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Topics - War_Ferret

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1
Suggestions Corner / Time for unlimited free respecs?
« on: April 07, 2018, 07:11:38 pm »
Since the mod is pretty dead now, I think it would be a good idea at this point to let everyone respec their build whenever they want. Unlike some other suggestions, I'm pretty sure this would have a positive impact on the player count. It goes without saying, but being able to experiment with builds and classes and to switch any time without being stuck with them for a whole week would certainly encourage people to play. For instance, I currently made my main for DTV and use riding for athletics. So, obviously I can't go battle with it. If I could just respec though...

2
Game Balance Discussion / Yew Bow is yewsless (ololo)
« on: February 24, 2018, 06:13:12 pm »
First of all, you need 6 WM / 155 wpf to get even a tiny window of steady aiming with a yew bow +3. With only 5 WM / 139 wpf it's impossible to release an arrow before the reticule has started spreading out again.

If you want to get the full potential damage, you need 10 power draw. And if you still want to have that tiny window of steady aiming, you need to be level 34 with 30/18 and spend every single point on WM and PD. So this should be the ultimate damage archer build: Unable to run, unable to strike, unable to take many hits or wear armor without wpf penalty, even unable to properly aim or shoot at a decent rate... Only able to hit like a ballista, right?...

No, the damage is a joke. Since we don't see damage notifications in the chat log, I don't have any numbers, but it's not significantly higher than with a longbow or composite bow. You still need 3+ body hits for anything armored and headshots are about as deadly as with other bows.

I can use a composite or longbow, get only 4 or 5 WM for pinpoint accuracy and better reload speed, plus 8 or 9 PD AND PS for a melee hybrid. So what's the point of the Yew Bow?

3
Suggestions Corner / Give us back damage display
« on: February 18, 2018, 07:04:22 pm »
We've had it ever since the first M&B was released. Then it was taken from us and I don't even know why.

Everyone is crying about balancing, but noone even knows how much damage they deal. We need information for empirically educated crying.

Balancers are doing what they want and nobody understands armor calculations, speed bonuses etc. What matters is the final damage value and we should be able to see it.

It sucks that admins have all these tools for their convenience (for whatever reason) and the rest can go fuck themselves.

So please reactivate the damage messages in the chat log that you disabled long ago.

4
Suggestions Corner / DTV reforms
« on: February 16, 2018, 04:13:20 pm »
I will probably draw a lot of hate by questioning such an old tradition, but I think the wave system in DTV should be improved.

One of the biggest problems with DTV is that 80% of the team can't really do much to help, because bots need to get lured to some chokepoint/meatgrinder. There's only so much space in the meatgrinder/shieldwall and everyone else has to hide somewhere, so they don't get themselves killed for less xp or lure the bots away from the meatgrinder.

So why can't we fight bots head on with everyone invloved and have to resort to exploits? Because bots outnumber, swarm and face hug you from every angle until you can't move at all. This makes backwards the only direction to move in when aggroed by a train of bots. And bots tend to swarm a single target instead of spreading out.

I know you can't do much about the one-dimensional zerg AI, but you can do something about their spawning behavior. In order to avoid massive steam-rolling blobs that you can only fight with exploits, there's 2 things you should try in my opinion. It's very little effort and you can always revert back, if it doesn't work out.

1. Instead of one spawn point, use multiple ones spread over a small area or along a line, so you create multiple smaller blobs. This would also have the side-effect that bots (assuming they always go for the closest target when spawning) would be more likely to pick different targets and stay seperated instead of merging back into a single mega-blob. If you can actually tell bots via script what target to go for, make about half of them move towards random players.

2. Overhaul the wave-system: To keep blob-sizes fightable, don't spawn 100 bots at once. Just get rid of the waves alltogether and use a reinforcement system instead. For example, spawn 30 bots every 15 (or so) seconds and keep them coming, regardless of how many are still left on the field. This way you could fight them with the whole team in the open and you would have to be quick, because otherwise you would get swarmed after all. Adjust the difficulty by increasing the total number per round and/or giving them better stats. Health and ammo could be partially restored at the beginning of each interval (like 10%) or not be restored at all.

I bet this would give DTV a better pace and everyone could actually play instead of waiting in the back of a hut for the round to be over. At least try it.

The old meatgrinder playstyle would even still be working. Bots would just add up continuously, instead of 3 big waves. Fighting in the open would be an option for better (because faster) xp and gameplay.

5
Suggestions Corner / Display effective wpf under "gear" on the website
« on: February 03, 2018, 09:27:45 pm »
... because nobody knows how much wpf they have after PT, PD and armor penalties are applied.

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Suggestions Corner / Some suggestions
« on: January 15, 2018, 02:39:10 pm »
1. Fix throwing weapons, especially all the axes, disappearing after impact and make them stick in flesh again.

