cRPG

cRPG => Suggestions Corner => Topic started by: Strider on June 04, 2011, 07:39:57 pm

Title: Suggestions for a BETTER cRPG Experience.
Post by: Strider on June 04, 2011, 07:39:57 pm
Soo... here's how crpg is going right now.

1) Slots have been implemented (what a drag)

2) It is unrealistic to pass lvl 35 (it takes 6 months to get to lvl 35) There's no acheivemnts we are encouraged to pass. We can basically buy anything. But we cannot EVER get the the dream build we want, like a super fast dedicated 2Her with 18 STR and 30 AGI, It's impossible. So why play when it stops at 31?

3) Everyone does the same thing, wheres the diversity? Retire 31 again.. again.. Give them the choice to retire or continue on.

?) The Point: Everyone wants to be top of kill list and be appreciated for their pro skills. The dedicated grinders to their build should be able to keep going. But at the state crpg is at now. Theres just hours of gameplay then retire. You cannot go above and beyond.
Grinding is an aspect of this mod that gets me hooked. But i do not feel the desire to play this.

Suggestion: make it POSSIBLE to get to a higher lvl.
 
30 4,420,577  Point of LVL stop. (suggestion, change  exp-lvl to (times)1.25 each lvl after 31.) instead of times 2
31 8,892,403 
32 17,784,806  = 11,115,503 exp
33 35,569,612  = 13,894,378 exp
34 71,139,224  = 17,367,972
35 142,278,448 = 21,709,965   (After lvl 35 make it (times)1.4 each lvl-exp)
36 284,556,896 = 32,564,947
37 569,113,792 = 45,590,925
38 1,138,227,584 = 63,827,295
39 2,276,455,168 = 89,358,213
40 4,552,910,336 = 125,101,490 (MAX)

Theres is the best way to balance the Lvling system.
People who want to make it to lvls +31 actually can. Itll take a span of about 1,1/2 months to get to lvl 35.
Itll take about a span of 8 months to get to lvl 40. But you don't have to continue grinding if u dont want.
This way there will be a REASON to keep playing on after lvl 31 instead of retirement.
It is still hard to get to lvl 40. BUT you can!! It will just take months of hard grinding.

At this state of cRPG You're completly useless until about lvl 25. But then you finally make it to lvl 31, and you have quite good stats that you'd love to keep, but you cannot keep going. You'll retire and start over and have the same experience. Why not keep your beloved build if you want to? Keep it and hold onto it until it becomes your dream stage!

Give your opinions. Im leaving this chat open for discussion.
Title: Re: The NEW state of cRPG
Post by: Baggy on June 04, 2011, 07:47:45 pm
Ur the reason we got the new xp system.
Title: Re: The NEW state of cRPG
Post by: Gorath on June 04, 2011, 07:48:08 pm
3) There is no personal skills involved in the game-> like the good old days.

?) The Point: Everyone wants to be top of kill list and be appreciated for their pro skills. But at the state crpg is at now. This involves no skill. Just hours of gameplay then retire. You cannot go above and beyond.

You realize you're completely contradicting yourself here right?

You're saying that cRPG involves no skill, yet everyone is the same level with no artificial advantages against each other due to stats and grinding.  Equal footing/stats is what makes it about skill. 

Then you ask for the ability to gain artificial stat advantages vs other players due to grinding/no-lifing.  Basically, make up your mind.  Currently the mod is more about skill than it ever was.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Strider on June 04, 2011, 07:50:02 pm
Lots of cRPG Gods and Veterans are leaving because they hate how cRPG has changed. I am one of the veterans who has been playing from the start. Also too much gold is being given out. I know i have 900,000 Gold and have nothing to do with it. I dont even play too often. It should be decreased to 25 gold for 1x, 50 for 2x and so on...

Im out. Continue discussions amongst yourselves.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Espu on June 04, 2011, 07:54:04 pm
No.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Amender on June 04, 2011, 07:55:08 pm
Your insane? do you just sit at home all day every day grinding? most people do not want the grind aspect of the game a people like you try to get the game changed to make it even harder for new players, for me the gold income is very low considering the costs to buy a loomed item. Your either Mad or Sad.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: cmp on June 04, 2011, 07:56:46 pm
No.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: CoWorm on June 04, 2011, 08:02:20 pm
No.
No.

