what is this shit you killed the mod
The only thing that makes anyone play nowadays is Conquest mode
How about some actual gold sinks instead?
Remove all characters and heirlooms, give everybody one freely-respeccable STF, make everything cost 0 gold. Basically do what Teeth has been saying all along, except now for real. The widespread over-levelled beasts and full +3 sets have definitely driven off all possibilities of fresh meat sticking with this mod.That'd be the end of the mod.
That.It's a bug that
God.
Damned.
Signature.
What kind of Zerg is that?
That'd be the end of the mod.It's a bug that(click to show/hide)
This is so disturbing.
That'd be the end of the mod.It's a bug that
They actually come in quite a bit bigger varieties too :wink:
It's a weta. They make life in New Zealand pleasant.
Note to self: Avoid New Zealand at all costs
WITCHCRAFT has a bug fetish
Something needs to be done quickly before the mod withers away for good.
Along those lines, like respecc options (as there is already a thread with hundreds of upvotes and feedbacks), easier ways to exchange heirlooms, and others.
The only thing that makes anyone play nowadays is Conquest mode (which usually means, 30 minutes of x2, and to some 30m of x5 on the big maps. Hells, yesterday I had 4 consecutive maps of x5 and it felt good lel).
Do something please, oh almighty donkey team still in charge of the mod.
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Remove all characters and heirlooms, give everybody one freely-respeccable STF, make everything cost 0 gold.While I've always wanted this personally I'm afraid it would probably deter even more players from the mod. Pretty sure xp gain and loom accumulation is part of why cRPG has always been one of the most popular modules in WB.
Remove all characters and heirlooms, give everybody one freely-respeccable STF, make everything cost 0 gold. Basically do what Teeth has been saying all along, except now for real. The widespread over-levelled beasts and full +3 sets have definitely driven off all possibilities of fresh meat sticking with this mod.
Does native have all the balance changes, equipment choices and custom builds of cRPG?
It should be pretty clear from the lack of newbies sticking with the game, even with that large increase we got from moddb that something is very wrong with the player progression in the game.
We received an incredibly big influx of newbies after the steam sales and moddb appearance, but they have largely left because of all the tryharding, stacky party stomping and shitlordiness.There also needs to be some better way of introducing them into the game, since most of them join on a server with peasent gear and have no idea how to get new items and such.
I think we should worry more about overpowering crutches rather than goldsinks.
It's a weta. They make life in New Zealand pleasant.
While I've always wanted this personally I'm afraid it would probably deter even more players from the mod. Pretty sure xp gain and loom accumulation is part of why cRPG has always been one of the most popular modules in WB.
Sooo... you want to play native?
The playerbase declining isn't because the game is too grindy or whatever. Before cRPG was much harder to get into but it still had much more new players. It's declining because both Warband and the mod are pretty old now, and in most games, the playerbase decline over time. Making the mod "less grindy" won't do shit, it will just fuck up the loom prices.
I too think that trying to make the game attractive to new players won't make much of a difference. I'm hoping for changes that would at least help retain the current community a while longer.
Having a more available means of exchanging heirlooms and doing full respecs would go a long way towards this, imho, because currently the loom system pretty much locks most people (or their chars, at least) in a certain playstyle - and you can only play the same thing for so long before you get bored of it. Being able to more easily exchange looms and builds would make people experiment much more with less common equipment and build options. I know i would want to try a fully loomed high-level "peasant" at some point, but i'm not masochistic enough to do it without loomed gear.
Well that's my point. Replacing all chars with level 30 STFs and removing looms effectively means that everybody has unlimited free respecs and all the looms they want.yeah most of nowadays builds would be destroyed eg: agi shielder not enough wpf, ath or loom armor to get protection, archer build not enough wpf to shoot efective on long/mid range no ath,
The only difference with the way you suggest to do it is that people with higher level chars and more heirlooms would still have an advantage. I personally think that this advantage has long overstayed its welcome.
I would rather see everyone at level 36 than 30.
Difference between 30 and 36 is for example +6 strength, +2 power strike, +2 power draw +2 ironflesh (+10hp extra).
That's quite a lot but still, we can have it like that if we decrease experience required to reach it.
So instead of setting a level cap at 30, we can set it at 36 but make it a lot faster to reach it.
Level 31 is currently 8,735,843. Just make level 36 reachable at 8,735,843 * 6. Simple.
The reason for having 36 as cap is that it's more fun with higher levels since you can make a more extreme build.
The diversity between builds will simply be higher.
Maybe you can compensate people when you make this change by giving them loompoints or gold in relation to their current xp.
yeah most of nowadays builds would be destroyed eg: agi shielder not enough wpf, ath or loom armor to get protection, archer build not enough wpf to shoot efective on long/mid range no ath,
cav not enough points to get melee atributes when dismounted, it will buff probably 2h/pole 8/9 ps chars to the sky with high output damage berdish/poleax/gla 1 hit ppl with no If/no loomed armor.
