cRPG

cRPG => General Discussion => Topic started by: XyNox on November 11, 2012, 09:23:12 pm

Title: The root of all misery in cRPG
Post by: XyNox on November 11, 2012, 09:23:12 pm
Archery is once again the top topic of grievance and disputes. I will always play as an archer, no matter how much it does get nerfed, at least that is what I was telling myself back in the days. I am not so sure anymore to be honest.

The recent nerf hit archers pretty hard. Although I think the intentions behind this nerf are correct, I dare say it caused more damage than it repaired anything. Usually I dont care anymore about this topic and I just wait for the next nerf to see if it is possible to adept. Too many times though I read the last months that you should bitch and lobby about something if you wanted the get something done and looking at the past and it seems to be the case. I do not plan to bitch in here though but rather evaluate my point of view, which I am sure a lot of people can share.

When talking about archery most of us take all the information on this topic for granted, how mechanics work etc. but allow me to present you an in-depth essay on this matter and lets pretend we dont persist in our viewpoints no matter what, at least this time. Have fun reading and let's begin.




an Essay
concerning
The root of all misery in cRPG





I. Armor restrictions

Weapon proficiency points are most vital for archers as they determine how fast they can reload their bow, how accurate they can shoot and to some degree even how much damage they deal. Archery comsumes A LOT of these WPF points in order to achieve a reasonable effect. If you want a build that gives you any of those qualities mentioned above, putting WPF into a category other than archery is quite a bad idea. That means you will have about no melee WPF at all, not by choice but by force.

Now, if you exceed a fixed amount of armor weight it decreases those WPF points and therefore your ability to function properly as the class you are. The last time I checked it was a total armor weight of 10 which has not to be exceeded, while the weight of body and leg armor count as x1, head armor count as x2 and gloves counts as x4.

This means an archer with nothing but a mail hauberk would already get a penalty while not even wearing gloves, boots or a helmet at all. To give an even more drastic example: An naked archer who wears nothing but a vaegir warmask and hourglass gauntlets would also already have reached the maximum armor weight limit of 10
( warmask = 3kg x 2 = 6 / gaunlets = 1kg x 4 = 4 ; 6 + 4 = 10 = maximum weight limit ). It is therefore not surprising that you dont see archers with resonable armor. Its not because they chose so but rather the game dictates you not to do.


Conclusion I: Armor restrictions do not allow archer to wear reasonable armor if you want to maintain functioning properly as a ranged unit.


II. Melee capabilities

Archers are coward and always run from a melee fight, right ? Lets see why this is.

As mentioned in the chapter above, having a sufficient amount of melee WPF points will inevitably leave you with too little archery WPF in order to maintain a reasonable ranged performence, which is the very reason you play as an archer for.

On top of the lack of WPF there is also the lack of Powerstrike. The DPS ( damage per second ) on bows is not really that great. If you want to be able to kill a medium armored person in less than 5 hits ( depending on the bow ), 6 Powerdraw is a must have.
Pre nerf the cookie-cutter archer build was 18/21 or similar. 18 strength is needed for 6 Powerdraw and therefore to be able to use the long- and rusbow, 21 agility is the minimum to get 7 Weaponmaster in order to have enough WPF to be able to operate a bow with acceptable accuracy. At level 30 you now would have 10 skillpoints left and didnt put anything into ironflesh, powerstrike, athletics.

Now you might think you could simply put the 6 points into powerstrike and 4 into athletics. The problem with this though is that you still cant afford any melee WPF. Melee WPF does not only vastly increase your swingspeed but also has a large impact on damage. Remember that a melee build with ZERO weaponmaster has 111 WPF at level 30 by default.

No matter if you put 3 or 6 Powerstrike into your build, with minimal WPF your swings wont deal much damage against an armored enemy and are slow enough to be blocked by about anyone with ease. An agility orientated build will most likely be able to circle around you faster than your weapon is actually swinging. On a plated foe your weapon will most likely glance most of the time. Breaking a shield with the weapons available to archers is very time consuming. Combined with footwork, a high WPF 1h enemy is capable of outspamming you.

Archers are, as a fact, inferior in melee to any melee orientated build. As it should be.

Now combine the lack of melee capabilities with the lack of armor as to be read in chapter one.


Conclusion I + II: Without the possibility to carry decent armor into battle due to Armor restrictions and a clear lack of Melee capabilities there is little point in engaging an enemy in close combat who has the superior build and equipment in almost every way.


III. Toughness


Archers need agility in order to be able to shoot well. More agility means less strength. Less strength means less health. Ironflesh is not an option either as most of the skillpoints are needed to get archery running at an acceptable level. Neither is armor much of an option as mentioned in chapter I. All in all, as an archer you are the most fragile unit on the battlefield and you will get oneshot by almost anything. No matter whether its a lance to the back, a greatsword to the chest or a bolt fired from an arbalest to your stomach. You have to rely on dodging and avoiding enemy contact if you want to survive.

Due to this low toughness, as an archer you dont have the luxury to figure out the enemy fighting style and analize why he was able to hit you and then come up with a counter to your enemies playstyle. Gambling as in hoping that you hit him first, kicking while hoping your enemy didnt anticipate it and stab you in the face etc. are one time events in a round if you happen to be unlucky. You might have hit that plated guy about 6 times with your mace already or hammered that guys shield for the 20st time already, sadly it does not help you at all when he gets that one lucky oneshot in the end. Even a simple horsebump is enough to take a big chunk out of your lifebar.


Conclusion I + II + III: The effects of Armor restrictions, the lack of Melee capabilities AND the additional low toughness dictate archers to play in the most defencive manner their can achieve, avoiding any contact with enemy arms, missiles or horses in order to participate actively to the game until the end and not looking at your dead body early in the round.


IV. Slot restrictions


While a 2h build needs nothing but his 2 slot sword and a polearmer needs nothing but his 2 or 3 slot polearm to gain maximum efficiency out of his build, it's a bit different for archers. As an archer you can carry light bows for 1 slot or heavier bows for 2 slots. Additionally you need quivers, 1 slot each. Since your arrows are not laser guided, you will miss, arrows wont hit due to bugs, they will get cought by shields, will get blocked by horses etc; bringing 2 quivers into a large battle is mandatory. The types of arrows that deal the most damage are limited to 15 per quiver ( bodkins, 17 when +3 ) and 18 per quiver ( tatars, 20 when +3 ).

If we now consider that lighter bows need 4 hits average to drop a medium oppenent from full health ( observation with my +3 hornbow ) and about 3 hits with heavier bows ( observation with my +3 longbow ), going into battle with 17 - 20 arrows will simply not last an entire round when there are tons of horses, shielders and total chaos around you in general.

This leaves you to either chose a 1 slot or a 0 slot melee weapon as an archer. While 0 slot weapons dont deal much damage in general and are outranged by about anything on the battlefield there are at least some decent 1 slot weapons, some even with 2h seconary modes. Sadly they are not an option for rus- or longbow archers. However, as said in chapter II, melee capabilities of archers are not that great.

Chosing a blunt weapon is about the only way to have a chance to at least interrupt your armored attacker consistently with a hit instead of glancing and getting oneshot as a result. But even if you forget about the blunt damage, the longest weapon you can get your hands on as an archer is the arabian cavalry sword or similar swords which all happen to have cut damage. With a weapon of this length you wont be able to fight a lancer and you will easily be outreached by almost every 2h and polearm player.


Conclusion I + II + III + IV: Armor restrictions, low Melee capabilities, low toughness and Slot restrictions. Now you see where this is going. Engaging in melee fights with a level 30 archer build is about equal to fight with a lvl 15 melee build without spending any WPF points. This is not a consequence of low player skill. Running away from a fight as an archer is the only sane thing to do when the game simply does not allow you to kill your enemy by other means. The very reason archers behave in a "my old friendgy" way, as in "kiting" is the constant crying to nerf them further. Devs did it, now you got what you whished for.


-- -- -- -- --




So what do archers have left ? They score the lowest points in almost every category compared to their mounted and armored companions. Ah, thats right. The fact that they can combine the ability to deal damage from afar with superior mobility.

While direct enemy contact is a death sentence to pure archer the only tool there is left is taking advantage of superior mobility while maintaining a ranged damage output. The glorious "kiting". We all know it is gay, noobish, lame, my old friendgy and what other expressions there have been invented so far to describe this style of playing.

After evaluating the conclusions of chapter I, chapter II, chapter III and chapter IV, which all on their own highlight the negative consequences of getting into close combat with an archer build, it is ESPECIALLY the negative synergies of all of the four combined that makes me answering the following question as follows:

Q: Can archers stop running away like little sissies already ?

A: Bitch please.


Admittedly kiting IS in fact a pain and leaves certain melee builds without the chance of defending themselves until they get into melee range, which is quite often impossible for a melee build. It is the same injustice that happens when a melee DOES get into melee range ( for unexpected reasons ) and chops the archer into peaces without much chance to counterattack. Allthough this sound much theoretic, we all know both of those examples do or at least did happen on quite a regular basis and the outcome of both of these examples are merely a matter of skill but rather build and equipment superiority. And THIS is not acceptable in a skill based, competitive multiplayer game in my humble opinion.

Archers kited because there was no other tool to an archers disposal other than kiting. The cure for this could only be: take away their kiting but give them a fair chance to be effective in return. Sadly however, this is not what has been done. The only viable playstyle of archers has been taken away while all the previous nerfs over nerfs still remain.


-- -- -- -- --




What changed ?

Well the same issues are still there but now in a slightly modified form.

Missile drop, missile speed and damage got nerfed on loomed bows. Ranged capabilities overall got nerfed. Additionally, archery equipment such as bows and quivers are significantly heavier in order to slow archers down.

If we look back at pre-nerf archery:


I. Armor restrictions are still there ( as far as I know unchanged ).


II. Melee capabilities for archers did not get buffed but instead heavily nerfed. And this is why:

Due to the increase of weight of archery gear you now carry about as much weight on you as an archer as you do as a plated knight. A longbow + 2 quivers of bodkins weighs 20kg. Tatar arrows are even heavier. If you bring a bit of armor with you thats another additional 10kg = 30kg in total + melee weapon. The weight increase has a devastating impact on your movement speed and mobility. Although this prevents archers from kiting it also makes dueling, as in using footwork almost impossible.
Even pre-nerf your armored enemy already had the upper hand in almost every aspect of the fight, now he also has superior mobility.

Archers always had to rely on dodging and avoiding enemies in order to survive. Without this ability you get almost autokilled by horses as you cant dodge their couches anymore, if they know how to couch that is. Certain shielders now outrun you and are a 100% procted from your arrows while they get closer.

