cRPG

Melee: Battlegrounds => General => Topic started by: tolonar on January 22, 2016, 02:49:14 pm

Title: Dev Blog #4 Battle Maps
Post by: tolonar on January 22, 2016, 02:49:14 pm
(alternatively titled 'The Super Talky Update' or 'chadz and Jacko Clearly Have Far Too Much Screentime')

This week we are discussing Early Access and what is planned, the changes to the combat system, the main Battle Mode we are focusing on, and also a new Map tool developed by the team.

Title: Re: Dev Blog #4 Battle Maps
Post by: Soulreaver on January 22, 2016, 02:49:51 pm
thx!

would be amazing if you could add subtitles  :rolleyes:
Title: Re: Dev Blog #4 Battle Maps
Post by: Leshma on January 22, 2016, 02:52:32 pm
chadz looks like a sleep specialist.
Title: Re: Dev Blog #4 Battle Maps
Post by: The_Bloody_Nine on January 22, 2016, 02:53:29 pm
Time for a coffee break!  :)
Title: Re: Dev Blog #4 Battle Maps
Post by: tolonar on January 22, 2016, 02:54:25 pm
chadz looks like a sleep specialist.

We will have to cover him in makeup next time :P
Title: Re: Dev Blog #4 Battle Maps
Post by: chadz on January 22, 2016, 02:58:40 pm
I think I slept like 3 hours that day, and then they waltzed in with a cam claiming "We need footage!" and I was like ok....
Title: Re: Dev Blog #4 Battle Maps
Post by: Vovka on January 22, 2016, 02:58:45 pm
Dev Blog #4 Christmas Holidays: Aids and beer  :P
Title: Re: Dev Blog #4 Battle Maps
Post by: The_Bloody_Nine on January 22, 2016, 03:25:12 pm
Honestly I can't imagine at all how the combat will work, maybe I just completely have the wrong notion, please enlighten me.

How do you control or initiate the different stances, just press button 1-4 for for the four stances?
Am I imagining it right that 'inside' one stance you can use mouse movement to precisely control attacks and blocks?

Do you still plan on releasing a gamemode without respawning?

In the presented game mode (I think you called it both battle and conquest) what are your plans of team-balance? Will there be balancing mid-game? What happens if you have more tickets than players?
What does it actually mean to control a zone? Are they recapturable/do you have to defend them?


Or I just wait and see  :D
Title: Re: Dev Blog #4 Battle Maps
Post by: MacX85 on January 22, 2016, 03:34:29 pm
I'm also quite irritated by the stances... I hope it's not a matter of pressing buttons to initiate one. That would take the simplicity out of it.
I'm glad to hear about stamina though.

The game mode sounds really nice. Actually quite like an idea I had years ago which I called Persistent Siege Mode. Glad to see it come to life afterall.
Title: Re: Dev Blog #4 Battle Maps
Post by: Jona on January 22, 2016, 03:39:10 pm
With the addition of stamina and stances, I just hope that the game won't be getting too complex. The more complexity and nerd-service you guys provide, the more and more niche your game becomes. Warband was a success because it had simple arcadey combat with great depth, hopefully your game doesn't stray from their formula too much.
Title: Re: Dev Blog #4 Battle Maps
Post by: Casimir on January 22, 2016, 03:40:12 pm
chadz's eyes have more baggage than Charles Manson.
Title: Re: Dev Blog #4 Battle Maps
Post by: Utrakil on January 22, 2016, 03:44:50 pm
I am so ready for the testing.
But I am a litle affraid that changing the stances might be too much of keyboardmashing for me to not get completely confused.
Everything sounds awesome and really provides huge differences from all competitors.
Keep it going.
Title: Re: Dev Blog #4 Battle Maps
Post by: MacX85 on January 22, 2016, 04:45:39 pm
Jacko mentioned that you won't be holding your block and attack, but rather initiating it immediately. So, like in Chivalry? Sounds like a rather serious change from the classic Warband mechanic. Is the cRPG community still with this?
Title: Re: Dev Blog #4 Battle Maps
Post by: Tuetensuppe on January 22, 2016, 05:06:04 pm
if someone is wondering how chadz office chair is called -> its "Markus" and can be bought for around 150€ at Ikea (just bought it right away)
i can smell the first kind of merchandise right here 8-)

visitors can't see pics , please register or login



anyway - great work guys (and girls ;) )....keep it up  :wink:
Title: Re: Dev Blog #4 Battle Maps
Post by: Mr.K. on January 22, 2016, 05:16:01 pm
Lolstab confirmed?!?! :wink:

The new game mode looks really interesting: Company of Heroes meets Battlefield 2, perfect! Will there be a VoIP system included. Maybe Mumble like in Squad which would allow talkin directly to people close by?
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 22, 2016, 05:25:26 pm
You guys, do a very poor job explaining things.

