I agree. A lot of the time I feel like I'm just grinding with low cost equipment to wear my top gear for a few minutes. The last major patch ironically solved grinding... by forcing everyone to grind.
The game plays more like native now. Most characters are very generic. I find that other people are posting my exact character builds, even though I've never posted my stats, and the game is in desperate need of some new vision.
Plate is total shit is just a money drain that gives u nothing but a cool look and makes u slow as hell...
I understand that the way to make a game successful is to cater to the general populace... i don't think this is working on crpg due the the majority of inherent characteristic of elitism.. the game isn't about number crunching but rather player skill vs player skill which breeds elitism
Strategus will get a lot of ppl interested again, but as of now I have more fun in the duel server than I do in actual games
i have opposite opinion, the game imo develops in a really good balanced way. exp system is the best i can imagine. i don't have to spend years to be succesfull, lvl up to 25 takes minimum effort. i like that.
imo your opinons are biased because you suffer from selective memory, just because you play this game for so long time
Ok, enough about me, I shall get to the topic. What we now call the early cRPG beta (and what I consider the only true cRPG) attracted me in the first place with the idea that I could have a persistent character THAT IS CONSTANTLY IMPROVING AND DEVELOPING. I.e. every time you levelled up at that time, or bought new piece of equip, was like a holiday, a celebration if you wish. Huge amounts of joy, and I am very grateful to chadz for these moments! Levelling was very slow, items were very expensive, cRPG life was full of meaning.For a player that entered near the beginning stages of the crpg beta, this might have been fun. I started playing Crpg in december I believe. By then this constant lvling made my low level character virtually chanceless against most other rididculous high level players. A big part of my gameplay experiences were hiding behind my shield or objects with the rest of my team and being run down by plated chargers. So for me this new system is more enjoyable, where I fight characters that are equal to mine and where skill is more important.
I agree with the OP on allmost everything. The patch turned cRPG into a Native++ with just a few days of discovery, then blah, you have finished the game when you reach level 30. You can pretty much buy everything with very little effort, but upkeep will prevent you from using gear you deserved by obtaining the money needed. It's like, you buy something, but you can't use it. Heirlooming everything isn't fun, leveling over 31 isn't fun. It's just Native, with many more broken mechanics and pieces of equipment, and many more super-cheap ways of "fighting". Now noob ninjas are more common than medium armor users, isn't it a shame for both real ninjas and basic soldiers ?
If the mod would have stay like prepatch i'm pretty sur that it will be dead already with only the same elite grinder players.
I agree with the OP on allmost everything. The patch turned cRPG into a Native++ with just a few days of discovery, then blah, you have finished the game when you reach level 30. You can pretty much buy everything with very little effort, but upkeep will prevent you from using gear you deserved by obtaining the money needed. It's like, you buy something, but you can't use it. Heirlooming everything isn't fun, leveling over 31 isn't fun. It's just Native, with many more broken mechanics and pieces of equipment, and many more super-cheap ways of "fighting". Now noob ninjas are more common than medium armor users, isn't it a shame for both real ninjas and basic soldiers ?Also this.
A long story short, cRPG prepatch was interesting for all four types of players (link to the paper will follow). cRPG postpatch isn't anymore. It severely reduced the interest for acheivers and explorers, explained in details here : http://www.mud.co.uk/richard/hcds.htm Although this is about old game, the theory about player motivations explained is still true.
By making the early game easy, the patch has increased motivation for some, but also dramatically decreased it for others.
there is no game that will be good for everybody. luckily i prefer the idea where this game is developing now, unluckily you belong to the other half. if it were opposite, i'd be probably the one who would start this topic :o)
you could start a poll to see if people prefered crpg before upkeep/archery patch or afterwards or they are new guys that don't remember the old days.
I think many today's active players are very recent ones that's never played prepatch cRPG. Recent, fast-growing clans are plenty of these. This is a testimony of how many players left the game a short while after the last patch, because it became boring for them.
A graph of the average active population would be even more expressive. You would have a slowly growing population prepatch
I think many today's active players are very recent ones that's never played prepatch cRPG. Recent, fast-growing clans are plenty of these. This is a testimony of how many players left the game a short while after the last patch, because it became boring for them. A graph of the average active population would be even more expressive. You would have a slowly growing population prepatch, then a spike starting with the first big patch release, then when people start to be bored, crash. Today we are hitting ground levels in active population, without Strategus and without a long-lasting and acheivement-based gameplay. Many players come, level fast, hit 30 and quit, in lack of a proper goal to be set. Asking them for their opinion about the patch has little meaning.
The patch in general was extremely harsh for acheivers that lost nearly all the meaning, goals and acheivements they had. Varyag and Vicious posts are symptomatic of this. The 180° turn that was the patch was perceived as a treason for those types of players (please, don't be mad on me, I'm not turning you into a guinea pig, I'm just explaining things in an extremely elitist psychology style).
I don't know what will I do when everything is lordly and mw.
There are clearly two types of players around. Those who started during the very early phases of the mod and because of that had strong characters, or who just play a lot and were strong because of that. Then there are those who were just cannon-fodder for these higher level people.
I had a few characters close to lvl 40 before the upkeep/xp patch hit because I had played for a long time. Sure, it was kinda fun for me personally to be like a Legolas, destroying people who were 15 levels lower than me and had played way less. The problem is that it sure wasn't fun for the poor lvl 25's who were trying to play their way up but were just too far behind to realistically be able to catch up and thus would forever be doomed to be the "weaker nubs".
Currently the competetiveness-curve is a lot smoother. Hitting lvl 20 does not take too long and at that level you can fully participate in group fighting, as most people are within sensible level range. Heirlooms are pretty well balanced already so that they don't give too big benefits to ruin the balance.
In short, this debate is essentially between the hardcore and casual player types. The game has moved from early hardcore style towards more casual approach, which I find an excellent trend. Neither side is wrong though, it's just personal opinion of how they like their games to play out.
i think number of players keeps continually growing, at least looking at clan forums and seeing all those rosters of 20+ makes me think that. in early stages there were mercs, templars, guards and a few randomers, but nobody else...
it would be good to have some official data about player count though...
in early stages there were mercs, templars, guards and a few randomers, but nobody else...
huhmm, calling us randomers? :rolleyes:
There were the order of the staffmasters, guards, ninja, order of the rose.. days if not weeks before mercs & templars :)
Rosewood's guild had some insane people in it, like argento (aka ptah/ozwan) & ragni..They were the shit back then, not the mercs and certainly not the templars.
(Although the mercs did progress very fast, skill-wise.. Templars just had numbers on their side, besides daymun & tommy).
