Feel free to code it.
Actually, I might give this one a try. See how long it works out until it crumbles from plated knights on elephants.
Not saying we're doing it, but if we do, understand that:
- support will be almost nonexistant,
- same for updates,
- strategus obviously won't work with it either,
- website will be the old, horrible one
and some other things. We'll discuss it and see if it could hurt the cRPG we actually like to continue improving.
Actually, I might give this one a try. See how long it works out until it crumbles from plated knights on elephants.
Not saying we're doing it, but if we do, understand that:
- support will be almost nonexistant,
- same for updates,
- strategus obviously won't work with it either,
- website will be the old, horrible one
and some other things. We'll discuss it and see if it could hurt the cRPG we actually like to continue improving.
and destroy the last chance ever for peasant wars?
I don't think so!
If this gets up, screw NA pings and welcome ye olde time cRPG :mrgreen: (at least for a while)
It could be more popular but not on the long run, we all dislike upkeep and slots but we all know its necessary to continue to enjoy the mod.What he this apprigned.
All i want from the old cRPG is gold/xp rewards for kills. The multiplier system is mostly making people rage or/and do annoying stuff like camping roofs etc. XP barn at least was hilarious. Not gonna play the old version though.I never get why people rage about multiplier. Maybe I have only luck or its my banner but I feel like I have allways x5. And when I remember the old radius thing, bah it was like playing with a invisible chain.
All i want from the old cRPG is gold/xp rewards for kills. The multiplier system is mostly making people rage or/and do annoying stuff like camping roofs etc. XP barn at least was hilarious. Not gonna play the old version though.This.
Err.. xp/gold was never part of crpg. Or was removed in the first month.
Kinda led to a mob-style gameplay a lot though.
The multiplier system has it's own (big) flaws too, to be honest. It might use some re-thinking (a brainstorming discussion with the community mb?) , in my opinion.
P.S. Also, i'm in the minority of people who think that a tiny reward for a kill wouldn't hurt at all actually. And don't give me that "people will go apeshit with teamattacks" , it's not like they care about teamattacks now.
The multiplier system has it's own (big) flaws too, to be honest.
I'm quite sure they mean the xp/gold rewards for being near the action. Personal rewards for kills is a horrible system and I don't think anyone wants that back.
Can't we have both? A small reward for being near the action and the normal tick? Or am i being stupid?I don't like it. If you're not near the action it will allways feel like you miss something/do something wrong.
(Maybe tweak the values a bit to prevent getting too much xp and gold)
personal rewards for kills is a horrible idea. Even if it was just 1g 1xp for a kill, people would go apeshit to get killing blows.
I take it your only playing on duel server ??
Try joining eu1 right now an come back an say to us that people dont go apeshit to get the killing blows... sameshit with or without gold... bad argument for against personal reward..
Dont take me wrong i don't mind the current system but it wouldn't be so bad if we had something else then the current total random broken valour system for showing some reward for skill.
Please Don't Troll
This isn't the thread for it. This is serious.
Can't we have both? A small reward for being near the action and the normal tick? Or am i being stupid?A way to discourage people from playing ranged is exacly what would be awesome now :P, but making leveling up even faster than now is not the best idea. The normal ticks would propably have to be cut a bit if a bonus to being near the kill would have any right to exist.
Try joining eu1 right now an come back an say to us that people dont go apeshit to get the killing blows... sameshit with or without gold... bad argument for against personal reward..It is a good argument and you just helped it - now just imagine those crazy-for-kills people when they will be actually rewarded for it? Double the rampage.
The old exp system was terrible for newbies (as one in those times I remember how annoying it was trying to stay alive when elephants and tincans with swords were jumping around and annihilating eachother -.-) and being new-player friendly is propably what crpg needs to grow. It also encourages huge mobs of people just to stack up and beat the crap out of eachother in the middle of the map, eliminating any forms of spreading/flanking/etc. I remember those times as terrible and propably I wouldn't give the mod a chance if not the old Shogunate + the exp per tick change.
Exp ticks, slot system and upkeep system are propably the best things that have been done to crpg, taking that away is just plain dumb. Also, if a server on a old version would be hosted people would just hit their faces against the nostalgia wall, see again for themselves how it really looks and turn around. Waste of time.
Actually, I might give this one a try. See how long it works out until it crumbles from plated knights on elephants.This would be awesome. Just to play it like it was. I think it would do the community some good. If only to prove that the current system is much better. Ooh the nostalgia. Actually the old cRPG version could work, but only if you had like a bimonthly wipe.
