2. Change the multi system
Yes, the multi system is silly. I have no trouble admitting that :]
It makes you stop playing when you drop to x1, and it forces you to continue playing when you have x5.
Therefore, we'll change the system to something that rewards personal skill and risk more. It will be, among other factors, proximity based, as we had in the early versions of cRPG. It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers. It will also not reward proximity leechers. You can expect this change soon.
jelly
Judging by the amount of activity and progress on the dev side since I went semi inactive, I'm looking forward to seeing all the stuff soon :mrgreen:
2. Change the multi system
2. Change the multi system
Yes, the multi system is silly. I have no trouble admitting that :]
It makes you stop playing when you drop to x1, and it forces you to continue playing when you have x5.
Therefore, we'll change the system to something that rewards personal skill and risk more. It will be, among other factors, proximity based, as we had in the early versions of cRPG. It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers. It will also not reward proximity leechers. You can expect this change soon.
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.
7 WM - 3 x 130 wpp, 2 x 150 wppwhat about 9 WM ? :rolleyes:
6 WM - 3 x 100 wpp, 2 x 140 wpp
5 WM - 3 x 75 wpp, 2 x 120 wpp, 1 x 160 wpp
4 WM - 3 x 50 wpp, 2 x 100 wpp, 1 x 140 wpp
3 WM - 2 x 75 wpp, 1 x 120 wpp
2 WM - 1 x 100 wpp
1 WM - 1 x 75 wpp
0 WM - 0 wpp
Sometimes I should not type and just wait and see, and offer constructive criticism after the event, once I have full knowledge of every degree of the upcoming changes.
Well, I certainly have better knowledge of agi builds than both cmp and chadz have.Wat
Agi builds are great in battle, they really don't need buffs. On duel it's different story but this game isn't balanced around dueling.
Why are agi builds great in battle? STR builds needs to hit you 3 times tops, you need to hit him 10 times. And you can't outspam him either.I don't know, you said that
Agi builds are great in battle
we'll hold them back for the sequel
how bout you start with the basics that need to be fixed.
Xbow require PD
No couch
Long spear abuse
will improve gameplay significantly.
Xbow require PD
Xbow require PD
visitors can't see pics , please register or login
long spear buse is already gone :(
I don't know, you said that
I'm confused.
Failed on my part, meant to say duel. On battle they are good because you can switch targets, come from behind, stuff I do all the time you know.Yes, when used with the right approach agility builds are strong, like Moncho said. Still strength builds are a lot easier to do good with. In the hands of skilled players I think they are quite equal.
In 2 years finally i put + on chadz post
4. Strategus
As seen in the last strategus patch, I'm trying to bring more and easier battles back into Strategus. I feel I've done an error with trying to shove economics into the gameplay so hard. They will stay a part of the game, but I intend them to be a bonus for clans and individual players, not the fundament like i tried before. Which was stupid. Micromanagement shouldn't be a necessity to play the game.
In the end, strategus is a game to fight epic battles, and that should be the main focus.
3. speed up the gameplay
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.
3. speed up the gameplay
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.
You can expect your wpf points to be wiped when this happens.
32+ retirement bonusses are going to be in-game.
new playerswho the fuck care those noobs ?
who the fuck care those noobs ?
Yes i think they do not everyone plays cRPG 24/7 while having a potty an mobile kitchen at their side to keep up with vets in the grind fest..dafuq i read ?
3. speed up the gameplay
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.
lol that would be retarded like fully loomed players don't all ready have an advantage against new players.. the current loom status seems fine if people want a cookie for retiring at higher lvls they could allways just use the respec option which spares you time lvling in the first place.
I myself have respecced twice as lvl 33 didnt feel like ive been cheated out of cookies since it didnt take long to become 33 again.
I don't care about new players
Apart from that, Harald has been working hard on a new graphical version of strategus, that fits with the current website and in general has the usual awesomeness of Harald.
Hear, hear!+1
3. speed up the gameplay
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.
Would be good all information turned public: wpf,stats damage effect, weapon proficiency effect on weapons, on the website.
Not to be based on obscurity, or for veterans that have all time to test the effects.
They already have the advantage of gear and player skill, and will have another advantage based on information obscurity.
1. Increase the depth of fights
Which means more different fighting styles and more playstyles in general. Easy to learn, hard to master.
Didnt you guys do the exact opposite with the recent turn speed nerfs on overhead and stabs?If you ask me, you are indeed right. A lot of nerfs, like the cavalry turn nerf, promote one type of play, not multiple.
Asides from that, i like everything else you guys are doing, glad to know the devs have a plan for cRPG and strategus
We have a general speed increase planned
we'll change the system to something that rewards personal skill and risk more.
