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Topics - Rico

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1
General Discussion / cRPG YouTube Coverage
« on: January 29, 2018, 02:18:04 am »
Hej all,

I'm a YouTuber who's started out with Supreme Commander, a science fiction strategy game. I'm expanding to cRPG. So far, I've been uploading some Strategus battles, but a few tryhard yurobean cucklord Excel-sheet-level-autist tutorials will follow soon™ (read: before Dec'10).

I'll update this thread when new videos get uploaded. Hope you enjoy!

You're always welcome to tune in on my streams whenever you see me online.

Cheers!




2
Game Balance Discussion / We Are Reverting
« on: March 21, 2016, 10:23:31 pm »
After taking playtesting and community feedback into consideration, we would like to announce that the recent changes to ranged will be reverted. The pinnacle of un-balance is the discovery that the current War Composite Bow (previous Horn Bow) with its 23c and 6 requirement deals the same damage as the Arbalest if used with a STR archery build corresponding to meta. Compare reload time, slots, upkeep and tier, and it becomes evident that something is very wrong here. The only people who currently play crossbow do so out of style or because they are unaware of the fact that archery is strictly more powerful in the current balance, not because they face fair trade-offs compared to archers.

The new balance creates more problems than it solves. The old crossbow system used 4WM for Hunting Crossbow, 5WM for Light Crossbow, 6WM for Crossbow, 7WM for Heavy Crossbow and 8WM for Arbalest of WPF investment into crossbow to get the most narrow crosshair size possible. None of the crossbows were pin-point accurate. This transparent increase of requirements used to be sophisticated and easy to understand; the absence of pin-point accuracy retained a certain player-skill requirement to use crossbows over large distances, and fairness. This system has been abolished with the change of damage and accuracy values on crossbows. Currently, you dump around 125 wpf into crossbow, and you can use any of them with pin-point accuracy. This is plain bullshit and not offset by increased STR requirements.

The already cancerous STR archer meta is further promoted by the increase of bow requirements. If you increase the requirement of a bow, you buff it. Keep in mind that you can skill up to 4 PD more than the requirement to get 14% bonus damage per PD. With PD increasing accuracy since the Tydeus Era, there is no reason not to always skill PD exceeding the bow requirement you are using by 4. With 7 PD requirement bows available, every archer skills 11 PD to max out damage on all bows, and won't face any malus other than the opportunity cost of not having more athletics. This opportunity cost is not very high since the weight on quivers makes kiting impossible in the first place. 7 PD requirement bows and PD increasing accuracy are pure madness. The result is an archer who hits as hard as an Arbalest user with similar accuracy, but at 6 or 7 times the rate of fire.

Although we highly appreciate the work Raylin has put into contributing to cRPG and would like to emphasize that the majority of the new items since revival patch were made thanks to his tireless efforts, we realized that it is not economic to keep working with his balance patch. cRPG is facing a difficult crisis due to the broken compiler and unavailable devs, and especially at a time like this, we cannot let internal politics undermine the progress of the mod. Permanently compromising balance to express gratitude for the outstanding work he has done in the past is no option.

The balance experiment has been an excellent attempt to improve the mod and provided important new perspectives on which changes are possible, but given the current state on the servers and the community's reactions, we have to put it ad acta as a failed experiment. Instead of breaking a somewhat functional balance in one swoop and dedicating resources to progressively making the unbalanced state balanced again, we go back to what we had before and make minor adjustments where needed.

We would like to discuss these minor adjustments with you.

(1) Since the change of the leveling system, no STR-requirements have been adjusted. Nightingale and me are working on this right now. High-agility builds with fast weapons threaten to break animations and make combat less enjoyable. Increasing requirements is one way to avoid this. In the past, STR used to be your ticket for using heavy armor. This is no longer the case. But it will be again. We are looking forward to your input once the STR-requirements patch is online. Right now, point (1) is more of an announcement than an invitation to discuss; but we'll have the discussion later.

(2) Fast-paced combat makes the game interesting, but high levels and weapon speed stats only work with correct sweetspots in the animations. We observed that many players block based on expectation instead of observation, since the window of observation is short and the relative position of the enemy gives away the most likely attack direction. In other words, blocks tend to be preemptive instead of reactive, because as soon as you actually observe the attack direction, you are most likely already hit. New players do not have any expectation, which makes the learning curve unnecessarily steep for them. Experienced players will notice difficulties to keep up the pace in combats with weapons of slightly varying speed, such as MW Crusader Sword vs Iberian Mace. Go to duel and try it. The Crusader Sword seems infinitely faster due to the interaction between the slightly higher speed and the early sweetspots.

A possible remedy is going back to the pre Tydeus-era sweetspots, meaning that most attacks connect with the enemy's body later in the animation than right now. As a result, the animation is as fast as before, but it won't seem anymore like you have been hit way too early, before you had the time to get the block up, although you identified the attack direction correctly. The old sweetspots have the downside that some attacks tend to bounce off armor if you have the incorrect positioning and speed bonus. Take onehanded as an example: The leftswing and overhead stayed the same. The pre-Tydeus rightswing was a slow, strong and wide attack that received the highest damage if it connected late in the animation, like it still is in Native. Now, the rightswing is exactly like the leftswing; a fast, near instantly connecting hit. Same for the stab. The pre-Tydeus stab used to be higher damage (all stabbing swords had more damage than they have now), but it took time to build up. There was a short delay in preparing the stab and executing the part of the animation that connected with the enemy's body, meaning that stabs used to be best when they hit the target late. Now they are connecting instantly and never bouncing off the armor even though you are standing way too close to the enemy. The element of strategic timing (as well as the very rewarding holding of the left mouse button for higher damage) in the rightswing and stab have been overwritten and now underlie the same spam mechanics as the rest of the combat. Post-Tydeuus, you are trying to hit the enemy faster than he can react, instead of provoking him into reacting with the wrong block direction.

