first:| :|
I really don't like the sound of this.
Stamina to me has always been a big no no as it just restricts gameplay. It may work in a one on one where you can manage it but fighting multiple opponents for multiple minutes in a battle situation just sounds horrible.
The new stances sound terribly restrictive as well, you cant perform an attack if you don't have the correct stance, once again may be fine if your in a one on one but in a battle situation where things are constantly changing and your fighting multiple opponents at once, it doesn't sound viable.
It sounds like this combat is geared towards duelling type gameplay and not the hectic situations of a battle environment.
The reason m and b combat is so good is that it has a basic 4 directions that you start with, every new player knows these directions and can use them from the start, its a very easy idea to grasp. To make the combat more intuitive they didn't add a bunch of gimmicks, they added functions on top of the 4 directions like chambering hilt slashing etc, but didn't mess with the core mechanics. That's why it was still accessible for newcomers and engaging for veterans.
However your approach seems to be just adding loads of things on top of each other to try and create something new and intuitive and yet still easy to play. But to me it sounds like it will be the opposite.
Uh, wanna see horseback and shield combat too.
...
It sounds like this combat is geared towards duelling type gameplay and not the hectic situations of a battle environment.
...
I got the same initial impression as well.
Don't listen to the naysayers. I say you're on the right track. I've wanted a stamina system ever since seeing someone endlessly flailing with the old rock on a stick like he was waving a feather. It won't be distracting at all. I think players will very quickly get a feel for what they can do with each weapon and only occasionally refer to the meter after awhile.
Don't worry about blocking a group of enemies people, just download the first autoblock that comes out.Or just macro a double right click, yeah.
each stance has a set number of attacks which can only be done while in that one stance.
yes
So if your for example in the upper stance you can attack with what looks like three directions (left overheard, overhead, and right overhead) correct?
yes
While in this upper stance you will *auto block* not holding any keys any attacks from the upper stance correct?
yes
So that means you no longer hold right mouse button for blocks, but just have to be in the correct 1-4 different stances?
yes
So does that mean there are still just 4 block directions then relating to 4 different stances or are there actual 8?
right now 7 (the blue dots), we removed the straight down parry as it looked bad and didn't make much sense
On attacking in order to change attack direction from lets say the upper stance and I want to swing low left I then have to change stance to left stance with the block key then attack or is it now setup so any attack just changes to that correct stance?
first, although it's a very fluid movement by holding RMB and then holding/tapping LMB. it's not any more difficult than straight attacking, and it's an intentional decision
that is where I'm a bit confused. I don't see very much mouse action from the video.
as excited I am about trying this I'm a little worried it will be so much different than warband that not having to hold blocks will really make things difficult to transition between warband/bannerlord and m:bg (or whatever new title this is now).
we're not trying to make a different warband. it's a different game. with different combat that is, for me at least, way more fun. having said that, it's rather easy to get into it with a warband background
You still have to work on the parry mechanism. Having to change your stance, with one click, and perform a parry, with another one, might be okay for duels, but will be too complex to do in large battles or ganks.
Also the stamina system, should be more about risk, imo.(click to show/hide)
IMO you should have all the attack directions in any stance accesible by just one click, but make the animation a bit longer if the character has to switch.
When you first introduced stances I thought we would have 8 directions for EACH and EVERY stance, making a total of 24 possible attacks, some with more reach, others faster. That would be way cooler.
Also replace heavy attacks with lounges, that cover distance quickly. Strong attacks are lame and don't make sense. If I wanna hit hard, I will put everything into it and it will overall be faster.I'm also not sold on light vs heavy attacks... Like in Skyrim? I'm not sure if I like that.
Will there be horse poop? (For authenticity)(click to show/hide)
IMO you should have all the attack directions in any stance accesible by just one click, but make the animation a bit longer if the character has to switch.
Had that exact system before, we changed it because it didn't work. The game is pretty fast, and having slightly slower attacks gets you killed, and happened very often unintentionally. Maybe you will be able to make it work like that with a skill if you really want, we'll see once we implement them.
Implementing stamina may have advantages and disadvantages.. first of all u need to look at fact that simple peasant guys back then was not siting behind computer all day ..they were either working on fields, cuting down trees or haveing other physical demanding labor.. thus have a lot of stamina not just for three or four swings .. or on the other side there were guys with weapon training trained in art of swordsmanship etc. they trained not only skill but also stamina .. so all in all few swings for medieval guy was not that exhaustive, so if u guys want implement stamina u should take this things into account...nice idea could be implementing wound fatigue once hit u become slower and your attacks are weaker..its someting logical.. and it could balance heavy and light armor...heavy armor will protect you from being hurt that much so it will also protect your stamina..on other hand having light armor u will have less stamina consumption but once hit your are weaker u move slower..all this things depend on what kind of game u want deliver ..if u want game for casual gamers or historical enthusiasts..and sorry but dumbing down combat for sake of being more accesible for new players is bullshit :( . Is should be like u sad in kickstarter trailer ..u will dies a lot but it will keep u playing so u can become better and rape veterans and become one of them ...not the other way around.. this post is just some loud thinking of me .. :oops:
Glad I'm not the only one immediately struck by how lame this sounds for any scenario with three or more players: both the stamina and the stance system.
Don't get me wrong, the system is impressive and I can see a lot of thought has gone into it, but I get the impression that the thought has been 100% looking at 1v1 situations. Maybe I've misunderstood, but if you have to change stance to parry every direction of attack and there's a delay to change stance, it only takes two people using different stances to easily destroy you with nothing you can do about it. In this light, it's easy to see how sprinting (to and from ganks), even if it restricts your viability in a 1v1, will be the main game here, not any sort of combat proficiency.
The stamina system also just generally rewards and excuses players for hanging back and cherry-picking (read: leeching, delaying) instead of participating, even if that's mitigated by basic combat not being slowed by low stamina. I have a similar concern about equipment breakage, which was mentioned in the video. It sounds like doing the right thing in combat still punishes you by slowly draining your stamina; will the same thing be true of equipment damage or will only incorrect actions damage equipment?
When you add ranged combat into the equation, if you get to a nest of archers, they will immediately disperse with sprint and shoot you from all directions. There's a good reason sprinting isn't in M&B. It just isn't a good feature for this sort of game.
Teetholosophy
Also is a health bar really necessary? It seems to ruin immersion and makes the game very arcade looking (I do realise that almost every game has a health bar). Project Reality, and some other games, made the screen slightly blurry with blood around the edges to indicate health, and to be honest, this feels much better.