Not saying we're doing it, but if we do, understand that:
- support will be almost nonexistant,
- same for updates,
- strategus obviously won't work with it either,
- website will be the old, horrible one
and some other things. We'll discuss it and see if it could hurt the cRPG we actually like to continue improving.
That's why it got removed. People would just move around in big blobs and clash into each other :DStill it provided more of an incentive to use tactics and such then now, people needed to stick together, something which is missing now. Cavalry was less spawnraping and all over the place. It kept things focused, it also made roofcamping less of a thing. Mostly there was one roof that both teams fought over. Not several filled with archers.
It is pretty friendly for newbs. Skip the fun characters allow for build testing/getting to know the game before creating a dedicated main character that will catch up to that 30 lvl pretty fast. Looms are something that I never liked and while I disagree with the 'god mode' concept (even a full lordly tincan can go down) it is true that looms help a lot and give a pretty decent edge over players that do not have them...but its still friendlier than the ''old'' cRPG, where newbs had to stack a bunch of arena shields and prey to God that noone will notice them in the huge clusterfuck.
The only thing I miss is the +10% xp income boost/retirement.
I'm not arguing it's more fair or anything, just more fun. People like getting them gold and xp ticks. There is something satisfying in being part of / near a big massacre and seeing the xp and gold ticks go nuts for a minute. I kinda miss that. I remember in the old system just standing near the action, trying desperately to survive the onslaught as long as possible, seeing the ticks roll in.
And to be fair, the current system of multipliers does kinda encourage an passive approach to battles. If you are at x4 or x5 on a hilly plains map, for example, the best strategy is often a very passive approach of hilltop camping, because well... defence works and you also want to prolong the round as much as possible to maximize the gold and xp you get.
Building in a little reward for kills or for being near the kills isn't that bad. The trick is to make it balanced in such a way that it doesn't impact overall xp and gold gains too much but still give the satisfaction of seeing and knowing your team is doing good.
The multiplier system rewards teamplay and wins. That is great. But why not allow for a little bit of 'hey, you just smacked a guy over the head and killed him, here's a cookie'? ;)
Thank you thank you thank you chadz for a greta christmas present!!!!
Actually, I might give this one a try. See how long it works out until it crumbles from plated knights on elephants.Before you get your panties in a bunch.
Not saying we're doing it, but if we do, understand that:
- support will be almost nonexistant,
- same for updates,
- strategus obviously won't work with it either,
- website will be the old, horrible one
and some other things. We'll discuss it and see if it could hurt the cRPG we actually like to continue improving.
All i want from the old cRPG is gold/xp rewards for kills. The multiplier system is mostly making people rage or/and do annoying stuff like camping roofs etc. XP barn at least was hilarious. Not gonna play the old version though.
(click to show/hide)
THIS!!! Since everyone is starting as peasant - which means a lot less gold/xp per kill it will be months before you see the OPness. I was playing for 4 months a crazy amount with crazy startegus xp (which wont be around this time around) to get my character the way it was and that was after joining 2 months into that version of cRPG where people had already been leveling up for a while. This will be fricken awesome and you know what - maybe it will need a reset once every 4-5 months, and all the OPness will be fixed. I am soooo looking forward to this with my peasant short bow again and high speed blocking in battles. I think we may mae the Tunatown server into this as well if chadz makes the changes. Thank you thank you thank you chadz for a greta christmas present!!!!
Ya I hate not earning gold and xp due to a crappy team even when I am doing quite well.And that was different in the old version? You only got the xp and gold accumulated on the right if your team won IIRC. That made it even more important to win back then, than it does now.
personal rewards for kills is a horrible idea.Only in team modes (battle, siege). If there was a pure deathmatch mode xp for kills could (and should) be how you get xp.
Yeah, sadly. The multiplier, IMO we tested this for long enough now, it sucks, lets get rid of it.This x1000
The only thing the multiplier does is make people play when they don't want to play. If you got X5 you feel you gotta stay, got X1 might as well quit then. If Gold/XP = Kills, people might even not rage that much over auto team balance since they can still rack up proper XP (valour is OK but its not good enough imo).
I'm sure that it might even get people to start working together again on Battle servers, been many months since I've seen everyone work properly together like old times in-game
Ahh thee bad old days. When there was nothing for me to spend gold on.
