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Topics - Tydeus

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16
Events & Tournaments / Promoting Events/Competitions
« on: May 16, 2014, 04:41:34 pm »
I'd like to reorganize(read: introduce organization), to increase accessibility. What I'm thinking, is to only have the main "Events" section be for actual events and general discussion(pertaining to events/tournaments/leagues, of course), and have Tournaments and Leagues with their own Child Boards. That is, each League should have its own Child Board, so people can easily set-up times for their matches. On top of this, I think it would help a lot to standardize thread titles as well. Something like what is done for the marketplace threads. Some examples of what I mean, would be:

[Region(s)]Event name[time, including time zone|date]
[NA/EU]Tydeus' Rock Throwing Contest[18:00 GMT|May 16]
[NA]Tydeus' 5v5 Tourney(No need for a date, if it's a larger tourney that can't be completed on a single day)

What else needs done?

Edit: Also, I'd like to get Leagues going, where we use the the duel/rageball servers for fights. We should see the return of EU_6 as soon as chadz/cmp get around to copying over the appropriate files from NA_6. I'm not certain what requirements should be, I'll probably make a thread specifically to discuss that.

17
General Discussion / HIGH APM CRPG STORY AND DUELING VIDEO
« on: February 03, 2014, 02:55:01 pm »

A true cRPG success story.

18
Game Balance Discussion / 2h Bastard Sword Type Weapons
« on: November 14, 2013, 04:39:57 pm »
What do you guys think about the 2H Bastard Sword class of weapons, specifically the Bastard Sword, Heavy Bastard Sword and the Longsword? Are they overpowered, or just easy to use? Personally, I've never had issues fighting them and I detest using them myself in strat battles, where I think they are massively overrated(at least for field/open area battles). Not looking for anything fancy here, just gathering opinions and maybe seeing if there are new arguments that I haven't heard before.

19
General Discussion / WPP Sum and Cost Formula Rework(Includes WM)
« on: November 09, 2013, 01:33:37 pm »
*Major News Update.* Check Edit #4 *Major News Update.
We’ve decided to finally address the STR v AGI & WM issues and have decided on a rework to wpp totals, wpp costs and WM effectiveness formulas. Since this will affect everyone, we've decided to give everyone access to the exact formula and to give players the opportunity to ask some questions and give responses to the proposed change. Some questions I have asked are; Should we let the community make the final decision, what exactly should the new wpf formula look like and most importantly, how to handle reimbursements?

So what does the change look like? For starters, free wpf from leveling has been removed. Second, the new base wpp (weapon proficiency point) allows for 20 wpf (weapon proficiency) in a single weapon type. Next, each point in Agility will now grant you varying amounts of wpp. Finally, 6 WM was chosen as the amount one would need to remain mostly unaffected by this change; 5 or fewer points result in lower wpf values, 7 or greater result in higher wpf values.

Sounds great, but what does it look like? Well, here:
(click to show/hide)

If you want the formulas, to be able to play with numbers to get a better idea or to perhaps update preexisting calculators, here’s that too:
(click to show/hide)

For most hybrids, there are two possibilities for how this can affect you. If you have an even 1:1 split, you will find yourself having less wpf in both, up until higher WM values. If you have something like a 2:1 split, you will go largely unaffected.

If you don't read the forums much or you haven't been around very long, maybe you’re wondering why we’re even doing this. Well, there are two reasons and they’ve been complained about quite consistently for years now. First, is that strength synergizes with so many different things that it’s objectively the better of the two attributes. Second, WM and wpf scaling leaves much to be desired. A dedicated melee build simply doesn’t gain much from WM past 3 or so points. Strength stackers shouldn’t be able to completely forsake WM and Agility without worry. Stacking anything, regardless of what it is, should always come at the cost of something else that is equally important.

Now with that out of the way, we can get to the part where we want the community’s input. Of course there is the obvious “what do you think of the change?” but what we’re more interested in, is what you believe the minimal reimbursement would be for implementing this. We believe what would be most appropriate is reimbursing something like 6 Strength attributes and however many skill points that amounts to(This is currently the plan). It’s clear that full respects aren’t desired on our end (chadz says no), so what could you get by with, without an excessive amount of QQ?  :P

All responses and critiques appreciated(Aside from grammatical ones). Thanks for reading.

