cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: a_bear_irl on November 15, 2012, 09:19:31 am

Title: Revert the turnspeed nerf for most weapons
Post by: a_bear_irl on November 15, 2012, 09:19:31 am


as it stands i don't see a reason why this is still in. the only real positive is keeping people with pikes from doing jump+wiggles easily, but hoplites and 2h can point-blank now without even having to wiggle or spin, so what's the difference? as for negatives, just see above.

I propose: Aside from Long Spear, Pike, and Heavy Lance, remove the turn-speed nerf. On those weapons, reduce whatever the current nerf value is to 75%. Hoplites can keep the nerf as it is now.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Tears of Destiny on November 15, 2012, 09:34:25 am
I'm not sure that I am so comfortable with the eternal-lightsaber-wiggle two hander move.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: a_bear_irl on November 15, 2012, 09:51:22 am
I'm not sure that I am so comfortable with the eternal-lightsaber-wiggle two hander move.

the 2h stab is already completely broken atm, like it's more dangerous than an awlpike used to be because of how quickly it activates, you could probably turn to face someone and stab them point blank just as fast as you could "lightsaber" them

that's its own thread, though
Title: Re: Revert the turnspeed nerf for most weapons
Post by: [ptx] on November 15, 2012, 10:33:04 am
Are we playing the same game?

Oh, right, NA.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: a_bear_irl on November 15, 2012, 10:42:47 am
Are we playing the same game?

Oh, right, NA.

what does this post even mean

edit: i forgot to say something about hoplites in the OP: hoplites suck and i hate them, nothing like a minute of the most boring downblock->attack sequence possible until you break their shield to spice up your crpg experience
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Piok on November 15, 2012, 12:02:18 pm
Are we playing the same game?

Oh, right, NA.
Even on EU you don't see many 2d or 4d polearms and most of them are hoplites so 1d before shield goes out.
But you see swarms of longspearmen and pikers.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: BADPLAYER_old2 on November 15, 2012, 03:25:31 pm
I'm not sure that I am so comfortable with the eternal-lightsaber-wiggle two hander move.

2handed thrust actually got a pretty massive buff since it activates so early, i'd rather have a "lightsaber wiggle 2h thrust" than one that thrusts instantly and is massively hard to block with any amount of delay (ie 100+ ping  :cry:)you can beat 90% of the playerbase by just thrusting with a 2hander and never sideswinging. I would say most definitely that the 2handed thrust is better now than it was before, but it is the only one that got a buff and probably the least deserving of a buff too.
The polearm thrust is not bad now, it is kinda worse since the 2h one has become the "instastab" but it is still easily usable.
And the 1handed stab is extremely hard to use now, not that it was too easy before but now it is even more niche than ever.

The problem though with the spin nerf is overheads, it pretty much destroyed using overheads in duels for 2h and polearm, and most 1handers who I see overhead have to hold it and try real hard to predict where the enemy is gonna go to make sure they don't miss. Not to mention now how many times have you seen a dude on battle run into a group of teammates spamming sideswings and noone can hit him with an overhead and instead usually hit teammates? It is just annoying and unfun in my opinion and I don't really see any reason why overheads needed a nerf.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: oprah_winfrey on November 15, 2012, 03:37:59 pm
The amount of deaths I have from going to spin stab cav coming from behind is not fun, adds on to still trying to perform lolstabs and missing the enemy in 1v1 situations.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Teeth on November 15, 2012, 04:05:08 pm
Few people liked it ever, anyway. Sadly the dev's don't care, I've seen this with a dozen changes. Most of the changes they do are poorly researched cause their play time with the game is minimal and instead of listening to the community, they do what they think is better, which rarely is better. Ofcourse they should not react to the communitys first reaction to a patch, cause we don't like change all that much. Well written, rational posts a bit later should atleast be considered though.

From looking at the current gameplay, it basically nerfed skilled teamplayers and buffed spamming noobs. You see it all the time, an 8 athlethics crossbower jumps into the middle of an enemy group and can run around swinging for 30 seconds, cause no one is able to hit him. Normally in the vicinity of teammates, one would use precise stabs or overheads to minimize the risk of hitting a teammate. Nowadays though 8 athlethics means that they sidestep faster than you can turn, because the turn rate was very, very drastic.

(Another great change, earlier active attacks against friendlies, which few people liked but they refused to revert. Nerfed teamplay as well. Well, atleast that was a nerf to sideswinging noobs. The devs know that if you just don't care for long enough, people will accept the new shitty situation. Same is going to happen to the turn rate nerf ofcourse.)

Sideswinging, the easy noob attacks, got their effectiveness increased a lot, relative to turn rate nerf affected attacks.

Devs also didn't quite formulate accurately what their aims were with the turn rate nerf. I assume it is lolpiking and lolstabbing. As far as 2h stab goes, that is way worse now, cause it can do facehug insta hits as well as very late dragging hits. It's truly omnipotent. Even though you could wiggle it like crazy before, atleast the hit always came at the same moment and chambering was a reliable strategy. As far as lolspearing goes, that is still extremely effective. I haven't lolspeared before the change, but I know it is pretty damn strong now once you work out how to do it.