It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers.
buffing those with weapon master skills.
or we'll hold them back for the sequelas a USP
Amazing, agree with all these points.Indeed! I think this is a nice fresh new way of thinking. Not that I don't appreciate their hard work in the past, I just think their time is better spend this way.
need new computer or client performance optimizations... :P
Wouldn't it be a quick job to batch process all the textures to low res for every release? :) and make it an option in the downloader..
What the fuck is a USP?
3. speed up the gameplay
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.
You can expect your wpf points to be wiped when this happens.
Which means more different fighting styles and more playstyles in general. Easy to learn, hard to master.
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.
They can nerf str builds if they want, the only reason I have 24-12 str build is to actually be able to hurt other STR builds. If I had 18 it would take me 5+ hits to kill way too many people even with a hard hitting 38c 1h. I'd go back to 18-18 if it was more viable.
As seen in the last strategus patch, I'm trying to bring more and easier battles back into Strategus. I feel I've done an error with trying to shove economics into the gameplay so hard. They will stay a part of the game, but I intend them to be a bonus for clans and individual players, not the fundament like i tried before. Which was stupid.
No, it was not.
Its your mod, and always will be. Its a natural thing that the creator creates things the way he personally would have the most fun.
Its a noble, unselfish gesture to change the game towards the will of the majority of players, especially keeping in mind the fact that the vast majority of this community are idiots.
I disagree, chadz is Great, but a bit thickheaded too.Not only chadz, we all are. For when people think they have a great idea, they won't accept it when people say it's not that quickly. chadz, cmpx and all the other devs are no exception to this. It's all the better when they realize they did things wrong, nor is it bad to critique any ideas of the devs. Thus, I agree with with you, that post of him wasn't thought true at all.
They can nerf str builds if they want, the only reason I have 24-12 str build is to actually be able to hurt other STR builds. If I had 18 it would take me 5+ hits to kill way too many people even with a hard hitting 38c 1h. I'd go back to 18-18 if it was more viable.I'm constantly amazed WHY some players think they should be able to kill a strength build easily with a CUT weapon! Plus Ih is not supposed to be the king of damage either (if it was why use 2h or polearms?) so 1h + cut weapon you shouldn't expect to wreck strength builds. Use a warhammer. IMO for melee, polearms and 2h blunt and pierce should be the best strength killers. 1h trades power for the ability to use a shield.
I'm constantly amazed WHY some players think they should be able to kill a strength build easily with a CUT weapon! Plus Ih is not supposed to be the king of damage either (if it was why use 2h or polearms?) so 1h + cut weapon you shouldn't expect to wreck strength builds. Use a warhammer. IMO for melee, polearms and 2h blunt and pierce should be the best strength killers. 1h trades power for the ability to use a shield.
4. Strategus
As seen in the last strategus patch, I'm trying to bring more and easier battles back into Strategus. I feel I've done an error with trying to shove economics into the gameplay so hard. They will stay a part of the game, but I intend them to be a bonus for clans and individual players, not the fundament like i tried before. Which was stupid. Micromanagement shouldn't be a necessity to play the game.
In the end, strategus is a game to fight epic battles, and that should be the main focus.
Apart from that, Harald has been working hard on a new graphical version of strategus, that fits with the current website and in general has the usual awesomeness of Harald. However, that is a big project, so no ETA on that yet.
Will there be a strat wipe? Me thinks when this is implemented strat should reset so some clans can start playing again.
Ability to use a shield barely means anything in melee, except slower movement and slower blocks. It used to be very good when the game was new and everybody was crap at blocking.Add SHIELDBASH . Unblockable strike with blunt damage which has chance to knockdown and staggers the person who got hit.
It already takes a fuckton of attacks before one of them actually lands and does damage in an average level duel. In order to maintain melee reasonably balanced with the much easier to hit projectile weapons, melee combat has to be lethal.
Shield is just a useless slow autoblock tool which forces you to use fucked up glanceswords or 25 blunt/pierce shortspam tools instead of using gigantic spammable 45 cut damage or 38 pierce damage weapons like 2 handers therefore no one play as shielders.
I'm constantly amazed WHY some players think they should be able to kill a strength build easily with a CUT weapon! Plus Ih is not supposed to be the king of damage either (if it was why use 2h or polearms?) so 1h + cut weapon you shouldn't expect to wreck strength builds. Use a warhammer. IMO for melee, polearms and 2h blunt and pierce should be the best strength killers. 1h trades power for the ability to use a shield.
If proximity and kill bonus to xp occurs can there please be something re teamhits/kills.
Even now with no xp bonus two of the most dangerous things to do with teammates nearby is to kill a horse or knock an opponent down. You then tend to get spammed by teammates desperate for a no skill kill on prone opponent. I tend to run after getting the knockdown if teammates nearby.