When getting tk'd meant you were actually getting screwed.
When xp was linear with no end in sight.
When you had to be willing to get nothing because of a failed flank.
When you actually noticed brave peasants, because many just huddled somewhere.
When holds were of no concern to me as I would just swing through it.
The 'new' system is superior. You can get a kill at any level, it is just more likely now. Previously, you had virtually no chance if you were under level 20 against a high level character (over lvl 30). Not going to claim it is perfect, or there are some steps back, but it is an improvement.
giggle, the tk'er lost gold and xp - when you are rich fines mean nothing. It was more a wild west feel with the lack of admins and admin tools.(click to show/hide)
giggle, the tk'er lost gold and xp - when you are rich fines mean nothing. It was more a wild west feel with the lack of admins and admin tools.
Yes there was lots that was fun - if you met someone on a flank you knew they had a pair - flankers always took the risk of no xp or gold that round.
Perhaps that is what is part of what is missed - the risk/reward. There is no penalty from a poorly thought out or unfortunate maneuver other then leaving your team a man short, and nowadays some goon can carry his whole team. In olden times you got the xp/gold for being near the action, but dying early often meant little or no reward, even if the actions contributed to the team victory - the 'carry' guy pretty well benefitted himself more then his dead team mates, whose timers had long since run out.
It is possible to do some key actions and maintain a low kdr and get rewarded - this is as it should be, though perhaps at the cost of some intensity.
I do not miss xp bridge, xp boat, xp barn, xp moat or any other crap that meant a large mostly useless huddle of people tryin to die near the action. I actually prefer the large mostly uselss huddle of people who are actually trying to do some damage and stick together to overwhelm the enemy.
In short, the current xp/gold system lends it self to more team oriented play then the old. I will agree perhaps the old system was more 'hero' personal glory oriented.
I agree the plate crutchers argument is toothless - any vet with an upkeep problem has to be learning disabled. But high level agi/wpf builds would just outswing the low level characters, high level str builds would just shrug off wimpy low level damage and pound peasants into goo. It was my suggestion that XP become exponential, as it was far too easy to collect levels after 30.
Old c-rpg = faster game speed = more interesting melee fightsIt would take like 3 months before the game speeds would become any faster than we have now.
And many more.
I'm pretty sure that old system had more good points compared to current c-rpg.
And no strat is fine because if old strat was ressurected no one would play current strategus because it sux ballz.
Since when are you high Agi/wpf?! I can haz arrow past your shield if I aim properly! Or are you still skimping on shield skill with that brown heater of yours...you know im high on weed ! but im also high on Agi\wpf :D with my measly 175 wpf and skillful footworking its actually easy to outswing most
What happens if the old cRPG turns out to be more popular than "improved" one?chadz will commit suicide :P
chadz will commit suicide :Pold players would definatly quit new crpg for the old... i know i would
Guys why are you so afraid of tincans ?
cRPG has changed .
How many top scorer infantry kill machines you know who wears tincan and has flamberge ?
How many epic killing machine cav you know who rides plated chargers ?
Do you think they don't use them cuz they have huge upkeep ?
Don't be that naive.
Playing with tincan is really hard these days , you cannot move fast, you can't have a decent footwork and other infantry just spam the shit out of you.
I've seen too much tincans die by a polearm spammer.
Guys why are you so afraid of tincans ?
cRPG has changed .
How many top scorer infantry kill machines you know who wears tincan and has flamberge ?
How many epic killing machine cav you know who rides plated chargers ?
Do you think they don't use them cuz they have huge upkeep ?
Don't be that naive.
Playing with tincan is really hard these days , you cannot move fast, you can't have a decent footwork and other infantry just spam the shit out of you.
I've seen too much tincans die by a polearm spammer.
About the plated charger...just lol.
Ask Leed and Torben why they use courser instead of plated charger they'll explain you better.
About the teamkilling thing.It's out there already.
I think giving some love to successful players in team would encourage others to play actually rather than leech.
Skill has improved over the time for everyone , crutching armor was a solution before , now good players loath the big armor as its slow down the user
Still it provided more of an incentive to use tactics and such then now, people needed to stick together, something which is missing now. Cavalry was less spawnraping and all over the place. It kept things focused, it also made roofcamping less of a thing. Mostly there was one roof that both teams fought over. Not several filled with archers.There's more team-play involved in mobbing than there is with the current way crpg is played. Not to mention, mobbing still wins the rounds, might as well have an incentive for it. This, in my opinion, is kind of underrated or misunderstood in this discussion. Lots of people seem to be under the impression that the multi system allowed for more "teamwork". The only thing I see it helping is flankers, and even then, AGI flanking is currently suicide.
