cRPG

cRPG => General Discussion => Topic started by: Ujin on January 10, 2012, 01:23:06 am

Title: The state of cRPG
Post by: Ujin on January 10, 2012, 01:23:06 am
This is pretty simple.


This is what cRPG is now.
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And this is what i remember cRPG for, as well as what i like(d) about it and what i'd like to see more in cRPG.

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I may be bad at understanding how balance works, at coding, programming and whatsoever, but i can clearly see that something has to be done. Jokes/trolling (i know, impossible) aside, this is getting sad and boring already.

Dear cRPG developers, please try to do something about the current state of cRPG, people have posted many suggestions recently, like removing ladders, increasing prices for bows and horses and so on. I'm sure with the help of the (reasonable part of the)  community we can figure something out.

It is an endless circle of cRPG where at some point the amount of ranged or cavalry (or both) classes becomes too overwhelming and i think we've reached it again .Don't get me wrong i'm not calling for a nerf per say in terms of stats or damage dealt by archers/xbowmen(debatable)/cavalry , i'm simply talking about finding a way to reduce their numbers.


So i've got a question for the cRPG community, do you think  something should be done ASAP about what cRPG has become , yet again ?




p.s. i have a shield, i am a sword n board + cavalry character . this is not a rage nor a whine topic.
Title: Re: The state of cRPG
Post by: Christo on January 10, 2012, 01:25:01 am
Yes, indeed.

Following should be done:

-Revamping map rotation, taking out maps that get a lot of downvotes, OR have unbalanced easy access roofs like that village you show us, they even combined it with ladders there. My god.

-Ladders need to be disabled in battle mode.
 Speaks for itself.

-Balancer needs to equal horses and ranged somehow, getting too much on one team is a terrible experience, if you are on the other side.
I don't know if this is possible, probably by equipment or something, but it would be great.

The main problem, as you descibe it, is their numbers. Do anyone have an idea that's not despotic to solve this? Seriously, I'm all out of ideas on this one. Making it more unattractive somehow.. but that would get a lot of flame, ranged players tend to switch to other ranged classes, if one gets hit by the nerfbat.

Anyone remember the funny Archer-Thrower-Archer migration?
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 01:31:30 am
The problem is, that I don't think that cav or ranged are OP atm, (I only think spear-/pikemen are UP, but that's a different story), but they are too popular.

The problem is to lower their attractivity without changing their effectivity. And to be honest, I don't have a clue how to achieve this.  :?
Title: Re: The state of cRPG
Post by: Ujin on January 10, 2012, 01:31:57 am
Yes, indeed.

Following should be done:

-Revamping map rotation, taking out maps that get a lot of downvotes, OR have unbalanced easy access roofs like that village you show us, they even combined it with ladders there. My god.

-Ladders need to be disabled in battle mode.
 Speaks for itself.

-Balancer needs to equal horses and ranged somehow, getting too much on one team is a terrible experience, if you are on the other side.
I don't know if this is possible, probably by equipment or something, but it would be great.

The main problem, as you descibe it, is their numbers. Do anyone have an idea that's not despotic to solve this? Seriously, I'm all out of ideas on this one. Making it more unattractive somehow.. but that would get a lot of flame, ranged players tend to switch to other ranged classes, if one gets hit by the nerfbat.

Anyone remember the funny Archer-Thrower-Archer migration?
It might actually be so that if the ladders get removed, the ranged would become more vulnerable and therefore some of them will respec to melee. So far i like all the suggestions you've posted, can't really say if it can be done in terms of coding though.
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 01:33:47 am
Problem is I read somewhere that chadz doesn't want to remove ladders from battle. He really wants to have them in. But it's hearsay, of course, never read it myself from him personally.
Title: Re: The state of cRPG
Post by: dado on January 10, 2012, 01:35:08 am
+1 ujin , i pray for removing ladders  :rolleyes:
Title: Re: The state of cRPG
Post by: Christo on January 10, 2012, 01:36:18 am
It might actually be so that if the ladders get removed, the ranged would become more vulnerable and therefore some of them will respec to melee. So far i like all the suggestions you've posted, can't really say if it can be done in terms of coding though.

Why Thank you mate.  :wink:

A good theory indeed, it might make ranged less attractive, however I don't really think that this would solve the problem.

About coding, yeah I don't know if the balance tweak is possible or not, or it's liked or not.

But the ladder restriction should be easy to do, and maps can be sorted as well.
Title: Re: The state of cRPG
Post by: Ujin on January 10, 2012, 01:36:34 am
Problem is I read somewhere that chadz doesn't want to remove ladders from battle. He really wants to have them in. But it's hearsay, of course, never read it personally from him.
Well, all we can do is try over and over and over again till the point where he gets the message the community is trying to bring to him. I'm sure we wouldn't mind seeing another workaround for the problems mentioned above, but so far we can't come up with any other alternatives.
Title: Re: The state of cRPG
Post by: Christo on January 10, 2012, 01:38:23 am
I heard that rumor too.

But what is the reason?

I never hear about that.

@Ujin:

How old are those pictures?

(Second part)
Title: Re: The state of cRPG
Post by: BerG on January 10, 2012, 01:41:23 am
Don't remove ladders. Just nerf all bows damage/accuracy. And accuracy is primary.

Oh, forgot one more thing: remove pierce damage type from arrows.
Title: Re: The state of cRPG
Post by: Ujin on January 10, 2012, 01:42:35 am
I heard that rumor too.

But what is the reason?

I never hear about that.

@Ujin:

How old are those pictures?

(Second part)
Who knows ? We should hire a private detective (or a whole squad of them) to find out.

And those pictures are pretty damn old. Kinda sad , isn't it ?
Title: Re: The state of cRPG
Post by: Stabby_Dave on January 10, 2012, 01:44:27 am
It would be interesting if the devs could post stats as to how many people play what class like in that big survey we did not long ago although data will have changed since recent patches. We may think that there are millions of archers and xbowmen compared to other classes but maybe we just have rage induced paranoia.
Title: Re: The state of cRPG
Post by: Christo on January 10, 2012, 01:44:59 am
And those pictures are pretty damn old. Kinda sad , isn't it ?

Yeah...

*sigh*

It is.
Title: Re: The state of cRPG
Post by: Ujin on January 10, 2012, 01:46:36 am
It would be interesting if the devs could post stats as to how many people play what class like in that big survey we did not long ago although data will have changed since recent patches. We may think that there are millions of archers and xbowmen compared to other classes but maybe we just have rage induced paranoia.
I don't really care about those stats to be honest . I have my own eyes and they definetly don't like what they see lately. And apparently i'm not the only one.
Title: Re: The state of cRPG
Post by: Chagan_Arslan on January 10, 2012, 01:47:01 am
map makers must stop making village maps and try to be creative with terrain rather than playing with placement of the buildings...

than jacko need to put them in rotation, i think it would help
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 01:48:33 am
Well, all we can do is try over and over and over again till the point where he gets the message the community is trying to bring to him. I'm sure we wouldn't mind seeing another workaround for the problems mentioned above, but so far we can't come up with any other alternatives.

We need a community manager, who overtakes the dialogue between chadz (+ other devs) and the community. Of course they can't read and answer every topic or post, but someone who spends a lot of time in the forum (Tears?  :lol: ) could read most of it, comprehend it and then transmit it to chadz, who can give short answers (Yes, No, Maybe).

It would be nice to have the developers actually LOOK into the suggestion forum, even if it would be via their community manager, as I think everyone who made the effort to post a suggestion deserves the effort to recieve an answer, if possible with a proper reasoning.
Title: Re: The state of cRPG
Post by: BerG on January 10, 2012, 01:49:39 am
map makers must stop making village maps and try to be creative with terrain rather than playing with placement of the buildings...

than jacko need to put them in rotation, i think it would help

Yeah, this too.
Title: Re: The state of cRPG
Post by: Butan on January 10, 2012, 01:52:36 am
If something must be done against roofcamping without altering the gameplay, we need to REMOVE the placeable ladders and EDIT the already placed map ladders to have BALANCED and REACHABLE ranged positions.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 10, 2012, 01:54:00 am
Ujin you know, that such a thread will just end in a "nerf ranged/ nerf cav" thread?   :rolleyes:


If people had such big problems regarding ranged, they would all play on melee servers. Not many do. Why? Seems ranged aren't as big as a problem as peopel try to show it :rolleyes:


I'm against all these "old types" with only random plains and all that shit. These end in stupid camping and waiting and a stupid charge at the end. Yay  :rolleyes:

I have to agree, that villages, towns and also roofs add lots of depth to this game.
Yes I am an archer.
No I don't like roofcamping either. I usually stay on the ground unless the server is crowded with cav.


The only thing, that needs to be done is the balance so that ranged and cav are divided on both teams in a good way.


Btw guys, today new maprotation started on servers - less random villages, more custom maps etc etc. Test it out before continuing to cry about all the random villages etc. I played alot on EU1 today and for the first time since months I was glad about the map rotation
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 01:54:15 am
If something must be done against roofcamping without altering the gameplay, we need to REMOVE the placeable ladders and EDIT the already placed map ladders to have BALANCED and REACHABLE ranged positions.

It is a few meters behind the allied infantry. If latter goes down, you are at the ranged fighters. Sounds fair to me.
Title: Re: The state of cRPG
Post by: Meow on January 10, 2012, 01:55:02 am
Ask a clan with a 100+ Slot server to host a weekend of ladder free battle.
Insta ban everyone who brings ladders, password it and post the password in the event thread so randomers with ladders stay out.

Then give feedback. :mrgreen:
Title: Re: The state of cRPG
Post by: cmp on January 10, 2012, 01:56:21 am
The problem is to lower their attractivity without changing their effectivity. And to be honest, I don't have a clue how to achieve this.  :?

Pretty much sums it up.
Title: Re: The state of cRPG
Post by: Ujin on January 10, 2012, 01:59:32 am
Pretty much sums it up.
Let's all take flu medicine and have a brainstorm about it ?





@ Gisbert, i wanted to respond to your post today, but then i took an arrow to the roof.
Title: Re: The state of cRPG
Post by: Christo on January 10, 2012, 02:02:49 am
@Gisbert.

 You've got to be kidding me.

You say that plains are camp festivals with a final charge.

Tell me, what are village fights? Better?

"Adding a lot of depth.."

That part made me lol.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 10, 2012, 02:03:10 am



@ Gisbert, i wanted to respond to your post today, but then i took an arrow to the roof.

Just because you don't like roofs doesn't mean you are allowed to shoot them :O


I know what you meant with this thread Ujin, but as you might see, people immediately start suggesting ranged damage and accuracy nerfs etc etc etc.

But when something like rightswing loses a bit of its speed, which is hardly recognisable (I really think that only a handful of players in this game really felt it and that the rest just started to whine because they heard from others it is slower now), people will immediately start crying and saying how unfair any nerf to their class is :rolleyes:

@Gisbert.

 You've got to be kidding me.

You say that plains are camp festivals with a final charge.

Tell me, what are village fights? Better?

"Adding a lot of depth.."

That part made me lol.

Well in a village people at least try to do some stuff (if there are smart people online to initiate it) instead of waiting on a hill behind a "shieldwall" (oh great, the only tactic we know is take the hill) until timer says 2 minutes and then stupidly charging forward

You can laugh about it as much as you want Christo. It is my opinion and this game is not a melee game. That is something most of you guys seem to forget every second minute...
Title: Re: The state of cRPG
Post by: Christo on January 10, 2012, 02:05:02 am
Yeah, I hope that it won't turn into a thread like that.

Anyway, let the Brainstorming commence.

Get in here!

Well in a village people at least try to do some stuff (if there are smart people online to initiate it) instead of waiting on a hill behind a "shieldwall" (oh great, the only tactic we know is take the hill) until timer says 2 minutes and then stupidly charging forward

You can laugh about it as much as you want Christo. It is my opinion and this game is not a melee game. That is something most of you guys seem to forget every second minute...

I love how the typical ranged player is disgusted by the idea of the shield wall itself. Like it's the damn black death or something.
Listen, Village fights are basically this:

One team with a lot of ranged gets to a roof or high area, their melee isn't stupid so they will lure the enemy melee into their firing range, starting the main melee at a total disadvantage for the other team.

There is nothing you can do, in such a situation.
I guess you're dissing shield walls because you haven't played actual epic shield wall clashes. Or have you?

PS: And "Shield Wall" isn't the only Battlefield tactic in open fields. That's not true at all.
Title: Re: The state of cRPG
Post by: duurrr on January 10, 2012, 02:06:35 am
you need people who actually play the game to make/suggest balance changes

i have completely stopped playing battle, inf is worthless as hell and is the only challenging way to play m&b, archery shouldnt have polestagger, it shouldnt ever go trough any shield (who the fuck uses a shield with a pole/2h now? nobody, theyre worthless, youre better off with 3 more ironflesh to tank the arrow  :rolleyes:) wpf should matter more on melee, agility should have a weapon speed boost and you should nerf the fuck out of heirlooms/make them easier to get for new players


cav should have some radical changes applied to them but i have no idea how, marketplace bypass any kind of upkeep balance, so balancing to cost is sooo  2010... I'd just completely remove any armored cav(destrier+) but thats kind of harsh, but seriously you cant balance anything by cost anymore


my opinion, food for thoughts
Title: Re: The state of cRPG
Post by: Ujin on January 10, 2012, 02:10:35 am
Just because you don't like roofs doesn't mean you are allowed to shoot them :O


I know what you meant with this thread Ujin, but as you might see, people immediately start suggesting ranged damage and accuracy nerfs etc etc etc.

But when something like rightswing loses a bit of its speed, which is hardly recognisable (I really think that only a handful of players in this game really felt it and that the rest just started to whine because they heard from others it is slower now), people will immediately start crying and saying how unfair any nerf to their class is :rolleyes:
What does this have to do with the topic  ? I stated already that i'm not calling for a direct nerf to any class and i sincerely doubt the developers will take any of the ranged haters posts into consideration anyway. And i don't care about people crying in other topic neither.

As for adding depth to the game. Well, let's put it that way - if all the medieval fights were like the ones we have in cRPG, i doubt nowadays we'd be brushing our teeth twice a day, driving cars or having political crysises over nuclear bases. I think we'd just be putting more ladders on top of ladders. And IKEA would be the biggest corporation in the world.

I don't think it takes 100 rocket scientists to put a ladder to the rooftop, climb on it and then break it. Apparently it takes 200 rocket scientists to figure out how to balance this out though.
Title: Re: The state of cRPG
Post by: duurrr on January 10, 2012, 02:17:02 am
anybody requesting accuracy nerf is dumb imo

i mean seriously, why cant they get native like accuracy but way lower damage? atleast like this it could actually take some kind of skill and not herp derp i hope i hs him jajajajajajaj

Title: Re: The state of cRPG
Post by: Chasey on January 10, 2012, 02:23:43 am
anybody requesting accuracy nerf is dumb imo

i mean seriously, why cant they get native like accuracy but way lower damage? atleast like this it could actually take some kind of skill and not herp derp i hope i hs him jajajajajajaj

native like accuracy takes some kind of skill ? i thought it was just point and click
Title: Re: The state of cRPG
Post by: Christo on January 10, 2012, 02:25:07 am
Too bad we don't have wind in this engine.

You know one that could change perhaps every map, or every two rounds or so.

It would add a bit of.. spice to the ranged gameplay.
Title: Re: The state of cRPG
Post by: Stabby_Dave on January 10, 2012, 02:30:21 am
MELEE MONDAYS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: The state of cRPG
Post by: Malevolent_Warlord on January 10, 2012, 02:32:24 am
Archery doesn't bother me really. Roofcamping cunts do on the other hand piss me off. They just spoil the game.
Give them medium armor and and lower the archery wpf so they don't have to run away all day in their peasant gear.
So more hand to hand combat abilites and reduced bow damage.

Cavalry is fine IMO.

But the thing that sucks about this mod is the lack of gear. We are missing all the beautiful armors, shields, helmets and armored horses. One of this mods fun part is creating a historical character with cool clothes. Most players look like frikkin idiots and peasants archers everywhere.

We need nice looking items and no roofcunts pls.
Title: Re: The state of cRPG
Post by: Torben on January 10, 2012, 02:50:57 am
SOLUTION,  bitches:

dont make the other classes less attractive,  make inf  more attractive.

solution 1)  shieldskill increases athletics by 0.5
solution 2)  4 shieldskill= francesca throwing ability.  give franceskas 0 fucking accuracy,  making them only of use if a complete shieldwall throws them simiultaniusly (in a high
                   parabolic manner) and dont make them usable through powerthrow
Solution 3)  add an inf specific skill like power draw or riding that is not shieldskill.  like sprint,  where every skill point doubles run speed for one second.  just spittballing,  seriously.
                   whatever


Title: Re: The state of cRPG
Post by: Gurnisson on January 10, 2012, 02:51:08 am
native like accuracy takes some kind of skill ? i thought it was just point and click

He means that the body shots would take a lot less damage so people would have to do headshots to take significant damage.
Title: Re: The state of cRPG
Post by: Stjitalurv on January 10, 2012, 02:56:05 am
I agree with everything ujin says. You know alot and are a veteran. I totally agree, something must be done. Remove ladders, add more open plains. Or use only open plains with some small hills. This means teamwork is forced. It was much funnier back in the days... Aaaah, those open plains... Yuuuumm* :)
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 03:21:21 am
dont make the other classes less attractive,  make inf  more attractive.

This is what I thought about, too, although I didn't find any good solution. And I fear your suggestions are not yet the solution, too.


A relatively complicated solution would be this (http://forum.c-rpg.net/index.php/topic,21807.msg313941.html#msg313941), where certain "basic" classes (infantry, cavalry, ranged) get certain skills either cheaper or more expensive. You can even extend this to certain WPFs.

This way you can give infantry a lot more skills than the other classes, to make them a bit stronger. The only solution I have.
Title: Re: The state of cRPG
Post by: Lizard_man on January 10, 2012, 03:27:48 am
On a sidenote, is the shieldwall multiplier which is in Strategus, the +2 +3 etc thingy. Not played as a shielder in a while, but if it isn't, it would be a nice addition to c-rpg aswell. We might see alot more shieldwalls, i.e. more teamwork, which would help against ranged. Having said that, the game is rather frustrating sometimes, it isn't so bad when the servers are full, but when the servers are half full and your opponent is pretty much nothing but ranged, it's incredably frustrating. As for cav, they're annoying as fuck, but overall, i have nothing against cav...
Title: Re: The state of cRPG
Post by: Tydeus on January 10, 2012, 03:34:25 am
Here's a rather simple idea: Add a new kind of respec that allows you to respec without an xp loss but not let you put points into riding, PD, archery or crossbows.

Who would this affect? Few people probably, but that's the point. You don't want a huge change and you don't want to change the stats of any of the items.

What would this do: Increase the attractiveness of going melee and nothing else.



Alternatively, you could rescale the effectiveness of shields so that lower tier ones were actually worth taking, so that 2h/poles might actually start putting points into shields. Otherwise, remove shield requirements, let anyone pickup and use any shield they want or, overhaul the whole system.
Title: Re: The state of cRPG
Post by: Casimir on January 10, 2012, 03:57:47 am
Word
Title: Re: The state of cRPG
Post by: FRANK_THE_TANK on January 10, 2012, 04:01:23 am
Before I get into it, if whats happening on NA1 and EU1 is giving you the shits, try a less populated server.

Adapt or die. Sometimes adapt and die. Seriously though, is it really a huge problem? The issue seems to be team work and battle field awareness of the average player.

The other day with 250 ping and a sumpter I tied up 6 cav for a minute managed to make one of them de-horse another. Which isn't a statment about how good I am, its about the lack of awareness of the other cav players. They allowed one player to tie them all up when they could have been smashing into the infantry. Had they taken a look at me they would have realised I was no real threat, Sumpter, Yanmaodao and darts... not much chop as cav with that gear. But they chased me around in circles for a minute.

I'm playing a fast hybrid build with darts, riding and shield. 15/18. What I find on NA 1 (can't play in eu my ping is just too massive) is that fast shielders nearly never break off and charge the archers/xbows. Every time I do I pull a couple of kills and disrupt the archers. The way to poo on the archers is to send in a couple of agi shielders in light gear. Round Cav Sheild weighs 4.5, its easy to keep your gear weight low enough to be able to out run most 2hers and other inf.

If more people considered dropping a point or two into PT and dropping 70wpf into throw we would go along way towards cutting down the cav and the xbows. It drives xbows mad when they get disrupted by a dart, and if the cav isn't armoured a wall of darts is going to seriously crap them out.

If more people were concentrating on filling a roll in the field instead of going for kills c-rpg would be a lot more competitive and fun. That roll doesn't have to be fixed to the class you are playing, you need to adapt to what is happening right in front of you. Its not easy but its a skill that is seldom talked about and seemingly over looked.

TL:DR l2p nusb?

Cheers,
Frank
Title: Re: The state of cRPG
Post by: isatis on January 10, 2012, 04:04:30 am
my idea, make map where roof are, you now what, accessible WITHOUT a ladder.

inb4 whine

yeah it's like the golden path of roofcamping, BUT no more ''uh i'll destroy dah ladder uh so noone in uh'' so at least you could get to those roofy pick-nick
in addition to that, make some village map with invisible wall on roof.
i like tydeus idea, BUT it's a bit too OP for infantry so let's say only 1/4 xp lost?

for the record I got alt archer, crossbow, thrower, cav, ninja shielder and one staffmaster and my main is 2h.

good roofcamping is a pain in the ass I admit.