Any xp bonus should be tempered by penalties for teamhit/kill, possibly with a tolerance (maybe enemy kill based rather than time to allow for active fighters) before penalties kick in to allow for occasional slips. There will some trolls who will abuse this but thats what reporting and admins are there for. Plus any troll will quickly receive a disproportionate amount of teamhits so would be easy to identify from stats as well as observed behaviour.
The reporting mechanism does not work, has no teeth and is very divisive. I understand the thinking but it simply doesnt work and with xp bonus for kills there could be alot of rage with respect to th/k with direct loss of xp from teammates spam and kill stealing.
Uhh I'm not complaining. For me 8PS + 38cut gets the job done. Just saying the only reason I went up that high is to be efficient against everyone else who is also that high so I don't care what happens cuz people will just re-adjust to whatever is most efficient anyways. I'd go back to 18-18 in a second if STR was nerfed.Well at least you adjusted rather than complain like many. STR IMO doesn't need anymore nerfs aside from maybe what will be a changed WPF curve so people with no weaponmaster might swing slower which is fine. If that's done though it would be nice if heavy armors went back to being able to take hits without being staggered by every little hit.
Good shielders build arent slow (and if they are, their shields tank more) and like you say they "autoblock", a reather good useless feature.
Shieldbashing in a duel would net you a free hit everytime, too powerful.
Knockdown chance is already high enough so that if you want to knockdown people, use a weapon that can.
Graphical version of Strategus? Do you mean like an ingame world map?
To be honest, I don't think shield bash would/should be any different from a kick. It should an aesthetic difference, just different animations but the same effect, maybe slightly more damage
Except for the fact that you can't effectivly kick as a shielder.
Guess I'm going to have to spend those points i was finally gonna get some IF with on wm :cry:The devs didn't like varied playstyles on one character, they'd rather have cavalry who just couch/stab people from behind as their one and only purpose, archers who keep running away because they can't melee effectively (and simply because they can©).
Why? Why must I never have any hitppoints on my hybrid? was just going to stop retiring and get some, and now this lol
Doesnt pay to be a knight, in Crpg, how ironic :rolleyes: (Lance/1h/shield) hehehe
Not quite sure what you mean
The reason kicks are good as a 2her or polearm user is because the only downsode is you cant moce for a second, but you can still block. As a shielder when you kick you lower your shield and thus you can get hit.
I just hope the devs will fix melee combat. The turn speed nerf is fine on stabs, but it completely broke overheads. If an enemy is moving around, it is impossible to track them with an overhead, making combat feel dull and boring since all i can do is side swing.
I see, well in that case shield bash should also block attacks from the front simultaneously, as well as doing more damage than a kick
Guess I'm going to have to spend those points i was finally gonna get some IF with on wm :cry:
Why? Why must I never have any hitppoints on my hybrid? was just going to stop retiring and get some, and now this lol
Doesnt pay to be a knight, in Crpg, how ironic :rolleyes: (Lance/1h/shield) :P
The devs didn't like varied playstyles on one character, they'd rather have cavalry who just couch/stab people from behind as their one and only purpose, archers who keep running away because they can't melee effectively (and simply because they can©).
However, it seems they have found out that this needs fixing, and combat needs to be more about picking a playstyle, instead of being forces to play one way.
i liked the post but didn't +1 ;VYou rebel!
what about getting a decent balance on?I think they are gonna look at the basics again, seeing as how they emphasized their work isn't done yet.
fakking 70% ranged and cav in one team. dont tell me ya cant solve this.
Start with the basics, then get more complex matter done?
I see, well in that case shield bash should also block attacks from the front simultaneously, as well as doing more damage than a kick
I like this, It actually makes it possible to dodge, and rewards good footwork. I found the previous combat boring, as it was practically impossible to evade, even Vertical cuts, and thrusts. It's not impossible to land Vertical cuts it just requires timing
Thing is, overheads were already incredibly easy to counter before, most of the time if they try an overhead you can just swing and you will hit them first because it is the slowest of all 4 attack directions. And if someone is running around you, you simply can not turn your character fast enough to hit them, and since its so slow, by the time you release the swing they are already out of the way and you cant move it to hit them. If you hold the swing, you will just get hit, as i said, its already the slowest swing, holding it is a death sentence. And its not rewarding good footwork, as you need very little to dodge an overhead the way it is, its punishing the player for even attempting an overhead.
I double right swing people who attempt to overhead me after they block with my 88 speed Mighty Great Long Bardiche.
I think ya coulda mute them voice too :P
idk, could be fun sometimes x)No.
I would like to see key (example left alt) that gives you walking speed which is same with every player. :DD
That is kinda my point, a shield currently blocks all incoming attacks including ranged, which is why I assume they made it so you cant kick and hold up your shield, otherwise its a complete freeroll. Shield bash would negate this and be pretty OP in comparason to kicks.