A game rewarding the hardcore grinders and pummeling the casual players into the dirt. No skill based gameplay just spam your weapon in plate as fast as you can with your over the top wpf 24/24 lolbuilds.That doesn't sound too different from where we're currently at. Now a days damn near every melee guy has loomed gloves and heavy/plate armor. At least back then looms weren't as common place. As far as "skill" goes, the current melee speed removes a lot of the skill requirement from battle servers. C-RPG's current speed doesn't even match that of a native medium speed server. So much for your "skill based gameplay".
1. Level cap doesn't allow diversity. I think that at least 70% of builds are 18/21 or 21/18, twohanders, polearmers, archers and cavalry, only crossbowmen and shielders go 15/24 or 18/18. This is boring. I think that soft cap should be moved to level 32, so that some people could have those OP, but very funny builds.Indeed we have a lack of diversity right now, but I'm not ready to say it's because of the level cap. I think it's more or less that it is much more difficult to hybrid effectively than it was back in those days. Though I will admit that raising the level cap just a few levels would most likely allow people to get a fair amount of extra skill points which would probably add to the diversity.
A mix of what we got now and what we had would ve been perfect....This seems to be the general consensus. I think it was shik who put it best when he said "Crpg has lost its intensity".
C-RPG's current speed doesn't even match that of a native medium speed server.[/b] So much for your "skill based gameplay".
Actually, I might give this one a try. See how long it works out until it crumbles from plated knights on elephants.
Not saying we're doing it, but if we do, understand that:
- support will be almost nonexistant,
- same for updates,
- strategus obviously won't work with it either,
- website will be the old, horrible one
and some other things. We'll discuss it and see if it could hurt the cRPG we actually like to continue improving.
The slower speed allows for more tactical thinking in combat, and chambering for all. The faster speed meant sub-25 ping was an instant win button. It really does punish our west coasters, and people with shitty internet. Even though I personally had more fun in high speed duels (you may recall my whine about the current speed) and such, I believe cRPG's current version is far more balanced than anything it used to be- even if we're talking about the sub-35 levels of the old version.
The thing is, back then you could enjoy grinding up to a level, now its lvl 31 and after that u need weeks after weeks with playing to even get a level... Neh, its not the cRPG i enjoyed.
And the tincan heroes back then, well most people SUCKED at blocking back then, so that explains it...
Sure it was unfair for peasants to play cuz they got raped by high lvl people, same shit now... And archery back then was cool because people could use heavy armor and even put some into shield skill without fucking up ur build.
Now you have to sacrifices a lvl to get 3 shield skill...
And strat exp now is fucked up, in old times strat was fun and the best way to level up = Makes more action i would say...
If we could get back old cRPG with slots I would be happy, cuz i can remember people with 2 sniper xbows + a big flamberge in their ass.
And pay to play, no problem...
In my opinion being one of the people that joined in said old crpg could work with some of the current balances but that is me.yeah. Hate the slots but they are necessary to have a balance in the game.
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I bet nobody would really believe me but... I like this cRPG more than the old one.
In the old one everybody walked around with black armor riding on these elephants etc.
It wouldn't be fun to see ''Old cRPG'' and for Archers (when the bows would stay like they're now)
It would be terrible. Remeber those 100 p Sniper 1-hit Tincans in Black Armor xbow?
U want it really back?
Dunno If I understood it right but the when you bring back Old cRPG you probably need to bring back the OP weapons.
But If you mean that we should bring back the gold/xp gain back... I could say yes combine it with the multiplier now and it should be fine.
I bet nobody would really believe me but... I like this cRPG more than the old one.
In the old one everybody walked around with black armor riding on these elephants etc.
It wouldn't be fun to see ''Old cRPG'' and for Archers (when the bows would stay like they're now)
It would be terrible. Remeber those 100 p Sniper 1-hit Tincans in Black Armor xbow?
U want it really back?
Dunno If I understood it right but the when you bring back Old cRPG you probably need to bring back the OP weapons.
But If you mean that we should bring back the gold/xp gain back... I could say yes combine it with the multiplier now and it should be fine.
In the old one everybody walked around with black armor riding on these elephants etc.