What they said.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Strider on June 04, 2011, 08:05:15 pm
Your insane? do you just sit at home all day every day grinding? most people do not want the grind aspect of the game a people like you try to get the game changed to make it even harder for new players, for me the gold income is very low considering the costs to buy a loomed item. Your either Mad or Sad.
I play so i can have fun by being a swift ninja 2Her or rapid firing bowman, or annoying thrower, or w/e. I want to be able to grind while im happily playing my dream builds. I feel no dedication to my own persoanal build. Most people play til lvl 31, retire than create a whole different build. Most people who played the first few months the mod came out know what im talking about. This mod was the best during those times. Now its just NERF, NERF, NERF. Everyone complains about a "better" build. Not one thing hasn't gotten nerfed. Our builds arent ever OP. It means your good with your build. And that's a good thing.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Gnjus on June 04, 2011, 08:09:26 pm
Lots of cRPG Gods and Veterans are leaving because they hate how cRPG has changed.

....and I'll tell you why: because no matter their experience and time spent in this mod they can't be gods & heroes anymore....and why is that ? Cause cRPG keeps getting balanced (except the items themselves, NerFasa slacks & sucks bigtime) and other people's skills keep evolving.....these "heroes" (well most of em at least) cant go Rambo and do all the job themselves and get praised to heaven for it, any random guy (or simply the one who hasn't played this mod for a year but only for a few months or so) out there can kill you these days no matter your personal skill and the veterans dislike it. Those "good 'ol times" are over now, this is a new age where anyone can be a hero, depending on the map, class, team, luck, etc.......
Instead of adapting they choose to quit or even GTX and they have my full "support" in it: either you adapt to the changes or stfu and gtfo.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Strider on June 04, 2011, 08:24:55 pm
Yes exactly, CHanges, Changes, changes. Nothing NEEDED to be changed. The reason i played from the start was because of the Gods and Veterans. I wanted to be like them. But i couldn't. I still tried to be like them, and it kept me having fun while trying to reach a goal.
INRL and cRPG it is important to set goals that out of the ordinary, because it keeps you trying to accomplish it.
Someone without a goal just walks through life watching things happen and gives up. We all need a goal. A goal that seems possible to accomplish. But actually cannot be. A dream. The lvl 40 mark will be a dream. But there's no problem. It probly (STILL after these changes) will not be accomplished. But it gives everyone at least a sence of hope and desire.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Strider on June 04, 2011, 08:29:39 pm
Your insane? do you just sit at home all day every day grinding? most people do not want the grind aspect of the game a people like you try to get the game changed to make it even harder for new players, for me the gold income is very low considering the costs to buy a loomed item. Your either Mad or Sad.
Im not encouraging grinding. Im encouraging challanging your own characters. If it was only about grinding then why play? We are grinding while having fun at the same time. This is the stuff we need. When I retired and went back to a peasant, I wasn't having fun anymore. I was a useless, helpless mutt. The fun starts at lvl 25.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: okiN on June 04, 2011, 08:33:26 pm
Man, the things you're saying are just so wrong on so many levels. It'll never happen, let it go.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: chadz on June 04, 2011, 09:01:07 pm
People who want to make it to lvls +31 actually can. Itll take a span of about 1,1/2 months to get to lvl 35.
Itll take about a span of 8 months to get to lvl 40. But you don't have to continue grinding if u dont want.

Bolded the important wrong part. You have to continue grinding. If you stay still, you will fall back. We've been there, and it does not work.

Grinding is all fine and nice in singleplayer, I know I enjoy those flash games every now and then where you level up for an evening. The point is I'm doing it alone. When I leave the game and come back, the enemies are just where I left them.

This doesn't work in Multiplayer. At least not in warband. If you sit out for a day, a week, a month, you are so far behind, that you can't stay at the competetive level where you left.

You are looking for a different game. cRPG is probably not what you are interested in. Unless you just give it a try and look at it what it is, not what it was. This is no hero simulator, this is a battlefield simulator.

