Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DaveUKR

Pages: 1 ... 3 4 [5] 6 7 ... 114
61
Announcements / Re: 0.5.5.0: you to decide
« on: March 02, 2019, 04:17:37 pm »

What was fun to you was also game ruining for others.

I think original crpg was really fun for small groups, but the mod grew and modern crpg is honed toward much larger groups

cRPG has never been balanced around small groups. And balancing was always made for large groups, that's why ranged had that amount of ammo etc.

And also specify what you mean by saying "original crpg" because cRPG had 100+ simultaneous online players since Summer of 2010.

62
Announcements / Re: 0.5.5.0: you to decide
« on: March 01, 2019, 11:18:57 pm »
This right here, this is why mod ls dead. Most playerns don't give a fuck about strat except mercs clan, cRPG has essentially become owned by mercs clan because DeveUKR is a merc. And certainly not a single new or old but inactive players give a fuck about strat. These people just want to jump in the game to test it out, not get involved in Strategus, which requires regular playing. cRPG first, Strategus later.


Anyway, long time ago you were asking about compromise with wipe. Well here's my idea: make a backup of everything, then wipe it. If people don't like it, and mod dies more than dead, bring current state back. If people play, let wipe be.

Better yet, how about we make a stone soup? Let's vote someone from community, give them almost full access to cRPG for a few days, see how it goes. If people like it, let them stay for a bit longer. If not, kick them out, revert to backup, and choose new vice dev.


DeveUKR, I must say I am FUCKING annoyed at your unwillingness to do simple changes suggested in the "you to decide" thread. Maybe you implement lots of changes decided by strat plebs from some merc discord circlejerk, but that doesn't count. It has been almost 4 months, 23 pages and your response to most suggestions was "NYEEH this will kill mod", "NYEEH strategus more important", "NYEEH 10 people played for a minute today, so I guess mod is alive". If you don't want to do this, or simply don't have the time to, just give dev access to the next most sane, mentally stable member of this forum. I know I'm being rude and unreasonable, but let's achieve something, anything other than some strat bullshit that only a tiny little teeny peeny part of cRPG community plays.
FUCK
To balance my angry post, I admit that I like the new factions/nations thing in cRPG item shop (not strat, I don't care about strat)

didn't make it to the end because it started with bullshit from the very first sentence  :lol: Mercs being one of the biggest cRPG clans, yet passive in Strat, always tried to be neutral and chilling faction in Strat during all the rounds, members were always free to join any strat faction or fight on any side. There were Strat enthusiasts a long-long time ago but the vast majority didn't give a damn. We didn't even have our faction last Strategus on strat map and active members were spread between different factions.

Actually Strat was something that I left for the dessert and everyone from cRPG team can confirm that, because I was telling people that I've lost hope at some point and was about to let cRPG die. The only thing that I promised to do before I quit is to restart Strat as a measure of last hope.

So it was either a joke troll post or you just went full retard. Both scenarios are bad, unlucky son.

63
Suggestions Corner / Re: An archery balance post from a shielder
« on: March 01, 2019, 07:30:06 pm »
Based on the stats of bows ingame it looks like there are some missing change logs. To put archery in a good spot revert the accuracy nerf to bows that cannot be used on horseback and increase bodkins per quiver. Thanks.

According to the item changelogs Rus, Long and Yew were straight nerfed. HA bows received the same accuracy nerf but had missile speed, damage and draw speed buffed...

Bows had completely broken accuracy and damage stats, bows are still insanely accurate. Even super high PD builds are still very accurate. I'm up for discussions and if there is a solid background of suggestion to do something - I listen to it. Otherwise it just looks like "do this just because it's my class". Keep in mind that bodkins can also penetrate shields now.

64
Suggestions Corner / Re: An archery balance post from a shielder
« on: March 01, 2019, 04:55:48 pm »
I wonder how much effort it would take to make it so that if you're not carrying a bow, you have the option to 'break' arrows rather than pickup. Basically, pick them up and if they don't have a bow/quiver, just remove them. The problem with horse archers to me is that they just kite around picking up loose arrows when they run out, particularly when they're the type that won't get down from their horse when the flags are up and fight.

Also, were tatar arrows always HA arrows? I feel like my foot archer got unnecessarily nerfed when my mw tatars capacity went to shit.

There were no HA arrows in the past. And apparently Tatar arrows is the candidate #1 to become HA. Anyway you can always exchange it, free reforges are still a thing

65
Suggestions Corner / Re: An archery balance post from a shielder
« on: March 01, 2019, 02:59:37 pm »
^

On top of what San said:

Archery changes were not made to buff HA. They were exactly the opposite. Just a few examples how recent archery changed HA, it's you to decide if it's a buff:

1. Composite bow became impossible to use on horseback, so the most powerful HA bow is gone.
2. Arrows received a new item flag so that balancers have a bigger room when changing/adding new arrows: Can't use on horseback. There are no pierce arrows that can be used on horseback and there are no big quivers that can be used on horseback either.

Also. 8 arrows (9 on MW) per quiver is only a thing for pierce damage arrows or HA arrow tier. You are free to get Barbed Arrows that are only 1 less damage than Tatar Arrows, those arrows are 14 per quiver on MW.