Even if you see an xbower pointing his arbalest at you, chances are high that you wont be able to build up enough momentum to walk out of his line of fire, which then results in a oneshot.

Agility builds such as ninjas can backpaddel faster than you can walk forward while being able to swing weapons with more reach, more damage, more speed, and beating you in every other category there is when it comes to melee combat.

1h cav in general does not have the problem anymore of archery getting out of their reach as they can turn their horse faster now than an archer can run around the horse.


III. Toughness is still low. With the nerf of lance damage archers might now survive a lance in the back. Still many things oneshot you. And what does not oneshot you will definitly twoshot you. This minor boost in toughness is negated by the movement speed nerf however and archers simply dont have the chance to avoid a lot of dangers anymore.


IV. The slot system is still there, no changes on that.


-- -- --


Final conclusion


The question I have to ask at this point: What is the purpose of an archer now ? What is the point of playing a class that neither can handle to be confronted directly with enemies nor has the ability to avoid those confrontations ?


Of course the people who are looking for advantages instead of balance are happy now but,

why should I play as an archer if I can grab a 2h sword, simply walk to my enemy instead of shooting him and engaging him with a better overall performance? Why should I restrict myself to play as a crawling crashtest dummy when I can simply strap a crossbow/bag of javelins to the back of my armor and be effective in melee and ranged combat alike ? Or simply get a heavy horse and inflict more DPS with bumping everyone to death without any skill required ?

I havent seen many of the top tier archers around the last days and those who were there got spammed to death by people without the skill to actually justify it.


This is just another patch that unwarrantedly enables bad players to counter archers without trying. What is your intention devs ? Do you want to balance archery or do you want to remove it ? I am sure there are a lot of people who would be pleased to give actual constructive criticism if people would have the impression that you are listening to them. But as of now, no matter how much I like this game, I dare say you have not exactly done a good job about this matter.


Thank you for your attention.




Title: Re: The root of all misery in cRPG
Post by: Haboe on November 11, 2012, 09:25:26 pm
The root of all misery in cRPG is players whining about how it sucks.
Title: Re: The root of all misery in cRPG
Post by: rustyspoon on November 11, 2012, 09:28:12 pm
I always thought the root of all misery in CRPG was the awful, awful multi system.
Title: Re: The root of all misery in cRPG
Post by: SirCymro_Crusader on November 11, 2012, 09:28:24 pm
Are you the new Joker with your long posts?
Title: Re: The root of all misery in cRPG
Post by: Tzar on November 11, 2012, 09:38:44 pm


Good archers are still blasting tons of people like pre patch so i honestly dont see why the rest of you just dont adapt an move along...

Go ahead - me  :lol:
Title: Re: The root of all misery in cRPG
Post by: Macropus on November 11, 2012, 09:42:32 pm
You sir got my respect, everything you wrote is totally right. Archers are completely fucked up at the moment, just because a lot of stupid str-stacking whiners whined too much so that devs decided to nerf archery again...

PS: to some smartass who will probably think im an archer - most of my gens i've been a melee char and at the moment i'm 2hander.
PPS: gonna bump this thread forever until archery buff
Title: Re: The root of all misery in cRPG
Post by: dodnet on November 11, 2012, 09:49:53 pm
The root of all misery in cRPG

Are

awful, awful

long posts

 :mrgreen:
Title: Re: The root of all misery in cRPG
Post by: XyNox on November 11, 2012, 09:51:17 pm
Are you the new Joker with your long posts?

The time it took to post this, joker would have made 3 posts of this lenght if he wanted to.

You sir got my respect, everything you wrote is totally right. Archers are completely fucked up at the moment, just because a lot of stupid str-stacking whiners whined too much so that devs decided to nerf archery again...

PS: to some smartass who will probably think im an archer - most of my gens i've been a melee char and at the moment i'm 2hander.
PPS: gonna bump this thread forever until archery buff

I appreciate a lot.

:mrgreen:

I am afraid those long posts are necessary once in a while to show where we are at now. Also please I keep in mind not everyone in here is a long timer.
Title: Re: The root of all misery in cRPG
Post by: Teeth on November 11, 2012, 09:53:18 pm
http://forum.meleegaming.com/suggestions-corner/how-to-make-archery-more-fun-for-everyone/msg588659/#msg588659
Title: Re: The root of all misery in cRPG
Post by: Tzar on November 11, 2012, 09:56:05 pm
http://forum.meleegaming.com/suggestions-corner/how-to-make-archery-more-fun-for-everyone/msg588659/#msg588659
Title: Re: The root of all misery in cRPG
Post by: Macropus on November 11, 2012, 10:04:45 pm
Good archers are still blasting tons of people like pre patch so i honestly dont see why the rest of you just dont adapt an move along...
It's not even an argument. For example, Massassin kills a lot of people with a peasant gear and dagger, but it doesn't mean that such build is in any way competitive comparing to others.
The reasons why archery IS underpowered at the moment are stated in OP, try to read the whole thing please.  :)
Title: Re: The root of all misery in cRPG
Post by: Lactose_the_intolerant on November 11, 2012, 10:08:18 pm
so kiting has been adressed....

You write a nice big post of how archers have a difficult life...

While you did that, I know a lot of archers (thomas cadarn, johanE, Bagge, zerobot) who still rain down death even though they cant run like fairies,  who pull off an insane amount of headshots, kills and are still to be massively feared and have an important influence on the battle.


Those are the archers that i respect and fear because they are still there hitting like trucks and bringing death on others and you would never believe they'v been nerfed.

You? You just cry on the forums, man up, get out there and show you are to be feared, because all those archers are not waiting for you

ps : now don't get me wrong, myabe arrow speed drope tc was too much, i never had a big problem with archery, jsut the kiting was plain stupid
Title: Re: The root of all misery in cRPG
Post by: Tzar on November 11, 2012, 10:15:24 pm
Just fuckin adapt all ready........ so sick of all these kite fairy´s complaining about not being able to kite ....go play some zombie shooter all ready... or better yet get a range only server up and running like melee used to have if you cant stand other builds being able to combat you...

Title: Re: The root of all misery in cRPG
Post by: _GTX_ on November 11, 2012, 10:20:59 pm
FYI

I am getting my ass kicked more by archers than ever before. This is ofc on the siege servers, i cant speak for battle.
Title: Re: The root of all misery in cRPG
Post by: Pejlaen on November 11, 2012, 10:22:04 pm
I'm the same, I wont quit being an archer either no matter how it is balanced/nerfed. Although, archery is being stomped to pieces by nerfhammers atm, I still have a bigger problem coping with the majority of people hating everything you do while playing as an archer. It's fucking bad that it gets to you over an game, but sometimes it does ffs, and tbh I'm imagining that it's the same for some others as well. I'm pretty sure it's called Warband - not Duelband, Cavalryband or Rangedband - but Warband. Medieval warfare included Archers, crossbows, artillery, cavalry, infantry. If you learn to deal with every element on the battlefield you will be great, you dont become great by proclaiming yourself the best, and then lobbying for everything around you to change in order for you to stay best.

Xynox great post mate, Macropus great comment/input as well :)
Title: Re: The root of all misery in cRPG
Post by: Warcat on November 11, 2012, 10:22:21 pm
Wow, OP was so long it had an intermission.
Title: Re: The root of all misery in cRPG
Post by: Macropus on November 11, 2012, 10:22:50 pm
Just fuckin adapt all ready........ so sick of all these kite fairy´s complaining about not being able to kite ....go play some zombie shooter all ready... or better yet get a range only server up and running like melee used to have if you cant stand other builds being able to combat you...
Im sorry, your post now makes no sence at all.
Why don't you tell "just fucking adapt" to all these str-stacking twohanders? Why aren't you sick of all these tincans complaining about not being able to outrun nearly NAKED archer? Shouldn't melee whiners go play with a meat-chopper in their kitchen?
 :D Well i'm kinda kidding right now, sorry I can't reply on such ridiculous posts in a serious way.
Title: Re: The root of all misery in cRPG
Post by: SirCymro_Crusader on November 11, 2012, 10:23:22 pm
Wow, OP was so long it had an intermission.

Didn't read it :3

Too long, need a shorter QQ version that is all rage in one sentence such as

I HATE ALL ARCHERS THE FUCKING CUNTS
Title: Re: The root of all misery in cRPG
Post by: Falka on November 11, 2012, 10:23:57 pm
Melee WPF does not only vastly increase your swingspeed but also has a large impact on damage.
Sry mate, but it's not true. melee wpf neither " vastly increase swingspeed" nor "has a large impact on damage". 

No matter if you put 3 or 6 Powerstrike into your build, with minimal WPF your swings wont deal much damage against an armored enemy and are slow enough to be blocked by about anyone with ease.
Afaik DaveUKR has 5 PS and no more than 90 wpf in 2h and he is "quite" effective at melee. Also, I don't get why "you cant afford any melee WPF." At lvl 30 with 7 WM instead of 165 wpf in archery you can have 155 in archery and 77 in 2h or 1h which is more than enough.

It is therefore not surprising that you dont see archers with resonable armor. Its not because they chose so but rather the game dictates you not to do.
Take byrnie and mail mittens - 39 body armor, 9,1 effective weight. I'm pure melee and have 46 body armor. Ninjas have even less, 42 body armor.
Title: Re: The root of all misery in cRPG
Post by: Lichen on November 11, 2012, 10:27:14 pm
The first fix to archery (ath reducing wpf) was actually a great solution. But people whined and threw fits and now archers are unable to be agile AT ALL. First solution was actually the far better and FAIR one. Oh well. Sucks to be an archer now I'm sure.
Title: Re: The root of all misery in cRPG
Post by: Tzar on November 11, 2012, 10:29:41 pm
Falka aslong as archers are able to kite they wont bring a melee weapon or spec for melee it just dons t make sense to do that if your able to just run n pew pew...
Title: Re: The root of all misery in cRPG
Post by: [Ant] on November 11, 2012, 10:41:48 pm
I have an old archer.

I play pretty well as polearm most of the time


18/18  135 wpf in archery the rest in 1H

Of course I cant hit shit. Why should 135 be more than enough for melee (140 is great). Even worse 50 wpf is enough to use a crossbow. Yet an archer needs 150+ it is plain stupid. I don't use loomed equipment and i'm not a good archer. I have never found a real need for 35 arrows as I rarely last that long before being engaged pre or post patch (I dont run ever).


If you want 2 stacks of arrows you need to pick a camp and drop than pick up only one when you run out/drop last arrow go back and grab the second stack.


Idea one-- Maybe archers should be rewarded for having melee wpf, small speed increase or effective weight reduction.

