Ranged: Increase the need for logistics. Archers will run out of arrows quicker, so people have to provide weapon racks to them. In general, it's intended as a nerf for archers in strat, as we've seen many people respec their main to archers since the new round of strat was announced. I don't like that it turns into a ranged fest, so this is my proposed counter.GF BRD
I received 2 arrows and they made less damage than a kick...must have been a horse archer.
must have been a horse archer.it was a longbow archer
mostly minor bugfixes:
- Siege tower bugging fixed
- small bugfixes
Strat Gameplay Changes (Testing)
Every death increases respawn timer by 4 seconds (will be reduced to 3)
New Strat-only range gameplay changes. We can now finetune stats for strat only. Right now I'd like to test the following values for bows and xbows until strat reset:
Accuracy 100% (no change),
Damage 50%,
Speed 200%.
I'd like to hear opinions, with good reasoning, if you like those changes or not. My intention:
Respawn Timer - make the battle more difficult the longer it goes. It should allow for a more tactical gameplay.
Ranged: Increase the need for logistics. Archers will run out of arrows quicker, so people have to provide weapon racks to them. In general, it's intended as a nerf for archers in strat, as we've seen many people respec their main to archers since the new round of strat was announced. I don't like that it turns into a ranged fest, so this is my proposed counter.
Every death increases respawn timer by 4 seconds (will be reduced to 3)
Sheild should be supreme so sheilders would be the most used class.
Why?
Basing it upon the fact that 1h is the most common medieval style of combat, along with the spear. 2h came about as a counter to pole based squad tactics. It would also increase teamwork due to the limited range of combat of 1h weapons. Shields are NOT duelists(with shield at least). It would also make poles the pre-eminent support weapon. Cav would be REAL good with this change(especially 1h cav) and 2h would loose their supreme versatility.
I dunno what game you play dude, strength build shielders with blunt or pierce weapons dominate every Strat siege I've been in, 2-3 shotting heavy infantry with ease.
I'm playing on EU_New_1 and everyone's level is 0 or similar, so nobody can pick up things lying on the ground.
that's a problem with strength and the fact that agi is useless. If they patch and fix strength and agi. I'm sure things will be different.
haven't seen 1h dominate. It's always been archers/xbows. Name a few and I might say Yea ok never saw them.
Personally, i've done well as cav or xbow. 1:1 or slightly better as 2h and shittiest as 1h. Then ofcourse i played 1h back before the price change and massive plate crutching.
(click to show/hide)
Update: archers standing in close formation will have +10% damage bonus per teammate, up to where they are back to 100%. We'll have to figure out if the speed buff will then have to be removed/reduced.TOTALLY FOR THAT. A friend of mine and I have thought about it 2 month ago. It make archer more powerfull , but easier to catch , and it force the team to protect the archer gang , so we get more teamplay. It may need a lot of finetuning but it's a very great idea
Dude, your suggestions are just mad.Trolololo. Most of people says exactly the opposite :D . go 15-24 or 15-27 or even 12/27 and you'll see how much it's easy to do a lot of damage thx to speed bonus. I think agi or str are fine both , and you'll always one guy calling for an agi nerf , and another calling for a str nerf
Strat battles feel pretty well balanced atm, I can play there with every class nearly equally good (depending on
gamemode for shure)
Your stalinic methods to make players play what you think they should play and how they should play are laughable shit.
I don't have any formed idea of how to counter "archer" numbers in Strategvs, but those you presented ain't the most diplomatic/rational decision at all.Let's give it a chance. Don't forget that each archer in a group of archer will do 2 time dps, that's a hell lot. I
Players aren't forced to play as archers or crossbowers, they chose it because they enjoy it, I doubt anyone is forced into playing ranged.
So:
> 100% accuracy, fair enough, untouched.
> 200% speed bonus (or any speed bonus at all), it's terrible for the obvious reasons. You'll probably see only squads of hornbows stunlocking everything to death, ultimate support in the right hands.
> 50% damage.... and 10% damage buff if you stand closer together in a big archer/xbower group. This will only make archers die so easily and be so exposed, killing the point of flanking properly. Maybe it's the intention. I can imagine 5 xbowers reloading together, sitting ducks.