66
Announcements / Re: New Strategus (new round & mechanics)
« on: March 01, 2019, 02:44:13 pm »
·  Item (including goods) dupe possibility was found and it's fixed, duped items are removed so it won't affect this round's economy and there is no restart yet. It was a major logic bug in database structure and I believe it could be widely used in previous Strategus rounds but I have no logs to check it out.
·  Power Throw now reduces Throwing WPF by 8 per skill point instead of 11
·  Item conversion is changed to reduce item level by 1 if it's loomed (Converting non-loomed or broken items doesn't reduce loom level, converting +3 will result in getting the same amount of +2 equal or lower in price national/common items of the same item type)

67
Announcements / Re: New Strategus (new round & mechanics)
« on: March 01, 2019, 02:22:25 pm »
I appreciate the new nation "Ferocia" and the item work that must go along with forming such a nation. I intend to declare it as a nation at some point because of it's equipment but at the moment they're not an option within the faction page and they do not have any feifs within their nation. Will they be put within any feifs (you had mentioned swadian) during this test phase or after the official strat round begins? I'd like to know the wisdom of waiting for access to the Ferocia equipment or just immediately claiming a different nation.

Claim a different faction for now. Ferocia and Staufen will be added later. We still haven't decided on what fiefs & where they get. Most likely they'll just used Swadian fiefs (maybe get more castles & villages per town). We're focused on adding items to existing active nations.

68
Announcements / Re: 0.5.5.0: you to decide
« on: March 01, 2019, 02:19:27 pm »
Absent for a while, maybe this has already been implemented? Otherwise, my vote is reverse the whole mod to pre-upkeep patch, with the ladderpaulting, the xp leeching circles and good times etc~

Ladders are back to battle servers, though ladderpulting isn't. Although it might be fun but it was an obviously ugly mechanic code-wise.
Fast&weak horses - horses maneuver and speed across all unarmored horses was buffed.
Kill for tiny amounts of xp/gold - it's going to get implemented (kinda), but was postponed because of work on Strategus.
Native lancing angles - nope and not going to move it back. The only possible way to change is to make the angle depend on current horse speed so slower you move - the wider angle you have. Reverting to native is a no go because it is incompatible with warband collision detection, horses&riding levels of crpg, item stats and damage calculation of crpg. Would bring massive shit and exploits to the game.
Peasant wars & Random Plains - welcome to Strategus.
BoaS, LTA, LoC, SoT, SoC and heaps of other nice items - BoaS might find its way back, we actually discussed it, LTA is an event item, LoC (can't remember what it means), SoT and SoC are basically German and Danish Greatswords.

69
I dinnae have that shader. As a result, game crashes during startup. I've tried repairing and running from WB launcher, but, oh woe, it's no use.

It is a bug that causes game crash if you don't use WSE2. It's gonna be fixed in a couple of hours. You can though launch a game with WSE2 checked.

70
Suggestions Corner / Re: make shortbow 0 skill again
« on: February 27, 2019, 02:18:35 pm »
HA army vs HA army?  I don't see the problem

I dont mind losing with useless HA troops as long as I can field them for the sake of doing it.

Why not just abuse the rest of HA bows that khergits have? You can actually make a quick respec before the battle of your alt or even have a static alt for HA battles.

71
Announcements / Re: New Strategus (new round & mechanics)
« on: February 27, 2019, 02:15:08 pm »
blame eu for having no self control

It was very effective, I'd say super overpowerful in certain circumstance. We can't blame people for willing to win. I hope it goes smooth after recent changes.

72
Announcements / Re: New Strategus (new round & mechanics)
« on: February 27, 2019, 02:13:27 pm »
·  Equipment help formula is adjusted so that it helps with equipment more often, it is a subject to change though but it is better than before
·  Selling price of items in fiefs is decreased from 40% to 20% to make it less attractive to sell gear rather than merge/convert it.
·  Soak value for cut is increased from 0.4 to 0.5. Actual effect is making higher armor being more effective against lower cut damages.
·  Cut 1h received +1 damage to get compensated. Cut archers became less effective against high armors (it was impossible to balance because pierce and cut used to have the same soak value)

73
Suggestions Corner / Re: make shortbow 0 skill again
« on: February 27, 2019, 12:56:50 am »
Since short bow is Common item that'd mean other armies can also use this to become HA. And if it's useless with 0 PD why bother anyway?

74
Announcements / Re: New Strategus (new round & mechanics)
« on: February 26, 2019, 10:02:23 pm »
·  Item conversion can now convert to Common items too. Especially useful if trying to convert low tier national gear and your nation doesn't have a cheaper alternative.
·  We are highly concerned about issues current Strategus has with ranged so there is a little revamp there. Archers being extremely powerful during early stages of Strategus when players can't get any decent armor is a major issue that ruined game experience. Indeed, amount of ranged players itself is a problem as well but we can't really limit people from playing/abusing the META. Instead we decided to have a different approach. First of all, we went back to limiting Common bows to just Short Bow. It lost 1 damage also. Second is regular Arrows are removed from Common items and are made Swadian with stats changed. Third and most important: Common cheap arrows are now Wooden Arrows which are basically old Arrows but with -6 cut and lower price/weight. Hopefully such a huge damage reduction (19+7 base damage for Short Bow in the past -> 18+1) will make it less of a problem.
·  We added a certain amount of items to factions (both old assigned and completely new added), work is still in progress.

75
Suggestions Corner / Re: make shortbow 0 skill again
« on: February 26, 2019, 09:15:15 am »
so that way khergits can actually have HA armies even with non-archer mercs

you gave khergit shit gear in strat, we need this.

So that there is even more archer spam? :-)


Pages: 1 ... 3 4 [5] 6 7 ... 114