cRPG

cRPG => Announcements => Topic started by: chadz on June 24, 2012, 02:12:17 pm

Title: cRPG: status and plans
Post by: chadz on June 24, 2012, 02:12:17 pm
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.
Title: Re: cRPG: status and plans
Post by: Thomek on June 24, 2012, 02:50:51 pm
Hurra!

Agree 100% with you on all points.:)

Happy to see common sense finally breaking into your thick skull.
Title: Re: cRPG: status and plans
Post by: Meow on June 24, 2012, 02:51:34 pm
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:
Title: Re: cRPG: status and plans
Post by: cmp on June 24, 2012, 02:53:13 pm
Renown whore.
Title: Re: cRPG: status and plans
Post by: chadz on June 24, 2012, 02:54:28 pm
jelly
Title: Re: cRPG: status and plans
Post by: Brrrak on June 24, 2012, 02:54:40 pm
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.

Oh my god, this is some of the best news ever, amazing.  The other stuff is pretty great too, especially the wpf curve thing, but...
(click to show/hide)
Title: Re: cRPG: status and plans
Post by: Gurnisson on June 24, 2012, 02:55:49 pm
jelly

 :lol:

+1 to the plans
Title: Re: cRPG: status and plans
Post by: Miwiw on June 24, 2012, 02:55:54 pm
Does the multi system still include the generation somehow?

Otherwise this sounds amazing!
Title: Re: cRPG: status and plans
Post by: Molly on June 24, 2012, 02:57:18 pm
Lovely.
Title: Re: cRPG: status and plans
Post by: Molly on June 24, 2012, 02:59:36 pm
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:

Thinking about it... The fact that they start working after you're gone should be rather worrying to you  :mrgreen:
Title: Re: cRPG: status and plans
Post by: Mustikki on June 24, 2012, 03:00:34 pm
Every admin/dev with yellow/red bars posting here? Notice me too!
Title: Re: cRPG: status and plans
Post by: Tonyukuk on June 24, 2012, 03:00:46 pm
Quote
2. Change the multi system

at last  :mrgreen:
Title: Re: cRPG: status and plans
Post by: Moncho on June 24, 2012, 03:02:51 pm
I am very glad, these are quite good news. Keep up the good work, it must not be easy after a few years, but you seem to be holding on and constantly improving the game (even if sometimes the changes do something different than expected).
Mod is d.e.a.d!
 (sorry, couldnt resist it)

btw, todays activity (from the website) has been of nearly constant 300ish players, cant wait to see that figure in prime time
Title: Re: cRPG: status and plans
Post by: Teeth on June 24, 2012, 03:04:47 pm
Although the renown whoring is obvious I still have to feed him for this.

That is one fine approach, but I do hope that you won't forget thinking about the overall stability and smoothness of the gameplay. Most of the time its quite choppy and dodgy.
Title: Re: cRPG: status and plans
Post by: justme on June 24, 2012, 03:05:27 pm
shhhh all..

thx to dev for revealing
Title: Re: cRPG: status and plans
Post by: Andswaru on June 24, 2012, 03:08:48 pm
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.

Please remember the none proximtywhore fighters such as cav and archers but I have faith in you too have included them in your masterplan :)
Title: Re: cRPG: status and plans
Post by: Leshma on June 24, 2012, 03:11:17 pm
Quote
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.

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.
Title: Re: cRPG: status and plans
Post by: Kalp on June 24, 2012, 03:13:56 pm
Quote
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
what about 9 WM ?  :rolleyes:
Title: Re: cRPG: status and plans
Post by: Leshma on June 24, 2012, 03:16:05 pm
As I said, 9 WM would be 3 x cap which is 160 wpf. And also they should make melee wpf has the same impact like ranged has so that there is visible difference between 150 and 160 wpf.

Making 220 wpf builds viable will just mess things up.
Title: Re: cRPG: status and plans
Post by: Baggy on June 24, 2012, 03:16:43 pm
Changelogs.  :mrgreen:
Title: Re: cRPG: status and plans
Post by: bosco on June 24, 2012, 03:17:51 pm
Sounds great all around!

(click to show/hide)
Title: Re: cRPG: status and plans
Post by: Fluffy_Muffin on June 24, 2012, 03:19:48 pm
Please please PLEASE

Thread carefuly when buffing wpf! Buffing agi build will need some sort of balance in terms of str build viability. Something in the lines of perhaps giving 3 hp per IF ? I myself do not like the 3 hp per IF idea but buffing wpf will need some sort of reaction
Title: Re: cRPG: status and plans
Post by: autobus on June 24, 2012, 03:19:52 pm
i came buckets
Title: Re: cRPG: status and plans
Post by: BlindGuy on June 24, 2012, 03:20:58 pm
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.

I agree :D
Title: Re: cRPG: status and plans
Post by: Leshma on June 24, 2012, 03:24:16 pm
Well, I certainly have better knowledge of agi builds than both cmp and chadz have.

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.
Title: Re: cRPG: status and plans
Post by: Teeth on June 24, 2012, 03:31:38 pm
Well, I certainly have better knowledge of agi builds than both cmp and chadz have.

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.
Wat

Strength builds are great in battle, on duel strength builds are more shit. Agi builds are great in duels and okay in battle.
Title: Re: cRPG: status and plans
Post by: Leshma on June 24, 2012, 03:45:05 pm
Why are agi builds great in duel? STR builds needs to hit you 3 times tops, you need to hit him 10 times. And you can't outspam him either.
Title: Re: cRPG: status and plans
Post by: Teeth on June 24, 2012, 03:51:33 pm
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

I'm confused.
Title: Re: cRPG: status and plans
Post by: Moncho on June 24, 2012, 03:52:59 pm
In battle, a higher agi allows you to pick your fights, only choosing those that you want, or you can go archer-hunter (very fun my STF with 12/27 buckler). You die more easily, but hell you can run!

With strength, you are slow, so you should stay with the main bulk, and use teamplay to survive, then when the two groups clash, you unleash hell with your hits. You can survive more, but if you enter a fight you cant back off it.

Id say they are different play styles, both with their pros and cons, I personally dont like the strength one, prefer the agi flanker or shield pusher, but many people prefer the strength+armor combo.


EDIT: This takes the extreme builds into account, balanced builds have characteristics of both and their own play style
Title: Re: cRPG: status and plans
Post by: Prpavi on June 24, 2012, 03:56:16 pm
I love how when an dev/admin posts a thread like this the next 10 posts are mods/admins saying awesome! just lol


how bout you start with the basics that need to be fixed.

Xbow require PD
No couch
Long spear abuse

will improve gameplay significantly.

cheers
Title: Re: cRPG: status and plans
Post by: Christo on June 24, 2012, 03:56:43 pm
we'll hold them back for the sequel

Holy crap it's the Sequels!

ODINVALHALLA strikes back, we're all doooomed!

Joking aside, very interesting changes, hope we'll see some of these soon.  :wink:
Title: Re: cRPG: status and plans
Post by: cmp on June 24, 2012, 03:57:54 pm
how bout you start with the basics that need to be fixed.

Xbow require PD
No couch
Long spear abuse

will improve gameplay significantly.

visitors can't see pics , please register or login
Title: Re: cRPG: status and plans
Post by: Miwiw on June 24, 2012, 03:58:37 pm
Xbow require PD

In that case, xbow dmg should be lowered as PD highers the dmg as well. Xbow dmg shouldnt be higher than now anyway. But meh.

Title: Re: cRPG: status and plans
Post by: Christo on June 24, 2012, 03:59:26 pm
Xbow require PD

If anything, crossbows could use a wpf requirement.

Damn those sidearmers.

Making it skill-bound like Power Draw is totally against the concept of the weapon, Weapon Master based WPF makes a lot more sense.
Title: Re: cRPG: status and plans
Post by: bosco on June 24, 2012, 04:00:16 pm
I'm all for crossbows requiring something, so dedicated shooters don't get the heat from people complaining about all those missiles flying around. :wink:
Title: Re: cRPG: status and plans
Post by: Prpavi on June 24, 2012, 04:09:06 pm
visitors can't see pics , please register or login


visitors can't see pics , please register or login
 (http://imageshack.us/photo/my-images/515/tumblrm5dw9ctbl21r5x6pd.gif/)


long spear buse is already gone  :(


thats cool
Title: Re: cRPG: status and plans
Post by: Leshma on June 24, 2012, 04:15:53 pm
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.
Title: Re: cRPG: status and plans
Post by: Corsair831 on June 24, 2012, 04:16:54 pm
SPEEDING UP THE GAME. THANK - YOU !

all hail chadz, realiser of things that need thingumying.

except for one thing -- you're nerfing strategus econ aspect ? :/ that'd kinda suck ... the whole point of strategus is the economy ... if u nerf that its just gonna be standard noobfest running around in heavy armour as opposed to what it is atm where it's more economical to take light armour and think about your stuff ... nerf econ, nerf game
Title: Re: cRPG: status and plans
Post by: Teeth on June 24, 2012, 04:19:54 pm
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.
Title: Re: cRPG: status and plans
Post by: Leshma on June 24, 2012, 04:31:22 pm
Yeah, in battle. But on duel I have no solution for people who use str builds and are decent blockers. I've fought the same guy on two different chars, one was balanced char with pick, second was greatsword with 36/3 STF build. His first char lost 7:0 to me, second won 10 duels in a row (because I had to hit him 10 times to kill him which isn't so easy when enemy can block decently).
Title: Re: cRPG: status and plans
Post by: Chasey on June 24, 2012, 04:34:51 pm
Looks really promising, keep up the good work :wink:
Title: Re: cRPG: status and plans
Post by: karasu on June 24, 2012, 04:41:12 pm
Guess it's a good time to give it a try again, then. 