Another valid tactic that I used as a 1h and as a german poleaxer against cav. Chambering their lances to hit their horses in the ass. That doesn't work anymore. Overhead chambers in general are quite fucked now with short weapons.

TL;DR version, it broke everything that it tried to fix, just in a different way and broke a few things on the side. Simultaneously it took a bunch of skill out of the game by promoting the already easy to use sideswings.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Nordwolf on November 15, 2012, 04:17:00 pm
I think turnspeed shouldn't also be removed from all crushthrough, and increased there.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Piok on November 15, 2012, 04:21:12 pm
If removed then from everything  :!:
Title: Re: Revert the turnspeed nerf for most weapons
Post by: CrazyCracka420 on November 15, 2012, 04:22:51 pm
I personally don't like with my heavy lance, if I try to turn into the stab at all it will just glance when I hit, even if I'm just doing it slightly (as you would do IRL to get more power behind a thrust...you'd turn into it by rotating your hips and upper body)
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Tzar on November 15, 2012, 04:30:59 pm
Agree with the OP this needs to be implemented  :wink:
Title: Re: Revert the turnspeed nerf for most weapons
Post by: rustyspoon on November 15, 2012, 04:58:32 pm
I like the turnspeed nerf as it added an extra element of skill to the game.

Previously, you could make up for lack of skill/bad judgement with a quick flick of the wrist. Now you need to have good footwork and be able to predict your opponent's movement to land overheads reliably. Good change in my opinion.

However, the point when a weapon is active on a thrust REALLY needs to be looked at and fixed individually for each weapon class.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Piok on November 15, 2012, 05:03:22 pm
Hehe I did not know that One must be rocket engineer to smash someone head in Crpg.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Kafein on November 15, 2012, 05:11:08 pm
If removed then from everything  :!:

Nope.

It makes total sense to apply it to long and/or heavy weapons.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Pentecost on November 15, 2012, 05:28:04 pm
The problem(s):

Wasn't one of the main aims of the change was to stop people from doing helicopter stabs with pikes? Because what I remember happening was the people who knew how to use a pike on a decent level figuring out how to helicopter stab again within 2 days of the patch and everyone else, particularly people with shorter weapons, losing out in different areas.

For me though, how it made overheads extremely unreliable is a bigger problem. It's not a question of "hurr durr good players adapt, bad players lobby", when you have documented instances of overheads that didn't hit any character model somehow ghosting into teammates 2 feet to the right and when a majority of the players on both EU and NA, including many good ones, have gotten into the habit of sticking to side swings and stabs only in 1v1s. When the way the community "adapted" to the terms you dictated was by deciding to just not overhead in any situation that requires movement, that might be a sign that you should consider making some revisions.

The possible solution(s):

-Keep the change but tie weapon weight and length to turn speed. A longsword or short falchion should be allowed to turn more than a maul or pike.

OR

-Speed up the overhead animations. If they are going to remain unreliable, then they should at least be faster than they currently are.

OR

-Just revert the change for now. It's been tested extensively by us, and very few people like the dull leftswing/right block/rightswing/leftblock chains that we have currently as a result of unreliable overheads. A reversion would also speed up combat in general, which is a definite plus in my book.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: San on November 15, 2012, 07:23:41 pm
I think overheads should just be faster while getting rid of active hitboxes after the swing completes with limited turning (I guess based on weapon length if coders feel like adding that, but I am getting used to it already).

Of course, it will buff mauls and the like, but that will make it more important to dodge, but I would like the whole shockwave dragging overheads along the ground removed. Recovery time on overheads should remain the same. People would have more time to aim their overheads a little bit, just like stabs. Opponents should be able to step in once the overhead misses if they dodge. Of course, there won't be any instahits for overheads like stabs even if they are sped up, so it seems fair to me. Even when I am the initiator of such an attack when I miss and hit anyways, it just strikes me the wrong way.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Piok on November 15, 2012, 10:03:23 pm
Turn rate nerf feature is bugged like hell. So its better to get rid of it completely and not to try to implement only on some weapon or let it be as it is.
If you miss clear hit with low ping than there is something wrong. 
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Vodner on November 15, 2012, 10:24:06 pm
Hitting a lone enemy madly dashing through your lines was already tricky before, but right now it's silly how effective it is. Using overheads near teammates is downright annoying.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: CrazyCracka420 on November 15, 2012, 10:42:26 pm
I like the turnspeed nerf as it added an extra element of skill to the game.

Previously, you could make up for lack of skill/bad judgement with a quick flick of the wrist. Now you need to have good footwork and be able to predict your opponent's movement to land overheads reliably. Good change in my opinion.

However, the point when a weapon is active on a thrust REALLY needs to be looked at and fixed individually for each weapon class.

Agreed, sometimes it feels very intuitive when I "turn" into a stab only to have it glance when I think I have great inertia on my side.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Gravoth_iii on November 15, 2012, 11:21:30 pm
Remove it for hoplites aswell! you have no idea how awkward it is to play with it -_-
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Jarlek on November 15, 2012, 11:21:38 pm
Hitting a lone enemy madly dashing through your lines was already tricky before, but right now it's silly how effective it is. Using overheads near teammates is downright annoying.
Really? I haven't had problems hitting people that try to rush into a group and spam. What I do is that I stop moving. No sidestepping, forward or backward moving. Just standing completely still while the enemy rushes through my allies in front, waiting until they run into my range and then I unleash the overhead/stab. Usually gets them.