I got a strange idea: why not putting smoke bomb into firebomb? make it 3 slot, ultra heavy, with llike 30b radius damage. high cost and maybe relied with a skill like PT. this way dedicated bomberman with 1h could fire in the hole of those roofcamper.
basically we will got a special unit anti-roof camp.

edit: i also love frank idea, even if it's more adapt and live thing with no real solution so maybe just reduce a bit weigh on low-tier throwing wep so carrying as side-wep is more effective?
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 04:16:35 am
Adapt or die. Sometimes adapt and die. Seriously though, is it really a huge problem? The issue seems to be team work and battle field awareness of the average player.

Adapt or die can be used as argument for everything. We invade your country and rape your women. Adapt or die.

In my eyes balance does not only contain the equal (general) effectivity of classes you are fighting, but also the distribution of classes on the server. I think it's not desirable to have a game with class a) being 50% of all players, class b) is 35% and c) 15%. (Just example values).


Possible approach to a solution:

Bonus XP are being distributed after each fight, a sum that depends on the amount of players on a server. For each of the WPF values you distribute a certain amount of XP, and depending on one's percentage of the combined WPF you get the same percentage of XP. If you have a multiplier this value will be multiplied, then.

So if a certain weapon class is overrepresented on the server, you automatically contribute a lower percentage to the combined WPF, and thus you get a small part of the XP cake.

Of course you can modify the XP values for the different WPFs, to even things a bit out. For example the Xp value for archery WPF could be smaller in general, to even improve the effect.

This way you wouldn't lower the efficiency of a class, but still its attractivity.

Feel free to further develop this idea.


Example:

End of the round. 100 players are on the server, which means 100.000 XP are to be distributed (for example, let's keep it simple).

We have 6 proficiences, so the distribution could be:

1 hand: 20%
2 hand: 20%
polearm: 20%
bows: 12%
crossbows: 14%
throwing: 14%

Bows have the smallest value as we want their amount to lower. Later we can raise the value again.

Of those 100 players 40 are archers. Each of them has 100 WPP spent. (Note that the spent WPP should count, not the WPF, as otherwise hybrids would have a big advantage!). Which means you have 4000 WPP. 12% of the entire 100.000 XP would be 12.000 XP, and as we have 40 archers every one of them gets 300 XP. Not much.

But we have only seven throwers on the server. Let's say they all have the same amount of WPP spent, too. 14% of 100.000 XP are 14.000 XP. Distributed among seven throwers means everyone gets 2000 XP! That as three times as much as the archers get! Because they use a weapon that's less rare.

Note that in my example ranged weapons get 40% XP. I would prefer a value of 33% XP combined.

This also encourages people to use alt characters if the server has too many of their current class.


Edit: just noticed that people with high AGi and WM have an advantage over strength whores. Then find another solution, for example everyone gets the same amount of the WPF XP pack, unless he didn't spend WPF on other proficiences. Otherwise he will lose the same percentage of XP of this particular WPF XP pack that he spent in other WPFs. The XP he lost due to having other WPFs will be distributed among the other players in this particular WPF XP pack.

unfortunately you have to do it this way, instead of just looking which WPFs someone has, because otherwise people would give themselves 1 or 2 WPP in each WPF to get from all XP packs. And looking how much someone spent in which WPF (which would be the normal reaction to this behaviour) is nothing else than what I just described above.
Title: Re: The state of cRPG
Post by: Zerran on January 10, 2012, 04:24:06 am
my idea, make map where roof are, you now what, accessible WITHOUT a ladder.

inb4 whine

yeah it's like the golden path of roofcamping, BUT no more ''uh i'll destroy dah ladder uh so noone in uh'' so at least you could get to those roofy pick-nick
in addition to that, make some village map with invisible wall on roof.
i like tydeus idea, BUT it's a bit too OP for infantry so let's say only 1/4 xp lost?

for the record I got alt archer, crossbow, thrower, cav, ninja shielder and one staffmaster and my main is 2h.

good roofcamping is a pain in the ass I admit.

I got a strange idea: why not putting smoke bomb into firebomb? make it 3 slot, ultra heavy, with llike 30b radius damage. high cost and maybe relied with a skill like PT. this way dedicated bomberman with 1h could fire in the hole of those roofcamper.
basically we will got a special unit anti-roof camp.

edit: i also love frank idea, even if it's more adapt and live thing with no real solution so maybe just reduce a bit weigh on low-tier throwing wep so carrying as side-wep is more effective?

I would be all for the smoke bomb idea, except at that point ranged would just turn off their particle effects, suddenly no smoke.

Edit: Why not make torch and firebomb capable of burning buildings instead?
Title: Re: The state of cRPG
Post by: Sir Gilinor on January 10, 2012, 04:53:06 am
I agree that there are large amounts of both, but that does add to the diverse gameplay I suppose. I like ladders in battle. because it gives crappy archers like myself some cover and some realism to what the enlisted archers may have possibly done 'back then'. I do think that maybe horses should become more expensive though, since in reality warhorses were about the cost of a small plane. But having to 'repair' (lame) a horse for a crap load of money just seems stupid. My vote is keep it what it is now (in regards to cav and archers), but maybe revamp.

And i do agree that cRPG is seemingly getting more boring. The admins need to pull off something big, something that will add another level of immersive gameplay, in the next patch. I dont know how programming games go, but if we were able to have some sort of customizing our equipment somehow (i.e. color, appearance, etc) so that each person is unique, that would be sick. Like, go off the base stats of a certain equipment type, idk. But thats where i stand!
                                     Cheers
Title: Re: The state of cRPG
Post by: Old Autobus on January 10, 2012, 05:57:03 am
I agree with Ujin.
The easiest solution i could think of:
1) Remove ladders from battle
2) Make archers pay.

For both inf and cav best gear means money loss.
I think using Warbow/Longbow should make archers bleed money.
Title: Re: The state of cRPG
Post by: a_bear_irl on January 10, 2012, 06:00:44 am
imo archery, crossbow, and throwing should be made so expensive that using it is non-viable for all but the most dedicated or veteran players. the problem now is that your average scrub starts playing his first gen, gets shot to pieces (or lanced, but i think cav is less of a problem) and says "well, fuck it i'll just roll archer" and the problem snowballs to what we have now. i don't see how you could nerf archery enough to significantly reduce their numbers without making it completely worthless, so making it prohibitively expensive is the solution.

also heavy cav needs a nerf, the toughness of the 5 riding horses (warhorse/cata/etc) has been out of control for a while now
Title: Re: The state of cRPG
Post by: MrShine on January 10, 2012, 06:06:29 am
archery is already plenty expensive if you use bodkins.   no other gen do I lose money - granted I don't play cav.

arrows have a higher break chance rate and you usually have at least 2 stacks.  Sure using a good 2H you may have to repair a large amount from time to time, but it's a very rare round when neither stack of bodkins break.  Taking whatever gold you might gain a round and subracting 350 - 700 gold from it is basically a given.

being an archer is fine, it's when people move in straight lines or aren't aware of their surroundings/archer lanes that they take ranged punishment - as they should.  I do agree roof camping is pretty lame, especially when people destroy ladders right away as opposed to just leaving them up.   Still, as long as you avoid archer hot beds and let other ranged/cav/shielders do their job in picking em off it isn't too bad.
Title: Re: The state of cRPG
Post by: Zerran on January 10, 2012, 06:16:23 am
imo archery, crossbow, and throwing should be made so expensive that using it is non-viable for all but the most dedicated or veteran players. the problem now is that your average scrub starts playing his first gen, gets shot to pieces (or lanced, but i think cav is less of a problem) and says "well, fuck it i'll just roll archer" and the problem snowballs to what we have now. i don't see how you could nerf archery enough to significantly reduce their numbers without making it completely worthless, so making it prohibitively expensive is the solution.

also heavy cav needs a nerf, the toughness of the 5 riding horses (warhorse/cata/etc) has been out of control for a while now

This is exactly the problem. In order to play cav, the player needs a good buildup of money, and/or enough skill to keep a good multi. In order to play infantry, the player needs to practice a LOT to get the the point that it's actually fun. In order to play archer you need to be able to point and click.

Now that's not to say being a GOOD archer is easy, because it does take some skill (not as much as melee imo, but it's not "easy"), however even some scrub picking up an xbow or bow for the first time can get some kills and live through the round. Therefore, a lot of newbs get sick of dying constantly w/o doing anything in melee, and can't afford cav, so they run with a bow.

One thing that would help with this is to remove roofcamping (Or severely nerf it at least). Make archers actually need some battle awareness like inf and cav.

This could be fixed, without any direct dev intervention, by the mapmakers. Look at Tropical as a great example. It allows archers to go nuts, yet they are constantly vulnerable. Additionally, there need to be a LOT fewer random village maps. There is absolutely no reason to have 6 different versions of the same village in rotation, just REMOVE THE OLD ONES already, this is not that difficult to do!

Another thing that might help is to make the high end bows more expensive.

The only other thing I can think of that would help is to make archery more skill based, but I have no idea how to do that.

EDIT: Also, the heavy cav thing is spot on. Cav in general is balanced imo, but stopping a charger in the middle of a group of friendlies, all of whom instantly jump on it and are hacking at it just to watch it make a 180 and run away is some serious bullshit.

EDIT2: Slightly buff heavy cav charge, but either reduce their health down to the levels of other cav or decrease speed and maneuverability.
Title: Re: The state of cRPG
Post by: Zerran on January 10, 2012, 06:25:15 am
Sorry, hit quote instead of edit.
Title: Re: The state of cRPG
Post by: a_bear_irl on January 10, 2012, 06:29:39 am
archery is already plenty expensive if you use bodkins.   no other gen do I lose money - granted I don't play cav.

arrows have a higher break chance rate and you usually have at least 2 stacks.  Sure using a good 2H you may have to repair a large amount from time to time, but it's a very rare round when neither stack of bodkins break.  Taking whatever gold you might gain a round and subracting 350 - 700 gold from it is basically a given.

being an archer is fine, it's when people move in straight lines or aren't aware of their surroundings/archer lanes that they take ranged punishment - as they should.  I do agree roof camping is pretty lame, especially when people destroy ladders right away as opposed to just leaving them up.   Still, as long as you avoid archer hot beds and let other ranged/cav/shielders do their job in picking em off it isn't too bad.


the most an archer setup is going to cost (unless it's a hybrid) is about 25k, compared to probably 35-40 for your standard melee troop and 80-100 for a cav. it's the cheapest class to play right now. bodkins might break more often but if you're a heavy melee your weapon or armor alone can cost 900-1k to repair. also, "dont move in a straight line" works when you're moving from place to place or trying to get to one archer, not when there's 10 or 15 shooting into a melee

edit: the poll alone is testament to the amount of archers and cav, no melee player with more than 5 hours played would vote anything but yes
Title: Re: The state of cRPG
Post by: Tristan on January 10, 2012, 07:19:23 am
Issue is cav as well. Honestly whoever wins on server 1 is the one with the best cav.

Roof hugging archers is annoying, but cav would own every server if it wasn't so.

If we nerf archery, all we are going to see is pikemen and cav. Bwooooring!
Title: Re: The state of cRPG
Post by: BlackMilk on January 10, 2012, 07:31:45 am
Issue is cav as well. Honestly whoever wins on server 1 is the one with the best cav.

Roof hugging archers is annoying, but cav would own every server if it wasn't so.

If we nerf archery, all we are going to see is pikemen and cav. Bwooooring!
If we nerf archery, cav and pikeman (is it even possible to do so? :D) all we are going to see is melee. Boring.
Title: Re: The state of cRPG
Post by: justme on January 10, 2012, 07:37:44 am
upkeep for ladders? high upkeep will  reduce ppl who spam ladders every round..
Title: Re: The state of cRPG
Post by: Vibe on January 10, 2012, 07:50:26 am
word yo
Title: Re: The state of cRPG
Post by: Cepeshi on January 10, 2012, 08:44:25 am
Price on ladders should go just as high as the ladder itself! That would really help actually, people without throwing profficiency would have high chance to repair, but then, who would take ladder to counter the roofcampers? There will be people able to afford the ladders even when ultraexpensive.

Removing ladders from battle is a no go or what? Bleh, sad...

Anw, i was cav for few gens, now back to 2her and loving it  :mrgreen: On hugely populated server its fine, i rage ocassinaly from ranged death, but usually when its funny or good hit, i appreciate it, laugh, go to watch simpsons and wait for respawn.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 10, 2012, 09:08:01 am
@ Christo: Went to bed yesterday, so I couldn't answer^^

I have nothing against shieldwalls, you misunderstand me. What I don't like is, that shieldwall is the only tactic, that comes to people's minds on a random plains map. And usually they totally fail at their shieldwalls, that's what I was talking about. I've seen good shieldwalls and it's is nice to use them as cover (either for shooting or for walking forward), but they are a rare species in crpg.
So next time read again instead of putting all ranged players into one drawer.

This is exactly the problem. In order to play cav, the player needs a good buildup of money, and/or enough skill to keep a good multi. In order to play infantry, the player needs to practice a LOT to get the the point that it's actually fun. In order to play archer you need to be able to point and click.

Now that's not to say being a GOOD archer is easy, because it does take some skill (not as much as melee imo, but it's not "easy"), however even some scrub picking up an xbow or bow for the first time can get some kills and live through the round. Therefore, a lot of newbs get sick of dying constantly w/o doing anything in melee, and can't afford cav, so they run with a bow.

Oh yeah, that is why we have about 50 top archers in crpg who always kill everyone and top the lists most of the time.

Check all these archers out there and you will see how many can survive if they don't go on a roof because someone placed a ladder. And check out how many of them can really hit someone on purpose instead of by luck :rolleyes:

It never comes to the mind of people like you, that players might be archers, because it is fun to shoot with a bow and because crpg is the best game (I know) when it comes to archery? Nah can't be true. It is all because they are noobs and can't play melee etc etc  :rolleyes:


Someone here suggested to place fixed ladders or something so that roofs can't be unreachable anymore and thus would make roofcamping less attractive and delete deployable ladders from battle.
I really like that idea and suggested it a couple of times, but no dev ever made any comment about it. I suppose it wouldn't be that hard for someone who knows about mapmaking, just going through all the maps and maybe add 1-2 ladders to roofs (preferably from both sides or from the middle so that no team gets an advantage). Noone demands such a thing to be done in one day dear devs, but it is still the best idea to deal with roofcamping problem in my opinion.
Some people will now start saying the same old stuff again like "Yeah but when there are 10 archers on a roof they can still shoot you even when there is a fixed ladder".
True dat, but wayne?  I can still get killed when I play on a server, does it mean I'll quit playing?
If people were clever, they would immediately send a couple of fast shielders onto the rooftops when they start to fill with archers or when they reach the house. Most archers usually miss too much or don't do enough dmg to stop all these shielders or they will just run as soon as someone approaches the roof (happens alot).
But for that people would have to stop throwing away their brain as soon as they take a shield.
I know some really good shielders, but most shielders in this game only protect themselves with their shield (they even dodge arrows because they could scratch their shield instead of protectin their team) and fight for themselves.
When people stop thinking, that the most important thing is, that they kill everyone on their own and that they have to stay alive until the round ends, then we might be able to get some good teamwork and we might be able to deal with roofcamping.

Why not sometimes sacrifise yourself for you team? It's a good thing, might help your team win and at least shows some kind of teamplay.

Have fun ripping my post
Title: Re: The state of cRPG
Post by: chadz on January 10, 2012, 09:13:47 am
Removing ladders from battle is a no go or what?
no
Title: Re: The state of cRPG
Post by: Xant on January 10, 2012, 09:27:45 am
So removing ladders from battle is not a no go? is that what you really mean
Title: Re: The state of cRPG
Post by: Vibe on January 10, 2012, 09:28:27 am
I think he means he wants to remove ladders
Title: Re: The state of cRPG
Post by: [ptx] on January 10, 2012, 09:30:49 am
Ladders - keep not remove!
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 10, 2012, 09:37:33 am
I think he means he is searching for a way to deal with roofcamping without making roofs unaccessible^^
Title: Re: The state of cRPG
Post by: Gnjus on January 10, 2012, 09:37:58 am
I think he means he wants to remove ladders

I want to have sex with Jennifer Aniston (before she becomes some old harpy hag or a corpse) but i can't.
Title: Re: The state of cRPG
Post by: Cepeshi on January 10, 2012, 09:41:58 am
Hey Gnjus, get back to the cave...
Title: Re: The state of cRPG
Post by: Zerran on January 10, 2012, 10:11:06 am
(click to show/hide)

Just 2 things

1. While its true newb archers suck balls, they aren't as bad as newb infantry.

2. I play support.

EDIT: You seem to think everyone here is saying all archers are noobs and can't play worth shit. On the contrary, we're just saying that some newbs get fed up with running into melee only to get insta killed, and so go archer. No one here said every archer is an archer because of this. No need to get hostile.
Title: Re: The state of cRPG
Post by: RandomDude on January 10, 2012, 10:31:46 am
(click to show/hide)

Well it pisses me off when 10 team mates surround a heavy cav bcos all that most of them are doing is keeping it alive.

90% of them will be trying to slash with 1h cutting weapons, blocking the ppl who can actually dmg/kill the horse/rider.

As for ladders in battle I dunno. Roof camping is annoying.
Title: Re: The state of cRPG
Post by: Gnjus on January 10, 2012, 10:32:35 am
Hey Gnjus, get back to the cave...

Yes, I'd like to hit her in my cave.
Title: Re: The state of cRPG
Post by: Grumbs on January 10, 2012, 11:25:32 am
I said "yes, but only ranged". My main problem with ranged is the high levels of piercing damage they do. Give them cut damage and make the stun effect when they hit you not quite as long. I'm kinda split on ladders. They can make the maps a bit more interesting as they add an extra route for infantry to attack from, or split the enemy force up and attack from behind. It adds an element of unpredictability or makes the maps a bit more interesting imo. Depends on the map ofc.

Roof campers are a side effect but I would rather see their damage reduced first. Another idea would be to change their mechanics a bit. Rather than a crosshair area where the arrow/bolt could land in, reduce randomness sideways but make the projectiles much slower. So you have to account for travel time more and aim higher, but the shot is less likely to go randomly to the side. Would make the shooting more skill based rather than point and click. Would be much easier to reduce damage though and make armour more useful (cut damage only) and reduce the stun or make it based on armour/damage

Don't really mind cav. The only thing is how they can plough into players without taking damage to their horse or risking getting slowed down. The sound engine is generally OK so you can hear them coming but sometimes they can appear from nowhere with no sound cue before hand. If you hear them you can often deal with them in one way or another.
Title: Re: The state of cRPG
Post by: Siiem on January 10, 2012, 11:37:27 am
The amount of ranged currently even with a shield is starting to get rather unbearable. My enjoyment in playing this mod is decreasing every time I join eu1 these days.
Title: Re: The state of cRPG
Post by: Tristan on January 10, 2012, 11:59:30 am
What would be the best solution was to implement a system where archery required as much effort as manual blocking.

A lot of people choose to start our as an archer because it is easier to learn against all the pretty hardcore blocking machines playing this mod.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 10, 2012, 12:17:17 pm
Why do so many people here think, that nerfing accuracy or damage would make people play less ranged?

It didn't in the past and it won't in the future, unless you make ranged unplayable :rolleyes:


What about adding some glide to roofs?  On some maps you have roofs that are so steep, that you constantly glide down a bit when you don't move. Would it be possible to do such a thing to all roofs? Not changing their look, just make them slippy^^
That way it would be much harder to shoot from roofs due to the constant movement and danger to fall down
Title: Re: The state of cRPG
Post by: Vibe on January 10, 2012, 12:26:07 pm
What about adding some glide to roofs?  On some maps you have roofs that are so steep, that you constantly glide down a bit when you don't move. Would it be possible to do such a thing to all roofs? Not changing their look, just make them slippy^^
That way it would be much harder to shoot from roofs due to the constant movement and danger to fall down

Wonderful idea but probably too hard to implement.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 10, 2012, 12:28:54 pm
Tenne said it should be possible to code that^^

I say let him do it :P

Hhmm...just recognised, that this will hardly work for the flag desert village houses^^
Title: Re: The state of cRPG
Post by: Thomek on January 10, 2012, 12:32:03 pm
Nerf Archers. They became very viable again after the recent armor nerf.

They are even allowed to top the charts on full EU1! This is a disgrace and cannot be tolerated. Imagine what kind of inspiration they are to newbies! But seriously, they do more damage with their arrows than I do with a melee swing.
Title: Re: The state of cRPG
Post by: Vibe on January 10, 2012, 12:34:07 pm
Tenne said it should be possible to code that^^

I say let him do it :P

Hhmm...just recognised, that this will hardly work for the flag desert village houses^^

Come to think of it, there's quite some flat roof houses :(
Title: Re: The state of cRPG
Post by: Gurnisson on January 10, 2012, 12:38:38 pm
Come to think of it, there's quite some flat roof houses :(

Remove desert maps
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 10, 2012, 12:42:03 pm
Come to think of it, there's quite some flat roof houses :(

erm..I meant flat houses, not flag^^
So we need another solution for the flag houses :/

Nerf Archers. They became very viable again after the recent armor nerf.

They are even allowed to top the charts on full EU1! This is a disgrace and cannot be tolerated. Imagine what kind of inspiration they are to newbies! But seriously, they do more damage with their arrows than I do with a melee swing.

Ever thought about the fact, that lots of people go higher than lvl 30 these days?
But still, the "dmg buff" comes from so many people using pd 8-9 these days with hornbow or rusbow. Shouldn't be possible...You can't use a longbow properly with such high pd and only 6 wm, but with other bows it works :/
I kept my build after last patch and I didn't recognise a big change in the people I shoot at^^

Btw, the ones that top the boards are only the small amount of really good archers ;)   Wanna suggest nerf to 1h/shield because chase can still top boards atm? :P
Title: Re: The state of cRPG
Post by: Torben on January 10, 2012, 12:55:28 pm

But still, the "dmg buff" comes from so many people using pd 8-9 these days with hornbow or rusbow. Shouldn't be possible...

good point actually
Title: Re: The state of cRPG
Post by: Kansuke on January 10, 2012, 12:57:29 pm
This.