(click to show/hide)
Title: Re: cRPG: status and plans
Post by: POOPHAMMER on June 24, 2012, 04:41:18 pm
my body is ready
Title: Re: cRPG: status and plans
Post by: Cicero on June 24, 2012, 04:41:31 pm


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.

In 2 years finally i put + on chadz post
Title: Re: cRPG: status and plans
Post by: Shemaforash on June 24, 2012, 04:43:08 pm
Really nice changes here.
Title: Re: cRPG: status and plans
Post by: Dragonz on June 24, 2012, 05:09:23 pm
Please give a chance to horse archer. I am 32 lev horse archer with 3+ horn bow and 3+ arrows. But K/D ratio was never higher than 1.
Title: Re: cRPG: status and plans
Post by: masasa on June 24, 2012, 05:21:47 pm
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.

Full respec after major changes would sound much better. This way low WPF builds could adapt to the changes without losing half of their XP.

I was a bit disappointed you didn't mention the new respec/retiring options for 31+ levels in your post, but other than that it is nice to hear you are working on new things.
Title: Re: cRPG: status and plans
Post by: Tzar on June 24, 2012, 05:28:26 pm
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.

+1 i always regretted maxing out my wm first instead of iron flesh.

You can hardly feel the difference from 3 in wm to 7.

You can expect your wpf points to be wiped when this happens.

How about Heirlooms? do we get  a reset in that too? would be great tbh

Also with all your future weapon changes n stuff would you consider making the blacksmith option free? since its kinda stupid people have to pay on top of losing 1 loom point in the first place.

The current auctions for the blacksmith is all ready low since hardly anyone borthers with since they feel they lose enough in 1 heirloom point removal.
Title: Re: cRPG: status and plans
Post by: Thovex on June 24, 2012, 05:35:17 pm
Excellent, I'm very much looking forward to this, if any of you both chadz or Cmpx read this though, please I'd like to know what happened with the Stronghold gamemode and when 32+ retirement bonusses are going to be in-game.
Title: Re: cRPG: status and plans
Post by: Ganner on June 24, 2012, 05:38:55 pm
Huzzah!

/also more colored bars ftw.
Title: Re: cRPG: status and plans
Post by: Tzar on June 24, 2012, 05:41:22 pm
32+ retirement bonusses are going to be in-game.

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.
Title: Re: cRPG: status and plans
Post by: Cicero on June 24, 2012, 05:43:15 pm
new players
who the fuck care those noobs ?
Title: Re: cRPG: status and plans
Post by: Corwin on June 24, 2012, 05:45:46 pm
@chadz

Really nice post, PR wise. I am happy to see that the main developer is capable of admitting that he is making mistakes, just like anyone else.
Anyway, I can't wait to see new stuff and improvements implemented, after all, this is practically the only game I've been playing for a year.

And yes, I would be very happy if I would see the equus africanus asinus on servers now and then. It might be helpful for the future work. Honestly, I can't understand why don't you play more, cRPG is a good fucking game.
Title: Re: cRPG: status and plans
Post by: Tzar on June 24, 2012, 05:46:05 pm
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..
Title: Re: cRPG: status and plans
Post by: IR_Kuoin on June 24, 2012, 05:49:08 pm
Yay
Title: Re: cRPG: status and plans
Post by: Cicero on June 24, 2012, 05:50:39 pm
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 ?
Title: Re: cRPG: status and plans
Post by: Ethgar on June 24, 2012, 05:52:01 pm
Glad to hear of some good changes.   I haven't been with the game long, but so far enjoyed it, and from what I've heard and read from earlier versions, it sounds like it's going to be a good mix!    Of course others can correct me on this, cause as I said I've only just completed my first gen the other night, so haven't been with the game but a few months!     
Title: Re: cRPG: status and plans
Post by: Dezilagel on June 24, 2012, 05:56:37 pm
Ah, finally. Good.

But if you're going to speed up the game then the turnspeed nerf makes even less sense imho.

I still fail to see how making most weps effectively into 2-dir ones adds depth to/improves combat.
Title: Re: cRPG: status and plans
Post by: Tomas on June 24, 2012, 06:11:23 pm
Good to know what's planned, good to know cRPG/Strat is still moving forward and even better to see a status update even if it might just be to farm renown :D
Title: Re: cRPG: status and plans
Post by: BlackCorsair_RS on June 24, 2012, 06:22:20 pm
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.

uh i hope this will be done very carefully, because  right now i think the melee speed is ideal, and if it will be increased, we will get plenty spam-spam-feint-feint-no need blocks-fighters, with only katana users  in top of all charts.

or maybe i just didnt understand what chadz said. :(
Title: Re: cRPG: status and plans
Post by: BattalGazi on June 24, 2012, 06:29:56 pm
Ok you might not like HA in the game, that is quite obvious :D, but we would be really glad if you help us get more valor on occasions. You should have an idea the total gold we lose compared to other builds considering the variety of items we carry. A little bit of valor support would be just fine. Thanks ...
Title: Re: cRPG: status and plans
Post by: Fips on June 24, 2012, 06:31:54 pm
Any news on high-lvl retirement?

Don't make me read the whole thread, pls. =(
Title: Re: cRPG: status and plans
Post by: Thovex on June 24, 2012, 06:35:36 pm
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.

It is been mentioned before, I don't care about new players - I've been playing this since it came out and only got gen 7 and I just turned lvl 32.
Title: Re: cRPG: status and plans
Post by: Tzar on June 24, 2012, 06:44:14 pm
I don't care about new players

visitors can't see pics , please register or login
Title: Re: cRPG: status and plans
Post by: Canary on June 24, 2012, 07:01:06 pm


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!
Title: Re: cRPG: status and plans
Post by: Bjarky on June 24, 2012, 07:28:58 pm
Hear, hear!
+1
Title: Re: cRPG: status and plans
Post by: Kafein on June 24, 2012, 07:36:56 pm
First chadz's post I like everything in :D
Title: Re: cRPG: status and plans
Post by: Mithus on June 24, 2012, 07:41:17 pm
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.
Title: Re: cRPG: status and plans
Post by: SirCymro_Crusader on June 24, 2012, 08:42:31 pm
Sounds interesting, good thing about the multis too.
Title: Re: cRPG: status and plans
Post by: Brrrak on June 24, 2012, 09:27:39 pm
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.

Thankfully, our resident cRPG researchers have often provided their findings with the community at large, able to be found with a search or two on the forums.  Observable effects are probably the most useful to players, rather than the hard numbers involved in what the game system does to achieve those effects.  Still, those numbers would be cool to see, a la speed bonus equations.
Title: Re: cRPG: status and plans
Post by: Jarlek on June 24, 2012, 09:33:37 pm
Yay!
Title: Re: cRPG: status and plans
Post by: Magikarp on June 24, 2012, 09:54:06 pm
So... This sounds a lot like agi-builds will get big buff (wpm buff). Any plans on making strength builds more worthwhile?

Does this also mean you'll look to revert some classes back to a state which requires more skill? Like cavalry for instance, which was changed so much that it's all about backstabbing and couching, instead of breaking enemy ranks and hunting down other cavalry players.

On that note, maybe adding a feature such as the current shield wall thing, but than for charging with teammates? (first hit does extra damage?)
Title: Re: cRPG: status and plans
Post by: Overdriven on June 24, 2012, 09:57:59 pm
Hopefully all in time for me going home from uni to a stable internet connection. Can finally play crag again and will very much look forward to the changes  :)
Title: Re: cRPG: status and plans
Post by: Miwiw on June 24, 2012, 10:07:05 pm
459 people online. Nice! And it should be more in the next hours.  :D
Title: Re: cRPG: status and plans
Post by: Thomek on June 24, 2012, 10:08:38 pm
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..
Title: Re: cRPG: status and plans
Post by: Visconti on June 24, 2012, 11:14:37 pm
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?


Asides from that, i like everything else you guys are doing, glad to know the devs have a plan for cRPG and strategus
Title: Re: cRPG: status and plans
Post by: Magikarp on June 24, 2012, 11:32:52 pm
Didnt you guys do the exact opposite with the recent turn speed nerfs on overhead and stabs?