I love the sound of all these changes (and also the fact you guys are more strict about banners!), but I have one more thing to add: better first person view. I know, many won't use it, but at least make it an option, if possible, pretty please. :Dthe only thing wrong with first person i the fov, shits gotta be like 60 or less. also 1vs1 1st person isnt that bad, its the group battles that are hard because of the fov
4. Strategus
As seen in the last strategus patch, I'm trying to bring more and easier battles back into Strategus. I feel I've done an error with trying to shove economics into the gameplay so hard. They will stay a part of the game, but I intend them to be a bonus for clans and individual players, not the fundament like i tried before. Which was stupid. Micromanagement shouldn't be a necessity to play the game.
In the end, strategus is a game to fight epic battles, and that should be the main focus.
Sooo, when is the compensation for hoplite/spearmen coming? Half my thrusts pass through people and its basically impossible to fight 1v1 with hoplite, also cant even keep up with sidestepping.. i'm so useless right now -_- Spinstab nerf, whyyyyyyyy? T_T Also going to have to be a pretty juicy buff to actually make hoplite reliable again, ugh..
You looked at this one too, ha! :mrgreen:
I actually think the nerf was a bit overdone. Sure, I've been caught by plenty of moments where 'ahurrhurr, I can get this guy---WHY IS THERE A SPEAR IN MY FACE!?" but to be honest, I think it was polestagger that needed to go.I think it was used as a primary, atleast sometimes.. I think hoplites should lose the damage/speed penalty and get another attack, such as a overhead thrust but tbh a left swing would be even better since it works on closerange and i dont think the animation would look bad either.(click to show/hide)
I think it was used as a primary, atleast sometimes.. I think hoplites should lose the damage/speed penalty and get another attack, such as a overhead thrust but tbh a left swing would be even better since it works on closerange and i dont think the animation would look bad either.
From the players' or opponents' left?
Sooo, when is the compensation for hoplite/spearmen coming? Half my thrusts pass through people and its basically impossible to fight 1v1 with hoplite, also cant even keep up with sidestepping.. i'm so useless right now -_- Spinstab nerf, whyyyyyyyy? T_T Also going to have to be a pretty juicy buff to actually make hoplite reliable again, ugh..
:D I saw this guy chasing an archer and glancing 3 times in a row. He didn't look like he was too close or too far, it just bounced off really oddly. I think the glance rates should be tweaked for the further extent of the stab with or without shield, so its a guaranteed hit if you reach long enough. Even if it does less damage its better than a glance. Especially weapons with 2 attack directions, with 1 doing like 18 blunt.
Pls take in consideration throwers
2. Change the multi system
Yes, the multi system is silly. I have no trouble admitting that :]
It makes you stop playing when you drop to x1, and it forces you to continue playing when you have x5.
Therefore, we'll change the system to something that rewards personal skill and risk more. It will be, among other factors, proximity based, as we had in the early versions of cRPG. It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers. It will also not reward proximity leechers. You can expect this change soon.
Any 1 else getting weird lags recently since the patch. It feels like the screen freezes like you get on horses sometimes and then teleport forward. Never got it on foot before though since this patchYeah. Starting to get the it on foot too :(
WSE bugs caused Italy to lose yesterday, cmp fixHe won't, he bet 10 ewro on germans.
Word is on the street that WSE is also partly responsible for the problems the European Union is facing at the moment. Fix please!
Slightly different idea but how about a class option being available?
Eg Nord Huscarl, would get bonuses to weapon proficiency points to Huscarl weapons for SECONDARY weapons, but big penalties for using any non Huscarl equipment (75% proficiency for example), or knight class, again bonuses to secondary weapon class eg spear if 1H prime but penalties to all non knightly gear.
Would then get themed historical characters, possibly appropriate hybrids, in historical gear without becoming over powerful in the primary weapons. Justified by cultural natural proficiency from upbringing, but in truth who cares if it adds a bit of depth/rpg/fun.
Just a thought.
Anyone heard of any news, for example ETA? :)
Word is on the street that WSE is also partly responsible for the problems the European Union is facing at the moment. Fix please!
Good news for you, I heard PETA is now saving the fox population!
In most cases there are tks if 2h are near tho Fips. Not neccessarily your skill. :mrgreen:
Sure, sure. But since the devs want to improve teamplay, why not punish teamhitting/teamkilling a little more and reward your enemy for it? Or maybe just decrease your own exp/gold if you teamhit a lot. Or both?! I don't really like the report-system and one of those solutions could force the players to watch out better =PThis would be good. Cause players in crpg don't really watch their hits. And if the crpg is going to be more realistic you should punish it somehow.
What can be said at all can be said clearly; and whereof one cannot speak thereof one must be silent.-Wittgenstein
There seems to be some confusion about cRPG lately, so we thought we should let you guys in on the "great plan".