Yep. The wipes were nice, but the effects were always all too short-lived. I think we could really do with one more full wipe, to remove all the problems that still exist because of flaws in earlier builds that have since been fixed. Maybe some of the worst grinders would GTX, but honestly, I can't say I'd miss them any. I have no respect for people who are more attached to their level or gen count than to the game. :P
Yep. The wipes were nice, but the effects were always all too short-lived. I think we could really do with one more full wipe, to remove all the problems that still exist because of flaws in earlier builds that have since been fixed. Maybe some of the worst grinders would GTX, but honestly, I can't say I'd miss them any. I have no respect for people who are more attached to their level or gen count than to the game. :P
In my personal experience it's usually the casuals that play only once in awhile on weekends who quit when that happens. I mean, let's face it, the grinders will always grind. It's those who hate the grind who leave.
I mean, picture this. Over two months, you finally get to level 30 and can be competitive with everyone else. You don't intend to retire because you don't have the time, and then the devs go and delete all that hard work. If you truly hate the grind, are you really going to come back to grind some more?
Eh, under the new system I really don't think it's such a big deal. Getting to level 20 takes a couple of nights, and from there you can play just fine. Level 30 might take you a week, two weeks, even a month, but it's not like you need to get there to start having fun. It's only when you have to play that same amount of time to get to level 31 and retire that the tedious grind really kicks in.
The ones I always see protesting most loudly against wipes and threatening GTXs are multiple retirees, who insist that they've earned whatever it is they have and think their (frequently absurd) time investment should be protected forever.
I had a lvl 43 (or 44, don't remember exactly) character pre-patch , cav/infantry polearm with 21 str/26 agi. I had a max heirloomed german poleaxe which at that time had 96 speed +all the bonuses and damage it has nowadays. I had 201 wpp in polearms and could stunlock people and kill them in 1-2 shots, sometimes i couldn't even see my own swinging animations, that's how ridiculously fast i was.
Oh, and also on top of that i had maxed out riding/athletics/ some iron flesh and 7 power throw with, of course , the infamous throwing lances. My character could do nearly everything and compared to the average player's character it was simply x2-x5 times superior in stats.
Now you tell me that was absolutely fine and didn't require any fixing at all.
I'm just sharing my experiences of the people I hear on vent every day.
Here's how it goes:
the grinders make the biggest noise, and then usually end up staying.
the casuals just disappear.
I think the upkeep system and the removal of gen WPF bonus solved the need of a wipe, all we need now is a set max number of heirlooms and everthing/everyone will be balanced. Mad grinders will still have 50 masterworks, giving them lots of choices and flexibility but they will only be able to use the same number of heirloomed items simultaneously as the average player (I would suggest 2-3 heirloomed items).
Stick with current upkeep system, it's good, stick with current item balance and team banner balance,
BUT MAKE PROGRESS REALLY SLOW AND EXPENSIVE. So that every time you lvl up or buy something new (and expensive) it would feels like a christmas gift to you when you were 12 y.o.
See what I mean? Bring back the true progress feature into cRPG.
Stick with current upkeep system, it's good, stick with current item balance and team banner balance,
BUT MAKE PROGRESS REALLY SLOW AND EXPENSIVE. So that every time you lvl up or buy something new (and expensive) it would feels like a christmas gift to you when you were 12 y.o.
See what I mean? Bring back the true progress feature into cRPG.
That's all very well to say, but it's exactly this kind of thing that made the mod so daunting for all the casual players back in the day, not to mention new people joining after a while. It's nice to talk about a "kid at Christmas" experience, but like Vargas mentioned it's no secret that for a lot of people it was more like being a skinny nerd surrounded by playground bullies.
I'm just sharing my experiences of the people I hear on vent every day.
Here's how it goes:
the grinders make the biggest noise, and then usually end up staying.
the casuals just disappear.
Ok, enough about me, I shall get to the topic. What we now call the early cRPG beta (and what I consider the only true cRPG) attracted me in the first place with the idea that I could have a persistent character THAT IS CONSTANTLY IMPROVING AND DEVELOPING. I.e. every time you levelled up at that time, or bought new piece of equip, was like a holiday, a celebration if you wish. Huge amounts of joy, and I am very grateful to chadz for these moments! Levelling was very slow, items were very expensive, cRPG life was full of meaning.
Sorry mate, but I think you misunderstood me. I was referring to the first beta of cRPG. I don't know how long you've been here, but in the first beta it took several months to be lvl 30, and only 1 man reached lvl 31 (Oberyn). Everything was slow and very expensive, so you certainly had some goals to achieve. I was talking about that experience. It's a pity that most of you did not experience it, since you came after several patches.
If you'd like to know my IMHO on how to bri9ng it back, here it is:
Stick with current upkeep system, it's good, stick with current item balance and team banner balance,
BUT MAKE PROGRESS REALLY SLOW AND EXPENSIVE. So that every time you lvl up or buy something new (and expensive) it would feels like a christmas gift to you when you were 12 y.o.
See what I mean? Bring back the true progress feature into cRPG.
I'm gona put this simply.
OP mindset is that cRPG = native + GRIND
for me cRPG = native + character customisation
grind is just a poor substitute for content, strategus = content.
It's just that different people have different expectations, and I think they should all be respected.
Yep. The wipes were nice, but the effects were always all too short-lived. I think we could really do with one more full wipe, to remove all the problems that still exist because of flaws in earlier builds that have since been fixed. Maybe some of the worst grinders would GTX, but honestly, I can't say I'd miss them any. I have no respect for people who are more attached to their level or gen count than to the game. :P
I think the upkeep system and the removal of gen WPF bonus solved the need of a wipe, all we need now is a set max number of heirlooms and everthing/everyone will be balanced. Mad grinders will still have 50 masterworks, giving them lots of choices and flexibility but they will only be able to use the same number of heirloomed items simultaneously as the average player (I would suggest 2-3 heirloomed items).
this crpg has nothing to do with the one we played before and during strategus, it's pointless, i probably won't be back on crpg before i see some good patch or strategus back, it's just a hate and bundle of sticksery contest, and i'm being bored of it
this crpg has nothing to do with the one we played before and during strategus, it's pointless, i probably won't be back on crpg before i see some good patch or strategus back, it's just a hate and bundle of sticksery contest, and i'm being bored of it
funny how ppl realized what i say on christmas when i saw "this crpg" only 5 months later.
better later than never
Overall the patch was an improvement, in fact at this point any further work is an improvement, aprt of the problem is thats everal months have passed without any even tiny patch and so you see a lot of the imbalances become excacerbated like half of people on servers being hybrid or pure thrower, polearm stun spammers multiplying, or at least 30 gen 25+ I can name off the top of my head (probably a lot more that I don't know about).
Needless to say some tweaking support patches every few weeks that require minimal programming would have made this feel less of a grind for people waiting for strategus as it would be a continually new game, next patch with 2 weapons slots for gigantic weapons is a great idea, cudos to cmpx for taking the time to code it. (To give you an idea the persistent world mod gets patches on average about 1 every 1-2 weeks with a smaller community using it).
-Remove polearm stun except for stabs with polearms (polarm lock abuse rampant now with whole builds dedicated to it)
-Make weapons take up 2 slots to rebalance hybrids (already being done)
-Remove retirement xp bonus but return to how it was immediately after first major patch where it was 1500 xp/x1 base with a kill radius like pre-patch worked in for bonus xp (that actually made fights feel so much more dynamic as it added a new challenge to strategy, right now every fight is starting to feel a little too familiar like deja vu).