Although I usually use a short attack (any 1h, bardiche, halfswording or polestab), so that might help.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Ikarus on November 16, 2012, 12:45:19 am
+1 what Teeth said, it´s just awkward to play :B
Title: Re: Revert the turnspeed nerf for most weapons
Post by: rustyspoon on November 16, 2012, 02:34:24 am
Really? I haven't had problems hitting people that try to rush into a group and spam. What I do is that I stop moving. No sidestepping, forward or backward moving. Just standing completely still while the enemy rushes through my allies in front, waiting until they run into my range and then I unleash the overhead/stab. Usually gets them.

This exactly. If you just wait for them to come to you, it's easy to take them out.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Kaoklai on November 16, 2012, 04:40:48 am
Rusty, whenever this comes up you say something along the lines of "it takes no skill to move your mouse quickly."  I think this is silly.  Pretty much all video games are just moving bits and pressing buttons in response to audiovisual stimuli, and when they are real-time games speed is obviously important.  In this context it's almost the definition of "skill" be able to execute and respond to things quickly.  Having good footwork and reading your opponent are part of this process; they do not exist as a separate, purely cerebral exercise.  The turnspeed nerf ensures that the speed-cap of combat is lower, effectively lowering the skill ceiling.  Landing overheads now may be more difficult than before, but fighting overall has become less skillful.   

On a related note, I sometimes get the impression from other advocates of slowing the game (not you) that they blame speed/spam for their failures and there is a vague notion of "if only this game were slower I could beat anyone because of my master tactics, this damn twitchiness prevents me from displaying my martial genius."  I don't blame them for it; we are all heroes and geniuses in our own (video game) eyes and this sort of rationalization is expected.  I just don't think it should influence gameplay.

See you on the battlefield.  I love you.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Smoothrich on November 16, 2012, 04:54:48 am
Few people liked it ever, anyway. Sadly the dev's don't care, I've seen this with a dozen changes. Most of the changes they do are poorly researched cause their play time with the game is minimal and instead of listening to the community, they do what they think is better, which rarely is better. Ofcourse they should not react to the communitys first reaction to a patch, cause we don't like change all that much. Well written, rational posts a bit later should atleast be considered though.

From looking at the current gameplay, it basically nerfed skilled teamplayers and buffed spamming noobs. You see it all the time, an 8 athlethics crossbower jumps into the middle of an enemy group and can run around swinging for 30 seconds, cause no one is able to hit him. Normally in the vicinity of teammates, one would use precise stabs or overheads to minimize the risk of hitting a teammate. Nowadays though 8 athlethics means that they sidestep faster than you can turn, because the turn rate was very, very drastic.

(Another great change, earlier active attacks against friendlies, which few people liked but they refused to revert. Nerfed teamplay as well. Well, atleast that was a nerf to sideswinging noobs. The devs know that if you just don't care for long enough, people will accept the new shitty situation. Same is going to happen to the turn rate nerf ofcourse.)

Sideswinging, the easy noob attacks, got their effectiveness increased a lot, relative to turn rate nerf affected attacks.

Devs also didn't quite formulate accurately what their aims were with the turn rate nerf. I assume it is lolpiking and lolstabbing. As far as 2h stab goes, that is way worse now, cause it can do facehug insta hits as well as very late dragging hits. It's truly omnipotent. Even though you could wiggle it like crazy before, atleast the hit always came at the same moment and chambering was a reliable strategy. As far as lolspearing goes, that is still extremely effective. I haven't lolspeared before the change, but I know it is pretty damn strong now once you work out how to do it.

Another valid tactic that I used as a 1h and as a german poleaxer against cav. Chambering their lances to hit their horses in the ass. That doesn't work anymore. Overhead chambers in general are quite fucked now with short weapons.

TL;DR version, it broke everything that it tried to fix, just in a different way and broke a few things on the side. Simultaneously it took a bunch of skill out of the game by promoting the already easy to use sideswings.

Quoting this because he nails it 100 percent.  Emphasis on that the intended fix, 180-360 spin pike/longspear spam, is even more effective than before, and all they do is 360 jump backwards stab with no chance of glancing just by holding before release a little longer. 

All it did was ruin precision, team fighting, encourage spamming into blobs, make overheads almost unviable in most situations, break game balance with instastabs on long weapons, and in general took a lot of fun away from the game.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: rustyspoon on November 16, 2012, 06:12:39 am
Rusty, whenever this comes up you say something along the lines of "it takes no skill to move your mouse quickly."  I think this is silly.  Pretty much all video games are just moving bits and pressing buttons in response to audiovisual stimuli, and when they are real-time games speed is obviously important.  In this context it's almost the definition of "skill" be able to execute and respond to things quickly.  Having good footwork and reading your opponent are part of this process; they do not exist as a separate, purely cerebral exercise.  The turnspeed nerf ensures that the speed-cap of combat is lower, effectively lowering the skill ceiling.  Landing overheads now may be more difficult than before, but fighting overall has become less skillful.   