Switching stances will be done by mouse movement, correct? Otherwise, I don't see how it can be more fluid than what you had before.

Parries are basically Warband's chamber-blocks that give you a speed advantage for the follow up attack, instead of dealing damage right off the bat, yeah?

Tickets in Conquest/Battle are per player like in siege on Native, where every defender has 1-5 respawns. If, we talking, 200 tickets per team, like Strategus... uh, I won't play that gamemode, because it's so easy for some noobs/trolls to waste tickets, let them waste their own respawns and then wait for their team to cap a zone/wait a certain period of time/wait for the end.

IMO this would be a great ticket system

One round has 30 minutes
Both teams start with 0 tickets for each player
Every 2 minutes each player gets an extra ticket
By capping points of interest you decrease the time it takes to get an extra ticket
(let me elaborate on this: point of interest takes for example 300 capture points to capture, 1 player=10capturepoints/sec, you cap that you just discreased your wait-for-ticket time by 30 seconds)
Simple and fair

Also, I am for not respawning in the middle of combat and would actually prefer there not being respawning on company leader, but that's just me. Maybe make an alternative 'hardcore' mode where you can only spawn at the edges?
Title: Re: Dev Blog #4 Battle Maps
Post by: matt2507 on January 22, 2016, 05:55:29 pm
It's a great engine that you got in hands here.
Title: Re: Dev Blog #4 Battle Maps
Post by: Molly on January 22, 2016, 06:13:29 pm
Nice update!

Bit confused on terminology:

Early Access = actual Steam Early Access or something run of your own shop/site/secret awesome publisher site?
closed pre-alpha = "scholar" only?

Also, stumbled over this, didn't watch, only saw the mentioning...
Title: Re: Dev Blog #4 Battle Maps
Post by: Kasigi_Yabu on January 22, 2016, 06:16:56 pm
if someone is wondering how chadz office chair is called -> its "Markus" and can be bought for around 150€ at Ikea (just bought it right away)
i can smell the first kind of merchandise right here 8-)

visitors can't see pics , please register or login



anyway - great work guys (and girls ;) )....keep it up  :wink:

Can confirm it's a good chair
Also interesting about the stances, as long as the combat is skill based and provides a better experience than crpg then great!
Title: Re: Dev Blog #4 Battle Maps
Post by: Kalp on January 22, 2016, 06:19:54 pm
.
Title: Re: Dev Blog #4 Battle Maps
Post by: Chasey on January 22, 2016, 08:41:28 pm
The new direction the combat is going sounds worrying, looking forward to seeing it and trying it out
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 22, 2016, 09:03:14 pm
The new direction the combat is going sounds worrying, looking forward to seeing it and trying it out
Only thing worrying me is your signature  :lol:
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 22, 2016, 09:24:42 pm
Lolstab confirmed?!?! :wink:

The new game mode looks really interesting: Company of Heroes meets Battlefield 2, perfect! Will there be a VoIP system included. Maybe Mumble like in Squad which would allow talkin directly to people close by?
Believe VOIP has been confirmed some time ago.
Title: Re: Dev Blog #4 Battle Maps
Post by: kwhy on January 22, 2016, 09:52:55 pm
With the addition of stamina and stances, I just hope that the game won't be getting too complex. The more complexity and nerd-service you guys provide, the more and more niche your game becomes. Warband was a success because it had simple arcadey combat with great depth, hopefully your game doesn't stray from their formula too much.

The Battle of Europe mod (warband) had a few changes like adding stamina, bleed, along with sprint which IMO really added to the game play making it even more fun than native and CRPG IMO. 

Sprint of course sped things up which some people might not like, but it was limited sprint based on stamina.  It was really satisfying charging at someone full sprint versus normal walk *run* speed that is in native/crpg.   Of course they later made it so you couldn't attack while in sprint mode though which took my man boner away and I quit playing soon after.

The bleed system along with stamina made it so if you took a significant hit you had a chance to bleed out and die while also losing your ability to sprint along with some slow down.  You could still attack and block, but you were at a slight disadvantage.  I found it to still fun and unforgiving in that you couldn't chance taking even 1 or 2 hits while in CRPG you can get hit multiple times sometimes and still move around like nothing happened.     