First of all, no, our intention is not to "slow the game down" or even "dumb it down". In fact, quite the opposite. It's true that we are trying to make it more friendly for noobs, but not by making the game easier.
We have a general speed increase planned, but this is quite complex. The warband setting to increase the combat speed is not an option, because it's neither balanceable nor working well. The only way is the right one, and that's tuning every weapon individually. Of course, this takes time, so hang in there.
Not everything we're doing is because we're trying to "fix" something. "Don't fix it if it ain't broken" only applies to finished products. cRPG is no finished product, and not intended to ever be. It's a constant finetuning and improving of features.
Also, we don't do changes because we want the game to be more realistic. We do changes because we feel they are right. If they fit with realism, that's great, and it's also our guideline, but almost never the reason for a change. We are not trying do create a simulator, we are trying to create a game.
I guess you guys want details. So let's talk details:
1. Increase the depth of fights
Which means more different fighting styles and more playstyles in general. Easy to learn, hard to master.
Examples would be separating hilt and blade damage types. Or having multiple damage types per weapon. There are also some more drastic changes planned, but not yet certain if they will make it into cRPG or we'll hold them back for the sequelas a USP
2. Change the multi system
Yes, the multi system is silly. I have no trouble admitting that :]
It makes you stop playing when you drop to x1, and it forces you to continue playing when you have x5.
Therefore, we'll change the system to something that rewards personal skill and risk more. It will be, among other factors, proximity based, as we had in the early versions of cRPG. It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers. It will also not reward proximity leechers. You can expect this change soon.
3. speed up the gameplay
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.
4. Strategus
As seen in the last strategus patch, I'm trying to bring more and easier battles back into Strategus. I feel I've done an error with trying to shove economics into the gameplay so hard. They will stay a part of the game, but I intend them to be a bonus for clans and individual players, not the fundament like i tried before. Which was stupid. Micromanagement shouldn't be a necessity to play the game.
In the end, strategus is a game to fight epic battles, and that should be the main focus.
Apart from that, Harald has been working hard on a new graphical version of strategus, that fits with the current website and in general has the usual awesomeness of Harald. However, that is a big project, so no ETA on that yet.
Also, for all the "mod is ded" shouters. No, it's not, stats show us that it's as active like never before. Just to make that clear, we're the last to leave the ship.
We're here to stay.
Nuff said.
4. Strategus
As seen in the last strategus patch, I'm trying to bring more and easier battles back into Strategus. I feel I've done an error with trying to shove economics into the gameplay so hard. They will stay a part of the game, but I intend them to be a bonus for clans and individual players, not the fundament like i tried before. Which was stupid. Micromanagement shouldn't be a necessity to play the game.
In the end, strategus is a game to fight epic battles, and that should be the main focus.
Apart from that, Harald has been working hard on a new graphical version of strategus, that fits with the current website and in general has the usual awesomeness of Harald. However, that is a big project, so no ETA on that yet.
This would be good. Cause players in crpg don't really watch their hits. And if the crpg is going to be more realistic you should punish it somehow.
Cause in real combat, if you start hitting\killing your mates... That would not cost just a report :D
Yes, but in real life your teammate isnt going to jump infront of your swings to grief you, or attack in such a way that you may hit him just so he can pad his kills. Also I would guess that teamwounding/teamkilling happened irl fairly often.Yeah, that happened. But not like:"Ough, Ough, I wanna kill that enemy first, so I will shitspam in all the directions and kill you, if you step on my way." That should be punished:)
-Wittgenstein
Even neglecting his severe psychological problems, Wittgenstein was proved wrong on this particular quote. There is no way to describe arithmetics clearly and coherently (ty Godel), yet it still is one of the most useful tools that exist.
There are many things the usual languages cannot decribe clearly, and the clear definition of a language that can describe those things clearly is not possible.
Wrong! Language is a tool that can help us get near the very truth. It never can be the vessel of truth, since it is human made and flawed. It is flawed because we can only make words for what we can imagine in our heads. Philosophy is the search for truth, so language is the wrong tool. (this pretty much sums up the Tractatus, in a retard-comprehensible way.
He's not proven wrong, it's just accepted that it is very usefull to DO use language to search for truth, even if it is flawed from the beginning. Better to find something close to the truth, then not search at all.
In the Tractatus he pretends a coherent logic and it's expression is reachable by humans, and he was proven wrong on that claim by logicians. By that I mean there is no way one can speak clearly. Of course that doesn't make any of the aforementioned concepts invalid for application in real problems.
Acheivement awarded : derailing a thread into a philosophy argument.
agreedIn the Tractatus he pretends a coherent logic and it's expression is reachable by humans, and he was proven wrong on that claim by logicians. By that I mean there is no way one can speak clearly. Of course that doesn't make any of the aforementioned concepts invalid for application in real problems.