Since sweetspots and combat animations are a very controversial topic and subjective to bias, it is an absolute necessity to discuss this topic before implementing anything at all. What are your opinions on the topic? Is there anything that needs to be clarified before you want to answer?

Edit: grammar

3
General Discussion / MOVED: BNKNHR
« on: March 13, 2016, 05:19:43 am »

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General Discussion / Someone reached the peak of human creativity
« on: March 02, 2016, 09:07:01 am »
visitors can't see pics , please register or login


well done

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Diplomacy / MOVED: Seriously, fuck NA.
« on: February 28, 2016, 12:43:08 pm »

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General Discussion / MOVED: Dane Axe Stab
« on: February 26, 2016, 03:30:02 am »

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Faction Halls / Red Skull Node
« on: February 25, 2016, 01:06:47 am »
Red Skull Node

Reference: https://www.fanfiction.net/s/9335025/1/The-Infinite-War

Not a clan, but you can still apply if you want to use the banner. Will buy banner slot tonight. Join here: http://c-rpg.net/index.php?page=ladderoverviewclans#!?page=claninfodetail&id=7716

visitors can't see pics , please register or login
(click to show/hide)


Try to dress like a crazed space pirate.

Pirate-themed items:
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Space/cybran-themed items:
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What else?
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Absolute no-nos:
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Also, you should (pretend to) be drunk. Or completely retarded. Remember we are the Red Skull Node, not some Assumpta creeper and Bagby forbid not a brainwashed Illuminate chick. Don't forget to have fun.
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9
General Discussion / MOVED: I WANT TO KILL MYSELF
« on: February 22, 2016, 10:28:30 pm »

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General Discussion / MOVED: WSE2 problem ...
« on: February 11, 2016, 09:56:47 pm »

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General Off Topic / Stay awake
« on: January 19, 2016, 06:18:22 pm »
Give your best recipes (and experiences) to sleep less and achieve more (long-term)
Exercise, meditate, (legal) highs, find the holy grail and chug it, whatever is helping you

other than getting sexually molested
i think i asked in the wrong forum

12
General Discussion / MOVED: It's about damn time
« on: January 14, 2016, 11:17:05 pm »

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hi teeth, don't hate me if you watch this
i know the cheese is strong in this one
but watching BRNK's live stream and playing this was epic

video related 3:30-11:30

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General Discussion / Item shop pictures
« on: December 31, 2015, 01:12:59 pm »
It's happening

Edit: December 2010 2015 just became a thing

15
Guides / Why Archer/Shielder Hybrids Are Bad
« on: November 12, 2015, 11:29:52 am »
I put this in a separate thread because the explanation goes beyond the scope of Tear's of Destiny's General Guide for New Players, but it is still important enough to deserve attention:

A great portion of new players choose to be archer/shielder hybrid in one of their first generations. This class sucks, they get frustrated and often quit. New Players, Don't Repeat The Mistakes Of Your Peers! I'll explain from a game mechanics and balance perspective why archers w/ shield are weak.



Consider the following archer builds:

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Now let's talk about this from a balance perspective:
  • The first build does reasonably well against characters of other classes because it's a dedicated choice, that means zero hybridization.
  • The second and third build traded 3 attribute points for 6 additional skill points. They are hybrids, and it is pretty safe to say that the 3 attributes lost directly translate into an effective level of 2 lower than the dedicated build when you look at pure archery performance: 2 levels give you +2 attributes and +2 skills, or after conversion, +3 attributes. That's 2 levels worth of offensive power you sacrifice for survivability.
  • The fourth build is even more of a hybrid, since it sacrifices 6 attributes, that is 4 levels, of offensive power for additional survivability. So if go for the fourth build and want to have the same damage output and accuracy as the first, you need to be 4 levels higher than them! Reaching level 38 takes about 6.5 times as much as level 37. While passionate players may find it realistic to play 6.5 times more than casuals, anything beyond level 38 is near impossible to reach. So of the 4 extra levels you need, you realistically only get 1.
Being 4 levels weaker than the dedicated meta is something skilled players can compensate for. More headshots, less room for errors, but doable. Talking skilled players, I refer to people who played several 1000 hours of cRPG alone (other Warband mods don't count because archery is unique in cRPG). If you just installed the game and float somewhere in between your first 5 generations, you are not experienced enough to make high hybridization recommendable.



Now let's add shields to the picture:

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We would arrive at something like above. The player in this example can still use the highest damage bows and also has a reasonable amount of archery wpf to be somewhat accurate, but the melee wpf is alarmingly low. Alternatively, the player could cut 3 STR instead of 3 AGI, which would lock the Yumi, Rus Bow and Long Bow out of the spectrum of possible choices, making his character considerably weaker (since the 6 requirement bows are already weak with 6 PD: Remember build 1 having 8 PD and being "average" compared to other classes!).

Talking levels, we would now sacrifice 9 attributes, which is 6 levels of offensive power. 6 levels is something I find near impossible to compensate for when we are talking competitive archer gameplay. Maybe there is a one in a ten-thousand talent out there that manages. But if this talent used a dedicated archer build, they would truly shine rather than being "just average"... Most professional, 3000+ hours play time players won't be able to play as good as the average cRPG player if the prior used a shielder/archer hybrid and the latter used a dedicated archer build.

Now keep in mind that if you read this, you are most likely a beginner, nowhere near 3000+ hours and so on. That's of course nothing to be ashamed of, but let's be realistic:

You're gonna spend your first generations dying to all sorts of things, so why undermine your chance to get even a few kills with a build that neither works in practice nor even in theory?

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