If you were talking about Quake 3 Rocket Arena I would agree with you. CRPG, not so much.

Being able to make quick adjustments to stimuli is "twitch" gaming. I've never considered it much of a skill especially due to the fact that human beings will continue to get worse at it no matter how much they practice. (Aging is a bitch) If we were to say that twitch gaming takes skill, then quick-time events would be the pinnacle of that skill. It's not so much a skill as how fast the different systems in your body can work together. It can be trained to a degree, the more you see a certain event the more your brain recognized the signs of that event and can prepare. But really, that's just a sharpening of our built in fight-or-flight response. Not really a skill. It's also something you can improve through artificial means. You can get a better surface for your mouse, you can purchase a better mouse, you can adjust your mouse's latency. All these things will improve your reaction times without any development on your end.

Timing, being able to read your opponents, knowing the capabilities of your tools and how best to use them...those are skills. Those are things that you can always improve and apart from getting dementia, you're not really going to get worse at it.

Fast reflexes plus a really skilled player can be incredible to watch. A good quake 3 rocket arena player being a great example of that. But I don't think that really works with a game as hilariously slow as this one. Even this game on the fastest settings is still pretty damn slow. It becomes ridiculous when you take the incredibly slow movement speed in this game and combine it with the ability to spin your character around at lightning fast speeds. It creates a huge disconnect. You can make up for poor gameplay just by having good reflexes. Honestly the slower this game gets, the MORE skill you need to beat a good opponent. At that point if you lose, it's because they are better than you or you made a mistake. It's not because of things like latency (which has a HUGE effect especially when the game is sped up) or the fact that some 12 year old has a faster reaction time than you do.

I will leave this thread with a video of Joe Louis. He was "slow" as far as boxers go...but god damn did that guy know how to fight. Skill trumps twitch any day of the week.

Title: Re: Revert the turnspeed nerf for most weapons
Post by: San on November 16, 2012, 06:55:51 am
This game is way too slow for response time to really matter. I can't tell the difference between fastest and cRPG speed. I would argue connection is more important and not seeing any graphical bugs in animation or w/e (outside of getting ganged by a group, but even that is prediction based moreso than simple twitch).

Back to turnspeed nerf:
Overall, it just causes teamhits and no one really likes it. At most, people tolerate/adapt to it. It doesn't fix what it was intended to fix, and just made things different for other weapons. For me, I got used to the overhead, and I can't chamber stabs as reliably anymore. For others, it may have negatively affected them much more. There was nothing really fixed with the turn nerf, and that's the biggest problem imo. I think the way hitboxes stay active were the only things that really needed to be tweaked.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Mr_Oujamaflip on November 16, 2012, 05:01:27 pm
Add a "long weapon" tag like crushthrough and unbalanced to affect weapons that way you just add the tag if its over a certain length .
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Piok on November 16, 2012, 05:12:54 pm
Add a "long weapon" tag like crushthrough and unbalanced to affect weapons that way you just add the tag if its over a certain length .
So buff me and keep others nerfed. I will be for this tag if turn rate nerf wasn't broken cause it is realistic but in this case we will not discuss this.
                                                                                             
Title: Re: Revert the turnspeed nerf for most weapons
Post by: CrazyCracka420 on November 16, 2012, 05:47:26 pm
So buff me and keep others nerfed. I will be for this tag if turn rate nerf wasn't broken cause it is realistic but in this case we will not discuss this.
                                                                                           

The current turn rate nerf IS NOT realistic...you can easily pivot your body 90 to 180 degrees (if you're turning counter-clockwise as a righty) as you thrust any sort of a long polearm forward...

Ask anyone who's ever played a sport, do you stand with your feet planted and your body stiff when you throw a ball or swing a hockey stick?  Or is your whole body pivoting and rotating to get as much energy to the point of release?
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Piok on November 16, 2012, 05:53:07 pm
The current turn rate nerf IS NOT realistic...you can easily pivot your body 90 to 180 degrees (if you're turning counter-clockwise as a righty) as you thrust any sort of a long polearm forward...

Ask anyone who's ever played a sport, do you stand with your feet planted and your body stiff when you throw a ball or swing a hockey stick?  Or is your whole body pivoting and rotating to get as much energy to the point of release?
OK its closer to reality with nerf then without. But also Two handed weapons should have bigger powerstike or STR bonus than one handed cause its closer to reality :D
Title: Re: Revert the turnspeed nerf for most weapons
Post by: CrazyCracka420 on November 16, 2012, 05:55:41 pm
OK its closer to reality with nerf then without. But also Two handed weapons should have bigger powerstike or STR bonus than one handed cause its closer to reality :D

Check the damage output of the 2h versus 1h weapons (aka 1h sword vs 2h sword, 1h axe vs 2h axe), it's already built into the system.  To me, it's absolutely ridiculous that if I turn my spear thrust (or any thrust) more than about 45 degrees it will glance on impact.  I think this should be 90 or 135 degrees.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Pentecost on November 16, 2012, 06:00:49 pm
OK its closer to reality with nerf then without. But also Two handed weapons should have bigger powerstike or STR bonus than one handed cause its closer to reality :D

That is already reflected in the fact that even rudimentary two-handed weapons have much higher base damage than many of the best one-handed weapons.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Piok on November 16, 2012, 06:06:50 pm
That is already reflected in the fact that even rudimentary two-handed weapons have much higher base damage than many of the best one-handed weapons.
You mean around 30% more and are slower which is not so much. Many 2h have unbalanced trait but no onehander.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Kaoklai on November 16, 2012, 10:34:26 pm
Being able to make quick adjustments to stimuli is "twitch" gaming. I've never considered it much of a skill especially due to the fact that human beings will continue to get worse at it no matter how much they practice. (Aging is a bitch) If we were to say that twitch gaming takes skill, then quick-time events would be the pinnacle of that skill.