Acheivement awarded : derailing a thread into a philosophy argument.
no
I haven't read this whole thread, but do we know approximately when the new wpf curve will be implemented?
I haven't read this whole thread, but do we know approximately when the new wpf curve will be implemented?
This would be interesting to have some idea of, at least.
I wonder for how much wpf will get buffed. If longbow will be able to hit something with less than 7 WM my head will be forced to explode by awesomeness.
If by the end of summer no great changes comes to this mod, I will begin to wonder if there are still admins working for cRPG...Since when did admins have anything to do with developing?
If by the end of summer no great changes comes to this mod, I will begin to wonder if there are still admins working for cRPG...
Why would we stop working on the mod but keep posting on the boards?
That said, there will be big changes somewhere in August (unless something goes very wrong).
That said, there will be big changes somewhere in August (unless something goes very wrong).OMG!OMG!OMG! I am so excited I feel like spamming every dev and admins message box with 100 messages "USA! USA! USA!"
Agreed.LikeRON Paul RULES!accidentally the whole sheet?
Why would we stop working on the mod but keep posting on the boards?Yay!
That said, there will be big changes somewhere in August (unless something goes very wrong).
Why would we stop working on the mod but keep posting on the boards?
That said, there will be big changes somewhere in August (unless something goes very wrong).
Therefore, we'll change the system to something that rewards personal skill and risk more. It will be, among other factors, proximity based, as we had in the early versions of cRPG. It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers. It will also not reward proximity leechers. You can expect this change soon.
... we'll hold them back for the sequel ...+
... there will be big changes somewhere in August ...=
Therefore, we'll change the system to something that rewards personal skill and risk more. It will be, among other factors, proximity based, as we had in the early versions of cRPG. It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers. It will also not reward proximity leechers. You can expect this change soon.
Killing horses should definitely give some type of reward. Perhaps only if they are killed when someone is riding them, I can imagine the frenzy to kill a riderless horse otherwise.People who aim for your horse and not you are dickless cowards and deserve no reward, people who kill random running horses (fuck I've even been TK'd by a guy who tried to kill the fucking horse I was mounting several times) deserve to have a multi taken away from them.
People who aim for your horse and not you are dickless cowards and deserve no reward, people who kill random running horses (fuck I've even been TK'd by a guy who tried to kill the fucking horse I was mounting several times) deserve to have a multi taken away from them.
I don't think this is good idea. You should put a cap on wpf, somewhere around 160 imho but you should also further decrease effects armor weight has on wpf. Making builds with 200 or more wpf in single proficiency possible isn't the best way to balance things.
This is coming from someone who currently has 176 wpf in 2H and has more than 170 wpf for almost a year. Buff hybrids instead, allow people with 8 WM to have 150 wpf in 3 different weapon proficiencies (with higher WM allow them to reach cap in 3 or more categories).
Basically what I'm suggesting is to buff those with high WM skill the most, and to scale wpp gain for lower WM levels like this:
7 WM - 3 x 130 wpp, 2 x 150 wpp
6 WM - 3 x 100 wpp, 2 x 140 wpp
5 WM - 3 x 75 wpp, 2 x 120 wpp, 1 x 160 wpp
4 WM - 3 x 50 wpp, 2 x 100 wpp, 1 x 140 wpp
3 WM - 2 x 75 wpp, 1 x 120 wpp
2 WM - 1 x 100 wpp
1 WM - 1 x 75 wpp
0 WM - 0 wpp
Bring back variety into combat, don't support extreme builds. Don't nerf moderate to semi-extreme str builds, totally nerf extreme str builds (those with 3 agi and no wm), buff high agi builds so they are more versatile in combat but don't give them more damage.
I don't think this is good idea. You should put a cap on wpf, somewhere around 160 imho but you should also further decrease effects armor weight has on wpf. Making builds with 200 or more wpf in single proficiency possible isn't the best way to balance things.
This is coming from someone who currently has 176 wpf in 2H and has more than 170 wpf for almost a year. Buff hybrids instead, allow people with 8 WM to have 150 wpf in 3 different weapon proficiencies (with higher WM allow them to reach cap in 3 or more categories).
Basically what I'm suggesting is to buff those with high WM skill the most, and to scale wpp gain for lower WM levels like this:
7 WM - 3 x 130 wpp, 2 x 150 wpp
6 WM - 3 x 100 wpp, 2 x 140 wpp
5 WM - 3 x 75 wpp, 2 x 120 wpp, 1 x 160 wpp
4 WM - 3 x 50 wpp, 2 x 100 wpp, 1 x 140 wpp
3 WM - 2 x 75 wpp, 1 x 120 wpp
2 WM - 1 x 100 wpp
1 WM - 1 x 75 wpp
0 WM - 0 wpp
Bring back variety into combat, don't support extreme builds. Don't nerf moderate to semi-extreme str builds, totally nerf extreme str builds (those with 3 agi and no wm), buff high agi builds so they are more versatile in combat but don't give them more damage.
Less random = more skill its true.If you speed every weapon up by 10%, nothing is going to changes spam-wise, everyone just needs to block faster.
But what I don't want to see is things like katana being able to just spam down some weapons at 200+ wpf which used to happen in old crpg sometimes. No weapon should be able to doubleswing, unless the other player hesitates of course.
I agree, I hope that more than speeding up those with high WPF, that this new curve actually SLOWS DOWN those who invest little to nothing in WPF (and WM to that matter).
If you speed every weapon up by 10%, nothing is going to changes spam-wise, everyone just needs to block faster.
anything that has something to do with chance is a bad thing
Wrong. Low % chance events add a unpredictable gameplay element that means players have to adapt and think on their feet. 100% certainties are what is called 'BORING' & predictable gameplay
If you think chance is so bad, why is damage currently chance based? Looks like you just got served
I guess games like chess and go are boring as well right?
Wrong. Low % chance events add a unpredictable gameplay element that means players have to adapt and think on their feet. 100% certainties are what is called 'BORING' & predictable gameplayYou can't adapt to random events, it either happens or it doesn't without you being able to influence it at all. Nothing pisses me off as much as dying to random things. Luckily this game as rather few randomities that get you killed, I can almost always directly blame myself for dying, and can then improve upon what went wrong. That is skillbased gaming, that is what makes this a great game. The only unpredictabilities in a game should be those caused by the skill of your opponent at being unpredictable.
If you think chance is so bad, why is damage currently chance based? Looks like you just got served
If you think chance is so bad, why is damage currently chance based? Looks like you just got servedAnd who here actually likes that? I know I don't. I think the only reason it is in is to simulate that similar blows can do more or less damage depending on if they hit vital organs. Would be much more awesome if we had a damage model that properly simulates this and have completely non random damage.
Wrong. Low % chance events add a unpredictable gameplay element that means players have to adapt and think on their feet. 100% certainties are what is called 'BORING' & predictable gameplay
If you think chance is so bad, why is damage currently chance based? Looks like you just got served
So your saying that suddenly standing there without a weapon because you had an unlucky roll, will add to the skill factor? Randomness on the damage - sure, in some instances I find it a bit silly, but then again you have angles, movement speed, turning, where you hit, held attack or not, factors YOU decide as a player. It does however seem you have something against anything skill related, but everyone is entitled to their opinions. Your "You just got served" line made me laugh though, honestly. I for one try to keep a discussion civil, but it seem you resort to insults at the first sign of disagreement.
Yep, which is why you see them broadcast all the time and they get such good ratings.
Wrong. Low % chance events add a unpredictable gameplay element that means players have to adapt and think on their feet.How are you supposed to "adapt" to a random block not working, precisely?
I think some randomness is good. The game is not complex enough on its own to have NO randomness.
For example, armor absorb or knockdown. Its good to have some variability here. If a player has stats such as "balance" and "resilience" and those scores were checked against a knockdown weapon's "angle of attack" and "damage" in order to determine if a knockdown was successful,....that's great. But we don't have all that stuff so a random chance (influenced by certain stats) works great.
If NOTHING was random, it would just be min-maxing all day. Life is random at times, and a game that stays interesting has to have some randomness too....in moderation though!
What I'm saying is, let's not be all like "random=no skill=sucks!" It's not that simple. :) It depends on what the random chance is and what it is influenced by.
Digglez : - Chess is skill-less !
Tor : - Poker is too !
One round of poker is skill-less because even the best player can lose without luck though. In cRPG it's very frustrating and penalizing to lose even one fight. So I'd rather go with chess.
Digglez : - Chess is skill-less !
Tor : - Poker is too !
One round of poker is skill-less because even the best player can lose without luck though. In cRPG it's very frustrating and penalizing to lose even one fight. So I'd rather go with chess.
Chess isn't skill-less, but I would agree that is boring.
Random factor is there to simulate chaos on medieval battlefield.
Tor you need to back off. Digglez is the #1 NA 1h cav & hybrid thrower!Seriously, Digglez need to realize I'm the real 1# NA hybrid thrower.(click to show/hide)
Seriously, Digglez need to realize I'm the real 1# NA hybrid thrower.And you're not even NA :mrgreen:
And you're not even NA :mrgreen:Jarlek, I'm fucking American, ok? Berenger is the guy who isn't NA.
Jarlek, I'm fucking American, ok? Berenger is the guy who isn't NA.You will always be a Swede. Nothing more :P
You will always be a Swede. Nothing more :PBerenger, you, and Thomek, are the Swedes, you're all just trying to hurt my reputation as an American god of stuff.