Idea two-- http://forum.meleegaming.com/suggestions-corner/1-5-slot-items/                So better weapons can be used and carrying less arrows is encouraged

Idea three-- PD to increase draw speed so wpf is less effective and less important str archer being more viable.

Idea 4--get an x-bow
Title: Re: The root of all misery in cRPG
Post by: Falka on November 11, 2012, 10:44:57 pm
Falka aslong as archers are able to kite they wont bring a melee weapon or spec for melee it just dons t make sense to do that if your able to just run n pew pew...
Yea, I know, but it's their choice, game allows them to take decent melee gear, which is opposite of what Xynox is saying. Archers in most cases decide to take 0 slot weapon and shitty armor, but if they do so they should't complain about how weak they are at melee.

Today on siege I saw Merc Onion who made 40+ 8 or sth like that. I think he doesn't complain about current state of archery. 
Title: Re: The root of all misery in cRPG
Post by: a_bear_irl on November 11, 2012, 10:53:05 pm
tl;dr: i'm going to discard the whole "ranged" aspect of archery and then compare it to the capabilities of a straight melee build
Title: Re: The root of all misery in cRPG
Post by: Riddaren on November 11, 2012, 10:55:58 pm
Nice essay. I gave you a +1.

However, I don't like when people imply that something takes less skill:
"Or simply get a heavy horse and inflict more DPS with bumping everyone to death without any skill required ?"

Even bumping takes skill.
Title: Re: The root of all misery in cRPG
Post by: NuberT on November 11, 2012, 10:59:04 pm
Archery isn't and never was a problem, the problem is that many players prefer to go for the "easy" kill aka ranged kill and therefore the amount of projectiles flying trough the air is destroying the fun for everyone else.

I blame every somewhat good melee player who is using any kind of ranged to destroy the mod in the long term :evil:.

Edit: Forgot to mention I blame hoplites and cavalry aswell  :D
Title: Re: The root of all misery in cRPG
Post by: IR_Kuoin on November 11, 2012, 11:02:09 pm
http://forum.meleegaming.com/suggestions-corner/how-to-make-archery-more-fun-for-everyone/msg588659/#msg588659

Just a question Teeth, but how many times are you going to post that link to your own thread on every archer related thread?
Title: Re: The root of all misery in cRPG
Post by: a_bear_irl on November 11, 2012, 11:08:09 pm


Even bumping takes skill.

what
Title: Re: The root of all misery in cRPG
Post by: Kafein on November 11, 2012, 11:15:50 pm
what

Bumping is a bit like being the captain of a supertanker and having to crush powerboats that are all trying to avoid you. They can go from 0 to their max speed in a few seconds, and you need several hours.
Title: Re: The root of all misery in cRPG
Post by: Artyem on November 11, 2012, 11:22:20 pm
As someone who's been a dedicated melee character for the last two years, I'd like to share my input on how the game is changing for the worse.

There was a time when your ability to top the scoreboard, to do well in battle, to win the match, all revolved around how good you were.  cRPG lacks this factor now in the sense that you can just grind to level 32 or 33, sell your loom points and instantly have enough gold to wear whatever the hell you want, upkeep is unnecessary.  You don't need to be good at blocking these days, just roll high strength in heavy loomed armor with a big two-handed weapon (greatsword or nodachi are preferable) and you'll be a god.  I'm still stuck in the mentality that I am capable of doing well with a rounded build like 18-18 with unloomed equipment.

I've since come to realize that the majority of the community is following whatever is the best and strongest build.  It's natural for anyone to follow that route, since it's the easiest path and requires the least amount of effort and thinking.  The current top builds are crossbows, which require almost no proficiency to be used effectively, hit hard and can be used in heavy armor without restricting their ability to fight in melee, and they don't have to worry about how much money they lose for upkeep because as I said, upkeep has been rendered unnecessary by the marketplace and heirloom points.  To counter this, people don't resort to shields, yet they resort to stacking their strength, using heavy armor and large weapons that can one hit anyone who has an armor rating below 25 and ironflesh less than seven.  Their heavy armor and large weapons enable them to soak up lots of hits and deal just as many, and they don't have to worry about the upkeep because they're stinking rich.

To conclude, it's not exploitation as much as it is human nature to take the easiest, least exerting choices over the challenging ones.  The upkeep system is useless, crossbows are too easy to use, strength is being abused by the commons, money is no longer a variable as much as it is a counter like the health bar, or xp bar.  Now, if you'll excuse me I'm going to go grind myself to level 32 and sell my loom points so I can avoid worrying about upkeep like everyone else.


Nerf rage buff fun 2012


EDIT:

Incoming swarm of *insert whoever I targeted in my post* -1'ing me.
Title: Re: The root of all misery in cRPG
Post by: Casimir on November 11, 2012, 11:23:09 pm
i like turtles
Title: Re: The root of all misery in cRPG
Post by: IR_Kuoin on November 11, 2012, 11:25:46 pm
Agree with Artyem.
Title: Re: The root of all misery in cRPG
Post by: MrShine on November 11, 2012, 11:28:28 pm
Figured I'd keep this quote fresh.
http://forum.meleegaming.com/general-discussion/is-archery-bugged-atm/msg643279/#msg643279
Title: Re: The root of all misery in cRPG
Post by: Artyem on November 11, 2012, 11:29:49 pm
I don't give a shit about standard bows, it's the fuckin' crossbows that are causing the QQ's and the bloo bloo's.
Title: Re: The root of all misery in cRPG
Post by: XyNox on November 11, 2012, 11:31:22 pm
so kiting has been adressed....

You write a nice big post of how archers have a difficult life...

While you did that, I know a lot of archers (thomas cadarn, johanE, Bagge, zerobot) who still rain down death even though they cant run like fairies,  who pull off an insane amount of headshots, kills and are still to be massively feared and have an important influence on the battle.


Those are the archers that i respect and fear because they are still there hitting like trucks and bringing death on others and you would never believe they'v been nerfed.

You? You just cry on the forums, man up, get out there and show you are to be feared, because all those archers are not waiting for you

ps : now don't get me wrong, myabe arrow speed drope tc was too much, i never had a big problem with archery, jsut the kiting was plain stupid


You did not read the OP. In the OP I stated that I think adressing kiting is good thing but the "solution" devs came up actually did fail to balance the game in an appropriate way. Before I repeat the hole post please read it.

Also the OP was written with opinions of the very archers you list in mind. Some of the first class archers concider me to be a first class archers in this mod as well and I too can rain down headshots and havoc. The problem with archery now is that a single newbie with a build that is better then yours will autokill-own you, no matter what individual player skill there is, also explained in depth in the OP.

Last but not least when it comes to crying, meleeplayers are and always were the topscoring kind of person. I understand that ones mind will dull over time when you are exposed to this community for long enough and at somepoint every argument looks like crying but look again. There is no whining, all I do is listing facts, objective observations and drawing a conclusion out of it.

Sry mate, but it's not true. melee wpf neither " vastly increase swingspeed" nor "has a large impact on damage". 
Afaik DaveUKR has 5 PS and no more than 90 wpf in 2h and he is "quite" effective at melee. Also, I don't get why "you cant afford any melee WPF." At lvl 30 with 7 WM instead of 165 wpf in archery you can have 155 in archery and 77 in 2h or 1h which is more than enough.
Take byrnie and mail mittens - 39 body armor, 9,1 effective weight. I'm pure melee and have 46 body armor. Ninjas have even less, 42 body armor.

I have to admit that the term "vastly" and "large" can be interpreted differently. The difference between 1 WPF and 150ish WPF is incredibly noticable though when I switch from my archer to my 2h alt. Also, last I checked 100 WPF is worth 15 % melee damage which is about 2 PS. I cant say whether the higher swing speed also adds additional speed bonus.

No matter how you put it, no WPF at all vs. the number of WPF that a dedicated build offers is quite unbalanced when you hear people go crazy because their favorite weapon got -1 speed rating !!! or similar. At this point I would be delighted if a dev could explain how lets say 150 WPF translates into weapon speed points.

The WPF thing would be fine if the example was for melee but ranged WPF just start to get useful at a certain point. If you keep in mind that PD (still) decreases WPF the difference between 155 and 165 WPF - the PD penalty is equal to 71 to 81 effective WPF at just 6 PD ( more PD even more penalty ) which is about 15 % more effective WPF. Those 15 % can be the difference between a hit and a miss at 30 meters for example. Not to mention the longbow, which need a certain amount of WPF in order to be able to release an arrow before the reticule starts to expand due to the low speed rating of the bow. Archery is just very WPF heavy.

In other words: A single PS gives just 8% more damage. Do 2h players invest a spare skill point into shield skill in order to adapt ? Of course not, they go for the additional PS and hope they will need one hit less for the kill every now and then.

At the armor part, yes, probably not all archers wear as much armor as they could. Chapter I - IV though explains that there is simply no point in going melee with an archery build and armor wont change this by a bit. In fact it will just give you harder time getting away from the threat.

Generic Tzar bullshitting

The prime example of people who simply do not meet the intellectual requirements for participating in a discussion. I still wonder why this individual is not muted, let alone who unmuted him.
Title: Re: The root of all misery in cRPG
Post by: IR_Kuoin on November 11, 2012, 11:33:09 pm
I don't give a shit about standard bows, it's the fuckin' crossbows that are causing the QQ's and the bloo bloo's.

Lol yeah. I have a MW arb. non loomed steel bolts and I manage to almost 1 shot a guy with 51+ armor and 5 IF at close range. I know the score points for xbow is really low. 1 hit gives you only 2-3 score, while a melee hit which takes less damage gives more point (Which is okay). Arbalest have a high upkeep, but I you get what you pay for :P
Title: Re: The root of all misery in cRPG
Post by: Equal on November 11, 2012, 11:38:15 pm
Good post, earlier today in battle I was on my archer, and I was so confused when I saw a guy in heraldics barely keeping up with me. I knew there was no way he had more than 7 athletics. Then I read about the weight, that is seriously ridiculous. A knight is as fast as an archer, in fact I looked and my archer has more weight equipped than my cav/1h.

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That's my usual equipment loadout, which is 24.1 kg. Now here's my usual archer loadout:

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24.6 kg.

Only .5 kg over my main, and that's when I'm still holding onto my lance after I'm dehorsed.. so really it's more like 2.3 kg lighter. AlsoI have 6 athletics where my archer has 7, and my +3 elite cav shield to protect me from his arrows. Not to mention that I have 50+ head armor and 20+ body and leg armor over my archer.