It's not skill because you get worse at it with age?  What?  You realize Joe Louis got worse with age, right?  Pretty much every learned "skill" deteriorates with age.  If worsening with age precludes skill, then skill doesn't exist.  Being good at soccer isn't a skill?  Marksmanship isn't a skill?  This point is incredibly inane. 

And where did I say that twitch-reflexes are the only kind of skill?  It isn't, but in a real time game, reacting in real time is pretty damn important.  Certainly, quick time events, take a kind of skill.  Being able to keep rhythm and react quickly in say DDR, which is essentially a giant QTE, is a skill.  I didn't and wouldn't say that they are the epitome of it, though, largely because it's an entirely different category of activity.  Just like being good at Chess, almost an entirely mental exercise, and being good at, say, Starcraft, one that combines physical ("twitch") and mental aspects, are both skills.  One isn't more skillful than the other, they are different activities. 

Quote
It's not so much a skill as how fast the different systems in your body can work together. It can be trained to a degree, the more you see a certain event the more your brain recognized the signs of that event and can prepare. But really, that's just a sharpening of our built in fight-or-flight response. Not really a skill. It's also something you can improve through artificial means. You can get a better surface for your mouse, you can purchase a better mouse, you can adjust your mouse's latency. All these things will improve your reaction times without any development on your end.

You just described pretty much every physical activity ever.  You know, like soccer, tennis, rugby, baseball, archery -activities that are universally recognized as involving skill.  Just because you can buy a better tennis racket doesn't mean that tennis doesn't take skill.  And like it or not, video games involve physically manipulating controls in real time.   

Quote
Timing, being able to read your opponents, knowing the capabilities of your tools and how best to use them...those are skills. Those are things that you can always improve and apart from getting dementia, you're not really going to get worse at it.

Being able to use that knowledge when it matters is what's skillful.  More options and faster paced gameplay puts a strain on the player, he has to really know his shit to be able to utilize what you mentioned when the pressure is on.  More options/speed, more pressure, more opportunities for skill to shine through.  Anyone can read their opponent when they have the luxury of time.  I think the word you used, "timing," is fairly illuminating.  It is harder and takes much more refinement to time things when you yourself have limited time.


Quote
You can make up for poor gameplay just by having good reflexes. Honestly the slower this game gets, the MORE skill you need to beat a good opponent. At that point if you lose, it's because they are better than you or you made a mistake. It's not because of things like latency (which has a HUGE effect especially when the game is sped up) or the fact that some 12 year old has a faster reaction time than you do.

Actually this really is starting to sound like, "I'm a tactical genius, I'm only losing (to 12 year olds apparently), because they are faster than me."  Um, if you think having faster reflexes than someone is somehow illegitimate and not part of "gameplay," well, maybe real time games aren't what you want.  I don't know, that sounds kind of mean, but I really can't wrap my head around complaining about someone having better reflexes than you in a category of activity that is explicitly reflex driven.  You can't be better than someone, but only lose because they are faster than you. 

Quote
I will leave this thread with a video of Joe Louis. He was "slow" as far as boxers go...but god damn did that guy know how to fight. Skill trumps twitch any day of the week.

Jesus Christ what is this shit?  Do you actually box or follow boxing?  Did you watch the video you posted?  As far as heavyweights go Joe Louis was incredibly fast, his handspeed was the hallmark of his style.  He had a regimented, shuffling advance in early rounds but he's an archetypal small, fast heavyweight.  He could TRIPLE up on left hooks, and throw them with power.  Yes, he was incredibly solid technically too, but he was goddamn fast.  In his heyday he was often hailed as the fastest heavyweight in the world.  Faster (and not by much) fighters have come and gone since then, but it blows my mind that you would bring up the Brown Bomber as a slow boxer. 
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Tears of Destiny on November 16, 2012, 11:06:13 pm
Kaoklai uses wall of text...


It's super effective!
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Berserkadin on November 16, 2012, 11:36:26 pm
Giving longer weapons slower turnspeeds makes perfect sense, and would be nice for balance, since reach = king in battle.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: CrazyCracka420 on November 16, 2012, 11:45:00 pm
I'd give you two +'s if I could kao...break that up into two posts :P
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Patoson on November 17, 2012, 12:16:11 am
I used to hate how pikes could "lolstab", but I wouldn't mind a complete reversion now.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Bjord on November 17, 2012, 01:02:46 am
Kaoklai, that was a goddamned fine post.

To rustyspoon: Never saw such a dumb smart post.