The amount of ranged currently even with a shield is starting to get rather unbearable. My enjoyment in playing this mod is decreasing every time I join eu1 these days.

Damn those last screenshot were good old times Ujin, when teamworking was still possible on battle server and when infantery could achieve something. I remember a few month ago I was able to kill 10 ppl per round and sometimes more now it is just impossible, it's either I get shot (to the knee ?) by an archer even if I'm a shielder or I get couch by a lancer in the first minutes.
Playing siege is alot more fun atm and this is the place where you can see alot of teamplay going on nowadays with teams like HRE, Greys or DRZ.
Title: Re: The state of cRPG
Post by: Osiris on January 10, 2012, 01:07:56 pm
you forget what gives rise to the hundreds of archers :D STRAT! people turned their mains into archers for strat as they could no longer use their alts for strat battles. Before there were a crap load of archer alts but they didnt always play them. now if you want to craft arrows or bows or use an archer in strat it has to be your main thus more archers :P
Title: Re: The state of cRPG
Post by: Tristan on January 10, 2012, 01:09:09 pm
you forget what gives rise to the hundreds of archers :D STRAT! people turned their mains into archers for strat as they could no longer use their alts for strat battles. Before there were a crap load of archer alts but they didnt always play them. now if you want to craft arrows or bows or use an archer in strat it has to be your main thus more archers :P

This is the cause more than anything (myself included!)
Title: Re: The state of cRPG
Post by: RandomDude on January 10, 2012, 01:15:33 pm
Dam I never considered this.

I thought about sacrificing pts from IF/Athletics or WM etc so I could carry a bow on my back (but not use it).

This heresy has destroyed the game!
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 01:47:10 pm
As my last post here got ignored completely, although I would like to have you guys think about it, I was forced to rework the presentation to make it look more interesting and better understandable.


My idea basically consists of rewarding players at the end of a round for playing a rare class on the server with some extra XP. The more of your class you have, the less XP you get.

It works like this:

visitors can't see pics , please register or login


An XP pool is being created, and its size is depending on the amount of players on the server.



visitors can't see pics , please register or login


This XP pool is divided into the different weapon proficiencies, according to the distribution the developers desire. My percentages are just an example.



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According to the amount of WPP (weapon proficiencies points) spent into the different proficiencies, players get budget points. (due to the non linear WPF gain hybrids would have an advantage if you used the WPF instead of WPP). You can get budget points in as many WPFs as you whish, of course.



visitors can't see pics , please register or login


The budget points get added, and then they get compared to the percentage of the combined XP for their corresponding WPF. The more players use a certain weapon, the higher will be the amount of budget points for this weapon class.



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Now every budget point gets an XP value, which is calculated by the data above.



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Finally the players receive XP according to their WPF.


As you can see, our archer, who spent everything (= 100% of his WPP) into the archery WPF, gets only 300 XP, because there are so many other archers and thus there were a lot of budget points to distribute the XP to. Next to the fact that archers get only 12% of the combined XP anyway.

But our thrower/one handed hybrid gets a lot more, because he is using weapons that are rather uncommon on the server. In fact he is rewarded for adding variety. Thats why he gets more than seven times as much as the archer.

You can even extend this system to gold (mean that you can have better equipment if you have little or no fellow class players) or the breaking chance (same effect).

The advantage of this system is that overused classes are made less attractive without lowering their efficiency in battle.

And of course it would work equally well (or even better) if you did the calculation for each team seperatedly, instead of the entire server.


I hope my pictures will lead to some replies, as I spent almost an hour in MS Paint  :lol:
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 10, 2012, 01:52:56 pm
Stupid idea. That way you punish players for playing their most favourite class.

Btw, 2h, polearm and maybe 1h/shield are still the most used classes on servers. I doubt they will be happy to receive an xp "nerf" ^^
Title: Re: The state of cRPG
Post by: Casimir on January 10, 2012, 01:54:21 pm
Just keep the archers off the smaller servers and i'll be happy.

Let them stay on EU1, let them rot.
Title: Re: The state of cRPG
Post by: Cepeshi on January 10, 2012, 01:55:40 pm
Nice pic, i still dont get it tho  :shock:
Title: Re: The state of cRPG
Post by: Kerrigan on January 10, 2012, 02:00:21 pm
How about whenever a ladder gets destroyed by either their own team or the enemy team, a message shows on the screen thats says "GET OFF THE ROOF NAO OR SUFFER SEVERE BAN INJURY".

Or just put more open plains in to the map rotation. That should help.
Title: Re: The state of cRPG
Post by: chadz on January 10, 2012, 02:01:15 pm
He means that the body shots would take a lot less damage so people would have to do headshots to take significant damage.

interesting.

very interesting.
Title: Re: The state of cRPG
Post by: Teeth on January 10, 2012, 02:05:19 pm
Removing ladders from battle is a no go or what?
no
When? The time has been ripe for over half a year now.
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 02:09:28 pm
Stupid idea. That way you punish players for playing their most favourite class.

We (almost) all here in this topic agree that there needs to be done something about the amount of ranged. Which means you have to demotivate people to choose a ranged class. Which can always be called as "punishment". If archer is really your favourite class, you will still stick to it. But if you are just an "OP whore", looking for the currently strongest/most "efficient" (effort/result) class, this could change your mind.

Btw, 2h, polearm and maybe 1h/shield are still the most used classes on servers. I doubt they will be happy to receive an xp "nerf" ^^

You can balance this easily by the initial percentage of the combined XP pool. If there are more of them, raise the percentage.

Nice pic, i still dont get it tho  :shock:

Basically: Every class on the server gets a certain amount of XP after the round. These Xp are distributed among all players of this class. The more players a class has, the less each of them gets. Which could encourage you to choose classes that are not that present on the server.
Title: Re: The state of cRPG
Post by: Vibe on January 10, 2012, 02:10:03 pm
sag
Title: Re: The state of cRPG
Post by: RamsesXXIIX on January 10, 2012, 02:19:03 pm
Archers and Xbowmen are nerfed enough as it is. Further nerfing and nerfing seems silly, and you can't keep doing it.

I think the main thing we need is to motivate organized infantry play. If we can get bonuses for fighting in groups, for making shieldwalls, for charging together, we can make cRPG more what it is like in the pics Ujin posted.

Stop nerfing ranged, start buffing infantry.
Title: Re: The state of cRPG
Post by: BerG on January 10, 2012, 02:21:22 pm
interesting.

very interesting.
Code: [Select]
0000072: increase ranged damage on headshots, decrease it on all other body parts. Status: resolved
Oh noes poor xbowers... They was innocent. And archers almost dont give a shit about this nerf actually.
Title: Re: The state of cRPG
Post by: Camaris on January 10, 2012, 02:22:23 pm
Archers and Xbowmen are nerfed enough as it is. Further nerfing and nerfing seems silly, and you can't keep doing it.

I think the main thing we need is to motivate organized infantry play. If we can get bonuses for fighting in groups, for making shieldwalls, for charging together, we can make cRPG more what it is like in the pics Ujin posted.

Stop nerfing ranged, start buffing infantry.

But still those ladders are a pain.
1. You cant fight back
2. People dont come down when they have to - they come down one by one - they shoot first 2-4 times before coming down.
3. Its boring as hell to wait for 2-3 bundle of stickss farming their valour.
Title: Re: The state of cRPG
Post by: Teeth on January 10, 2012, 02:30:33 pm
We need a sweet combination of the old xp and the new xp system. Give a base value tick influenced by a multiplier that is influenced by winning, but also give an area xp if you are close to someone that gets killed.

Advantages of the old system:
- People were forced to stick together, creating teamwork situations instead of the scattered individual fighting we have now.
- Ranged couldn't camp roofs, because they would not get any xp. They had a supporting role just behind the main infantry line. Like it should be imo. Unless if the roof was close to the fighting. Thus remove ladders.
- Cav also supported the infantry fight, instead of going to their own little field to play with the other horsemen.

Disadvantages of the old system:
- Most battles consisted of two big blobs crashing into eachother, not so sure if this is even all that bad.
- There was no flanking, well atleast not without giving up the bulk of your xp gain for the round. Again, is this all that bad?

I think adding the new and old xp system together gives us the good things from the old xp system while still allowing for flanking, at some cost. Still flanking might win your team the battle and thus increasing your xp.

Change the inf vs inf, cav vs cav, ranged vs ranged fighting to a combined effort of all classes to defeat the other combined warband.


Another thing: Remove ladders from battle, but add deployable stakes. I understand enabling them do hurt cav that runs into them gives significant performance issues, but that isn't even necesarry. As long as they are solid objects that you can't move through its fine. Siege shields and stakes will make open field battles a lot more managable for the foot soldier, especially the ranged ones. It also adds tactical depth, proper placement of siege shields and stakes can turn the battle in your favour.
Title: Re: The state of cRPG
Post by: LordSnow on January 10, 2012, 02:40:50 pm
We realy need to buff infantry, force ppl to use formation.

They tend to be organized on open plain , so maybe start with more open plain in the map rotation.

Why dont give the strat bonus for shieldwall into crpg battle? the script already exist and should be a good push to force player to play together.

Maybe deployable pavise for crossbowman? http://www.youtube.com/watch?v=Olnq32yEmZQ

And for the finish, allow clan to have a bannerman that carry a REAL banner or flag wich give a slightly bonus (a little heal or a low dmg bonus)visitors can't see pics , please register or login
Title: Re: The state of cRPG
Post by: Templar_Steevee on January 10, 2012, 02:46:51 pm
Quote

And this is what i remember cRPG for, as well as what i like(d) about it and what i'd like to see more in cRPG.



(click to show/hide)


I noticed that on last picture u added there are more kills from range weapon than from melee :) .
Roofcamping is only using a terrain to make an advance almost like standing on hills. And there is also one more thing: camping unreachable places is banable so if u can see roofcampers on unreachable places write to admin to take them down :)
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 02:54:38 pm
I noticed that on last picture u added there are more kills from range weapon than from melee :) .
Roofcamping is only using a terrain to make an advance almost like standing on hills. And there is also one more thing: camping unreachable places is banable so if u can see roofcampers on unreachable places write to admin to take them down :)

Sorry, this rule only applies at the end of the round. If there are no other feet on the ground of that team, they have to go down. Any suggestions to remove this partial invincibility were ignored.

And in difference to roofs, even with a narrow ladder that's part of the map, the position is more than unfair.

I remember there used to be that siege scene in battle mode (!!!) with this desert castle at the foot of a mountain (Helm's Deep -like), the gate and everything was open, so basically everyone could go everywhere. But guess who won most rounds on this map, those spawning inside or in front of the castle?

Elevated positions with only one, narrow access should be treated as fortifications, and thus only belong into siege mode.

(click to show/hide)

Yay, 1257ad  :D
Title: Re: The state of cRPG
Post by: Casimir on January 10, 2012, 02:57:57 pm
I noticed that on last picture u added there are more kills from range weapon than from melee :) .
Roofcamping is only using a terrain to make an advance almost like standing on hills. And there is also one more thing: camping unreachable places is banable so if u can see roofcampers on unreachable places write to admin to take them down :)

In poland counting skills aren't the best are they

6 Melee, 5 ranged (1 is TK so doesn't really count tbh)
Title: Re: The state of cRPG
Post by: Grumbs on January 10, 2012, 03:00:46 pm
Code: [Select]
0000072: increase ranged damage on headshots, decrease it on all other body parts. Status: resolved
Oh noes poor xbowers... They was innocent. And archers almost dont give a shit about this nerf actually.

This would be a great change. Would be cool to see ranged encouraged to aim for headshots rather than spam in the general area and do half or more of someones HP.
Title: Re: The state of cRPG
Post by: Okkam on January 10, 2012, 03:06:54 pm
Sorry, this rule only applies at the end of the round. If there are no other feet on the ground of that team, they have to go down. Any suggestions to remove this partial invincibility were ignored.

And in difference to roofs, even with a narrow ladder that's part of the map, the position is more than unfair.

I remember there used to be that siege scene in battle mode (!!!) with this desert castle at the foot of a mountain (Helm's Deep -like), the gate and everything was open, so basically everyone could go everywhere. But guess who won most rounds on this map, those spawning inside or in front of the castle?

Elevated positions with only one, narrow access should be treated as fortifications, and thus only belong into siege mode.

Yay, 1257ad  :D

I'm interested, something prevent YOUR team to capture this roofs first? Or something prevent you to take ladder and make a way for your teammates there? This called «Key points» IRL. If you want control battlefield - you need to control key points, if you cant control key point, you need more FIREPOWER to supress enemy key points, and make this key points useless. If you can't do this - your TEAM loose.
Title: Re: The state of cRPG
Post by: Tristan on January 10, 2012, 03:13:30 pm
I'm not sure I am in for the headshot vs. body. It might just result in even more random shit, which people hate so much to begin with. It might also be a solution.

The point is, that people don't die to ranged. The statistics clearly show that. So nerfing dams and stun doesn't change anything. People just don't like getting shot at.

What is needed is more incentives for infantry staying in groups. Ideas like bonus to shieldwalls, maybe support bonus with flags etc.
Title: Re: The state of cRPG
Post by: ThePoopy on January 10, 2012, 03:18:11 pm
torch.... hold f against house to set on fire, everyone on house take 2 dmg/second

cav: increase upkeep of the medium horses ( courser, arabian, destrier ) they are way better then what they cost
Title: Re: The state of cRPG
Post by: Tzar on January 10, 2012, 03:22:35 pm
This all comes down to ladders if they removed ladders our problems would be gone.

Paul said he wouldnt mind it but chadz for some reason is insisting ladders stay on battle servers for some fucked up reason i dunno why... so unless u can talk chadz into removing it we gonna have every roof camped by archers an xbowers until ladders are gone...

Im sure that 40% of the ranged player base would simply re spec or switch class once they cant be immune to melee if they removed ladders.

So by removing ladders it sorta would balance it out.

About increasing upkeep of cav i don't see how it would fix anything.. every cav player who uses the market to sell an buy profit cant be touched by the upkeep mechanics anyways...

So it would only prevent some of the poor cav players from using their pony´s

Removing ladders would also force ranged to target cav more then peasents an people busy in battle.. in the end like i said removing ladders would create much more teamwork an better gameplay for cRPG.
Title: Re: The state of cRPG
Post by: ThePoopy on January 10, 2012, 03:26:57 pm
make ladders harder to destroy, standingon roof without ladder kickable ALLWAYS, destroying ladder on purpose banable
Title: Re: The state of cRPG
Post by: Teeth on January 10, 2012, 03:30:34 pm
make ladders harder to destroy, standingon roof without ladder kickable ALLWAYS, destroying ladder on purpose banable
And then what? Having to move up a steep ladder with a hungry horde of archers waiting for you with no room to dodge?

Remove the ladders from battle, they make no sense at all, balance wise, fun wise, realism wise, just no fucking sense at all.

chadz for the love of god, elaborate on why you don't want to remove ladders from battle!
Title: Re: The state of cRPG
Post by: Oberyn on January 10, 2012, 03:31:51 pm
It is my opinion and this game is not a melee game. That is something most of you guys seem to forget every second minute...

Everything you will ever say about c-rpg or warband is invalid.
Title: Re: The state of cRPG
Post by: Vibe on January 10, 2012, 03:32:11 pm
Some fucked up logic of "removing third dimension from battle".

All I see is removing gay from battle though.
Title: Re: The state of cRPG
Post by: dado on January 10, 2012, 03:32:39 pm
remove ladders for 7 days or 14 days and let's see what will happen.
Title: Re: The state of cRPG
Post by: LordSnow on January 10, 2012, 03:36:27 pm
We'll see Dado K:D ratio growing up, the only enemy he's able to kill are archers (when he cames on their back) so if they all stand on the ground... :rolleyes:

 :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: <3
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 03:37:46 pm
I'm interested, something prevent YOUR team to capture this roofs first? Or something prevent you to take ladder and make a way for your teammates there? This called «Key points» IRL. If you want control battlefield - you need to control key points, if you cant control key point, you need more FIREPOWER to supress enemy key points, and make this key points useless. If you can't do this - your TEAM loose.

You are right about key points, but there are key points and there are key points. A hill or a house that's half in the hill, making its roof accessable on a wider area by simply walking from the hill down on the roof is okay.

A roof with a single ladder, preferably at the side that's turned away from the enemy, is far worse, as it's some kind of guard tower.

And even if you have own ladders to place, you will still take heavy losses while going them up, because the archers will shoot you from the sides.

My point is that infantry should have a viable chance to fight archers, as they can fight infantry, too.

Archers on a roof can only be fought by other arhcers, while they can fight everyone they see. I don't know how this can be fair.

As soon as you have broken through the enemy infantry line you should be close enough to the archers to fight them immediately. Everything else would be unbalance towards the infantry.

Archers (and cavalry) always respond to infantry's complaints that they would lack awareness and thus being shot (lanced). But how about some awareness for archers? All an archer on a roof needs to be aware of are other archers. While infantry for example has to be aware of achers, infantry and cavalry. And they can't even fight anybody at any time, like archers do.

Seriously, any spot on a map that's "fortification-like" should be removed from the game. It's all about formation and teamplay, and not who seizes the best roof.

It is my opinion and this game is not a melee game. That is something most of you guys seem to forget every second minute...

I am speechless  :shock:
Title: Re: The state of cRPG
Post by: BerG on January 10, 2012, 03:38:17 pm
This would be a great change. Would be cool to see ranged encouraged to aim for headshots rather than spam in the general area and do half or more of someones HP.

Arbalests kills enemy by one headshot with almost 100% guarantee before that nerf.  And bows didn't kill by one shot in head before. Now they got buffed head damage, so they can do oneshot kills more often. Unlike xbows.
So that is only xbow nerf. Totally unmerited nerf for xbows.
Title: Re: The state of cRPG
Post by: karasu on January 10, 2012, 03:39:22 pm
Code: [Select]
0000072: increase ranged damage on headshots, decrease it on all other body parts. Status: resolved
Oh noes poor xbowers... They was innocent. And archers almost dont give a shit about this nerf actually.

This is awesome, now I shoot an archer, he survives, I can't reload anymore, he still kills me with 2 arrows and a horn bow.  :lol:
Title: Re: The state of cRPG
Post by: Oberyn on January 10, 2012, 03:40:53 pm
I'm interested, something prevent YOUR team to capture this roofs first? Or something prevent you to take ladder and make a way for your teammates there? This called «Key points» IRL. If you want control battlefield - you need to control key points, if you cant control key point, you need more FIREPOWER to supress enemy key points, and make this key points useless. If you can't do this - your TEAM loose.

Firepower? Supression? What the fuck are we playing, WW2 and Blade? Counter Strike? Get the fuck out of here.
Title: Re: The state of cRPG
Post by: bredeus on January 10, 2012, 03:42:18 pm
for some reason devs do not want to remove ladders from battle. Why? I do not recall, all I emeber is that chadz was a xbowman a year ago.
Title: Re: The state of cRPG
Post by: Oberyn on January 10, 2012, 03:43:15 pm
chadz has always been a 2h spammer afaik. Though he has secret alts everywhere, probably.
Title: Re: The state of cRPG
Post by: Vibe on January 10, 2012, 03:43:54 pm
Last I seen him he was a polearmer
Title: Re: The state of cRPG
Post by: Casimir on January 10, 2012, 03:44:20 pm
Just add vertigo to anyone with 100 wpf+ in ranged weapons.

They stand on roofs too long they feel sick and fall over.
Title: Re: The state of cRPG
Post by: karasu on January 10, 2012, 03:46:19 pm
chadz has been using for a while now Morningstar + Shield. Like a boss.

Title: Re: The state of cRPG
Post by: Tristan on January 10, 2012, 03:46:57 pm
Just add vertigo to anyone with 100 wpf+ in ranged weapons.

They stand on roofs too long they feel sick and fall over.

Best suggestion EVAR!
Title: Re: The state of cRPG
Post by: bredeus on January 10, 2012, 03:48:21 pm
His incredible blocking skill was a match only for a legendary falen hero known as Growl
Title: Re: The state of cRPG
Post by: Casimir on January 10, 2012, 03:49:27 pm
Growls blocking was at its best when he used a lance of compensation.

Best suggestion EVAR!

Probably should make a new thread tbh.
Title: Re: The state of cRPG
Post by: Templar_Steevee on January 10, 2012, 03:53:39 pm
In poland counting skills aren't the best are they

6 Melee, 5 ranged (1 is TK so doesn't really count tbh)

I mean that a lot of kills are from range guys, and they also wounded preety many of ppl on open fields.

Anyway i think that nobody noticed that shields sometimes cover their user more than they should. I'm an archer, an that's impossible to shot somebody to his foot even if he is using smallest shield and i think side hitboxes of shield are too big, but thats my opinion.

Sometimes I see how 2h wants to hit shielder holding a big shield with swing standing behind shielder and sword is hitting a shield not a guy :( . That is a little problem too.

Last thing should be changed in my opinion is  increase sound of charging horses. They are so quiet like they have pillows on their hooves :). If anyone hear in real life charging horse knows what i mean.


Title: Re: The state of cRPG
Post by: Gnjus on January 10, 2012, 03:56:36 pm
In poland counting skills aren't the best are they

They don't do small numbers, their mathematics start with 100, for example: when average polish gamer wants to buy a game he takes 100 copies instead of just 1.  :wink:


It is my opinion and this game is not a melee game.