It also irks me when I see every other tincan with a crossbow on his back capable of taking out 3/4s of my health where it takes me roughly 4-6 shots. They also probably have half the proficiency in crossbows than I do in archery. Do I have a solution? Not really, but I don't think this is the right way to go with archery at all.
Title: Re: The root of all misery in cRPG
Post by: Kafein on November 11, 2012, 11:40:49 pm
Come on, not all your observations are objective. There are many points I would like to give my input on but that wouldn't lead to anything.



Apart from that, you don't adress the fact that without some kind of coercitive change, archers wouldn't stop kiting. As I always said, archers should have decent melee abilities, and we agree on that. But no matter the possible melee abilites, if he can spec as a pure archer and run away 24/7 from whatever could possibly kill him, there's no reason to change.
Title: Re: The root of all misery in cRPG
Post by: Tears of Destiny on November 11, 2012, 11:43:56 pm
This is a nice post, but even when cmp released official stats that proved that for both NA and EU that archery damage was less then 10% of all damage dealt and that archery mounted was less then 1.5% damage dealt, they still decided to nerf the hell out of the class a bunch of times.

Just... Give up. People don't like getting shot.
Proof in the devs not knowing what the hell they are doing is the incredibly retarded and complicated decision to make athletics detract from WPF, and THEN reverting that with a simple mechanic to increase weight of items which is what they should have done in the first place instead of overthinking things.

Another example is whomever the bloody moron that decided to make the mechanic initially a penalty of -14*PD+1.5^PD and not bothering to crunch the numbers before hand to figure out that it was game-breaking at 13 PD and near-game-breaking at 12PD. This took the Fallen Brigade literally TWO MINUTES to do ourselves. Two... Fucking... Minutes....


The devs in charge of mechanic rebalancing are lazy, and it shows. Or is there another word for not bothering to run a simple equation that you can do with any calculator for a mere thirteen times?
Title: Re: The root of all misery in cRPG
Post by: Kafein on November 11, 2012, 11:48:09 pm
This is a nice post, but even when cmp released official stats that proved that for both NA and EU that archery ground was less then 10% of all damage dealt and that archery mounted was less then 1.5% damage dealt, they still decided to nerf the hell out of the class a bunch of times.

Just... Give up. People don't like getting shot.

I don't think a majority of the population wants to actually nerf archer nor believes they are too powerful. I think they witness facts in the game that spoil the fun of some players and would like that fixed. The way it is fixed doesn't really matter.
Title: Re: The root of all misery in cRPG
Post by: Teeth on November 11, 2012, 11:52:52 pm
Just a question Teeth, but how many times are you going to post that link to your own thread on every archer related thread?
Until they fix archery in a way that makes sense.
Title: Re: The root of all misery in cRPG
Post by: Pejlaen on November 11, 2012, 11:58:51 pm
Just to add, I think that the score-system is really perfect. If you think about it, archery in its own isnt a valorous fighting style. You can be very helpful/effective to your team, but very often an archers life isnt in immediate danger from its surroundings. That's why I believe it to be fair that melee/cav that throw themselves at the enemy should be far bigger candidates for valour. A ranged unit can still perform reallyy well enough to get valour, but it is very rare even for the best ranged players to consistently get it. So that's one area where ranged falls behind, and I think it's fair, even good.
Title: Re: The root of all misery in cRPG
Post by: LordRichrich on November 12, 2012, 12:00:32 am
Lower bow damage across the board, remove the current 1PD bow, lower all req by 1PD, allow archers to wear heavier armour by reducing the wpf bonus, only allow two arrow stacks max and revert the weight back to the old.
This would result in slightly less hard hitting, but more melee competent archers. An example of a build:

Level 30 (4 420 577 xp)

Strength: 15
Agility: 21
Hit points: 60
Skills to attributes: 2
Ironflesh: 5
Power Strike: 5
Shield: 0
Athletics: 7
Riding: 0
Horse Archery: 0
Power Draw: 5
Power Throw: 0
Weapon Master: 7
One Handed: 100
Archery: 146

(I've played archery (pre this patch) with 146 wpf, it's not so bad)

Could wear some light mail with matching head/leg etc.

Ofc, there needs to be fine tuning within this, I personally can't suggest any weights etc

And what we must remember, SOME ARCHERS DON'T WANT TO STAND AND FIGHT. They want to run, they don't want to melee, so someone will always be unhappy kiting was removed.

And now comes everyone saying what a bad idea this is :)
Title: Re: The root of all misery in cRPG
Post by: Tears of Destiny on November 12, 2012, 12:04:41 am
... lower all req by 1PD...revert the weight back to the old.
This would encourage kiting.


Most of the problems with c-RPG now with range is that anyone can pick up a crossbow with minimal/zero investment and use it and do well which promotes range spam, and that archery currently favors AGI builds more then STR which encourages forces kiting.


And now comes everyone saying what a bad idea this is :)
Indeed.
Title: Re: The root of all misery in cRPG
Post by: Pejlaen on November 12, 2012, 12:07:04 am
This would encourage kiting.


Most of the problems with c-RPG now with range is that anyone can pick up a crossbow with minimal/zero investment and use it and do well which promotes range spam, and that archery currently favors AGI builds more then STR which encourages forces kiting.

Would reduced movement speed when stringing the bow be possible to mod?
Title: Re: The root of all misery in cRPG
Post by: XyNox on November 12, 2012, 12:08:11 am
This is a nice post, but even when cmp released official stats that proved that for both NA and EU that archery damage was less then 10% of all damage dealt and that archery mounted was less then 1.5% damage dealt, they still decided to nerf the hell out of the class a bunch of times.

Just... Give up. People don't like getting shot.

Well Tears, I know. But people also dont like to get nerfed for no reason and I am not talking about the kiting part. Still it happens. And I am pretty sure if there wasnt a new archery nerf thread by every full hour it wouldnt happen this frequent. I cant really believe it myself but maybe devs think if archers dont state their opinions it means they in fact agree with every nerf.

Anyway ... I dont want to play with a 10 pierce bow that gives me -100 WPF and -10 ath in 3 patches from now. Hoping that devs read this is the only thing I can do.
Title: Re: The root of all misery in cRPG
Post by: Sultan Eren on November 12, 2012, 12:14:13 am
u know what

fuck yourself
Title: Re: The root of all misery in cRPG
Post by: Tears of Destiny on November 12, 2012, 12:15:06 am
u know what

fuck yourself
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Title: Re: The root of all misery in cRPG
Post by: San on November 12, 2012, 12:21:26 am
Seems to me wpf is messed up. Increase the exponential curve on wpf requirements, yet give us more points so it'll be very difficult to get 180 wpf, but you can allocate points to get 60-90 wpf easily if you invest in WM (which all archers do and most melee don't fully invest, higher WM gives many more points than the previous level.)

It should be extremely easy to hybridize a little bit with 6-8 WM without gimping yourself, with skill points being more of an issue.
Title: Re: The root of all misery in cRPG
Post by: Havoco on November 12, 2012, 12:25:09 am
#BRINGBACK2010GF2012
Title: Re: The root of all misery in cRPG
Post by: Falka on November 12, 2012, 12:38:51 am
(click to show/hide)
But currently with 8 WM sacrificing 6 wpf in archery you will get 67 wpf in sth else, so I don't see the problem.

From my perspective archery was fine before patch and is fine now. Sure, there were a few annoying, kitting little bastards, but I didn't really care, and now I still see many archers who have no problem to get dozens of frags.
Title: Re: The root of all misery in cRPG
Post by: Adamar on November 12, 2012, 12:40:06 am
I'll say it again.

The simplest solution a month ago would be to make 'heavy' archers the most efficient. Increase the weight tolerance to 30 or more, so that using medium armor and weapons wouldn't affect our archery at all. This way, fighting in melee as an archer would simply be more fruitfull than kiting + armor would let you survive better in an archer duel, and people would make the sane choice of changing builds. No need to nerf or remove anything and kiting would become less and less used. Madness over, only noobs would whine for not being able to beat a weaker build in melee.
Title: Re: The root of all misery in cRPG
Post by: Warcat on November 12, 2012, 12:49:08 am
Well, you people can continue to argue and complain about this and that and various other things that "ruin" your game experience, I'll continue to throw masterwork stones and use unbreakable practice shields and not be bothered by any of it.

#notplayinggamesthatcausememisery
Title: Re: The root of all misery in cRPG
Post by: Dexxtaa on November 12, 2012, 01:01:43 am
The root of all misery in cRPG

Oh oh I know this one.

I'll take "Begs the question" for 200 dollars.
Title: Re: The root of all misery in cRPG
Post by: San on November 12, 2012, 01:19:30 am
But currently with 8 WM sacrificing 6 wpf in archery you will get 67 wpf in sth else, so I don't see the problem.

From my perspective archery was fine before patch and is fine now. Sure, there were a few annoying, kitting little bastards, but I didn't really care, and now I still see many archers who have no problem to get dozens of frags.
8 WM is already a lot, I was thinking about those with 6-7, or leveling up.
Title: Re: The root of all misery in cRPG
Post by: owens on November 12, 2012, 01:28:48 am
I dont mind playing archer at the moment but honestly there isnt much point shooting heavy infantry.


People are going to have to stop carryin gso many arrows. For me x-bow is pretty balanced it is expensive (I know you guys are cash money and dont care), bolts take six weight :/, and the accuracy is poor. I only use it if im wearing very heavy armour or really want to win a round. Historically the crossbow was a brutal weapon and the church proclaimed that it was never to be used on catholics.


Archery was meant to a quick, frightening and very cheap way of slaughtering/surpressing your enemy. The problem is we dont have enough players for massive volleys (maybe 200 per team would do it) nor do people want to play what was historically a fighting unit that on its own was a well trained peasent.
 
Make bows quicker and arrow stacks a bit bigger and slightly heavier. People might (will be motivated to) only take one and judge their shots a little better or risk getting ran down and butterfly cut.
Title: Re: The root of all misery in cRPG
Post by: Strider on November 12, 2012, 01:33:27 am
Xynox this a perfect look at the state of archery atm. I'm glad there is someone smart enough to see it as it is.
I am not an archer but have played it in the past. I would never consider trying it again because of how bad it looks now.
Title: Re: The root of all misery in cRPG
Post by: Miley on November 12, 2012, 01:42:33 am
tl;dr...

I think archers are fine right now (well HA is pretty weak).
Title: Re: The root of all misery in cRPG
Post by: Artyem on November 12, 2012, 02:10:49 am
I can't believe it's not a nerd storm!
Title: Re: The root of all misery in cRPG
Post by: Joker86 on November 12, 2012, 02:58:00 am
Nicely written essay, and the stuff about the first four facts is perfectly right. But the rest, concerning your conclusion, is not. At least not in my eyes, of course, as I am in no way the measure of all things.  :wink:

And in general I'd like to point out that your thread is in no way discussing the root of all misery in cRPG. It's only discussion the old conflict between archer and infantry players.

