Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Joseph Porta

Pages: 1 [2] 3 4 ... 9
16
Not sure about android, though.

17

nananananananananabbabababagabayusgdheek,ez,ldkdnfhdkdkudke,w.eeir


18
General Discussion / Good pal chimpblablablax7473420bif
« on: July 01, 2014, 09:55:25 pm »
Please add a volume controller for voice commands to WSE.

They are cool, but so fucking loud.

19
Disclaimer: Sorry for my english I might have fucked up here and there...  :mrgreen:

Hello and welcome to this thread!

I have now been around here for a little while, and I think that our community consists of fairly concious gamers that know what is good and what isn't in games. So I wondered what game mechanics would attract you to a game.

So, my request for you guys is to share the ideas you have for a game that you would buy, and play as much as you have played Mount & Blade.

With the upcoming Donkey Crew game I think it'd be relevant and interesting to brainstorm with TOP SECRET in your mind, and to be more precise the [EPIC]gekados side of the game.

What is it that you would like to see? How would you regulate PvP? Or how do you picture the Hunting & Gathering mechanics? Would you like something akin to an auction house? Or should trade only go player to player? How would travelling work? Would your game include Fast-Travel? Or would it not.

I think you guys could bring up very interesting idea's about how and in what way things could work.

A request:
please spoiler your idea's with titles that state the category it belongs to, for example: trade, PvP, Questing, PvE or Social. Ofcourse there are far more options but that is somewhat obvious.


I'll start!

Trading

(click to show/hide)

I think alot of you guys are bloody excited about TOP SECRET, and have fantasized aswell about how you hope it will look like in the end.

Maybe we can even conjure some good ideas with which the Donkey Crew can do something with!

20
Beginner's Help and Guides / Arrows
« on: June 29, 2014, 01:19:16 pm »
Yo, i am now lvl 31 archer and I just noticed I cant actually see my arrows, and since as of lately i am trying to hit shit instead of just pewing into the melee and trees I wondered how I fix this.

21
... and all the other things floating around out there / WoW
« on: June 10, 2014, 11:32:01 am »
Anyone interested in playing a p-server with me? I prefer vanilla, but TBC is ok aswell. Anything further doesnt interest me.

I would like to get into it again - I used to enjoy it ALOT years ago.

If you want to play we can check out a server together, just hit me up on steam, my ID is Porta/ greatfatherwinter.

Cheers,

22
Beginner's Help and Guides / Knightly kite shield
« on: June 09, 2014, 05:33:35 pm »
Is the weight correct?

Knightly Kite Shield
weight: 3
body armor: 25
difficulty: 5
hit points: 270
speed rating: 100
shield height: 66
shield width:

Reckon it is worth it to get 5 shield for instead a 4? Looks like a nice shield

23
General Discussion / Event section - sub forum
« on: June 09, 2014, 02:14:13 pm »
A section about event suggestions would be cool.

You might think: spam, but I think this could be largely prevented by a "READ BEFORE POSTING" stickie containing a suggestion format - upon breaking the formats guidelines youll be warned. Now this doesnt necessarily have to be a billion points but a few guidelines wont hurt the spam prevention.

An example

Short description of the suggested event:
Code: [Select]
No-block-chamber-only duel  tournement, last man standing, winner takes (x) gold/loompoints, second place takes.. etc.

Rules:
Code: [Select]
No blocking, only chamber blocking.

Event specifications:
Code: [Select]
Random rules that would make your tourney stand out like;

-three judges will make sure theres no excessive S-keying.

Terms of agreement:
Code: [Select]
- just rules really

-  for example: You won't get your entree fee back when you are absent.

-



I think the community can conjure some cool events, having them in a nice format will make it way easier for devs/event managers to filter them and look for good ones more efficiently and less time consuming.

Suggestion corner ded

24
The Chamber of Tears / Conquest: Multi and maps
« on: June 07, 2014, 03:33:25 pm »
Conquest: multiplier system

very theoretical: mostly my view on hoq conquest should be like.


Conquest in it's current form is mostly a battle of attrition, it doesn't feel rewarding whatsoever. I think conquest could be a great game mode but for that to work it needs to have a complete change of reward system. One that directly rewards the team for completed objectives. I think this is best achieved by linking flag captures and gaining multiplier together. Now I reckon that a core mechanic won't be changed very soon, but we can still dream, right? :P

My idea kind of changes the roles both teams have, the classic main roles of defender and attacker will still be there, but the difference between both teams actual roles will be much more versatile and less onesided.

There will still be both an attacking and defending team, the only thing that changes is as to how many held bases each team starts with. This is kind of important as it determines how maps should be made for this mode to work with them.

(Starting circumstances)

The defending team:

Will start with less held bases then the attacking team, but they will have a defensive attacking "geographical" advantage (good defendable strongpoints like ladders, corridors, killzone funnels, etc.)

No-mans land:

In the middle of the map between the defending and attacking forces will be a grey zone of 2 or 3 un-capped bases, the attacking team's forward flags will be placed closer to the no-mans flags then the defenders, these will be one of the first flags the attacking team will cap, to establish the initial bridgehead.