Asides from that, i like everything else you guys are doing, glad to know the devs have a plan for cRPG and strategus
If you ask me, you are indeed right. A lot of nerfs, like the cavalry turn nerf, promote one type of play, not multiple.

Either this is another 'say A , do B'  post. Or it is a major breaktrough in their thinking, or in other words: taking the hard road, instead of the lazy nerf road.

Title: Re: cRPG: status and plans
Post by: SeQuel on June 24, 2012, 11:50:22 pm
Amazing, agree with all these points.
Title: Re: cRPG: status and plans
Post by: Banok on June 24, 2012, 11:53:31 pm
We have a general speed increase planned

if your going to increase speed can you at least increase delay between swings, spamming is already rampant (1h left swing is brokenly spam-able).

Quote
we'll change the system to something that rewards personal skill and risk more.

Nice to hear!

Quote
It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers.

if its not assist based, can we at least have assists on the scoreboard?

Quote
buffing those with weapon master skills.

Sweet, asked for this over a year ago.

Quote
or we'll hold them back for the sequelas a USP

dafaq
Title: Re: cRPG: status and plans
Post by: Magikarp on June 24, 2012, 11:54:51 pm
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.
Title: Re: cRPG: status and plans
Post by: Shadowren on June 25, 2012, 12:37:44 am
This sounds nice. But we will see   :D
Title: Re: cRPG: status and plans
Post by: bilwit on June 25, 2012, 12:55:24 am
What the fuck is a USP?
Title: Re: cRPG: status and plans
Post by: Bazinga on June 25, 2012, 01:01:06 am
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..

This bothers me so much, I had non problems what so ever with FPS, but lately ( 1 - 1/2 month) I'm getting really bad perfomances. That is a real downer for me, because I can play native just fine on almost good options with 200 people on a server.
Title: Re: cRPG: status and plans
Post by: Banok on June 25, 2012, 01:01:31 am
unique sales point thanks google
Title: Re: cRPG: status and plans
Post by: Christo on June 25, 2012, 01:11:09 am
What the fuck is a USP?

(click to show/hide)


Unique Sales Point;

"A feature that the salesman hopes will convince you to buy his product instead of another."
Title: Re: cRPG: status and plans
Post by: Count_Curtis on June 25, 2012, 01:55:18 am
Mod is better then it has ever been before
Title: Re: cRPG: status and plans
Post by: dreadnok on June 25, 2012, 03:51:01 am
hey chadz your awesome man.  can the servers handle speeding up the gameplay? i see all kinds of wackiness with some people that are fast
Title: Re: cRPG: status and plans
Post by: SixThumbs on June 25, 2012, 04:05:28 am
If you implement the wpf change could I hark in with the few others and also request the 32+ retire bonuses? Even just an additional loom point would be nice. I know we don't have all the details, or any inkling really, but going from 115 wpf to 1 wpf would really put a damper on my character.  :oops:
Title: Re: cRPG: status and plans
Post by: PhantomZero on June 25, 2012, 05:48:07 am
I didn't like proximity to the fight being required to gain xp and gold as it prevents horsies and archers from leveling up as quickly.
Title: Re: cRPG: status and plans
Post by: Rhaelys on June 25, 2012, 05:51:11 am
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.

I am very much in favor of this (and I am a 30/12 0 WM build), but I would like to see a respec of skill points. Respeccing or retirement isn't a logical option for high level characters.

Alternatively, a limited time reduction in the XP penalty for respeccing would also be welcome. Say, losing only 25% XP instead of 50% XP.
Title: Re: cRPG: status and plans
Post by: Tagora on June 25, 2012, 07:21:29 am
Okay, so I'm going to go against the grain and say something.

What I am seeing is a two steps forward and one step back approach.  I'm not going to be overly critical because I realize the mod is under ongoing development, it's just that for my character I can't imagine recent development to be an improvement.  It's a disappointment for what I consider a lot of hard effort on multiple people's parts.  Yeah, I want to see more dynamic combat, but I wonder how many more patches are we going to suffer through before we see something significantly leap in quality?  That players know they can base their time off of?

My two cents includes less frequent updating with bigger patches that implement more changes.  Thanks for the news update.
Title: Re: cRPG: status and plans
Post by: HarunYahya on June 25, 2012, 07:54:51 am
Hurray mod is once again dead !
Title: Re: cRPG: status and plans
Post by: Visconti on June 25, 2012, 08:13:05 am
I agree with Tagora, any major updates that mess with core mechanics should be thought through, and tested with a small amount experienced players from both EU and NA, before they go live
Title: Re: cRPG: status and plans
Post by: Rhygar666 on June 25, 2012, 08:36:40 am
1. Langes Messer Scabbard?
2. Lederhosen & Beer? http://forum.c-rpg.net/index.php/topic,26837.msg448284.html#msg448284
2. Lvl 31 + Retirement?
Title: Re: cRPG: status and plans
Post by: rufio on June 25, 2012, 08:45:31 am
im really glad to see somany changes lately. i had started to give up hope and think crpg would stagnate and wither, good job on breathing new life into crpg imo, keep up the good work!
Title: Re: cRPG: status and plans
Post by: joespose on June 25, 2012, 03:58:24 pm
You can expect your wpf points to be wiped when this happens.

With a big change like that why just WPF? if its really important why not a free respec so players can get some more weapon master
Title: Re: cRPG: status and plans
Post by: Kajia on June 25, 2012, 04:35:24 pm
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.

everything is fine to me. i like changes, regardless of what class might be nerfed or whatever. i love seeing a process.
thanks for sharing the plan finally.

now i have a specific wish and suggestion to make: please make it possible for everyone to use every weapon and most armors. because if you plan to work over the skill system it might be more appealing to the players when you can at least pick up everything even though you might REALLY suck at using it. i talk about strictly everything: f.i. infantry using a longbow and not hitting anything, 2handed using a shield and seeing it break with the first hit, archer picking up a maul and being vulnerable as hell because he's so slow, and so on. this would REALLY bring more depth and freedom into the game.

please, pretty please, consider this!
if players are ALLOWED to do what they want, they will feel happier, they will have more fun. even though it might not be effective - but sometimes it helps the own team = hence the game has way more possibilities and playstyles.
Title: Re: cRPG: status and plans
Post by: Elindor on June 25, 2012, 05:50:22 pm
I love skimming through the responses and reading how many people currently have little or NO WM :)

(which, coincidentally, is why WPF needed a change)
Title: Re: cRPG: status and plans
Post by: Lannistark on June 25, 2012, 06:07:57 pm
What have you done ?!?!

You killed the mod !!
Title: Re: cRPG: status and plans
Post by: Bulzur on June 25, 2012, 06:46:25 pm
Great news.
Thanks for all the work done so far.
Title: Re: cRPG: status and plans
Post by: Turboflex on June 25, 2012, 08:04:37 pm
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.
Title: Re: cRPG: status and plans
Post by: The_Bloody_Nine on June 25, 2012, 08:46:39 pm
 :)
Title: Re: cRPG: status and plans
Post by: Elindor on June 25, 2012, 08:54:50 pm
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.

yeah its a massive downward spiral.  some people go str build, then others go to be able to kill them, then MORE people go to be able to kill THEM, etc etc ....pretty soon its like a mr universe competition....oil and little thongs and all  :mrgreen:
Title: Re: cRPG: status and plans
Post by: Michael on June 25, 2012, 09:00:12 pm

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.
Title: Re: cRPG: status and plans
Post by: Thomek on June 25, 2012, 09:20:02 pm
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.
Title: Re: cRPG: status and plans
Post by: Magikarp on June 25, 2012, 09:40:00 pm
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.

And now a smily, because this post is too serious:  :D.
Title: Re: cRPG: status and plans
Post by: Skurwiwij on June 25, 2012, 10:00:00 pm
Happy (http://horixos.blox.pl/resource/happy_day.jpg)

This really happened.
Title: Re: cRPG: status and plans
Post by: Lichen on June 26, 2012, 01:23:31 am
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.
Title: Re: cRPG: status and plans
Post by: _GTX_ on June 26, 2012, 02:55:54 am
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.

Remember the insane speed. They are the only class which can actually still confuse people with feints.
Title: Re: cRPG: status and plans
Post by: Kafein on June 26, 2012, 03:07:35 am
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.

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.
Title: Re: cRPG: status and plans
Post by: Snickers on June 26, 2012, 04:16:15 am


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.
Title: Re: cRPG: status and plans
Post by: TehSoviet on June 26, 2012, 05:23:50 am
chadz. . Any time I've rambled about piking you through the chest, badmouthed you, cursed beneath my breath and raged brutally over your lazy antics, I regret it all. You are redeemed, beneath the blazing sun of the plains, the shining moon of the night, the frosted currents of the north and the glittering glaciers of the oceans! You are cleansed, purged, scrubbed, parted of all sins and evil-doings.

