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Topics - Malaclypse

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31
Suggestions Corner / Give Spear back horse-rearing ability
« on: February 03, 2012, 06:08:10 pm »
The Spear, a 135 reach little dynamo that people rarely use, which might be in part because of it's lack of rearing ability. I for one would like to see that ability reinstated for this fairly underwhelming weapon. If not in full, then at least while using the spear in hoplite mode with a shield. The additional range for holding the Spear in this way makes it longer than the War Spear without a shield, and that can rear ponies fine and dandy, no shield needed.

Marathon's contribution on page 3:

 
Going to vouch. Something's off. We did some testing and I recorded it.
Everything shorter than warspear  <150 isn't rearing to my knowledge
Edit: http://www.youtube.com/watch?v=_Vj7unr8OAA
Malaclypse's sweet sweet voice

I back up when thrusting so I don't murder the horse in one shot with speed bonus.

32
I'm looking to trade/sell a few items in my inventory:



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Masterwork Crossbow

weight:             3
accuracy:        88
difficulty:         10
speed rating:  122
missile speed:   53
thrust damage: 62 pierce
slots: 1
Can't reload on horseback

On Marketplace for: 1'300'000.



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Mighty Warhammer
Difficulty: 15
Weight: 3
Speed: 97
Length: 65
Thrust: 20 pierce
Swing: 34 blunt
Knockdown
Secondary mode
Slots: 1

On Marketplace for: 1'300'000.


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Thick Mail Hauberk
Weight:        10.3
Body armor: 38
Leg armor:   11
Difficulty:      9

On Marketplace for: 500'000.



Things I Am Interested In

Gold/cash monies.



Things I explicitly do not want
Archery/Throwing/Crossbow stuff
"Heavy" armor (more than 15 lbs body)


Feel free to reply here, via pm, or through my steam username, infinitynow

I will consider 2hand/1hand/Polearms but mostly want gold. The Warhammer and Crossbow are currently the cheapest on the market for both of them.


33
Spam / LLJK_GoretoothX is really hard to kill and lost something...
« on: January 26, 2012, 04:41:28 am »
Lol. Man he's lost it!

34
Closed Requests / Ban request: Alian
« on: January 21, 2012, 09:33:02 am »
Putting in a ban request for this guy. Pretty entertaining troll, but still breaking rules, teamkilling, inflammatory remarks involving race. I got a few screens of the wounding and killing part on my alt.

(click to show/hide)

Anyhow, hopefully he gets banned and this gets his goat, because the dude is a pooty jerk.

35
Suggestions Corner / Add Gloves For Pugilists
« on: January 10, 2012, 04:20:49 am »
I recently made a half STF alt (leveled it to 20 first for gold) to try out pugilist class with 10 PS, 7 IF, 3 Shield (for a buckler to last a few hits; can't chamber all the time), 3 ath, and it's pretty disappointing, even with the heaviest gauntlets for added damage.

Since additional damage is based on weight of the gloves (or so I've been lead to believe), what I am suggesting is the addition of very high weight, but low/no armor gloves. Not knowing exactly how weight affects damage, I'm going to arbitrarily say 50 weight and less than 5 armor. This would make pugilism a more viable play style.

36
Closed Requests / Ban Request/Justification: Half_Eaten_Donut
« on: January 08, 2012, 02:05:26 pm »
This guy had been getting complaints about teamwounding in spawn by throwing his lances/snowballs into the paths of his teammates allll night. Apparently he was doing so in siege, too, though I can only speak for NA1. He was also delaying, running away as the last guy alive even when he had a weapon on him, but that's more of a grey area I guess. The main concern is the teamwounding and killing. He would routinely get to 4/5 warnings with the M key and then stop to avoid being kicked. We eventually got PhantomZero to come in, after he had left unfortunately, and ban him retroactively. Here is a picture I managed to snag to justify that action outside of mere hearsay.

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As you can see the teamkills happen fairly soon after the round starts (indicated by the repairs) in the log. If anyone else has more screenshots to post please do so.

37
cRPG Technical problems / Too much text at round start crashes clients
« on: December 31, 2011, 02:38:05 am »
We were in TS, complimenting those who killed us at round start (in NA1), and accidentally found out that too much text being sent at round start crashes clients. After that we were threatened with a kick or a ban, which I thought was silly. It wasn't our intent to crash the game, but anyhow, seems weird that out of all the things in the game, what can cause a massive client crash for many, many people is something as little as typing in chat simultaneously.