Stamina to me has always been a big no no as it just restricts gameplay. It may work in a one on one where you can manage it but fighting multiple opponents for multiple minutes in a battle situation just sounds horrible.
The way I understood it you should do fine fighting multiple opponents if you act smart and don't waste energy with unnecessary sprints and heavy attacks. Really hard to judge though like said if you haven't actually played it.
If you watched any of the bannerlord devblogs, you would notice that they too have added sprinting. Can you sprint in real life? I'm sure you could if someone was trying to kill you.
For stamina- maybe stamina could only be drained by bad blocks, sprinting, and heavy attacks, so that players can use normal attacks without too much penalty. Also since it's a RPGish game, will you be able to increase a characters stamina?
That covers nearly exactly our thought process.
I agree with Teeth, There is way too much weird and really stupid mechanics in warband engine when someone looks in to it. He pointed out some of them but I find way more silly things in game mechanics.
I don't understand your problem with sprinting. It is not like ranged kiting was never a problem in cRPG. With sprinting added it would be exactly the same, only both sides can choose when to speed up. Stop pretending like Warband has a well thought-out movement system when it comes to kiting. Putting up your shield to block a single missile slows you down to a crawl, and then it takes 3 seconds before you reach full speed again, it is terrible. The only way they fixed it in Warband multiplayer is by giving the archer classes 0 athlethics. Even if this game would just allow fast movement while holding your shield up it would already be miles ahead in kiting prevention mechanics relative to Warband. Additionally you could make drawing a bow or reloading a crossbow cost a significant amount of stamina, so that you can never load your weapon and run away with a full bar.(click to show/hide)
About heaving attacksThis sounded awesome on my first read, but what I imagined is probably not what you meant.
I don't understand your problem with sprinting. It is not like ranged kiting was never a problem in cRPG. With sprinting added it would be exactly the same, only both sides can choose when to speed up. Stop pretending like Warband has a well thought-out movement system when it comes to kiting. Putting up your shield to block a single missile slows you down to a crawl, and then it takes 3 seconds before you reach full speed again, it is terrible. The only way they fixed it in Warband multiplayer is by giving the archer classes 0 athlethics. Even if this game would just allow fast movement while holding your shield up it would already be miles ahead in kiting prevention mechanics relative to Warband. Additionally you could make drawing a bow or reloading a crossbow cost a significant amount of stamina, so that you can never load your weapon and run away with a full bar.
Don't get your "low stamina isn't realistic" point at all either. I am pretty sure everybody who has done any physical activity is entirely familiar with muscle fatigue or being out of breath, making it difficult to control your movements, run or do any heavy lifting.
This sounded awesome on my first read, but what I imagined is probably not what you meant.
I would like to see in next update some maps or big map for the big game mode.Don't know how up-to-date this still is, but it should give you some idea of the scale.
I want to know aproximatelly how will look maps in this game.
Sorry for the double post, but I really wanted to mention something. In medieval warfare, it's impossible to take on more than 3 or so people by yourself, they would easily overpower you. It's not Hollywood where someone singlehandedly defeats an army. Of course having teammates to help you out is the main idea. I think this new combat system is much more realistic than some other medieval games.And this is simply not true. Not only does it defy common sense, but there are tons of accounts of people taking on "more than 3 or so people" by themselves.
I don't understand your problem with sprinting. It is not like ranged kiting was never a problem in cRPG. With sprinting added it would be exactly the same, only both sides can choose when to speed up. Stop pretending like Warband has a well thought-out movement system when it comes to kiting. Putting up your shield to block a single missile slows you down to a crawl, and then it takes 3 seconds before you reach full speed again, it is terrible. The only way they fixed it in Warband multiplayer is by giving the archer classes 0 athlethics. Even if this game would just allow fast movement while holding your shield up it would already be miles ahead in kiting prevention mechanics relative to Warband. Additionally you could make drawing a bow or reloading a crossbow cost a significant amount of stamina, so that you can never load your weapon and run away with a full bar.
Don't get your "low stamina isn't realistic" point at all either. I am pretty sure everybody who has done any physical activity is entirely familiar with muscle fatigue or being out of breath, making it difficult to control your movements, run or do any heavy lifting.
Nice update on the sounds too, the echo on fighting yells make them really cool and immersive.
About the voip, did you plan to make it with a 3d position ? Like some plugins for arma or the system they use in the game "Squad" ?
Like in this video:(click to show/hide)
- Auto-blocking if you have the right stance selected. If it takes more time to switch to a stance and attack than it does to attack in Warband, then it's going to make anything that isn't a duel very annoying. It might even make duels annoying, prolonging them needlessly by making the first attacks very easy to block until you've depleted your opponent's stamina.As far as I got it, it is exactly like holding a random block in Warband. You can see which stance someone has and force a stance switch by doing a different attack.
Although there's a chance it's the equivalent of someone holding RMB in a random direction in cRPG, then that's fine, but it kind of sounded like something else.
I'm quite sure that some people who've had to fight for their life wouldn't equate the experience with going for a run or lifting weights in any way. That said, everybody is different. That's the heart of why this kind of stamina system can never cater to everyone even if it could miraculously emulate how one person would react, which it can't.I don't see why stamina has to refer to the experience of fighting for your life, it should simply represent that doing certain physically demanding actions cannot be done endlessly, in a way that is experienced when you run or lift weights. Perhaps the timescale is a little smaller when it comes to recovery and loss of stamina, but otherwise it is exactly the same, experienced universally by real humans. Stamina bars have been around since sliced bread, and nobody complains about how they cannot relate to a video game character not being able to sprint endlessly or jump endlessly.
That's not even the main problem with sprinting though. It's the fact that managing your stamina and sprinting around to gank people will be a more important skill than anything you do when you get there. If you've played WotR you might have a picture of what that looks like in a melee combat game and the type of play that it encourages.Now that gets to the heart of it. When you are outnumbered you should be able to not get rekt by your own stamina if you play well, but you are very right that your opponents will have always have an easier time managing theirs stamina and this could possibly allow them to always get at your back. Still, there are ways to mechanically limit sprinting to alleviate this problem, perhaps by seperating combat sprinting from out of combat sprinting. This point does require some careful thought.
If there is VOIP there is no need for voicecommands anymore (i Guess).
Stamina bars have been around since sliced bread, and nobody complains about how they cannot relate to a video game character not being able to sprint endlessly or jump endlessly.
Something we've been talking about for a long time when it comes to the combat, is the concept of commitment. Once you've decided your action, you cannot retract, you are by designed forced to complete it. This goes through the entire spectrum of combat. A decision matters, and has consequences.Okay, you just sound stupid now. How will we feint? And don't tell me, it's going to be bound to a button.