Edit 1: I guess I forgot to state this, but your wpf will be reset.

Edit 2: For clarification on the current(could change) reimbursement... The patch will come out and people will log in to begin playing. They will then notice they have 6 more attributes that they can spend and 6 less str than what they had before. They will also notice that any skill points they had that would have required higher values of str than what they currently(the moment after the patch goes live) have, were also refunded. So 18str and 6 powerstrike and 6 iron flesh gets turned into 12 str, 4 powerstrike, 4 iron flesh and you're credited the points a fully respecced character.

Edit 3: WPF per PT requirement reduced from 13 to 11. Putting wpf into any melee type will grant bonus wpf to the other melee proficiencies.



Update to reimbursements
Edit 4: Major update to reimbursements. Had a bit of a chat with chadz where I mentioned some concerns I had about the current reimbursements. Before you jump to conclusions or start planning your new builds, please remember to test all future builds with a stf character first. chadz just confirmed we will in fact be doing full character respecs for everyone. We would really like to avoid knee jerk reactions so again, please make sure you're really testing a build out with a STF before you decide to stick with a specific build for your characters. Furthermore, keep in mind that all item stats are subject to change, don't create a build around one specific weapon that you think is/will be OP, it could very well end up getting changed in the future and you will not be given another free respec.

20
General Discussion / Possible Polearm Overhead Sweetspot Fix
« on: July 29, 2013, 09:07:15 pm »
We've decided to give the community another opportunity to weigh in on possible gameplay changes, which there are currently two of. But first I'd like to direct your attention to the polearm left-to-right release animation. Were you aware that it was somehow altered? Could you see or feel anything different about it? If so, how do you feel about it? Your response to that should directly affect your response to what lies at the heart of this post.

Right now two-handers require 53.33 % of their (edit: Overhead) release animation's progression to reach a spot capable of hitting a person in front of you. The disgusting thing, is that the polearm animation takes nearly 20% longer than that, and that's assuming two weapons of identical speeds. My proposal is to lessen that gap in the same way I lessened the gap for the polearm left-to-right swing. This would be proposal #1.

Proposal #2 (Credit goes entirely to Urist for this one), is to change the sweetspot for all overheads so that they do 0 damage to players behind you. That is, it still connects with the player and keeps you from hitting someone in front, but you won't be doing full damage to a person behind you simply because of poor implementation by TW.

The first proposal would clearly have a major affect on bi-directional polearms and, if implemented, we would keep a close eye on the effects. It's worth mentioning here though, that the thrusts of such weapons are the most deadly aspects. Rather than making them more deadly(increasing their maximum damage output or likelihood of landing a hit) this only gives them more utility, or easier access to a tool that has always existed. Bi-Directional weapons aren't where they should be, but simply increasing their speed across the board would be the wrong way to address the issue as I don't believe the thrust attacks need such a thing. For these weapons, this fix pinpoints exactly what I see the problem as being, and then addresses the issue.

Update: Decided to go ahead and put my 1h thrust animation fix in as well. This will take a very slight bit of getting used to, but it will allow you to use the full length of the thrust. Before my fix(what we currently have on the servers), by the time the 1h thrust was all the way extended, you would have already left the sweet spot and would now only be doing 50% damage. This is why the 1h thrust was so poor. When I was testing, after I got used to it (took about 10 seconds), it felt really good. This is one of those things where even though the "frame data" shows 1h thrust as having something like +40 range, in practice it was more like +10 because anything after that falls outside the sweet spot.

21
General Discussion / New Mechanic: Dodge
« on: July 03, 2013, 01:26:08 am »
We're thinking about implementing new dodge mechanics but we want to make sure the community is at least interested in the possibilities first. There are three possible dodge type mechanics we're thinking about. The first, would allow you to roll and then stand up from a knock down. This would keep you from being so helpless on the ground without completely taking the advantages of knockdown away from players. Picture a relatively fast 1 to 1 1/2m left/right roll from the knockdown positions. Nothing too game changing here, just another tool in the bag.