2. In DTV make horses heal after waves again. Old dev team said this would be fixed years ago...

3. Add an option to buy an LP for 12M xp (or however much), so all the xp you collect with a main on 34 isn't completely wasted. An xp transfer would also do - play one character, get xp for a designated other (maybe with 20% penalty or something...).

7
Suggestions Corner / bad guy dtv
« on: March 07, 2015, 07:55:56 pm »
Sorry, but I can't stop the flow of brilliant ideas...

Since dtv is generally pretty exploitable, especially the old (yet way more awesome) maps, and the bots can be lured at will, I think it might be pretty nice to have an alternative version of dtv (there should be 2 servers anyway, given EU7 is always full atm), where bots are led by a couple of players, maybe 3 to 5 or something. Each has their squad and can give SP-like orders like follow, hold position, charge etc.

Bots could be directed straight to V, kept in a tight formation for melee, told to hold position and use ranged weapons or be led around the flanks to avoid getting stuck in one place and ending up in the meat grinder.

I know it's probably a huge amount of work, but I'm sure it'd be worth it.

Being a hobbyist programmer, I could even try and do it myself, if you give me a lead where to begin.

8
Suggestions Corner / show-damage feature for dtv
« on: March 07, 2015, 04:18:50 pm »
I don't know why the feature was disabled again, but I guess ppl were complaining about having their health counted down in pvp.

That isn't a problem in dtv and I'm sure lots of ppl want to know how much damage they do with certain builds/weapons. They could always join dtv then for testing and pvp would stay as it is.

Except for one person, I only saw positive feedback for the feature as long as it lasted, so why completely remove it?

9
Suggestions Corner / some suggestions
« on: March 02, 2015, 07:10:51 am »
1) Remove the unbalanced-flag from 2h-warhammer and make it usable on horse. If you look at it, it doesn't seem heavy at all, almost comparable to goedendag. And it's also not very good atm, considering its price.

2) Fix the disappearing ammo (when depleted) in DTV, so you get it refilled after each wave like before the patch. Especially with throwing it's a pain.

3) Make horses heal after a wave in DTV like players do.

10
General Discussion / flatten xp/level curve
« on: February 24, 2015, 09:00:14 am »
Not completely linear of course, but... more flat than now.

I think it's pointless that you make the first 15 to 20 levels in a couple of minutes. And, what's worse, after hitting level 37 it's basically over, unless you want to grind another 500+ million. I'm not saying you should be able to reach higher levels, just the progression shouldn't stop so abruptly. Levels should be gained more evenly throughout the xp gain imo.

11
General Discussion / free heirloom exchange after today's patch please
« on: February 22, 2015, 09:10:06 pm »
At least for the ppl who loomed a hunting crossbow to +2 yesterday(!!), because it was the only one that doesn't take 2 slots!! Seriously, wth?! It's complete junk now!

12
Sell/Trade / Heirloom Exchange
« on: October 21, 2014, 03:07:01 pm »
Anyone want to buy it? I got it with the patch, but don't want to exchange anything myself...

edit: just post a number please, if you're interested. Selling tomorrow I guess.

13
Suggestions Corner / Make throwing axes/hammers stick again
« on: April 07, 2014, 11:31:04 am »
I just noticed the ammo limit of heavy throwing axes went up from 2 to 3 again, making them actually useful once more.  So I bought some and loomed them right away. But it's kinda unsatisfying that, unlike other throwing/ranged weapons,  the axes just disappear when you hit someone. I have no idea why sticking axes were removed in the first place, but I would very much like them back.

14
... and all the other things floating around out there / RimWorld
« on: October 30, 2013, 08:04:05 pm »
http://steamcommunity.com/sharedfiles/filedetails/?id=183032873

Looks a bit like Towns/Gnomoria(??) etc. - though I never actually played any of them, at least not longer than an hour or so.
Too much tedious micromanagement, not really any fun imo.

This one plays more like a rogue-like though, it seems. Inspired by Dwarf Fortress, FTL and the great Firefly series.

Public alpha supposed to happen in January.

15
http://store.steampowered.com/app/17740/

It's been around for many years. It's probably my second most played game (evah) after crpg, although I haven't been playing it in a long time. Last night I wanted to play another round, but apparently it's hard to find a populated server on a week day by now  :(

In my opinion Empires is the best FPS/strategy hybrid ever made. It's a source-mod and a bit like Natural Selection, but the scale is much larger. Where NS is pretty claustrophobic, Empires has large and open levels. There's research, building, designing and constructing vehicles, 4 different infantry classes with customizable equipment and unlockable skills, squads, one commander per side, ressource locations to be fought over... it's epic. Would be a real shame, if it died. It's about team work, planning ahead, tactics, improvising, personal skill... and it's free!

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