Our dear leader, chadz, born of a hummingbird, ruler of Emperors. Not the deity we deserve. . But the one we need.

Praise chadz! Hallelujah!
Title: Re: cRPG: status and plans
Post by: Bobthehero on June 26, 2012, 05:49:12 am
cRPG developper talking about planned stuff.

Mod is truely dead.
Title: Re: cRPG: status and plans
Post by: Knute on June 26, 2012, 06:28:18 am
Will there be a strat wipe? Me thinks when this is implemented strat should reset so some clans can start playing again.

Prices on bought/crafted equipment were reduced by 50% so people are already transitioning from peasant wars to heavy armor and all types of gear again. 

Also, there's now a separate efficiency for members of a faction that own a village and visitors so clans don't have to lock a village down with 100 gold fees to keep the population down for high efficiency anymore.  So there's plenty of places to work and recruit if a clan wanted to get back into the game.
Title: Re: cRPG: status and plans
Post by: HarunYahya on June 26, 2012, 07:10:52 am
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.

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.
Add SHIELDBASH . Unblockable strike with blunt damage which has chance to knockdown and staggers the person who got hit.
The mod is already like Jedi Academy with shitloads of people with gigantic lolswords i tried to make a shieldwall today on eu1 (It was late 3-5 am like 25v25) there were only 2 shielders besides me in the team we formed an epic shieldwall of 3 in an open field map ....
Give some love to shielders everyone can block manually average skill level of cRPG is really high now.
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.
Make them useful add "shieldbash" feauture please .
Title: Re: cRPG: status and plans
Post by: Butan on June 26, 2012, 01:59:39 pm
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.


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.
Title: Re: cRPG: status and plans
Post by: woody on June 26, 2012, 02:30:48 pm
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.

Title: Re: cRPG: status and plans
Post by: Reddy on June 26, 2012, 03:33:28 pm
Sounds promising, make me happy devs.
Title: Re: cRPG: status and plans
Post by: Elindor on June 26, 2012, 03:48:02 pm
If the XP system is to be performance based - could ASSISTS be implemented? (worth half a kill or even 1/4)

I think that this could curb the TKing as the poster above mentioned, and would help a lot of classes like archers and players that are not 30 yet, etc.
Title: Re: cRPG: status and plans
Post by: Turboflex on June 26, 2012, 04:07:52 pm
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.

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.
Title: Re: cRPG: status and plans
Post by: matt2507 on June 26, 2012, 04:33:02 pm
but if the remuneration system is changed, the repair system will also be changed ?
Title: Re: cRPG: status and plans
Post by: Duckzern on June 26, 2012, 04:49:42 pm
This is going to be good.
Title: Re: cRPG: status and plans
Post by: mandible/splinteryourjaw on June 26, 2012, 06:14:39 pm
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.

IDK the answer for this but I have to disagree w/teamhit/kill penalties.  It already sucks for archers.  I can't tell you how many times other players run in front of me when I am at full draw.  About 75% of the time I see them and can drop my bow, the other times I release as they move into the line of fire at close range.  They then have the nerve to report me for a teamhit.

I've also been reported for shooting into a castle at defenders guarding the main ladder.  Not knowing it I guess some of my team had entered another entrance and as my arrow whizzed past the main entrance it must have hit a team member because I was reported for a TH w/no teammates in my line of sight.

On poor ping (and sometimes on good ping) servers I can't tell you how many times my own teammates have outran my arrow and entered its path to get hit...yes it happens especially at longer distances.

It is a lot better but sometimes if I have an arrow nocked and get bumped or hit it will randomly fire and for some reason lately my arrow has been releasing early (but this my be a mechanical problem on my end.)

I have been TH/TK many times and have only reported the offender one time; when another archer kicked me off the wall because he wanted the arrow I wanted.  I think this system is poorly thought out, similar to killing everybody in an entire city because 1 has the cooties. 

Most of the time TH/TK are a part of the game and simply result from a teammate trying to help.  If you think it is a greedy SOB looking for an easy kill then leave and let him have it unless you also want the easy kill.  I like kills also, but would rather put one arrow in everybody I see.

I would like to know when you guys are going to add deployable salt blocks, scented with "horse in heat" urine, to the item store.  I want to buy some for battle so I can toss them in the field, and when all the cav run to lick the block: I'll shoot them in the ass!!!    from the back just like they do me :twisted:
Title: Re: cRPG: status and plans
Post by: Lichen on June 26, 2012, 07:10:58 pm
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.
Title: Re: cRPG: status and plans
Post by: Miley on June 26, 2012, 09:28:53 pm
I better start playing on my main hardcore to get it to level 35 before it becomes really hard with old cRPG exp/gold system... unless of course I get my level 40 back from old cRPG or levels changes WITH the exp/gold system.

I have 21 million exp until 35, and level 39 was a total of like 21 million exp in old cRPG. AHHHHHHHHHHHHHHHH!
Title: Re: cRPG: status and plans
Post by: TurmoilTom on June 26, 2012, 09:48:05 pm
I'll believe this when I see it.
Title: Re: cRPG: status and plans
Post by: Toffi on June 26, 2012, 10:32:30 pm
To be honest I don't like one of these "changes". But well... we'll see...  :rolleyes:
Title: Re: cRPG: status and plans
Post by: Ujio on June 26, 2012, 10:51:16 pm
Graphical version of Strategus? Do you mean like an ingame world map?


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.

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
Title: Re: cRPG: status and plans
Post by: oprah_winfrey on June 26, 2012, 11:09:10 pm
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.
Title: Re: cRPG: status and plans
Post by: Vingnir the Wanderer on June 26, 2012, 11:14:50 pm
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


I kind of like Lesh's idea with the caps and the hybrid allowance.  Of course, I'm a hybrid, so i would, but, I do see the issues involved too, think it could be balanced though, if it wasnt the only thing you did for balances sake.

maybe somehow make it easier to hybrid in melee weapons only, as thats a department most people dont have a problem w/ buffing, whenever hybrid buffing comes up, it always comes down to throwing/ranged concerns, not the OPness of multiple melee proficiencies...?

Title: Re: cRPG: status and plans
Post by: Ujio on June 26, 2012, 11:20:33 pm
Except for the fact that you can't effectivly kick as a shielder.

Not quite sure what you mean
Title: Re: cRPG: status and plans
Post by: Magikarp on June 26, 2012, 11:20:53 pm
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) hehehe
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.
Title: Re: cRPG: status and plans
Post by: Vingnir the Wanderer on June 26, 2012, 11:31:23 pm
For hybrids, you could just make it cheaper to get points in MELEE profiencies ONLY. With a cap, that eliminates' too far' extremes, and encourages multiple weapon proficiencies. (Less of a steep curve on the points spent vs wpf)

Then you eliminate buffing the ranged hybrids mostly. 





Title: Re: cRPG: status and plans
Post by: oprah_winfrey on June 27, 2012, 12:03:10 am
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.
Title: Re: cRPG: status and plans
Post by: Visconti on June 27, 2012, 07:34:16 am
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.
Title: Re: cRPG: status and plans
Post by: TucKMuncK on June 27, 2012, 09:36:43 am
I would like to see key (example left alt) that gives you walking speed which is same with every player. :DD
Title: Re: cRPG: status and plans
Post by: Ujio on June 27, 2012, 05:29:15 pm
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 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 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 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
Title: Re: cRPG: status and plans
Post by: oprah_winfrey on June 27, 2012, 05:36:48 pm
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

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.
Title: Re: cRPG: status and plans
Post by: Oberyn on June 27, 2012, 06:43:33 pm
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

I've been a 1h/cav lancer hybrid ever since the slot change, and it's probably the one really workable hybrid in the game. Why are you QQ'ing?


Strength:15
Agility:21

One Handed:107
Polearm:140

Weapon Master:7
Athletics:5
Riding:7
Iron Flesh:4
Shield:4
Power Strike:5

I managed to squeeze in 4 IF and this is a build for arabian horse, even easier if you use a horse with less requirements.

Title: Re: cRPG: status and plans
Post by: Oberyn on June 27, 2012, 06:43:57 pm
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.

/QQ
Title: Re: cRPG: status and plans
Post by: Vibe on June 27, 2012, 08:11:18 pm
i liked the post but didn't +1 ;V
Title: Re: cRPG: status and plans
Post by: Teeth on June 27, 2012, 08:43:41 pm
i liked the post but didn't +1 ;V
You rebel!
Title: Re: cRPG: status and plans
Post by: Osiris on June 27, 2012, 09:17:48 pm
How to make the game more noob friendly but keep a high skill level hmm. Perhaps something like variable animations. For 2h maybe the current ones with a weaker stab and improve the current secondary mode, maybe add a third with wild swings with higher damage weak stab but makes the weapon unbalanced. Probably very hard to code and balance i don't know I'm not a PC man, would be interesting tho,
Title: Re: cRPG: status and plans
Post by: v/onMega on June 27, 2012, 09:48:03 pm
what about getting a decent balance on?