Something we've been talking about for a long time when it comes to the combat, is the concept of commitment. Once you've decided your action, you cannot retract, you are by designed forced to complete it. This goes through the entire spectrum of combat. A decision matters, and has consequences.
The reason we have stamina is to govern the combat mechanics we have. We did not introduce it for realism, but as a way for the player to control the gameplay. What we have now is a framework, the exact values will come from a lot more game testing.
Once you've decided your action, you cannot retract, you are by designed forced to complete it. This goes through the entire spectrum of combat.
consequences.
Don't know how up-to-date this still is, but it should give you some idea of the scale.
Something we've been talking about for a long time when it comes to the combat, is the concept of commitment. Once you've decided your action, you cannot retract, you are by designed forced to complete it. This goes through the entire spectrum of combat. A decision matters, and has consequences.
The reason we have stamina is to govern the combat mechanics we have. We did not introduce it for realism, but as a way for the player to control the gameplay. What we have now is a framework, the exact values will come from a lot more game testing.
I also wonder the updates to the older videos such as stronghold.
You know the game is polished and updated now even the game mode is no more valid.
Pretty sure the old game modes are gone with the announcement of "epic". Wouldn't make much sense to spend energy towards other minor game modes, I guess.You haven't been paying much attention, were you?
You haven't been paying much attention, were you?
Okay, you just sound stupid now. How will we feint? And don't tell me, it's going to be bound to a button.maybe one of the attack directions within a stance could be a fient, and added with a severe loss of stamina, it could be balanced and still effective for certain situations
Will there be magic force fields for the shield like in warband?
if u do overhead and your targets shield is lower then his head, will u be able to hit him? Or if u try to stab someone with a pike in the foot under the shield?
would be nice to have proper realistic/shield mechanics.
Don't need this buckler bullshit thats covering u head to toe.
How about we compensate for your request by being allowed to stab under the shield without a delay and without dropping the shield?
...It must be Fear....you must know when you are defeated you must know why you were defeated and If you defeat someone it must be because you did something right.....and probably the most important thing - it has to feel right...which means.....heh, it means so many things.......
Hmm, but won't you already make a huge commitment by just choosing your armor and weapon. Picking up heavy plate and maul quarantees that you will be vulnerable to ganks and unable to flee. Light armor sort of makes it more risky to join a group fight, but allows (and should allow) more control on 1vs1's and allows choosing your fights. I don't quite get it what stamina adds to gameplay that these gear&weapon stats don't already give? If it was just used for sprinting cooldown, that'd be fine imo.
I can imagine that it will slow down battles a lot, since after a moment of fighting people will just have to stand still and wait for stamina to build back up. Another concern if you consider a battle where one team is holding a hill: They already have a huge advantage to begin with and sure won't go anywhere. How does it affect on balance if the team attacking that hill have to run up, take hits from arrows and end up being unable to fight properly because they got drained of stamina? Also, does it treat light armored players fair if every small cut or so will drain them?
This sound like locking into target and not being able to unlock it feels like playing witcher on xbox :cry:
Want to elaborate? It seems like stamina will almost by definition restrict gameplay decisions, since less is possible when under its effect.
Having no stamina will indeed restrict your gameplay options, just as having it will give you more options. We want it to be a factor in combat. How important? Too early to tell.
Golem,
The combat in the video is based on those ideas I wrote. Don't be so quick do dismiss things you haven't seen or necessarily understand.
Currently, feinting works by clicking twice on the left mouse button in the same or different angles.
Think you got a bit confused here. Gear weight affect stamina, stamina effect how much you can do fancier locomotion actions. That's it.
You watched the video? : ) Witcher is great in many ways, combat is not one of them.
Having no stamina will indeed restrict your gameplay options, just as having it will give you more options. We want it to be a factor in combat. How important? Too early to tell.
I'm not sure I understood right. So only heavy attacks and bad blocks will use stamina, with normal attacks and good parrys using very little or none at all. Did I get that right?
that would be sweet, just have it with a short range to compensate.
Otherwise, if the stamina drain difference between sheathed/unsheathed is too big, people will most likely sheath/unsheath their weapons very often even for short moments of running, which could get annoying after a while.
If there is VOIP there is no need for voicecommands anymore (i Guess).Not everyone has a mic, nor does everyone want to use it, some people may have medical conditions such as anxiety or even just don't want to talk to people over comms lol, removing Voice Commands over that would be a bit silly.
Not everyone has a mic, nor does everyone want to use it, some people may have medical conditions such as anxiety or even just don't want to talk to people over comms lol, removing Voice Commands over that would be a bit silly.
Not everyone has a mic, nor does everyone want to use it, some people may have medical conditions such as anxiety or even just don't want to talk to people over comms lol, removing Voice Commands over that would be a bit silly.
spinning...high-fantasy
(click to show/hide)
Fairly certain that feinting is quite realistic, and should be present in the new game (which it supposedly will be) to add another layer of complexity. Super fast 360 spinning however shouldn't be, so long as there is still some effective way to quickly target-switch to throw off your opponents when outnumbered (in before heskey makes a tab-targetting joke).Spinning is a basic human movement and as such is performed even by little kids. Shit, if you need more convincing, this guy can even do it on his hands!
Spinning is a basic human movement and as such is performed even by little kids. Shit, if you need more convincing, this guy can even do it on his hands!
http://youtu.be/Ovtfld_ZyCs?t=195 (http://youtu.be/Ovtfld_ZyCs?t=195)
Of course it would be based on the length of the weapon you were using to stab past your shield.
What about stances for the classes other than swordsmen? Are hoplites going to have different stances or even archers?They said, there will be different attacks for every weapon type, not neccessarily different stances, but having stances for archers seems taking it a bit too far.
and the shield type, some could have no penalty since they are designed for this.(click to show/hide)
They said, there will be different attacks for every weapon type, not neccessarily different stances, but having stances for archers seems taking it a bit too far.
why not? you could have a kneeling stance for accuracy like in most fps.How would kneeling with a bow make you more stable? Maybe with a crossbow...
The thing is that Warband provides a 100% weapon-proof invincible 'wall' at a certain degree in your looking direction, if you 100% block correct. So implemented feats like feinting, chambering or kicking as well as player tricks like dragging stabs, roflcopter, hiltslash, 360 turns etc. have the function to break through that wall.