38
Suggestions Corner / Suggestion: INT and CHA
« on: October 11, 2011, 08:23:46 pm »
I feel that having Intelligence and Charisma stats could add huge amounts of depth to Strategus (see: the reason most of us play cRPG in the first place), making officers/commanders of various factions playing a more prominent strategic role.

From Intelligence could be derived First Aid/Surgeon (which could, say, increase base troop health in a given battle, or slowly regen health in a radius around the person possessing the skill), Engineering (an engineer placed construction site could take less overall materials to build a given item than one place by someone else, for one), Inventory Management (this could literally determine the amount of equipment you are allowed to lug with you into battle from a default base level at 0 skill), Path-Finding and Spotting (which would affect your/your armies' travel speed and viewing/transfer distance respectively). Intelligence could also still give the old SP bonus of 1 extra skill point per point invested, or some variation of that to make it more viable for a commander to actually fight/defend as well.

From Charisma we would derive the Trade skill (affecting income gained from both caravans and working in a city/fief/castle), Leadership (adding to maximum army size you are able to command from a base level- I see no reason why one man should be able to command an army of 10k with no dissent if he is not an inspiring leader), Prisoner Management (this is contingent on an entirely other suggestion- the ability to take PRISONERS from a battle. say I were to launch an assault on a rival with my bros, there would be a chance, based on my number of deaths or some factor, which would determine whether I would be imprisoned after the conflict, at which point my holder could ransom me back at a set level, or keep me under lock and key to weaken another faction; this skill would determine how likely I am to escape from their clutches, a percent per day or hour which shrinks with each point invested), and Persuasion which could increase the amount of troops collected per hour while recruiting.

Admittedly Charisma is and always has been the weakest of the stats, but I would very much LOVE to see either of these implemented some day, if not soon. I feel that they could add greatly to the depth of Strategus.

Anyhow the above is just an idea. Something to step off of, something to consider. Thanks for reading.

39
Realism Discussion / [STATS] Torch DOT
« on: October 06, 2011, 10:51:01 am »
Hitting, with a torch, someone who is in armor considered flammable (the criteria for this will need to hashed out, of course) should apply damage over time. Flame damage could be increased with heirlooms. Torch wielders could adapt a kneeling position in front of archers, allowing arrows passing through the flames to apply the same DOT to a target.

40
Spam / Fighting with Animals
« on: October 01, 2011, 06:18:20 am »
Are there any organized fighting styles around designed specifically for fighting against certain animals?

41
Realism Discussion / Perspective
« on: September 30, 2011, 02:19:47 am »
Force first person, get rid of ~ function. Enough said I should think.

42
Title says it. I can understand gaining momentum as you fall and therefore taking more damage the longer you fall, because admittedly it was pretty ridiculous the distance you could fall in Native compared to the damage you take. The problem I have with fall damage in cRPG is that I can take like a quarter of my freaking health from a 6 foot "fall". I suggest a re-tooling of what goes into fall damage, lowering/removing it for smaller hops, and perhaps making it contingent on armor worn (heavier armor will speed you up faster, more damage on impact) + distance traveled.

43
Suggestions Corner / Animation: Dagger overhead
« on: September 29, 2011, 04:39:48 am »
I don't know if this is even possible, but I think that overhead animations on daggers should be stabs instead of slashes, if that is feasible. Gripping it by the handle, with the blade facing down so that when you bring it down it's a stab. Would be more dagger-like.

44
Buy / CLOSE
« on: September 27, 2011, 09:28:00 pm »
DONE

45
Sell/Trade / Spamaclypse the Bunger's Pittance
« on: September 19, 2011, 06:25:36 am »
Selling (for golds), open to trading:

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Masterwork Arbalest
missile speed: 62
weight: 3.8
accuracy: 92
difficulty: 15
speed rating: 78
max ammo: 1
thrust damage: 89 pierce
slots: 2
Can't reload on horseback


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Villager's Long Dagger
weapon length: 47
weight: 0.3
speed rating: 112
thrust damage: 27 pierce
swing damage: 25 cut
slots: 0


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Sturdy Ragged Outfit
weight: 3.5
body armor: 24
leg armor: 10
difficulty: 6


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Thick Round Steel Buckler
weight: 3.5
body armor: 64
difficulty: 5
hit points: 137
speed rating: 99
shield width: 3



I really don't want to get rid of the Dagger/Leather but will for the right offer.

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