(click to show/hide)
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Hunter_the_Honourable on June 04, 2011, 09:02:06 pm
I agree that the XP system now makes it even more annoying to get past level 25, However I don't think people who have played the mod since the start should be "heroes"  yes you have played for a long time and you should of got better at it, but some people are just good at this game I don't find grinding fun and I get really pissed when I reach level 25 because it takes so long but that aside you cant be good just for playing. you have to learn not just play ask people how they do it go train in the duel server like these "heroes" you don't get the title just for playing for ages you EARN IT.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Strider on June 04, 2011, 09:10:46 pm
Well to sum my suggestions all down. Basically I want to be able to reach higher lvls. I feel as if my character is trapped at 31-. It's getting boring. I would like a challange to keep me wanting to play. You know what i mean?
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Kafein on June 04, 2011, 09:13:37 pm
I don't understand... Is there ANY reason to consider a completly even playground (which is the state of cRPG now) as a better place for skill than a slightly unbalanced towards grind one ?

Actually, when there are different char levels, it really means something to kill a knight when you are a peasant. You all forgot those epic moments when you killed the black plate monster ? There's a reason why there are bosses in single player games. They offer a challenge and clear bad odds for you (when they are done right ofc). Since the January patch, cRPG has lost what did make it so different from any other multiplayer action game, and it was the slightly uneven character stats. We lost both the magic of earning new equipment and levels (gold and xp flows in so fast you barely notice your first 25 levels) and the magic of defeating people with higher stats than you. There was a huge skill factor indeed. It was just more interesting and less evident.

I know, I know, you are all disagree. I'm one of the few guys out there that didn't quit one or two weeks after that patch. Yet I still can voice my opinion about this, and it didn't changed.

PS :  please, please respect the ways others have fun and spot ranting about "grinding". Everything is pointless anyways.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: chadz on June 04, 2011, 09:23:36 pm
It's not that we don't respect it, but there is just NO way you can manage to do both in one game. That's why I said it's a different game you are probably looking for.

There are more people playing cRPG than ever before, all the devs like the way it's heading (I think), seriously, it's not gonna move back, ever. Doesn't mean we can't have a civilized talk about it, of course.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: galneon on June 04, 2011, 10:03:38 pm
With your proposed EXP system, I'd quit today.  cRPG would become an MMO without the practical level 31 cap that keeps the more casual players competitive.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Strider on June 04, 2011, 11:47:33 pm
I don't understand... Is there ANY reason to consider a completly even playground (which is the state of cRPG now) as a better place for skill than a slightly unbalanced towards grind one ?

Actually, when there are different char levels, it really means something to kill a knight when you are a peasant. You all forgot those epic moments when you killed the black plate monster ? There's a reason why there are bosses in single player games. They offer a challenge and clear bad odds for you (when they are done right ofc). Since the January patch, cRPG has lost what did make it so different from any other multiplayer action game, and it was the slightly uneven character stats. We lost both the magic of earning new equipment and levels (gold and xp flows in so fast you barely notice your first 25 levels) and the magic of defeating people with higher stats than you. There was a huge skill factor indeed. It was just more interesting and less evident.

I know, I know, you are all disagree. I'm one of the few guys out there that didn't quit one or two weeks after that patch. Yet I still can voice my opinion about this, and it didn't changed.

PS :  please, please respect the ways others have fun and spot ranting about "grinding". Everything is pointless anyways.
Yeah gj youve tuned into it.
And chadz. im not necessarily saying we should rewind crpg to the old days. Im saying. There's gotta be some way to make everyone's characters more diverse and let people have access to builds that are a small amount more extreme.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Segd on June 05, 2011, 01:15:38 am
Current system is fine.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Vibe on June 05, 2011, 01:17:05 am
What you're looking for is an asian grinder.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Joseph on June 05, 2011, 03:00:21 am
Stop whining, took me about 2 weeks to get from level 31 to 32.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: bagge on June 05, 2011, 03:13:40 am
Current system is fine.

Agreed.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: The_Bloody_Nine on June 05, 2011, 12:07:25 pm
voted wrong. thought "this EXP system" meant the current one.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: zagibu on June 05, 2011, 12:32:19 pm
While I don't agree with OP, a gold sink for those with 1Mil+ gold would be awesome. We have the market, now, but there really is no point in amassing more than 15-30 heirloom points. What I would like to see is unique items.

