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Topics - Johammeth

Pages: [1] 2 3
1
General Discussion / "Joe Flacco"
« on: January 11, 2015, 03:48:40 am »
more like

"HEY WHERE'D THAT PASS-GO"

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2
Suggestions Corner / Let's talk about Horse Ranged.
« on: October 21, 2014, 08:39:50 am »
This is a longer version of a post I started to make in the 4.0 thread (full disclosure: I just got my STR HT up to level)

I think most people are generally satisfied with the nerfs to HorseRanged (HR players being the obvious exception). “Douchey delay-cav who circle just out of range firing projectiles with impunity and farming valor while ignoring their own team” are far less effective, so Mission Accomplished.

I would like to present another perspective:

The nerfs did not address the specific problems with HR (the aforementioned playstyle), and in fact re-enforce the idea that the class should be played as passively and selfishly as possible.

-------------------------------

There is nothing inherently wrong/broken/toxic/*gamer jargon* with being Horse Ranged, but there IS something inherently wrong with the play patterns that HR are encouraged to follow. Horse Ranged traditionally excels at Passive, Effortless Non-Interactive Stupidity (henceforth P.E.N.I.S.) play. I describe this playstyle as “when player A can affect player B, and player B has little or no recourse against the action.” The nerfs (wrongly) carpet bombed HR in general, when they should have instead targeted HR's real problem (their incredible capacity for P.E.N.I.S. Play).

How did the recent nerfs affect HR's relationship with P.E.N.I.S. Play?  The 15 damage cap (any static cap, for that matter) creates a very specific restriction on how you should build, itemize, and play your HR.

Since any damage over 15 is wasted...

-Players are encouraged to build for mobility: You should build only enough PT/PD/xbow to do 15 real damage, and dump the rest into riding.
-Players are encouraged to itemize for a high volume of low damage shots (eg: If throwing darts @32 ammo do the same damage per hit as throwing lances @6, there's no question of which weapon you must use): Spam out a great quantity of shots, since the hard cap ensures that there are no “quality” shots. If it takes you 6 minutes to blow through your ammo, everyone in *dead*chat will just have to wait.
-Players are encouraged to play as passively as possible: Any bit of speed you have that pushes your  damage over 15 is wasted. While you get no benefit from this extra speed, the speed exposes you to significant danger (the risk of coming into the enemy's range, and taking full speed-bonus damage from them). Charging towards the enemy in order to hit them (thus creating an interactive play experience for both parties) is objectively stupid. Work up just enough speed to push your real damage to 15 (perhaps by circling around your opponent?) and proceed with P.E.N.I.S. Play.

In effect, the HR nerfs force HR to play mobility focused delay-spam-bots who have no reason to do anything but casually lope around the outskirts of a fight. The nerfs are successful in their ham-fisted severity, but serve only to re-enforce—rather than correct—Horse Ranged's fundamental problems.

---

I need to get back to work, but here's a sketch of what I'd like to see HR become, whenever changes eventually come around: High-risk high-reward driveby/charge specialists whose damage is closely tied to how close and how fast they attack the enemy.

-Lower base damage (the new % reduction seems the right way to go) without an arbitrary static cap.
-Increased speed bonus damage (so charging straight towards the enemy will negate the above damage reduction, which P.E.N.I.S. Players still suffer).
-(I'm a bit fuzzy on the mechanics at play here) HR projectiles lose their speed/speed bonus more quickly over medium/long distance. (Isn't there some kind of effect where projectiles lose speed over distance? Or am I just making that up? Either way, HR wishing to get the most out of their builds would have to charge straight into the teeth of the enemy).


---

I'm assuming that further HR changes will be back-burnered until the Revival patch has had enough time to “breathe,” but I think it's worth starting the conversation.

Your thoughts, comments, and nudes are much appreciated.



3
Suggestions Corner / Invalid Nudge Notification.
« on: June 03, 2014, 09:55:32 pm »
Howdy,

I've got a small Quality of Life/Gameplay Experience change regarding the game's notification for "Invalid Nudges" (trying to nudge when your character is unable due to weapon/animation restrictions.)

I'll illustrate my point through an example:
A player holding 2H attack tries to nudge an opponent. He presses V, and nothing happens. He dies because rather than interrupting the enemy's attack with a nudge, "WTF MY NUDGE DIDNT GO."

The nudge "didn't go" because it was an invalid nudge attempt, but cRPG explains the situation like this:

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"What?"

This alert echoes the player's exact thoughts ("WTF" rage), and throws them back in his face. It does not give the player the information he needs to correct his error, and serves only to compound his frustration over dying for mysterious reasons.