Melee tries a whole new approach which the system of stances, timed blocks, passive blocks and stamina. For example only 1 timed block will force a stance change on the opponent so he can at max. achieve a passive block in response to your following attack. At this point the whole block-slash-block-slash rhythm we have in Warband is already broken. How that will work out or feel to play I have no idea but we have to disregard taking basic mechanisms from warband to be granted.
It's not a valid tactic irl though, as is feint spamming like you do in Warband.
Bannerlord...improved combat
Both of those are valid tactics. Any tactic is valid, if it can suprise or give any kind of advantage, over your opponenent.
What isn't valid, is your assumption, that just because you don't know how to pull something off, nobody can.
How would kneeling with a bow make you more stable? Maybe with a crossbow...
Still it's not really a stance for the weapon, but rather the whole body.
That would imply being locked into animation once you attack, not being able to move or rotate at all.
Well, I'm arguing historically. It was not a valid tactic according to medieval Fechtbücher and it's not seen to be done by HEMA fighters.
The goal of the game should be to make combat look realistic while being fun and challenging.
There are enough games with unrealistic looking combat mechanics around. That's not why I'm here.
eh, why would that imply that?The thing is that Warband provides a 100% weapon-proof invincible 'wall' at a certain degree in your looking direction, if you 100% block correct. So implemented feats like feinting, chambering or kicking as well as player tricks like dragging stabs, roflcopter, hiltslash, 360 turns etc. have the function to break through that wall.
Melee tries a whole new approach which the system of stances, timed blocks, passive blocks and stamina. For example only 1 timed block will force a stance change on the opponent so he can at max. achieve a passive block in response to your following attack. At this point the whole block-slash-block-slash rhythm we have in Warband is already broken. How that will work out or feel to play I have no idea but we have to disregard taking basic mechanisms from warband to be granted.
ok, well kneeling with a bow is nearly the same thing just as it is with guns, even the smallest difference in stability provided from kneeling when expanded upon the distance of trajectory and relative straight line motion of a projectile (msX * distance * 10^9000+cos{straight line}) would result in greater long range accuracy. and couldn't any stance be considered a stance of the body? If all your moving is your arms it is still the body.
Rephrasing my question, I guess I was just curious about the depth of stances in the game, how are you planning for stances to be effected by shield wielding?
also with the implementation of stances will there also be combo attacks?
stance reference game
https://en.wikipedia.org/wiki/Bushido_Blade_%28video_game%29 (https://en.wikipedia.org/wiki/Bushido_Blade_%28video_game%29)
The thing with a bow, is that you have a huge tension force between your two hands, which are pulling away from each other. A bows accuracy depends on your strength, and being able to hold the bow still and steady.I can see how a larger bows would require standing but smaller ones not so much
Each weapon class will have it's own stances.
Bannerlord comes out, infinitely improved over silly Warband combat and every Warband "chaser" ends being left in the dust.
Will you use motion capture?
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visitors can't see pics , please register or loginHeard you like to fix things..there, fixed it for you
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Heard you like to fix things..
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Yeah, I'm also concerned about stance management when fighting in a crowded battle. With attacks coming from all sides, a person's split-second reaction time is his only defense.You are right, though they also say in the video that you don't have to wait for the character to finish chanig stances and can start the parry right after the initial input, which is quite nice.
It appears that changing stances will be one action, and THEN parrying an attack from that new side will be another separate action. So even if a player has good enough reflexes, the mechanic may restrict him from successfully performing the parry he deserved to make.
MY HOPE is that simply changing stances to the new side of a incoming attack for a PASSIVE BLOCK will be good enough to reward a player's perfect reflexes.
Still, I'm afraid, because in the video it appears that a passive block will drain so much stamina that it will greatly disadvantage that person. Maybe if a passive block did NOT drain AS MUCH stamina, or knock a person off balance, everyone would be happy.
Right, but I assumed that just meant you don't have to wait for the "stance-change ANIMATION" to finish before you begin your parry. But my understanding is that you still have to make 2 separate, consecutive swipes with your mouse. At the very least, 2 separate RMB clicks.It's possible, if they changed it like this.
To me, that still sounds like a slower parry response.
Would there be any way to change stances and parry within the SAME action? I don't think this is possible.
Stances(leftStance, rightStance, upStance, downStance)
leftStance(1, 2, 3)
rightStance(4, 5, 6)
upStance(7, 8, 9)
downStance(10, 11, 12)
current.stance leftStance
{
IF
LMBcontrolSwipeX = leftStance
THEN
attack.direction = LMBcontrolSwipeX
//initiates an attack animation in one of the 3 directions of leftStance
ELSE
parry.direction = LMBcontrolSwipeX
change.stance = LMBcontrolSwipeX
//initiates a parry in one of the irections that isn't 1, 2 or 3 and changes stance, so if I choose direction 5, it will do a parry there and then return me to rightSTANCE
}
{
IF
RMBcontrolSwipeX != leftStance
THEN
change.stance = RMBcontrolSwipeX
//changes my stance depending on swipe direction as referenced above
ELSE
parry.direction = RMBcontrolSwipeX
//initiates a parry just like it would in the current game
}
Feedback
8-)
MY HOPE is that simply changing stances to the new side of a incoming attack for a PASSIVE BLOCK will be good enough to reward a player's perfect reflexes.
I'm not to keen on being able to understand the building of the mechanics so I'm sorry if what I suggest isn't doable.Wowser. Need to make mod of this, after release, where you have control each hand independatly, no matter your weapon.
Is it possible with this system to make dual weapon stances that can only passively block/parry? With left mouse button controlling one hand the right mouse button controlling the other hand for attacks? Obviously it isn't a must have at the moment, yet further down the line if it is doable I'd love to see it implemented.
add jump kicks pls both to crpg and mbg, effect= 50% knockdownonly if we reduce kick duration, kick reach and add a 50% chance that you get knock downed yourself because you jump with a complete medieval armor+weapons+shield and land on one foot(click to show/hide)
Kicks are OP? They barely do anything and you're far more likely to miss and put yourself at risk.
Now let's consider attacking. If I'm in the left stance, I can't do a right attack, but as far I can tell that's pretty much the only difference with how attacking works in Warband.
So you are saying you want the horribly unrealistic combat of Warband?hmm if i want realistic combat i would take a baseball bat and hit some ppl outside, this argument is the dumbest from all arguments in all kind of video games, seriously do u think that u can shoot ak47 like in video games? nope u can't yet still fps games are awesome, u can trow fireball spell? :mrgreen: yet mmo games are awesome :P can u hit solid object with a car and shoot to cop while f*ing hooker? :mrgreen: yet Gta is a amazing game and last but not least do saw a Santa? fucker is so UNREALISTIC yet try to explain that he is not existing to some five or six year old kid :P
It's their game... And your opinion is yours, other people might not like it.From this whole discussion I gathered that people don't like double clicking to do an action. The way I suggested would solve that while still maintaining the mechanics outlined in the video. Instead the devs decided to alter the mechanics again. Those mechanics were perfect all I am suggesting is change of controls, not mechanics.