I would rather see everyone at level 36 than 30.
Difference between 30 and 36 is for example +6 strength, +2 power strike, +2 power draw +2 ironflesh (+10hp extra).
That's quite a lot but still, we can have it like that if we decrease experience required to reach it.
So instead of setting a level cap at 30, we can set it at 36 but make it a lot faster to reach it.
Level 31 is currently 8,735,843. Just make level 36 reachable at 8,735,843 * 6. Simple.
The reason for having 36 as cap is that it's more fun with higher levels since you can make a more extreme build.
The diversity between builds will simply be higher.
Maybe you can compensate people when you make this change by giving them loompoints or gold in relation to their current xp.
I would rather see everyone at level 36 than 30.
Difference between 30 and 36 is for example +6 strength, +2 power strike, +2 power draw +2 ironflesh (+10hp extra).
That's quite a lot but still, we can have it like that if we decrease experience required to reach it.
So instead of setting a level cap at 30, we can set it at 36 but make it a lot faster to reach it.
Level 31 is currently 8,735,843. Just make level 36 reachable at 8,735,843 * 6. Simple.
The reason for having 36 as cap is that it's more fun with higher levels since you can make a more extreme build.
The diversity between builds will simply be higher.
Maybe you can compensate people when you make this change by giving them loompoints or gold in relation to their current xp.
Leave it to a cat to be the heroic defender of mankind, yet look bored whilst taking on a demonic bug from hell.
No.
But Native does have, basically, a freely respec-able STF with no character progression or rewards for long term play, and everything is obtainable in about 3 minutes.
Making cRPG more like Native is not a good idea.
I'd agree that some changes need to be made, but I'm not sure what.
I know when I first started playing cRPG, I got my ass kicked even harder than I do now, but I stuck with it because I knew it'd be awesome once I leveled up and got used to it.
It's one of the things that works well for the game too, in my opinion; the people who don't want to commit to it and put in some time are weeded out, and they're the weaker links anyway.
That aside, heirlooms and high level players existed back in the day too.
Goretooth was a fucking nightmare, but I still hung in there. A lot of us that still play did too.
The game is old, less people are purchasing it, less people are signing up on the website.
Strictly my opinion, but everything eventually dies, and I'm not sure if a huge overhaul is going to keep people from leaving for newer, shinier games with bigger playerbases.
IMO there needs to be some kind of progression that allows players who have been around longer have an advantage.
IMO there needs to be some kind of progression that allows players who have been around longer have an advantage.Why, for the love of god why?
It's no secret that nowadays the population of cRPG is getting really low. Also, it is no secret, that all the things that were implemented for the purpose of being gold sinks have failed at decreasing the amount of gold in the game. So, maybe it is time to make these features more available to the public?
The things i'm talking about - respecs, loom exchanges and blacksmithing services. Especially the loom exchange becoming more available would be a good thing, imo.
Why, for the love of god why?
cRPG could learn from Mercenaries and other mods alot. Something that really draw alot of players is happy hour. One hour each day there is double xp with tons of people coming to play. It could really make things alot more alive.
Something needs to be done quickly before the mod withers away for good.When i joined Crpg i was a team deathmatch player mostly. Playing crpg i got used to battle mode and nowadays i realize battle mode is what crpg is really about. You should take in account more factors appart from just "multi spawns". What makes a game to stay for longer is socialization. That is why counter strike was so popular back then. It wasnt its super acurate pin point head shots, its arcade gameplay, the money bla bla bla. Not at all. This will sound silly, but what made cs popular was the fact it was a round based game. Multi respawn doesnt leave room to socialize. When you get killed, you just respawn. On the other hand, with a single life system, your only option is chatting (trolling in crpg) incase you get killed, it works best to keep people hooked to a game. That is what made counter strike diferent from other mods released in its time. The fact you would get killed and had to do something until you would respawn in the next round. That is what kept players joining the same servers always. Server doesnt matter when people in it doesnt matter either. What Im saying?. Just that you should promote battle mode somehow. Take in account also another factor. Siege provides a much bigger "real play time/real time" ratio. So a person playing siege might be "satisfied" with his crpg play session in a much smaller fraction of time, which overal just means less players on. Battle is fucked right now. Archers go around at will massacrating the poor donkeys. I see the days of crpg coming to an end if they dont something. And yes, karasu, you should do it yourself ;)
Along those lines, like respecc options (as there is already a thread with hundreds of upvotes and feedbacks), easier ways to exchange heirlooms, and others.
The only thing that makes anyone play nowadays is Conquest mode (which usually means, 30 minutes of x2, and to some 30m of x5 on the big maps. Hells, yesterday I had 4 consecutive maps of x5 and it felt good lel).
Do something please, oh almighty donkey team still in charge of the mod.
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