Berenger, you, and Thomek, are the Swedes, you're all just trying to hurt my reputation as an American god of stuff.visitors can't see pics , please register or login
Berenger, you, and Thomek, are the Swedes, you're all just trying to hurt my reputation as an American god of stuff.
Last time I checked Thomek was norwegian.He just mad that he ain't superior gorilla (aka, Norwegian) like us.
He just mad that he ain't superior gorilla (aka, Norwegian) like us.
A chance of a block failing is stupid. If you successfully block, good job you deserve not to be hit. If you don't want someone to keep blocking your attacks, learn to feint, don't change the game mechanics to hurt skilled players. If you think the fighting mechanics are "boring" it's probably because your fighting style is just that. *shield up, swing left to right, repeat until shield breaks.* Agreed, boring
CHANGING THE SUBJECT: My current build is gonna be a lvl 32 1h/thrower/cav build which will be finished in a mere 8 mil :mrgreen:. When finished, I will formally challenge Digglez to a tournament to challenge his self proclaimed title of #1 NA 1h cav & hybrid thrower. I say we make a day out of it. People can fight for other titles like "#1 EU backstabbing cav", "#1 Asian Ninja", and "#1 EU mauler/archer hybrid." It'll be awesome!
A chance of a block failing is stupid. If you successfully block, good job you deserve not to be hit. If you don't want someone to keep blocking your attacks, learn to feint, don't change the game mechanics to hurt skilled players. If you think the fighting mechanics are "boring" it's probably because your fighting style is just that. *shield up, swing left to right, repeat until shield breaks.* Agreed, boringSome people still believe that melee combat in warband makes sence, funny. If I will play as a peasent with stick no one will break my defence in 1v1 situation until I lag or fall asleep(except crushthrough). And like 70% of crpg players can do the same, they can block any of your feints as long as they want. Some people say that you need to learn to feint, some say that you need to play it like a chess, thats all bullshit, melee mechanics are totaly broken. Battles are all abour zergs right now. And the main problem is that blocks are too powerfull. They are fast, you can hold them as long as you want and you can block almost at any moment. Yes you need to do it manualy and choose the right direction. But thats hard only when you start playing, after some time there is just no any difference between autoblocking and manual blocking. Duels right now are like block-holdattack-block-holdattack-block-feintholdattack-block while it should be more like holdattack-block-feint-hit-block-chamber-dodge-kill.
Some people still believe that melee combat in warband makes sence, funny. If I will play as a peasent with stick no one will break my defence in 1v1 situation until I lag or fall asleep(except crushthrough). And like 70% of crpg players can do the same, they can block any of your feints as long as they want. Some people say that you need to learn to feint, some say that you need to play it like a chess, thats all bullshit, melee mechanics are totaly broken. Battles are all abour zergs right now. And the main problem is that blocks are too powerfull. They are fast, you can hold them as long as you want and you can block almost at any moment. Yes you need to do it manualy and choose the right direction. But thats hard only when you start playing, after some time there is just no any difference between autoblocking and manual blocking. Duels right now are like block-holdattack-block-holdattack-block-feintholdattack-block while it should be more like holdattack-block-feint-hit-block-chamber-dodge-kill.this is only a problem with crpg, lots of armor crutches on top of slow melee makes melee very boring, slow and easy and any derpie can block everything now i agree
I miss the times when warband just came out. Everything was very fast, a guy with 2h axe could kill 4 shielders in 6 seconds. People played offensive and used footwork alot, because one simple feint could break youre defence.
Any update on the ETA? We are running out of days in august .
"Don't fix it if it ain't broken" only applies to finished products. cRPG is no finished product, and not intended to ever be.
Are you sure that's mean august of 2012?
Maybe some information about the status of the update? :rolleyes:
Maybe some information about the status of the update? :rolleyes:
Maybe some information about the status of the update? :rolleyes:
Maybe some information about the status of the update? :rolleyes:
Maybe some information about the status of the update? :rolleyes:
Maybe some information about the status of the update? :rolleyes:
I'm honestly really excited that they are even thinking about changing the exp/multi system.
Adding valor to rest of the game modes was pretty beast and actually made me come back to play for few hours a week (I completely stopped playing like weeks ago).
Heh, I just might back for even more if this system revamp makes a significant impact on gameplay =)
I hope that's the next thing on their list.
P.S: And thanks for all the work on mod so far and in the future, you are all fine examples of online Mother Teresa :D.
Keep it up!
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Just to make that clear, we're the last to leave the ship.That's awesome! We will support this mod for now and ever!
2. Change the multi system
You can expect this change soon.
Im gonna reset all your gens and levels, and give you pure exp from the beginning.Thats what i need to hear :shock:
Thats what i need to hear :shock:
???