The main problem of strategus class balance has been from what I've experience in every battle, the insane amount of defenders being able to wield very accurately any sort of crossbow with no actual penalty, hitting for huge values of damage with pierce damage. So on the AI sieges or defense sieges with lots of crossbows in stack, you'd see most of the players using them, due to how insanely effective it is in big numbers.
My main character is an archer (with PS) at the moment, and never had a problem with opposing team archers in Strategus. Never in all my 24 generations of different speccs. Then on the other hand I understand how hard it must be to fight against players like Bagge, Hetman, Nebun, Kunio, or even the good ol' me.
Honestly, if those changes come true, strategus will become another borefest of melee hormones going berserk at each other, pointless competition, and Strategus is the mode I've always found most appealing in cRPG, as I know for other ranged players for sure.
Just how I feel reading the op.
cheers.
Also added chamberkick.Maybe... But add the ability to chamber arrows , bolt and throwing weapon. THAT woul be nice!
Maybe... But add the ability to chamber arrows , bolt and throwing weapon. THAT woul be nice!
Also added chamberkick.
> 50% damage.... and 10% damage buff if you stand closer together in a big archer/xbower group.
...archers standing in close formation will have +10% damage bonus per teammate, up to where they are back to 100%- chadz
mostly minor bugfixes:Shinnyy!
- Siege tower bugging fixed
- small bugfixes
Strat Gameplay Changes (Testing)
Every death increases respawn timer by 4 seconds (will be reduced to 3)
New Strat-only range gameplay changes. We can now finetune stats for strat only. Right now I'd like to test the following values for bows and xbows until strat reset:
Accuracy 100% (no change),
Damage 50%,
Speed 200%.
I'd like to hear opinions, with good reasoning, if you like those changes or not. My intention:
Respawn Timer - make the battle more difficult the longer it goes. It should allow for a more tactical gameplay.
Ranged: Increase the need for logistics. Archers will run out of arrows quicker, so people have to provide weapon racks to them. In general, it's intended as a nerf for archers in strat, as we've seen many people respec their main to archers since the new round of strat was announced. I don't like that it turns into a ranged fest, so this is my proposed counter.
Edit: archers standing in close formation will have +10% damage bonus per teammate, up to where they are back to 100%. We'll have to figure out if the speed buff will then have to be removed/reduced.
Make all classes the same as they're in crpg, so we don't have to learn again each battle. If you want to change anything - change it in crpg too.
Also added chamberkick.R..r..r really?
Cav is useless on strat atm.
R..r..r really?
Update: archers standing in close formation will have +10% damage bonus per teammate, up to where they are back to 100%. We'll have to figure out if the speed buff will then have to be removed/reduced.
Yes. Kick someone and they have a moment to counter kick, if done right the original kicker ends up knocked down and the kickee merely staggered briefly.
thanks, you just killed all sniper arbalester builds
Just pointing out that a longbow barely scratched someone with no helmet when he was headshotted.
cRPG now 200% better.
With this new test in strat, you would make crossbowmen to call of duty shotgun heroes
Xbow = dead
chadz fixing stuff that ain't broken, as usual.
xbow dead, and archery in zombie mode.
I already thought arbalest was under-powered, because most of time it can't make one shot/one kill;
You're funny.
Edit: archers standing in close formation will have +10% damage bonus per teammate, up to where they are back to 100%. We'll have to figure out if the speed buff will then have to be removed/reduced.
I agree on cicero here. To get castles you need to make sacrifices, you need those melee guys running in from ladder and just swing swing and hope that the guy behind em gets further.Yes and thats why i was so happy with score thing ; Because strategus is a kill steal place sometimes u don't even know who you are hitting even your teammates but castles are hard for infantry. Yes it must be hard for infantry and we agree on that also but u can not show me an infantry on attacker side that died less than 30 times in 2k vs 2k if he did probably he leeched
oh come on no need to QQ that much ; I am pretty sure chadz will release he made a mistake here.
Little update between the whine here:
Xbows haven't been changed.
Little update between the whine here:
Archers now work with 170% speed and 50% damage, team archers withing a small area give +10% damage to that (should show with a debug message for now, for testing purposes)
Respawn timer now shows the time correctly
Xbows haven't been changed.