Stance system sounds cool.  bet it will have some sort of up/down left/right toggle.  Wonder how much the animations are going to change with that though. 

I don't want to see things get too complicated, but at the same time I'd like to see some improvements and additions to the *warband* style combat that we might be able to master and get a chance to re-learn which is what really made this mod satisfying (also frustrating).

Title: Re: Dev Blog #4 Battle Maps
Post by: kwhy on January 22, 2016, 09:54:17 pm
I am so ready for the testing.
But I am a litle affraid that changing the stances might be too much of keyboardmashing for me to not get completely confused.
Everything sounds awesome and really provides huge differences from all competitors.
Keep it going.

rudder pedals gonna be needed with MBG
Title: Re: Dev Blog #4 Battle Maps
Post by: Teeth on January 22, 2016, 09:55:27 pm
That moment where you are having more trouble understanding the Irishman speaking his native language than chadz speaking with his hefty Austrian accent.

The whole combat "stances" idea sounds intriguing. I am glad that you are not afraid to attempt to improve upon the system we know, but so far I have no idea what the fuck you are talking about and how it works. That is no problem, explain it when you have something that is somewhat set in stone. I really hope it works out, and I look forward to trying it out. Try to get the new interns or basically anyone with fresh eyes to give it a go occasionally, staring at a thing like this with the same people all the time can lead to some fucked up decision-making.

The video was a lot of talking about very little if I am honest, but the few seconds where you showed the character walking around a bit were reassuring. Casually placing some nice looking vegetation on a nice terrain map with good lighting, wind effects and draw distance. The human model finally looks like it has the right amount of chromosomes. Walking animation looks good, running is nearly there too, a little stiff in the shoulders I'd say. I mean, even though the last gameplay I have seen and experienced dates back to the Kickstarter, the base on which that gameplay can be built seems to have become a lot less shoddy. The office set-up seems to be treating you and the game well, and I am looking forward to it all coming together.
Title: Re: Dev Blog #4 Battle Maps
Post by: MacX85 on January 22, 2016, 10:41:55 pm
running is nearly there too, a little stiff in the shoulders I'd say.

I noticed that too. Looks like he's pulling the shoulders too high. Everything else looked really good, except that the hands don't always seem to grab the grip...
Title: Re: Dev Blog #4 Battle Maps
Post by: Gravoth_iii on January 22, 2016, 11:18:40 pm
"Timed blocks, stances.." ohh.. no..
Title: Re: Dev Blog #4 Battle Maps
Post by: Schoi on January 23, 2016, 12:31:02 am
I think I slept like 3 hours that day, and then they waltzed in with a cam claiming "We need footage!" and I was like ok....

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Title: Re: Dev Blog #4 Battle Maps
Post by: Sultan Eren on January 23, 2016, 12:35:43 am
I was here.
Title: Re: Dev Blog #4 Battle Maps
Post by: Hellsing on January 23, 2016, 01:14:58 am
Conquest sounds cool :)
You said something about ticketes and territories, is it just about increasing/decreasing tickets or will there be siege stuff and such stuff unlocked with different zones?
The whole thingy just reminds me a bit of battlefield conquest with some more tactical err usage of the map like in warhammer or other strategy games, would be nice to get some more information about this :3
Title: Re: Dev Blog #4 Battle Maps
Post by: Vovka on January 23, 2016, 03:37:27 am
Conquest sounds cool :)
You said something about ticketes and territories, is it just about increasing/decreasing tickets or will there be siege stuff and such stuff unlocked with different zones?
The whole thingy just reminds me a bit of battlefield conquest with some more tactical err usage of the map like in warhammer or other strategy games, would be nice to get some more information about this :3

(click to show/hide)
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 23, 2016, 07:24:22 am
As I understand it you will enter combat mode by pressing C or something, then switch stances by clicking RMB with the corresponding mousemovement, which will make you hold the stance, until you switch or exit the combat mode.
So, if you have the stance where you hold your sword over your head activated and someone attacks you with an overhead, there will be 3 possible outcomes all initiated by LMB.
A) You attack with an overhead also and you do a parry making your opponent vulnerable, by knocking enemy's weapon into a different position, changing his stance.
B) You do nothing and get an imperfect block
C) You attack in another direction and either outspam your enemy or get hit
Did I get that right, Tolonar? Obviously, there will be more combinations and possible outcomes, but this is the base of the new combat system, isn't it?
Title: Re: Dev Blog #4 Battle Maps
Post by: Prox on January 23, 2016, 07:44:11 am
Since you are still creating combat you should definitely get this small niche community into a invite only pre-alpha test where you can get a wider range of feedback. Combat will be the make or break for your game so before you go public even on an early access (subject to change) alpha, you should still test it several times on a larger scale. Most developers release a Beta which is far too late to change mechanics drastically. I personally have a large opinion on melee games  and would greatly appreciate an opportunity to get hands on and more importantly get into detailed discussion about what would make it great.