(click to show/hide)

If an archer was constantly aware of his surroundings, and didn't allow himself to concentrate on a target until it is dead, it was close to impossible to reach him. Clever positioning, awareness and self discipline lowered the chances of infantry to reach archers drastically. And those traits are something I'd call a good part of what we call skill.

Another thing I'd like to point out is that you always do like the battle starts with an infantry player spawning close to an archer and immediately heading towards him. But that's not the case.
take away their kiting but give them a fair chance to be effective in return

The archer had his chance to be effective all the time UNTIL the point when the need to kite came up. Archers SHOULD get creamed in melee, that's the way the class balance should work. Though I have to admit that I think that archers are underpowered on the paper, concerning the values they are fighting which, like damage, missile speed, etc.. But the reason for this UP'ness is a completely different one. It has to do with the game mode an the developers trying to balance mechanics by tweaking effectivity. It has also to do with side effects which are not really part of the game itself, which in this case would be the popularity of the archer class and its special ability to exponentially gain effectivity with linearly growing numbers.


(click to show/hide)

I think you are asking a rather biased question at the beginning of that quote. Aren't those question the same that could be asked by a pikeman who is attacked by a hose archer? And why do you formulate your sentences in a way which tries to create the impression that archers do NOT have bows which allow them to attack any enemy they can see shortly after the battle has begun? Yes, you are screwed when melee starts, but you always try to ignore the entire ranged spam which took place BEFORE melee started.

You also complain that archers can't be good at melee if they want to be good at archery. But couldn't melee complain bout the same thing? You wrote that you need to invest quite some points into melee to be at least fairly effective. If you want to be really effective, there is no room left for any ranged capabilities, except of crossbows, perhaps, but in my eyes this is a problem which is related to te crossbow itself and with the upkeep system. Infantry HAS to have better chances of killing archers in melee than archers should have to kill infantry over range. If range has a 50% chance of killing infantry over range, infantry needs a full 100% chance to kill archers in melee to keep things fair!

Actually you can divide a fight into two phases: the ranged phase and the melee phase. We could argue a lot about the actual average chance values of archers killing infantry over range or infantry killing archers in melee, but there is one value we don't need to argue about: the infantry's chance of killing archers over range. For pure infantry (which is the vast majority of infantry and the kind of infantry we are talking about) this chance is 0%. They simply can't. Now if we keep the basic mechanics of balance in mind, if you change something on one side, you need to change the same thing on the other side.

If you claim that archers should become better at melee, the logic balancing reaction should be to make infantry better at ranged combat. But as this does not make any sense, the only option left would be to make archers worse in ranged combat. If we would go that far to increase the motivation to stay and fight infantry instead of running away to a reasonable value, archers should be at least almost as effective as infantry in melee. And as we already stated that we can't make infantry almost as effective at ranged combat as archers, the only option left would be to make archers almost as bad in ranged combat as infantry. As infantry has literaly zero effectivity in ranged combat, archer would be nerfed down to the effectivity of stone throwing peasants. I can't believe you would support actually removing an entire class form the game and replacing it by some kind of half-assed wannabe-hybrid.  :wink:

"But we don't need to go that extreme, some slighter changes could do the job", one could answer. Yes, the changes could be slighter. (Archer becoming only slightly better at melee and slightly worse at archery), but I doubt it would help then. I even doubt that making archers almost as effective in melee as infantry would help a lot. Because I doubt that good melee character statistics would encourage most archers to enter melee. In my opinion many archers, if not even most, decided to become an archer to NOT have to fight in melee. They are intimidated by the skill requirement of manual blocking, they are suffering bad pings or are simply afraid of the average melee capabilities of most seasoned infantry players. And the final possibility will always be that players simply prefer archery over melee because they enjoy it more.

My final conclusion is, that the game mode needs to change from battle (round based team deatchmatch) to conquest. That way the need of kiting would suddenly disappear, because the need to hunt archers would disappear as well. With that change, there would be no need any more to "balance" the kiting capabilities of archers with high item weight and bad fighting stats. Seriously, you need to fix a mechanics problem by changing the mechanics, not by tweaking the effectivity. Both changing the movement speed of archers or changing their melee capabilities is tweaking the effectivity and will be equally useless in fixing the mechanics problem we have. The only other problem I see would be the popularity problem which I mentioned above. But there are also ways to fix this without the plain and rather sad solution of lowering the popularity by lowering the effectivity.

Edit: don't make jokes about the length of my former posts, or I will fall back into old patterns, as you see here ,|,,  :mrgreen: ,,|,
Title: Re: The root of all misery in cRPG
Post by: Casimir on November 12, 2012, 03:31:27 am
If the weight is such an issue why not drop your bow to fight rather than hoisting it over your back?

Forgive my ignorance as i havent played ranged since the last patch but if you drop you bow n arrows on the ground, you will surely do better in melee? You loose your ability to kite but improve you ability to fight.

I would also question your premice that you need high wpf to effectivly melee. Its easily possible to do well with low wpf chars when u have light armor and high ath.

I think a change in player mentality was hoped for by the devs, one that has not yet occured.  I for one think they should further reduce long weapon speed and make mid tier weapons the more effective when speed/length/damage is calculated.  This i believe would go someway to narrowing the gap between pure melee and hybrid functionality.
Title: Re: The root of all misery in cRPG
Post by: Jarlek on November 12, 2012, 03:47:31 am
If the weight is such an issue why not drop your bow to fight rather than hoisting it over your back?

Forgive my ignorance as i havent played ranged since the last patch but if you drop you bow n arrows on the ground, you will surely do better in melee? You loose your ability to kite but improve you ability to fight.

I would also question your premice that you need high wpf to effectivly melee. Its easily possible to do well with low wpf chars when u have light armor and high ath.

I think a change in player mentality was hoped for by the devs, one that has not yet occured.  I for one think they should further reduce long weapon speed and make mid tier weapons the more effective when speed/length/damage is calculated.  This i believe would go someway to narrowing the gap between pure melee and hybrid functionality.
After the changes, I sometimes dropped my arbalest when I entered melee.

Sometimes that meant I couldn't retrieve it because the enemy had taken that position, but most times I could get it back. This added a sense of strategy. Did I drop the arbalest to gain movement speed for the melee fight, or did I keep it on me in case I wouldn't be able to retrieve it? If I sudddenly got surprised by enemies that came around a corner and had to run from, did I keep the arbalest and risk getting caught or drop it to safely get away? When someone managed to sneak up on me, it also meant I had a disadvantage in the melee fight, I didn't get to prepare myself.

Before you just had to choose from run/stand and fight when enemies came close, now you have to make choice. Drop and run, sheath and run or stand and fight? With or without the weapon on your back?

Making the choice of whether or not to drop your ranged weapon adds to the game. Figuring out if you should drop your ranged weapon or not, and when to do it, is a skill in my opinion. Sometimes you choose the wrong option, other times you don't. Consistently doing the right tactical choice is the mark of a good player.

Also, I agree with Casimir. 100 wpf is all I need for any melee weapon, 50 is still doable. I had 100 melee wpf in my crossbow gen, my HC gen and both y archer gens. You don't lose much from it.
Title: Re: The root of all misery in cRPG
Post by: Gurnisson on November 12, 2012, 04:28:42 am
Don't need melee wpf. Done archer and xbowman with 5 ps, regular mace and 1 wpf plenty of times
Title: Re: The root of all misery in cRPG
Post by: Casimir on November 12, 2012, 04:34:42 am
Well we cant all be jaw dropping, blood boiling, cock hardening proffesionals like you gurni.


I do believe that what Jarlek has stated is the intention of the devs. To make kiting as effective as melee for ranged in general. Its uses are now situational rather than a simple 1 stop shop for archer dominance.
Title: Re: The root of all misery in cRPG
Post by: DaveUKR on November 12, 2012, 05:40:13 am
Afaik DaveUKR has 5 PS and no more than 90 wpf in 2h and he is "quite" effective at melee. Also, I don't get why "you cant afford any melee WPF."

I have 64wpf atm (lvl34). Had 25 at lvl30. I do agree that it's difficult to handle with dedicated melee players while you only have such amount of wpf but it's still viable. It depends on how skilled you are in melee. I rarely feel significant disadvantage fighting my enemies and I try to compensate lack of wpf with good footwork and timing.
Title: Re: The root of all misery in cRPG
Post by: TheAppleSauceMan on November 12, 2012, 07:01:32 am
As someone who's been a dedicated melee character for the last two years, I'd like to share my input on how the game is changing for the worse.

There was a time when your ability to top the scoreboard, to do well in battle, to win the match, all revolved around how good you were.  cRPG lacks this factor now in the sense that you can just grind to level 32 or 33, sell your loom points and instantly have enough gold to wear whatever the hell you want, upkeep is unnecessary.  You don't need to be good at blocking these days, just roll high strength in heavy loomed armor with a big two-handed weapon (greatsword or nodachi are preferable) and you'll be a god.  I'm still stuck in the mentality that I am capable of doing well with a rounded build like 18-18 with unloomed equipment.

I've since come to realize that the majority of the community is following whatever is the best and strongest build.  It's natural for anyone to follow that route, since it's the easiest path and requires the least amount of effort and thinking.  The current top builds are crossbows, which require almost no proficiency to be used effectively, hit hard and can be used in heavy armor without restricting their ability to fight in melee, and they don't have to worry about how much money they lose for upkeep because as I said, upkeep has been rendered unnecessary by the marketplace and heirloom points.  To counter this, people don't resort to shields, yet they resort to stacking their strength, using heavy armor and large weapons that can one hit anyone who has an armor rating below 25 and ironflesh less than seven.  Their heavy armor and large weapons enable them to soak up lots of hits and deal just as many, and they don't have to worry about the upkeep because they're stinking rich.

To conclude, it's not exploitation as much as it is human nature to take the easiest, least exerting choices over the challenging ones.  The upkeep system is useless, crossbows are too easy to use, strength is being abused by the commons, money is no longer a variable as much as it is a counter like the health bar, or xp bar.  Now, if you'll excuse me I'm going to go grind myself to level 32 and sell my loom points so I can avoid worrying about upkeep like everyone else.


Nerf rage buff fun 2012


EDIT:

Incoming swarm of *insert whoever I targeted in my post* -1'ing me.