I think that the alert text should be changed from "What?" to "Invalid Nudge Attempt" (or something similarly direct/clear/clinical) so that it the game gives the player the information he needs to understand his mistake and correct it next time.

This won't affect veterans, but it will make the game slightly less mysterious/infuriating for players still figuring out nudge mechanics.

tl;dr
Alert messages should be clear and informative, not vague and trolly.

4
General Discussion / Masterwork Wooden Stick.
« on: May 19, 2014, 11:17:23 pm »
This object is a Masterwork Wooden Stick.
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It is made out of Wooden Stick.
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It is decorated with an image of a face in wood.
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All craftsmanship is of the lowest quality.
(click to show/hide)

This object menaces with spikes of Poorly Rendered Face
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It is surrounded by an aura of madness and confusion.
(click to show/hide)

This object is a Masterwork Wooden Stick.
(click to show/hide)

5
General Discussion / How long can the cRPG community survive?
« on: April 28, 2014, 05:16:09 am »
Ladies and Gentlemen,

I've always wondered what kind of a clusterfuck society would be like if NA cRPG people acted like NA cRPG people IRL.

I am using the real life simulator game Dwarf Fortress to answer that question. (For those of you who don't know, Dwarf Fortress is a 2d village builder/survival game where everyone is a useless alcoholic dwarf just seconds away from a complete mental breakdown. AKA, the cRPG community).

I'll be updating this thread as the disasters unfold. I'll need a steady stream of players to add to the game, so please drop names of people I should put in.

WITHOUT FURTHER ADIEU:

CHAPTER 1: A GENESIS OF NEW BEGINNINGS, FRESH STARTS, AND REBIRTH.
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CHAPTER 2: NOTHING AT ALL HAPPENS
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CHAPTER 3: ETHICAL HUNTING
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CHAPTER 4: CONFUSION OVER THE ROLE OF THE MILITIA.
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CHAPTER 5: A SERIOUS DRINKING PROBLEM
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CHAPTER 6: HONORING THE DEAD
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CHAPTER 7: TASERWATCH, AND THE BATTLE FOR THE TRADE DEPOT.
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CHAPTER 8: EVERYTHING WENT BETTER THAN EXPECTED
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CHAPTER 9: GOBLIN INTERROGATION
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CHAPTER 10: THEY TOOK OUR JOBS
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CHAPTER 11: THIS IS SOME BULL
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CHAPTER 12: SMALL PACKAGES
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CHAPTER 13: FOOL ME ONCE
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CHAPTER 14: SEEDS OF VENGEANCE
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CHAPTER 15: THE YEAR OF THE GOBLIN IS NIGH
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CHAPTER 16: BLOODY IMMIGRANTS
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CHAPTER 17: THAT SINKING SENSATION
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CHAPTER 18: THE TEDIOUS BUTCHER
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CHAPTER 19: CREEPY CRAWLERS
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CHAPTER 20: REGARDING THE SINISTER NATURE OF CAMELS
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CHAPTER 21: NOT TITLES THAT HONOR MEN
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Chapter 22: STRANGE VISITORS
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CHAPTER 23: HUBRIS
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CHAPTER 24: EIFFEL TOWERED
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CHAPTER 25: ENEMY OF MY ENEMY
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THE END.

6
This is basically how I feel.


7
Scene Editing / A couple of questions (Moving parts?)
« on: April 04, 2014, 06:38:00 pm »
Howdy,

I'm thinking about checking out the scene editor, and I've poked around some of the threads/videos about the scene editor.

I just wanted to ask a few questions before I take the plunge.

I used to do a fair amount of mapping for Quake/Halflife and related mods, so that's the lens through which I see this.

Is it fair to say that, speaking generally, the scene editor is all about shaping+texturing terrain, then adding in appropriate pre-fabricated objects (towers, buildings, etc)? 

Does the MnB scene editor allow you to have moving objects? I know you can have prefab gates/ladders, etc. that move, but this isn't really what I'm after.

Is it possible to make an object (lets say, a prefab ship) move along a path?
(eg, it goes around in a circle from A to B, to C, to D to A

A   B

C  D

Is it possible to make the ground (land mesh?) move in game? (eg: live in game, a flat plain swells into a small hill)


Cheers!

8
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Fight your way to the top or die.

No flags needed.

9
General Discussion / Troll-buff the class that just killed you.
« on: March 24, 2014, 04:10:32 am »
Crossbowmen now deal double damage while reloading.