-Just set maximum effective wpf at 180 or 200 (was 700 pre-patch) and allow a reasonable wpf cost. (This cap might also allow levelling up to 35-38 without warping the system and increase build diversity).
These are just suggestions, but pretty much anything at this point would be great, just come out with a patch.
But i have to follow this up with a thank you as you could very well have abandoned the project all together, so thank you for working on it. Just explaining why there might be some frustration. Overall still a work in progress that just feels like the progress is stalled because we get so little news of any sort of progress on the big patch.
strategus = content.
That would at least make me feel like the devs even care what players think of their game.
^^^^^^^^^^^^^^^^^^^^^^^^^this
Also the WPF stacking wipe i think was in order.. like let's be real even though it would cost 100k gold to do it, gen 20 would yield 100% retained wpf and thereafter actually overcapping. So that got a little out of control.
People QQ about how they were peasants and you had lvl 40 knights running around, but let's face it that's what a pvp rpg is about. Working your way up and improving a character rather than capping out and saying "well I'm lvl 31, I can either get to lvl 32 or I can get to lvl 31 again" and of course retirement is what you are going to do
Why would they care ? They gave us almost a year of great fun for free and we (the community) have abused it in every way possible, from minor glitching over bug abusing instead of reporting it all the way to direct cheating, and all they got back from us was like 5% of ass kissing and 95% of whining, crying, slacking, etc. If i was a developer i couldn't care less. :wink:
You've had your fair share of fun, who else in your life gave you so much of it for free ? You don't like it anymore ? Fine, pack your things and hit the road, Jack. :wink:
Thanks for the snarky conceited reply to a respectful and honest post.
Most of your complains would be the same if CRPG was still in "very early beta state". You have levelled too much. For people who loves grinding and customization, you can't really do anything about it. If there is no level cap, the game would be unbalanced. In Crpg, we have this strange "Soft cap", so you can try to level up to 35 or even more if you want. But as I always say when people complain about this kind of thing, if you don't like to play the game without levelling, don't play it.
If this was another type of game, I would suggest to chose another fighting style and level up that, but you are like a man in a MMORPG with chars of all classes levelled up and with all the equipment. The only reason to continue playing is enjoying the killing and smashing.
thisis the current state of cRPG(click to show/hide)
Overall the patch was an improvement, in fact at this point any further work is an improvement, aprt of the problem is thats everal months have passed without any even tiny patch and so you see a lot of the imbalances become excacerbated like half of people on servers being hybrid or pure thrower, polearm stun spammers multiplying, or at least 30 gen 25+ I can name off the top of my head (probably a lot more that I don't know about).
Needless to say some tweaking support patches every few weeks that require minimal programming would have made this feel less of a grind for people waiting for strategus as it would be a continually new game, next patch with 2 weapons slots for gigantic weapons is a great idea, cudos to cmpx for taking the time to code it. (To give you an idea the persistent world mod gets patches on average about 1 every 1-2 weeks with a smaller community using it).
-Remove polearm stun except for stabs with polearms (polarm lock abuse rampant now with whole builds dedicated to it)
-Make weapons take up 2 slots to rebalance hybrids (already being done)
-Remove retirement xp bonus but return to how it was immediately after first major patch where it was 1500 xp/x1 base with a kill radius like pre-patch worked in for bonus xp (that actually made fights feel so much more dynamic as it added a new challenge to strategy, right now every fight is starting to feel a little too familiar like deja vu).
-Just set maximum effective wpf at 180 or 200 (was 700 pre-patch) and allow a reasonable wpf cost. (This cap might also allow levelling up to 35-38 without warping the system and increase build diversity).
These are just suggestions, but pretty much anything at this point would be great, just come out with a patch.
But i have to follow this up with a thank you as you could very well have abandoned the project all together, so thank you for working on it. Just explaining why there might be some frustration. Overall still a work in progress that just feels like the progress is stalled because we get so little news of any sort of progress on the big patch.
I realy dont understand why are people so stressed about levels and grinding. I mean i chose to play this game because it is different from all the other kind of crap they throw at you daily.
Seriously if you like korean mmos so much lets just introduce a 200 lvl cap wich takes 10 year to reach, get some healers, tanks other crap and call it fucking world of warband. :rolleyes:
and guess why crpg topped near 600+ players in the same time prepatch and now hardly reach 350.
Because the school holidays ended ?
and guess why crpg topped near 600+ players in the same time prepatch and now hardly reach 350.
Add all the servers together and it is a lot higher then 350. We have more servers now thus a more thinned out pop.
As for the arrow glance statement, it was likely a low level archer doing a long shot. I can shoot up goretooth and he has the best armor and gauntlets in the game, heirloomed of course, and I never glance.
uhm Cheapshot (good archer) need like 5 or 6 arrows at 10 meters range to take me down when i wear stock coat of plates... guess what when he shoot at someone wearing heirlooms for 82 body armor.
funny thing i still get 1hit by throwing lances and 2hit by jarids.
no surprise to see very few archers and really a lot throwers.
(click to show/hide)
That's irrelevant, Prpavi, it was always like that since people figured out crossbows didn't need wp to be effective. Given the opportunity, most players don't hesitate to take a ranged weapon.
The most annoying thing is the tendency to camp now. I remember when if someone suggested camping (even if it was a good idea for the situation) they'd get a torrent of abuse hurled at them. Now camping seems to be the default strategy.Yea it's really a shame and not fun. Maybe ranged as something to do with this but the charging team still seems to be the winning one most of the time. (except for some unbalanced map)
PS someone give me -1 so I can have -200 it's sexier than -199
And there are a lot more shielders now (presumably cos of the ranged spam), which is nice, battles look better made up of mainly shielders - more authentic than having an army of 2handers.
Btw it was me that gave you that last vote, getting you muted <3
The magic and frustration that occured pre-patch ran hand in hand. And I loved it.
Working towards an item for days and even weeks at a time. Then finally getting it. And typing to the whole server
"LOOK AT MY NEW BRIGANDINE, SWEET HUH"
well maybe that was just me, but reguardless
the sense of adventure of cRPG is long gone and I think it will never come back.
Strategus will make things very interesting and hopefully take our minds off of the good ol days.
Huey Newton
Grinding is easier.
Great.
cRPG is not about grinding.
All you're advocating and pining for the loss of is, in essence, grinding.
I, for one, disagree wholeheartedly -- if you want to grind, go find a nice Korean mmo, there are lots of them. Many people now confuse "RPG" with "grind", but that's not necessarily true.
thisis the current state of cRPG(click to show/hide)
Since some over zealous moderator locked the 'The Final Solution to the Archer Issue' i might as-well post my reply on this thread, since its not entirely off-topic.
Archers say they only have 32 (bodkin) arrows and thus are unable to kill as many as they wish to. What they seem to forget is that there are tons of other archers out there with the same amount of arrows.