This is far too true. I made an alt named "SPARTAN_BEEF_MISSILE" a few months back. 36/3, nodachi. From around level 21 all the way up to my retirement at level 31, I generally topped the scoreboard round after round, if not, in the top 3. I can't even begin to describe how easy it is. Not to mention my 2 gens of 36/3 glaive user on my main, now THAT is easy.
Title: Re: The root of all misery in cRPG
Post by: cxalc on November 12, 2012, 07:10:27 am
try my build :D
30lv
27str/9agi
5if
9ps
9pd
3ath
3wm
52wpf 1H/123wpf ARCHERY

30str/9agi is good as well

~Str archers will become fashion nowadays~
Title: Re: The root of all misery in cRPG
Post by: Grumpy_Nic on November 12, 2012, 07:22:02 am
The problem that archers have are clearly stated and I understand them and I can feel with you. And +1. Only 1 point that I think is rather crap.

Why do you need all the wpf in archery? I mean, yeah to be accurate and stuff but on the other hand, are you supposed to be snipers? And with that amount of wpf, some training and good anticipation you are snipers. And snipers are fucked if a tank rolls over them.

It is quite possible to defend with a 1 slot weapon and 1 wpf. Maybe not to win but at least until some teammate helps you.
Title: Re: The root of all misery in cRPG
Post by: Macropus on November 12, 2012, 07:45:32 am
The problem is not that archers can't kite anymore - that's totally fine, BUT the problem is that archers are slow now.
"What's the difference?" - you might ask.
Archers should be fast. Archers should be able to move back to their team if they meet an enemy mob, as any lightly armored character should.
Archers (arguably) should be able to dodge cav sometimes. Archers need speed for surviving, because they have no other means to survive.
Archers being slower than most of the infantry - makes no sence.

Make archers unable to kite, but ffs, don't make them kinda slow tanks that can't even move through the battlefield and have to just stand in one place and shoot. (im not speaking about going into melee, that system "drop your bow, find a weapon and fight" at least works now).

Title: Re: The root of all misery in cRPG
Post by: Everkistus on November 12, 2012, 08:39:05 am
Archers can fight back if they have the means for it. For example nowadays I most often I fight if someone comes to gank me unless it's someone I recognize I cant beat in melee. However, I'm have my WPF set to 84/154 to 1h/archery and have got 5 PS now that I'm lvl 33.

The problem with some archers is that they completely sacrifice their ability to fight back when they want to get the best benefit out of archery. Most often you see archers running around with 172 WPF in archery with no melee prof and no PS. This kind of build and playstyle would be incredibly boring for me.

I personally think this nerf is a good thing since it usually has those Rus/Long Bow users taking 1 quiver of arrows and a melee weapon to go with them. What I'd still like to see is that crossbows would have a WPF requirement to use (1 for hunting, 50 for light, 80 for normal, 120 for heavy, 150 for arba). Also the idea for setting 1 slot purely for melee weapon is a good one.

Finally, a big thumbs up for all hybrid archers out there (Tenne, Macropus, etc). You guys have chosen not to be minmaxers with Rus Bows and instead took a playstyle and build in where you can actually fight back.
Title: Re: The root of all misery in cRPG
Post by: Arrowblood on November 12, 2012, 08:48:30 am
The thing is, there will be no more new Archers in future, people whine hard about the archers who play the game for 2-3 years. A new player will try out how much fun it is to play a archer in crpg, but then he will notive that he will get hardly some kills with his bow and arrows and he cant defend himself properly and he cant run away. And i dont need to talk about the score. So his solution is: I press the respecc button and become a melee fighter because its easier to get kills and points. So you have alredy won the war haters.
Title: Re: The root of all misery in cRPG
Post by: Vibe on November 12, 2012, 09:11:48 am
The thing is, there will be no more new Archers in future, people whine hard about the archers who play the game for 2-3 years. A new player will try out how much fun it is to play a archer in crpg, but then he will notive that he will get hardly some kills with his bow and arrows and he cant defend himself properly and he cant run away. And i dont need to talk about the score. So his solution is: I press the respecc button and become a melee fighter because its easier to get kills and points.

working as intended
Title: Re: The root of all misery in cRPG
Post by: IR_Kuoin on November 12, 2012, 09:15:15 am
I feel sorry for Kunio, lvl 34 archer with no melee build  :cry:
Title: Re: The root of all misery in cRPG
Post by: Shpritza on November 12, 2012, 09:15:43 am
The root of all misery in cRPG is players whining about how it sucks.

This!
Title: Re: The root of all misery in cRPG
Post by: Grumpy_Nic on November 12, 2012, 09:43:42 am
Archers can fight back if they have the means for it. For example nowadays I most often I fight if someone comes to gank me unless it's someone I recognize I cant beat in melee. However, I'm have my WPF set to 84/154 to 1h/archery and have got 5 PS now that I'm lvl 33.

The problem with some archers is that they completely sacrifice their ability to fight back when they want to get the best benefit out of archery. Most often you see archers running around with 172 WPF in archery with no melee prof and no PS. This kind of build and playstyle would be incredibly boring for me.

I personally think this nerf is a good thing since it usually has those Rus/Long Bow users taking 1 quiver of arrows and a melee weapon to go with them. What I'd still like to see is that crossbows would have a WPF requirement to use (1 for hunting, 50 for light, 80 for normal, 120 for heavy, 150 for arba). Also the idea for setting 1 slot purely for melee weapon is a good one.

Finally, a big thumbs up for all hybrid archers out there (Tenne, Macropus, etc). You guys have chosen not to be minmaxers with Rus Bows and instead took a playstyle and build in where you can actually fight back.

+1
also as xbow user I agree to the wpf requirement for xbows. Although I wouldnt set 150 for arba, 120-130 would probably be enough I guess. Another option would be to significantly increase the reload times if you dont have the required wpf (like +5-10 seconds) because you're simply not trained in it. Still useable but not really worth it maybe.
Title: Re: The root of all misery in cRPG
Post by: Dezilagel on November 12, 2012, 09:50:01 am
Very much like Joker indeed. Long, badly structured posts based of off false premises.

I'll give an 'in-depth' analysis in the afternoon.
Title: Re: The root of all misery in cRPG
Post by: Kafein on November 12, 2012, 05:01:17 pm
Joker raised a lot of good points.
Title: Re: The root of all misery in cRPG
Post by: XyNox on November 12, 2012, 08:17:48 pm
I appreciate the construcitve input joker, though, also I am afraid I can not fully agree on every of your points. Let me explain:

Nicely written essay, and the stuff about the first four facts is perfectly right. But the rest, concerning your conclusion, is not. At least not in my eyes, of course, as I am in no way the measure of all things.  :wink:

And in general I'd like to point out that your thread is in no way discussing the root of all misery in cRPG. It's only discussion the old conflict between archer and infantry players.

It is indeed not but if I had chosen any title that appears to have the term "archery" or anything related in it, trolls would have trolled right away. With the current, nondescript title trolls had to find out what they gonna be trolling about by reading at least some lines first.  :wink:

If an archer was constantly aware of his surroundings, and didn't allow himself to concentrate on a target until it is dead, it was close to impossible to reach him. Clever positioning, awareness and self discipline lowered the chances of infantry to reach archers drastically. And those traits are something I'd call a good part of what we call skill.

I can only agree on that part. It indeed was easy to avoid most threats with superior mobility. This mobility has been taken away though with nothing in return so far. No matter how bad you are in this game, if you have enough money to buy a shield you WILL catch the best archer in the game without ANY risk just by holding down rmb.

Another thing I'd like to point out is that you always do like the battle starts with an infantry player spawning close to an archer and immediately heading towards him. But that's not the case.
I. The archer had his chance to be effective all the time UNTIL the point when the need to kite came up. Archers SHOULD get creamed in melee, that's the way the class balance should work. Though I have to admit that I think that archers are underpowered on the paper, concerning the values they are fighting which, like damage, missile speed, etc.. But the reason for this UP'ness is a completely different one. II. It has to do with the game mode an the developers trying to balance mechanics by tweaking effectivity. It has also to do with side effects which are not really part of the game itself, which in this case would be the popularity of the archer class and its special ability to exponentially gain effectivity with linearly growing numbers.

I. If this is the case, I still dont understand how nerfing their ability to run away while not giving them a fair chance in melee justifies the current situation. This is not balance, this is punishment. And I dont see why I should be punished for the actions of people I dont even wanna know. It cant be that hard to come up with a patch that does actually nerf kiting without nerfing every other aspect of archery in the same turn, can it ?

II. I agreed on that point more than once in other threads. Still, we dont have those other gamemodes and I dont think this will change for quite some time. What we have is battle and siege and the nerfs still apply for those gamemode. Knowing that it all would all work out if there would be another gamemode is not much of a compensation.

I. I think you are asking a rather biased question at the beginning of that quote. Aren't those question the same that could be asked by a pikeman who is attacked by a hose archer? II. And why do you formulate your sentences in a way which tries to create the impression that archers do NOT have bows which allow them to attack any enemy they can see shortly after the battle has begun? Yes, you are screwed when melee starts, but you always try to ignore the entire ranged spam which took place BEFORE melee started.

I. It is indeed a biased question as I am talking about archery. The fact that I dont mention the "mounted ranged problem" doesnt mean that I think a 1 v 1 between HA/HX vs. any non ranged melee build is fair. Nobody likes to be autokilled by default by a virtually undefeatable enemy. Although its not THAT bad as of now, devs are slowly moving in the same direction with archers vs shielders/heavy inf although such a change is unnecessary.

II. I am well aware that archers carry bows and can shoot :lol:. Sadly this does not impress a shielder at all. Also the fact that heavy inf takes 6+ hits from bows that are light enough to carry a decent melee weapon, the fact that archery hitboxes are plain messed and finally the nerfed missile speeds means that carrying a bow is in no way a guarantee for dropping any melee before he is able to reach you. Once an arrow is in the air you cant correct for it, even an aimbot could not help you there. Unless you can see into the future and you will know which side / in what spastic pattern your enemy will "dodge" even the best archer in the world can be just as good as his enemies dodging skills allow for it.

I dont want to say that bows are wothless now, of course they are not. You can still stand back and spam arrows into the blobs and headshot those who tend to walk in straight lines for a second or more. But you can just do this as long as some of your newborn autokill-counters come by and chose to kill you, even if you could probably kill them with a wooden stick with an equal build.

You also complain that archers can't be good at melee if they want to be good at archery. But couldn't melee complain bout the same thing? You wrote that you need to invest quite some points into melee to be at least fairly effective. If you want to be really effective, there is no room left for any ranged capabilities, except of crossbows, perhaps, but in my eyes this is a problem which is related to te crossbow itself and with the upkeep system. Infantry HAS to have better chances of killing archers in melee than archers should have to kill infantry over range. If range has a 50% chance of killing infantry over range, infantry needs a full 100% chance to kill archers in melee to keep things fair!