There are two games I would compare your territory conquest with for the direction your headed. A mesh between Project Reality Mod for Battlefield 2 and Company of Heroes. Hour long vast strategic battles? YES please. FOB, add the ability for your team to build a forward operating base (Tent spawn point in CRPG) with defenses (Think wooden stakes or even wooden fort). These can be placed anywhere on the map via a supply drop (Supply wagon needs to be nearby or wagon turns into tent spawn point). They can only be destroyed if they are overrun and "burnt with a torch" (Hitting action key E on it for example).

That said good old Last Team Standing (Battle mode) 1 life per round is always a good mode. If the map is massive though I would recommend respawns in some form. Theirs always the danger of back capping while your teams out fighting on Capture the point maps. It's never fun when you're fighting the good fight but your team loses because some group snuck behind everyone to cap and that wins the game.
Title: Re: Dev Blog #4 Battle Maps
Post by: Peasant_Woman on January 23, 2016, 08:14:27 am
Thanks for taking the time to make this devblog!
Always interesting to see/hear where you guys are currently at and what you're planning on moving forward.
Impressed!

That moment where you are having more trouble understanding the Irishman speaking his native language than chadz speaking with his hefty Austrian accent.
^
This to be honest.
Title: Re: Dev Blog #4 Battle Maps
Post by: MacX85 on January 23, 2016, 08:16:17 am
As I understand it you will enter combat mode by pressing C or something, then switch stances by clicking RMB with the corresponding mousemovement, which will make you hold the stance, until you switch or exit the combat mode.
So, if you have the stance where you hold your sword over your head activated and someone attacks you with an overhead, there will be 3 possible outcomes all initiated by LMB.
A) You attack with an overhead also and you do a parry making your opponent vulnerable, by knocking enemy's weapon into a different position, changing his stance.
B) You do nothing and get an imperfect block
C) You attack in another direction and either outspam your enemy or get hit
Did I get that right, Tolonar? Obviously, there will be more combinations and possible outcomes, but this is the base of the new combat system, isn't it?

Wouldn't it be confusing to use rmb for both parrying and stance changing?
I still hope the stances somehow change automatically depending on how you move. Otherwise the beloved simplicity from M&B is gone... combat needs to work quickly and also be viable for big group fights. Stances sound to me like they only think about duels.
Title: Re: Dev Blog #4 Battle Maps
Post by: Kato on January 23, 2016, 10:27:44 am
Walking animation looks very good already.

Please, no squad spawning on leader or very close to him.
Let him set a spawning flag somewhere in controlled area otherwise this mode will become team deathmatch without any tactical approach to fight.
Title: Re: Dev Blog #4 Battle Maps
Post by: Schoi on January 23, 2016, 10:31:13 am
Since you are still creating combat you should definitely get this small niche community into a invite only pre-alpha test where you can get a wider range of feedback. Combat will be the make or break for your game so before you go public even on an early access (subject to change) alpha, you should still test it several times on a larger scale. Most developers release a Beta which is far too late to change mechanics drastically. I personally have a large opinion on melee games  and would greatly appreciate an opportunity to get hands on and more importantly get into detailed discussion about what would make it great.

There are two games I would compare your territory conquest with for the direction your headed. A mesh between Project Reality Mod for Battlefield 2 and Company of Heroes. Hour long vast strategic battles? YES please. FOB, add the ability for your team to build a forward operating base (Tent spawn point in CRPG) with defenses (Think wooden stakes or even wooden fort). These can be placed anywhere on the map via a supply drop (Supply wagon needs to be nearby or wagon turns into tent spawn point). They can only be destroyed if they are overrun and "burnt with a torch" (Hitting action key E on it for example).

That said good old Last Team Standing (Battle mode) 1 life per round is always a good mode. If the map is massive though I would recommend respawns in some form. Theirs always the danger of back capping while your teams out fighting on Capture the point maps. It's never fun when you're fighting the good fight but your team loses because some group snuck behind everyone to cap and that wins the game.

stopped reading after the first sentence
Title: Re: Dev Blog #4 Battle Maps
Post by: MacX85 on January 23, 2016, 10:54:41 am
Please, no squad spawning on leader or very close to him.
Let him set a spawning flag somewhere in controlled area otherwise this mode will become team deathmatch without any tactical approach to fight.