Valour in all gamemode work with score instead of the secret formula before.
Valour works for both sides.
Valour increases multi by 1
All of these changes are, for the time being, temporary, until we've decided if they work or not.
Do you mean that xbow are still like in normal crpg or are still nerfed as in the strategus yesterday?not really they reload behind a wall then come and fire ; i don't think they need to fire at the same time and stand still as a line ; i mean that group affect should have an aura or area effect ?
If there is a xbow group, its a huge target for archers since they can spam arrows with this speed and xbows have to reload.
Xbow group = dead before they reload
doesnt the quote from chadz say "Valour in all gamemode work..."
So, that means it is in siege also.....no?
Make all classes the same as they're in crpg, so we don't have to learn again each battle. If you want to change anything - change it in crpg too.
Have to say that i think you are going about this the wrong way
The reason people are respeccing is because early on in Strat there is no Cav which means archers are king. No Cav means archers are free to kite as much as they want without fear. Once Strat gets far enough that we have Cav again all these respeccers will respec right back to melee/cav again.
What needs to happen is the following
1) Decrease the cost of the lighter horses
2) Increase in the cost of the heavier bows/xbows.
3) Fix Cav spawns (if not already done)
4) Prevent Spawning when there are enemies within 1 or 2m of a spawn flag. This will mean that teams have to defend in FRONT of their spawn. Currently most teams defend behind it and just charge down when needed. This allows defending archers to hug the hill that usually occurs at the edge of the map meaning their backs are always protected. Force them forward and they are then more vulnerable to flanking attacks and less OP.
5) Make Shield requirements strength based for Strat. Without skill even the decent 1 slot shields will break in melee quickly so they are only really useful vs archers. It also means better formations instead of 30 2Hs hiding behind 5 Shielders
To get many points it's best to be either cav or str build. Both pay high upkeep and are losing gold in the long run. With point based valour they won't lose gold. Kinda like old cRPG, get as many armor you can or ride the best horse and you'll be king of the hill.
Valour in all gamemode work with score instead of the secret formula before.Now that it's no longer being used, care to share the secret formula?
Now that it's no longer being used, care to share the secret formula?Please chadz...We must know! Also, Teeth why don't you come hang out with your NA friends anymore? :(
5) Make Shield requirements strength based for Strat. Without skill even the decent 1 slot shields will break in melee quickly so they are only really useful vs archers. It also means better formations instead of 30 2Hs hiding behind 5 ShieldersWhy cant you just put 1 point in shield?
It is tougher for the losing team to get valor due to the nature of one team's tactics/domination over the other. I think there should be some sort of leeway with valor for the losing team (either a lower threshold or compare your score to your teammates').
Why cant you just put 1 point in shield?
Because usually Strat Commanders don't bother with requirement 1 shields.So, you want to modify the game mechanics because people are too lazy to buy old board shields?
Also, Teeth why don't you come hang out with your NA friends anymore? :(Yeah, Teeth, I miss you man.
[...]Why is valour even still in? It's bullcrap... always has been. :|
Valour in all gamemode work with score instead of the secret formula before.
Valour works for both sides.
Valour increases multi by 1
All of these changes are, for the time being, temporary, until we've decided if they work or not.
I think it's sorta funny that people say their arrows now glance as headshots or that it takes 3 headshots to kill people, admittedly I haven't played in a strat battle since the change but, if the change was a 50% nerf, and before headshots would onehit, there is no way in hell this can be right.
And to whoever bitched about xbowies having to stand together and not hide somewhere alone then I'll just say siege shields still exist...
The spawning time delay feature is really bad, we just spawn raped hospitallers because of it.I didn't even like it as an attacker in the same battle.
The new additions to respawn timer need to be fixed, it's horrible as it is. It's the end of big battles.
I.e. 100 pierce deals more damage than two 50 pierce attacks. And higher armour your enemy has - bigger gap between 1 shot and 2 50% shots becomes. You have to learn how damage is calculated in this game before accusing someone of being a liar.
Maybe that's the point.
Maybe that's the point.
Stopped spawnraping: When you kill an enemy on a flag, the flag gets lowered. You cannot tactically prolonge flag capping.Now this is perfect, thank you to whomever came up with this.