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?
Title: Re: cRPG: status and plans
Post by: Magikarp on June 27, 2012, 10:36:17 pm
/QQ
Doubleposter, at least make it worthwhile when you do.  :wink:

what about getting a decent balance on?

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 think they are gonna look at the basics again, seeing as how they emphasized their work isn't done yet.
Title: Re: cRPG: status and plans
Post by: Visconti on June 27, 2012, 11:24:47 pm
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.
Title: Re: cRPG: status and plans
Post by: Tagora on June 28, 2012, 12:29:05 am
Overheard swings were already incredibly easy to chamber. 
Title: Re: cRPG: status and plans
Post by: Rhaelys on June 28, 2012, 12:58:18 am
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.
Title: Re: cRPG: status and plans
Post by: Frell on June 28, 2012, 02:05:37 am
visitors can't see pics , please register or login



Then, crpg is done.
Title: Re: cRPG: status and plans
Post by: KaMiKaZe_JoE on June 28, 2012, 02:09:28 am
YOU'RE NERFING CAV RIGHT?

RIGHT?!
Title: Re: cRPG: status and plans
Post by: Visconti on June 28, 2012, 05:43:58 am
I double right swing people who attempt to overhead me after they block with my 88 speed Mighty Great Long Bardiche.

Exactly... the only time you could really overhead effectively was after you hit someone, but now... chances are they will move slightly and you will miss
Title: Re: cRPG: status and plans
Post by: justjr on June 28, 2012, 03:36:50 pm
Please, PLEASE, PLEEEEASE! Say that it's going to be a assist points system.
Worthing 2 ~ 4 a kill, or even beter, with assist points separated from kills.
Don't you want to improve the team fight? SO GET A F*$%&@! ASSIST POINT SYSTEM!

Ca I has assist points please? *_*

Ya folks should inspire yaselves with TF2 and BF3 point system, cause points are everything, reward for a teamwork is essencial for it to really work in online gaming.
Not to mention a voice chat, but ok for that there is teamspeak...
Title: Re: cRPG: status and plans
Post by: Blackzilla on June 28, 2012, 04:11:36 pm
Just, I dont if I could manage hearing some of the people that play this game in-game.
Title: Re: cRPG: status and plans
Post by: justjr on June 28, 2012, 04:40:09 pm
I think ya coulda mute them voice too :P
Title: Re: cRPG: status and plans
Post by: oprah_winfrey on June 28, 2012, 04:44:57 pm
I think ya coulda mute them voice too :P

I feel as though most people would be muting 80% of the server. 12% of the remaining players would be in your clan, so you already can talk to them via ts/vent and the other 8% of the non retards that play this game.
Title: Re: cRPG: status and plans
Post by: justjr on June 28, 2012, 04:49:58 pm
idk, could be fun sometimes x)
Title: Re: cRPG: status and plans
Post by: ZigZag on June 28, 2012, 05:01:25 pm
Very interesting to see what the new EXP / Gold system would be like.
Title: Re: cRPG: status and plans
Post by: Baggy on June 28, 2012, 05:06:53 pm
idk, could be fun sometimes x)
No.
Title: Re: cRPG: status and plans
Post by: justjr on June 28, 2012, 05:22:45 pm
But the important thing is ASSIST POINTS
Title: Re: cRPG: status and plans
Post by: Elindor on June 28, 2012, 05:34:02 pm
^ this.
Title: Re: cRPG: status and plans
Post by: Alceste Jambot on June 28, 2012, 06:46:39 pm
^
^ this

edit : damn, new page...
Title: Re: cRPG: status and plans
Post by: Son Of Odin on June 28, 2012, 11:10:53 pm
visitors can't see pics , please register or login


THIS SOUNDS AWESOME!
Title: Re: cRPG: status and plans
Post by: JOPOTINTTI on June 29, 2012, 12:30:01 am
reset all chars imo
Title: Re: cRPG: status and plans
Post by: Bobthehero on June 29, 2012, 12:54:09 am
No, ban that guy. ^
Title: Re: cRPG: status and plans
Post by: Huey Newton on June 29, 2012, 04:58:41 am
shit game
Title: Re: cRPG: status and plans
Post by: Ubereem on June 29, 2012, 06:49:13 am
can u make it easier/faster to build towers, catapults and ballistas. maybe add a spike wall(sort of like siege shield) or soemthing to help defend against cavalry. how about a capture the flag mode with two opposing castles. this would maybe give a reason to build towers, catapults and ballistas. this will also allow for much longer rounds and greater ways to earn xp

why is NA siege down all the time?:(
Title: Re: cRPG: status and plans
Post by: Patoson on June 29, 2012, 07:58:01 am
I would like to see key (example left alt) that gives you walking speed which is same with every player. :DD

Then everyone would turn into the "crazy German kid" whenever they were walking and wanted to check the scoreboard. :D
Title: Re: cRPG: status and plans
Post by: Zerran on June 29, 2012, 09:44:47 am
All points sound good to me. A bit skeptical of actually seeing 1-3, but will stay positive for now.   :P
Title: Re: cRPG: status and plans
Post by: Ujio on June 29, 2012, 04:22:53 pm
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.

True enough, there would need to be some sort of major disadvantage to the shield bash. Maybe you wouldn't be able to turn once committed to a shield bash. So it could be easily sidestepped
Title: Re: cRPG: status and plans
Post by: oprah_winfrey on June 29, 2012, 09:13:18 pm
If these changes are as big as you say they will be, I hope you are planning to buff xp and/or retirement bonus so that it is easier for players to experiment with new wpf values, builds, etc.
Title: Re: cRPG: status and plans
Post by: Ubereem on June 30, 2012, 11:21:53 am
regarding the xp changes:

as long as it doesnt take any longer to reach 31 then idc what they do. also on siege what are they gonna do? in siege u need certain number of troops to guard the flag while the rest of the team guards the walls. u know just incase there are flag ninjas or enemies break the line. how are they gonna deal with this? seriously if everyone guards the walls then the flag is wide open. i have a bad feeling about this change
Title: Re: cRPG: status and plans
Post by: Zandieer on June 30, 2012, 02:01:31 pm
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. :D
Title: Re: cRPG: status and plans
Post by: Ubereem on June 30, 2012, 10:58:56 pm
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. :D
the 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
Title: Re: cRPG: status and plans
Post by: Duvain on July 01, 2012, 12:27:08 am
yes yes goood
Title: Re: cRPG: status and plans
Post by: FRANK_THE_TANK on July 01, 2012, 01:26:06 am
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.

There is one change you need to make and everything will be sweet.

Recruit 5-10 troops per tick!!! (I'm not againt getting 5-10 goods per tick as well)

That is now the only real bottle neck, trading is great fun and it gives you options when taking the fight to your enemy so keep it 100%
Title: Re: cRPG: status and plans
Post by: Gravoth_iii on July 01, 2012, 01:38:53 am
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..
Title: Re: cRPG: status and plans
Post by: Brrrak on July 01, 2012, 02:50:18 am
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..

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.

(click to show/hide)
Title: Re: cRPG: status and plans
Post by: Christo on July 01, 2012, 02:51:49 am
You looked at this one too, ha! :mrgreen:

"Quote" button does wonders.
Title: Re: cRPG: status and plans
Post by: Gravoth_iii on July 01, 2012, 03:07:46 am
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.

(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.
Title: Re: cRPG: status and plans
Post by: Brrrak on July 01, 2012, 05:16:10 am
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?
Title: Re: cRPG: status and plans
Post by: Rhaelys on July 01, 2012, 06:00:38 am
From the players' or opponents' left?

Are swings ever described from the opponent's perspective?

The intended meaning is probably left-to-right swing, from the attacker's perspective.
Title: Re: cRPG: status and plans
Post by: Grumbs on July 01, 2012, 01:20:08 pm
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.
Title: Re: cRPG: status and plans
Post by: Butan on July 01, 2012, 04:13:24 pm
: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.

It glances when the weapon momemtum isnt enough to cause damage : too close and the animation didnt begin (no momentum), too far and the animation is over (no momemtum).

While one can argue that the 1H stab can hit at very close range, and hoplites cant, and I think they should too (even more than 1H, because they dont have much attack directions); the glancing at the end of the animation is normal.


P.S.: new patches please.
Title: Re: cRPG: status and plans
Post by: Grumbs on July 01, 2012, 05:10:54 pm
Hmm since the patch I feel like the stab is less reliable, even if you aren't too close. Dunno what it is, even if you connect it seems to glance more
Title: Re: cRPG: status and plans
Post by: Chasey on July 01, 2012, 06:31:25 pm
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 patch
Title: Re: cRPG: status and plans
Post by: Blackzilla on July 01, 2012, 06:37:11 pm
Ya My Fps is dropping more frequently now, also my ping is higher.
Title: Re: cRPG: status and plans
Post by: akapraf on July 02, 2012, 12:43:18 am


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.