Next would be a sort of hop that moves you left, right, or back when executed. This would be a quick dodge that would only move you about 1 1/2 to 2m. Unlike a jump, the player doesn't get much higher off of the ground and we can choose whether or not to keep the animation to only locking the lower body. Unlike the others, this could allow players to block or attack during the dodge(possibly only block).

The last mechanic we're thinking about is a roll from the neutral position(standing) where all four(possibly 8) directions are possible. Total animation length is much longer than the others but distance traveled is also about 3m. Quick at the start, slow at the stand. I think of the dives in Dark Souls for a good example of this. We can change the animation, dive length, stand speed, etc, based on things like character stats and equipment.

We realize that full plate characters rolling around the server could really be an eyesore, as well as the fact that all of this could have significant positive or negative impacts on gameplay, so we're asking what the community thinks before we start developing and implementing these these(urist actually already has the core of the system done). We can choose to implement any combination of the previously mentioned systems, or none at all. So tell us what you think, maybe you've got some interesting ideas of your own?

Edit: We don't think of these as get out of jail free cards, but simply another tool that players can utilize in certain situations.

22
*Update 10/06/2013*
A lot of people have been wondering what happened to this and whether or not their effort is simply going to go to waste. Unfortunately, I don't have the best news, but it's not hopeless. Originally, we decided to run this as a test because we had the old EU server for a few extra weeks. Now that those servers are gone, we no longer have a good place to host this game mode. Due to the fact that a dedicated server running this game mode can only accommodate a handful of players, it doesn't make economical sense to continue officially hosting this. On the plus side, anyone can host a server with this game mode.

In the event that we can find someone willing to pay for/host a server running this game mode, not only will these custom factions be playable, but further development can also resume where it left off. Sorry to anyone who feels like they wasted their time contributing, that was not my intention. But like you, I too put a fair bit of time into this.


(click to show/hide)

23
In preparation of implementing new wpf/wpp formulas, I have realized there are a few generally unasked questions that really should be addressed. While I have my own opinions of what’s what, I might have overlooked or misjudged something. If you’re going to take part in this discussion, I would ask that you please at least try to elaborate on your answers. Now, here are my simple questions:

How difficult do you find it to hybridize a character?

Do you feel specialization is properly rewarded?

Edit: Please remember to answer the poll.

24
Strategus General Discussion / The Siege of New Ehlerdah
« on: April 05, 2013, 02:02:58 am »
I decided to use some of my leftover gear to supply NA with a fun battle that anyone can participate in and get experience from. Unfortunately for MB, New Ehlerdah was the randomly chosen fief. Maybe we can make this a fun battle where both sides use the same teamspeak channel, even for role call.  :twisted:

Sign up if you want experience, I'm hiring everyone, especially MB members.

25
Sell/Trade / Tydeus' conquest for maximum, 12 str req armor efficiency.
« on: February 26, 2013, 09:55:09 pm »
This is what I want:
Lordly Sarranid Guard Armor
Lordly Scale Gauntlets
Any lordly 12 str requirement helmet

This is what I have to offer:
Reinforced(+3) Eastern Soldier's Hat
Reinforced(+3) Padded Cloth
Lordly Gilded Hourglass Gauntlets

I am also looking for a Mighty Goedendag!

I am willing to trade these for any of the above mentioned items:
Mighty Great Long Bardiche
Mighty Poleaxe
4 heirloom Points

26
Strategus / Strategus Start-up/Advancement Kit
« on: February 08, 2013, 11:13:51 pm »
I am selling everything you need to be able to take any fief in Strategus on NA. 1 million strat gold, 2600 troops already fully equipped with shiny loomed gear. 400 Champion Cataphract horses, 1K+ lordly plate sets, 5K weapons of all types, Lots of siege equipment, 10K horses.

Please, only serious offers and inquiries.

Edit: 1000 Lordly Khergit Guard Armor, 1150 Lordly Mongol Armor, 1250 Lordly Litchina , 800 Lordly Pronoia, 1000 Champion Destriers, etc... Just to highlight a few specifics. Picture:
visitors can't see pics , please register or login


Edit2: Overall, I would say the value of everything is about 2 mil crpg gold but my asking price is 1.8m(could alternatively pay in looms).