Now this is perfect, thank you to whomever came up with this.
No, afaik the damage post-armor is altered and not pre-armor calc raw damage. That means two 50% shots really deal as much as one 100% shot - apart from remainder that is lost because of integer division.
I.e. 100 pierce deals more damage than two 50 pierce attacks. And higher armour your enemy has - bigger gap between 1 shot and 2 50% shots becomes. You have to learn how damage is calculated in this game before accusing someone of being a liar.Still, 100 pierce is far more than enough, 50 pierce would still pretty much always 1shot if it was a headshot.
WHY the new system is bad.
Just add pro's and con's for every class, grouped and none grouped. Problem solved.
Call it a moral system (combine it with banners and flags for added depth).
"I dont need sex because chadz fucks me in every patch"
An Archer..
"I dont need sex because chadz fucks me in every patch"
An crpg player..
Still, 100 pierce is far more than enough, 50 pierce would still pretty much always 1shot if it was a headshot.
I hope we still have those huge fights.1000 vs 1000 battles are a complete grindfest and boring as hell. You just throw yourself at the same spot for about two hours.
XP on small battles is shit. And playing for 10 minutes and then its over is shit too.
I love 1000 vs 1000 and bigger ones. Pls dont kill those chadz.
1000 vs 1000 battles are a complete grindfest and boring as hell. You just throw yourself at the same spot for about two hours.
The death timer as it is right now makes strat battle really not fun and about the archers i feel like the only thing that really needs to be done is make them less accurate so we stop being a bunch of sniper, other than that, reducing the damage is a bit too much
also i dont know if it was intended but most of the arrows i shot were curving left and right like crazy preventing me from touching anything and making it impossible to anticipate where the arrows would end
I appreciate that this is being said by a new archer. Congratulations on trying out the class, of course. It's a new and interesting challenge for cRPG.
What you're experiencing is the slow realization that your preconceived notion - that archers are snipers - is dead wrong. They're not. At all. Plus, even if they hit someone at ranges of 100m+ based off of the necessary luck, they aren't going to do any real damage.
Anyways, Tomas is right in both posts I saw.
That's against AI castle, they can now last for 15 min when it's between players. Quantity over quality, take the spawn, the end.Every siege I've played took more than an hour and was a complete grindfest, slowly grinding the tickets of the other team down. I've played quite a few two months ago.
To think i waited two hours for that kind of battle...
1. Scattered archers can get rushed by cavalry, which right now depend on speed and surprise, rather than HP and armor, to kill their victims. The two means to cavalry ass-kick--survivability and surprise--are at odds right now. The faster horses are cheaper than the survivable horses.
2. Scattered archers can get rushed by shielders. They will kite and scatter even more in response to an infantry rush, which distracts them. Enter surprise-attack cavalry. Or, just keep them running.
3. Any archers are vulnerable to other archers. While harder to hit than if they are clumped together, scattered archers are more likely get killed one at a time by dedicated anti-archer archers.
tl;dr: Rather than wizardry, do something less homosexual to nerf ranged. Work with the game we have, rather than against it. The alternative is fundamentally altering cRPG at its source.
I think you just ignored the comments :P
1) It punishes teams that can only get 1-4 archers for a battle.
2) This will damage cav and melee focused clans and will probably increase the number of archers on cRPG as more clans ask their members to switch to ensure they can get 5+ archers for their battles.
3) It punishes Horse Archery - how can 5 horse archers fight in close formation especially when the chances of getting 5 horse archers are minimal anyway?
4) It makes it harder to manage rosters. Now you actually have to count your archers to make sure you have enough for your tactics. This means that in general, commanders will have to pull in more applicants and reject more people to get the right balance.
5) It limits tactical options in battles and makes them predictable - You can only have flanking archers on both sides if you have enough archers for it.
6) The archer heavy clans ALREADY use archer squads that stick loosely together
7) It nerfs the longbow even more. The difference between the Long Bow speed and the Horn Bow speed is currently 11. After the speed increase this gap goes to 19. Between Rus and Long Bow it goes from 8 to 14. Not only are Long Bows even slower in comparison, but they now can't hide on their own either to get shots from unexpected angles.