To be kind, lets say out of 100 people on the battle server, 20 people are playing as archers. Thats 10 archers per team.
If every archer fire all his arrows (based on bodkin) thats 640 arrows.. Most archer probably wont fire them all, depending on map & luck.
So lets say 75% of the arrows gets fired. Thats 480 arrows per round...
If we add in the xbows & throwing projectiles, it is no wonder people hate range.
Try a 30/9 build, with 10 pd and full archery wpf. You will still be accurate and it will take 1, max 2 arrows to kill
I have done this as my first build with a warbow, and it certainly works well for everything but sniping. If you act as a close support archer who sticks with the group, this build works wonders for killing high-priority targets or cav. Typically mail is killed in two shots, and sometimes three for well armored high STR/IF builds. Tin cans still take a hell of a beating to kill(as it should be) but you can blow through shields and break them with ease.
If you want to be funny, use a masterwork longbow and double heirloomed bodkins and aim for the chain users within 10 meters with a 10PD build.
but if you can't hit shit at range, better switch to a 30/9 or 24/15 thrower. at least you oneshot everytime and you still have room for powerstrike
EDIT: and that's what almost half archers did and lots of other players did. that's why i everytime see at least 20-30 throwers in siege.
I'm at 8 pd, I guess I should have thrown a few more into that rather than athletics. And I totally wasted one point on ironflesh. (I have a grand total of 1 point in it. Useless.)
Oh well, as soon as I hit 32, right? :D
What a disgrace. Our honorary member, the Holy mother of Bears is a dedicated archer.
Gross.
What a disgrace. Our honorary member, the Holy mother of Bears is a dedicated archer.
Gross.
Mwahahahhaaaa, silly Gnjus, these are the consequences of sticking so faithfully to your EU servers!
You would have known!
:wink:
The population of this mod radically changed with the patch, and the mindset of those who stayed changed. Not for the better, that for sure. We lost the atmosphere of friendship there was among players, because others weren't really in your way. Now everyone apart from your clan is an enemy, and you must be effective, since it will grant you the holy multiplier. Just watch how half a team disconnects when they loose their x5. Everything has gone into winning the rounds, not having fun. Honor, fairplay and such things are gone. Very few people are really customizing their char, simply because everyone knows builds that work very well, you just have to choose what game mechanic you want to exploit. Watch around you and count the ones fitting a theme or trying odd ways of fighting, there were much more before everything you did had to be devoted to victory.
Anything over 100 ping is unplayable for me so i cant visit NA servers as much as I'd like to. :wink:
Why not make servers that are pre-patch. That way people can play the new CRPG which is quick leveling and retiring, and then if they want to play the hardcore version that is more rewarding, they can play on the pre-patch servers. That way if people are tired of grinding they go to the post-patch servers and if people are tired of of the new patch they go to the old patch where they can make use of their skill and elite grinding.
What the hell was wrong with the first system, why did it have to change so radically!??!Do you really need an explanation?
Living without x3 heirloomed stuff is acceptable.
Not when you've been playing far longer than the people that abused the broken retirement/wpf system who are gen 394509
for those who wished it: statistics about the player numbers. I'm sorry to burst your armageddon bubble:
http://c-rpg.net/statistics.html
for those who wished it: statistics about the player numbers. I'm sorry to burst your armageddon bubble:
http://c-rpg.net/statistics.html
I'm sorry to burst your armageddon bubble: http://c-rpg.net/statistics.html
Wow, i can't believe i actually read the whole thread. Every post.
I get the feeling many of the posters in this thread don't realize the old cRPG was quickly becoming a plate fest. Heck, i remember getting that Milanse Plate and later that Cataphract horse. It was fun, but very unbalanced. Retiring to boost WPF also quickly became a problem.
The current system is much more balanced and more challenging. Less grind, more focus on teamplay and winning.
Another feeling crept over me when reading all the posts in this thread. I guess i'm just gonna say it: many posters seem to just whine and sulk. I get a sense of bitter resentment.... an impressing of unfair and biased critisism without offering viable solutions or alternatives.
Some seem angry for losing some advantage they feel entitled to, because they grinded for that. And then proceed to critize aspects of cRPG that they feel caused them to lose their advantage.
Try looking beyond the scope of your character. And try not to sulk and whine. Get constructive instead of whiney. And look at the mod as a whole, not just your personal experiences.
I think cRPG has been getting better and better and i'm quite happy. Tactics galore nowadays. Really can't complain. Yes, people camp a lot. It's because they want to play smart. Camping can work, it can also fail. Stuff seems to balance out great.
Guess that kinda says it all. Healthy population growth with peaks during vacation time and the week after that. Looking good.
Not when you've been playing far longer than the people that abused the broken retirement/wpf system who are gen 394509
On the constructive side...persoanlly I do not wish for the olden days system, I think that upkeep and higher WPP cost was a great introduction...it ended 2h spammers killing you faster than you could swing back even though they were wearng the heaviest of armorsm, it also ended acrossmap headshots due to pinpoint reticules (assuming the archer could aim).
Personally I'd like to see higher levels as an option (not stupid 40s) instead of retiring...that way we can make better hybrid builds...Such as, the current scalating 1-30 lvl carried on to 35, and then shooting off into very hard to achieve levels...but it will probably never happen :P
I remember duelling you prepatch.
The amount of sexiness, heartattacking speed and low reaction time was is and will be undescribable.
Good too see u play again.
+ 1 for faster gameplay!
2handers killing @ the speed of light simply was possible due to enormous, idiotic grind.
I call that a reward...believe me, I always smiled while doing it.
About the current state:
Crpg hasnt lost anything of its awesomeness.
The aim is different, cant say better or worse, more of a question of your own likes or dislikes.
There still is plenty of reasons to grind.
Actually there is more than prepatch, since i never felt like looming armor or the princess hammer, but I definetly do now.
Like mentioned, only thing i really really miss is faster gamespeed... :-(
Indeed there is still the damned grind, it needs to be disposed of
the game could be better without the whole heirloom part... i say this even if i am gen 11.
because there is no better weapon among the top tiers.. every weapon have pros and cons...
but any stock weapon sucks versus a three times modified one.
I agree about the grind and heirlooms. This is my suggestion to help solve both: http://forum.c-rpg.net/index.php/topic,4241.0.html
The more things change, the more they stay the same. :P
The more things change, the more they stay the same. :P
mennnn i dont care anymore about crpg i am in love so fuck yall!!!!!!!!! yeaaaMy gf loves Mount and Blade now. I realised it was a bad idea to introduce her to it after spending a night alone in my bed falling asleep watching her play campaign...
good luck losers! :lol:
that's false since is by far easier to retire now than before the patch. i spent 350k gold prepatch to retire to gen10 and the retirement was forced once a week. now people just retire every 2 days without spending money. now we have gen25+ people that was gen1 prepatch.
since the wpf stacking is canceled and who had 10 heirloom modifiers prepatch now have 1/3 of the total (i was gen10, 9 heirloom modified items and patch cut it to 3 heirloom mods) isn't fault of those "nerd abuz0rs of the broken retirement/wpf system who are gen 394509" as the highest was keshian with his gen15 archer.
time passes but nothing has changed... you keep spreading false informations like six months ago.
Gold is nothing. Also, the whole "people just retire every 2 days without spending money" is complete bullshit. Only if they were/are double digit gens already. I refused to abuse the broken retirement wpf stacking bullshit from pre-patch, so my 4 main character's were all gen 1 when the patch hit. ONE of my character just last night finally managed to retire a 3rd time and get his first masterwork weapon since the patch. I haven't played any of my other characters because due to the grind I just don't have the time. So unlike prepatch, where I could spend some gold that I DON'T FUCKING NEED BECAUSE I ALREADY OWN EVERYTHING I WANT and guarantee myself a retirement each week, now I fall further and further behind from the gen 10-25+ players out there who CAN retire every day or two.
Is that plain enough english for you, or do we need to break it down into monosyllabic grunting? BTW: The issue isn't the number of heirlooms that you pre-patch retirement abusers got after the patch (I know they were cut down to 1/3rd), it's that you started off at gen 10 by your own admission, meaning you were already getting 10 gen xp modifiers, allowing you to retire exponentially faster than the people that didn't abuse the broken system. Re-roll a gen 1 and let me know how quickly you get to a generation level that allows you to retire every 2 days. I've done the math, which is pretty basic, using a completely unrealistic 24 hour playtime scale and it's silly.
This ^^might sound like cRPG sucked hard for low level people, but all the extreme struggle to rise from peasant to something not that crappy was what made the mod that exciting. Now, the mod is more similar to normal Warband multiplayer as its more focused on people being skilled at blocking and aiming and such, while in the beginning cRPG was a whole other game about tossing rocks like a baboon and following a high level with the hopes of being able to steal a kill now and then.
Gold is nothing. Also, the whole "people just retire every 2 days without spending money" is complete bullshit. Only if they were/are double digit gens already. I refused to abuse the broken retirement wpf stacking bullshit from pre-patch, so my 4 main character's were all gen 1 when the patch hit. ONE of my character just last night finally managed to retire a 3rd time and get his first masterwork weapon since the patch. I haven't played any of my other characters because due to the grind I just don't have the time. So unlike prepatch, where I could spend some gold that I DON'T FUCKING NEED BECAUSE I ALREADY OWN EVERYTHING I WANT and guarantee myself a retirement each week, now I fall further and further behind from the gen 10-25+ players out there who CAN retire every day or two.
Is that plain enough english for you, or do we need to break it down into monosyllabic grunting? BTW: The issue isn't the number of heirlooms that you pre-patch retirement abusers got after the patch (I know they were cut down to 1/3rd), it's that you started off at gen 10 by your own admission, meaning you were already getting 10 gen xp modifiers, allowing you to retire exponentially faster than the people that didn't abuse the broken system. Re-roll a gen 1 and let me know how quickly you get to a generation level that allows you to retire every 2 days. I've done the math, which is pretty basic, using a completely unrealistic 24 hour playtime scale and it's silly.
Exactly what I experienced myself. And tbh this was the biggest fun of my cRPG "career". The real challenge is gone :(I think being peasant is the most funny part about cRPG. Everytime I reach lvl 30 the game starts to get boring for me and I make a new char or even retire at lvl 30, cause it's just no fun anymore. Thats why I never made it to lvl 31 - and I play this mod for a long time. Now you play 2-3 hours after you made your char and you're not a peasant anymore. When you make a strenght built you can even get many kills in the early stages. I loved the peasantry on the servers and it's was fun to chase them with my elegant poleaxe. :D
I hate people who cries about the retirement. You had the chance to retire (EVERYONE HAD), a lots of people saw it was broken so they abused it. Don't cry because you refused to abuse a broken system.
Fixed.
There should have been a full wipe, instead of the concessions that were made in order to reward the players exploiting what they knew was insanely broken. Anyways, keep defending the bullshit left over from how fucked up retirement was/is.
Wipe will be needed sooner or leyter. Every RPG needs wipe at some point.
Wow those "being a peasent is the best part of crpg yea!" posts are hilarious.
You must be retarded or mazohistic or both if you are saying that.
Wow those "being a peasent is the best part of crpg yea!" posts are hilarious.For me, it's a combination of both masochism and nostalgia: i remember spawning in cRPG. It was a big battle, EU1 i think and i was all like: "wow, awesome... look at that cavalry and those archers. Whoa i can hear the arrows whistle around me and the drone of the hooves. Wow, look at that heavy cavalry guy... looks like he's heading toward me... wow, cool! He's lowering his lance!
You must be retarded or masochistic or both if you are saying that.
Heh. People acting as if Retirement is some god-given right, earned through blood sweat and tears, that makes you a better player. Those of us with high generations played a lot and retired a lot. That's the end of it. We didn't do something incredible to achieve our gens. This gen elitism is bullshit, from the mouth of a high gen player. I would support a change to the retirement system that didn't clearly favor people with higher gens. At the very least 0% change exp gain per retirement would make sense, IMO. People shouldn't be able to retire faster once they retire.
Thats just a nostalgic view trough pink glasses. The fact is that this system is much more user friendly.
Ho... you want user-friendliness ?
I have other games that might suit you better, like : "push this button as many times as you can", you know...
If you can get everything now now now, it's failed. If you want everything now now now, you failed, or you are still a kid. There is no game where there is no frustration, the bad creates the good... It's just human.
Ho... you want user-friendliness ?
I have other games that might suit you better, like : "push this button as many times as you can", you know...
If you can get everything now now now, it's failed. If you want everything now now now, you failed, or you are still a kid. There is no game where there is no frustration, the bad creates the good... It's just human.
People that say they "worked" for their high level/gen pre-patch (implying cRPG is all work, no fun) should get slapped across the face real hard.
People that say they "worked" for their high level/gen pre-patch (implying cRPG is all work, no fun) should get slapped across the face real hard.
Then perhaps it is time to take a break. I know i've taken one.
Then perhaps it is time to take a break. I know i've taken one.
I agree fully with Veryag. I too played crpg since it first came out. I remember the dedication, intenseness, and core skill of the players and their characters. But now there is nothing to keep us wanting to play. We can do anything with our characters much too easily. Change from from a fully heirloomed archer to a fully heirloomed xbowmen in 2 months. There is no dedication to build your character up to your desired skills. You cannot possibly become a 24 str, 24 agi 2Her or do any other epic dream build because the cap is at lvl 35. (almost impossible to get to anyways). At crpg's first times I saw the most skilled people with sweet gear and skills and I desired to be like them. Now there is no desire to play crpg.
I agree fully with Veryag. I too played crpg since it first came out. I remember the dedication, intenseness, and core skill of the players and their characters. But now there is nothing to keep us wanting to play. We can do anything with our characters much too easily. Change from from a fully heirloomed archer to a fully heirloomed xbowmen in 2 months. There is no dedication to build your character up to your desired skills. You cannot possibly become a 24 str, 24 agi 2Her or do any other epic dream build because the cap is at lvl 35. (almost impossible to get to anyways). At crpg's first times I saw the most skilled people with sweet gear and skills and I desired to be like them. Now there is no desire to play crpg.24 agi 2hander is definetly reachable and a good build too. There are still people with sweet skills, actually way better skills than back then. So you can still desire to be like them. Thats my main goal when playing crpg, become very skilled. A lot of the people agreeing with the OP should indeed take off their nostalgia glasses off and compare the game now and back then a little more objectively. Ofcourse playing with a limited community where you know everyone is more fun than playing with a load of strangers. That is where clans come in.
Bah half the people cry about not being able to make super high level characters while the other half cry about not being bale to fight people as a peasant.
Whats to be done?
I know a lot of people turn away from crpg due to the initial grind
We lost the magic of the first decent weapon, I remember when I just bought my shortened voulge and started to make kills.
the POINT is that fortunately we have a level cap (psssst and i say its good.. even if it is too low.) BUT some ridicolous no lifer kids like vicious666 grinded full heirloom sets just to hope to be the 2011 olwen-wannabe hero.
So or we put a GENERATION cap fairly low (6 heirlooms seems fair... a masterwork weapon + a lordly body armor, or whatever.) or we get rid of the level cap too.
now its nonsense to have a level cap but hiding the grind behind the generation route. i saw arrow glancing/bouncing on high gen full plate players.
if we had level 42+ wpf stackers before, now we have heavy tanks with 80+ armor.
and guess why crpg topped near 600+ players in the same time prepatch and now hardly reach 350.
Hi folks,
To start with, this is not a rage or drama thread (I hope). Its the voice of despaired.
In this thread I will share with you my thoughts and concerns on the current state of cRPG project. To start with, I will present my cRPG experience, just to show that I have a right to say.
I started playing cRPG the next week it came public. I was the second player that bought horse in cRPG, which was immensely expensive at that time. I am a member of Mercs clan. I am a donator. Also, this week I was permanently banned on all EU servers for attacking friendly tincans with my LVL 1 CHAR ARMED WITH KNIFE! Yes, I am a dangerous man!
It gave me time to think about whats going on in cRPG.
Ok, enough about me, I shall get to the topic. What we now call the early cRPG beta (and what I consider the only true cRPG) attracted me in the first place with the idea that I could have a persistent character THAT IS CONSTANTLY IMPROVING AND DEVELOPING. I.e. every time you levelled up at that time, or bought new piece of equip, was like a holiday, a celebration if you wish. Huge amounts of joy, and I am very grateful to chadz for these moments! Levelling was very slow, items were very expensive, cRPG life was full of meaning. The dev team is constantly talking about balance, nerfs, rebalance, tweaks. IMHO the early beta paradoxically was the most balanced and joyful cRPG experience I had so far. You may disagree with that, but THATS MY IMHO.
So, where are we now? Where is that CONSTANTLY IMPROVING AND DEVELOPING thing now? Well, pretty much its gone. As soon as you hit lvl 31 (and for me it takes about one week and a half), the IMPROVING AND DEVELOPING part is over, since I can afford pretty much everything, every equip. I am not a cRPG millionaire, but I have 200k gold and masterwork primary weapon. As for levelling, as you know, lvl 35 is the cap, and there is no big difference between lvls 31 and 35. So, personally I kept playing only for the sake of funny fights, 3 vs 1 fights I can win, for adrenalin. Now tell me what is the big difference between current cRPG and Warband? In both games players have same levels, same weapons (albeit a bit smaller variability in Warband), same armors. And this is very sad. I mean, cmon, when was the last time we saw large scale PEASANT WARS?
Another thing that bothers me is the ease with which you can be teamkilled and can teamkill yourself. No real penalties. IMHO this is a shame. Now if you teamkill someone, your whole team suffers (as if it is their fault), while before only you were personally responsible for TKs. And responsibility was harsh, and for good. I would be glad to see the old TK penalty system back.
To conclude, cRPG is clearly loosing its magic, and this is sad. And probably very soon cRPG will lose me (which will make some of you, my old virtual enemies, very happy, but I really dont care).
I hope this testimony will trigger some deep reflection in general public and the dev team. And no disrespect meant.
i find this very lolstastic, considering that you where at best a mediocre 2hander, until you decided to grind 10 generation and use a TOTAL NO SKILL weapon with pierce dmg+crushthrue.+wpf stack (morningstar) than again is loltastic that you exactly disappear from the game when your OP build is no more. instead adapt like i have done, and now you complain that i made many gen exactly like you do, except that i not crushtrue ppl with 300 wpf.
I was a good player since this game started always on top list, and every time this game changed i adapted myself, for remain at top , i not was good for a patch like you did, becouse i am using an uber crushthrue pierce weapon., the fact is that even now after 5-6 months that you not see mee, you still talk about me, when i barely remember you. except for be a mediocre 2hander.
games changes, you are only a victim of evolution. other play adapt. and manage to stay on top, becouse they rely on skill not on the OP weapon of the moment. , 2h still the faster weapon in game, and player like Bjord and Phyrex are superior to the top 1h+shielders by a big margin , thx to lolstab, range, dmg, and animations.
you seams only a boy who broken his toy, and since now have no more time or stamina for grind more gen, point the fingers on others, for blame his own incapacity.
.
i didn't quit because patch removed blockcrush from morningstar. i quit because my daughter born in december. and she needs me a lot more than your little "i'm a good player... a merc." crpg world.Congratulations. Btw the 90's were a COOL time to be born. IMO :D
go on and provoke... you'll be only muted.over and over little troll born in the nineties.
Congratulations. Btw the 90's were a COOL time to be born. IMO :D
Amen. It's very true that cRPG was a hell of a lot of fun when it first came out... until it got broken. But it wasn't broken by patches, it was broken by players, and it really didn't take very long.
Stupidest fucking statement ever you must not have played before retirement was added. Nothing was broken about the game back then. Sure things get nuts (nuts not even broken then) at about lvl 40 but all that would been needed was a lvl 37 lvl cap or so. Those people that were even near that high back were so few like what 1-3 people?
Gee, but you are a presumptuous git. As a matter of fact, I've played pretty much every version of cRPG (not counting quick patches and dev builds) since the very first closed alpha test. Things were broken all right, that's why chadz added retirement in the first place. Unfortunately, he didn't foresee the new problems it would lead to, and the saga continues... but hey, why am I talking to you anyway, you clearly have all the answers, and the only opinion that matters is your own. :lol:
Stupidest fucking statement ever you must not have played before retirement was added. Nothing was broken about the game back then. Sure things get nuts (nuts not even broken then) at about lvl 40 but all that would been needed was a lvl 37 lvl cap or so. Those people that were even near that high back were so few like what 1-3 people?
LoL he didn't need to forsee them he had Takeda clan come to him multiple times in IRC and tell him about what the retirement would do to really "break" the game. We all just got trolled for our warnings. We even had fucking numbers in excel and shit. So STFU everything you say now is void.
we need that guy in the game balance team asap! Hundreds of tincans running around, killing peasants, with wpf of about 300 per weapon.
