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Messages - Byrdi

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16
General / Re: Dev Blog #5 Combat
« on: April 02, 2016, 12:45:11 pm »
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 :)

17
General / Re: New name suggestions for MBG
« on: March 26, 2016, 12:28:04 pm »
Interesting.. interesting... yep, i can see that working.
And what name/names would you recommend for any future DLC?

A.D.H.DLC obviously.

18
General / Re: Dev Blog #5 Combat
« on: March 26, 2016, 12:26:33 pm »
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.

19
General / Re: Dev Blog #5 Combat
« on: March 20, 2016, 07:15:46 pm »
Why did the devs suddenly go quiet... Something big better be happening  :D

Lol. That is just how they are.
They have always been slow to communicate things out.
Most of the cRPG community have come to live with it by now. Thus the "December 2010" joke :)

20
General / Re: Performance
« on: March 08, 2016, 01:45:16 pm »
I don't understand why you guys are bashing him. He is actually presenting quite a good advice. Almost all new games released nowadays dry hump your GPU so hard that the friction causes a heart attack in the overall rig. Optimization and availability of a wide array of graphics settings are so vital, yet few developers pay attention to that.

It is most likely because what Golem is requesting is so obvious: Everyone wants the game to be optimized.
Optimization is somewhat of a meaningless "plus word".

It would probably be more productive to discuss what hardware the game should be optimized for.
Because the more time the devs use on optimizing the game for old hardware the less time the will have for other parts of the game.

I don't want a game where the fact that some people have 6+ year old computers bottlenecks it in a big way.
This is not only limited to GPUs. For instance if we want the game to able to handle 250 people in one server and one map along with a lot of NPCs we are going to need a lot of computation power (CPU) and maybe a decent chuck of memory to store all of this data.

From the very little I know about game design: it takes a lot of resources to optimize a game. Which is why even big companies slack in this regard.

Though I could run the alphabeta on my old rig which was from 2009 (except for the GPU which was from 2011 or so) without any problems.
And the alphabeta was according to the devs not optimized at all (or very much). So I don't think you have much to fear at the moment.

21
Spam / Re: The truth about JayJrod
« on: February 29, 2016, 10:40:44 pm »
Sorry. I had to downvote because of IE.  :lol:

22
General / Re: Dev Blog #5 Combat
« on: February 22, 2016, 06:08:11 pm »
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.

It makes sense that you restrict gameplay from the stamina system. Though I hope you also leave room for skill/perks to shape gameplay options.
I remember during the alphabeta test way back chadz said that you planned to restrict feinting by a certain number, so you could only feint once by default and then you could level up skills/perks that allowed you to feint more.

I really liked the idea of having skills that give you extra options and I hope you will stick to this idea as well and not have everything limited by stamina.
Of course you can also combine the two e.g. a perk that lowers the stamina cost of feinting instead of giving additional feints.

23
General / Re: Dev Blog #5 Combat
« on: February 21, 2016, 12:54:07 am »
That covers nearly exactly our thought process.

What do you mean exactly by this in regards to the interplay between individual skill and teamplay?
Obviously, you have thought about it but what are your actual plans for balancing those two aspects?

As Teeth kind of hinted it seems from the video that you are skewing more in the direction of teamplay compared to M&B/cRPG.
This is of course your choice to make. Though I would say from my subjective view having a game that allows you to play by yourself and not be completely reliant on your team (good or bad) is the most enjoyable.
The helpless feeling of dying to a gank round after round because your team isn't playing well or more often because the teams are unbalanced is quite unbearable.
This even happens a lot in present cRPG despite the fact that you can run away from most fights, swing endlessly when being ganked, block every hit (if good/fast enough) and a few other things that favour individual skill.

The other aspects of combat seem quite interesting. Especially the idea of forcing your opponent into certain stances and so forth.
Though I guess we will have to try it ourselves to fully understand it.

A few random questions:
  • Do you plan on changing animations/sounds/etc. for the different levels of fatigue/stamina?
    It could be a good way to read your opponent if you could get an approximate understanding of how much stamina he has left.
  • What is this about equipment degradation? Does this mean that your equipment can break while fighting on the battlefield? Or is it more like cRPG where you just pay for repairs depending on how much it has been worn down?
  • Lastly, could you maybe for the next time you show combat do a small recording of gameplay and mouse movement side-by-side?
    In this way we can maybe get a better understanding of the controls input in general :)


24
General / Re: Melee: Battlegrounds is dead!
« on: February 15, 2016, 11:38:29 pm »
Finally we have someone serious there! 
Pay attention to your place, you don't look like to meet the "lazy" condition of the team, it can be risky! :lol:
You never know with Donkey Crew though. It might just be one elaborate ruse on Autobus' part to brainwash us into obedience by Wednesday.

6+ years of having devs (read: chadz and cmp) lead me on with masterful sarcasm and "jokes" has made me paranoid.

25
General / Re: Your wishlist for melee (weapons 'nd armor)
« on: February 15, 2016, 11:32:58 pm »
Left handed characters (for some interesting fights)

Though it would be fun. People often end up abusing these kind of things in multiplayer games like holding your gun left handed in CS was superior to right handed or the dominance of female characters in M&B competitive scene because they have smaller hit boxes.

If done correct it would be nice with left handed characters though there a lot of other features I would rather see before this being implemented :)

26
General / Re: Dev Blog #4 Battle Maps
« on: January 28, 2016, 11:22:42 am »
Is it possible to make a globe shaped map for epic?

I think they plan on making a map based on hexes.
It is very much possible: http://vickijoel.org/hexplanet/Hex%20Planet%20White%20Paper.pdf

Though i honestly don't care if its a sphere or just a flat map where north/south and east/west edges are connected like in Civilizations.

visitors can't see pics , please register or login


we all know earth is flat. dont skip to 21st century pls   :lol:

Also people knew that the Earth was round in the Medieval times...
https://en.wikipedia.org/wiki/Myth_of_the_flat_Earth

27
General / Re: cRPG Standalone
« on: January 22, 2016, 10:53:32 am »
I have done some extensive stalking and need to tell you that he is actually a she.

Lol. I completely forgot :)

28
General / Re: cRPG Standalone
« on: January 22, 2016, 12:28:52 am »
It says Tolonars online, and since Tolonar has only got 1hr 53 mins of time online, could this mean she is working on the next Devblog? She has only come online to post, so could it be that the next Devblog is coming!

The only useful thing to come out of this thread.
Maybe we should make a new thread dedicated to stalking Tolonar and figuring out when (and where from) he is online.

30
General / Re: Will combat be physics based?
« on: December 28, 2015, 12:02:41 pm »
Imo 'physics based' is just some of those magic words used to bring attention to players interested in this kind of stuff but meaning next to nothing gameplay-wise. I mean the interaction of objects is of course important but it doesn't say anything about how you control actions of your character or your weapon.

This exactly. From my viewpoint physics based combat is only interesting if it improves combat in a general sense.

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