8) It makes defending castles/Towns harder for archers. 5 archers often can't fit close enough in a castle to fire together and by forcing the archers to group together it negates one of the main defensive principals of castle building - make your enemy attack where they can be fired upon from multiple angles.
9) It doesn't address the real problem with archery in Strat which is the fact that it is OP early on when there is very little Cav around. Archery is pretty much balanced later in Strat when everybody has good armour and plenty of cav so why change it?
I can go on if you want :D
Ranged: Increase the need for logistics. Archers will run out of arrows quicker, so people have to provide weapon racks to them. In general, it's intended as a nerf for archers in strat, as we've seen many people respec their main to archers since the new round of strat was announced. I don't like that it turns into a ranged fest, so this is my proposed counter.
Edit: archers standing in close formation will have +10% damage bonus per teammate, up to where they are back to 100%. We'll have to figure out if the speed buff will then have to be removed/reduced.
Newest formula : Player score greater than average score*2
I think that the score depends on the scoregain in every round, not in total.
chadz ; i know you like changes but here is my humble idea ; instead of changing strategus in every round why we don't have 1 version without any bugs ?
I mean these sieges ; lagapults , siege towers , forwards bases which are awesome and totally fun to play ; we already got everything and im pretty sure we like it at all. But when you try or put something new to strategus which totally aiming to change whole game ofcourse it makes some bugs.
It is really hard to manage a faction and also it needs time so we are trying to make our factions to get moar power every round ; we are preparing with old stuff not with the new changes that we don't know.
I am pretty sure most of players on strategus just want to fight not really manage the little things ; strategus must not be known by only faction leaders. Just make it simple
Have to say that i think you are going about this the wrong way
The reason people are respeccing is because early on in Strat there is no Cav which means archers are king. No Cav means archers are free to kite as much as they want without fear. Once Strat gets far enough that we have Cav again all these respeccers will respec right back to melee/cav again.
What needs to happen is the following
1) Decrease the cost of the lighter horses
2) Increase in the cost of the heavier bows/xbows.
3) Fix Cav spawns (if not already done)
4) Prevent Spawning when there are enemies within 1 or 2m of a spawn flag. This will mean that teams have to defend in FRONT of their spawn. Currently most teams defend behind it and just charge down when needed. This allows defending archers to hug the hill that usually occurs at the edge of the map meaning their backs are always protected. Force them forward and they are then more vulnerable to flanking attacks and less OP.
5) Make Shield requirements strength based for Strat. Without skill even the decent 1 slot shields will break in melee quickly so they are only really useful vs archers. It also means better formations instead of 30 2Hs hiding behind 5 Shielders
Have to say that i think you are going about this the wrong wayAren't 80% of the strat battles castle and town sieges, where cav can't do shit?
The reason people are respeccing is because early on in Strat there is no Cav which means archers are king. No Cav means archers are free to kite as much as they want without fear. Once Strat gets far enough that we have Cav again all these respeccers will respec right back to melee/cav again.
Aren't 80% of the strat battles castle and town sieges, where cav can't do shit?
Aren't 80% of the strat battles castle and town sieges, where cav can't do shit?
Aren't 80% of the strat battles castle and town sieges, where cav can't do shit?
Is there a stats thing for that or you are crazy enough to count them manually ?
Aren't 80% of the strat battles castle and town sieges, where cav can't do shit?
Have to say that i think you are going about this the wrong way
The reason people are respeccing is because early on in Strat there is no Cav which means archers are king. No Cav means archers are free to kite as much as they want without fear. Once Strat gets far enough that we have Cav again all these respeccers will respec right back to melee/cav again.
What needs to happen is the following
1) Decrease the cost of the lighter horses
2) Increase in the cost of the heavier bows/xbows.
3) Fix Cav spawns (if not already done)
4) Prevent Spawning when there are enemies within 1 or 2m of a spawn flag. This will mean that teams have to defend in FRONT of their spawn. Currently most teams defend behind it and just charge down when needed. This allows defending archers to hug the hill that usually occurs at the edge of the map meaning their backs are always protected. Force them forward and they are then more vulnerable to flanking attacks and less OP.
