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Topics - San

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1
General Discussion / 5.3.7.0 Patch Notes
« on: November 04, 2018, 12:53:43 am »
I can't post in the announcements area, so here are some of the changes:

Patch Notes for 5.3.7.0

Global:

-Armor Soak/Reduce change: Cut and low blunt and pierce damage buffed, high blunt and pierce damage nerfed. Blunt was changed more, so low blunt damage (spears) are much better and high blunt damage is more toned down.
-Wpf penalties from armor are separately calculated for each armor piece, better for medium gear.
-Weapon Master raises the minimum melee wpf for each point
-Shared Melee Wpf improved (More than what is shown on the website)
-Horses given an innate resistance to arrows, and innate weaknesses to pikes and throwing weapons
-1h attack nudge animation length increased. Increased stun against attacking opponents returned.
-Reverted the roll change due to issues with in-place rolls.
-Bows and Crossbows given weapon lengths to decrease maximum run speed
-High difficulty shields use strength to equip (currently only board shields)

Strat:
Dave: Strat siege equipment buff
Dave: Changed XP rewards (bigger base value, less gear oriented)

Items (Images Below)
-Internal Bow adjustments to bring weaker weapons up to par against some of the stronger ones.
-Ammo counts decreased across the board
-Board Shields given strength requirements
-Cav Buff: Speedier light horses, tankier heavy horses, increased difficulties.
-Throwing weapons given potent melee secondary modes with decreased ammo.
-Minor Armor value adjustments
-Strong 1h blunt/pierce weapons slowed down.

New Weapons:
-1h: Spiked Battle Axe
(click to show/hide)
-2h: Long Swiss Saber
(click to show/hide)

Comments:

All classes can hybridize more easily. Players with mid-weight and lighter gear should have a little more wpf (~6-7) and heavy gear players around the same. Having a lot of weapon master raises your melee wpf up from 1, so off-hand weapons should be usable for most players. Tatar arrows should be majorly buffed with the soak/reduce changes, though still weaker than bodkins against armor > 60.


Major Item changes:
(click to show/hide)

2
Suggestions Corner / February patch preview, input appreciated
« on: January 17, 2015, 01:32:59 am »
Because patches may continue to be infrequent, it would be best to get it done without bugs or large negative surprises.


New Items

Check out new items at the workshop: http://forum.melee.org/suggestions-corner/alex%27s-daruvian%27s-and-rico%27s-item-workshop-give-us-feedback-and-join-us!/
Estimated number of new items: 15-20. There's a good chance of many more based on the activity levels for the next few weeks.


Gameplay changes

Rolls: Easier input, tighter window, distance and invincibility toned down
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Minimum population for a multiplier reduced from 8 to 4
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Better limb damage for ranged, cav, and melee. Removed minimum threshold of 6 on wpf penalty, now just STR/3 + Ironflesh
**Cav: 0 leg armor -> +50% bonus damage vs. horse's armor value. +30% damage to the neck area for melee and ranged and +30% damage to the head for melee
**Melee: Removed damage penalties against arms
**ranged: 90%->110% damage for frontal body shots, 90%->100% damage for back shots. 105%->120% for head shots (stacked with the built-in multipliers), -15% to the 55-80% range for limbs

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Horse ranged damage cap removed. The 20% damage penalty is still there.
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Horse ranged speed = 80% with ranged weapon equipped, 90% if sheathed or melee weapon equipped, 100% when dropping ranged weapons/using all ammo (may need to switch weapons to trigger). 0 ammo properly drops when using it all or switching/sheathing.
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Horse ranged speed penalty removed for the Donkey.
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Damage feature enabled with 'b' key.
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added map: counter_strike
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Wpf weight threshold changed to benefit low IF: max(6, Str/3 + IF) **And later on changed to just Str/3 + IF**
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Only 1 xbow loaded upon spawn.
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Greater focus on performance for autobalance. Extra rewards for winning and getting valour on a x5. Better players are worth more score if you kill them for round 1.
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Siege: Winning gives a +2 multiplier. Battle: Extra rewards based on score and level. Minor gameplay adjustments.
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Increased dtv rewards by 2x.
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Other gameplay changes:

-Melee speed bonus: 2->1.8
-Ranged speed bonus: 1->1.4



Armor
-All armor gains +1 armor unloomed.