The attacking team:

Will start with a more forward placement,  closer to the no-mans flags then the defenders. From these there will be multiple entry ways into the defenders base.

(The flags and multiplier system)

The flag placing over the map should be a horizontally stretched diamond (wide in the middle, narrow at the ends). This is because in this version of conquest capping the flag is not solely for the attackers. The defending team will be given the option to break through the attackers and try to cap one of the bases back for reward in the form of a multiplier increase.

I think this allows for a very dynamic game mode - where breakthroughs can force the enemy on the defensive. But such actions should be rewarding for the team and it needs to balance out with the rest of the game/map.

Now I think to make it work smooth the mode needs a good map to go with, this is essential for this to work. Ninja capping should, how sad this might be for some, a thing of the past. With this large a map I think they need to be orientated around a few main streams along which the battle will flow.

It sounds worse then it is, I think, you might think that it would limit the number of choices on which way you would take to your objectives - and you are right! But as I said it shoulds be so bad, with my idea only a batch of flags will be isolated from the next 'level'(or whatever) flag batch.

Rewarding objectives:

Rewarding the team should be orientated around objectives. In conquest that is capturing and defending the bases. I would like to see it be more dynamic compared to the current attacker and defender roles. Both teams should be able to cap flags, re-conquest!

The one thing in my opinion that will make conquest a succes is designing a map with the game mode as it will be in its final stage. As of now the devs are trying to fit a game mode around already made maps, and this doesnt work. First the game mode itself should be made and thoroughly worked out before you can even think of a map. First the game mode then the maps should be tailor made around them.

To further get into my flag idea I reckon a little simulation is best to explain.

visitors can't see pics , please register or login

red: attackers held flags on beginning of the round.
blue: defenders held flags on beggining of the round.
Black: unassigned flags, blanks.

10 flags in total, three unassigned. I devided the flags into batches, or stages if you want.

A little sim:

Theoretical map details; around the defenders spawn points will be fortifications, naturally. The map will be designed around the four defenders flag. The three unassigned flags will be outside the wall.

Both teams will start with x2 multiplier.

Rewards:
Unassigned flags: x0.25 multiplier and defending team will get x1.0
Held flags: x0.5 multiplier
End base capture(round won) x1.0 multiplier
Defender only: x0.5 for 4 min held.

Punishment:
Defenders cap back an attackers held flag: -x0.75 for the attackers.
Attackers cap a defenders held flag: -x0.5 for def

(this is because the flags of the defenders will be far more likely to be capped, this also has to do with the spawn time difference and it being longer for defenders. Thus going for a re cap will be much more dangerous for a defender as they will have to spread their forces thin thus possibly allowing the attackers a breakthrough, this is wy the attacking team will be punished hard for losing a flag.)

(click to show/hide)

This is just a fraction of a battle, with the defenders ability to recap And punish the attacking team heavily with (-0.75x) and leaving them forced to cap it back again and thus losing progress to the end base makes this a very interesting and dynamic game mode.

Alot of things are possible especially with co ordinated groups of buddies who can blitz into the enemys weakspot and force them to relocate troops.





25
Sell/Trade / Throwing lance (+1)
« on: June 06, 2014, 07:31:03 pm »
I need banner so imma sell my first lum evar, back when they where still kool!

http://c-rpg.net/index.php?page=marketplacetrade&id=639701

26
General Off Topic / predict this generations future
« on: June 04, 2014, 03:27:44 pm »
Give a prediction!

I predict alot of skin cancer because people want to look as if they just came off the beach in the middle of winter.

Random threads ftw

27
General Discussion / Who is your biggest rival in-game?
« on: June 03, 2014, 11:23:19 am »
Mine is ELDAR_BOSS, cause his accuracy is badong.


28
General Discussion / Post your first post on these forums
« on: June 02, 2014, 01:18:47 am »
I see your virginity right through this thread

with my infrared eyesz

cuz i r cool

Yes bundle of stickss i r cool.

(click to show/hide)

Lets show who you were when you just started this mod and werent polluted by it but still was clean and innocent  :twisted:

29
Beginner's Help and Guides / 31/33 builds more help needed!
« on: June 02, 2014, 12:59:03 am »
Ok, today I (finally) got my crossbow alt to 31, aswell as my ninja alt.

Xbow:

16/24

2if
5ps
8ath
8wm

I have 1 spare point to spend, going for 18/24 6ps at level 33.

3 IF was my first, nd obvious, thought, but maybe anyones got something fun to suggest.

My ninja:

15/24

5if
5ps
8ath
8wm

I already chose to go for weapon master but i'm not sure what to do yet. As of now I have 149 2h wpf and +- 550 free wpf points, now either i'd go for 164 2h wpf nd 119 pole wpf or just stack the shit out of 2h for maximum spammyness.

But I do like the thought of having polearm wpf, as I often get bored after 1 or 2 rounds of playing the same class. And at 33 he will hve 6 riding so i will be able to 2h and lance cav..


30
General Discussion / remove looms 2k14
« on: June 01, 2014, 01:04:50 pm »
they ruin this game, every shitty stinking retard takes four or more hits to kill, is this shitty stinking bizniz really what the fuck we want?

join the tide of tears

Pages: 1 [2] 3 4 ... 9