5) Make Shield requirements strength based for Strat. Without skill even the decent 1 slot shields will break in melee quickly so they are only really useful vs archers. It also means better formations instead of 30 2Hs hiding behind 5 Shielders
people keep quoting that... but making shield based off str is terrible. you wanna see 39/3 shielders with unbreakable shields who tons of damage? no thanks.
Shield skill will still be agility based. It is the Shield Requirement that would be Strength based.
So 39/3 will be able to use a Huscarl or Steel Shield but only with 1 Shield Skill meaning it should break pretty quickly in melee but will protect you from ranged nicely. If needed, basic shield stats can be lowered and shield skill can be buffed but i'd test it a bit first
i could live with that, but if everyone jacks my shields and gets them broken in 1 hit id be sad D:People jacking your shields and waste them will be a problem the same way people can jack your crossbows and waste them.
YaY! By adding the hurricane-effect on arrows archery is now utterly useless in strat =D
Tried to aim for archers far behind our infantry today and *swoooooosh* arrow changed its mind and hits teammates. The dmg-nerf might be alright and encouraged teamplay with other archers, but the range for that effect is way too small.
The veering arrows is a bug
The speed and damage changes have been reverted according to BattalGazi
i am a huge fan of the respawn timer there, excellent idea i think, as the battles stand as of current it's basically a TDM ... longer respawn timers makes a lot of sense and lowers the capability of the suiciders to grief.
Kudos.
The archer damage - 50%, right, this is dumb. No offense, but at 7 PD with tatar arrows and a horn bow my arrows would regularly bounce (thus no damage or stun) from people with 65+ body armour (meaning a lot of people). If the damage is halved, the amount of arrows that bounce will be absolutely insane. If all our arrows bounce off heavy armour, what's the point in shooting twice as fast ?
I think it is rather ridiculous that with a simple sword, 100 WPF and 7 PS i can quite easily kill a tincan, however with 7 PD, the third best arrows (tatar) and a horn bow, i can hardly touch a tincan. I understand you want to make the game more logistical, which is great, but i think this is a wrong change.
IDK about anyone else but my Crpg is having issues with normal text like you are reading now. It is just big squares where normal text should be.
I tried re downloading the new launcher and repairing it. I have been starting it up every day to see if an update is available and also using "repair". Still nothing to fix this issue.
Any help will be greatly appreciated :D
Edit: Going to just delete everything and re download mod since many people says that fixes the issue.......
Edit again: That fixed it :mrgreen:
new valour system make ppl camp. logic imo.
i camp alot more than i use to and i dont like it but if i want valour...
The new valour system is a nice idea, but I really don't like it. You see the best players getting it all the time (you see it because you can read it every time they are awarded with it), and it discourages people with less skills, like me. This just makes those "pros" level up much faster than you, getting ultimate builds faster than you.I don't see much use for the extra multi for the winning team, I'm not complaining about it though. Apart from that I don't see how the best players should not be the ones to get it all the time. Whoever does the much damage does most for his team, atleast as far as a system can understand it. Less skillful people can get valour if they shine for a round, but if they don't they shouldn't get valour. The getting ultimate builds is not really an issue, this game has been online now for 2 years, yet there's only a handful of lvl 35's. Retiring and respecs kinda keep that in check you know.
The old system rewarded people who lost alongside their team yet performed well. People who won already had their multi raised. I think it was perfect the way it was.
^^ I agree with the Joker here that the bonus valor system fails. It only seems to reward the same people round after round after round. It should be for losing team only and more random. These 30-3 2h bastards can rack up points a lot faster than my 12-21 2h. I may even get more hits and more kills but still not receive valor. I also see archers who get zero kills but lots of hits get valor, that does not make sense.These people deal damage, its not about kills. Forget kills, kills are nothing to be proud of. If these 30-3 2h's and these archers with 0 kills deal more damage than you do, why is it unfair that they get rewarded for that?
These people deal damage, its not about kills. Forget kills, kills are nothing to be proud of. If these 30-3 2h's and these archers with 0 kills deal more damage than you do, why is it unfair that they get rewarded for that?