From this whole discussion I gathered that people don't like double clicking to do an action. The way I suggested would solve that while still maintaining the mechanics outlined in the video. Instead the devs decided to alter the mechanics again. Those mechanics were perfect all I am suggesting is change of controls, not mechanics.
EDIT: Also, it's my game aswell. Atleast 0.0001% :P
I misinterpreted what u were trying to say. But yeah I suppose less clicks would be better. But if the decs want to implement different mechanics that's good. The more they experiment, the better the combat will be (hopefully)You never tried to create anything, did you? If you keep enhancing a drawing or a wood carving, you MUST stop at a certain point. Otherwise, there won't be anything left and you will have to start over. Which would suck and I don't want the release date to be December 3010
You never tried to create anything, did you? If you keep enhancing a drawing or a wood carving, you MUST stop at a certain point. Otherwise, there won't be anything left and you will have to start over.
That is a pretty bad analogy.. with software you can rewind to any point and resume from there.Sure, but you may lose sight of what it was you were creating in the first place.
For sprinting, I really like the warband way, maybe not 100% but the idea of having to hold w for 3 seconds while doing nothing else
...
Sure, but you may lose sight of what it was you were creating in the first place.You can prevent that by defining requirements in the beginning, having different features/ideas in different branches etc
That is a pretty bad analogy.. with software you can rewind to any point and resume from there.
I guess the only question I have right now and sorry if this has been answered but I could not find a reference anywhere...
Can you lose stamina by blocking in anyway?
So you are saying you want the horribly unrealistic combat of Warband? Just because something is more complicated doesn't make it bad. Let's remember that the devs are a team of individuals who all loved Warband. If all of these individuals can agree that the combat is good, I reckon it'll be pretty good
I would trust Jacko and Paul with everything about combat, it's the others I'm a tad bit concerned about :lol:eu3. now. сука блядь.
eu3. now. сука блядь.
I like it too. But I also didn't mind sprinting like it's done in Chivalry which is hardly more than jogging anyway.
It just shouldn't get too speedy. That's where horses are supposed to come into play.
I am not sure what game it was, but they said you can adjust movement speed with the mousewheel, in that game. That would be a worthwhile feature, imo.
however it's not really different from Warbands ideas, just vastly improved animations.
Sometimes changing weapons quickly is necessary, so hitting numbers is just too clunky imo. I hate FPS games where you change with the numbers. Pressing shift is right by your finger and is the most commonly used, and most people are used to it. Did anyone watch the Bannerlord livestream? Their combat looked pretty interesting, however it's not really different from Warbands ideas, just vastly improved animations. I'm really looking forward to the multiplayer on that.
Well, at least nobody is really surprised by that. :)
or more likely not many really care anymore :)
We're working on something cooler than a blog. you'll like itthis month?
We're working on something cooler than a blog. you'll like itPizza?
We're working on something cooler than a blog.
The following words has never been written before in history nor will it be written anywhere or anytime again
Doubt that. But you never know. Some people needed a week to get good at Mount&Blade, it took me few months but many indeed wasted few years before they had basics covered.
We're working on something cooler than a blog. you'll like it
I suspect they mean the new forums, which would mean the new name being revealed.
I suspect they mean the new forums, which would mean the new name being revealed.
Obviusly not. How is that better than a vlog?
Good point. I hope it's alpha, but I'm not gonna get all excited cause it's probably not. That would just seem too good to be true. :D
But didnt they say Alpha was 10ish weeks away? Or was that early access?
But I didnt fund them so :cry: I found out too late
Dude, you literally registered like 4 months ago, I wouldn't even let you.
I've been following the forum for more than a year, registering was disabled, but u can make an account through the cRPG website. I only made an account 4 months ago, but I've been following the Melee project since the Kickstarter
Still, the kickstarter was like 4 months after the funding.
Imo you are overthinking it, 4 stances, 8 directions, the combat on a big scale will be a mess and way too random, just steal the m:b guys idea of 4 attack directions and 4 blocks, it's simple yet has depth and works perfectly, focus on your animations that still look way to glidey (not a word but you get the drift) and make the game really responsive.
Also start building your playerbase, if this forum is your gateway to new players, may god be with youy you'll need it.
Imo you are overthinking it, 4 stances, 8 directions, the combat on a big scale will be a mess and way too random, just steal the m:b guys idea of 4 attack directions and 4 blocks, it's simple yet has depth and works perfectly, focus on your animations that still look way to glidey (not a word but you get the drift) and make the game really responsive.
Also start building your playerbase, if this forum is your gateway to new players, may god be with youy you'll need it.
new forum inc
Off topic section will be missed :'(
As our own forum gives us the power to abuse you even more, we decided to.. move to our own forums.
Rejoice, slaves!
Imo you are overthinking it, 4 stances, 8 directions, the combat on a big scale will be a mess and way too random, just steal the m:b guys idea of 4 attack directions and 4 blocks, it's simple yet has depth and works perfectly, focus on your animations that still look way to glidey (not a word but you get the drift) and make the game really responsive.
I've always thought in my head with warband, how in the world do you keep direction based melee attacks/blocks and eliminate the pretty horrible animation feint spam, and bam, here you go.
I probably would have just copied it as well, because I really like M&B combat even after all that time. But especially for multiplayer it is in no way perfect. Like he says:
Just think of all that shit we all do (some more elegant, some less) to get past blocks, it's really ridiculous if you present that to someone new to the game. Sure, it's better than random button bashing but basically it always comes down into tricking your opponent into a false block or abusing glitches. There is no mechanism to beat a player with perfect blocking at the core of combat. That's why we got chambers, kicks and nudges but they are all only workarounds. They even tried to make blocks not instant back then which was horrible of course.
I'm really sceptical if this supposed system will work, but the reasons to try it are perfectly comprehensible imo.
Golem your posts are even more disgusting than your avatar......may I recommend this for a change:?(click to show/hide)
Imo you are overthinking it, 4 stances, 8 directions, the combat on a big scale will be a mess and way too random, just steal the m:b guys idea of 4 attack directions and 4 blocks, it's simple yet has depth and works perfectly, focus on your animations that still look way to glidey (not a word but you get the drift) and make the game really responsive.