Appart from that sentence I can more or less agree with the whole paragraph, nothing wrong with that. The problem is, there are just too many situations now where the archer has a 0 % chance at range and the melee has a 90 % chance at melee, namely shielders. Cav can as well bump archers now with about 80% probability ( depending on the horse of course ), where a single bump can take 30 % or up to 60 % of your health, while there is no way to shoot often enough to kill it before it collides with you when it come around a corner/from behind cover. Not even to mention what happens when cav decides to actively attack instead of just running you over.

Actually you can divide a fight into two phases: the ranged phase and the melee phase. We could argue a lot about the actual average chance values of archers killing infantry over range or infantry killing archers in melee, but there is one value we don't need to argue about: the infantry's chance of killing archers over range. For pure infantry (which is the vast majority of infantry and the kind of infantry we are talking about) this chance is 0%. They simply can't. Now if we keep the basic mechanics of balance in mind, if you change something on one side, you need to change the same thing on the other side.

If you claim that archers should become better at melee, the logic balancing reaction should be to make infantry better at ranged combat. But as this does not make any sense, the only option left would be to make archers worse in ranged combat. If we would go that far to increase the motivation to stay and fight infantry instead of running away to a reasonable value, archers should be at least almost as effective as infantry in melee. And as we already stated that we can't make infantry almost as effective at ranged combat as archers, the only option left would be to make archers almost as bad in ranged combat as infantry. As infantry has literaly zero effectivity in ranged combat, archer would be nerfed down to the effectivity of stone throwing peasants. I can't believe you would support actually removing an entire class form the game and replacing it by some kind of half-assed wannabe-hybrid.  :wink:

I think this is much too theorethical to apply it on actual gameplay. I dont see what would be the problem about giving archers a fair chance to defend themselves instead of nerfing their ranged-, melee- and mobility rating all together patch by patch.  

"But we don't need to go that extreme, some slighter changes could do the job", one could answer. Yes, the changes could be slighter. (Archer becoming only slightly better at melee and slightly worse at archery), but I doubt it would help then. I even doubt that making archers almost as effective in melee as infantry would help a lot. Because I doubt that good melee character statistics would encourage most archers to enter melee. In my opinion many archers, if not even most, decided to become an archer to NOT have to fight in melee. They are intimidated by the skill requirement of manual blocking, they are suffering bad pings or are simply afraid of the average melee capabilities of most seasoned infantry players. And the final possibility will always be that players simply prefer archery over melee because they enjoy it more.

My final conclusion is, that the game mode needs to change from battle (round based team deatchmatch) to conquest. That way the need of kiting would suddenly disappear, because the need to hunt archers would disappear as well. With that change, there would be no need any more to "balance" the kiting capabilities of archers with high item weight and bad fighting stats. Seriously, you need to fix a mechanics problem by changing the mechanics, not by tweaking the effectivity. Both changing the movement speed of archers or changing their melee capabilities is tweaking the effectivity and will be equally useless in fixing the mechanics problem we have. The only other problem I see would be the popularity problem which I mentioned above. But there are also ways to fix this without the plain and rather sad solution of lowering the popularity by lowering the effectivity.

Amen. With appropriate gamemodes there probably wouldnt be the need for threads like this but as I said earlier, what we have now is battle and siege, sadly.
Edit: don't make jokes about the length of my former posts, or I will fall back into old patterns, as you see here ,|,,  :mrgreen: ,,|,

I think you deserve a response for the effort taken to explain your point of view.
Now, I also see a lot more reasonable opions stated in here and I am sorry I wont answer every singe one of you, thanks to those people.

Unsurprisingly, there are just too many invalid points from people who dont have the necessary insight to participate in this thread in a useful way and I am not willing to spend more time for now explaining it over and over again because, as we all know, there are people here who are not interested in balance when their favorite build is on the top of the foodchain.

I think I made my point clear and quite some people were able to share it.

Summary of this thread:

The thing is, there will be no more new Archers in future, people whine hard about the archers who play the game for 2-3 years. A new player will try out how much fun it is to play a archer in crpg, but then he will notive that he will get hardly some kills with his bow and arrows and he cant defend himself properly and he cant run away. And i dont need to talk about the score. So his solution is: I press the respecc button and become a melee fighter because its easier to get kills and points. So you have alredy won the war haters.
Title: Re: The root of all misery in cRPG
Post by: Templar_Ratigan on November 12, 2012, 09:57:14 pm
Until they fix archery in a way that makes sense.

Hey it's the best way to get things done.
Title: Re: The root of all misery in cRPG
Post by: Joker86 on November 13, 2012, 12:56:19 am
I can only agree on that part. It indeed was easy to avoid most threats with superior mobility. This mobility has been taken away though with nothing in return so far. No matter how bad you are in this game, if you have enough money to buy a shield you WILL catch the best archer in the game without ANY risk just by holding down rmb.

This is right, nd this is why I formulated that sentence this way. But in my eyes it is totally okay, because shielder are actually meant to counter archers (instead of only being fairly protected against them). The "fairly" also indicates the second part of my point: shielder can still be hit into the legs or the head, and a shielder can never look towards all archers. The closer he gets to the enemy frontline, the wider the angle will be in which the arrows are coming in. So running towards an archer with your shield up is still far away from a sure thing.

I. If this is the case, I still dont understand how nerfing their ability to run away while not giving them a fair chance in melee justifies the current situation. This is not balance, this is punishment. And I dont see why I should be punished for the actions of people I dont even wanna know. It cant be that hard to come up with a patch that does actually nerf kiting without nerfing every other aspect of archery in the same turn, can it ?

In this case an unbalance existed, and that's why a nerf/punishment was applied. I would have preferred another solution, because I don't support nerfs in general, but meh. All I want to say is that the class balance is reying on the principle of "You can attack me while I approach, but if you fail to kill me I will kill you", which should be a fair deal, at least in theory.

Short:

Before:

I shoot you, you eventually die. You reach me, I kite, you eventually die. I run out of arrows and enter melee, you eventually die. If not, I die. (Each "eventually" represents an increasingly smaller chance, though)

Now:

I shoot you, you eventually die. You reach me, you eventually die in melee. But most likely you will not, and I will die. But I had my chance.

 :P

II. I agreed on that point more than once in other threads. Still, we dont have those other gamemodes and I dont think this will change for quite some time. What we have is battle and siege and the nerfs still apply for those gamemode. Knowing that it all would all work out if there would be another gamemode is not much of a compensation.

I wouldn't argument that way until the developers state that conquest can't be done, which I frankly don't believe. I see no point in looking for any other solution than the optimal one. The community just needs to put some more pressure on the devs to get them actually work on it.

II. I am well aware that archers carry bows and can shoot :lol:. Sadly this does not impress a shielder at all. Also the fact that heavy inf takes 6+ hits from bows that are light enough to carry a decent melee weapon, the fact that archery hitboxes are plain messed and finally the nerfed missile speeds means that carrying a bow is in no way a guarantee for dropping any melee before he is able to reach you. Once an arrow is in the air you cant correct for it, even an aimbot could not help you there. Unless you can see into the future and you will know which side / in what spastic pattern your enemy will "dodge" even the best archer in the world can be just as good as his enemies dodging skills allow for it.

I dont want to say that bows are wothless now, of course they are not. You can still stand back and spam arrows into the blobs and headshot those who tend to walk in straight lines for a second or more. But you can just do this as long as some of your newborn autokill-counters come by and chose to kill you, even if you could probably kill them with a wooden stick with an equal build.

I already stated that I think archers are a bit UP on the paper regarding the values they are fighting with. The problem has its origin in the amount of archers, which - when high enough - can invalidate all points you mentioned above. Even the low deadlyness of archers can't change a lot there. With enough shit flying through the air even heavily armoured shielders will go down before they reach the enemies.

And there is another, but much less important argument: archers can protect each other by standing fairly close to each other, peppering every enemy who approaches with arrows. That way archers are forced a bit to do teamwork, as infantry - ideally - should be, too. In an ideal world shielders, two handers and pikemen would support each other, because infantry is the class in cRPG which requires teamwork the most. Cavalry requires it the least.

Appart from that sentence I can more or less agree with the whole paragraph, nothing wrong with that. The problem is, there are just too many situations now where the archer has a 0 % chance at range and the melee has a 90 % chance at melee, namely shielders. Cav can as well bump archers now with about 80% probability ( depending on the horse of course ), where a single bump can take 30 % or up to 60 % of your health, while there is no way to shoot often enough to kill it before it collides with you when it come around a corner/from behind cover. Not even to mention what happens when cav decides to actively attack instead of just running you over.

You are right about that, but I think it's okay, because almost every class has such an enemy. The system is no perfect, though. The horse archer works as "horror enemy" very well for pikemen, two handers and cavalry, but he doesn't have such a counter himself. Shielders though are countered by cavalry, because they either try to attack and recieve a lance stab due to their short reach, or they block and get trampled with full bump damage. Hoplites suffer from two hand and so on. It's the classic rock-paper-scissors-system.

I think this is much too theorethical to apply it on actual gameplay. I dont see what would be the problem about giving archers a fair chance to defend themselves instead of nerfing their ranged-, melee- and mobility rating all together patch by patch.

Because archers are still "good" at ranged combat. No great or amazing, but still good, despite the nerfs. If you'd give them acceptable melee capabilities they would become pure archers and hybrid melee. Which would be OP. Their chance to defend themselves is when the enemy is approaching, not when he is already there.

Title: Re: The root of all misery in cRPG
Post by: Havoco on November 13, 2012, 04:43:04 am
-1 to all of xynoxs posts for reverting joker to textwall speak.
Title: Re: The root of all misery in cRPG
Post by: Mechanix on November 13, 2012, 05:09:25 am
Fuck this, I'm calling it in.



Mod's dead.
Title: Re: The root of all misery in cRPG
Post by: Smoothrich on November 13, 2012, 05:15:16 am
didnt read post, is this guy saying that the mod isn't fun because ranged classes are too weak?   -1'd regardless, lol
Title: Re: The root of all misery in cRPG
Post by: Artyem on November 13, 2012, 05:57:05 am
words

Good book, but I thought it could use less words.
Title: Re: The root of all misery in cRPG
Post by: Joker86 on November 13, 2012, 08:08:26 am
Good book, but I thought it could use less words.