These people deal damage, its not about kills. Forget kills, kills are nothing to be proud of. If these 30-3 2h's and these archers with 0 kills deal more damage than you do, why is it unfair that they get rewarded for that?listen i am almost always in the top 10 or top 5 on my team and almost never get bonus valor. the system is stoopid and only rewards the same players over and over again. maybe its different on battle but on siege this is how it goes
Actually, I believe kills are much more important than any kind of damage. Numerous times did I help my team effectively winning the round, with either me or my horse at the edge of death. Damage is important too of course, but certainly not as much as it is for the score system.Yes ofcourse killing an opponent is better than leaving him fully functional at 1 hp. The thing is, everyone hits enemies with the intention of killing him, whether you get the killing blow is basically not up to you but a matter of circumstances. I really think that someone who hits an enemy and does 20 damage should get the same reward as someone who hits an enemy for 20 damage and happens to kill them. They have the same intention and do the same damage, should the last person really be rewarded more because his hit happened to be the last hit?
Then again, people will naturally be killhungry even without a motivation so it's maybe a good idea to have a skewed score system to balance that behavior.
Yes ofcourse killing an opponent is better than leaving him fully functional at 1 hp. The thing is, everyone hits enemies with the intention of killing him, whether you get the killing blow is basically not up to you but a matter of circumstances. I really think that someone who hits an enemy and does 20 damage should get the same reward as someone who hits an enemy for 20 damage and happens to kill them. They have the same intention and do the same damage, should the last person really be rewarded more because his hit happened to be the last hit?
There is obviously enough motivation for killing already anyhow with it being displayed on the scoreboard and on the website, atleast now you won't be that pissed if someone gets the last hit on a plate guy you've been wearing down for a minute.
An agi build that would knowingly just attack people once then flee shouldn't get as much points as the same build, fighting until enemies die.
What you seem to be suggesting is that the former player is worth less than the latter - I don't believe this is true, regardless of playstyle damage is damage. What of all the backstabs that DON'T result in death? What if the AGI build has gone around hitting each enemy once and fled - surely this makes it EASIER for those who stand and fight considering their opponents are weakened, no?
When I see someone coming in from behind on the guy I'm fighting I'll HOLD my attack and maneuver my foe in a way that gives my teammate a clear shot for the back, then as soon as he lets go of his attack - I let go of mine. We've BOTH scored a free hit on our enemy AND are in a perfect position for a stunlock, while our playstyles may differ we've cooperated to bring about victory - now isn't this what it's all about? While my build gives me staying power, his gives him mobility.
Everyone wants to kill, I don't think theres a point to promoting it further - the scoreboard already does a fine job with that.
:p
Then again, people will naturally be killhungry even without a motivation so it's maybe a good idea to have a skewed score system to balance that behavior.
Anyways I like the current score system. The point when I start QQ about it is IF the new gold/xp system will be based on score.Start QQing now ... since the valor reward is affecting the multiplier , which is basically the same.
All other scoreboard worshipers , keep praising and get errected over your score god and dont start thinking about how much freedom you sacrifice for it ... its just a beta tests on the stairway to gamer heaven
... and if you feel treated unjust by an obscure number generator ... PRAY HARDER ! Because if you would start thinking you might find , that a formula can not be just nor fair and neither can it replace intelligent teamplay and tactics over communication ... yes, its a deaf and dull god and will lead into a blind alley, but if thou faith is pure enough it will be paradise
I like pancakes.
I like pancakes.pancakes are all mine !
chads says that siege tower is fixed in this patch......... Fail! its still bugged, tower and wheels are seperate. When is new patch coming? The amazing patch that was due to august, still w8ing for it :wink:
Political attack ad of a new generation.
If you're doing close to the most damage in a round for your team you have a good chance of getting valor. It helps if you're fighting near teammates I believe (at least it appears that way), and if you are alive longer than 30 seconds.
I like the new system, I think it encourages more teamwork (well if people care about their score). Hopefully XP/Gold gets tied into this system and I guarantee you'll see a huge increase in teamwork (for infantry/melee).
Valor doesn't really work if there is less than 15 peeps on the server as it is impossibru to get enought points of those few enemies.
I made 31 points on one player once :x
had heavy horse and heavy armor
... and you will never see anyone with half a brain with that equip on a server with 15 people :wink: