You're level 35 or something ridiculous anyway, it's not like you're going to notice much.
Although apparently somehow it was being "abused". I suppose if you were a good gambler you could abuse it the second round of a map.
There's 1 solution. Quit cRPG!!!!!!!!
I concur.. It would also be great if you could carry multi to another server...
I dont think that is possible though. Probably with WSE but that is kinda a strange suggestion :D
It would be pointless to change, multi is gonna go anyway.
It would be pointless to change, multi is gonna go anyway.
It would be pointless to change, multi is gonna go anyway.
Was like this when I readlooks not very joyful to me :|
visitors can't see pics , please register or login
We haven't decided yet. I think there should be individual (your performance) and team (your team's performance) bonuses, but not as multipliers that carry over to the next round.
(click to show/hide)
Just without the money. :DI guess damage won't be much crucial, if at all.
That is interesting. I just hope you find some balance between support damage and "kill" damage, saying that also Archers who do not kill but support their team by shots get their xp, same as Shielders who often give rather support than do as much damage as Cav, 2h or polearm does.
Not that everyone goes 2h if they get the most xp. :D
It would be pointless to change, multi is gonna go anyway.
Fixed it :oops:(click to show/hide)
Last one still not working :D
Just without the money. :D+1
That is interesting. I just hope you find some balance between support damage and "kill" damage, saying that also Archers who do not kill but support their team by shots get their xp, same as Shielders who often give rather support than do as much damage as Cav, 2h or polearm does.
Not that everyone goes 2h if they get the most xp. :D
It would be pointless to change, multi is gonna go anyway.
I'll just throw in a quick suggestion: Make it so that the team who wins the round with the less casualties makes the most gold. I think this would be the best way to ensure teamplay and tactical play.
I don't understand your sentence. You mean the less casualties on the winning team, the more bonus they get? Because the winning team will always have less casualties than the losing team, which has 100% casualties.