Also start building your playerbase, if this forum is your gateway to new players, may god be with youy you'll need it.
Why don't you first try it, and then say if you think Warbands is better. I think having the combat like Warbands would be such a waste of a game. Their combat looks good and seems to be pretty skill based. The idea of Melee is to have a completely different game to Warband. Just because one developer made a combat system half a decade ago, that was very successful, doesn't mean you have to copy them.
For example, CS:GO is very unrealistic, and it isn't even possible to look through the sight of your gun (except scopes). Other things such as jumping mean u have a game full of bunny hoppers. But guess what, it's one of the most popular games in the world. Other games like ArmA 3 have a far smaller playerbase, but ArmA 3 is a way better game. Yes they are very different types of games, but I'm just showing how watered down games that appeal to everyone are just horrible.
Or just hot fun, simulator games never really appealed to me.
I'm merely thinking how will all this stances and directions work in a 50v05 fuckfest, so many random things and fails the game won't be fun for me. Warbands simplicity worked perfecty in these scenatios.
Why don't you first try it, and then say if you think Warbands is better. I think having the combat like Warbands would be such a waste of a game. Their combat looks good and seems to be pretty skill based. The idea of Melee is to have a completely different game to Warband. Just because one developer made a combat system half a decade ago, that was very successful, doesn't mean you have to copy them.
For example, CS:GO is very unrealistic, and it isn't even possible to look through the sight of your gun (except scopes). Other things such as jumping mean u have a game full of bunny hoppers. But guess what, it's one of the most popular games in the world. Other games like ArmA 3 have a far smaller playerbase, but ArmA 3 is a way better game. Yes they are very different types of games, but I'm just showing how watered down games that appeal to everyone are just horrible.
I'm merely thinking how will all this stances and directions work in a 50v05 fuckfest, so many random things and fails the game won't be fun for me. Warbands simplicity worked perfecty in these scenatios.
Why did the devs suddenly go quiet... Something big better be happening :D
Re: Dev Blog #6 Tab Target & Quickbar Combos
Radio silence usually either means that a whole lot is going on and they're busy, or that nothing's going on at all and the Donkeys are all nursing St Patrick's day hangovers still (+ chadz is cramming Cadbury's Cream Eggs into his mouth for a bet)
...just because it sucks in chivalry or whatever...
Hmm devs can you atleast say something so we know you aren't all dead. :D
Are we half way there?
Have you begun work on first person view, yet?
Totally dead.
Good to know :D
When will this secret thing you guys are working on be released? Days, weeks, months? December 3010?
"I want to have somewhere set up a shop. some kind of "industry" running. I want to trade with girls. i want to buy them cheap, i want to sell them a lot higher. And i want to make profit from unsuspecting customers." (chadz, 2015)
Why is it that you guys keep prommissing things (like biweekly devblogs) and never keep word.
Just for fucksake stop anouncing anything and make it your official policy that "you will hear from us if/when we feel like it".
I don't mind some periods of silence. BUt I hate to hear false prommisses all the time.
If a man does't honour his own words how can he be expected to honour anything?
Its funny no one listened to the 'other things coming your way' part of that devblog comment. Just hold on ^^
Why is it that you guys keep prommissing things (like biweekly devblogs) and never keep word.
Just for fucksake stop anouncing anything and make it your official policy that "you will hear from us if/when we feel like it".
I don't mind some periods of silence. BUt I hate to hear false prommisses all the time.
If a man does't honour his own words how can he be expected to honour anything?
Next update in approx. 14 days
The question is - do you want us to tell you about what's happening now, or do you want us to streamline our communication so we only announce the things after they happened, because then they will be correct and stay correct.
We're working on something cooler than a blog. you'll like it
this month?
Well it better be worth it.
It is always worth it.
I honestly don't get why people are making such a big fuss about the devs not meeting some arbitrary deadline for blogs.
They don't owe us anything (except maybe for "early investors" but that is another matter)
What I have learned from following the cRPG development from when Donkey Crew was in charge is; that they are almost always "late" - but hardly never disappoint.
Nice update.
But, and this is going to be fairly unpopular, it looks overly complicated and stilted. Combat needs to flow and stamina + stances don't appear to allow for that.
However, I haven't played it so I'll keep in mind that it may not play like it looks.
I find the system they used in the upcoming game Mordhau very well though:
https://www.youtube.com/watch?v=p-B4AwgArwA
Lots of melee games coming, one of them oughta be good.
I find the system they used in the upcoming game Mordhau very well though:
https://www.youtube.com/watch?v=p-B4AwgArwA
It's a tutorial map from Chivalry. So much fucking effort, wow.
Mele Battleground is the best idea so far and by far, how it will end up we can only guess.
2nd in line would probably be Life is feudal. But not sure how well it will go with such a horrible fighting system and low amount of equipment. And no large scale battles as in strategus.
Everything else is just to kill time until Mele is out. Games without purpose like Native.
But its hard to follow game with no cookies and very rare updates. Would be interesting to follow process even if its small things. I hope chadz preparing something big for next update.
I find the system they used in the upcoming game Mordhau very well though:
https://www.youtube.com/watch?v=p-B4AwgArwA
How much could a one-monthly short video or text+screenshots possibly cut from the development time?
It seems like they are changing too many things to be giving specifics about the game. Maybe in a bit more time things will start to be a little more concrete and they can set out a steady flow of updates/blogs.
Possibly, but still would be nice to see anything even a screenshot from the world map or characters doing something other than fighting.
Like standing around? :lol:
Like chopping wood, sitting or what do I know... ^^
I think the focus for now is on combat, but what do I know...
Mordhau just strikes me as a improved chivalry. Melee has that RPG aspect, where as, some of these other games are just combat focused.
Light RPG elements cRPG offers is enough for me tbh. Not into Strategus or grand strategies of that kind. Combat comes first everything else after. If Donkeys focus is on game systems like Life is Feudal where you spend more time gathering resources and building stuff than fighting, then it's not a game for me.
Based on what I saw in latest video, Mordhau is much better than Chivalry, which is ultimately arcade game for simpletons. Mordhau seems to have everything from Warband but much improved. Combat finally looks natural and realistic, unlike Warband which is complex but looks awful.
Edit: Would like to see singleplayer campaign in Mordhau like the one in Kingdom Come. Maybe even co-op. But game for austists like cRPG Strategus, no thanks.
Light RPG elements cRPG offers is enough for me tbh. Not into Strategus or grand strategies of that kind. Combat comes first everything else after. If Donkeys focus is on game systems like Life is Feudal where you spend more time gathering resources and building stuff than fighting, then it's not a game for me.