Back on-topic: I think the turn rate is fine, never had an issue with it except first few days of the patch. Leave it as it is.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: rustyspoon on November 17, 2012, 02:42:49 am
Ze rebuttal:

It's not skill because you get worse at it with age?  What?  You realize Joe Louis got worse with age, right?  Pretty much every learned "skill" deteriorates with age.  If worsening with age precludes skill, then skill doesn't exist.  Being good at soccer isn't a skill?  Marksmanship isn't a skill?  This point is incredibly inane.

I think you are confusing physical prowess with skill. It may help to think of activities that are not sports-related. A skilled carpenter doesn't get worse at carpentry as he ages. He may need help lifting something up, but he sure as shit is a better craftsman than the other people around him. Ansel Adams didn't even hit his peak until old age. Annie Oakley in her 60's could shoot better than I ever could. By your definition, Beethoven's music would continue to get worse as his hearing went...yet it didn't. Don Fezell recently recorded the first ever 8-second pass in the history of Stock Eliminator driving. He was 73.

And where did I say that twitch-reflexes are the only kind of skill?  It isn't, but in a real time game, reacting in real time is pretty damn important.  Certainly, quick time events, take a kind of skill.  Being able to keep rhythm and react quickly in say DDR, which is essentially a giant QTE, is a skill.  I didn't and wouldn't say that they are the epitome of it, though, largely because it's an entirely different category of activity.  Just like being good at Chess, almost an entirely mental exercise, and being good at, say, Starcraft, one that combines physical ("twitch") and mental aspects, are both skills.  One isn't more skillful than the other, they are different activities. 

I do not consider twitch/reflexes a skill as it relies solely on your reaction time and motor skills. I'm not saying that activities that have reflex-based aspects are not skillful activities. I said that I don't consider something reflex-based to be a skill. The very first line of my last post was about that very fact. I find it very interesting that you bring up rhythm-based games as an example of twitch/reflex skill. I would argue that those are more of an example of learned behavior than an actual skill. If you've ever played guitar hero, you will know that after playing a while you don't even need to look at the screen. Even if you're good, the first time you play through a new song (at any kind of reasonable difficulty) you are going to stumble through it. If twitch/reflex was really a skill, a highly skilled player should be able to make it almost perfectly through any song even if they haven't played it before. I mean, all they're doing is hitting a button when a certain cue comes up.

You just described pretty much every physical activity ever.  You know, like soccer, tennis, rugby, baseball, archery -activities that are universally recognized as involving skill.  Just because you can buy a better tennis racket doesn't mean that tennis doesn't take skill.  And like it or not, video games involve physically manipulating controls in real time.   

I think you definitely misunderstood here. If I bought a "better" camera, I won't take better pictures. If I bought "better" golf clubs, they won't improve my swing. Buying a "better" tennis racket won't improve my serve. Adjusting the polling rate of your mouse will have a positive effect on your reaction time. See the difference?

Being able to use that knowledge when it matters is what's skillful.  More options and faster paced gameplay puts a strain on the player, he has to really know his shit to be able to utilize what you mentioned when the pressure is on.  More options/speed, more pressure, more opportunities for skill to shine through.  Anyone can read their opponent when they have the luxury of time.  I think the word you used, "timing," is fairly illuminating.  It is harder and takes much more refinement to time things when you yourself have limited time.

I think you misunderstand what I mean by timing. By having good timing, you know how fast certain things are. You know how long to your weapon connects. You know how long until your enemies weapon connects. You know exactly when to swing to beat their swing. You know exactly the right moment to chamber. You can fire a rocket and connect with someone mid-air because you know how to judge the difference in speed between them and your projectile. That is all skill. Speed the game up, slow it down, doesn't make a difference. Once that person gets used to the changes, they'll still be kicking ass.

Let's say you took CRPG and slowed it down to the point where the average player can block 100% of another player's attacks. How would you beat them? Obviously you would need to be more skilled than them. By faking them out, kicking, whatever, a skilled player will be able to work around their defenses and beat them. That is also why being slower would take more skill. Your opponent also has as much time to think as you do. It comes down to your raw skills. Now if you keep increasing the speed and don't stop, you will eventually come to the point where skill is trumped by reaction time. Have you ever played with 300 ping? That's a good way to simulate it. You may be better than everyone around you, but you'll still be getting your ass kicked. And that's only a difference of .3 seconds.

Actually this really is starting to sound like, "I'm a tactical genius, I'm only losing (to 12 year olds apparently), because they are faster than me."  Um, if you think having faster reflexes than someone is somehow illegitimate and not part of "gameplay," well, maybe real time games aren't what you want.  I don't know, that sounds kind of mean, but I really can't wrap my head around complaining about someone having better reflexes than you in a category of activity that is explicitly reflex driven.  You can't be better than someone, but only lose because they are faster than you. 