Pls take in consideration throwers
With this xp system, i know if i kill 3-4 horses ( not the rider ) that i help my team to win and gain some xp, if i will not gain any xp by doing this, i'm sure that i will never risk my life to hunt cav

PS:sry for my bad english
Title: Re: cRPG: status and plans
Post by: Frell on July 02, 2012, 02:47:43 am
Be sure to only count horses being ridden. PETA doesn't want assists for the standing ones.
Title: Re: cRPG: status and plans
Post by: Jarlek on July 02, 2012, 03:06:50 am
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 patch
Yeah. Starting to get the it on foot too :(
Title: Re: cRPG: status and plans
Post by: Andswaru on July 02, 2012, 09:23:56 am
Its even worse in the siege server this "rubber banding effect".
Title: Re: cRPG: status and plans
Post by: [ptx] on July 02, 2012, 09:42:26 am
I am also experiencing a low loom point amount, needs fixing asap.
Title: Re: cRPG: status and plans
Post by: Paul on July 02, 2012, 12:07:27 pm
Word is on the street that WSE is also partly responsible for the problems the European Union is facing at the moment. Fix please!
Title: Re: cRPG: status and plans
Post by: Vibe on July 02, 2012, 12:15:08 pm
WSE bugs caused Italy to lose yesterday, cmp fix
Title: Re: cRPG: status and plans
Post by: Lech on July 02, 2012, 01:32:41 pm
WSE bugs caused Italy to lose yesterday, cmp fix
He won't, he bet 10 ewro on germans.
Title: Re: cRPG: status and plans
Post by: Kafein on July 02, 2012, 02:37:42 pm
Word is on the street that WSE is also partly responsible for the problems the European Union is facing at the moment. Fix please!

qft
Title: Re: cRPG: status and plans
Post by: woody on July 02, 2012, 04:12:21 pm
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.
Title: Re: cRPG: status and plans
Post by: Lech on July 02, 2012, 04:27:29 pm
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.

How about no?
Title: Re: cRPG: status and plans
Post by: FleetFox on July 02, 2012, 06:49:27 pm
Anyone heard of any news, for example ETA?  :)
Title: Re: cRPG: status and plans
Post by: dynamike on July 02, 2012, 08:43:55 pm
Anyone heard of any news, for example ETA?  :)

Good news for you, I heard PETA is now saving the fox population!
Title: Re: cRPG: status and plans
Post by: Brrrak on July 03, 2012, 02:38:46 am
Word is on the street that WSE is also partly responsible for the problems the European Union is facing at the moment. Fix please!

Dé a sus disculpas a España en este momento, por hacer un crimen atroz.

(click to show/hide)
Title: Re: cRPG: status and plans
Post by: DrKronic on July 03, 2012, 06:04:15 am

We're here to stay.

Nuff said.


this I like, keep on tinkering brother
Title: Re: cRPG: status and plans
Post by: Elmuri on July 03, 2012, 02:32:46 pm
Any news when will high level retirement bonuses come? Cause it would be stupid to retire or respec now from lvl 33 if you would soon get more looms or something
Title: Re: cRPG: status and plans
Post by: TanukiTaco on July 03, 2012, 03:12:28 pm
thanks for the update! looking forward to some needed changes and good luck.
Title: Re: cRPG: status and plans
Post by: Fips on July 03, 2012, 03:44:31 pm
Teamkills/Teamhits near you should also be rewarded, because sometimes it's just best to get some chaos going and provoke teamkills :O
Title: Re: cRPG: status and plans
Post by: Miwiw on July 03, 2012, 04:05:58 pm
In most cases there are tks if 2h are near tho Fips. Not neccessarily your skill.  :mrgreen:
Title: Re: cRPG: status and plans
Post by: FleetFox on July 03, 2012, 08:41:53 pm
Good news for you, I heard PETA is now saving the fox population!

That is good news :P
Title: Re: cRPG: status and plans
Post by: RUSSOxD2366 on July 04, 2012, 01:57:41 pm
Please Remember to add new slot system.

THUMPS UP FOR 1 SLOT 3H WEAPONS!
Title: Re: cRPG: status and plans
Post by: justjr on July 04, 2012, 04:36:01 pm
What about 4h weapons?
Title: Re: cRPG: status and plans
Post by: Fips on July 04, 2012, 05:02:41 pm
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 =P
Title: Re: cRPG: status and plans
Post by: Ealoseum on July 04, 2012, 06:31:04 pm
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 =P
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
Title: Re: cRPG: status and plans
Post by: Tagora on July 05, 2012, 12:54:13 am
Quote
What can be said at all can be said clearly; and whereof one cannot speak thereof one must be silent.
-Wittgenstein
Title: Re: cRPG: status and plans
Post by: Vicious666 on July 05, 2012, 01:42:55 am
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.



i am very happy about all of this wpf-speed-rebalance  etc , but really it took  you  a year to realize and admit what me and others where screaming around since the new xp system come up ?

i understand sometimes community can be problematic,  but   when majority say the same thing maybe community is right better later then never i suppose, it was a long time i not where agreeing with your changement, not that you give a fuck about it, but i am glad we are on same page again:=)
Title: Re: cRPG: status and plans
Post by: Lech on July 05, 2012, 06:13:05 pm

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.

I hope factions will still be able to enforce equipment (via crafting or equivalent). I don't want to see weeabos and tincans fighting on my side.
Title: Re: cRPG: status and plans
Post by: oprah_winfrey on July 05, 2012, 11:55:00 pm
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.
Title: Re: cRPG: status and plans
Post by: Ealoseum on July 06, 2012, 12:17:20 pm
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:)
Title: Re: cRPG: status and plans
Post by: Christo on July 06, 2012, 12:20:39 pm
Is it possible to tell us when will these plans become reality?

(click to show/hide)
Title: Re: cRPG: status and plans
Post by: Alexander_TheGreat_ on July 06, 2012, 01:12:58 pm
What will happen to us agiwhores who have a too high wpf? :O
Wpf giving back so we can put to some other weapons, or just disappear :O
Title: Re: cRPG: status and plans
Post by: Kafein on July 06, 2012, 05:13:48 pm
-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.
Title: Re: cRPG: status and plans
Post by: Harafat on July 06, 2012, 05:46:13 pm

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.

On topic: Bravo for strat being about battles again!
Title: Re: cRPG: status and plans
Post by: Tagora on July 08, 2012, 06:03:17 am
Symbolism is as useful as the person conjuring symbols.
Title: Re: cRPG: status and plans
Post by: Kafein on July 09, 2012, 12:46:57 am
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.
Title: Re: cRPG: status and plans
Post by: autobus on July 09, 2012, 12:20:37 pm
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.


no
Title: Re: cRPG: status and plans
Post by: Cup1d on July 15, 2012, 04:55:16 pm
nothing new except plans eh?
Title: Re: cRPG: status and plans
Post by: Micah on July 15, 2012, 09:32:06 pm
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.


no
agreed
all crpg players are liars
Title: Re: cRPG: status and plans
Post by: oprah_winfrey on July 18, 2012, 08:51:27 pm
I haven't read this whole thread, but do we know approximately when the new wpf curve will be implemented?
Title: Re: cRPG: status and plans
Post by: Elindor on July 18, 2012, 09:55:49 pm
I haven't read this whole thread, but do we know approximately when the new wpf curve will be implemented?

^ This.
Title: Re: cRPG: status and plans
Post by: Rhekimos on July 18, 2012, 10:09:49 pm
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.
Title: Re: cRPG: status and plans
Post by: oprah_winfrey on July 18, 2012, 10:20:14 pm
This would be interesting to have some idea of, at least.

Yeah, I plan to stop retiring, but it is hard to come up with a concrete build without knowing if it is going to be worth it to drop some points in WM.
Title: Re: cRPG: status and plans
Post by: Corwin on July 18, 2012, 11:35:53 pm
TBH, I don't even see the point? To further reduce already crippled diversity of builds? So virtually everyone play 18/21 or 21/18?
Title: Re: cRPG: status and plans
Post by: Tzar on July 20, 2012, 04:25:58 pm
GIEF WPF BUFF NOW PLOXXXXXXXXXXXX :!: :!: :!:
Title: Re: cRPG: status and plans
Post by: Leshma on July 20, 2012, 05:24:37 pm
Archers are going to get the same buff...
Title: Re: cRPG: status and plans
Post by: XyNox on July 20, 2012, 07:04:00 pm
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.
Title: Re: cRPG: status and plans
Post by: Bulzur on July 20, 2012, 10:18:31 pm
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.