I would like that very much.
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 23, 2016, 10:56:27 am
Wouldn't it be confusing to use rmb for both parrying and stance changing?
I still hope the stances somehow change automatically depending on how you move. Otherwise the beloved simplicity from M&B is gone... combat needs to work quickly and also be viable for big group fights. Stances sound to me like they only think about duels.
Sorry you didn't get it. Let me elaborate.
Switch stance= press once RMB + mouse direction(just like blocks in Warband, but you don't have to hold)
Attack= LMB(in case you are counter-attacking a guy who just swinged at you and provided you've chosen the right, as opposed to wrong, direction, you'll do a parry, i.e. like chamber-blocks in Warband, and by doing this you knock his sword to the side [different stance, relative to the your stance, the stance he started with and the counterattack direction, you've chosen] now he can either change his stance or continue the fight in his current stance, whichever is in his best interest)
Since there are 4 stances: up, down, left, right AND for each of those there is ?8? directions, there is a lot of combinations. But since you wouldn't have to press an extra button to initiate a parry, it would be just a matter of quick reaction and later down the line memorizing, which combinations initiate a parry and which do not.
As long as there's collision detection on every weapon, all the time like they said there would be, there is still a lot of room for mistake, when you count in bad blocks, so it's not a game of chess, but feels organic and still requires skill.
Title: Re: Dev Blog #4 Battle Maps
Post by: MacX85 on January 23, 2016, 11:34:46 am
Ok, I think I get it now.

I would really advise against ditching the simple lmb=attack; rmb=block mechanic as it has been proven to work in so many games. I could only think of stances giving you a wider variety of actions instead of replacing the simple system we had before.

I need to see what they meant, damnit! So hard to speculate about it yet.
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 23, 2016, 11:53:34 am
Yeah, I can't wait  :mrgreen:
Title: Re: Dev Blog #4 Battle Maps
Post by: Daunt_Flockula on January 23, 2016, 12:56:05 pm
I have to agree with the first comment under the Youtube video.

Quote
combat sounds curiously similar to Chivalry now: having only a small time to attack and parry. Not sure if I like that.

We'll have to wait and see how the idea is implemented, because innovation and improvement are naturally expected. The probability of resembling Chivalry is still worrying though.
Title: Re: Dev Blog #4 Battle Maps
Post by: MacX85 on January 23, 2016, 01:37:42 pm
Yeah, that was me :P
Title: Re: Dev Blog #4 Battle Maps
Post by: Maestro on January 23, 2016, 02:21:03 pm
There is no new info in video.
We already know what was in video.
I tought that we get some ingame footage.
Title: Re: Dev Blog #4 Battle Maps
Post by: Tomas_Miles_again on January 23, 2016, 02:26:25 pm
As soon as Jacko said people would have to protect that spawn zone ring from flank attacks, I was thinking: "Ninja clan had some influence on that design decision..."  :lol
Title: Re: Dev Blog #4 Battle Maps
Post by: Gaz.Spencer on January 23, 2016, 06:19:15 pm
There is no new info in video.
We already know what was in video.
I tought that we get some ingame footage.

Atleast we know the Dev team is alive and working on the project  :D
Title: Re: Dev Blog #4 Battle Maps
Post by: MacX85 on January 23, 2016, 07:11:14 pm
We got info on the game modes for early access and some more details (yet still nebulous) on the combat system.
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 24, 2016, 09:20:14 pm
Atleast I got a little bit satiated, now I can wait a week or two, for the next DeVLOG without anxiety.
Title: Re: Dev Blog #4 Battle Maps
Post by: Mr_Oujamaflip on January 24, 2016, 10:39:02 pm
So Conquest is Company of Heroes mixed with a Battlefield ticketing system but your combat mechanics... Fancy...
Title: Re: Dev Blog #4 Battle Maps
Post by: Zeus_ on January 24, 2016, 11:58:36 pm
Hi, I'm ready to be chosen for closed Alpha testing.
Title: Re: Dev Blog #4 Battle Maps
Post by: Rico on January 25, 2016, 12:25:49 am
if someone is wondering how chadz office chair is called
http://www.ikea.com/de/de/images/products/markus-drehstuhl-schwarz__0392583_PE564516_S4.JPG

