavalry robes and rus scale which is 0-1 slots. Transitionals and coat of plates also makes a few appearences, and should be 2 slot according to yourself. Do you really believe the plate armor deserves 3 slot? They're not better than kuyak, rus scale and brigandine. The armor is just not worth the lower speed, at all.

About using price to back up your statement. Long Espada the best 1h, Flamberge the best 2h, Arbalest the best crossbow, Elegant Poleaxe the best polearm, Throwing Lance the best throwing weapon, Steel Shield the best shield? You're having a laugh! None of those are the best of its class, most of them are below average, but every single one of them are the most expensive of its type. Highest price =\= automatically the best.
Title: Re: two suggestions
Post by: Tomas on April 15, 2013, 10:32:03 am
How often do you see plate in strat? I've mostly see armors between cavalry robes and rus scale which is 0-1 slots. Transitionals and coat of plates also makes a few appearences, and should be 2 slot according to yourself. Do you really believe the plate armor deserves 3 slot? They're not better than kuyak, rus scale and brigandine. The armor is just not worth the lower speed, at all.

Perhaps 3 slots is overkill for plate and 2 is fine but personally i would rather leave it at 3 slots and decrease its weight to make it worth it.
Title: Re: two suggestions
Post by: Joker86 on April 15, 2013, 02:53:09 pm
Tomas, you are defending yourself rather well, but it is still not enough to convince.

cRPG is about making your own build, with the stuff you prefer the most. Your suggestion does indeed limit the OP choices, but it limits choices in general. There is little to no room for interesting hybrids or something like that. You can't be a 1hd cavalry/HA hybrid for example. Not an effective one, that is, which means something if you consider how little effective such a class would be nowadays.

I honour your attempt to remove the upkeep, you see the same problem like me. Apart from the basic intention to limit the equipment the whole upkeep and multiplier system was a game design catastrophe, and it was obivous as soon as the devs released it. But all those different issues need to be fixed as a whole, you can't fix upkeep or multiplier without the other.

I also think that your intention of fixing the internal balance of crossbows ir perfectly fine, but you make actually the same mistake like the devs with the upkeep system. As the initial means of limiting the choice (= offering a drawback = paying upkeep/paying with slots) due to the means making no difference between the choices (you always pay about the same amount or can evade it with only slightly worse armour/most crossbows cost the same amount of slots) doesn't work any more, you tweak the viability to limit the choices. Which is like implementing 1.000 weapons into your game, writing it on the box, but ingame there are only 5 viable choices. Which makes the game having 5 weapons, and being much less deep than what it seems to be.

The requirements for the limiting system are...

... actually limiting the OP choices without workaround over other aspects (e.g. less armour or trading on the market)

and

... linearly shifting efficiency and "price".
Title: Re: two suggestions
Post by: Jarlek on April 15, 2013, 04:13:00 pm
I know exactly what weight does.  And yes some people like lighter armour which is why i said my choice depends on build, but the people using lighter armour aren't gear crutching to the point of being OP.   The suggestion is one to limit the use of Super Heavy Armour, alongside the heaviest weapons or the heaviest horses.  We don't soft cap medium armour now so why on earth would I want to hard cap it?  Also if Heavy Armour is so crap why is it that it carries the highest upkeep, costs the most, is the armour of choice in Strat and is limited in most tournaments? 

As for only Str builds using Heavy Armour, did you never watch RandomDude play?  He used Plate and a relatively high agi build to great effect so clearly it is not as simple as you suggest.  I know others that do the same although one of them will kill me if I reveal his secret of being an agi build so I won't name names  :wink:
I knew that Randomdude was 21/18 or 18/21. But you know what else I know? That he was way more dangerous when he used that brigandine of his instead of his plate. And gear crutching has nothing to do with how heavy your armour is. I currently have +3 Churburg and +3 coat of plates. I feel much more gear crutching with the coat of plates than with the churburg, mainly because of how non-existant the speed penalty is. Currently, the best armour class is somewhere between kuyak and coat of plates. Not the plate armours. The reason i said that plate is "only good for high STR" is because that's the only time I feel that they are too powerfull. Something most agree with me on.

Plate isn't crap. It's just not as overall good as the medium and medium/heavy armours. Limiting plate more than you would limit the medium/heavy armours is retarded and shows, yet again, that you know jack shit about this game.

Also, your argument about why it has the highest repair cost is laughable. Just read what Gurni wrote.


You know what? Let's improve your suggestion a lot. Make most plate require 3 slots, but remove 10 weight on them. Let some take 1 slot and stay the same weight.
Title: Re: two suggestions
Post by: Tomas on April 15, 2013, 05:29:49 pm
You know what? Let's improve your suggestion a lot. Make most plate require 3 slots, but remove 10 weight on them. Let some take 1 slot and stay the same weight.

Now we're getting somewhere.  I would support a 10% reduction in weight per slot for all armours which would mean...

Heavy Kuyak = 0slot = 14.1weight
Cuir Bouilli = 1 slot = 13.6weight
Siphai Yawshan = 1slot = 17.1weight
Grey Corrazina = 2slot = 16.9weight
Plate Armour = 2slot = 18.9weight
Gothic Plate = 3slot = 17.3weight
Milanese Plate = 3slot = 19.5weight

That seems pretty balanced to me.  As for placing certain armours at different slot levels, its certainly an interesting idea although i'm not sure on the balance for it.  Maybe placing the item 1 slot lower negates the reduced weight.  So 2slot Milanese Plate would be the full 27.9weight. We could even duplicate the item to give both options for players.  I think 1 slot Milanese Plate is going a bit too far though :D. 