Jambi is gonna have to work his socks off to beat Gisbert for the Paul Award 2012. If i was a betting man my money would from now on be placed on Gibby.
Title: Re: The state of cRPG
Post by: bredeus on January 10, 2012, 03:59:15 pm
true, i got at least 100 reason to like you Gnjus ;)
Title: Re: The state of cRPG
Post by: Chasey on January 10, 2012, 04:06:53 pm
how about removing the reticle?
Title: Re: The state of cRPG
Post by: Jaundice on January 10, 2012, 04:07:55 pm
Code: [Select]
0000072: increase ranged damage on headshots, decrease it on all other body parts. Status: resolved
Oh noes poor xbowers... They was innocent. And archers almost dont give a shit about this nerf actually.

Yup, I've been aiming for headshots 90% of the time, yet I get pissed when a xbow one shots me in he chest...
Title: Re: The state of cRPG
Post by: Lactating Vegetables on January 10, 2012, 04:08:04 pm
how about removing the reticle?
that would just be bullying the archers/xbows that can't aim for shit
Title: Re: The state of cRPG
Post by: Cup1d on January 10, 2012, 04:18:11 pm
Firepower? Supression? What the fuck are we playing, WW2 and Blade? Counter Strike? Get the fuck out of here.

Nah, we playing TEAM based tactical game. And you trying to play Rambo on Jet Horse, but do not want to be a part of a team.

And do not be rude dude. Your behaviour doesnt make your arguments smarter.
Title: Re: The state of cRPG
Post by: Grumbs on January 10, 2012, 04:19:35 pm
Arbalests kills enemy by one headshot with almost 100% guarantee before that nerf.  And bows didn't kill by one shot in head before. Now they got buffed head damage, so they can do oneshot kills more often. Unlike xbows.
So that is only xbow nerf. Totally unmerited nerf for xbows.

Archers do kill in 1 headshot now but anyway, the idea is to encourage rewarding skilled play rather than point and click at general direction. Its funny how people feel entitled to high damage while sitting at range in this game. I would understand if you had to aim for the head or if the projectiles were slow, but its just too simple atm

Should be several hits to the body for a kill, 1 for the head. I would make the accuracy higher than now but slow the projectiles down. This would all add to rewarding good aim/predicting distance/enemy movement
Title: Re: The state of cRPG
Post by: Candiru on January 10, 2012, 04:23:49 pm
This is probably the best topic you've ever created Ujin. So true!
Title: Re: The state of cRPG
Post by: Old Autobus on January 10, 2012, 04:24:33 pm
I'm interested, something prevent YOUR team to capture this roofs first?

Shitty map design?
Title: Re: The state of cRPG
Post by: Fluffy_Muffin on January 10, 2012, 04:26:35 pm
how about removing the reticle?

How about no....

This shouldnt be about killing the ranged class, should be about removing ladders
Title: Re: The state of cRPG
Post by: Lezard on January 10, 2012, 04:36:39 pm
How about no....

This shouldnt be about killing the ranged class, should be about removing ladders

Pff, playing without reticle is perfectly fine once you get used to it and much more fun.

Not that it will be removed anyway.
Title: Re: The state of cRPG
Post by: Okkam on January 10, 2012, 04:43:19 pm
Shitty map design?

Yes, I can imagine those medieval soldiers that talking to their General - Fuck out, we do not like this terrain, go and fight alone. And enemy team have one more archer, nah, we prefer desert.
On the other hand, I think that not only «Shitty map design» is a problem, but wrong (unequal) start points. High grounds must be equally reachable by both sides.

chadz made great deal with ladders. This game receive third dimension.
Title: Re: The state of cRPG
Post by: Oberyn on January 10, 2012, 04:45:27 pm
Nah, we playing TEAM based tactical game. And you trying to play Rambo on Jet Horse, but do not want to be a part of a team.

And do not be rude dude. Your behaviour doesnt make your arguments smarter.

Just the fact you're using modern warfare terminology for a medieval based game shows what's wrong with the system. Your crappy little wooden huts are only key points because of the mechanics, if it was RL they would be torched to the ground and all the "tactically" (lolol) minded friendly archers camping on it would die a crispy death or be forced to jump down on the ground and fight with the rest of the mortals.

Fuck let's make it REALLY realistic, and allow all those crappy huts to have entrances, interiors and doors. Then all inf can camp inside protected from friendly archers. It's a key point, you know? And then we're more than halfway to turning battle servers into siege with 1 life.
Title: Re: The state of cRPG
Post by: Old Autobus on January 10, 2012, 04:47:36 pm
Yes, I can imagine those medieval soldiers that talking to their General - Fuck out, we do not like this terrain, go and fight alone. And enemy team have one more archer, nah, we prefer desert.
On the other hand, I think that not only «Shitty map design» is a problem, but wrong (unequal) start points. High grounds must be equally reachable by both sides.

chadz made great deal with ladders. This game receive third dimension.

Wrong (unequal) start points = Shitty map design

Also, campers were dealt with on 1st strat time period.
We need firebombs.

Title: Re: The state of cRPG
Post by: Tristan on January 10, 2012, 04:54:54 pm
Setting fire to houses would be an awesome mechanic.
Title: Re: The state of cRPG
Post by: Dexxtaa on January 10, 2012, 04:56:22 pm
Yeah. Fuck archers.

(click to show/hide)

Also, fuck horses.

(click to show/hide)
Title: Re: The state of cRPG
Post by: Cup1d on January 10, 2012, 05:16:22 pm
Just the fact you're using modern warfare terminology for a medieval based game shows what's wrong with the system. Your crappy little wooden huts are only key points because of the mechanics, if it was RL they would be torched to the ground and all the "tactically" (lolol) minded friendly archers camping on it would die a crispy death or be forced to jump down on the ground and fight with the rest of the mortals.

Fuck let's make it REALLY realistic, and allow all those crappy huts to have entrances, interiors and doors. Then all inf can camp inside protected from friendly archers. It's a key point, you know? And then we're more than halfway to turning battle servers into siege with 1 life.



1. This huts are as mine as yours, but if ONE of teams use this hats\terrain to gain tactical advantage - what is wrong with it?
2. Archer usually cant take a ladder, because you are limited by slot system. Peasants, 2Handers, polearmers can take ladder and help your team. Do not blame archers, blame ALL ENEMY TEAM for tactical decisions and teamplay.
3. I have nothing against «firebombs» it was fun enough thingy. Just make requirements for firebombs. I think 2-3 PT is good enough.
Title: Re: The state of cRPG
Post by: v/onMega on January 10, 2012, 05:22:21 pm
Right...

Funny enough, whenever i get the feeling that there is so many archers in the opposing team, I quite often get the feeling that most of the cav is in the other team also....

This often leads to a feeling that something in the balance isnt right.

The fact that ladders are really limited due to slots leads to the fact that once ppl get on the roof, the chance of getting up there yourself = 0
(Ladders simply get destroyed mostly)

What I would like to see is either get undestroyable ladders or remove em.

I favour undestroyable ladders since roofs could get shielders main target zone (thinking of brained shielders), and own team mates would have to protect their ranged players.

Ofc this could turn out to be an even worse roofcampfest, but I like the general idea of keeping roofs accesable.


All in all though, the quickest way is a removal....and, after more thinking, the best even.


In case chadz wants to change damage values, I favour accesable roofs though!



Btw...getting 1/3 hp taken from a bow with 70 body armor is too much....:-(

Conclusion is, UJIN is right, something should be done!
Title: Re: The state of cRPG
Post by: Tot. on January 10, 2012, 05:23:49 pm
no

Yeah, don't listen to what active community stated and keeps stating for a long fucking time now, still no reaction from devs. Too busy figuring out how to resurrect strat to remove one type of items and heal (or at least attempt to) actual cRPG?

how about removing the reticle?

Won't fix anything as you can't stop anyone from drawing a dot on his screen. Adding sway though or making it the way it is in Arma/RO2, where your weapon doesn't point always at the middle of the screen but, well, points where it's pointed at, would be a good solution. But I guess it's just dreaming.
Title: Re: The state of cRPG
Post by: Lactose_the_intolerant on January 10, 2012, 05:29:01 pm
I'm famous! I performed a kill on one of the old screenshots :D
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 05:51:05 pm


1. This huts are as mine as yours, but if ONE of teams use this hats\terrain to gain tactical advantage - what is wrong with it?
2. Archer usually cant take a ladder, because you are limited by slot system. Peasants, 2Handers, polearmers can take ladder and help your team. Do not blame archers, blame ALL ENEMY TEAM for tactical decisions and teamplay.
3. I have nothing against «firebombs» it was fun enough thingy. Just make requirements for firebombs. I think 2-3 PT is good enough.

1. If you spawn three times closer than I do, it is usually YOUR house.
2. I always place ladders myself for the archers. And I change my banner to the one of the currently dominating clan. I hate it to do so, but I want to have fun in this game, and if this means I have to do ugly things, then I will do them. But I would feel much better if there was no need to place ladders or to change the banner constantly. You can't stop placing ladders, as someone else on the enemy team will, and then you lose.
3. I don't think this is the solution.

I demand floating houses for infantry, which protect them from missiles but still allow them to engage in melee. If you have a part of the map rendering you completely immune to a sort of attack, I want something like that, too. That's why I want a house that floats in front of me, protecting me 100% from ranged attack while still allowing me to participate in the battle. I would call this fair.

Archers need to equip a special bomb that makes those houses disappear, I think 2-3PT would be enough to waste another item slot on it, to be able to fight a big part of the enemy team at all.

_______________

And just on a side note, for further discussions:

The only thing that's worse than a bunch of archers on a roof with no ladder are a bunch of archers on a roof with ladder. This way you don't have an excuse to not go up there, and once you try and there are more than one single archer on that roof, you are dead, never mind how big your shield is, because it can't protect you from both sides (yes, even with those big hitboxes).

Making undestructible ladders (never mind if deployable or part of the map) means only to give archers a justification to keep on shooting infantry from a roof, with the small, funny difference that in this case the infantry can't even take cover or try to dodge any more. And god help the team that has 25 shieldless infantrymen left against two archers on a roof with a single ladder.


People, just face it: there is no chance in objectively defending roofcamping if you take into concern that the game has to be fair for everyone.
Title: Re: The state of cRPG
Post by: Cup1d on January 10, 2012, 06:21:22 pm
Quote
And I change my banner to the one of the currently dominating clan. I hate it to do so, but I want to have fun in this game

What is «FUN» for you Joker? Constant x5?


Quote
The only thing that's worse than a bunch of archers on a roof with no ladder are a bunch of archers on a roof with ladder. This way you don't have an excuse to not go up there, and once you try and there are more than one single archer on that roof, you are dead, never mind how big your shield is, because it can't protect you from both sides (yes, even with those big hitboxes).

But you can destroy this ladder dude. Did you really suggest that 25 infantryman CANT destroy ONE ladder?
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 06:32:52 pm
What is «FUN» for you Joker? Constant x5?

Of course constant x5 is fun. But everything else than "being constantly on x1 and dying every round at the beginning due to a hail of missiles going down on me" is okay, too.

And usually I only do so if my team fails to follow any attempt of tactics, never mind who is suggesting them, me or someone else. If they want to play brainless lemmings, fine, but I don't want to suffer from that.


But you can destroy this ladder dude. Did you really suggest that 25 infantryman CANT destroy ONE ladder?

Did you even read the next sentence carefully? it says the following thing:

The only thing that's worse than a bunch of archers on a roof with no ladder are a bunch of archers on a roof with ladder. This way you don't have an excuse to not go up there, and once you try and there are more than one single archer on that roof, you are dead, never mind how big your shield is, because it can't protect you from both sides (yes, even with those big hitboxes).

Making undestructible ladders (never mind if deployable or part of the map) means only to give archers a justification to keep on shooting infantry from a roof, with the small, funny difference that in this case the infantry can't even take cover or try to dodge any more. And god help the team that has 25 shieldless infantrymen left against two archers on a roof with a single ladder.

The entire statement was made for
a) the case of an implementation of undestructible ladders, or
b) the case that infantry players are that fair (and usually they are fair, because they don't choose the cowardly way of attacking someone over safe distance  :P ), and think that if a ladder is there, that there is a way up there and so a tiny chance to fight those archers, instead of killing the ladder and forcing the archers to jump down, which doesn't really support the feeling of being in a battle, rather just like abusing a stupid rule against abusing another stupid rule. (The first stupid rule is "no roofcamping without ladder. If the ladder gets destroyed by never mind who, you have to jump down." The second stupid rule is "roofcamping is allowed"). But again this shows that being fair is almost the same like being stupid...  :cry:
Title: Re: The state of cRPG
Post by: Mosquito on January 10, 2012, 07:09:47 pm
How about massively increasing fall damage?
ADMIN UJIN says "All you roof monkeys get down down now your ladders is gone. Thanks ever so much:)"

_(o)_Roofmonkey = dead from jumping down from unreachable roof

I would favour a better maps approach personally, i voted no we don't need any immediate change btw, some of the above comments made me rethink a little, i don't want to see any class/playstyle nerfed.

Many posters think that flat, wide open maps are good solution, obviously ranged aren't convinced. What about if you give me all your ladders in exchange for some anti-cav spikes? only catch is that you can only deploy 5 for your whole faction per map at any time (encourages teamwork and leadership).  If you have 5 and i break 2 you can put 2 more up in their place, oh and however you arrange them they will always leave a infantry (but not cav)-sized space. I might even go so far as to let you have some spades to dig tiny pits to slow the cav charges if the run over them (again maybe you can only have a small number of spades and it will take time to dig (making you vulnerable to enemy archers or cav unless your team can protect you?)

OK OK these things would make it maybe more of a camp? but i bet it would be fun at least until ppl find ways to abuse it:) also it wouldn't need any class to be nerfed and would encourage teamwork. Also many of the items needed are in use in MM and otehr mods so they can work.

As you can see i like the 'the lord gives and he takes away approach' :lol: What do you lot think?

Title: Re: The state of cRPG
Post by: Sawbone on January 10, 2012, 07:19:40 pm
A bit like Tydeus has suggested: removing the shield skill difficulty could be a start (would help survive the arrow storms). Keep the skill in the game to make it more efficient, but allow anyone to pick up any shield.

I would also suggest something simple that chadz may find more attractive than flat out removing ladders from battle: making them indestructible. This way if you create an access to an unreachable area, that access will remain for the duration of the round.

Small nerf to roof camping without hurting anyone.
Title: Re: The state of cRPG
Post by: Turkhammer on January 10, 2012, 07:19:57 pm
Problem is I read somewhere that chadz doesn't want to remove ladders from battle. He really wants to have them in. But it's hearsay, of course, never read it myself from him personally.

chadz is my hero.  And I play a pole arm character mostly.

I don't see the problem.  If everyone on the rooftop ranger's team is dead, then he must come down to his fate.  Also MOTF will take care of the remaining roofers also.  Sounds to me like most melee types just want easy kills against archers.  Archers should always seek the high ground.  Why try to take that away?  To make meleer's life easier?

I would favor making ladders a little tougher to destroy.  That way, the roof toppers could not destroy the ladders put up by the other side so easily.
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 07:26:10 pm
Honestly, I wouldn't recommend an approach by having others use more items like fire bombs or even shields. This is not what I understand by "buffing infantry", further limiting the slots they have to their disposal and increasing the upkeep they pay.

What i would support is lowering the item slot amount for siege shields. This could encourage archers to stay on ground (after ladders are removed, of course), and they would still remain in reach of infantry or cavalry. One nice side effect could be that more infantrymen can carry siege shields, too, to increase the protection against arrows. The idea with the stakes is good, too.

And I already wrote my opinion about indestructible ladders.
Title: Re: The state of cRPG
Post by: Raki on January 10, 2012, 07:41:13 pm
Umm...would it be an extremely rediculous idea to actually buff melee damage and speed? I mean, ranged has already been nerfed a lot.
- Sure, archers can deal a boatload of damage, but the accuracy doesn't last very long.
- Crossbows can be annoying, but take very long to reload.
- Throwers still deal a lot of damage, but their limited stacksize somewhat limits their viability in larger battles, combined with poor accuracy.

I, as mainly a 2her with an alt of almost every possible class, do however find it rather annoying that melee attacks are very easy to block, leading to very long battles. On top of that, I personally have to get in a lot of hits when fighting an opponent with relatively heavy armor. Usually more than I would need on my 6 PD archer, on which my main gear is a horn bow + bodkins.
My weapon of choice is a MW Danish Greatsword, so that shouldn't be the problem...

Admittedly, my 6 PS "ninja" build isn't supposed to deal tons of damage in a single swing, but it would be nice if a duel between defensive fighters didn't last as long as 3 minutes.

So yeah, call me crazy, but I would like a buff for Two Handed weapons, One Handed weapons (apart from the elite scimitar :P) and Polearms. Seeing polestagger go would definitely make me happy too. :P
Polearm damage buffs might be less important, as one hit is usually followed by a second free hit.
Title: Re: The state of cRPG
Post by: Tears of Destiny on January 10, 2012, 07:42:46 pm
Umm...would it be an extremely rediculous idea to actually buff melee? I mean, ranged has already been nerfed a lot.

That would be nice, but I don't see that happening.
Title: Re: The state of cRPG
Post by: Christo on January 10, 2012, 09:06:42 pm
After reading all the pages..

Good job, nice suggestions.
Title: Re: The state of cRPG
Post by: CrazyCracka420 on January 10, 2012, 09:29:05 pm
I'd say that pretty much every "imbalance" issue that people perceive has to do with other previous nerfs.  Cav seems OP now (which they aren't, pikes and other cav still counter them).  The reason for this is because Pikes/Long Spears went from 2 slots and unsheathable to being 3 slots and unsheathable.  Lot less pikes on the field now, and a lot more cav. 

So now people suggest "nerf cav!" as the answer, but maybe the answer is to remove a previous nerf...

Seriously fucked up how everyone's instinct is to nerf something, instead of the common sense response of "how can I change my gameplay to counter for this weapon or classes strengths"

Fuck all you whiney bitches who keep ruining the game.
Title: Re: The state of cRPG
Post by: Lorenzo_of_Iberia on January 10, 2012, 09:33:05 pm
Its just the roofcamping, it ruins almost every map.

I don't think either class is overly common, they are just more apparent than infantry when there is anomalous amounts of them.
Title: Re: The state of cRPG
Post by: Teeth on January 10, 2012, 09:34:25 pm
Its just the roofcamping, it ruins almost every map.

I don't think either class is overly common, they are just more apparent than infantry when there is anomalous amounts of them.
It's over man, it's over. The dawn of a new age.
Title: Re: The state of cRPG
Post by: Remy on January 10, 2012, 09:37:16 pm
They finally banned Darkoveride!?  :D

Oh thank....wait...ladders...I..mean no more ladders in normal battle yay!
Title: Re: The state of cRPG
Post by: CrazyCracka420 on January 10, 2012, 09:37:41 pm
Yeah, why would a ranged unit want to get off the field of battle and on higher ground. 

It's an obvious tactic for a ranged unit to try and avoid enemy infantry and cavalry, it's also an obvious tactic for ranged to get on higher ground.  Why the fuck would you want to take those obvious tactics away from the ranged units?  If they are roofcamping at the end of the round and not supporting their ground troops and cav, then yes that is annoying.  But to take away an obvious "strength" seems retarded.  There's ways to counter archers on roofs, if people are too lazy, dumb or unwilling to take any of the steps to counter it, that is their problem, not the archers using tactics to their advantage.

I just don't understand all the calls for nerfing things that are a "strength" for a certain class or equipment.  It's lazy, and tactically every class or equipment can be countered. 
Title: Re: The state of cRPG
Post by: Xant on January 10, 2012, 09:40:10 pm
It'd also be an obvious tactic for infantry to get ranged-proof armor but that wouldn't be so good for game balance now would it. Even though it could be countered by hitting them in the face.
Title: Re: The state of cRPG
Post by: Lorenzo_of_Iberia on January 10, 2012, 09:48:22 pm
It's over man, it's over. The dawn of a new age.

Praise the great Donkey in the sky!
Title: Re: The state of cRPG
Post by: Oberyn on January 10, 2012, 09:51:23 pm
Like even roof camping proponents in this thread have said, the only counter to roof camping was...more roof camping.
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 09:59:32 pm
I just don't understand all the calls for nerfing things that are a "strength" for a certain class or equipment.  It's lazy, and tactically every class or equipment can be countered.

So there can never be OP things, just some strengthes, and you shouldn't take away strengthes?

Sorry but it doesn't work this way. You have to CHECK if this strength is BALANCED. If it is not, either nerf this thing or buff the rest.

I do agree with you that pikes need a buff instead of cavalry needing a nerf, but unless you find a way to make infantry and cavalry being completely immune to ranged attacks while still being able to attack, only by using the advantage a map provides (which would be the equal buff for the others to bring them in line with roofcampers) the only possible solution was a nerf.
Title: Re: The state of cRPG
Post by: Tydeus on January 10, 2012, 10:06:23 pm
So there can never be OP things, just some strengthes, and you shouldn't take away strengthes?

Sorry but it doesn't work this way. You have to CHECK if this strength is BALANCED. If it is not, either nerf this thing or buff the rest.

I do agree with you that pikes need a buff instead of cavalry needing a nerf, but unless you find a way to make infantry and cavalry being completely immune to ranged attacks while still being able to attack, only by using the advantage a map provides (which would be the equal buff for the others to bring them in line with roofcampers) the only possible solution was a nerf.
How about a simple xp/gold bonus for anyone spawning with a support polearm? Seems like a rather simple solution that doesn't change mechanics or revert the 3s change.
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 10:08:13 pm
I would agree to this.  :D
Title: Re: The state of cRPG
Post by: Haragh on January 10, 2012, 10:24:55 pm
1. Maximum 1 quiver for archers.
2. More variance in map cycle. Now (at EU1) it's just ruins, desert with few houses, random plains, ruins and so on. There used to be great maps like some forests and swamp maps where battle was not always the same. Problem can be easily solved by adding more variance to maps where battles commence.   
Title: Re: The state of cRPG
Post by: duurrr on January 10, 2012, 10:40:53 pm
I think pike need a rework more than a buff

food for thoughts again : make them 1 slot, sheatable (who gives a shit about realism, this is about balance) BUT make it so you can't use them agaisnt other inf (dunno if it would be possible to code this), give them a new damage type that every armor has like 10000 protection agaisnt but horses have 0 or something...
Title: Re: The state of cRPG
Post by: Joker86 on January 10, 2012, 10:42:42 pm
I would love to see an overhead stab for spear like weapons in general.