Yeah, sorry, could very well be, but since we are in an essay topic I thought it would be okay. It's less than it looks, anyway, doesn't take more than two or three minutes to read. I guess that's okay for a topic that complicated like this one.  :?
Title: Re: The root of all misery in cRPG
Post by: Rumblood on November 13, 2012, 09:20:24 am
Great post from the OP laying out the facts, followed by pages of shit posting opinions and "examples" of dirty archers doing shit that happened once over the last 2 years and the traumatized tin can just never got over it.

What goes unmentioned is that because of the high upkeep costs of archery equipment, archers who tried to go HA got nailed by the HORSE upkeep as well and can't afford to both ride a horse and use archery equipment! Melee? They've been making gold for generations upon generations and their shit doesn't cost as much, nor break as often as archery equipment. They can ride all night.

Seriously archers, just go melee with a xbow sidearm AND a horse AND make fistfuls of gold while you do it  :rolleyes:
Title: Re: The root of all misery in cRPG
Post by: Joker86 on November 13, 2012, 09:39:27 am
Great post from the OP laying out the facts, followed by pages of shit posting opinions and "examples" of dirty archers doing shit that happened once over the last 2 years and the traumatized tin can just never got over it.

There are less facts than you would expect, everybody's got a different perception.

What goes unmentioned is that because of the high upkeep costs of archery equipment, archers who tried to go HA got nailed by the HORSE upkeep as well and can't afford to both ride a horse and use archery equipment! Melee? They've been making gold for generations upon generations and their shit doesn't cost as much, nor break as often as archery equipment. They can ride all night.

Seriously archers, just go melee with a xbow sidearm AND a horse AND make fistfuls of gold while you do it  :rolleyes:

This is less an issue of class balance than of the upkeep system, which was always broken in my eyes, but became literally useless with the introduction of the marketplace. This could have been figured out by the simple thought that for example heavy cavalry needs more equipment than for example heavy infantry. Devs tried to balance by upkeep, but since upkeep is broken the balancing attempt failed. (Next to the fact that it was no real balancing at all, you can't balance multiplayer items by the difficulty to obtain them.)
Title: Re: The root of all misery in cRPG
Post by: Rumblood on November 13, 2012, 04:30:25 pm
There are less facts than you would expect, everybody's got a different perception.

Exactly, like currently the anti-archer camp pretends that cavalry doesn't exist at all as a built-in counter to kiting. I've never seen even the fleetest footed archer outrun the slowest mounted player.   :!:

I know, they will complain that archers could dance around the cavalry without being touched. That's because they aren't real cavalry. Real[/b] cavalry had no problem getting the dancing archer. They did it every round. Now even the W key wonders can get horse bumps on the immobile archer unit.

This "kiting" issue was nothing more than an excuse for another nerf on archery. There was no kiting issue, there were only people who couldn't deal with the limitations of their class along with its benefits.
Horses, shields, other ranged, and agility builds all adequately dealt with mobile archers.

QUIT BALANCING THE GAME BASED OFF OF THE DUEL SERVER!
Title: Re: The root of all misery in cRPG
Post by: Smoothrich on November 13, 2012, 04:51:09 pm
QUIT BALANCING THE GAME BASED OFF OF THE DUEL SERVER!

kiting is an issue on battle, nothing to do with duels.  it promotes negative gameplay that no one enjoys except kiters i guess, who almost always admit its trolling and "heh im makin this guy so mad right now" because its so blatantly stupid.  people still kite just as well now anyways it seems, doesn't really matter its still a frustrating class to deal with on battle.  cav get 2 shot by archers anyways, only other ranged counter ranged.

almost every time i play cRPG now 9/10 players have crossbows, throwing, or bows.  rest are usually pikes/long spears.  its horrible gameplay for battle servers all around.  all xbows need stats heavily reduced, archers can lose a ton of accuracy, throwers should just be removed.. but there'd still probably be 9/10 players as ranged, ruining the servers :(
Title: Re: The root of all misery in cRPG
Post by: Dexxtaa on November 13, 2012, 04:54:51 pm
QUIT BALANCING THE GAME BASED OFF OF THE DUEL SERVER!

If the devs did that, how would the two-handers kill anything in a fight, then.

Selfish, selfish man.
Title: Re: The root of all misery in cRPG
Post by: Tzar on November 13, 2012, 05:08:30 pm
throwers should just be removed..

Dafug!!!  :!:


Also Archers should 1 hit people no matter where they hit an should be given wings to fly above the ground to negate gettin killed in tunnel vision by inf / cav. +1 good thread
Title: Re: The root of all misery in cRPG
Post by: Joker86 on November 13, 2012, 05:29:14 pm
Exactly, like currently the anti-archer camp pretends that cavalry doesn't exist at all as a built-in counter to kiting. I've never seen even the fleetest footed archer outrun the slowest mounted player.   :!:

I know, they will complain that archers could dance around the cavalry without being touched. That's because they aren't real cavalry. Real cavalry had no problem getting the dancing archer. They did it every round. Now even the W key wonders can get horse bumps on the immobile archer unit.

What is real cavalry for you? The top 10%? Should a game be balanced only around those people? And what if an archer places himself on disadvantageous terrain for cav, like steep slopes, a few rocks or next to a wall? Still a natural counter?

Cavalry is NOT a natural counter, already the fact that archers can dismount cavalry easily disqualifies it for that role. The chances are about even, I would say, and that's not a counter.


This "kiting" issue was nothing more than an excuse for another nerf on archery. There was no kiting issue, there were only people who couldn't deal with the limitations of their class along with its benefits.
Horses, shields, other ranged, and agility builds all adequately dealt with mobile archers.

QUIT BALANCING THE GAME BASED OFF OF THE DUEL SERVER!

At least to me your opinion seems to be quite biased. I don't write this down as an ad hominem attack or to falsify your points, it's really... well, feedback.

Saying there was no kiting issue is plain wrong. Many, perhaps most or even almost every round in cRPG ended with some ranged player running away from melee players. Never mind if it was a archer, a horse archer or a horse crossbowman. The end of the round got delayed, and nobody was actually playing. The dead players were spectating, and the living players were running. There is no way you can deny this happened, because it did and everybody saw it. And for everybody except of the kiting players this was no fun at all, which is fatal in a game, because games usually have the purpose of making fun. (At this point I want to add that the "do something else while waiting"-argument is big bullshit, because when I play a game I play a game, and whatever I am expected to do outside of it is no part of the game, and forcing me to do something like that is nothing else but bad game design. You don't make movies and deliberately place long and boring parts in them, so everybody can go out and take a piss, get a beer or read a book, and when it's becoming interesting again you hear a special sound to have everyone come back again.)

And it's the infantry players who couldn't deal with the limitations of their class? Where have the limitations of archers been? 2hd/halberd/pikeman? Shoot him. Cavalry/HA/HX? Shoot him, hope you win. Archer, crossbowman, thrower? Shoot him, hope you win. Shielder? Kite.

Compare it to 2hd infantry, for example:

2hd/halberd/pikeman/shielder? Approach, fight, and hope you win. Cavalry? Wait until they approach, then fight, hope you win. If they don't approach, wave them and smile, you can't do anything else. HA/HX? Pray to god they don't choose you as target, as there is nothing you can do about it. Crossbowman/Thrower? Approach, fight, hope you win. Archer? Dodge arrows, hope someone else will kill him, don't bother attacking, he will run.

To me it seems like infantry had more limitations than archers. Don't you agree?

Everything which changed was that the time window for killing enemy players was shortened to the point when the enemy infantry reaches you. Before you had even more time during the kiting phase, until you ran out of ammo. The only exception are shielders now, because to a single archer they can approach relatively (!) safely. But this just represents a hard counter, like many other classes have to live with, too.

But do you know how you can still deal with shielders? Stick with your archer mates and disperse a bit. That way every shielder who tries to approach the archers can't face all archers with his shield, and will catch a lot of fire. That way archers can defeat an equal amount of shielders.

QUIT ARGUMENTING BASED OFF OF THE DUEL SERVER!
Title: Re: The root of all misery in cRPG
Post by: Piok on November 13, 2012, 05:43:36 pm
Let them kite all day but allow only one quiver per superultrasniperhero :idea:
Title: Re: The root of all misery in cRPG
Post by: Rumblood on November 13, 2012, 06:13:13 pm
kiting is an issue on battle, nothing to do with duels.  it promotes negative gameplay that no one enjoys except kiters i guess, who almost always admit its trolling and "heh im makin this guy so mad right now" because its so blatantly stupid.  people still kite just as well now anyways it seems, doesn't really matter its still a frustrating class to deal with on battle.  cav get 2 shot by archers anyways, only other ranged counter ranged.

almost every time i play cRPG now 9/10 players have crossbows, throwing, or bows.  rest are usually pikes/long spears.  its horrible gameplay for battle servers all around.  all xbows need stats heavily reduced, archers can lose a ton of accuracy, throwers should just be removed.. but there'd still probably be 9/10 players as ranged, ruining the servers :(

Bullshit. Kiting is as much of an issue as a fucking lightening strike. That's how often it happens to drag out the end of a round. During a round? L2Play your class. You choose a heavy ass armored tank? Yeah, you don't run fast. Work with your teammates, you know that 9/10 players with XBOWS, ARROWS, THROWING WEAPONS, AND HORSES.

Get a team you fucking wannabe Rambo whores  :rolleyes:


What is real cavalry for you? The top 10%? Should a game be balanced only around those people? And what if an archer places himself on disadvantageous terrain for cav, like steep slopes, a few rocks or next to a wall? Still a natural counter?

Well seeing as we are balancing archery around the top 5% of archers who are level 32+, I don't see why we can't balance around the top 10% of cavalry.

Don't see the disparity?

Many, perhaps most or even almost every round in cRPG ended with some ranged player running away from melee players.

Holy shit, you know I actually play this mod? No, it doesn't. An ARCHER running around dragging out the end of a round is a rare event. THIS IS ABOUT FOOT ARCHERS NERF, NOT RANGED IN GENERAL. So drop your strawman crap. You might see a MOUNTED player dragging out the round, but you don't see a FOOT archer doing it. And no, you don't get to suddenly include mounted ranged in your campaign against FOOT archers.  :rolleyes:
Title: Re: The root of all misery in cRPG
Post by: XyNox on November 13, 2012, 06:23:10 pm
Sorry to interrupt.

Concerning all the valid points presented,
the thread lapsed into eternally arguing in a circle. Everything to come from now on can eventually be adressed with a quote of something that already has been said in this thread.

Concerning all the invalid "points" presented,
due to the rising number of posts made by people who do not seem to have finished elementary school yet or appear to be mentally handicapped in general,

LOCKED