Sounds fun? Sure thing. I'd play it!
What, you mean it wasn't already? Looks like I really blew my chance at your approval! Never mind the fact that for all its flaws, the retirement patch did a lot to fix earlier problems that were even worse. Clearly your in-depth knowledge qualifies you to make completely objective judgements about the mod. :rolleyes:
are you denying that it was your idea to inherit wpf?Not at all.
lol
How is objective that retiring and stacking wpf was not worse than the system before it?
Fact is, it's a Sisyphean task to build a system that players can't abuse somehow, but at least he's trying.
Anybody else claiming to know what cRPG is really about or insisting they represent the voice of the whole community is just talking out of his or her ass.
edit: just to be clear, i knew wpf inheriting would get out of hands sooner or later. I did it because I thought heirlooms alone wouldn't be enough incentive to retire. I wanted people to retire to lessen the tincans and even the playing field.
What are you talking about?
I take it you haven't read much of this thread. Or your own posts, at that. :PI read up to page 5 and never saw anyone speaking for the whole community I saw people speaking for themselves.
Which would have worked, except that chadz underestimated the players of cRPG. They will go through generations so quickly that you will never see them at lower levels.
we need that guy in the game balance team asap! Hundreds of tincans running around, killing peasants, with wpf of about 300 per weapon.
Sounds fun? Sure thing. I'd play it!
BTW chadz who had anywhere near 300 wpf any one weapon before you did the patch that added retirement?
Because I played alot back then and I never found a person I found it hard to block at all.
Best solution is to drop retirement, return to old grind system and money system, and drop plate.
^ Not a bad idea.This could work. And the incentive to retire (assuming the system is left in, but with absolutely no in game benefits) would be a solid ranking system. Integrate it into the leaderboard in game, the forums, everything. And make it so that your stats freeze when you hit the level cap. So if you want to be number 1, you have to keep retiring. I bet that would keep many of the players that play ridiculous amounts retiring.
Also: Soft level cap of 35 like now. 35 is a good solid number for "endgame". Buff, but not redonkulously OP.
Best solution is to drop retirement, return to old grind system and money system, and drop plate.
I dunno...it will always be earned through grind, that is the nature of the game. The question is whether that money gets you a weapon and you feel that you earned it, or whether all weapons are available and you simply have to upkeep them.
Retirement as a concept is a good one I think. It allows people to respec (without letting them auto-correct a bad build - making mistakes and trying out new stuff is part of the fun of character design), and its got a certain RP quality about it - having an heir to your line and all that. It probably needs a few tweaks, and I'd like to see some other applications for it, not just as an alternative to level grind (maybe some functions in strategus). But generally the concept itself is quite fun and adds to the mod.
Also, I'd hate for plate to be removed. It isn't OP (due to speed penalties and upkeep costs), and the more items in cRPG the better. Some people like to occasionally dress as a gothic knight, so let them. And when strategus comes, I imagine it will have its tactical uses there.
At the moment, while its taking some time to perfect, I think the mod is moving toward a situation that properly balances RPG and grind. There are bound to be mistakes along the way as new stuff is tested and fixed, but slowly its getting better at allowing character customisation and leveling without forcing grinding and particularly abusable grind.
EDIT: though I totally agree about the equipment (the feeling that you treasure what you have because you earnt it etc - I just don't think it should be earnt through grind).
http://en.wikipedia.org/wiki/Hyperbole
Anyway, I had 210 wpf in a single weapon type, and I used plate. It was obviously a ridiculous situation.
lol before retirement patch? And 210 in a single weapon type is a long way from 300 in every weapon type. 210 is still easy to block with most weapons.wow, there was alot of wrong in that statement.
wow, there was alot of wrong in that statement.
210 is never easy to block unless you have a sizeable ping advantage. And the whole link to hyperbole was to say that the 300 was an exaggerated number, not a real one.
XP aboozeThis, the whole fucking post word for word(minus an heirloom reset, though I could live with it if the xp base was where I felt it should be). Especially the emboldened statements, I don't think these concepts have either been stated yet or are being considered enough by the general forum population.
How can the XP boost be an 'uncatchable advantage' there is a limit to how many items one can wear and honestly (IMO) it does not make a big difference if someone is in fully heirloomed gear vs someone who isn't - now even more than ever with the weapon nerfs across the board. Generation 15, given no heirloom screw-ups, would net someone 4 fully heirloomed armor parts and 1 weapon, any generation above is redundant in-game, sure you could heirloom a new weapon and armor fast but so what? You can't wear 30 heirlooms at the same time - so unless we would see the trade feature later then there aren't any game-breaking issues to be addressed here. A cap should be in place though but at least 100% gain as a max.
Screw heirlooms
I personally never cared about heirlooms since they don't work in Strategus, but I did appreciate the XP bonus because it allowed me to experiment with new specializations and after having spent a decent amount of time on the game I do not think it is unfair to be able to faster remake your character - something that a ton of games need. Right now CRPG _IS_ like WoW, in WoW you reach a certain point and there's no more to do until new content is released - same thing in CRPG now, when you reach 31 there isn't anything else to do except wait for Strat to open so you have a purpose, no reason to retire because it takes ages to get up again so better not be signed up for a tournament etc + have tons of spare-time to level.
As for the actual heirlooms, if they scare you so much there's a million other ideas to implement that'd work much better -- I suggest a heirloom limit-- that would fix everything and also force people to consider what to heirloom at higher generations - and if they decide to heirloom something after having reached the cap they'd be forced to sell off an old heirloom = balance. Retirement without heirlooming should be available of course then.
Otherwise so far I like the patch except for the XP-gen nerf :).
The (imo) to do list:PS: Thanks for all the hard work with the mod, it is very well appreciated, had more fun in M&B than any other games for like a decade (and I work in the industry :P).
- Heirloom reset
- Spec reset
- Re-evaluate XP-Gen bonus
- Introduce heirloom limit (!)
Edit: Typo.
its way too laggy for the moment for me.I've been getting some interesting lag on the NA 100 man and Siege when they're high(60+) population, since the patch. If I do a fast feint, chances are my 2nd swing won't go through, it won't register the swing at all(packet loss?). Blocking also has a bit of a delay to it as well, and even with my usual 50-70 ping, at 90+ players, it's completely unplayable, unless I forsake blocks ad just pray on the weak(not fun).
i even reinstalled the windows this morning just for cRPG and still its the same.
my pings are fine usually around 30 altho they have jumped up to 50ish but thats still ok.
donk know whats wrong, my PC is more tha capable to play this game with all the seeings turned all they way yet i turned it all down/off.
i feel like im haveing huge lag spikes and stuttering of massive proportions.
(click to show/hide)
Something else I'd like to add about the grind:
I don't think it's necessary evil. I also like the false sense of achievement I can gain in flash games. You know, level up here, distribute point there, whoops next level takes a bit longer, whoops enemies are a bit stronger, but hey, I'm tougher by my level up, awesome!