We want the old cRPG back, but the balance on weapons etc can stay as it is.I mean those old 100 p sniper xbows cause I tought that when we'll bring the old cRPG back that we'll bring the old xbows, bows etc.
xbows is not OP with the dmg when you think about how long it takes to reload it...
U still see plated chargers every singel day now so it dosnt matter really. I hate coursers & arabian more than plated chargers.
You guys keep making the mistake - that was the tail end of old cRPG, if its fully reset, months of gameplay goes on before this happens. Gold was much harder to make and it was a big talked about thing when the first person bought a plated charger 5 months into that cRPG version. GOLD was REALLY REALLY hard to make. you average 200 gold a minute now, back then with peasant wars at beginning you made 1-2 gold per kill you were near if your team won the round, 25% of that if you lost, which came out to about averaging to 7 gold a minute.
Stop with your goofy derailing whatif bring it back altered this post is about CLASSIC! you don't order a cheeseburger then alter the order so much it is a double swiss and lettuce burger! SHIT. This Post is about CLASSIC! 100 percent oldschool I wouldn't play super mario bro's if it was 3d. Shit I gave up mario because it sucked dick as a 3d plat former. I like my mario 2d I like my Zelda 2d I like my crpg CLASSIC and I like my fighters like guilty gears and soul calibur/Tekken
But thine hard work will pay off, because once you buy it, it's permament with no fees.Indeed, Indeed
Man I feel sad I am more excited over old school crpg than I am about the prospect of diablo 3 or kotor online or pretty much any game to come out in the last 4 years. FUCK GAMING WHY DOES IT ALL JUST Start as a single glorious golden sphere and then just roll down into shit valley and stagnate as just another generic brown sphere of regretted changes?
Kesh if they bring this back I want to see you balbaroth and every old hero of olden days fall before my glorious sniper xbow or mashum stick.
Man I feel sad I am more excited over old school crpg than I am about the prospect of diablo 3 or kotor online or pretty much any game to come out in the last 4 years. FUCK GAMING WHY DOES IT ALL JUST Start as a single glorious golden sphere and then just roll down into shit valley and stagnate as just another generic brown sphere of regretted changes?
Yeah, well, you should also remember that levelling, earning gold for gear (even cheapish one) and such took a LONG time in old crpg. Like, REALLY LONG time. Do you really think you'll have the endurance to GRIND HARD to get even proper light armor, whilst not having access to all the new stuff that has been introduced to cRPG since upkeep? As well as all the broken stuff that was there?
Sure, it sounds fun, but i know i won't ever get past lvl10 there.
The slower speed allows for more tactical thinking in combat, and chambering for all. The faster speed meant sub-25 ping was an instant win button. It really does punish our west coasters, and people with shitty internet. Even though I personally had more fun in high speed duels (you may recall my whine about the current speed) and such, I believe cRPG's current version is far more balanced than anything it used to be- even if we're talking about the sub-35 levels of the old version.Chess allows for even more tactical thinking, as we seem to have reached turn based combat :P
I'm sure you saved the format from the old versions..... RIIIIGHT? :lol:
In the old one everybody walked around with black armor riding on these elephants etc.
Man, I enjoyed old cRPG quite a bit, and that was looking on the tail end of things when everything was ridiculous. I would play the shit out of an old cRPG server. A ton of my favorite memories were of the onoes, so unfair peasanthood experiences. Like Balbaroth chasing me across an entire map with a torch, as I went over mountains and through lakes to try and escape him. Guts swinging a flamberge at me at mach 2 due to his 300 wpf, but killing him anyway by jumping over it and hitting him. Trying my best to survive while getting a few hits in, knowing that one mistake would kill me.
I could go on, because my nostalgia is at maximum. The short time I got to experience the game during the older versions of cRPG was probably one of my favorite gaming experiences.
OP should make a poll and see if the title states the truth or not.
I, for one, do not want the classic version of cRPG, at all.
Back then, skill was 40% blocking, 30% feinting, 15% Footwork, 10%Holding, 5% Chamberblocking. Now it's more like 80% Spam/Footwork and the rest is near useless. After one and a half year of MP Warband, it was to be expected to see the average player "breaking" through the "intended" combat mechanics.
oh man i forgot that i used to chase you with a torch lol , also you made me remember Guts , now im sad where is he along with my old timers like fedor and company...
maybe its a sign for me to leave this game , im getting old as Rhyden Pc :\
Ok, chadz successfully trolled all of us again. When I think about it, he and Pano aren't that different.