Cheers mate I was about to ask lol
Title: Re: Dev Blog #4 Battle Maps
Post by: Macropus on January 25, 2016, 01:43:01 am
As soon as Jacko said people would have to protect that spawn zone ring from flank attacks, I was thinking: "Ninja clan had some influence on that design decision..."  :lol
Ninjas weren't really the ones who invented flanking.  :rolleyes:
Title: Re: Dev Blog #4 Battle Maps
Post by: Gaz.Spencer on January 26, 2016, 05:26:20 am
Will towns in MBG be democratic (Players choose leader) or will the person with the most power/person who founded the town lead it?
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 26, 2016, 08:58:14 am
Will towns in MBG be democratic (Players choose leader) or will the person with the most power/person who founded the town lead it?
I guess you will have to make a faction, before making a settlement. Then you can have several people with a high rank leading, just one or if you trust your clanmates/small clan, everyone can have the same rank. Obviously, if you build a city on your own, it's yours, I'd imagine. Until someone takes it.  :wink:
Title: Re: Dev Blog #4 Battle Maps
Post by: Rebelyell on January 26, 2016, 11:28:29 am
When I like idea of stances, timed block are very... worrying
I can see more than 1 problem with that but without actual gameplay I cant really say anything yet.
Title: Re: Dev Blog #4 Battle Maps
Post by: Vovka on January 26, 2016, 04:12:54 pm
Will towns in MBG be democratic (Players choose leader) or will the person with the most power/person who founded the town lead it?
I have a great picture about democracy
(click to show/hide)
Democracy is when their votes are equal
Title: Re: Dev Blog #4 Battle Maps
Post by: Xant on January 26, 2016, 05:30:57 pm
Is that how you justify Putin to yourself?
Title: Re: Dev Blog #4 Battle Maps
Post by: Leshma on January 27, 2016, 04:43:26 pm
Putin is democratically elected president, by those unwashed masses on the right. Because they buy into his populist propaganda, but not the professor on the left. Funny how you think that Putin's election is forged but when someone like our grand prime minister who is even worse than Putin in many aspects, get elected by huge majority of voters then it is functioning democracy. Just because our prime minister plays by the tunes of the west, while Putin does not. Hypocrisy at its best.

Only way for Russia to get "non Putin-like" president is for USA to place their puppet as head of Russian state. Is that the point of neo-democracy? Only difference between Erdogan and Putin is obedience. Erdogan is American lap dog which makes him deserving president of Turkish state.
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 27, 2016, 04:49:31 pm
The second enough people start asking , who's really in charge of the world, I hope the guy emerges from the shadows, claims the throne as sovereign emperor of the Earth and starts making sweet changes to the way society's operating.
Title: Re: Dev Blog #4 Battle Maps
Post by: Jacko on January 27, 2016, 05:05:07 pm
Alright alright, we have an offtopic section for those of you who really want to argue politics, keep this thread clear.
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 27, 2016, 05:21:54 pm
Did you mean, clean?
Title: Re: Dev Blog #4 Battle Maps
Post by: enigmatic_stranger on January 27, 2016, 07:06:55 pm
Xent plz go away
Title: Re: Dev Blog #4 Battle Maps
Post by: Xant on January 27, 2016, 08:20:29 pm
:(
Title: Re: Dev Blog #4 Battle Maps
Post by: Utrakil on January 27, 2016, 08:21:42 pm
 :D :D :D :D :D :D :D :D :D :D :D :D :D :D :mrgreen: :mrgreen: :mrgreen: :D :D :D
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 27, 2016, 10:15:25 pm
 :twisted: :evil: :evil: :evil: :evil: :evil: :shock: :o :o :o :o :mad: :mad: :idea: :lol: :lol: :lol: :lol: :?: :!: :!: :?: :!: :!: :!: :!: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :| 8-) :| :mrgreen: 8-) 8-) :arrow: :P :oops:
Title: Re: Dev Blog #4 Battle Maps
Post by: Mancom37 on January 28, 2016, 01:58:42 am
No handgonnes? *sobs gunpowder*
Title: Re: Dev Blog #4 Battle Maps
Post by: Leshma on January 28, 2016, 03:13:27 am
13th century

They might add Ninjas tho, to please Thomek. Would be better to try to get that out of him but they picked an easy way. Giving candy to sugar addict, such vile thing to do...