And mine will be crippled for eternity. ^^
(click to show/hide)
Title: Re: cRPG: status and plans
Post by: Butan on July 21, 2012, 05:31:25 pm
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...
Title: Re: cRPG: status and plans
Post by: Jarlek on July 21, 2012, 06:19:19 pm
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?
Title: Re: cRPG: status and plans
Post by: Butan on July 21, 2012, 10:03:30 pm
Developers if you prefer.
Title: Re: cRPG: status and plans
Post by: Tagora on July 21, 2012, 10:33:50 pm
(click to show/hide)
Title: Re: cRPG: status and plans
Post by: cmp on July 21, 2012, 11:07:59 pm
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).
Title: Re: cRPG: status and plans
Post by: karasu on July 21, 2012, 11:09:56 pm
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).

Like Paul accidentally the whole sheet?
Title: Re: cRPG: status and plans
Post by: Zlisch_The_Butcher on July 21, 2012, 11:10:22 pm
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!"
Title: Re: cRPG: status and plans
Post by: Zlisch_The_Butcher on July 21, 2012, 11:10:45 pm
Like RON Paul RULES! accidentally the whole sheet?
Agreed.
Title: Re: cRPG: status and plans
Post by: Jarlek on July 21, 2012, 11:53:51 pm
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).
Yay!

If you need testers, you know where to find me!
Title: Re: cRPG: status and plans
Post by: Butan on July 22, 2012, 02:58:01 am
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).

One post can change everything; yours did :wink:
Title: Re: cRPG: status and plans
Post by: Adam_Bomb on July 24, 2012, 11:55:09 pm
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.

Sorry if this has been addressed, didnt have the time to read 17 pages.. So does "proximity based" mean that someone who makes the majority of their kills from long range (arby user) will be screwed when it comes to XP gain?
Title: Re: cRPG: status and plans
Post by: Dooz on July 26, 2012, 02:33:17 am
Big changes in August scares me. Change is scary. Or dolla dolla bills ya'll for me.
Title: Re: cRPG: status and plans
Post by: Micah on July 28, 2012, 06:00:51 pm
... we'll hold them back for the sequel ...
+
... there will be big changes somewhere in August ...
=
(click to show/hide)
Title: Re: cRPG: status and plans
Post by: Turkhammer on July 28, 2012, 07:16:59 pm





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.






All great points chadz but hopefully you will reward players providing "assists" or giving damage to the other team.  As a hopilite I distract, weaken and sometimes kill opponents while giving a chance for my heavier hitting team mates to finish them off.  Also support players give good service for unhorsing cavalry.  If xp is to be based on performance, these types of actions should be accounted for also.
Title: Re: cRPG: status and plans
Post by: Oberyn on July 28, 2012, 07:28:08 pm
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.
Title: Re: cRPG: status and plans
Post by: Shub on July 28, 2012, 10:19:48 pm
I would be happy to see System msges ,reports of dmg dealth , headshots and crit -just like  it was done in singleplayer . I miss that a lot.
Its like mini achivment -to see u  have dealt 9999 dmg to some thing . \o/
Title: Re: cRPG: status and plans
Post by: Zlisch_The_Butcher on July 29, 2012, 11:05:00 pm
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.
Title: Re: cRPG: status and plans
Post by: Jarlek on July 29, 2012, 11:20:08 pm
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.
Title: Re: cRPG: status and plans
Post by: Murmillus_Prime on July 30, 2012, 03:22:55 am
At fifteen, I had the will to  learn ; at thirty, I could stand ; at forty, I had no  doubts ; at fifty, I understood the heavenly Bidding ;  at sixty, my ears were opened ; at seventy, I could  do as my heart lusted without trespassing from the  square.!
Title: Re: cRPG: status and plans
Post by: BD_Baby_Wolf on July 30, 2012, 01:08:28 pm
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.

+1 here.
Title: Re: cRPG: status and plans
Post by: Visconti on July 30, 2012, 02:17:13 pm
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.

Best idea in thread, +1
Title: Re: cRPG: status and plans
Post by: Elindor on July 30, 2012, 06:08:42 pm
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).
Title: Re: cRPG: status and plans
Post by: Digglez on July 30, 2012, 06:19:13 pm
speeding up melee swing speed sounds like pretty dumb idea.  Mod should really have a 5% chance of any parry failing, resulting in 1 of the parties getting hit by a richochet/loose weapon or possible disarming.  WPF should help prevent that
Title: Re: cRPG: status and plans
Post by: Tor! on July 30, 2012, 06:24:06 pm
anything that has something to do with chance is a bad thing
Title: Re: cRPG: status and plans
Post by: Teeth on July 30, 2012, 07:15:24 pm
Randomization lowers the skill required in a game. Can't believe you actually suggest such a thing. GTFO.

The skill ceiling should be increased by speeding up the game and adding more depth to the combat system. Which is the approach they're taking, I just hope they hurry up.
Title: Re: cRPG: status and plans
Post by: Peasant_Woman on July 30, 2012, 07:20:51 pm
Less random = more skill its true.

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.
Title: Re: cRPG: status and plans
Post by: Teeth on July 30, 2012, 07:47:53 pm
Less random = more skill its true.

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.
If you speed every weapon up by 10%, nothing is going to changes spam-wise, everyone just needs to block faster.
Title: Re: cRPG: status and plans
Post by: oprah_winfrey on July 30, 2012, 08:04:58 pm
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).

I would rather just see Agi/WM builds buffed, not str builds nerfed.

Quote
If you speed every weapon up by 10%, nothing is going to changes spam-wise, everyone just needs to block faster.

I agree with this, unless it is so fast that players won't be able to react in time. This seems like it would only be a problem if the wpf carryover was added back, where some players had 300+ WPF.
Title: Re: cRPG: status and plans
Post by: Digglez on July 30, 2012, 08:14:53 pm
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
Title: Re: cRPG: status and plans
Post by: oprah_winfrey on July 30, 2012, 08:26:50 pm
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?
Title: Re: cRPG: status and plans
Post by: Digglez on July 30, 2012, 08:36:26 pm
I guess games like chess and go are boring as well right?

Yep, which is why you see them broadcast all the time and they get such good ratings.
Title: Re: cRPG: status and plans
Post by: Teeth on July 30, 2012, 08:42:04 pm
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
You 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
And 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.
Title: Re: cRPG: status and plans
Post by: Tor! on July 30, 2012, 08:44:36 pm
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.
Title: Re: cRPG: status and plans
Post by: Digglez on July 30, 2012, 08:56:53 pm
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, its called improvising, it makes things alot more entertaining than sitting there dueling for 5 minutes. So unless you're going to add a weapon health & armor system, you need a system to break the stalemate of invincible weapons
Title: Re: cRPG: status and plans
Post by: oprah_winfrey on July 30, 2012, 09:01:09 pm
Yep, which is why you see them broadcast all the time and they get such good ratings.

You are right, if the devs add your suggestion, ESPN will be broadcasting strat battles tomorrow.
Title: Re: cRPG: status and plans
Post by: Tears of Destiny on July 30, 2012, 09:46:51 pm
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?

As for the current system of the random damage variable of armor giving 50% to 100% effectiveness, that too is a bad mechanic imo.

If you are randomly disarmed, there is no improvising. Eve if you had a backup weapon, you will die 100% of the time due to the opponent spamming you to death before the painfully slow equip animation goes into play.

EDIT: I also want to point out that people were not as disarmed on the battlefield as Hollywood likes to pretend: http://en.wikipedia.org/wiki/Lanyard
Title: Re: cRPG: status and plans
Post by: Penitent on July 30, 2012, 11:09:29 pm
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.
Title: Re: cRPG: status and plans
Post by: Jarlek on July 30, 2012, 11:36:25 pm
Tor you need to back off. Digglez is the #1 NA 1h cav & hybrid thrower!

(click to show/hide)
Title: Re: cRPG: status and plans
Post by: Kafein on July 30, 2012, 11:57:18 pm
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.
Title: Re: cRPG: status and plans
Post by: Zandieer on July 31, 2012, 12:03:26 am
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.

cRPG needs a luck skill. I'd be the first guy to get 14+ luck :lol:
Title: Re: cRPG: status and plans
Post by: Penitent on July 31, 2012, 12:18:05 am
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.

Good thing we don't have to choose.  The best games have both. :)
Title: Re: cRPG: status and plans
Post by: Leshma on July 31, 2012, 01:05:07 am
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.
Title: Re: cRPG: status and plans
Post by: Kafein on July 31, 2012, 01:24:28 am
Chess isn't skill-less, but I would agree that is boring.

Random factor is there to simulate chaos on medieval battlefield.

There is no need for a random factor when things as unpredictable as reflexes, internet connections, 100 players on the same field, turning speed, weapon sweetspots and zones of impact are modelled. All of this is actually much more unpredictable than repetitive random events.


On top of that, the M&B combat could be considered as having hidden information since most people think ahead what they will do at least a little (not everything is reflexes). Even if the game was 100% deterministic, humans aren't (or atleast not to a point another human can use it) so it would make very little difference with what we have now.
Title: Re: cRPG: status and plans
Post by: Zlisch_The_Butcher on July 31, 2012, 03:24:00 am
Tor you need to back off. Digglez is the #1 NA 1h cav & hybrid thrower!