For me personally a Planetside style game with proper medieval combat would be enough for a start... war for territory all day long.
booring, no long term goals
I find the system they used in the upcoming game Mordhau very well though:Damn, looks good.
https://www.youtube.com/watch?v=p-B4AwgArwA
Sure, but it would be fun initially to always have something to fight for instead of sitting around bored until something happens again like in Persistent World mod.
I think they've been explicitly clear that while Epic will be open world, it will not be grindy. They've re-iterated that the focus will be more on adventuring and exploration, politics and war, rather than endless resource gathering. That is why they are implementing "family" NPCs to get around the tedious work, so that you can get right into the fun instead. In my head, I imagine it along the lines of playing 1st person in a strategy game, AKA Age of Empires 2: villagers gathering resources in the background, and you're playing a soldier, either defending them, or capturing more land for them to expand upon. Plus the amazing social benefits and individual freedoms of an MMO.
Thats what alternative game mods are for. Stronghold, Battle, Siege etc. Thats why CRPG and strategus is the best mix, because u get both.
Planetside is primitive crap, played it, bored after 1 week. No real tactic nothing. Same as in Elderscrolls online.
Pretty sure those modes are off the table, except for instanced sieges.
Pretty sure those modes are off the table, except for instanced sieges.
To be precise: I was talking about PlanetSide 1 rather. But yeah, it's not really about tactics in the end. That could easily be added on a working game that's fun being played. You simply log in, ride across vast landscapes and battle it out near castles and such. The primitive casual player inside me would be fine with that.
Those modes were introduced for the kickstarter campaign before the "epic" concept was revealed. However sieges and battles are pretty much reconfirmed.
Haven't heard anything about Stronghold though.
Those modes were introduced for the kickstarter campaign before the "epic" concept was revealed. However sieges and battles are pretty much reconfirmed.
Haven't heard anything about Stronghold though.
Melee: Epic was revealed alongside Melee: Battlegrounds back when they launched their "crowinvestment".
Though both concepts have changed/merged since then :)
Melee: Epic was revealed alongside Melee: Battlegrounds back when they launched their "crowinvestment".
Though both concepts have changed/merged since then :)
I can confirm, we will have game modes.
Goddamit I would love to leak some screens and stuff right now.. but I can't, since that would spoil the awesomeness that's coming! :)yes soon, we remember :rolleyes:
Goddamit I would love to leak some screens and stuff right now.. but I can't, since that would spoil the awesomeness that's coming! :)make puzzle of screenshots and everyday release one part
Goddamit I would love to leak some screens and stuff right now.. but I can't, since that would spoil the awesomeness that's coming! :)
damn Thomek, u hurting us :( but at the same time it sounds good :)
These biweekly blogs are just awesome :D
Anyways, can we espect whatever you are planning before April is over? And btw you should have done something for April fools XD.
They've done the most sophisticated joke, no wonder you didn't notice.
Goddamit I would love to leak some screens and stuff right now.. but I can't, since that would spoil the awesomeness that's coming! :)
Witcher 3 HD kinda spoiled me with villages, castle, landscapes, people running around with swords and overal medieval looks. Dont think M:BG will beat those graphics.
But i would like to see some more vids about mechanics.
I can confirm, we will have game modes.
what about pikes? are they going to be in aswell?yes
This is getting more tedious than waiting for game of thrones to start...
ah :) no comment.
So they added ninja stuff and that got your knickers wet?
Not yet. Maybe never. But then again, I haven't started lobbying for it. :D
So what? I drink from the morning because I could afford.
Hey, I could afford lsd from the morning too, doesn't mean I'm riding unicorns through the day.
Maybe I should... :o
Hey, I could afford lsd from the morning too, doesn't mean I'm riding unicorns through the day.
Maybe I should... :o
u never had LSD in the mornings? pfff amateur
You are missing out.
Unicorns are best corns.
u never had LSD in the mornings? pfff amateur
I like the direction this dev blog thread is taking. recommending drugs to eachother haha :P
It's the devs' fault for not keeping us posted :D
I like the direction this dev blog thread is taking. recommending drugs to eachother haha :P
Has anyone really been far even as decided to use even go want to do look more like?
Could the devs atleast say something about what's going on?
Nah, I told everyone not to :wink:
You'll see soon enough
You'll see soon enough
soon enough? when will soon enough be... :D
I bet they bought the Star Wars IP and now are making a Knights Of The Old Republic remake :lol:
Gaz, while I appreciate your enthusiasm and impatience, let me inform you a little of what I have observed about game development. You might have noticed that most game devs are extremely careful about making deadlines and promising features to the public. With good reason.
Ambitious games, traditionally, are always riding the edge of technology, pushing hardware and new ideas. This is true from the earliest iterations of games, throughout the DOS and Windows era. Now, being at the forefront of whatever capabilities a company has, riding the edge of whats possible, has its risks. One thing is that you are often facing problems and challenges with a lot of unknowns. This in itself makes it hard to estimate how long some new tech is going to take to implement. Sometimes it's easier than you thought, sometimes it's very difficult and time consuming, and sometimes, it shows to be impossible. Sometimes you have to go back and redo a lot of work, because you discover problems that might show up in the future, or it will not facilitate that brilliant idea that trumps an old one.
It's similar to filmmaking, in that you start off with a plan on how to film something. Then reality never gives you exactly what you planned. Sometimes for the better, sometimes for the worse, and often just completely different. Then when you have all your footage, you go in and edit whatever you have. And believe me, even the biggest and most famous movies from the most brilliant directors look completely different than what was originally planned! Movies are actually made on purpose in such a way, that it's assumed things will change in the edit. You film a reaction that could be useful even if you aren't supposed to use it in the final film. Eventually large parts of the shot script usually ends up in the trash.
Now, in games all that is even more complicated. Because you have the option to actually go back and forth and change stuff around. You don't get judged and paid like in many other other software projects whether you achieved some kind of list of features. You get judged on whether the game plays and looks according to the expectations of players. It's a much much more subjective thing that is basically ART.
Please don't read this as an excuse, only an explanation for WHY it is not wise to give out our internal deadlines and plans to the public. Who knows, there might be one or several serious bugs showing up day before release, there might be an idea that comes late that will make everything more awesome, but causes a delay.
What I CAN tell you, is that things are moving ahead very well, and that you will very soon see something that I think is awesome, and that we hope you will find awesome too! :D
lol ok, you're right. :D But how can I say anything meaningful then, without spoiling a surprise? I'll just shut up.