10
General Discussion / The QWERTY crutching HAS TO STOP!
« on: March 07, 2014, 03:34:12 am »
Hello,

Poor people from developing nation like me cannot to afford a gooder keyboard.

This is what i use as machine type.
(click to show/hide)

I recently get promote to overseer shark dentist at factory.

Now have much money and want to buy american fancy keyboard.

I try to play on american fancy keyboard and QWERTY is too easy i saw anyone who use QWERTY is just key crutcher and not of the very good game plyer.

in conclusion as we say on the line "some shark tooth bite some shark tooth just for show"

if you use keyboard with QWERTY you are just a tooth for show

11
General Discussion / Voice Commands are now Magic Spells.
« on: February 14, 2014, 05:03:33 am »
What is your favorite spell and what does it do?



I vote for:

QFR: Ahh-CHUZZ!
Causes all nearby archers to drop their bows and arrows.

12
General Discussion / The official "Let's Help Tydeus" thread.
« on: February 02, 2014, 01:29:40 am »
Being a game balancer is a thankless job that entails lots of hard work.

I plan to correct this tragedy with a double-headed thrust of internet-philanthropy.


First, to address the issue of being a thankless job:
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Tydeus, you're doing a great job. I like the changes. Cheers!

Second, to lighten your burden:
At the heart of game balancing is the ability to determine what changes need to be made. This is where we, as a community, can make Tydeus' job easier by listing essential changes that he has accidentally overlooked. I would urge you all to post your brilliant suggestions in this thread, so that we can make Tydeus' job just a wee bit easier.


I think it is extremely unrealistic that striking a palm tree does not cause a torrent of coconuts to issue forth from its verdant plumage. This really breaks my immersion. I mean, come on! These coconuts would have no effect on most players, but anybody wielding an axe would be able to break them open and restore 1 HP. I think this is a great change that would make 1H axes a much more appealing weapon type.

Tydeus can you add the ability to use the flat of your blade to 'spank' an enemy, instead of cutting them? I think this would add some deep gameplay options (after you spank someone, they are sure to come after you for revenge) and would in no way encourage late-round delay/bro-coding. I think this would be an excellent way of helping new players into the game, as the old veterans simply spank young whippersnappers instead of killing them immediately.

Tydeus can you add a hydration meter to the game? Characters would start with 2 minutes worth of 'water' stored in their system, before they have to go find scene objects to drink. A dehydrated character would be slower and much weaker. Fighting in heavy armor is hard work, so I think this would be a good and very realistic change. (Sorry if this is the plan for the beer mugs and I ruined your surprise).


I hope that I have made your job a little bit easier on this fine day, and I hope that the rest of the community will chip in to lend Tydeus a hand (feel free to offer him suggestions in game, where he most appreciates our help).

13
General Discussion / Weather.
« on: January 24, 2014, 09:03:46 pm »
-Night is awful, because you can't see shit.
-Dawn is just night by another name, since every map is a valley whose cliffs block the sun.
-Rain is shit because in addition to blinding you, it reduces everybody's combat effectiveness because "fuck you."
-Fog is shit because you can't see a damn thing, much less the archer with a no-fog "mod" (read: cheat) that just headshot you.

What do all of these weather modes have in common? They cast everything in an emo-gray pall of of monotony and eye strain.

"Hey look, that dull gray shape set against a dull gray background is feinting a dull gray object at me. I'd better lean in and squint so I can position my own dull gray weapon for a proper block!

...

Fuck this, I can't see shit. I'm gonna go do something more fun and less painful like chop an entire bag of onions!"



Rant over.

---------------------

As it stands, dark-shitty-emo weather is the norm for any given map.

A bright, clear, "high noon" map where you can actually see what's happening is quite rare.

This should be reversed.

The "random" weather percentages need to be fiddled with so that sunny-and-clear is far and away the most common weather type, occasionally punctuated by snow, dark, fog, etc. (hell even the orange fart weather is nice every now and then!).



I have included a suitably dark version of this post for those of you who enjoy night maps:

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14
Foliage/flags etc. is cool.

Foliage/flags etc. blocking your view of yourself is not.

Scene objects that come between the player's camera and the player's model should turn transparent, so the player can actually see what they are doing.




It's probably too late in the game to implement this "feature" (if we are allowed to boast non-retarded camerawork as a feature) but hypothetically speaking if anybody here was developing their own melee combat game, this would be a nice bit of polish whose excellence is matched only by its obviousness.

15
Spam / cRPG whiteys have no soul and can't dance.
« on: January 03, 2014, 10:42:22 am »
Drop your go-to soul/funk jams here to prove that you've got enough groove to move.



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