You can't be a 1hd cavalry/HA hybrid for example. Not an effective one, that is, which means something if you consider how little effective such a class would be nowadays.

Rouncey + Horn Bow + Bodkins + Llamellar Vest + Cavalry Shield + Arabian Cav Sword = 4 slots
Desert Horse + Horn Bow + Bodkins + Bodkins + Llamellar Vest + Cavalry Shield + Broad Short Sword = 4 slots
Arabian + Horn Bow + Bodkins + Llamellar Vest + Cavalry Shield + Broad Short Sword = 4 slots

Think you picked a bad example there as that first option is fairly good for a HA/1H hybrid. 

Title: Re: two suggestions
Post by: Jarlek on April 15, 2013, 05:53:49 pm
Now we're getting somewhere.  I would support a 10% reduction in weight per slot for all armours which would mean...

Heavy Kuyak = 0slot = 14.1weight
Cuir Bouilli = 1 slot = 13.6weight
Siphai Yawshan = 1slot = 17.1weight
Grey Corrazina = 2slot = 16.9weight
Plate Armour = 2slot = 18.9weight
Gothic Plate = 3slot = 17.3weight
Milanese Plate = 3slot = 19.5weight

That seems pretty balanced to me.  As for placing certain armours at different slot levels, its certainly an interesting idea although i'm not sure on the balance for it.  Maybe placing the item 1 slot lower negates the reduced weight.  So 2slot Milanese Plate would be the full 27.9weight. We could even duplicate the item to give both options for players.  I think 1 slot Milanese Plate is going a bit too far though :D. 
This is good. What I was mainly aiming for with the "some can have different slot levels", I was mainly thinking of things like churburg and plate armour. Let the churburgs be 2 slots and reduced weight, and the plate armour be heavier, but same weight. Right now they are identical.
Title: Re: two suggestions
Post by: Joker86 on April 15, 2013, 06:08:59 pm
Think you picked a bad example there as that first option is fairly good for a HA/1H hybrid.

Woops, I read like the horses cost at least 1 slot. Sorry.

But even if all classes could persist somehow. You are still putting too much of a limitation on the equipment. Especially the armour part is something which I don't understand, because if anything, I think that infantry is having too little armour, and should in general be far superior armoured than cav and archers. Far! So your suggestion goes directly against that.

And there is yet another problem I have with your system, and I mentioned it in my previous post already, but I'd like to point it out: your system for armour (and for weapons) has only three "steps", if the upkeep gets removed. There are one, two or three slot items, and that's it. So why in hell would someone use items at the bottom or the middle of a certain slot range, when they can use the top item? Yes, armour gets heavier, but I think most players agree that small amount of additional protection still makes up the really tiny malus on your speed.

Same thing applies for weapons. It's especially drastic for 1hd weapons, due to their wide range and only 1 slot difference. Why on earth would someone use any other weapon than those in the last two lines of the shop?

Of course style doesn't matter here, as it's always and exception and doesn't concern balancing matters at all.
Title: Re: two suggestions
Post by: Tomas on April 15, 2013, 08:06:48 pm
And there is yet another problem I have with your system, and I mentioned it in my previous post already, but I'd like to point it out: your system for armour (and for weapons) has only three "steps", if the upkeep gets removed. There are one, two or three slot items, and that's it. So why in hell would someone use items at the bottom or the middle of a certain slot range, when they can use the top item? Yes, armour gets heavier, but I think most players agree that small amount of additional protection still makes up the really tiny malus on your speed.

This is the real downfall of the system but there are two things that address it

1) As somebody else already suggested, this change can be completely re-balanced for use with 8 or even 12 slot limits to create more tiers as you call them

2) Then re-balance the weapons within each tier so that instead of a gradual increase in item quality, there is more of a stepped increase between the tiers.  If done right this might allow people to pick a bit more for style and a bit less for stats.
Title: Re: two suggestions
Post by: bruce on April 16, 2013, 02:06:56 am
I think Joker's suggestion about a set amount of gold cost you can have with you, and then having a skill you can take which increases the amount you can use (the gold pool for equipment) is better, imo.

That way cost is a factor but does not prevent you from actually using the gear you like; but at a penalty. Then the items which are "out of whack" can be balanced by adjusting price.
Title: Re: two suggestions
Post by: Tomas on April 16, 2013, 12:35:05 pm
(click to show/hide)

I'm not fussed by the down votes :)  When was the last time you chose not to read a post hidden by down votes - I know I always read them :D

A gold cap on gear is a perfectly good way of limiting equipment use and I would support that instead however it would require complete re-balancing of all equipment costs.  As it stands then a limit designed to allow plated chargers and medium weapons/armour would not limit anything else.  I think the slot system would be far quicker and easier to balance which is why i suggested it and not gold.

As for skills to increase the gold cap, they can be used to increase slot caps just as easily. 

In the end though it doesn't really matter to me whether we limit by gold or slots, so long as we limit.
Title: Re: two suggestions
Post by: BarBeQ on April 16, 2013, 12:38:07 pm
Yes to xbow nerf
(click to show/hide)

No to everything else.