Please don't read this as an excuse, only an explanation for WHY it is not wise to give out our internal deadlines and plans to the public.
I'll just shut up.
How is he rude? Pointing out facts?
kalp and the other german guy ...
it is easy to criticize, but the main point is: your communication towards public sucks big time. you wasted such a huge opportunity for attracting a wider fan base towards mbg while crpg was still popular by locking yourself in the dark resulting in a fucked up KS campaign. now you keep doing it again - i don't see any reason that makes sense behind it except for trying to annoy a few remaining followers that you have left. monthly devblog - 2 to 3 mins videos just showing this guy does this, the other one that, add a few screens, bye, have fun, cu next month. if its half day work a month for 1 guy i'm exaggerating. i think if you'd really value your fans you'd do it. ok ok, the priority is to make the best game... i'm asking for who? well golem, kalp and the other german guy whose name i forget are still listening i guess lol.
People who are crazy about games like DayZ, people who are into medieval games, people who are into competitive PvP games, the list goes on...
chadz! Katanas please :cry:
it is easy to criticize, but the main point is: your communication towards public sucks big time. you wasted such a huge opportunity for attracting a wider fan base towards mbg while crpg was still popular by locking yourself in the dark resulting in a fucked up KS campaign. now you keep doing it again - i don't see any reason that makes sense behind it except for trying to annoy a few remaining followers that you have left. monthly devblog - 2 to 3 mins videos just showing this guy does this, the other one that, add a few screens, bye, have fun, cu next month. if its half day work a month for 1 guy i'm exaggerating. i think if you'd really value your fans you'd do it. ok ok, the priority is to make the best game... i'm asking for who? well golem, kalp and the other german guy whose name i forget are still listening i guess lol.
It could be done with whenever a noob smith fails a crafting roll and a bent piece of crap steel is produced, the thing is named katana and given to the smelly guys in peasant garb(ninjas).
You will be my first kill in the new game, Paul!
bla bla bla
They'd have to know it exists though. I think that was his point.
Wow you guys have no faith. The Devlogs have been nothing, but amazing - both video quality and content. And now, when something big is about to happen, which takes time and careful preparation, you are already thinking the worst case scenario.
I don't think that was his point. Nobody knows it exists because there really wasn't any marketing, yet. A rushed kickstarter campaign and that was it. Nobody apart from this community played the Alpha, there was handful of reviews on various sites and they didn't even try to push the game through Steam Greenlight. Still someone must have noticed, since they managed to find an investor, move to Belfast, set up a studio, get interns etc. etc.
This is succes, nothing less.
it is easy to criticize, but the main point is: your communication towards public sucks big time. you wasted such a huge opportunity for attracting a wider fan base towards mbg while crpg was still popular by locking yourself in the dark resulting in a fucked up KS campaign. now you keep doing it again - i don't see any reason that makes sense behind it except for trying to annoy a few remaining followers that you have left. monthly devblog - 2 to 3 mins videos just showing this guy does this, the other one that, add a few screens, bye, have fun, cu next month. if its half day work a month for 1 guy i'm exaggerating. i think if you'd really value your fans you'd do it. ok ok, the priority is to make the best game... i'm asking for who? well golem, kalp and the other german guy whose name i forget are still listening i guess lol.
it is easy to criticize, but the main point is: your communication towards public sucks big time. you wasted such a huge opportunity for attracting a wider fan base towards mbg while crpg was still popular by locking yourself in the dark resulting in a fucked up KS campaign. now you keep doing it again - i don't see any reason that makes sense behind it except for trying to annoy a few remaining followers that you have left. monthly devblog - 2 to 3 mins videos just showing this guy does this, the other one that, add a few screens, bye, have fun, cu next month. if its half day work a month for 1 guy i'm exaggerating. i think if you'd really value your fans you'd do it. ok ok, the priority is to make the best game... i'm asking for who? well golem, kalp and the other german guy whose name i forget are still listening i guess lol.I agree with the part about their communication with the players, though it is nothing new since months like not years. This problem was mentioned many times in history of this community, yet we don't see significant change.
By the way, developing games for PC isn't lucrative business anymore. Few giants make big money and that's it.
Define shitload? Imagine situation where they first released on Apple Store and Google Play, after gaining recognition for being such unique game on basically any platform they would reach at least 50 million downloads combined for both mobile stores. They could design a game so it incorporates freemium elements. Want a special hero? Pay with Stress Coins™. Want boost to hero abilities, pay again. Want to buy hero skins, spend more money... it's not expensive, just five dolla' equivalent for basically everything you can do with Stress Coins™. You and many of us would hate the game.slow down, can't keep up with taking notes
But you get to play soon. Will that at least partially make up for our wrongdoings in communication?
Sure. Do not worry about our trololol. We are just bored :wink:
slow down, can't keep up with taking notes
Edit: I hear you guys, I really do. I could tell you that things were super chaotic here (both the good and the bad kind) the last weeks due to namechange and preparation and whatnot, but it would just be lame excuses.
I promise I'll try and make it better from now on. I would promise that we're gonna deliver everything on time, but I'm kinda reluctant to promise things now as we never seem to be able to live up to that. I understand it's super annoying. But you get to play soon. Will that at least partially make up for our wrongdoings in communication?
I hope it will be before 5th of May :D
Why this date? It's your birthday and you want gift or what?cos it is a favorite date and kings and man :P
Why this date? It's your birthday and you want gift or what?
Why this date? It's your birthday and you want gift or what?
Because of importance of Constitution Day in Kyrgyzstan! and my cat's birthday.
visitors can't see pics , please register or login
Because of importance of Constitution Day in Kyrgyzstan! and my cat's birthday.
visitors can't see pics , please register or login
Soon :PNice trick
Sure. Do not worry about our trololol. We are just bored :wink:Whenever chadz announce his magical word "soon" this music always comes to my mind :)
Well first update right now is now in my hands. So it wouldn't be chadz you are waiting for atm.
I take full responsibility.
My definition is less than that. But then again, I'm inexperienced in these matters! :D
My definition is less than that. But then again, I'm inexperienced in these matters! :D
But you get to play soon™ (https://media2.giphy.com/media/Cu8o8pHQs7qdG/200.gif).
So what sort of money are we talking to get Alpha access? I'm only a student with no job, and I'm in debt. So we talking $50 like Squad or more on the $15-20 mark? I apologise that I'm asking such dumb questions but it's important for me.
I doubt that the Alpha will be for everyone, but have my fingers crossed for you.
well they would only have like 50 people if they used the people who are active on this forum.