Cloth:
+1: 1 armor, 90% weight
+2: 2 armor, 90% weight
+3: 3 armor, 85% weight

Medium:
+1: 2 armor
+2: 3 armor
+3: 4 armor (same as before)

Plate:
+1: 3 armor, 102% weight
+2: 5 armor, 104% weight
+3: 7 armor, 107% weight

Gloves:
-No armor change except for +1 armor to leather gloves
-gloves get their own loom bonuses with adjusted scaling

Difficulty:

Body armor: weight * 0.9 for the end
Head: weight * 5 for the upper end
Hands: weight * 11 for the upper end
Legs: weight * 5 for the upper end

All of these are approximations

Mauls: +2-4 difficulty
Great Lance: 22 difficulty
Jousting Lance: 18 difficulty



Bows/Crossbows:
-Arrows, Barbed Arrows, Bolts made 0 slots
-Ammo increase for arrows, decreased for Bolts
-Adjusted Arrows, Barbed Arrows, and Bolts to balance hybrids
-Bow missile speed scales up again instead of scaling down, 38 to 42 missile speed
-Small damage increase for weaker bows
-Accuracy increase for bows. Better increase for Arbalest, worse increase for Heavy Crossbow
-(possible)Damage Buffs for first 3 crossbows, speed buffs for first two, slight speed nerf for Crossbow.



Many weapons experienced miscellaneous changes.

-Buffs given to weaker weapons and 1-2 difficulty increase for a few others. Nothing too exciting in that regard. Most of the excitement for melee will come from new weapons and armor.
-Some secondary modes were added or buffed
-Toned down the power level of 0 slot weapons, particularly stab damage.

3
Game Balance Discussion / "Everybody Hates Balance" -- Good Read
« on: November 19, 2014, 05:45:09 pm »
Came across this recently. Provided me an interesting perspective on why people may like/dislike certain changes by using the Spike, Johnny, and Timmy archetypes.

http://www.fantasystrike.com/forums/index.php?threads/everybody-hates-balance.3514/

Another good quote from that thread:

Quote
    Basically the way the three want to play is like this: Spike just wants to win, Johnny wants to win the game his way, Timmy wants to play the game his way.

    If Johnny tries some weird stuff and he loses he will switch to something else. It's just going to be something weird and random, rather than a dominant strategy (which is what Spike will do). If Timmy plays his way and loses... he will continue to play his way!

    If the game doesn't let him play his way then he will probably quit. If that's because he is completely shut out of the metagame then yeah, he is quitting "because of balance issues". But it's only tangentially related to balance--correlation not causation.

    You're right that he will quit of there is a dominant and boring strategy.

I think the current balance team is dominated by "Johnny" archetypes, where a lot of the dominant strategies were toned down and nuanced play/utilizing the dominant strategy to compete was emphasized. Spike sees everything as "buff" or "nerf" no matter what, Johnny may have lost a fun little gameplan he had before, and Timmy may think that certain aspects may have become stale.

4
cRPG Technical problems / Extra lines for account creation [Website]
« on: July 16, 2014, 11:49:23 pm »
Some new players had some problems with creating a new account. It seems that some people don't see some tool tips properly, making them unable to proceed correctly.

The most notable example is the requirement of creating a secure password for their account. Some can't see this. Can it be added to the directions explicitly for the requirements for a proper password (if it's not already)?

Thanks.

5
General Discussion / When is cRPG going to upgrade already?
« on: July 16, 2014, 12:26:07 am »
It's 2014 and WSE at this point has more efficient performance, so even low-spec computers won't lose out. There's WSE 3.2.0 out now for crying out loud: http://forums.taleworlds.com/index.php?topic=151194.0


When are we going to just buckle down and make the transition already? Even without the possibility of awesome new additions from WSE, we're missing out on some cool built-in Warband mechanics as well.

6
Suggestions Corner / Commander overhaul
« on: June 30, 2014, 03:44:09 am »
Let's face it, commander is going to be underutilized without tangible benefits. The passive effects are nice, but turned out not to work out so well in practice. I think these additions would help:

-Mandatory flag spawns above commander of the team flag. Visible by both teams.
-1 buff in the vicinity of the commander
-The commander himself does not receive this buff and killing him removes it.
-An extra tick of 1.5x XP and gold if the commander wins, 0.75x XP and gold if he loses
-When a poll starts, show the commander's W/L ratio only for rounds where he was the commander
-If the commander loses the poll, he cannot  raise another for 1 map (maybe 2-3 would be better).

Extra:
-Make round 1 a quick intermission for 10-30 seconds to choose the commander + warm up + horse around, allow the autobalance to function for the first actual round, and help late map loading spawners.
-Handle commander during teamswitch / round 1->2 scenarios. Never let 2 commanders be on 1 team.
-Option to relinquish leadership during the first minute. Only allow commander polls during the first minute of a round.

Why?
Incentive to use the commander system and sticking close to him with appropriate risks to applying for it.

I would like a choice of these buffs:
-Might: +1 PS
-Swiftness: +1 ATH
-Defense: +5 head, body, and leg armor
-Cavalry: +20% charge. Area of effect for buff x5
-Ranged: +15 bow+xbow+throwing wpf

I feel that this would work better than a more general buff.