So whenever you got new equipment, you were actually excited because it took a while to earn it.
July-August '10 was the best, the end.
Braeden, you forgot Bane and is 2h tin can cav...!
Btw, I don't remember any native clan at this time.
Anyway, it seems that nostalgia is not only about game mechanics, but also about community, sure cRPG was less known, there was one server, and a small nice community.
In the old one absolutely ONE guy did that. And it was The_Finn. You are wearing reversed nostalgia glasses.Wait what?
There is one thing that might be responsible of my disliking of the current state of cRPG, apart from the changes. It's probably how the melee skill metagame evolved. Back then, skill was 40% blocking, 30% feinting, 15% Footwork, 10%Holding, 5% Chamberblocking. Now it's more like 80% Spam/Footwork and the rest is near useless. After one and a half year of MP Warband, it was to be expected to see the average player "breaking" through the "intended" combat mechanics.
the nostalgia I feel towards the old cRPG doesn't mean I want to see it's return, it means I have fond memories of that time, much like I have fond times of my 12th birthday party it doesn't mean I want to relive it even if it didn't mean (time to be not so subtle but it was the first thing that came to mind for obvious reasons) that today, 8 years on I have to work instead of playing pass the parcel.
As a "veteran player" I can wholeheartedly say that this current version of cRPG is so much better than it used to be. It was great, it was great.
I have no idea what the turnover rate for new players actually was but I would put money on it being much higher back then than it is now (ie, how many new players actually played for a good time than left.) because of the just frankly, ridiculous peasant game.
There was no banner balance, there were tincan archers, there were insane builds, the exp system was good for what it was, it was fun, for a time but that time has passed and no matter how much people will look back, and I do, and think "heh, that was good, I enjoyed that a lot" it will never be the same.
I dislike the new exp system but I also disliked the old one, they've both got their annoying flaws and not everyone will like either of them, or any system for that matter. I'm not a high kill count player, I have mediocre skill and i've practically reached the top of my game with regards to equipment (going downhill in terms of actual skill) and therefore I would prefer a system based on how much you helped the team, be it through "saviour" moves (stop damage on an ally) or simply how much damage you caused to the opposition minus what you caused to your team.
If you look at all the big named games out there, Battlefield 3 for example since most people will have played it lately, their exp is based on what you do, you don't necessarily have to get kills to get high exp and nor does winning actually effect anything, they have multiple ways of getting exp depending on how you most want to play, be it reviving allies, fixing vehicles or just simply camping with a rifle and waiting for the unsuspecting fool 1000 feet away to walk into your scope.
Theoretically transplanting that into cRPG with what I can't say would be a light workload for the devs would give something that might be reasonable for all.
My personal view that wouldn't screw things up and would increase the amount of teamplay would be to reward people more than a multiplier does. Not by counting the number of kills that a player makes but by some value of how much impact he makes for both teams, whether or not it's to stop someone from murdering their ally, killing a high value target or just basically being plain lucky and surviving the odds on low hp till your team wins it out.
I have little idea of specifics past "saviour" and already done "teamplay elements" would be implemented and I would have to give a lot more thought to it but as general rule, the nostalgia I feel towards the old cRPG doesn't mean I want to see it's return, it means I have fond memories of that time, much like I have fond times of my 12th birthday party it doesn't mean I want to relive it even if it didn't mean (time to be not so subtle but it was the first thing that came to mind for obvious reasons) that today, 8 years on I have to work instead of playing pass the parcel.
In short, things have moved on, sure there is more room for improvement, maybe little bonus's with the exp system (which appears to be the main thing that people want back from the old days, or a more refined, edited version of it at the very least), i'm inclined to stay with my set hours of gameplay to reach a certain level and have a nice laugh with the community while dead instead of whining about how I could have done something different that running into the middle of the mob and getting my head cut off by someone.
This is a real big wall of text and I apologise for that, but if you take the time to read it then thanks but to paraphrase;
Nostalgia is memories of old times you enjoyed clouded by time to obscure some of the less desirable traits and it should stay in the past. Reliving it would be fun for a while but would ruin a good thing. New cRPG is much better than the old one.
I'd much rather have the mod move further in the direction it's currently heading and farther away from the earlier versions; more focus on player skills, less grind, less level and gear and looms crutching, a clearer distinction between classes and less silly MMO-World of Warband atmosphere.