In reality there is no chance to approach a wall of spears and pikes without a shield and to survive. You get stabbed everywhere.

But in Warband you just need to downblock, and you are immune to an infinite amount of pikemen in front of you, as long as you want.  :?
Title: Re: The state of cRPG
Post by: Havoco on January 10, 2012, 10:57:00 pm
Add skill point contribution to xbows pls.
Title: Re: The state of cRPG
Post by: SirCymro_Crusader on January 10, 2012, 11:27:58 pm
Damn that was ages ago Ujin, i was an archer (headshot tells haha) and i was in Acre, you keep your screenshots longer than i have
Title: Re: The state of cRPG
Post by: Osiris on January 10, 2012, 11:49:49 pm
I give up on the state of crpg  :rolleyes:

There are so many 2h whiners running around that it makes me mad  :mad:

2 handers have been superior in duels for god knows how long. now all of a sudden the game is filled with QQing 2handers (im trying 2h atm before you whine). they are crying about polearm stagger and 1h speed. Just seen two well known 2handers on the duel server and asked why 2h should be superior and i got a crap filled response about movies and history. (that made me worry about history lessons)

Now lets thing about this logically. you have a giant sword that looks like the size of a women. Why the hell should you be able to swing it at 100 miles an hour and feint spam like a bitch? I know realism shouldnt count but seriously. 2handers have been kings of crpg since the dinos :D


History argument is BS. Find me accounts of mass 2handers with no armour raping shielders and ill submit to your powers  :|

Maybe 1h should get a speed nerf to the left hand swing but dont be giving me all this shit that 2h should be better then 1h in a 1 on 1 situation. maybe polearms should it depends what type.

I think that 1h not being able to block and kick while you can would be enough  :lol:


There will always be QQ threads and "state of crpg" threads created by those who think they are being treated unfairly.

And yet for some reason i always find myself wondering. why are most of these whine threads created by 2 handers :D why do some 2 handers say most skilled players pick 2h and when i say maybe its because 2h was OP they say no.

I dont know why it annoys me so much that 2h seem to moan over every little fucking thing that threatens their total domination of crpg but it does :D

rage over ^^



*edit*

I just want one question answerd. Why should 2h be the best melee class?
Title: Re: The state of cRPG
Post by: Homey_D_Clown on January 10, 2012, 11:55:38 pm
nerf cav and the ranged wont need to get a roof to avoid being killed in 3 horsebumps by the 25 heavy cav on other team with 9 bodkins stickin out of each. problem solved.


or make it where players can't destroy ladders placed by their own team.
Title: Re: The state of cRPG
Post by: bredeus on January 10, 2012, 11:58:39 pm
I will give my 5 cents to the "current state".
For about 2 year I am playing as spear and board support class. As a supporter i am meant to die in a duel (if I do not drop the shield) and generally I am. At the battlefield generally I was able to stab oponents and dont hurt allies much. About 2 weeks ago something happened, I began to hit teammates and penetrating enemies bodies without effect. Maybe I am getting old or something like that... but well there is something wrong with hitboxes imho. Will try to find out how to play again or if i fail i just quit.
Title: Re: The state of cRPG
Post by: Renay on January 11, 2012, 12:49:15 am
And those pictures are pretty damn old. Kinda sad , isn't it ?

But you guys already have the Byzantium clan tag, how old can they be?
Title: Re: The state of cRPG
Post by: CrazyCracka420 on January 11, 2012, 01:00:21 am
nerf cav and the ranged wont need to get a roof to avoid being killed in 3 horsebumps by the 25 heavy cav on other team with 9 bodkins stickin out of each. problem solved.


or make it where players can't destroy ladders placed by their own team.

And the amount of people on horses only increased after they nerfed pikes and long spears by making them go from 2 slots and unsheathable (which I think is enough) to being 3 slots and unsheathable.  You revert them back to 2 slots/unsheathable and my guess is that the number of cav would drop.

Maybe the answer to balance isn't always to nerf a class, maybe it's up to the players to find the weakness of a class and exploit it. 

I think Osiris hits the name on the head here:  There will always be QQ threads and "state of crpg" threads created by those who think they are being treated unfairly

There will always be people bitching on the forums about something, that doesn't mean the dev's should shit themselves and cater to it. Maybe you should tell them to learn how to play and figure out that every class has a natural counter to it.

I would love to see an overhead stab for spear like weapons in general.

In reality there is no chance to approach a wall of spears and pikes without a shield and to survive. You get stabbed everywhere.

But in Warband you just need to downblock, and you are immune to an infinite amount of pikemen in front of you, as long as you want.  :?

Yeah I went to the suggestions thread about a week ago to suggest that and lo and behold someone had already made a thread about it.  Being able to overhead stab with a spear would be awesome, but as was to be expected, people immediately chimed in that it would be overpowered. 

visitors can't see pics , please register or login
Title: Re: The state of cRPG
Post by: Lorenzo_of_Iberia on January 11, 2012, 01:07:13 am
Maybe the answer to balance isn't always to nerf a class, maybe it's up to the players to find the weakness of a class and exploit it. 

This is exactly the mentality people need to get.

I have been playing a hoplite class with huscarl shield and ash pike for 2 months now and guess what? I am useful in support, useful as a shield against archers and can stop cav in their tracks. I dont get high kd's but I do help the team, but I think an issue is people want kd's regardless of whats best for the team. Hence we have a lot of rambo 2h's and 2h's arnt capable of covering each other, they cant shield each other from missiles and they cant stop cav hitting their teammates. If more people stopped whining and respecced their 2h to a more teamwork friendly role then maybe a lot of the whine would die down :P
Title: Re: The state of cRPG
Post by: Overdriven on January 11, 2012, 01:26:45 am
This is exactly the mentality people need to get.

I have been playing a hoplite class with huscarl shield and ash pike for 2 months now and guess what? I am useful in support, useful as a shield against archers and can stop cav in their tracks. I dont get high kd's but I do help the team, but I think an issue is people want kd's regardless of whats best for the team. Hence we have a lot of rambo 2h's and 2h's arnt capable of covering each other, they cant shield each other from missiles and they cant stop cav hitting their teammates. If more people stopped whining and respecced their 2h to a more teamwork friendly role then maybe a lot of the whine would die down :P

This.

Hoplite is fun just because it's so satisfying getting a hit on an annoying 2h and seeing them get hacked down by your own. Or walking up a ladder straight towards a bunch of archers and they can do fuck all except jump. Or stabbing a rampaging cav and watching them get ganked by your team.

It may not get high kills all the time, but it sure as hell makes it a lot easier for others in your team to get those kills and for your team to win.
Title: Re: The state of cRPG
Post by: Zerran on January 11, 2012, 03:07:10 am
This.

Hoplite is fun just because it's so satisfying getting a hit on an annoying 2h and seeing them get hacked down by your own. Or walking up a ladder straight towards a bunch of archers and they can do fuck all except jump. Or stabbing a rampaging cav and watching them get ganked by your team.

It may not get high kills all the time, but it sure as hell makes it a lot easier for others in your team to get those kills and for your team to win.

I play long spear for the same reason. I get decent k/d, but I could probably do better as a 2H. The real fun in it though is teaming up with some people and forcing every enemy in a wide radius to hold down-block constantly, or get skewered, while the rest of the team hacks them to bits, as they can't do anything but block.

I much prefer helping the team get good scores and really making an impact on the match, rather than getting a few more kills myself.

I think what we really need is more people with the mindset of trying to make the biggest impact for the team, rather than making the biggest impact on their own k/d.

Random matches of charging at the other team are fun, but get rather dull after a while. What's really fun for me is when the sides actually get somewhat organized and strategize, but unfortunately this is rare unless a big clan is on.

The problem, of course, is how to do this in such a way that everyone can participate, and not just have it between clans.

One thing that might help is making maps that encourage teamwork, such as Tropical. Random villages don't do much but encourage charging and roofcamping. Random plains are a bit better, but they get really dull after a while.
Title: Re: The state of cRPG
Post by: EyeBeat on January 11, 2012, 01:51:51 pm
Out of 24 people on my server this morning I was the only one that didn't have a ranged weapon.

I think I am going to take a break from CRPG for a while.  Hopefully they either:

a.  Nerf archery and crossbows.  Make all crossbows have a wpf requirement.

b.  Buff shielders which is supposedly the class that is their counter.

c.  Decrease wpf gains on levels.  Increase gains from weapon master.
Title: Re: The state of cRPG
Post by: BerG on January 11, 2012, 01:55:17 pm
and crossbows.
Why? Xbows are fine.
Title: Re: The state of cRPG
Post by: [ptx] on January 11, 2012, 01:56:48 pm
Sez the Xbowman.
Title: Re: The state of cRPG
Post by: BerG on January 11, 2012, 02:08:42 pm
Nope ima shielder now and I always was.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 11, 2012, 02:23:15 pm
We (almost) all here in this topic agree that there needs to be done something about the amount of ranged. Which means you have to demotivate people to choose a ranged class. Which can always be called as "punishment". If archer is really your favourite class, you will still stick to it. But if you are just an "OP whore", looking for the currently strongest/most "efficient" (effort/result) class, this could change your mind.



I've always been archer on my main cause I liked it most.
And reducing the xp a certain class gains will more or less just kill the fun even for those who play archery cause they like it. Why shall I wait twice as long than other players till I reach lvl 34?

And I still don't get why every retard in this forums seems to think, that people play archer because it shall be the easiest of strongest class or whatever.
Does it over come to your mind, that people play archer cause being an archer is fun?
It looks wonderful to see a person falling to the ground, an arrow sticking out of his back....has nothing to do with overpowered whatever shit.
M&B, especially crpg is the best game I know concerning archery
Title: Re: The state of cRPG
Post by: Trikipum on January 11, 2012, 02:37:00 pm
Yeah. Fuck archers.

(click to show/hide)

Also, fuck horses.

(click to show/hide)
but then also add that those horses are like twice as fast and like 3x more maneurable even at level 0 Riding....indeed a plate charger turns kinda like a arabian horse in that mod :).
Title: Re: The state of cRPG
Post by: Teeth on January 11, 2012, 02:46:41 pm
I've always been archer on my main cause I liked it most.
And reducing the xp a certain class gains will more or less just kill the fun even for those who play archery cause they like it. Why shall I wait twice as long than other players till I reach lvl 34?

And I still don't get why every retard in this forums seems to think, that people play archer because it shall be the easiest of strongest class or whatever.
Does it over come to your mind, that people play archer cause being an archer is fun?
It looks wonderful to see a person falling to the ground, an arrow sticking out of his back....has nothing to do with overpowered whatever shit.
M&B, especially crpg is the best game I know concerning archery
The problem is too much people think the same. Devs and everyone would like to prevent this becoming an archer only game. Too not kill all the other classes, archers must not be a too large percentage of the players. As archery is very popular, it should be made less attractive to prevent overarchery. Thats why its an individually pretty weak class.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 11, 2012, 02:47:52 pm
Don't want to read the whole thread now.

Funny to see how many people here blame archers for placing ladders (ever seen an archer placing a ladder? I doubt it due to slot system) or for shitty autobalance like all cav and archers being on one team (I still don't know how to manipulate autobalance, maybe all the pros here can tell me :rolleyes: )

Info for all the melee guys out there: It is you who bring ladders for archers. Don't bring ladders = noone on roof   *shock*


Btw, so many people here have a problem when I say this is not a melee game. By that I mean it is not a pure melee game. Maybe you want to argue on that, but why did developers of this game implement ranged weapons and horses? Hhhmm....weird.....and why did our crpg devs keep these weapons? Hhmm....even more weird. Oh hey, probably because it is not a pure melee game *slap on my forehead*


 :rolleyes:


The problem is too much people think the same. Devs and everyone would like to prevent this becoming an archer only game. Too not kill all the other classes, archers must not be a too large percentage of the players. As archery is very popular, it should be made less attractive to prevent overarchery. Thats why its an individually pretty weak class.
Oh come on, do you guys really think, that it will ever happen, that people stop playing melee classes?
Rubbish.

And why do you think it's only you having probs with other classes?
I also have to live with all the cav and ranged. Might happen, that I sometimes GTX a server due to massive cav on the server. Well, join another one.
Why do some people have such bigs problems, whereas others can easily adapt?
Title: Re: The state of cRPG
Post by: Teeth on January 11, 2012, 02:49:45 pm
It's still a melee game.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 11, 2012, 02:50:31 pm
It's still a melee game.

Your opinion, not mine ;)

Many people say it's a pure melee game, many say it's not. Do you know who is right?
Title: Re: The state of cRPG
Post by: Gurnisson on January 11, 2012, 02:53:04 pm
It's not a melee only game, but it's with the melee combat Warband excelled. They really made it something special.
Title: Re: The state of cRPG
Post by: Vibe on January 11, 2012, 02:54:10 pm
Your opinion, not mine ;)

Many people say it's a pure melee game, many say it's not. Do you know who is right?

It's a melee game with ranged feature.
For example Jedi Outcast/Academy (good melee combat system as well) can be played either with weapons (ranged) or lightsabers (melee) or both, but it's still a melee game and pretty much every server is running lightsaber only combat.
Title: Re: The state of cRPG
Post by: Arrowblood on January 11, 2012, 03:02:07 pm
just make archery playable from gen 6-7 upwards and problems are solved
Title: Re: The state of cRPG
Post by: Vibe on January 11, 2012, 03:03:16 pm
I still think the best solution to this is giving archer more melee power and taking away some of their ranged power.
Title: Re: The state of cRPG
Post by: Arrowblood on January 11, 2012, 03:11:36 pm
ye kill it finally and let all good archers GTX from crpg cos of tons  of whining.
Title: Re: The state of cRPG
Post by: Phew on January 11, 2012, 03:26:21 pm
I feel like siege is converging toward only 3 types of characters (I only play siege, so I have no idea what's happening on battle):

1. Archers
2. Shielders
3. Maulers

Pure rock->paper->scissors. There are still lots of non-mauler 2Hers, but they are in decline. 

Personally, I think the problem with archers is their mobility. Melee characters should have to defend their archers for them to be effective, but right now the archers can just run away from any danger.
Title: Re: The state of cRPG
Post by: Joker86 on January 11, 2012, 03:32:27 pm
You know, there is archery in other games, too. Morrowind + Oblivion + Skyrim, Age of Chivalry, and so on. With physics not worse than in WB. But I don't know a single game where damge is determined by the speed of which the hitboxes connect.

I dare to say that latter was the basic idea of the game, and archery was only added because it somehow belonged to the theme and age, but the developers didn't say "Hey! Let's make a game about archery!"... I even dare to say they didn't say "Hey, let's make a game about melee and archery!". it was rather "Hey, let's make a game about melee. Both on foot and from horseback. Complete with striking yourself by the mouse and parrying and so on. Or having a shield. And with lancing and things like that. Oh and archery."

Even the FAQ on the homepage only mentions melee:

Quote
Best your foes with realistic physics based combat, that takes into account momentum, attack timing, and position.

Don't tell me they are meaning archery with this.

That's why I think archery has only to play a side role in this game, it's a niche weapon. In my eyes playing archer in M&B is like using the M60 machine gun in Hitman: you can do this, but it's not what the game was meant for really.

It's not like you are not allowed to play archer, but any special demands over melee (which, btw., is definitely more difficult to master, no arguing about it, just take a look at the amount of input signals (keys, mouseclicks) you need for ranged fighting and for melee) should be ignored.

This is MY opinion. OPINION.


And yes, the idea behind my suggestion is to lower the fun for most archers. Because then only the most dedicated will stay, which is what I am aiming for. (No wordplay intended  :? ).

The alternative would be further nerfing their effectivity, which would hurt you definitely more.

And, btw., my suggestion didn't involve removing the current XP and gold ticks. As I said, it was more of a small bonus. The actual numbers of XP can be negotiated at any time, but I think a mechanism that encourages an equal distribution of classes is something good.
Title: Re: The state of cRPG
Post by: Thovex on January 11, 2012, 03:34:46 pm
Just visit the melee only server peoples :D
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 11, 2012, 03:41:35 pm
As I understood your suggestion Joker, you want to reduce xp on ranged for example, now you say something about giving a bonus to other classes.
There is a difference in that^.^

But still, this thread became as I said at the beginning. People here coming with the oddest ideas about archernerfs etc etc.

What should be done at first hand is find something about the roofcamping problem. Either take ladders out of battle or make ladders fixed or make people slip off roofs or reduce accuray when on a roof or whatever. If these things don't reduce the amount of ranged after a while, you can still think about other nerfs.
i think the number of ranged will lower when their roofs aren't as safe anymore as now.

Btw Joker, playing an archer in a singleplayer game is nothing compared to a multiplayer....I could also tell you to go play melee in Oblivion or other roleplay games^.^

Title: Re: The state of cRPG
Post by: Lorenzo_of_Iberia on January 11, 2012, 03:44:46 pm
Archers dont need a nerf, they just need to get off the roofs which devs have seem to made a move to :)
Title: Re: The state of cRPG
Post by: Joker86 on January 11, 2012, 03:46:58 pm
Well, I guess the only other solution to again buff the popularity of infantry that much to exceed this of archery would be something, that would shock and enrage most of infantry players, and kill a good part of the game. But it would be the only "alternative" I could think of, so there is little else to do than to nerf the other classes down so that they have the same "crappy" gameplay like infantry.

One way to make infantry more popular than archery for a lot of people who choose to become archer, would be...


... INTRODUCE AUTOBLOCKING ON THE SERVERS


 :mrgreen:  :P

I guess a big part of the motivation (= for many people) of being an archer is not having to learn to block manually.
Title: Re: The state of cRPG
Post by: Arrowblood on January 11, 2012, 03:48:32 pm
bah
Title: Re: The state of cRPG
Post by: Thovex on January 11, 2012, 03:50:03 pm
... INTRODUCE AUTOBLOCKING ON THE SERVERS

Just leave.
Title: Re: The state of cRPG
Post by: Christo on January 11, 2012, 03:52:23 pm
@ Thovex:

Why so serious?

Notice the 2 smileys after that.

It's not serious.

He's the JOKER, damnit.  :mrgreen:

Title: Re: The state of cRPG
Post by: Kafein on January 11, 2012, 03:52:54 pm
I think that actually that would make infantry even weaker than it is now, and archery even more attractive. You can't block projectiles.


What we really need is projectile chamberblocking. Not realistic, although you could say it's realistic if incredibly hard.
Title: Re: The state of cRPG
Post by: Vibe on January 11, 2012, 03:55:47 pm
@ Thovex:

Why so serious?

Notice the 2 smileys after that.

It's not serious.

He's the JOKER, damnit.  :mrgreen:

Not funny though
Title: Re: The state of cRPG
Post by: Christo on January 11, 2012, 03:57:04 pm
Well, no one said that.
Title: Re: The state of cRPG
Post by: Teeth on January 11, 2012, 03:59:19 pm
Lets see how things go when the ladders go, think I'm fine with ranged without roofcamping.
Title: Re: The state of cRPG
Post by: Joker86 on January 11, 2012, 03:59:36 pm
It's funny how people are shocked.

But I understand it, if we had automatic blocking I would leave cRPG. Not a DaveUKR-leave, a REAL leave.

I think that actually that would make infantry even weaker than it is now, and archery even more attractive. You can't block projectiles.

Well, you can't block projectiles manually, either. So no change there. But if you liked to swing a two handed sword or axe, but you always get raped in melee and thus decide to shoot from distance (and I bet many archers made this experience), automatic blocking could bring you back.

Shooting pointy sticks into people is fun, but chopping them to parts with big, sharp metal things is even more fun.  :wink:
Title: Re: The state of cRPG
Post by: Raven_Joy on January 11, 2012, 04:29:49 pm
Don't want to read the whole thread now.

Funny to see how many people here blame archers for placing ladders (ever seen an archer placing a ladder? I doubt it due to slot system) or for shitty autobalance like all cav and archers being on one team (I still don't know how to manipulate autobalance, maybe all the pros here can tell me :rolleyes: )

Info for all the melee guys out there: It is you who bring ladders for archers. Don't bring ladders = noone on roof   *shock*


Btw, so many people here have a problem when I say this is not a melee game. By that I mean it is not a pure melee game. Maybe you want to argue on that, but why did developers of this game implement ranged weapons and horses? Hhhmm....weird.....and why did our crpg devs keep these weapons? Hhmm....even more weird. Oh hey, probably because it is not a pure melee game *slap on my forehead*


 :rolleyes:

Oh come on, do you guys really think, that it will ever happen, that people stop playing melee classes?
Rubbish.

And why do you think it's only you having probs with other classes?
I also have to live with all the cav and ranged. Might happen, that I sometimes GTX a server due to massive cav on the server. Well, join another one.
Why do some people have such bigs problems, whereas others can easily adapt?

Completely agreed ^^^

Btw, infantry could keep ladders to use them in advanced stages of the battles in order to get roofs + ladders could be stronger, so infantry would have more time/chance to get roofs. 
Title: Re: The state of cRPG
Post by: RandomDude on January 11, 2012, 04:33:08 pm
We need some input from the guys who may be crap in melee and went ranged.

If we know for sure the reasons why they go ranged then we can find a solution based on that.

Im not convinced that plenty of guys just switched to ranged when they are owned in melee.

If I can take the time to go to duel servers/fight training bots etc then Im sure other ppl do too (im pretty lazy when it comes to things like that)

One comment is that ranged is fun.