There could be like a lottery, where you can buy tickets, and the amount of tickets you have is equal to the chance of winning. Similar to lottery loerdag, but with ingame gold instead of real donations. Each week/fortnight/month, a winner would get a free pass to make one of his items unique. Only masterwork items could be made unique, and they would gain an additional stat bonus. Additionally, the player could name them, and when he would join a server, a notice would display like for the owning of fiefs, announcing him as the owner of <TheNameThePlayerChoseForTheItem>.

Now what really would make these items special would be that there could only be 1 unique item of each type. The first one who made his pitchfork unique would forever be the owner of the only unique and named pitchfork (unless he chose to trade it, of course).

Maybe in a later step, these items could also gain a unique model + texture.

Another idea for a gold sink would be a buyable heirloom respec, allowing to free heirloom points of items for 100k gold.

Or of course, like other games do it, introduce consumables, that is, items which after use must be bought again, like the firebomb. If they are expensive enough, they won't be used excessively and could add some spice to the game. The only problem is finding fitting items, as I feel potions would not really match with cRPGs setting. Maybe battle drugs? Or make throwing items and arrows consumables :).
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Rumblood on June 05, 2011, 08:50:24 pm
Stop whining, took me about 2 weeks to get from level 31 to 32.

This. He wants to grind, but complains about how long it takes to grind. You can go past 31, all the way to 35 at least (maybe more, nobody has come clean on whether there is a hard cap, or just the soft exp grind cap). So why aren't you grinding to 35?
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Banok on June 05, 2011, 09:55:16 pm
took me months to get to lvl 31, hit it earlier was sooo boring.

current system is better than previous ones but I want to see exp between 30 and 31 halved and the exp bonus from generations removed completely.

a new player with new exp system will never catch up to how many hierlooms some people have stockpiled even if he plays 24/7
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Digglez on June 06, 2011, 04:35:32 am
Introduce a Lord/Vassel system like some of the MMO's.

Lord pays out gold so vassels get extra XP or multiplers
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: HuskerRall on June 06, 2011, 08:37:49 pm
and when he would join a server, a notice would display like for the owning of fiefs, announcing him as the owner of <TheNameThePlayerChoseForTheItem>.

Then when he gets killed, I pickup the Item and for the rest of the rounds there will be 2 or more "unique" items lol  :D
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: zagibu on June 06, 2011, 09:18:37 pm
Haha, yeah, didn't think about that. Wouldn't be that bad, though, would it now?
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Dandelion on June 11, 2011, 07:16:33 pm
Well, I can't see the point of changing the EXP system this way. I mean, if you're headshotted, you may be level 31 or 40, you're still headshotted. Arrows don't give a fuck what level you are.

In fact the only disadvantage of gaining EXP over time is that we don't have any huge melee nor "teamplay" (aka random shieldwalls) anymore; but I guess everybody knew that even before the Unholy Patch of January. However I can't complain without trying to propose solutions, so here we go.

To begin, three easy steps :
1 - Remove the upkeep.
2 - Remove battle mode.
3 - Remove siege mode.

To continue, three not-so-easy steps :
1 - To keep the effects of upkeep (which are mostly to avoid tincan-ism), the shop ought to be changed. I always wondered how, in a realistic point of view, all the items could be buyable in the same shop; and that's the idea :
Make only some items available in the shop (10~20). If the player wants to get other items, he clicks on a button like "travel to another city" and the items are changed after 30 hours. However, during this time, the player isn't able to buy anything. Also, I doubt that a merchant would be honest to sell only brand new items; he would probably sell worn-out clothes and used weapons. (But he could sell better items too.) Oh, and stones should be free.
2 - Yeah, that looks pretty strange, but the battle mode cannot bring teamplay. At all. And if people don't know, the over time money system was set to encourage teamplay and discourage solo-players. For a better teamplay experience, a new gamemode could be created. Here we go :
It would be called something like "King & Queen", and the main feature would be that one team has one king -chosen within the less-armored male-players- and one queen -chosen within the highest-level female player-. The team would have to keep'em both alive during the round. If they keep the king, they win and everybody earns like 100 gold. If they keep the king and the queen, everybody earns like 100 gold, and the next round it will be doubled. The goal of the other team is to obviously kill the king and the queen. If they kill the king everybody earns 100 gold and if they kill the queen, etc etc... Also, every kill would give about 1 or 2 gold. Finally, I dare say that this gamemode would make the order system "useful".
3 - For this one, The castles would be kept but the flags removed. Also, one room would have to be added to the castle: "The chest rooms". No respawn, but the attacking team would have more players to compensate. Thus, The goal of the attacking team is to raid the chest room (or ninja inside), and steal gold. The gold in every chest would depend on the number of player on the server. So when you would enter the room, you would have to "activate" the chest to pick about 100 gold. You could do that as many time as you want to, so yes, one player only could take the whole treasure. When one of the team is exterminated, the round is over. The gold left is given to the defenders, so if the no gold is taken, this can be considered as a win for the defending team. This gamemode should be for better-than-peasant players, especially for the attackers.

