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Topics - Rannepear

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1
Suggestions Corner / Teamkill Penalties?
« on: October 25, 2011, 02:38:37 am »
I know plenty of people want to see something implemented to stop the rampant TKing in cRPG.

Is there anything currently being done to solve this?

What kind of penalties does the community think would be fair?

Personally, I think a well-balanced penalty would be that for every TK you commit, you miss out on a multiplier tick. And perhaps for TK's over 5/match, an XP/Gold negation would be in effect. What do you guys think?

Any other ideas?

2
Sell/Trade / +1 White Lamellar for +1 Red Mail With Surcoat
« on: July 16, 2011, 01:37:37 am »
Let me know if you are willing to trade.

I want to trade my Lamellar for the Surcoat.

3
Scene Editing / Torches/Lights
« on: June 26, 2011, 10:30:19 pm »
How can I add light sources to my scene? I see torches and such but no light comes from them.

4
General Off Topic / 4yr old LikeBernie
« on: June 17, 2011, 06:48:54 pm »

5
Sell/Trade / Heirloom point (bid)
« on: June 13, 2011, 04:49:51 am »
I want to retire but I'm not super interested in any heirlooms right now. Post your bid. Minimum 300k (plus price of item). PM me if you want.

7
Suggestions Corner / Heirlooming.
« on: May 13, 2011, 11:37:46 pm »
I read somewhere that heirlooms will eventually be tradeable. I got to thinking, if there is an economy around heirlooms, then what makes one heirloom more valuable than another, assuming they are all the same generation? Would people rather just "exchange" heirlooms (which is how the current system I imagine will work) or actually trade them? In order to create value of heirlooms, you'd need lower-tier items that are also heirloomed, but no one wants to level to level 31 three times to masterwork a practice sword. So, how about lower-tier items have a lower level requirement for heirlooming, or even a gold fee or just something to encourage lower-tier items to be heirloomed. The problem is that this conflicts with chadz statement that he wants heirlooms to be more rare. But, I still see everyone having the same exact high-tier item heirloomed.

What does everyone think about this? No flames please, I'm aware that this is an iffy, if not horrible, idea already.

8
cRPG Technical problems / Throwing Weapon Refill Glitch/Exploit
« on: May 09, 2011, 07:02:56 pm »
This is a topic concerning a glitch, not banning the person using it, though I wouldn't care anyway.

I was in the NA server yesterday afternoon with only about 8 people total playing at the time. An 'xKhanx'-somethin-or-other asks "Hey, you wanna see a glitch?" "Trust me it's awesome" "Blah blah blah." The guy claims to have discovered it, but that doesn't matter. Anyways, he was able to refill his throwing weapons and pick up previously thrown weapons somehow just by picking up someone else's two-handed weapon from the ground. He did not explain in detail but he did it with just that. I have screen shots, but they don't really help because it still doesn't show the process. He began playing dumb after everyone was telling him he was essentially cheating, then he got all sad and left.

Is this a known glitch? If need be, I can post the screen shots I did take, though none will help I don't think.

9
Scene Editing / Battle: Lost Fortress (Updated to v1.1.1)
« on: May 04, 2011, 09:17:05 am »
My first map, Lost Fortress. It's incredibly simple and balanced (in theory).

(Note, while actual layout and basic look of map is still the same, updates have changed a few things you might see in the picture, nothing drastic though.)
(click to show/hide)

-Red: Boundaries
-Black: Spawn zones
-Yellow: Ideal Cavalry path
-Purple: Small hill and the ideal archer zone. Likely the second area the final melee battles will take place.
-Blue: Dense forest. Protection against archers and cavalry, and fantastic for the main melee battle of a match.

Each location is balanced out by another. If you chose cavalry, you will be able to enjoy all the cav-madness that comes with that in a large open runway. Players vulnerable to cavalry will have the option to take the hill-top (which has a tower on it), or take cover in the forest; both offer protection from the madness. Players aiming to avoid incoming projectiles will fare well in the forest, as it is dense in trees and foliage. Most players will appreciate simplicity and the melee friendly outcome of the finale of the matches that could be played here, while archers and horsemen can still get their kicks as well.

(click to show/hide)

I started off just fucking around, but all in all I think I did pretty good. Especially for my first time using the Warband world edit tools (which suck). Please download and give me feedback, or if I royally screwed something up...lemme know. Thanks!

-Rannepear.

http://www.mbrepository.com/file.php?id=2857


Updated 5/4/11
*v1.1
Changes:
-Aesthetic changes (removal of "blood", addition of paths, etc.)
-Mechanic changes (addressed concerns about players being able to camp on rooftops back in spawns by not completely blocking off villages, but blocking access to their rooftops and ideal camping locations)
-Reduction and substitution of foliage props around edge

Updated 5/5/11
*v1.1.1
Changes:
Further reduction of aesthetic foliage

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