I think that as the tide of played crpg characters turns into more 1h that ranged might decrease, and I dont think archery needs a nerf except to make sure they dont get some kind of dbl dmg from looms (bow + arrows giving xtra dmg).
Title: Re: The state of cRPG
Post by: MrShine on January 11, 2012, 04:38:51 pm
Ironically there are far more 'melee' players than there are 'ranged' characters by a wide margin.  I die and have always died far more often from melee than I ever have from ranged.  I have always taken more damage from melee (or cavalry melee) than I ever have taken from ranged.

There is already the duel server for people who want a fair fight, and some servers have melee only.  I'm surprised how few people notice how stale a melee-only server becomes after awhile, and how bland things get since it turns into one massive melee pile every single meaningless map. Maybe people haven't played them enough to realize what the threat of ranged does to enrich the cRPG experience.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 11, 2012, 05:25:33 pm
Well, I guess the only other solution to again buff the popularity of infantry that much to exceed this of archery would be something, that would shock and enrage most of infantry players, and kill a good part of the game. But it would be the only "alternative" I could think of, so there is little else to do than to nerf the other classes down so that they have the same "crappy" gameplay like infantry.

One way to make infantry more popular than archery for a lot of people who choose to become archer, would be...


... INTRODUCE AUTOBLOCKING ON THE SERVERS


 :mrgreen:  :P

I guess a big part of the motivation (= for many people) of being an archer is not having to learn to block manually.

Well, actually as an archer you have to learn how to block. You have to survive until a teammate comes and helps you ;)  If you can't block you will die fast  ;)


Still, smirked about your suggestion :D
Title: Re: The state of cRPG
Post by: Oberyn on January 11, 2012, 05:26:05 pm
Having 20 guys from each team camping a roof and invulnerable to anyone but other ranged doesn't enrich anyone's playing experience, least of all the ranged. So many must have totally atrophied battlefield awareness from pretty much ignoring 2/3rds of the enemy team for entire rounds as anything but targets.
And maybe you my old friendchers aren't aware, but a ladder is fucking HEAVY. Why would some random inf guy gimp himself, making himself a target for other inf, cav, and of course the bundle of sticks roof campers for an entire round just for the possibility of putting up an easily destroyed ladder at some point later in the round if he magically managed to survive?
There's nothing to addapt to against roofcampers, the only counter was more roofcamping. You wanna sit on on top of a tall unreachable structure raining down death indiscriminately? Go play siege. Placing ladders as a counter to them works there, because people can respawn with them in the middle of a round.
Title: Re: The state of cRPG
Post by: okiN on January 11, 2012, 05:37:33 pm
Jeeze, have you people ever even been on an autoblock server?

Talk about your snorefest, man. Throw in no-FF and you'll have reverted Warband to early beta.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 11, 2012, 05:39:49 pm

Well, you can't block projectiles manually, either. So no change there.

http://www.youtube.com/watch?v=Qzhs1Z8Rwnk&feature=watch_response (http://www.youtube.com/watch?v=Qzhs1Z8Rwnk&feature=watch_response)

 :lol:
Title: Re: The state of cRPG
Post by: Remy on January 11, 2012, 08:15:52 pm
Im not convinced that plenty of guys just switched to ranged when they are owned in melee.

For me at least it was simply a matter of change.

I started off playing surprisingly as a ninja(standard High Agi, low armor and 2H build), then became bored with the melee fighting, decided to try out Horse Archery, dabbled a bit with a throwing alt and then finally returned to HA.

Ironically I had far more kills and better K:D ratio as a melee character than ranged but it just got boring to me...I don't find manual blocking or melee to be any less or more difficult than archery as they are two fairly different skill sets; though it must be said understanding how to play other classes certainly helps when fighting them. :D

Please do note, this is no insult to my melee focused brethren, one should play what one finds fun.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 11, 2012, 10:26:48 pm
one should play what one finds fun.

Best statement since a long time in crpg forum
Title: Re: The state of cRPG
Post by: Banok on January 12, 2012, 04:02:39 am
problem has always been battle mode, not classes/ladders nessarily.

http://forum.c-rpg.net/index.php/topic,18246.msg260707.html#msg260707

only 1 person disagreed with this but devs dont listen. and thats why I still don't play anymore.

Title: Re: The state of cRPG
Post by: Tristan on January 12, 2012, 08:46:30 am
I play an archer now, switched because of strat.

On battle servers I make more kills in melee.

Nerf 2h mace and buff archery?

I honestly believe that a lot of the QQ comes from unaware 2h.

Key to balance imo is not more nerfs but make melee formation counters. Both against cab and ranged. This could be used in strat as well.
Title: Re: The state of cRPG
Post by: Vibe on January 12, 2012, 08:54:08 am
I honestly believe that a lot of the QQ comes from unaware 2h.

How does being aware of an archer/roofcamper help you fight them exactly?
Title: Re: The state of cRPG
Post by: Bjord on January 12, 2012, 08:57:26 am
I honestly believe that a lot of the QQ comes from unaware 2h.

I'm not playing anymore so I can't say for sure, but the ones that have complained have been a mixture of polearmers, other cav players and a few 2handers. What's common for all these players is their veterancy, I doubt they lack awareness.

So that statement was a bit unfair and only shows how negative an attitude you have toward the class. I'm just saying, that you could have given that sentence more thought. It's exactly those type of comments that start flame wars or at least a brief insulting between people of different opinions. That's not what this thread needs, what it needs is sensible debates about balance so that the developers can feel out the general consensus and act on it. Usually, the general consensus is pretty spot on - especially when multiple people try their best to be as objective as possible.
Title: Re: The state of cRPG
Post by: [ptx] on January 12, 2012, 09:02:49 am
(click to show/hide)
NO U

FLAME TIEM
Title: Re: The state of cRPG
Post by: Elmokki on January 12, 2012, 09:11:14 am
It isn't that bad really with roofcampers and all once you embrace the fact that they are your superiors and you should probably just hide and seek other prey and wait for the flags. Sadly since 90%+ of players don't realize that, good roofcamp means your own team flocks to it's firing range and dies resulting in a loss anyway.

I'm not saying roofcamping shouldn't be somehow reduced in effectiveness (burning houses or no ladders or constant master of the field, all work really), but I am saying that it's not really a complete gameruiner if you just avoid that particular house.
Title: Re: The state of cRPG
Post by: chadz on January 12, 2012, 09:12:13 am
only 1 person disagreed with this but devs dont listen. and thats why I still don't play anymore.

And that's why I cry myself to sleep every night.
Title: Re: The state of cRPG
Post by: Mlekce on January 12, 2012, 09:50:13 am
removing ladders is only good solution.

Archers in reality was poor peasants and bandits who couldnt buy good weapons and gear,so they should know their place and be practicing meat for rich knights on horses and infrantery. :mrgreen:
Title: Re: The state of cRPG
Post by: Gnjus on January 12, 2012, 09:53:23 am
Archers in reality was poor peasants and bandits who couldnt buy good weapons and gear

What a blasphemy ! Can someone please mute this liar, cheat, con artist, deceiver, deluder, dissimulator, equivocator, fabler, fabricator, fabulist, false witness, falsifier, fibber, maligner, misleader, perjurer, phony, prevaricator, promoter, storyteller, trickster ?  :wink:
Title: Re: The state of cRPG
Post by: v/onMega on January 12, 2012, 10:19:54 am
And that's why I cry myself to sleep every night.

Banok is the reason crpg and strat development take much longer....since chadz is busy crying.

THANKS BANOK.....omfg


But on a serious note....
We all know chadz and co. stopped having feelings after that particular christmas eve where there were no SuperSoakers under the tree.


On an even more serious note:
Imho.....
ChoclatePudding with cream topping is THE symbol for white ppl. supressing majorities of other colored ppl. -.......-

I stopped eating chocolate pudding after i realized that....
Title: Re: The state of cRPG
Post by: Shpritza on January 12, 2012, 10:31:27 am
I'll sum it up in a few words...

ROOF CAMPING FUCKING SUCK!!

Cheers.
Title: Re: The state of cRPG
Post by: Joker86 on January 12, 2012, 12:19:40 pm
ChoclatePudding with cream topping is THE symbol for white ppl. supressing majorities of other colored ppl. -.......-

I stopped eating chocolate pudding after i realized that....

Really? I remembers me of those "facial on black woman"-videos. But it made me stop eating chocolate pudding, too...  :?
Title: Re: The state of cRPG
Post by: Tristan on January 12, 2012, 02:03:48 pm
(click to show/hide)

Yes, Bjord, unfortunately I must say you are correct.
So I'll try and argue a bit better for my case...

First of is statistics. These can't stand alone, but they do hint at some interestesting facts, Fasader cared to share them earlier on:
a) Less than 30% of the kills of EU1 is made from ranged.
b) This means either that it is a support class or that it is underpowered compared to 2h and polearm who has far more kills.

Second off is my own experience as an archer (1st time archer that is, I have 10 gens of both 2h, shielder, cav what not):
I make more kills with my mace than with my bow.

Then there are my observations that most often the top scores of EU 1 is either cav or a skilled 2h/polearm.

Which leads me to conclude that:

- Veterans like to duel. They want the battle server to be a large duel server. This is not my way of having fun. Warband is a medieval combat simulator or as close can be while still having fun. This include friendly archers and pesky cav.
- Veterans like to pawn noobs who don't have 5 years of duelling experience, forcing them to ranged classes to have an effect causing veterans to rage cause a noob killed them with no skill omfg l2p.


However:

Just because I ahve fun meleeing in a ranged heavy environment does not mean others should be forced to have fun in such a way. This alone should make it necessary to find a way to incentive players to have a melee character. I can completely agree that it would be best if no more than 15-20% of a team would be ranged or cav or heavy armed, hence that is the restrictions I use for my tournaments. But if you nerf archers you only nerf the players, not the reason for why these class have been chosen.

- The suggested change for ranged that causes +headshot - bodyshots, will have a wrong effect. It will cause more light random spam with fast ranged, causing more rage because the 2h veterans get hit more often, annoying them to no end, where the better focused archers will play a melee class because they already make more kills in melee any way.
- Nerfing archer any more is in no way "fair". It's sort of like saying: "because it is easy to play, you should of no use".
- Where is the rage at 10 plated horsemen owning a server for 10 rounds?

In truth the fix isntead should be a buffing infantry formation fighting. This would also help strat, cause less mains to be archers.
( and the reason archers are powerful in strat is their cost to kill ratio combined with the need not to commit hence lose tickets and equipment, and cannot be compared to the situation on the battle server such as EU1).
Title: Re: The state of cRPG
Post by: Xant on January 12, 2012, 02:05:58 pm
First of is statistics. These can't stand alone, but they do hint at some interestesting facts, Fasader cared to share them earlier on

Manipulated stats, obviously.
Title: Re: The state of cRPG
Post by: Casimir on January 12, 2012, 02:08:26 pm
Yes, Bjord, unfortunately I must say you are correct.
So I'll try and argue a bit better for my case...
(click to show/hide)


Pretty simple really, massed infantry is nowhere near as effective in cRPG as it it was historiclly. Defeates the whole paragrim of combat based in the period.
Title: Re: The state of cRPG
Post by: Joker86 on January 12, 2012, 02:12:06 pm
"because it is easy to play, you should of no use".

What is wrong with that philosophy?

And you forget about the fact that not only the kills count. The amount of wounds inflicted, or the simple fact that the presence of a few archers limits movement through several passages for infantry and cavalry.

People don't only complain about the amount of arrows that hits them, but also about the percentage of awareness they need to sacrifice to missiles.

Edit: but before you feel attacked: I agree archers shouldn't be nerfed in their effectivity any further. I would prefer lowering their general attractivity without making them worse. Which is difficult.
Title: Re: The state of cRPG
Post by: Gnjus on January 12, 2012, 02:12:52 pm
Manipulated stats, obviously.

For once in a lifetime i agree with this thing called Xant. Fasader's "stats" are only good for teaching kindergarten kids some basics of math (if you want those kids to grow up into thieves/politicians).
Title: Re: The state of cRPG
Post by: Tristan on January 12, 2012, 02:16:54 pm
For once in a lifetime i agree with this thing called Xant. Fasader's "stats" are only good for teaching kindergarten kids some basics of math (if you want those kids to grow up into thieves/politicians).

Can you backup that claim other than a claim?
Title: Re: The state of cRPG
Post by: [ptx] on January 12, 2012, 02:23:06 pm
That's Fasaderp, you can't honestly expect otherwise (HE USES A CROSSBOW!)
Title: Re: The state of cRPG
Post by: Xant on January 12, 2012, 02:25:33 pm
That's Fasaderp, you can't honestly expect otherwise (HE USES A CROSSBOW!)

. Too bad crossbows still have insane accuracy and no flaws: Dont tell me "oh you must upkeep them they so expensive" Upkeep is a joke, I wear whatever I want all the time and so does everyone I know.

Coincidence? I THINK NOT
Title: Re: The state of cRPG
Post by: Idzo on January 12, 2012, 02:38:45 pm
a) Less than 30% of the kills of EU1 is made from ranged.

Warband is a medieval combat simulator or as close can be while still having fun. This include friendly archers and pesky cav.


Where is the rage at 10 plated horsemen owning a server for 10 rounds?


1. Bullsh*t, 7 times out of 10 i'm killed by archer...

2. Yeah, it is but i never heard of archercs who are walking on a roof made of hay.. They can keep camping but in that case I want torch so I can burn them all in one move

3. You would have more chances against 10 plated horseman then against 10 archers.. Don't know bout you, but I enjoy dueling cav with my 2h sword..
That's the acctualy only fun I found in this game atm... so I hope that something will change soon...
I dont have anything against cav you can always bring them down..
I played cav myself and it's not easy as you say it is... it takes practice to become good..
Title: Re: The state of cRPG
Post by: Gnjus on January 12, 2012, 03:13:25 pm
Can you backup that claim other than a claim?

Yes i can. I've been "backing up" that "claim" for more then a year now.  :wink:
Title: Re: The state of cRPG
Post by: CaptainQuantum on January 12, 2012, 03:26:48 pm
First of is statistics. These can't stand alone, but they do hint at some interestesting facts, Fasader cared to share them earlier on:
a) Less than 30% of the kills of EU1 is made from ranged.
b) This means either that it is a support class or that it is underpowered compared to 2h and polearm who has far more kills.

That 30% will probably not take into account hybrids, there are an awful lot of 2h and polearms with crossbows/throwing for sidearms now to deal with ranged themselves. The second point is invalid, I started cRPG as an archer because I wanted to learn how the game worked from a distance. After 3 generations I wanted to try something different, so I went 2h. I have an archer alt now (aswell as many others) and I still enjoy my 2h more, so point b is not solely influenced by balance but what people enjoy playing most.
Title: Re: The state of cRPG
Post by: Idzo on January 12, 2012, 03:38:28 pm
make it 9 out of 10 death (at least for me when I´m level 30 in my good gear and I´m not too tired for blocking).

i never saw plated horsemen owning a server, not even for a single round.

You never saw Gnjus? comon...  :mrgreen:

I thing I forgot to mention is throwers and 2h with xbow..
When you calculate that let's say at least 60% of players on server got his fingers stuck in ranged...


Btw. What's with admins sexual orentiation? I've been stalked!  :|
Title: Re: The state of cRPG
Post by: Teeth on January 12, 2012, 03:41:26 pm
First of is statistics. These can't stand alone, but they do hint at some interestesting facts, Fasader cared to share them earlier on:
a) Less than 30% of the kills of EU1 is made from ranged.
b) This means either that it is a support class or that it is underpowered compared to 2h and polearm who has far more kills.
That is what it means. Ranged shoots from a distance, targets come, targets go. They rarely shoot someone down from 100% hp to 0% hp. Melee on the other hand fights in close quarters, there is rarely running away. It happens quite often that melee does take the full hp in a fight.

Bottomline is the amount of kills ranged does is far from representative of the power of that class. Rarely a round passes that I don't get shot, mostly taking away about 1/3rd of my hp. I get to cover, relocate or the archer switches targets. When you meet someone in melee, it mostly ends in the death of either you or him. Melee kills a handful of targets, ranged deal damage across the entire team.

Taking that in mind, the 30% is a very large share, larger than I expected.


On to my other point

This discussion just keeps going on and on, but for me personally, the incoming removal of ladders from battle will fix my issues with ranged. I am fine with archers, actually like the flavour they add to battle, melee only just doesn't cut it for longer periods of time. I am only fine with them when I can reach them. With the ladders I couldn't reach them as a 2h. Only shielders could, but not even always because of archers shooting from different angles or the ladder being gone.

As a melee I have to consistently deal with ranged, melee and cav. I can never have absolute safety from any of them. Ofcourse there is cover and obstacles that provide some safety, but not to the extend roofs did to ranged. They had absolute safety from both cav and melee. That is what bothered me and probably what bothered Ujin, the OP.

There is also a new map rotation supervisor, no doubt there will be more open maps, so I guess we are not that far from the situation the latter screens describe in the OP. Just wait to see what no ladders does to ranged and then continue the omgnerfthread.
Title: Re: The state of cRPG
Post by: Lizard_man on January 12, 2012, 03:43:16 pm
visitors can't see pics , please register or login
Title: Re: The state of cRPG
Post by: MrShine on January 12, 2012, 03:49:54 pm
Solution: Don't fight around the archer camping spot, or fight directly below it along the walls.

A rooftop camping spot is only as valuable as its proximity to the battle below.
Title: Re: The state of cRPG
Post by: Idzo on January 12, 2012, 04:01:15 pm
visitors can't see pics , please register or login
 (http://imageshack.us/photo/my-images/221/2011070200005.jpg/)

I got better one Lizard :P  13! just one team :)
Solution: Don't fight around the archer camping spot, or fight directly below it along the walls.

A rooftop camping spot is only as valuable as its proximity to the battle below.

No shit Sherlock!
Title: Re: The state of cRPG
Post by: Joker86 on January 12, 2012, 04:34:27 pm
Solution: Don't fight around the archer camping spot, or fight directly below it along the walls.

A rooftop camping spot is only as valuable as its proximity to the battle below.

So archers are allowed to simply "lock down" a certain area of the battlefield while still being able to participate in the fighting, and there is nothing you can do about than walking away, and that's okay?
Title: Re: The state of cRPG
Post by: Vibe on January 12, 2012, 04:36:39 pm
Solution: Don't fight around the archer camping spot, or fight directly below it along the walls.

A rooftop camping spot is only as valuable as its proximity to the battle below.

Lol, so melee belong along the walls and archers can reign gay over the rest of the map? That makes perfect sense.
Title: Re: The state of cRPG
Post by: Oberyn on January 12, 2012, 04:39:00 pm
Solution: Don't fight around the archer camping spot, or fight directly below it along the walls.

A rooftop camping spot is only as valuable as its proximity to the battle below.

Maybe if cRPG servers were entirely composed of clans organizing with each other, something like this might be doable. Even on random plains maps when both teams camp huge hills and the majority of each side actually sticks around, it ends in draws because there's always some guy killing or dying somewhere on the map, which means motf never does pop up. But of course it's completely disengenuous because you know very well no pug is going to be organized enough to just avoid the huge area of coverage provided by camping a rooftop like a bundle of sticks. You just want to keep playing siege archer in battle.
Title: Re: The state of cRPG
Post by: Xant on January 12, 2012, 04:47:29 pm
Lol, so melee belong along the walls and archers can reign gay over the rest of the map? That makes perfect sense.

Walls? Naw mang, archers can stand on those. Infantry belongs on the edges of the map where they can say hello to their good friend mr. Cavalry.
Title: Re: The state of cRPG
Post by: Teeth on January 12, 2012, 04:50:26 pm
The ladders are going to be removed, stop convincing people that ladders are gay, the devs already are convinced so it doesn't matter anymore.
Title: Re: The state of cRPG
Post by: CrazyCracka420 on January 12, 2012, 04:52:25 pm
Well I've been convinced by the arguments to remove ladders and retract my previous statement about nerfing ranged.  It's not really a nerf to range, it's just a gameplay change to keep things moving along in the battle server.

Ranged still have their strengths and weaknesses, same as before, they just have to be more "combat snipers" than the lone sniper all by himself 1000's of yards from the battle.

Also, I'm all about making people use terrain and teamwork over crutching along buildings (or on them).  That's always been my attitude, and I was always personally for removing ladders, I just don't like the direction of always nerfing something when a balance issue gets brought up, but I don't feel that way about the ladder removal (that it's a nerf).
Title: Re: The state of cRPG
Post by: Vibe on January 12, 2012, 04:53:45 pm
What about static ladders :3

We can cry about those.
Title: Re: The state of cRPG
Post by: Oberyn on January 12, 2012, 04:57:26 pm
Meh I actually think the whole head/body shot nerf is going to even further imbalance internal archery weapon balance. As many others have pointed out if implemented as indicated it's going to make the top tier bows even less attractive. And since headshots almost consistantly 1 hit kill as it is, it's a big nerf to body dmg done by ranged with not much to show for it.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 12, 2012, 04:57:48 pm


Also, I'm all about making people use terrain and teamwork over crutching along buildings (or on them).  That's always been my attitude, and I was always personally for removing ladders, I just don't like the direction of always nerfing something when a balance issue gets brought up, but I don't feel that way about the ladder removal (that it's a nerf).

Removing ladders is not a real nerf, because it only effects some people of a certain class, not the whole class :)

I'm very glad with the ladderremoval. Real archery takes place among the infantry, not above it^^

Meh I actually think the whole head/body shot nerf is going to even further imbalance internal archery weapon balance. As many others have pointed out if implemented as indicated it's going to make the top tier bows even less attractive. And since headshots almost consistantly 1 hit kill as it is, it's a big nerf to body dmg done by ranged with not much to show for it.