27
General Discussion / An Insight Into cRPG Balance
« on: February 05, 2013, 04:16:46 am »
<Fasader> no.jpg
<cmp> yes.gif
<Fasader> nope.avi
<cmp> yep.mkv
<Fasader> negativ.tiff
<cmp> positiv.tga
<Fasader> nein.png
<cmp> ja.psd
<Fasader> ne.mp4
<cmp> fuckyou.exe
<Fasader> trojan detected@@@@@@@

As you can see, cmp brute forces his way to victory in this argument. In this particular instance, perma-death was added to the next patch.

28
Suggestions Corner / Equipment buff suggestion.
« on: January 30, 2013, 05:54:55 am »
Buff the unused/underused pieces of equipment (both armor and weapons). Peasant gear needs a buff! Peasants will be shit even if you give them a flamberge or a poleaxe, 1PS is still 1 PS, buff the weapons so that you increase the possible viability of items in game. It's not like having more types of effective gear is ever going to be a bad thing. The worst thing you can do, from a game design aspect, is limit player creativity and options. Why must the quarter staff glance on every type of metallic armor? Seriously, why does the short bow have to be such a useless piece of shit weapon?

Buff them, because nothing bad can come from meager buffs, but at least you will be increasing the possibility of more types of equipment becoming viable. More options, more fun, that's how I see it.

29
Sell/Trade / Getting rid of Lordly Heavy Yawshan
« on: November 26, 2012, 08:42:50 pm »
What the title says. I'm not sure what I want, but I know I want to get rid of the Lordly Litchina and the Lordly Heavy Yawshan. I'm interested in a miaodao and in armor weighing 3-6.5 kg. I have no interest in armors outside of this weight range, though I will consider nearly all weapons.

30
Suggestions Corner / Archery wpf rework
« on: November 15, 2012, 09:14:17 pm »
I have never much liked changes that remove or directly harm preexisting playstyles, which both of the previous two archer mechanics changes have done. Whatever solution we choose, it has to be able to be done without WSE, which is a restriction my solution adheres to. While they may have slightly solved one problem, they have both negatively affected other play styles while leaving low pd archer builds useless, as well as not addressing the fact that getting athletics is worth more than anything else you could do with your left over points. Why limit the amount of effective builds needlessly? Why does a 3 PD build have to be utterly useless? Why can't specialization actually be rewarding?

How about, instead of penalizing archers for having athletics by stealing their wpf, we reduce the PD wpf penalty they already get, for every point of athletics they have below their PD/WM(depending on whichever is highest)?

Something along the lines of this:
1. wpf penalty= 14*PD -(MAX(MAX(PD,WM) - athletics,0)*8
2. wpf penalty= (14*PD -1.4^PD) -(MAX(MAX(PD,WM) - athletics,0)*6

For those of you unaware, the two MAX() functions simply keep people from actually ending up with a penalty for having athletics as their highest skill. Option 2 is a combination of the current, which helps to keep high pd builds from being useless. Option 2 keeps the wpf disparity between 10 and 6 PD exactly the same as it currently is.

Here's what it looks like.
https://docs.google.com/open?id=0BwUPthpt639-U0xsQktaS2J4dlU

There are a few problems that I see this causing. First, notice that the 3 PD archer has more effective wpf than what his base was? Bit of an issue, but can be fixed by further adjusting the formula. Second, everyone ends up with more wpf than before, which means weapon stats will need to be nerfed slightly for compensation(otherwise this is a massive archer buff for every single archer) or we can adjust the formula further. The point of this post, is to state that it's easily possible to get far better inner balance for archery and that if you want to kite, you should be able to kite, but know that you will not hit as hard/be as accurate as an archer who chose to have a specialized build. Your kiting build won't end up nerfed like with the old athletics change. You aren't penalized at all for having athletics, only specialization has meaningful benefits now.


Alternatively, and to a global effect, change the wpf formula for everyone.

(click to show/hide)

Edit: Fixed the URL requiring permission.

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