(click to show/hide)
Seriously, Digglez need to realize I'm the real 1# NA hybrid thrower.
Title: Re: cRPG: status and plans
Post by: Jarlek on July 31, 2012, 03:56:48 am
Seriously, Digglez need to realize I'm the real 1# NA hybrid thrower.
And you're not even NA  :mrgreen:
Title: Re: cRPG: status and plans
Post by: Zlisch_The_Butcher on July 31, 2012, 04:07:30 am
And you're not even NA  :mrgreen:
Jarlek, I'm fucking American, ok? Berenger is the guy who isn't NA.
Title: Re: cRPG: status and plans
Post by: Jarlek on July 31, 2012, 04:13:29 am
Jarlek, I'm fucking American, ok? Berenger is the guy who isn't NA.
You will always be a Swede. Nothing more :P
Title: Re: cRPG: status and plans
Post by: Zlisch_The_Butcher on July 31, 2012, 04:18:30 am
You will always be a Swede. Nothing more :P
Berenger, you, and Thomek, are the Swedes, you're all just trying to hurt my reputation as an American god of stuff.
Title: Re: cRPG: status and plans
Post by: Jarlek on July 31, 2012, 05:06:59 am
Berenger, you, and Thomek, are the Swedes, you're all just trying to hurt my reputation as an American god of stuff.
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Title: Re: cRPG: status and plans
Post by: IR_Kuoin on August 05, 2012, 03:27:03 pm
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.
Title: Re: cRPG: status and plans
Post by: Jarlek on August 05, 2012, 03:36:51 pm
Last time I checked Thomek was norwegian.
He just mad that he ain't superior gorilla (aka, Norwegian) like us.
Title: Re: cRPG: status and plans
Post by: IR_Kuoin on August 05, 2012, 03:39:28 pm
He just mad that he ain't superior gorilla (aka, Norwegian) like us.

 :lol:
Title: Re: cRPG: status and plans
Post by: Zildjan on August 14, 2012, 04:55:21 pm
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!
Title: Re: cRPG: status and plans
Post by: Bryggan on August 17, 2012, 03:31:21 am
For anyone who's played outside the duel servers, you'll notice there is a lot of randomness already.  There's that random chance a cav will come galloping around the corner and smack ya or stick a lance in your head- that will cause your block to fail.  There is a random chance you'll get a ranged missile in the back, another thing that will cause your block to fail.  Also a large mob of infantry could swarm you, or a thrower will start tossing axes at you every time you get out of the face hug, or hundreds of other things.

It's not often you see a full length duel in battle or siege*; there is always some random factor putting an end to it.

*Except when people are being polite and they let the last guy standing duel each of their team til he dies.
Title: Re: cRPG: status and plans
Post by: Braeden on August 17, 2012, 03:39:46 am
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!

Even if you win Digglez will be the best 1h cav polearm thrower 2h archer crossbow 1h again.  It is known.
Title: Re: cRPG: status and plans
Post by: DarkFox on August 17, 2012, 10:52:00 am
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
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.
  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.
Title: Re: cRPG: status and plans
Post by: duurrr on August 17, 2012, 05:32:24 pm
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.
  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.
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

but this is the only "rpg" game that has somewhat of a high skill ceiling, you could shine on battle BEFORE if you picked your fights well and outplayed everyone, now its just kinda meh, ill go play siege instead, where i can actually get into winnable outnumbered situation (no range/cav)

Title: Re: cRPG: status and plans
Post by: oprah_winfrey on August 27, 2012, 03:44:25 pm
Any update on the ETA? We are running out of days in august .

edit: I assume removing the cool down on STF is a nod to the patch coming soon.
Title: Re: cRPG: status and plans
Post by: Cup1d on August 31, 2012, 12:47:37 pm
Any update on the ETA? We are running out of days in august .

Are you sure that's mean august of 2012?
Title: Re: cRPG: status and plans
Post by: Cepeshi on August 31, 2012, 01:33:35 pm
"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.


well, go fk yourselves then  :mrgreen:


Also, the leshma suggestion for wpf, dont like that either.  What if the agi guys want to have one ultrafast weapon and not go hybrid? What if i preffer having 170wpf over having 130 in two proffs? That is what i called "forced hybridization". When will people finally understand that every build has its pros and cons. You cannot have fucking everything.


And, tbh, if you want to play more roles, gimp yourself, feel free, but do not force that upon others please.
Title: Re: cRPG: status and plans
Post by: Fasader on August 31, 2012, 02:25:47 pm
mod is ded.
Title: Re: cRPG: status and plans
Post by: oprah_winfrey on August 31, 2012, 05:28:50 pm
Are you sure that's mean august of 2012?

Tricky devs.
Title: Re: cRPG: status and plans
Post by: Doppel on September 01, 2012, 05:13:10 pm
Maybe some information about the status of the update?  :rolleyes:
Title: Re: cRPG: status and plans
Post by: Iymore on September 03, 2012, 10:37:37 pm
Maybe some information about the status of the update?  :rolleyes:
Title: Re: cRPG: status and plans
Post by: Latvian on September 03, 2012, 10:38:04 pm
Maybe some information about the status of the update?  :rolleyes:
Title: Re: cRPG: status and plans
Post by: ramboTotalWar on September 03, 2012, 11:41:07 pm
Maybe some information about the status of the update?  :rolleyes:
Title: Re: cRPG: status and plans
Post by: PhigNewtenz on September 06, 2012, 10:34:21 pm
Maybe some information about the status of the update?  :rolleyes:
Title: Re: cRPG: status and plans
Post by: Hansen on September 07, 2012, 10:56:19 am
yeah could be nice with some status and update. We are alot of people looking forward to this :)
Title: Re: cRPG: status and plans
Post by: highglandeur on September 07, 2012, 04:45:26 pm
At fifteen, I had the will to  learn ; at thirty, I could stand ; at forty, I had no  doubts ; at fifty, I understood the heavenly Bidding ;  at sixty, my ears were opened ; at seventy, I could  do as my heart lusted without trespassing from the  square.!!!!!!!!!!!!!!!!
Title: Re: cRPG: status and plans
Post by: Arrowblood on September 07, 2012, 07:38:32 pm

Maybe some information about the status of the update?  :rolleyes:

(click to show/hide)
Title: Re: cRPG: status and plans
Post by: Elmuri on September 08, 2012, 01:55:36 pm
Maybe some information about the status of the update?  :rolleyes:
Title: Re: cRPG: status and plans
Post by: Aljo on September 08, 2012, 05:54:46 pm
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!
Title: Re: cRPG: status and plans
Post by: matt2507 on September 12, 2012, 12:17:50 am
Maybe some information about the status of the update?  :rolleyes:
Title: Re: cRPG: status and plans
Post by: Vilde_II on September 12, 2012, 02:11:46 pm
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!

Can't agree more on the exp/gold system.. I've been waiting for a change and if it's now finally coming, I will most definitely start playing again along with a couple friends that quit just because of this same reason.    :wink:

Also it's pretty ironic that I've got flamed here couple of times by just suggesting a change :::DDDDD  F*** you ppl who flamed me >: O
Title: Re: cRPG: status and plans
Post by: Aljo on September 12, 2012, 09:12:07 pm


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Title: Re: cRPG: status and plans
Post by: Butan on September 13, 2012, 01:23:15 pm

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Title: Re: cRPG: status and plans
Post by: MarQ on September 13, 2012, 03:13:41 pm
Bravo, kudos for admin.        I´ll be expecting the improvements! I´m the first of many, and my Clan is already aware of this game and specially this mod. Maybe in the long term, as we are dedicated in docklands UK, we can spare some slots to this mod and make it epic.  cheers.
Title: Re: cRPG: status and plans
Post by: Iymore on September 13, 2012, 05:33:19 pm
What about Turkish Forum?
Title: Re: cRPG: status and plans
Post by: Armycook_of_KSantiago on September 24, 2012, 05:09:27 am
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!
Title: Re: cRPG: status and plans
Post by: Vibe on September 24, 2012, 07:49:31 am
2. Change the multi system
 You can expect this change soon.

???
Title: Re: cRPG: status and plans
Post by: Kunio on September 25, 2012, 12:19:59 am
Im gonna reset all your gens and levels, and give you pure exp from the beginning.
Thats what i need to hear  :shock:
Title: Re: cRPG: status and plans
Post by: IR_Kuoin on September 25, 2012, 12:22:31 am
Thats what i need to hear  :shock:

Gief me your looms instead  :mrgreen:
Title: Re: cRPG: status and plans
Post by: Nordwolf on November 03, 2012, 07:49:00 pm
cRPG needs drastic changes!

Huuh, still looking forward to this :)

PS: catching us on surprise is a good thing, it's awesome, actually  :wink:
Title: Re: cRPG: status and plans
Post by: karasu on November 03, 2012, 09:23:28 pm
???

Yesh, december 2010.