Pewpew I have a machinegun hornbow pewpew incoming^^

I will stick to my longbow :O
Title: Re: The state of cRPG
Post by: MrShine on January 12, 2012, 05:15:59 pm
So archers are allowed to simply "lock down" a certain area of the battlefield while still being able to participate in the fighting, and there is nothing you can do about than walking away, and that's okay?
Lol, so melee belong along the walls and archers can reign gay over the rest of the map? That makes perfect sense.
Maybe if cRPG servers were entirely composed of clans organizing with each other, something like this might be doable. Even on random plains maps when both teams camp huge hills and the majority of each side actually sticks around, it ends in draws because there's always some guy killing or dying somewhere on the map, which means motf never does pop up. But of course it's completely disengenuous because you know very well no pug is going to be organized enough to just avoid the huge area of coverage provided by camping a rooftop like a bundle of sticks. You just want to keep playing siege archer in battle.

"Roof archers" have a nasty habit of hopping onto the first roof that becomes available to them and camping out.  However they don't tend to move very often, and I can recall plenty of rounds where the team with the roof archers loses in melee because they are split up, and then the camping archers have to contend with the majority of the remaining team and end up losing/being forced from their perch.

Also it's not like camping archer groups only happen in clan battles.  It isn't to hard to say "DON'T CHARGE THEIR ARCHER NEST" and have most of the team with a brain comply to some extent.

But uh, yes, if archers are in large clusters and have reign over a specific area of the map, I simply go the other way.  Fallen archer swarm on that mountain to the right?  I go left and worry about them later after their numbers have been cut down by our team's ranged. If you're melee and you don't heed your surroundings yet complain about camping archers in an obviously advantageous position to yours you're doing it wrong.

Also for the record I've been melee for the last gen and a half, and rarely roof camped when I was an archer.  Believe it or not there are people on these boards who don't cry for nerfs/buffs based solely on their current playstyle.
Title: Re: The state of cRPG
Post by: Oberyn on January 12, 2012, 05:20:38 pm
It isn't to hard to say "DON'T CHARGE THEIR ARCHER NEST" and have most of the team with a brain comply to some extent.

And there's the flaw in your reasoning. Tell me, have you ever even tried to command a team composed of random clanless guys, or is this some hypothetical bullshit?

Also, LOL at telling inf that they should heed their surroundings, and that it's their own fault for getting killed by camping archers. They only have to deal with cav, and ranged, and roof campers, and of course other inf. The lazy fuckers. I'm guessing ranged failing so badly at battlefield awareness that they have to go on a roof and be immune to everyone that isn't ranged are the fucking cream of the crop when it comes to heeding their surroundings right?
Title: Re: The state of cRPG
Post by: CrazyCracka420 on January 12, 2012, 05:21:36 pm
I always felt the same way shine.  Those roof camping archers aren't usually helping their team, and the smart players avoid that area (and avoid being kited there).  focus on the rest of the enemies, and worry about the roof campers after you cleaned up the rest of the team.

I still don't think it's a bad idea to remove ladders from the public servers, it will help speed up game play, and force the archers to actually be useful to their team.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 12, 2012, 05:22:42 pm
And there's the flaw in your reasoning. Tell me, have you ever even tried to command a team composed of random clanless guys, or is this some hypothetical bullshit?

It can work, but that is being discussed in another thread^^
Title: Re: The state of cRPG
Post by: Lorenzo_of_Iberia on January 12, 2012, 05:26:52 pm
It can work, but that is being discussed in another thread^^

Said thread has concluded that teamwork on public servers is currently a very rare sight and improbable until teamwork promoting changes are brought to cRPG :P
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 12, 2012, 05:29:28 pm
Said thread has concluded that teamwork on public servers is currently a very rare sight and improbable until teamwork promoting changes are brought to cRPG :P

That's some people's opinion, not that of everyone ;)

Read the whole thread if you want, some people said how and that it works.
Title: Re: The state of cRPG
Post by: Lorenzo_of_Iberia on January 12, 2012, 05:32:27 pm
That's some people's opinion, not that of everyone ;)

Read the whole thread if you want, some people said how and that it works.

I think they are in the minority :) but yes it is contested (like every opinion)
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 12, 2012, 05:54:29 pm
I think they are in the minority :) but yes it is contested (like every opinion)

True dat^^
Title: Re: The state of cRPG
Post by: Joker86 on January 12, 2012, 06:02:07 pm
First of all: if I am 20 meters beeline or less near an archer, I want to be able to charge him and take him out. Because he is an easy target for me (rule Nr. 1, always go for the easy targets first, unless they are peasants), and they can deal a lot of damage (rule Nr. 2, engage the dangerous opponents first.).

It's the same reason why only retards attack the def tank in MMORPG-PVP (infantry, with or without shield, but well armoured), instead of attacking the vulnerable damage dealers (or healers, who have no counterpart in cRPG). Time is an important factor. You need a longer time to bring down a good infantryman than a good archer, and during the time I need to kill the infantryman the archer can attack my team or me CONSTANTLY. If I attack the archer first these constant attacks are stopped, and the enemy infantryman needs to walk up to someone to be able to attack.

So much to "simply attack other targets.", it is the much less intelligent option to do, and yet you were forced to do so by roofcamping.


And just to add to the "roofcampers are ineffective, anyway"-argument: bullshit!

I don't know how offten I witnessed in spectator mode how a group of Byzantines sticked together and hacked their way through the enemy team. After the first big melee was over, there were usually like 20 of the Byzantine's team and perhaps 13 enemies left. Which is a good starting condition for a Biyzantine victory. But the few remaining enemy infantrymen usually were to be found under the enemy camper roof, probably BECAUSE they were there and received covering fire from their teammates. Often enough I saw how three or four random roofcampers and two or three enemy infantrymen on the ground were enough to kill a Byzantine group of equal or even bigger size, who were teamplaying as good as possible. Simply because those roofcampers were still immortal at that moment and could concentrate on shooting the enemy.

If you are about to lose a round, gather under the roof where your campers are, and you have good chances to turn the tables.
Title: Re: The state of cRPG
Post by: Shpritza on January 12, 2012, 06:44:52 pm
...i never heard of archercs who are walking on a roof made of hay.. They can keep camping but in that case I want torch so I can burn them all in one move

hahahaha  EPIC   :mrgreen:
Title: Re: The state of cRPG
Post by: MrShine on January 12, 2012, 07:03:42 pm
And there's the flaw in your reasoning. Tell me, have you ever even tried to command a team composed of random clanless guys, or is this some hypothetical bullshit?
I'm not talking about being a team commander (which I agree never works) but more giving a general directive (like "go left/go right/camp hill").  Sure you won't get a bunch of people to listen to you, but the idiots will find a way to kill themselves off and let's be honest rounds are usually decided by the 10 or 15 players on each team that actually get the kills.

I don't think we should balance cRPG around stupidity.  If people are charging the archer nest blindly they shouldn't be given much of a say for nerfing archery.  In my opinion anyways.

Quote
Also, LOL at telling inf that they should heed their surroundings, and that it's their own fault for getting killed by camping archers. They only have to deal with cav, and ranged, and roof campers, and of course other inf. The lazy fuckers. I'm guessing ranged failing so badly at battlefield awareness that they have to go on a roof and be immune to everyone that isn't ranged are the fucking cream of the crop when it comes to heeding their surroundings right?

Well, paying attention to snipers hiding and backstabbing cavalry is one thing; not noticing the huge archer rooftop or mountainside is something else  :P
Title: Re: The state of cRPG
Post by: CrazyCracka420 on January 12, 2012, 07:25:07 pm
hahahaha  EPIC   :mrgreen:

I actually said that a lot to friends and people in vent/teamspeak.  Leave ladders, but let us bring torches and burn down the buildings :P
Title: Re: The state of cRPG
Post by: JackieChan on January 12, 2012, 07:45:37 pm
Update on Crpg state of affairs, nothing changed, as usual

http://imgur.com/a/UEGL6
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 12, 2012, 08:20:51 pm
Patch is not our yet, means ladders are still in ;)
Title: Re: The state of cRPG
Post by: Teeth on January 12, 2012, 08:28:55 pm
Thought they could just release a patch for every minor change with the launcher, hope they do it quick.
Title: Re: The state of cRPG
Post by: Diablo on January 12, 2012, 08:49:46 pm
I preferred the old system gain gold and experience.
(the system that worked by the proximity of the fighting).

it organized and promoted fights as a team!

Instead ... for months we earn our gold and our experience as the ticking of a watch
We have archers stuck on roofs and flee the fighting in any danger all around the map.

It was the old system that encouraged players to win victories.
There was no leecher, no camp without strategic value, no exploits, no delayers, ...

In short, that was the most successful CRPG!
That was a great M&B Modification
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 12, 2012, 08:51:57 pm
I preferred the old system gain gold and experience.
(the system that worked by the proximity of the fighting).

it organized and promoted fights as a team!

Instead ... for months we earn our gold and our experience as the ticking of a watch
We have archers stuck on roofs and flee the fighting in any danger all around the map.

It was the old system that encouraged players to win victories.
There was no leecher, no camp without strategic value, not exploits, ...

In short, that was the most successful CRPG!

This thread is actually not about how gold and xp gain worked ages ago.
Btw, as an archer or on a horse you always got less xp/gold than people fighting in melee.
And those who died early due to a random arrow or spawnkill by cav received almost nothing....great system :rolleyes:
Title: Re: The state of cRPG
Post by: CrazyCracka420 on January 12, 2012, 08:53:18 pm
I unfortunately never got to play on the old system.  I think having upkeep is generally a good thing (and not too expensive).  But I like the idea of how XP and Gold was generated in the old system.  Under the current system, people are rewarded for camping until the end of the round and not joining their team because to get valor basically requires you to be one of the last ones to die.  So they still get the same amount of XP and gold as everyone else on the team (who is contributing to the team effort) yet no risk of dying and not getting valor. 
This thread is actually not about how gold and xp gain worked ages ago.
Btw, as an archer or on a horse you always got less xp/gold than people fighting in melee.
And those who died early due to a random arrow or spawnkill by cav received almost nothing....great system :rolleyes:

His point is not only relevant to the topic, but it addresses a possible solution instead of removing ladders.  Under the old system you wouldn't be gaining xp or gold if you were camping on a roof instead of in the thick of combat trying to help your teammates.
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 12, 2012, 09:08:46 pm
Yeah, but a system, that makes the gold/xp gain actually worse for many classes/playstyles isn't really a solution for our problem :/


Well, the valour system is something we can deal with when the roofcampers are gone^^
Title: Re: The state of cRPG
Post by: Diablo on January 12, 2012, 09:16:13 pm
This is pretty simple.


This is what cRPG is now.
(click to show/hide)

(click to show/hide)



And this is what i remember cRPG for, as well as what i like(d) about it and what i'd like to see more in cRPG.

(click to show/hide)



(click to show/hide)

(click to show/hide)

I may be bad at understanding how balance works, at coding, programming and whatsoever, but i can clearly see that something has to be done. Jokes/trolling (i know, impossible) aside, this is getting sad and boring already.

Dear cRPG developers, please try to do something about the current state of cRPG, people have posted many suggestions recently, like removing ladders, increasing prices for bows and horses and so on. I'm sure with the help of the (reasonable part of the)  community we can figure something out.

It is an endless circle of cRPG where at some point the amount of ranged or cavalry (or both) classes becomes too overwhelming and i think we've reached it again .Don't get me wrong i'm not calling for a nerf per say in terms of stats or damage dealt by archers/xbowmen(debatable)/cavalry , i'm simply talking about finding a way to reduce their numbers.


So i've got a question for the cRPG community, do you think  something should be done ASAP about what cRPG has become , yet again ?




p.s. i have a shield, i am a sword n board + cavalry character . this is not a rage nor a whine topic.

I preferred the old system gain gold and experience.
(the system that worked by the proximity of the fighting).

it organized and promoted fights as a team!

Instead ... for months we earn our gold and our experience as the ticking of a watch
We have archers stuck on roofs and flee the fighting in any danger all around the map.

It was the old system that encouraged players to win victories.
There was no leecher, no camp without strategic value, no exploits, no delayers, ...

In short, that was the most successful CRPG!
That was a great M&B Modification

This is suggested by this post at its origin.

Please Gisbert, re-read the topic
Title: Re: The state of cRPG
Post by: Gisbert_of_Thuringia on January 12, 2012, 09:26:33 pm
I know what the topic says. He wants a change regarding archers and cav, which doesn't mean we have to change back to the old system.
I know it's a suggestion, but is was made before and the old system is shit. You won't get rid of archers that way, you will just make them lvl slower ;)
Title: Re: The state of cRPG
Post by: Rubicon on January 12, 2012, 10:02:16 pm
The old system wasn't fair at all for cavs/archers, if i remember well, the main improvement of tickets system was a great extend of the battle area, promoting flanking squad and cavalry skirmishing.
The current system is fine IMO, it's rewarding everyone and already promote teamplay, a simple suggestion:
I don't know if it's possible, but removing the classic kill/death counting and replacing it by a damage recording system could be even more fair for cav/archers and btw it might show ppl who are actually useful for their teams, and also "punish" ppl for their TK/TH. With that kind of system, related to an XP "bonus" it could be perfect.
Title: Re: The state of cRPG
Post by: CrazyCracka420 on January 12, 2012, 10:23:28 pm
Yeah, but a system, that makes the gold/xp gain actually worse for many classes/playstyles isn't really a solution for our problem :/


Well, the valour system is something we can deal with when the roofcampers are gone^^

I agree, and I totally can see how ranged would still get screwed on XP under the old system because they generally aren't within 15 feet of their front line infantry.  Same with cavalry, I'm usually not ever stationed indefinitely near my infantry, but I zoom in and out of all the ruckus and try to help our infantry as I'm moving into and out of the main battles.

So although I disagree that the old system would help in regards to XP for people not right up in the front where all the killing is happening, it would address the roof camping (at least somewhat).  And I still think valor needs to be addressed, you shouldn't reward people for not running around with teammates, and generally being a loner until the end of the round. I do realize that you can survive until the last of your team dies by still fighting with your main group, but usually it seems like it's the lone archer or cavalry (or the duellist) who are off doing their own thing that are the last ones alive on the losing team.

And I like the idea of removing K:D in favor of damage dealt, but that would never fly.  So I'd suggest just adding damage dealt to the score board.
Title: Re: The state of cRPG
Post by: Joker86 on January 12, 2012, 10:28:09 pm
Wasn't there the problem that damage dealt could not really be tracked?

Although I don't know how far WSE can change this...  :?


P.S.: Why are ladders still there? I still have to place one myself, every round. :cry:
Title: Re: The state of cRPG
Post by: Thanatos on January 13, 2012, 11:35:45 am
Raise arrow/bow upkeep. Historically using archers in battle was really expensive.

This will make archers get directly involved in combat to make sure their team is winning instead of finding a roof to camp on.

Problem solved..
Title: Re: The state of cRPG
Post by: helvictus on January 13, 2012, 11:59:31 am
I haven't been playing this for very long and that seems to be the be all and end all here :P

After having read through this whole thread though it seems that everyone wants something different.

The only opinion i have to say about this is that when i found out that killing people and being useful gives you no short term victory at all (meaning no extra points gained immediately) the whole game took on a slightly different edge.

I still love it but rather than thinking about it so much as a game you end up thinking about it as a math formula on one hand to make sure you aren't raped by upkeep and a round based system that treats everyone on a single team the same whatever they may be doing on the other. This is all good and fair but turns things into maths on one side and a grind on the other.

perhaps that is the goal of this which is cool, its a noble intention and i do see how it fits in with the whole leveling thing being your age which makes good sense in the context but even if killing someone just gave you a little bit extra, just a little bit, like 5 extra gold or 5 extra xp or anything at all, would go a long way i think.

It seems that this point has been endlessly debated though so i don't want to start anything, merely my thoughts on the state of crpg as the title says.
Title: Re: The state of cRPG
Post by: Phazey on January 13, 2012, 04:03:01 pm
I like ladders.

Last night on a village map both teams kept contending one roof (even though more roofs were available) and the ladders remained in tact for some reason (on both sides!). I suspect nobody had time to destroy the ladders because both teams arrived at the building at approximately the same time.
That resulted in a fun battle where infantry was fighting all around the building and also on the roof. Great fun.

There are a few obvious flaws in this thread.

1) The problem is not ladders, it's unreachable roofs

Ladders are a good addition to cRPG and make maps more interesting and more dynamic. The problem is that ladders get destroyed (usually by the roof-campers themselves) to create an unreachable spot for archers and crossbowmen to shoot from.
The fact that that is allowed and an accepted method of securing a 'safe spot to shoot from' is the real problem here.

When the ladders do not get destroyed, it's fine. And that brings me to point two:

2) Shields. Use them.
Even my 2h alt has 1 point in shield skill and carries an old board shield when the map warrants it. Some players in this thread complain about having to walk up a ladder and getting shot... well... you also get slashed by cav if you walk out into the open unprotected. Having to run up a ladder really isn't gamebreaking, especially if you factor in shields. Heck, even with a 0 skill shield you can block a couple of arrows. I wouln't mind a small buff to the low shields btw.

Anyway, back to my main point: ladders are fun. They add to the maps and make them much more flexible.

So my vote goes to either making ladders indestructible, redeployable like the fixed ladders in some maps or making ladders immune to friendly fire. Or reverting the 'rule' that players are allowed to camp unreachable places.

Because the problem is not ladders. It's unreachable roof camping.
Title: Re: The state of cRPG
Post by: Joker86 on January 13, 2012, 04:38:34 pm
The problem are not only unreachable, but also badly reachable (?) roofs. As soon as you have two or more archers on a roof with a ladder, and you go up there with your shield, they will both place themselves at both sides of the ladder, with the biggest distance possible to each other. If you turn your shield to one of them, the other one will shoot you. If you keep looking between them, not even the big shield bubble can save you reliably, especially if you have on 0 or 1 shield skill.

I already wrote, slowly climbing a ladder up to a roof full of (at least decent) archers is almost sure suicide. Then better break the ladder and force them to jump down, although this is considered pretty lame and somewhat weird by me.  :?
Title: Re: The state of cRPG
Post by: Phazey on January 13, 2012, 06:20:20 pm
It ain't suicide if you have a shield and a teammate or two behind you.

It's an advantage for a ranged class to perch on a roof somewhere, but not an unfair one imo. With a shield and a bit of help from your team, raiding an archer roof isn't that hard. I do it all the time. True, sometimes i fail, but hey... that is supposed to happen.

Really, the problem is the fact that it's become 'normal practice' to destroy the ladder as soon as they reach their roof. If the ladder isn't destroyed so easily, attacking roofcamping archers is perfectly viable if you have a shield.
Title: Re: The state of cRPG
Post by: CrazyCracka420 on January 13, 2012, 06:55:42 pm
I think it'd be cool if XP was lowered but you get a certain amount of XP for "x" amount of damage dealt.
Title: Re: The state of cRPG
Post by: BlackMilk on January 13, 2012, 07:02:01 pm
I think it'd be cool if XP was lowered but you get a certain amount of XP for "x" amount of damage dealt.
Yeah, Strength definetly needs to be more rewarding! :mrgreen:
Title: Re: The state of cRPG
Post by: CrazyCracka420 on January 13, 2012, 07:12:56 pm
Yeah, Strength definetly needs to be more rewarding! :mrgreen:

Ok...so maybe an algorithm for damage dealt divided by strength?  :P
Title: Re: The state of cRPG
Post by: BlackMilk on January 13, 2012, 07:28:24 pm
Ok...so maybe an algorithm for damage dealt divided by strength?  :P
and wpf, weapon damage and power strike? :D
Title: Re: The state of cRPG
Post by: CrazyCracka420 on January 13, 2012, 08:57:12 pm
and wpf, weapon damage and power strike? :D

Sure why not.

Thanks for shitting on my great idea instead of revising it :P
Title: Re: The state of cRPG
Post by: BlackMilk on January 13, 2012, 08:59:54 pm
Actually I've had the same idea some months ago, but I cba to put it on forum :D
Title: Re: The state of cRPG
Post by: Cris on January 13, 2012, 09:44:16 pm
The only problem is with team balancing...when we get too much of something on one side (specially cav) its clean who wins.

I think after certain % of class per side, balancer should outweight the class difference over banners.
Title: Re: The state of cRPG
Post by: Aseldo on January 13, 2012, 10:03:36 pm
Yes we need to nerf ranged, lord knows they haven't been nerfed at least 100 times already. What's that? one nerf to 2 handers? All hell breaks loose
Title: Re: The state of cRPG
Post by: Arrowblood on January 13, 2012, 10:12:47 pm
Yes we need to nerf ranged, lord knows they haven't been nerfed at least 100 times already. What's that? one nerf to 2 handers? All hell breaks loose
Title: Re: The state of cRPG
Post by: polkafranzi on January 13, 2012, 10:19:39 pm
Yes we need to nerf ranged, lord knows they haven't been nerfed at least 100 times already. What's that? one nerf to 2 handers? All hell breaks loose

one nerf?

trololo, good one
Title: Re: The state of cRPG
Post by: BlackMilk on January 13, 2012, 11:21:19 pm
Atleast Ranged remained a viable choice..
Title: Re: The state of cRPG
Post by: Casimir on January 14, 2012, 02:10:24 am
2h is more than viable. wtf are you taking about?
Title: Re: The state of cRPG
Post by: MrShine on January 14, 2012, 02:45:51 am
Atleast Ranged remained a viable choice..

Yeah 2hand is such an un-viable choice that only a third of the community plays one.
Title: Re: The state of cRPG
Post by: Xant on January 14, 2012, 05:06:57 am
Out of love, man. Out of love.
Title: Re: The state of cRPG
Post by: BlackMilk on January 14, 2012, 09:01:38 am
When did I say that 2h isnt viable? I just stated that ranged is still viable :o
Title: Re: The state of cRPG
Post by: Kafein on January 14, 2012, 11:36:33 am
The only problem is with team balancing...when we get too much of something on one side (specially cav) its clean who wins.