This goes back to my first point in my last post. CRPG is slow. I mean, it's REALLY slow. Compared to Unreal Tournament 2004, it's like our characters are 90 year old men in wheelchairs. I'm not complaining about the requirement of reflexes in games, I'm saying that using it to correct you making a mistake is dumb. Say we're in some modern FPS having a sniper duel. We both spot each other at the same time, we both raise our rifles at the same time and fire. I miss and I die. But what if I can quickly spin my mouse to the right and it causes my bullet to move also and go into you. That's CRPG. There is a HUGE disconnect between the movement rate of your character and your character's ability to spin around. People are are good at dueling with pikes build their whole playstyle around that fact. Like the fact that you can jump, and instantly do a 180 degree spin. If movement speed and turning speed had a closer correlation, it would make much more sense. In quake III rocket arena, sure you can turn fast as hell, but your movement is also incredibly fast. Having one aspect of your character being ridiculously slow and the other ridiculously fast is just dumb. Remember how those lumbering str build maul users would miss and then just drag the mouse over you, killing you? That is a perfect example of being able to correct your mistake which also renders dodging worthless. Either increase movement speed (good) or reduce turning speed, (bad) but character movements should be brought in line.

Jesus Christ what is this shit?  Do you actually box or follow boxing?  Did you watch the video you posted?  As far as heavyweights go Joe Louis was incredibly fast, his handspeed was the hallmark of his style.  He had a regimented, shuffling advance in early rounds but he's an archetypal small, fast heavyweight.  He could TRIPLE up on left hooks, and throw them with power.  Yes, he was incredibly solid technically too, but he was goddamn fast.  In his heyday he was often hailed as the fastest heavyweight in the world.  Faster (and not by much) fighters have come and gone since then, but it blows my mind that you would bring up the Brown Bomber as a slow boxer.

I'm guessing that you don't understand what it means to put a word in quotes when it is not a quotation. If you looked back, I said he was "slow". That would infer that it is not meant to be taken literally, but figuratively. Obviously he was fast. He could throw a punch must faster than I can. But as far as his boxing style, he was very "slow" and deliberate. He had excellent timing, fantastic control of his punches, and excellent footwork. He knew exactly when to move and by how much. Compare him to Muhammad Ali and you'll see exactly what I'm talking about.

I really, really think that the point of my last post just flew entirely over your head.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: a_bear_irl on November 17, 2012, 12:07:43 pm
rusty, honestly it sounds like your vision for crpg is some fucked up medieval chess match - like you're literally arguing for not being able to correct  actions. yes, reading a fight is part of the game and a necessary skill, but so is reacting to the fight. this is a real time game and being able to react quickly is a part of the package. further, tracking with an overhead has nothing to do with reflexes. you've already acted, all you're doing now is tracking a target which is just an automatic brain hand-eye-coordination thing. same with leading a target. think to the last time threw a ball to someone, everything about the throw itself is automatic.

also, this isn't quake or QT and the only thing crpg has in common with thsoe games is the "videogame" part

being able to steer attacks is pretty much a necessary game component, anyway, yeah when maul guys would bounce off the ground and then steer it into you it sucked, but that was a necessary thing. currently even the slowest character can strafe faster than an overhead can be turned, which is why you don't see overheads in duels anymore.

and your timing argument doesn't make sense. as things get faster more mistakes get made. which is easier to block, flamberge or steel pick?
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Bjord on November 17, 2012, 01:11:28 pm
Someone kindly help rustygoon out of this thread, he's burying himself into embarassment even further.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: rustyspoon on November 17, 2012, 02:00:51 pm
My God. Sometimes I feel like I need to start using puppets to explain things to people.

Pre turn speed nerf enabled you to hit people with missed attacks which was a dumb, exploitable mechanic.

Instead of the turn speed nerf, I would have preferred that the devs increased character movement speed. However, they chose the turn speed nerf.

It's still terribly easy to reliably land overheads with the nerf. By using movement keys more and mouse less you can hit anyone and still have some mouse turn left over to make adjustments. But this is the CRPG community, who would rather cry than adapt.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Bjord on November 17, 2012, 02:05:11 pm
While I think that the current turn rate is fine, the way you were trying to define what "true" skill is was pretty ridiculous.

I still kinda miss the old turn rate, when I could do a 360 spinstab :lol:.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: rustyspoon on November 17, 2012, 02:32:28 pm
While I think that the current turn rate is fine, the way you were trying to define what "true" skill is was pretty ridiculous.

I wasn't defining skill as much as I was saying that having reflexes is not a skill. Having reflexes comes with being a living creature.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Bjord on November 17, 2012, 04:20:50 pm
Those reflexes are good for nothing if you don't know how to act on them, so the only advantage for good reflexes is if you're already a good player. If, by your definition, you're a "skilled" player but with average reaction time you should still be able to beat a "twitcher". Simply because you have more experience and skill.

Still, in a fast-paced game, people with slow reaction time will have a harder time. So while it may not be a "skill", reaction is certainly something that can be improved by repeated practice, or by playing games that stimulates your reflexes (like FPS games). In that sense, "skill" and "reaction" are very similar in that they can both be developed through repetition.

Warband in its current state (especially cRPG) is not that demanding of quick reflexes anyway, but rather a trained working memory. By that I mean, you need to be able to think several steps ahead of your opponent in real time, and that is something that is quite difficult. I remember feeling like a handicapped person in my first month of Warband, because I was so inexperienced and didn't know shit. Today I can't believe how much I've improved.