Maybe not the best game design, but it sure works.
However: that is singleplayer. If you stop, fair enough. You can come back anytime you want, you are as strong as before, as are the enemies, no damage done.
Now think multiplayer.
If you don't see the problem in people spending more time gaining an uncatchable advantage - or, as was with the generation bonus, getting an exponential advantage (who the fuck came up with that idea?!), then please, stay away from game design.
People are so influenced by WoW and all the other MMORPGS, but there is a difference: they do it because they want money. They want to hook you with the grind so you keep playing and paying, playing and paying. If you stop playing, they tell you "hey fucker, you're getting behind! Is that what you want? Get back here!"
This is *not* my intention. But if you want, I'll set up a pay2play version of cRPG where leveling is slower, there is no upkeep, and you can grind all day long so the new peasants can't harm you :)
Edit: also, you get 70% xp by killing people, 30% xp by being in the area of the kill. And you get something extra for the price: the game is patch free! Yes, I promise I'd never patch it once it's working!
Something else I'd like to add about the grind:
I don't think it's necessary evil. I also like the false sense of achievement I can gain in flash games. You know, level up here, distribute point there, whoops next level takes a bit longer, whoops enemies are a bit stronger, but hey, I'm tougher by my level up, awesome!
Maybe not the best game design, but it sure works.
However: that is singleplayer. If you stop, fair enough. You can come back anytime you want, you are as strong as before, as are the enemies, no damage done.
Now think multiplayer.
If you don't see the problem in people spending more time gaining an uncatchable advantage - or, as was with the generation bonus, getting an exponential advantage (who the fuck came up with that idea?!), then please, stay away from game design.
People are so influenced by WoW and all the other MMORPGS, but there is a difference: they do it because they want money. They want to hook you with the grind so you keep playing and paying, playing and paying. If you stop playing, they tell you "hey fucker, you're getting behind! Is that what you want? Get back here!"
This is *not* my intention. But if you want, I'll set up a pay2play version of cRPG where leveling is slower, there is no upkeep, and you can grind all day long so the new peasants can't harm you :)
Edit: also, you get 70% xp by killing people, 30% xp by being in the area of the kill. And you get something extra for the price: the game is patch free! Yes, I promise I'd never patch it once it's working!
Make it so that it shows your rank in game, on the forums, and anywhere else you can think to put it. Then, make it so that when you hit level 35 (or 31, whatever you decided to make the level cap) it stops your statistics from being affected. So if you want to be competitive in the rankings, you have to retire. Retiring would be a full reset, gold included, maybe even make people have to buy the heirlooms they "unlocked." The point of this would be to keep people from flying through the generations too quickly.
+1 kesh, well spoken as usual.See, thats why i brought up the leader-board idea. It would probably motivate you to retire, without giving you a ridiculous advantage. Win-Win
You will have to pardon me for whoring this idea, but I think its a really good one.
I still think a good solution for letting grinders grind, and reduce the ammount of heirlooms would be to introduce rare and unique gear that players would need to trade in one, two, or three masterwork heirlooms to get.
If I had the chance to trade my hierlooms for some bit of armor that few other players had, or an icon on a pole I could wave around and feel important, it would give me motivation to grind out that net gen.
Something many rpg games are doing is the whole "crafting" thing, you grind for components, then you combine these to make items. This is the seed of that idea, another bit of metagame to keep us coming back for more.
http://forum.c-rpg.net/index.php/topic,4241.0.html
cRPG is clearly loosing its magic, and this is sad.
Hi folks,i wanted to reply to this post
To start with, this is not a rage or drama thread (I hope). Its the voice of despaired.
In this thread I will share with you my thoughts and concerns on the current state of cRPG project. To start with, I will present my cRPG experience, just to show that I have a right to say.
I started playing cRPG the next week it came public. I was the second player that bought horse in cRPG, which was immensely expensive at that time. I am a member of Mercs clan. I am a donator. Also, this week I was permanently banned on all EU servers for attacking friendly tincans with my LVL 1 CHAR ARMED WITH KNIFE! Yes, I am a dangerous man!
It gave me time to think about whats going on in cRPG.
Ok, enough about me, I shall get to the topic. What we now call the early cRPG beta (and what I consider the only true cRPG) attracted me in the first place with the idea that I could have a persistent character THAT IS CONSTANTLY IMPROVING AND DEVELOPING. I.e. every time you levelled up at that time, or bought new piece of equip, was like a holiday, a celebration if you wish. Huge amounts of joy, and I am very grateful to chadz for these moments! Levelling was very slow, items were very expensive, cRPG life was full of meaning. The dev team is constantly talking about balance, nerfs, rebalance, tweaks. IMHO the early beta paradoxically was the most balanced and joyful cRPG experience I had so far. You may disagree with that, but THATS MY IMHO.
So, where are we now? Where is that CONSTANTLY IMPROVING AND DEVELOPING thing now? Well, pretty much its gone. As soon as you hit lvl 31 (and for me it takes about one week and a half), the IMPROVING AND DEVELOPING part is over, since I can afford pretty much everything, every equip. I am not a cRPG millionaire, but I have 200k gold and masterwork primary weapon. As for levelling, as you know, lvl 35 is the cap, and there is no big difference between lvls 31 and 35. So, personally I kept playing only for the sake of funny fights, 3 vs 1 fights I can win, for adrenalin. Now tell me what is the big difference between current cRPG and Warband? In both games players have same levels, same weapons (albeit a bit smaller variability in Warband), same armors. And this is very sad. I mean, cmon, when was the last time we saw large scale PEASANT WARS?
Another thing that bothers me is the ease with which you can be teamkilled and can teamkill yourself. No real penalties. IMHO this is a shame. Now if you teamkill someone, your whole team suffers (as if it is their fault), while before only you were personally responsible for TKs. And responsibility was harsh, and for good. I would be glad to see the old TK penalty system back.
To conclude, cRPG is clearly loosing its magic, and this is sad. And probably very soon cRPG will lose me (which will make some of you, my old virtual enemies, very happy, but I really dont care).
I hope this testimony will trigger some deep reflection in general public and the dev team. And no disrespect meant.
attention whore
Label given to any person who craves attention to such an extent that they will do anything to receive it. The type of attention (negative or positive) does not matter.
saw a lot of oldmy old friend returning nowadays , LeoKing , Muffin , another Barabe that i don't remember the name , yesterday evening there were a lot of ppl including me playing on EU_1.
Don't know if changing the xp multi could bring more fun , yes was fun in 2010 but if you reintroduce this KILL=XP mentality , i think the bit of teamplay we could see now will probably change in a boring DM were people just run for the ez kills and don't focus on an objective like flags or help another teammate in trouble.
that's my 2 cents :D
Yeah but the proximity exp from team mates killing was the fabric that held together the best team plays I have seen, exp barn anyone? haha good times(click to show/hide)
https://www.youtube.com/watch?v=M97vR2V4vTs