If they add Ninjas, you can campaign for Mongol Invasion DLC and there's gunpowder. From that point you'll have to wait some time to pass for someone to invent an early handgun.
Title: Re: Dev Blog #4 Battle Maps
Post by: Sultan Eren on January 28, 2016, 07:05:19 am
Is it possible to make a globe shaped map for epic?
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 28, 2016, 08:20:07 am
Is it possible to make a globe shaped map for epic?
That would be insane.
Title: Re: Dev Blog #4 Battle Maps
Post by: TePlayer on January 28, 2016, 09:07:38 am
Is it possible to make a globe shaped map for epic?
visitors can't see pics , please register or login


we all know earth is flat. dont skip to 21st century pls   :lol:
Title: Re: Dev Blog #4 Battle Maps
Post by: Byrdi 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.

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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
Title: Re: Dev Blog #4 Battle Maps
Post by: Krave on January 28, 2016, 12:35:45 pm
Lies, it's obvious that world is supported by four elephants standing on giant turtle. Here goes proof:

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Title: Re: Dev Blog #4 Battle Maps
Post by: Eddy on January 28, 2016, 02:22:35 pm
Lies, it's obvious that world is supported by four elephants standing on giant turtle.

Everyone who believes something else should prepare to get struck by lightnings (except for fireproof clay golems, in that case prepare for a serious discussion)
Title: Re: Dev Blog #4 Battle Maps
Post by: MacX85 on January 28, 2016, 03:13:34 pm
Also people knew that the Earth was round in the Medieval times...
https://en.wikipedia.org/wiki/Myth_of_the_flat_Earth

You have no idea how often I need to explain this to people...
Title: Re: Dev Blog #4 Battle Maps
Post by: _Sebastian_ on January 28, 2016, 06:35:24 pm
You have no idea how often I need to explain this to people...
Isn't it flat?
Otherwise people in the southern hemisphere would fall off, physics!
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 28, 2016, 06:57:59 pm
Isn't it flat?
Otherwise people in the southern hemisphere would fall off, physics!
What the fuck is a southern hemisphere?
Title: Re: Dev Blog #4 Battle Maps
Post by: Tomas_Miles_again on January 28, 2016, 09:34:30 pm
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.

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

North/South East/West connection is toroid, not flat
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 28, 2016, 10:09:00 pm
I thought this game would be based on Europe.
Title: Re: Dev Blog #4 Battle Maps
Post by: Jacko on January 29, 2016, 01:16:36 pm
You guys spying on us playing Settlers in the office?

There were certainly gun powder type weapons in the late 13th century in Europe, and by the 14th they were a common sight (albeit expensive and cumbersome). For us at this point though, it's a thematic choice to exclude gun powder and such, not a historical one.

"If they add ninjas". That is a pretty huge if  :lol:
Title: Re: Dev Blog #4 Battle Maps
Post by: MacX85 on January 29, 2016, 02:38:50 pm
ninjas confirmed!
Title: Re: Dev Blog #4 Battle Maps
Post by: Krave on January 29, 2016, 03:07:10 pm
100€ Handcannon DLC confirmed
Title: Re: Dev Blog #4 Battle Maps
Post by: Hellsing on January 29, 2016, 03:28:33 pm
Can I burn a female npc for heretic actions on a pyre?
Or hang them on gallows?
or put them on a "hexenstuhl"?
maybe drown them into water and look if they survive?
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 29, 2016, 03:56:25 pm
You guys spying on us playing Settlers in the office?

There were certainly gun powder type weapons in the late 13th century in Europe, and by the 14th they were a common sight (albeit expensive and cumbersome). For us at this point though, it's a thematic choice to exclude gun powder and such, not a historical one.

"If they add ninjas". That is a pretty huge if  :lol:
Maybe add gunpowder as end game?
Title: Re: Dev Blog #4 Battle Maps
Post by: enigmatic_stranger on January 29, 2016, 04:05:50 pm
Fuck gunpowder :evil:
Title: Re: Dev Blog #4 Battle Maps
Post by: Leshma on January 29, 2016, 05:09:46 pm
You probably already answered this, but it won't harm anyone if you confirm it again. Think someone once said that due to Warband's physics engine limitation, sling type weapons weren't possible. Will we get those in Melee? Mostly interested into staff sling. There were Warband mods that had slings, but those were super badly implemented.
Title: Re: Dev Blog #4 Battle Maps
Post by: Golem on January 29, 2016, 05:46:35 pm
I am more interested in these, myself.
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How many more devlogs can we expect before Alpha?
Title: Re: Dev Blog #4 Battle Maps
Post by: Maestro on January 30, 2016, 01:35:12 am
How many more devlogs can we expect before Alpha?

FEW
Title: Re: Dev Blog #4 Battle Maps
Post by: Mancom37 on January 30, 2016, 03:31:14 am
You guys spying on us playing Settlers in the office?