A small xp bonus for kills or k/d ratio would go nicely with the otherwise pretty good current xp system, though; it's not as if people aren't already frag horny enough so I don't think it will necessarily bring about a surge of TKs.
The whole point of the RPG element is to be able to have an advantage over other players based on grinding levels and gear.
Please, direct me to the statement from any of the devs that actually says this? Because from what I remember, and could possibly linked you to, chadz always said that that is exactly what he didn't want the mod to turn into. I think it's actualy a part of the post when upkeep patch went live.
If people want to play multiplayer M&B where everyone uses similar quality gear, has similar stats, and it is all skill based, then play native. That's exactly what native multiplayer is.This is not at all how I envision the 'philosophy' behind cRPG. To me, and from what I've gathered from ( very old, admittedly ) comments from chadz is that cRPG has taken over where TW left some weeks before Beta ended ( and largely stopped working and improving on WB ). cRPG continued - and continues - fixing all the major balance issues ( of which there are many ) while also adding a nice customization feature reminiscent of the SP character development system ( leaving 'some' elbow room for build differences ), and also adding the occasional neat, new feature all while maintaining the original, highly player skill-based game mechanics that makes the M&B series what it is.
The whole point of the RPG element is to be able to have an advantage over other players based on grinding levels and gear. The direction cRPG is heading is one where everyone wears almost equal gear due to upkeep, and almost equal stats around lvl 30.
At the mod's current rate of progress, and largely even now, cRPG will be like playing native with custom looking armor and clothes. Essentially this mod will be the Mount&Blade fashion show mod, with a community and stat tracking. I call it cFashionshow.
Lets not get into heirlooms, which is the only thing not making this mod cFashionshow.
And if the decision is to take away all noticeable gear and stat advantages, than ok. But at least don't fib and call it an RPG mod. Even now leveling to 30 and buying gear is meaningless. Call it cFashionshow or something else.
Btw, I don't remember any native clan at this time.Some of the first people I remember playing with in cRPG ( within weeks after first release or so ) was people like Madjack and I think Plazek from 22nd, Eiríkur and Titan from Shieldings, NaglFaar and Bjord from Einherjar and at least Okin from IRC, four old Native clans, but some of these were playing under aliases. Eiríkur was for example Muhammad Ibn something, but Madjack was just Madjack I'm pretty sure.
So my drunkin 3am rant brought this back, cool. To bad I got to much work to actually play it right now :(
Thanks chadz (assuming that login isn't a troll!)
Is the na server up?
if i finish this project up i might be able to get something up tomorrowAwesome!!!
if i finish this project up i might be able to get something up tomorrow
I want NA server!
We are all desperate for this as 80% of the EU server is NA guys with 160+ ping right now.I would just say... Normally, when Na play, Eu sleep ;)
i think the latest version of crpg is fucking garbage strait up.Really? Garbage? The whole thing? Yet, somehow old crpg is...? Both versions have flaws, and old crpg easily has more. I like classic crpg too, it's faster and thus melee is more interesting but it's easily plagued by tons of horrible things. I don't see how you can say current crpg is garbage while implying that classic crpg is so much more superior.
Well, gave it a try, didn't take long to remember why it sucked. Maybe, if i had craptons of free time on my hands, i would consider playing it, but, yeah, i prefer the much more casual/grind-less cRPG of now.Wait what crpg of now is grind-less?Guess I better not even touch this older version then, because I have played Asian f2p mmo grinders than seem less of a grindfest, to me anyhow.
You have played asian MMOs where you get to pretty much full level in a couple of days playing fairly casually?Lol maybe we are playing different games, I never have gotten to level 31 in a "couple of days" let alone casually and those that do get there faster have already been there several times over for a 30 xp boost per tick for each generation they are.As a matter of fact I have been playing my main for a week "casually" after the last retirement which now gives me 150 extra xp per tick and am still 2.5 million xp from level 31.And I cant even imagine what it is going to be like when I decide to stop retiring and try to hit level 32.
Lol maybe we are playing different games, I never have gotten to level 31 in a "couple of days" let alone casually and those that do get there faster have already been there several times over for a 30 xp boost per tick for each generation they are.As a matter of fact I have been playing my main for a week "casually" after the last retirement which now gives me 150 extra xp per tick and am still 2.5 million xp from level 31.And I cant even imagine what it is going to be like when I decide to stop retiring and try to hit level 32.