So here's my idea, and don't worry, I know it's unrealistic and impossible to be done. I was just, like, giving some ideas.

P.S : Casual gaming doesn't exist. It's an sales argument; if a game is good, people will play it.
P.P.S : Pardon my english, it's not my native language
P.P.P.S : I totally agree with the unique items idea.
P.P.P.P.S : If this guy (http://www.youtube.com/watch?v=RgFVlkGw7XY) could replace rebecca black, I'd be happy as well.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Gorath on June 12, 2011, 12:55:09 am
I want the drugs Dandelion is on.  Hawt damn they must be mind altering.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: zagibu on June 12, 2011, 01:02:55 am
I don't think his suggestions are crazy. In fact, I would love some new gamemodes. We discussed some sort of escort mode already in another thread. I don't like the new siege mode, though, because I don't like gamemodes without respawn. It's boring. I want to play, not watch others play.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Christo on June 12, 2011, 01:05:35 am
Responding to your title:

cRPG needs something, some motivation for it's players to play it.

(Yeah I know Strat did this back then, but time is passing and cRPG's battle mode is getting boring, no offense meant.)

We need more gamemodes that reward teamplay, and tactics!

CTF/Conquest anyone? I'd give battle for them anytime.

About the XP idea:

Well, you have a good concept, but it's not the right way to fix it, I'm sure.
After these updates, the game became more "mainstream", where people can fight equally, and personal skills became a bit less needed, because people with lower skill can defeat "heroes" now. That's not bad, but not good either. It only ends up a bit bland, but when we had grinders who onehit you with a Tears lolstab, you know that's not good either.

It's very hard to decide what path works best for the game, I say neither one, so a mixture of both aspects is required.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Cepeshi on June 12, 2011, 07:55:08 am
To be honest and little OT: i have never seen so much tactical teamplay as i am seeing recently, on battle servers, guys forming walls, picking off cav before charge and such, damn cool! But it always depends on the server population, whether they are in for some tacs or want just to mindlessly zerg.

For the XP suggestions, i read the whole topic, and i have to say to Banok, man, just get over the tiny bonuses we have now, do you really think the fact i earn 6350xp/min on x5 is too different to any newcomers 5000? When i had 2000xp/min on x1 i understood people complained about the retired guys being able to re-retire even faster. Thanks to the XP bonus nerf my friend playerbase suffered quite a hit, as many of the guys just quit. If you want to have same conditions for everyone, gtfo to Native man, seriously.

IF the exp requirements for high lvls would be lowered, there would be no achievment in reaching them :)

Christo: After these updates, the game became more "mainstream", where people can fight equally, and personal skills became a bit less needed, because people with lower skill can defeat "heroes" now. That's not bad, but not good either. It only ends up a bit bland, but when we had grinders who onehit you with a Tears lolstab, you know that's not good either.
---   are you still the polearm guy? thanks to the likings of you the 2hers been nerfed to hell and poleaxes are the fotm now...cmon, elegant poleaxe has higher pierce than triple loomed tears, so ffs...you could just as well get oneshotted by polearm guy... (and i do know what i am talking about, i am currently trying out poleaxes aswell)

and to be honest there are still heroes on the battlefield, those guys you want to bring down in order to have a chance to win the game :))
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Dandelion on June 12, 2011, 10:29:44 am
Yes, there are still heroes on the battlefield, but now nobody fears to attack them. I mean, back in pre-january patch, people were afraid to attack tincans (aka heroes); and that's what made'em heroes.