I think after certain % of class per side, balancer should outweight the class difference over banners.

Admitting there is a problem when teams aren't class-balanced is admitting there is a problem with the classes. Mass cav teams win often when the map isn't a village, mountain from another planet or town (read : on less than 20% of the maps, mass cav will probably win, although the chances are still fairly high for the usual village maps). But mass ranged wins much more often, as the natural advantages due to difficult terrain are always in favor of range.


A full-inf team should have the same chances as a full-cav or full-ranged team (given a neutral map and a few rounds to adapt of course). If it doesn't, then the classes aren't balanced.
Title: Re: The state of cRPG
Post by: Frankysan on January 14, 2012, 12:35:24 pm
 
Yeah 2hand is such an un-viable choice that only a third of the community plays one.
the next guy crying about 2h nerf should really win some big award lol, 0.1 on ready animation and you talk about not being viable?
a longsword with 0 wpf and 24 agi  is still viable to spam ppl face  :D
Title: Re: The state of cRPG
Post by: Lorenzo_of_Iberia on January 14, 2012, 01:41:56 pm
The only problem is with team balancing...when we get too much of something on one side (specially cav) its clean who wins.

I think after certain % of class per side, balancer should outweight the class difference over banners.

This is only true if a team hasnt got the sense to change their style in response to the inbanlance. The problem is that there is such a lack of shields and anti-cav polearms that if one side has plenty of ranged or cav they are unstoppable because no team has enough shields or spears to stop them steamrolling.
Title: Re: The state of cRPG
Post by: Dezilagel on January 14, 2012, 01:56:08 pm
the next guy crying about 2h nerf should really win some big award lol, 0.1 on ready animation and you talk about not being viable?
a longsword with 0 wpf and 24 agi  is still viable to spam ppl face  :D

The problem with the nerf isn't the 2h/pole balance vs other classes, but rather that it fucks up the melee game by:

1. Making it slow(er) and boring

2. Promoting spam
Title: Re: The state of cRPG
Post by: Kafein on January 14, 2012, 01:58:25 pm
2. Promoting spam

Btw, any idea how not to be spammed by lezard's left swing ? I tried nearly everything but it's simply faster than anything I can pull off, and I don't see any reason for it.
Title: Re: The state of cRPG
Post by: cmp on January 14, 2012, 02:00:51 pm
Nerfing a weapon by making it slower promotes spam?

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Title: Re: The state of cRPG
Post by: Kafein on January 14, 2012, 02:01:53 pm
Nerfing a weapon by making it slower promotes spam?

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Spam against it.

Although it's fine with 2h honestly.
Title: Re: The state of cRPG
Post by: Gurnisson on January 14, 2012, 02:04:07 pm
Btw, any idea how not to be spammed by lezard's left swing ? I tried nearly everything but it's simply faster than anything I can pull off, and I don't see any reason for it.

Lezard is op.
Title: Re: The state of cRPG
Post by: Teeth on January 14, 2012, 02:05:17 pm
Slow down the 1h leftslash and speed up the other directions, the leftslashspam is retarded. Half the shielders rarely use any of the other attacks.
Title: Re: The state of cRPG
Post by: cmp on January 14, 2012, 02:07:17 pm
Spam against it.

Although it's fine with 2h honestly.

Ah, ok. Not that it makes much more sense, since blocking speed is unaffected and if you manage to get yourself spammed while using a decent speed weapon (i.e. not great maul) you're probably doing it wrong in the first place (1h left swing excluded :lol:).
Title: Re: The state of cRPG
Post by: Kafein on January 14, 2012, 02:08:22 pm
Slow down the 1h leftslash and speed up the other directions, the leftslashspam is retarded. Half the shielders rarely use any of the other attacks.


Quote for truth. But I would fix it by generally making the block stun (that is, your stun when your swing is blocked) of any attack much longer. That would fix the spam and hiltslash problem, without fucking weapon speeds over.
Title: Re: The state of cRPG
Post by: Tzar on January 14, 2012, 02:09:10 pm
Herp derp Nerf nerf derp derp

Yea lets continue the cykle of nerfing everything until playing farmville takes better reaction time
Title: Re: The state of cRPG
Post by: cmp on January 14, 2012, 02:09:56 pm
But I would fix it by generally making the block stun (that is, your stun when your swing is blocked) of any attack much longer. That would fix the spam and hiltslash problem, without fucking weapon speeds over.

That's what's gonna happen in next patch, so I guess we'll see whether it works or not.
Title: Re: The state of cRPG
Post by: Paul on January 14, 2012, 02:12:54 pm
At least TRY to understand the upcoming change. If a left-to-right attack (yes, including the "spammable" 1h attack) is blocked, it will be a bit longer in the blocked state, thus taking more time to do another attack. It will most likely lessen the ability to spam with 1h, as well as reducing the instantness for a left/right combo with 2h/pole.
Title: Re: The state of cRPG
Post by: Teeth on January 14, 2012, 02:14:00 pm
Yea lets continue the cykle of nerfing everything until playing farmville takes better reaction time
Slow down the 1h leftslash and  speed up  the other directions, the leftslashspam is retarded. Half the shielders rarely use any of the other attacks.

Try to read it again, carefully. Small letters must be difficult for you, so I decided to help you out.
Title: Re: The state of cRPG
Post by: Joker86 on January 14, 2012, 02:14:30 pm
Yea lets continue the cykle of nerfing everything until playing farmville takes better reaction time

He said...

Slow down the 1h leftslash (-1) and speed up the other directions (+3), the leftslashspam is retarded. Half the shielders rarely use any of the other attacks.

-1 + +3 = +2.

Yes, their fastest attack is gone, but it was used in a weird manner often enough. And you can still use it to run past people and slash them when they are behind your left shoulder. You just need a moment longer to do so.
Title: Re: The state of cRPG
Post by: BlackMilk on January 14, 2012, 02:16:25 pm
At least TRY to understand the upcoming change. If a left-to-right attack (yes, including the "spammable" 1h attack) is blocked, it will be a bit longer in the blocked state, thus taking more time to do another attack. It will most likely lessen the ability to spam with 1h, as well as reducing the instantness for a left/right combo with 2h/pole.
Yeah, melee combat is WAY to fast and spammy right now, GREAT idea.
Title: Re: The state of cRPG
Post by: Paul on January 14, 2012, 02:17:58 pm
Well, the extra ready time for the 2h/pole right-to-left attack is then removed. Also, people are free to set up a fastest speed duel server. Noone does it, they prefer to whine on the forums instead.
Title: Re: The state of cRPG
Post by: Kafein on January 14, 2012, 02:18:06 pm
That's what's gonna happen in next patch, so I guess we'll see whether it works or not.

At least TRY to understand the upcoming change. If a left-to-right attack (yes, including the "spammable" 1h attack) is blocked, it will be a bit longer in the blocked state, thus taking more time to do another attack. It will most likely lessen the ability to spam with 1h, as well as reducing the instantness for a left/right combo with 2h/pole.

Hey, that's fine by me :D

Hopefully the weird 2h right swing delay won't be needed anymore. I don't think it breaks anything, but it sure isn't very realistic and removing would probably stop the 2h whining for a short moment (as well as making those that switched to polearms come back faster).
Title: Re: The state of cRPG
Post by: Kafein on January 14, 2012, 02:19:58 pm
Yeah, melee combat is WAY to fast and spammy right now, GREAT idea.

Say it, combat is not more spammy now than it was 3 months ago. Say it.
Title: Re: The state of cRPG
Post by: BlackMilk on January 14, 2012, 02:36:41 pm
Say it, combat is not more spammy now than it was 3 months ago. Say it.
Combat is not more spammy now than it was 3 months ago.
Title: Re: The state of cRPG
Post by: Shpritza on January 14, 2012, 03:16:11 pm
Say it, combat is not more spammy now than it was 3 months ago. Say it.

Combat is not more spammy now than it was 3 months ago.
Title: Re: The state of cRPG
Post by: Kafein on January 14, 2012, 04:11:47 pm
Lies.

Was the 1h left swing spammable 3 months ago ?
Was hiltslash the most used (or at least, tried) melee tactic 3 months ago ?
Title: Re: The state of cRPG
Post by: BlackMilk on January 14, 2012, 04:14:34 pm
Dude did you even play the game 3 months ago?

hiltslash is the most used melee tactic since atleast august and 1h left swing was spammable in native beta already.
Title: Re: The state of cRPG
Post by: Kafein on January 14, 2012, 04:34:21 pm
Dude did you even play the game 3 months ago?

I may have to return the question, although I know you did.

hiltslash is the most used melee tactic since atleast august and 1h left swing was spammable in native beta already.

Hiltslash only became widely used "recently". My point is, when it was only done by xandhold and Tor it was okay. But now the first guy I encounter in battle tries it, which is utter lame.

Even though I never stopped playing cRPG since september 2010, I have yet to remember a time I was successfully spammed by a 1h leftswing. It had always been fast, but never to the point you could just spam it. Anyway, what is important isn't the game engine, it is what the players are able to do with it.
Title: Re: The state of cRPG
Post by: Teeth on January 14, 2012, 04:44:35 pm
But now the first guy I encounter in battle tries it, which is utter lame.
Not for me
Title: Re: The state of cRPG
Post by: Kafein on January 14, 2012, 04:55:28 pm
*exageration may be present in the quoted sentence, accounting for and not restricted to parts or the whole object or facts exposed in the aforementioned sentence. We decline all responsibilities in case of literal reading.
Title: Re: The state of cRPG
Post by: BlackMilk on January 14, 2012, 05:11:44 pm
Hiltslash only became widely used "recently". My point is, when it was only done by xandhold and Tor it was okay. But now the first guy I encounter in battle tries it, which is utter lame.

Even though I never stopped playing cRPG since september 2010, I have yet to remember a time I was successfully spammed by a 1h leftswing. It had always been fast, but never to the point you could just spam it. Anyway, what is important isn't the game engine, it is what the players are able to do with it.
1. No, not really. Lots of players used it in july (including myself) already. Not sure why you didnt recognize them.

2. You can spam pretty much everything against a bad opponent and 1h left swing has been spammable in m&b already. :D LoR for instance has been using it for ages.

Title: Re: The state of cRPG
Post by: Frankysan on January 14, 2012, 05:20:25 pm
what i fail to get is why when 2h get tuned with the !ready time of all other weapons so many ppl start talking about a change in game speed.
if the mod was too slow, it was already before this right swing fix, changing the speed of a single class doesn't slow down the mod, just makes the speeds more similar for everyone. Since 2h are the majority of melee (non shielders) players maybe the impact looks bigger, but still: they are getting tuned to other weapons, and again they are still freaking insane. My 2cents is if you have any 18/21 15/24 x/27 or even just a 21/18 build with either a greatsword or an heavy bastard/longsword/katana/whatever and you fail because of the inability to "hilstslash" you are doing it very wrong. I find myself picking up with 0wpf mw longswords if i have to face some ugly agi whore; i may not be a great player, but what i see is the combat speed crying got to be so important only after 2h got touched..

at this point 2+2=4  Not being able to cut in half animations with greatswords is not a balance issue. This said i still agree on combat being a bit too slow, and since way before this last wave of patches
Title: Re: The state of cRPG
Post by: San on January 14, 2012, 06:09:17 pm
If 1h left swing is speed reduced, increase the speed of the other directions. Right swing can't even interrupt a long maul properly, lol.


Funny how a lot of 2h players want 1h speed reduced, like it's much of a threat.
Title: Re: The state of cRPG
Post by: Banok on January 14, 2012, 09:04:29 pm
new sig

don't I feel special.
Title: Re: The state of cRPG
Post by: Teeth on January 14, 2012, 09:42:27 pm
Hey Banok, come play.
Title: Re: The state of cRPG
Post by: MrShine on January 14, 2012, 09:46:28 pm
If we're all about fucking with swing speeds and block times, can we then make it so having your thrust attack blocked doesn't sometimes lead to a free hit for the enemy (especially if it's chambered)?

Because that's annoying as hell.
Title: Re: The state of cRPG
Post by: Gurnisson on January 14, 2012, 09:49:51 pm
If we're all about fucking with swing speeds and block times, can we then make it so having your thrust attack blocked doesn't sometimes lead to a free hit for the enemy (especially if it's chambered)?

This! Polearms and two-handers always gets a delay after stabbing into a block which makes the opponent get an unblockable hit on you afterwards, depending on the range between you and your enemy. 2Hs get the worst delay, while polearms have a lot shorter thrust and thus have to be closer to stab. It's ridiculous that people should be completely vulnerable just because a guy blocked one of your attacks.
Title: Re: The state of cRPG
Post by: SirCymro_Crusader on January 14, 2012, 10:02:37 pm
cRPG ==

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Title: Re: The state of cRPG
Post by: Zerran on January 15, 2012, 04:02:45 am
If we're all about fucking with swing speeds and block times, can we then make it so having your thrust attack blocked doesn't sometimes lead to a free hit for the enemy (especially if it's chambered)?

Because that's annoying as hell.

Would be really nice to see this fixed. Absolutely hate having my thrust blocked and then having to sit there not being able to do anything as they get a free hit on me.
Title: Re: The state of cRPG
Post by: Jon_Snow on January 15, 2012, 04:08:30 am
Dead Mod is once again alive and kicking.

*Shakes fist at chadz!
Title: Re: The state of cRPG
Post by: Teeth on January 15, 2012, 12:18:50 pm
This! Polearms and two-handers always gets a delay after stabbing into a block which makes the opponent get an unblockable hit on you afterwards, depending on the range between you and your enemy. 2Hs get the worst delay, while polearms have a lot shorter thrust and thus have to be closer to stab. It's ridiculous that people should be completely vulnerable just because a guy blocked one of your attacks.
Not sure if this is true, never had any trouble with it as a lolstabbing GG user or now as an ashwood pike stab spammer.
Title: Re: The state of cRPG
Post by: Dioxete on January 15, 2012, 12:51:44 pm
0.210 version was OP :3 hope to see it come back :3
Title: Re: The state of cRPG
Post by: Polobow on January 15, 2012, 01:39:52 pm
This! Polearms and two-handers always gets a delay after stabbing into a block which makes the opponent get an unblockable hit on you afterwards, depending on the range between you and your enemy. 2Hs get the worst delay, while polearms have a lot shorter thrust and thus have to be closer to stab. It's ridiculous that people should be completely vulnerable just because a guy blocked one of your attacks.

I have a polearm and i agree this is annoying, but isn't this sort of a way to penalty rotate-stabbing? Why stab when you are close to each other? I thought stabs were used for range, thus the penalty for close-ranged stabs.
Title: Re: The state of cRPG
Post by: Dezilagel on January 15, 2012, 03:32:17 pm
Even as one of the most prominent stab (ab)users, I say that in the current state of the mod the thruststun must exist. The stab is a wonky attack, and since it can be so heavily twitched in so many ways there needs to be a downside to it or stabs will be OP.

Especially with the current sideswings, the thruststun is basically the only reason I use any other attack than the stab.

That said, if they would speed things up (not necessarily through gamespeed, but through weapon stats and whatever) I could see a reason for the removal.

If it's possible though, maybe reduce the effect of stab-on-shield imho, but then I'm pretty biased

 
Title: Re: The state of cRPG
Post by: Angantyr on January 15, 2012, 04:11:05 pm
I agree, making the stab hazardous seem to be necessary.

Just wish the devs would come up with some remedy for the prevalent polearm lolstab, similar to the improvements done to 2handers.
Title: Re: The state of cRPG
Post by: Butan on January 15, 2012, 09:39:25 pm
This! Polearms and two-handers always gets a delay after stabbing into a block which makes the opponent get an unblockable hit on you afterwards, depending on the range between you and your enemy. 2Hs get the worst delay, while polearms have a lot shorter thrust and thus have to be closer to stab. It's ridiculous that people should be completely vulnerable just because a guy blocked one of your attacks.



Worst thing is 1H can have their thrust blocked and continue to spam anyway.



Like.... really.

Its almost as if it was just a feint and the block never existed and they hit you back across the face  :rolleyes:
Title: Re: The state of cRPG
Post by: Vodner on January 15, 2012, 10:23:16 pm
The nice thing about thrust stun, is that it usually leads to thrust chambers being unblockable. This adds a nifty element of risk to stabs.

Quote
If a left-to-right attack (yes, including the "spammable" 1h attack) is blocked, it will be a bit longer in the blocked state, thus taking more time to do another attack. It will most likely lessen the ability to spam with 1h, as well as reducing the instantness for a left/right combo with 2h/pole.
Is the stun short enough that a 1h can still left spam a maul user who is going for an overhead? That's really important for maul balance (right swing isn't fast enough, and the overhead stands a very high chance of getting chambered).
Title: Re: The state of cRPG
Post by: polkafranzi on January 15, 2012, 10:53:11 pm
New helmets added

Win
Title: Re: The state of cRPG
Post by: WaltF4 on January 15, 2012, 11:46:48 pm
Not sure if this is true, never had any trouble with it as a lolstabbing GG user or now as an ashwood pike stab spammer.

Go duel a shielder using a long spear. Report your findings.
Title: Re: The state of cRPG
Post by: Zerran on January 15, 2012, 11:51:26 pm
Go duel a shielder using a long spear. Report your findings.

Or even worse, try it with a pike. Half of my thrusts I just have to hope they don't decide to charge at me afterwards, or I'm totally defenseless if I can't dodge their attack.
Title: Re: The state of cRPG
Post by: polkafranzi on January 15, 2012, 11:57:53 pm
Were long spears and pikes designed to be used as duelling or close combat weapons?  :shock:

They should suck more than the suckiest sucky thing ever unless being used to take out cav or stop charges of inf in head on battles.  Being able to block with such long poles if even more bizarre and lol'ier.
Title: Re: The state of cRPG
Post by: Joker86 on January 16, 2012, 12:00:26 am
Were long spears and pikes designed to be used as duelling or close combat weapons?  :shock:

They should suck more than the suckiest sucky thing ever unless being used to take out cav or stop charges of inf in head on battles.

Then who would care to play it?  :?


Not sure if this is true, never had any trouble with it as a lolstabbing GG user or now as an ashwood pike stab spammer.

You see it if you got some facehugger and you try to stab him, and he blocks or sometimes it simply glances. Your character makes "hugh", your spear makes "fftttttt" and you are stuck in the chambered stab animation for like half a second or more. You never had this?
Title: Re: The state of cRPG
Post by: polkafranzi on January 16, 2012, 12:06:30 am
Then who would care to play it?  :?

That's the problem bro  :?

There's a: being realistic and like "oh c'mon, it's a great long stick ffs, use it how it was meant to be used"

and b: cRPG needs pikemen, so allow it to be kinda fake so we don't kill off a class.

then c: don't complain about it, it's already fake enough  :mrgreen:
Title: Re: The state of cRPG
Post by: Joker86 on January 16, 2012, 12:12:27 am
I take b), but it's still a long way to making it a viable fake  :?
Title: Re: The state of cRPG
Post by: Gurnisson on January 16, 2012, 12:58:30 am
If it's two items that doesn't need any nerfs it's long spear and pike, Polkafranzi.
Title: Re: The state of cRPG
Post by: Tot. on January 16, 2012, 01:20:08 am
Nerfing long awlolpike seems fair to me.
Title: Re: The state of cRPG
Post by: Richter on January 16, 2012, 01:27:27 am
Being who I am, I would like to report that playing is somewhat harder in battle now that my long spear & pike are unbalanced.
Title: Re: The state of cRPG
Post by: Nessaj on January 16, 2012, 01:29:24 am
Awlpikes have some pretty fast stab animations (and it seem to register pretty much instant, impossible to chamber), not unbeatable but combined with polestagger they're quite :shock:

They could use a bit of a look if everything is in order.

Otherwise the fast close-up instant stab is seen with several polearm weapons though. I'm sure some of the faster swords mimic the same tendencies (just with way less damage and much bigger chance to bounce).
Title: Re: The state of cRPG
Post by: Thomek on January 19, 2012, 07:02:03 pm
Problem with the awlpikes and the polearm animation in general is that it's very hard to see when the animation starts and ends. It's nigh on impossible to react to the animation start from a chambered strike. (At least I haven't learned how to do it well)

Your only option is to downblock until u hear the ding, chambering is harder than anything else. Differing between a feint, a strike and a miss(conscious or not) is also very hard.
Title: Re: The state of cRPG
Post by: Cepeshi on January 21, 2012, 05:13:58 pm
Yeah, the other day guy with spear run into me, chambered, and before i was able to downblock he just killed me, the animation didnt seem to start at all, he just run with chambered weap. into me and boooom
Title: Re: The state of cRPG
Post by: Leshma on January 22, 2012, 01:49:16 am
This mod is going in good direction, hopefully chadz will realise that even tho he put huge effort to make strat playable, that it simply ain't worth the time. I wish he'll ditch it and replace it with c-rpg league with different chars, fixed levels and no loomed gear and that pub c-rpg will become as casual as possible.
Title: Re: The state of cRPG
Post by: Oberyn on January 22, 2012, 01:56:44 am
I can manage to chamber most long polearms (now and then), but it's just not worth it against awlpikes. If you miss you're usually dead.
Title: Re: The state of cRPG
Post by: Herkkutatti on January 22, 2012, 02:14:27 am
I can manage to chamber most long polearms (now and then), but it's just not worth it against awlpikes. If you miss you're usually dead.
i would say that you are talknig about ashwood pike   :mrgreen:
Title: Re: The state of cRPG
Post by: Thomek on January 22, 2012, 04:45:19 am
superslow spearmen or hoplites are easy to chamber.. Awlpikes not. Perhaps it has to do with the 2h mode/animations?