There will be class wars, but choosing who gets commander will be a strategy by itself. Think of the buff as both a morale boost + the commander leading the troops more effectively to see a rise in a certain area. The other team may be disadvantaged by having no commander, but it won't really matter if the commander is inept.

Of course, I doubt many of these will be added, but I hope it gives devs any neat ideas or even add 1 or 2 things up there.

8
Buy / Buying a +3 war horse for 2lp + gold
« on: May 09, 2014, 10:35:27 pm »
I'm not that rich. All I have is 2lp + the necessary gold. Please PM me your price.


+3 destrier and heavier also work with a decent deal (up to eastern warhorse at least, above that is too expensive for me).

Edit: Bought it

9
Suggestions Corner / Skip scenes based on server population
« on: April 30, 2014, 07:40:33 pm »
Some scenes are unplayable at low/large populations. I know it's most likely not possible, but I would just like to throw the idea out there to hopefully spark some future ideas. Give them a minimum and maximum player count and skip them if the necessary requirements are not satisfied.

Why?
We can ensure that maps are suitable at all times. This could lead to less GTXs and more enjoyment. We could allow for a better variety of maps of various sizes and ensure that they'll work as intended.

10
cRPG Technical problems / Losing connection on servers
« on: April 20, 2014, 11:14:11 pm »
It's been going on the past week. I would suddenly ping spike to 1000-2000 and be forced to leave the server, but then my connection immediately returns to normal once I leave.

The only change to my connection recently was adding a port to forward for another game.

Edit: Last few rounds, it's just been going between 60-120 the entire round this time with a few 500+ping moments that recovered. No other activity on my network.

Edit2: Switching out my adapter seems to work better so far. Locking for now.

11
Suggestions Corner / Side blocking for shield
« on: March 18, 2014, 12:19:23 am »
One annoyance I have as a shielder is having to spin around back and forth to block at multiple angles against ranged. In most cases, it's really only 45 degrees on the left and right. Sometimes, you can't spin fast enough to block the projectiles you want. I learned from the shield nudge that there is an always active force field against ranged at the shield's position that gets expanded once the block is held, making me think that slightly offset shield positions could work.

I think that if you perform left+block and right+block, separate blocking positions with the shield pointed more towards the left/right should occur, with the cover centering closer to the appropriate shoulder. The shift shouldn't be so great that you can't block directly in front of you, too. You'll just have a slightly bigger gap on the opposite side of yourself. Up/down block would use the default blocking animation.

This could also help for hitting around shield on your sides a little bit at the cost of making you more open to the other side as long as it works that way against melee in the code.


1 problem outside of whether it's possible is that the right block may be a little glitchy with feinting since the weapon would have to rest at the player's side.

12
General Discussion / Nostalgia/Perspective thread: has yours changed?
« on: March 11, 2014, 06:11:59 pm »
The way we perceive the game often times change over time as we mess with other builds or gain more information. Any funny old posts you regret making / disagree with now? I hate looking at my old posts even now, but it's good to make fun of yourself every so often.

When I used to lobby for throwing when I didn't understand the resentment against it.

I can't 1shot people with heavy throwing axe to the face with 10 power throw. I just accept that it'll take 5-6 wardarts to get someone's hp to half. It is pretty cool to pester people with them. I never expect throwing weapons to kill ever.

Going up against a thrower is by far the easiest thing in this game. You only need to strafe side to side for a few seconds if you really feel like dodging. You can still run at them anyways since they'll probably miss, and they can't stall very long due to their crappy ammo numbers.

Throwing imo needs a huge buff because otherwise they're a waste of space.

This is my current point of view after having a thrower as my first generation, then switching to a more viable pure build over the next few generations.

I think PT*10-11 is already high enough. The limit shouldn't really be a crippling effect, but should just discourage blatant overuse.

If you're trying to get 10 PT, it leaves little wpf to hybridize without making many sacrifices.

Increasing difficulty, and rebuffing the damage/ammo would be nice.

 :oops:

13
Beginner's Help and Guides / Damage calc / character builder updated
« on: March 05, 2014, 01:48:12 am »
Website added, no need to download: http://tinyurl.com/crpgcalc

Longer version:

If you want to download for yourself so you can edit the layout:
(click to show/hide)

14
General Discussion / Some good weapons with the recent speed buff
« on: February 28, 2014, 08:53:00 pm »
Since the most recent patch, most 95 speed and below weapons received a buff of +1 speed with a few exceptions. Here are some of the more notable weapons I see that may not have stood out much before:

1h:

Iron Battle Axe: One of the exceptions, +1 speed to 97. With 36 cut, it's quite a beast now.
Iron War Axe: Its brother, 96 speed and 37 cut.