@Gorath : Believe me or not, I really really expected a reply like this. And if you think I need drugs to write stuff like that, you underestimate me. :)
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Christo on June 12, 2011, 12:54:06 pm
---   are you still the polearm guy? thanks to the likings of you the 2hers been nerfed to hell and poleaxes are the fotm now...cmon, elegant poleaxe has higher pierce than triple loomed tears, so ffs...you could just as well get oneshotted by polearm guy... (and i do know what i am talking about, i am currently trying out poleaxes aswell)

and to be honest there are still heroes on the battlefield, those guys you want to bring down in order to have a chance to win the game :))

The likes of me? Remember the cRPG state around December? Everyone who abused the crap out of the gen system became insanely powerful, I just said an example of 1hit stabbing with two-handers. And I never, ever changed my playstyle back then, when other styles were insanely overpowered. It's just not me.

I'm with Polearms since.. a year man, I never did any FOTM crap, this loadout is my first, and it'll stay like that (on this character)

Yeah, I agree that there are still Heroes, but everyone can be one now, and it ruins being one a bit.  :wink:

Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Cepeshi on June 12, 2011, 01:17:01 pm
The likes of me? Remember the cRPG state around December? Everyone who abused the crap out of the gen system became insanely powerful, I just said an example of 1hit stabbing with two-handers. And I never, ever changed my playstyle back then, when other styles were insanely overpowered. It's just not me.

I'm with Polearms since.. a year man, I never did any FOTM crap, this loadout is my first, and it'll stay like that (on this character)

Yeah, I agree that there are still Heroes, but everyone can be one now, and it ruins being one a bit.  :wink:

Abuse the crap? cmon...how is using a implemented feature in the way it was supposed to be used a way to abuse? I do not understand this argument, care to elaborate pleasE? I see the "abused old system" all the time, but no idea how that was actually done. If you mean repetitive retiring with investing everything to one weapon class in order to retain acceptable bonus for next retirement, how is that abuse?

Anyways, for the FOTM, no offense intended, i do remember you with polearms, but as stated: likes of you, meaning, people kept crying about being instagibbed by swords from a guy with dunno 8ps or stuff and afterwards all this whining produced an unneeded nerf to swords, i like to play with swords, went to polearm for this gen (as i am fighting for either lil nurf to them or bring back swords to similar level again, but this is offtopic a little) to see if my arguments were valid. Cannot express how much i am looking forward to chew thru last 600 000 xp to retire for swords again :)) Even tho not on same level with polearms, i still dig the style :)
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Brutal on June 12, 2011, 01:35:27 pm
Abuse the crap? cmon...how is using a implemented feature in the way it was supposed to be used a way to abuse?

Well it's not abuse sensus stictus, it's just that now newcomer will never be able to retire every week to gain a gen like it used to be. They will also never be able to grind at gen 15+ with 10% xp bonus  to get to level 33,34 or 35 or retire every 2 day.

Old player had astronomical advantage to get to higher gen and lvl compared to people that are new to the game that's all, and those that "used"  :mrgreen: the system as much as they could got the best out of it.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Cepeshi on June 12, 2011, 01:42:59 pm
Well it's not abuse sensus stictus, it's just that now newcomer will never be able to retire every week to gain a gen like it used to be. They will also never be able to grind at gen 15+ with 10% xp bonus  to get to level 33,34 or 35 or retire every 2 day.

Old player had astronomical advantage to get to higher gen and lvl compared to people that are new to the game that's all, and those that "used"  :mrgreen: the system as much as they could got the best out of it.

So what you are saying is that player who played for longer time has advantage over newcomer? Oh my god, what an outrage! :) I mean, i was able to retire just three time in old system, the money required for retirement were quite a bitch to get, 5, 10 and 15k gold was not easy to farm back then, so i do not see how this could be used too much. Some guys bought gears, other spent it on retirement, i find this fair. The 10 percent bonus was recalced and i lost 3 generations, so that should be fixed aswell. I see how this was gamebreaking in the patch before January, but bringing this up for discussion even when it was already undone (fixed, reverted, dunno the exact word for this :S) is somewhat backwardish.

Edit: thanks for the input :)
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Fluffy_Muffin on June 12, 2011, 01:45:27 pm
(click to show/hide)

So you want a goal, you want to be lvl 40 hero?