There were certainly gun powder type weapons in the late 13th century in Europe, and by the 14th they were a common sight (albeit expensive and cumbersome). For us at this point though, it's a thematic choice to exclude gun powder and such, not a historical one.

"If they add ninjas". That is a pretty huge if  :lol:

Ah so great to hear,you just need to find a good balance for the gun,I already pointed out how it should work. It should have a big reload yet enough to be able to fire 4 rounds per minute,some heavier handgonnes need to be rested in a wall or you get a penalty , etc.
Title: Re: Dev Blog #4 Battle Maps
Post by: autobus on January 30, 2016, 06:01:36 am
You probably already answered this, but it won't harm anyone if you confirm it again. Think someone once said that due to Warband's physics engine limitation, sling type weapons weren't possible. Will we get those in Melee? Mostly interested into staff sling. There were Warband mods that had slings, but those were super badly implemented.

It can be done, but we don't consider sling/flexible weapons being a core part of initial release, all for the same reasons - we don't want something badly implemented. Right now we're working just on the core mechanics of the game.
Might appear if we come up with elegant and simple solution but right now its post-release update material i think.
Title: Re: Dev Blog #4 Battle Maps
Post by: Hellsing on January 30, 2016, 01:45:19 pm
sling dlc confirmed :)
Title: Re: Dev Blog #4 Battle Maps
Post by: Gaz.Spencer on January 30, 2016, 10:39:45 pm
So what sort of size will this Conquest map be? Will we be able to quickly build Castle etc? Like in the first proposed Stronghold?
Title: Re: Dev Blog #4 Battle Maps
Post by: Hellsing on January 31, 2016, 12:25:28 pm
So what sort of size will this Conquest map be? Will we be able to quickly build Castle etc? Like in the first proposed Stronghold?
Well I think you answered your self..

Conquest and Stronghold seem to be different gamemodes, I guess the maps are nearly equaly huge since they showed a map preview of Conquest in this dev blog.
Stronghold needs ressources to build stuff,
Conquest seems to use some sort of ticket system as ressources they didn't said something about different stuff so this is kinda more fast action.. Also a maptime from around 30-60minutes neither sound like a long term castlebuilding gamemode to me..
Also as you can see in the blog each area it self is not that huge in relation to the whole map so I guess they stick to small fortified villlages mostly.. (I might be wrong but realy looks like it)
Title: Re: Dev Blog #4 Battle Maps
Post by: Kortkort on February 01, 2016, 01:04:59 am
"If they add ninjas". That is a pretty huge if  :lol:
(click to show/hide)
Title: Re: Dev Blog #4 Battle Maps
Post by: MeevarTheMighty on February 18, 2016, 05:24:26 am
Does conquest not still revolve around resources and building? I guess that's disappointing, since the "Age of Empires" concept sounded fun and was solid gold from a marketing perspective.

I think the reinforcement system would make the most sense if only connected zones count toward tickets and you can only spawn at an edge that is controlled and connected. As well as being realistic in terms of a supply chain, being able to spawn at the edges even adjacent to enemy territory balances out the long path, offering quicker reinforcements, vs the short path, which offers more strategic choice.

How will teams be protected from feeders? Will everyone have access to the whole supply of team tickets or will supply be distributed fairly or managed to favour certain types of play?

Have you thought about making a random map generator for conquest? In the video it looks like you want to take a boardgame approach where the maps are built on the same template, but I feel like maps get boring faster in point capture games and it's important to have variety in the way the zones are set up.

Jacko mentions that conquest maps need to be more open than other types of map. Why is that?

Great to hear you're focused on realistic combat, I really didn't expect you'd try to make big changes on that front, but it sounds conceptually promising and I can see you've done a lot of work there. I hope it works out in-game.

I'm a little concerned that cavalry combat is being implemented after infantry combat rather than growing organically alongside, since after you feel you've perfected infantry, you might be reluctant to make necessary changes.
Title: Re: Dev Blog #4 Battle Maps
Post by: Gaz.Spencer on February 18, 2016, 10:25:15 am
Maybe not huge castles, but small fortifications would sure be nice, with maybe a limited amount of resources, so that it's not overused
Title: Re: Dev Blog #4 Battle Maps
Post by: MacX85 on February 18, 2016, 10:26:46 am
It's only for alpha phase anyway so we can test the combat.
Title: Re: Dev Blog #4 Battle Maps
Post by: Gaz.Spencer on February 18, 2016, 10:57:38 am
It's only for alpha phase anyway so we can test the combat.

That's a very good point you make