Military Cleaver(?) I forget if this was 95 or 96 speed, but it's great either way.
Military Hammer: Even better than before, 94 to 95 speed will make quite the difference.

Arabian Cavalry Sword: Now top tier in both price and stats, this sword really doesn't have much of a weakness anymore.


2h: Return of Greatswords?

Two Handed Sword: Now 97 speed, a great intermediary between longsword and great sword.
Dadao: Even closer to the miaodao now with a cheaper price.
War Cleaver: Awesome power and length:speed ratio.
Goedendag(?): Forget if this was 95 speed or 96 in the past, quite a great weapon either way you look at it.

All greatswords: To me, the 117-121 length weapons stand out the most. 95 speed flambard sounds great. Interestingly, though, the Danish/German are only slightly slower than they were in the past, but now with slightly better power. Nodachi and flamberge are also looking pretty good, too.


Polearms:

Iron staff: 96 speed, great overheads and side swings. A knockdown machine if you can get a good bonk on the head.
Double Sided Lance: 1 speed away from war spear, can now rear horses, and its stab is absolutely devastating. Definitely a good weapon to loom.
Long War Axe: Now that it's only 2 speed away from the long axe, even players that prioritize speed might want to pick this up with the superior length.
Bec de Corbin: Was nerfed in the past, but now it has a huge second wind since it's quite great compared to other blunt/pierce weapons nowadays. Only 1 speed away from war spear.

Every long, swingy polearm: Glaive, Bardiche, Bill, Swiss halberd, the list goes on. The fix to left swings and most notably overheads makes for almost all swing directions of these weapons terrifying to deal with. The +1 speed helps even more.


As an aside, the angle on swings are narrower than before, too. Can't be too sloppy with the side swings.

Discuss. Any weapons you find interesting?

15
Game Balance Discussion / Maces vs Picks Ideology
« on: January 29, 2014, 12:35:06 am »
(click to show/hide)
(click to show/hide)

Before we get to the ideology of how picks function vs maces:

Pick internal balance: I believe the progression makes sense. Outside of the pickaxe, they get progressively stronger, shorter, and more dense. A little boring, but I believe that it works out. The fighting pick and military sickle have great secondary modes, but I think they are still a tad weak. Like the military hammer, the fighting pick receives some large penalties for reaching the extremes of the class' length, but I think it could at least have 98 speed.

Mace internal balance: As we see from the iron mace vs winged mace, weight is an important balance quantity that can be traded for better speed/power. Because of this, I believe it's warranted for spathovaklion to have its weight reduced to 1. It will still have 1.5 weight when masterworked and work as a nice balance between the typical mace and pick.

There are also very few downsides when upgrading from iberian mace to the warhammer. This is a similar situation as the military pick to the steel pick, but in this case, the difference in power is greater and the warhammer obtains a stab. I believe warhammer should have its speed reduced by 1. With these two changes, the most powerful, long, heavy, and fastest blunt weapons have some tradeoffs between each other with the iberian mace acting as the middleground.


Maces vs Picks:
Right now, picks overlap way too heavily with the maces to be interchangeable. Picks feel like marginally faster maces without knockdown *yawn*. I think the difference between these two weapon groups should be more pronounced. Unlike 2h and polearms, blunt 1hers are balanced weapons.

I believe the pick class weapons should excel against medium to medium armours, but struggle a bit against the extreme light/heavy armours compared to swords and maces. I believe that this can be accomplished by increasing the speed of steel pick and military pick by 1, but decreasing their power by 1 at the same time. This would delegate the status of "powerhouse" among 1hers to maces/hammers for medium-heavy/heavy armour, swords best against light/medium-light armour, axes would remain a jack of all trades, and picks would retain fast and consistent damage. Comparing the steel pick to the warhammer and the military pick to the iberian mace, it makes more sense. -1 damage is similar to loss of half a powerstrike of damage.

Not saying that I expect swords to be bad against heavy armours and the like, but that there are other 1h weapons available that could do a better job vs. that specific target. I also believe this would ease the ridiculous base damage that the picks (+ warhammer) had in the past against 1h swords.



tl;dr:

Internally:
Fighting pick +1 speed to 98 cause it's bad all around
Spathovaklion -1 weight to 1.0 to reduce knockdown, weight used as balance factor for iron mace vs winged mace
Warhammer -1 speed to 96, too fast for its power increase/stab upgrade from iberian (using one at +0 I can just dig my held swing in the enemy and it'll go through (hiltslash?) fairly quickly).

So picks = good vs medium/medium-heavy, but be only decent vs very light/heavy gear while maces stay great against heavy armour:
Steel Pick +1 speed to 99, -1 swing damage to 30
Military Pick +1 speed to 99, -1 swing damage to 28

Just wanted to see what people thought about this/refined further if I missed anything since it's not really a straight up buff/nerf.

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