Here is your goal: become a hero, practice, go to the duel server and fight. Learn to block everything, practice footwork, master the speed bouns, develop intricate feints, hold back strikes to trick, master the lenght of your weapon, learn to chamber strikes etc. Fight the existing heroes you want to become and win against them all.

Thats not enough goals for you? go on the battle servers for some more: Practice your battle awearness, when to flank and when not to, when to go with the others and when not to, learn to support your team, develop superior timing, develop superior dehorsing skills, practice arrow and bolt doding tehniques etc.
Dominate the battlefield.

I promise you this will take more ammount of time than any lvling goal you set before yourself. So here is your long term goal, now you have something to do untill the end of crpg.

And here is the best thing yet: you dont have to grind to achieve this you just have to enjoy the game and test yourself to the limit.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Murchad on June 12, 2011, 06:43:23 pm
I voted wrong I thought "this xp system" was referring to the current system.

I disagree with everything that was suggested.

totally agree with what fluffy muffin said.

This is like chadz said a battlefield simulator with customizable character and the ability to do a couple things grindwise to give a little edge (heirlooms or grinding to level 35)
but if you get your level 35 char with all the heirlooms you want you are not "stuck" from then on its about increasing your personal skill, which is why i play this game.

crpg in its current state is the best it has ever been imo.
the old xp system was terrible.  tactics were out the window because you just had to cluster up in the middle of fighting.   was such a grindfest, yay lets do xp bridge and xp barn all day to level up.
now its about teamwork and winning battles if you want to get more xp.

-edit:
one thing that bugs me is when people say things like "lvl 30-31 is the worst"
why is it the worst, you are high level so you should be able to fight effectivly and show your skill at the game and thats what is fun to me.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Lichen on June 12, 2011, 07:39:21 pm
I do wish there was much more incentive to play past 31 but there isn't for me personally. There is no way in the world I am ever getting to lvl 32. I can't even reach 31 really anymore. I wish the game had some more motivating factors though I don't have an answer to what those might be.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Blondin on June 12, 2011, 09:31:34 pm
(click to show/hide)

So you want a goal, you want to be lvl 40 hero?

Here is your goal: become a hero, practice, go to the duel server and fight. Learn to block everything, practice footwork, master the speed bouns, develop intricate feints, hold back strikes to trick, master the lenght of your weapon, learn to chamber strikes etc. Fight the existing heroes you want to become and win against them all.

Thats not enough goals for you? go on the battle servers for some more: Practice your battle awearness, when to flank and when not to, when to go with the others and when not to, learn to support your team, develop superior timing, develop superior dehorsing skills, practice arrow and bolt doding tehniques etc.
Dominate the battlefield.

I promise you this will take more ammount of time than any lvling goal you set before yourself. So here is your long term goal, now you have something to do untill the end of crpg.

And here is the best thing yet: you dont have to grind to achieve this you just have to enjoy the game and test yourself to the limit.

A big +1
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: Strider on June 13, 2011, 07:51:17 pm
A few main things about how I feel about crpg.

1. The grind is boring. There must be a way to "happily grind".
2. There is no encouragement to forward your character on through high levels. Because it is nearly impossible.
     To me it seems like when i reach lvl 31 my character has died. Now i retire and leave his legacy behind. I     like the retirement but not like this. It feels like my only goal is to retire. nothing more.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: FRANK_THE_TANK on June 14, 2011, 05:17:42 pm
Personaly I feel that it is a massive grind to get to lvl 31. And after botching my build around lvl 22 have been slowly draging myself to 31 for the express purpose of resorting my build to something I actually want to play with.
If after I made this cock up I had actualy relised how long it would take and not have limped onto lvl 28 I would have just hit retire (or maybe delete I don't know) and started again.

I want to be able to customise my build, to my play style and not have to grind like some MMO f&&&tard for days, and days, and days. Its a complete cock. I really like just playing the game and honestly don't care about looming at all, but I will retire because I wan't to respec and I'm so damn close now that I may as well wait and loom something.

Its an archaic way to approach the user base. We should be able to experiment with our builds and see what we like, its enough that we lvl with out having to make a desicion 5 lvls before you get there only to get there and realise you really don't want to roll that char.
Title: Re: Suggestions for a BETTER cRPG Experience.
Post by: zagibu on June 14, 2011, 08:56:19 pm
Skip the fun is for you, dangah, if you don't care about looms.