One more thing: Yes, some people may have an advantage due to faster reaction time but then again, some are born athletes and some are born scientists. You can't be everything. Rustyspoon, if I were to judge you by what you've written so far, I'd say you simply had the bad luck of being born with average reflexes. And as I said, if you are suffering with slow reactions, start doing something about it instead of trying to make it seem like a negative trait (which by the way was a really obvious attempt).

B out.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Tzar on November 17, 2012, 04:25:27 pm
cRPG is a slowmotion chess based first person hack n slash  :lol:

Inb4 more nerfs to mobility an speed....
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Darkkarma on November 17, 2012, 05:27:09 pm

I will leave this thread with a video of Joe Louis. He was "slow" as far as boxers go...but god damn did that guy know how to fight. Skill trumps twitch any day of the week.


This is a really poor example man. If anything, boxing is the antithesis of what you're tying to prove. All of the greatest boxers in history have pretty much had amazing reflexes to compliment their outstanding technical ability.

Whether you want to talk Ali, Roy Jones,Frazier, either of the sugar rays,willy pep,pernell,mayweather, the list goes on man. All of those guys were pretty good "twitchers" if you know what I mean.
 
Juan Manuel Marquez is an extremely technical fighter who has beaten plenty of younger, faster,stronger fighters in the past, yet he lost horribly to floyd mayweather, an equally technical fighter due to his combination of incredible technique and blinding speed.

In fact, id dare say that it proves the point of what kaoklai argued in response to your posts. Still, the boxing analogy in general is just a bad example when it comes to showing that technique flat out trumps reflexes and im starting to quibble, so ill just move on.

The spoilered part is more of a tangent than anything. Read at your own risk, as I don't want to to take away from the bigger point of my post.


(click to show/hide)

Really  reflexes and sensitivity are but a few individual parts in the equation. Skill is still the main defining factor here; the others or more so complimentary than others. I mean, Saul uses an inverse set up and it presents alot of issues for me that standard setup duelers cant replicate, but that alone doesn't make him an intrinsically better player. He is the whole package, man. His reflexes,timing and over all skill in general are what make him great. I can't think of a player i've dueled/lost to yet where I thought to myself "man, if this kid wasn't such a twitcher with an ultra sensitive gaming XL elite gaming mouse id totally have his number!". This game really brings it all together to make for a gameplay experience that few other games have been able to replicate.

Your assessment of the community is also a bit off as far as im concerned. It's not so much the community's inability or unwillingness to adapt to changes as much as it is alot of us thinking "if it's not broken, why fix it/change it?" Look how many people stuck around and adapted after the huge change from old crpg?
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Voester on November 17, 2012, 06:53:33 pm
Few people liked it ever, anyway. Sadly the dev's don't care, I've seen this with a dozen changes. Most of the changes they do are poorly researched cause their play time with the game is minimal and instead of listening to the community, they do what they think is better, which rarely is better. Ofcourse they should not react to the communitys first reaction to a patch, cause we don't like change all that much. Well written, rational posts a bit later should atleast be considered though.

From looking at the current gameplay, it basically nerfed skilled teamplayers and buffed spamming noobs. You see it all the time, an 8 athlethics crossbower jumps into the middle of an enemy group and can run around swinging for 30 seconds, cause no one is able to hit him. Normally in the vicinity of teammates, one would use precise stabs or overheads to minimize the risk of hitting a teammate. Nowadays though 8 athlethics means that they sidestep faster than you can turn, because the turn rate was very, very drastic.

(Another great change, earlier active attacks against friendlies, which few people liked but they refused to revert. Nerfed teamplay as well. Well, atleast that was a nerf to sideswinging noobs. The devs know that if you just don't care for long enough, people will accept the new shitty situation. Same is going to happen to the turn rate nerf ofcourse.)

Sideswinging, the easy noob attacks, got their effectiveness increased a lot, relative to turn rate nerf affected attacks.

Devs also didn't quite formulate accurately what their aims were with the turn rate nerf. I assume it is lolpiking and lolstabbing. As far as 2h stab goes, that is way worse now, cause it can do facehug insta hits as well as very late dragging hits. It's truly omnipotent. Even though you could wiggle it like crazy before, atleast the hit always came at the same moment and chambering was a reliable strategy. As far as lolspearing goes, that is still extremely effective. I haven't lolspeared before the change, but I know it is pretty damn strong now once you work out how to do it.

Another valid tactic that I used as a 1h and as a german poleaxer against cav. Chambering their lances to hit their horses in the ass. That doesn't work anymore. Overhead chambers in general are quite fucked now with short weapons.

TL;DR version, it broke everything that it tried to fix, just in a different way and broke a few things on the side. Simultaneously it took a bunch of skill out of the game by promoting the already easy to use sideswings.

This. THIS
Title: Re: Revert the turnspeed nerf for most weapons
Post by: EponiCo on November 17, 2012, 08:43:38 pm
being able to steer attacks is pretty much a necessary game component, anyway, yeah when maul guys would bounce off the ground and then steer it into you it sucked, but that was a necessary thing. currently even the slowest character can strafe faster than an overhead can be turned, which is why you don't see overheads in duels anymore.

It's really not necessary (besides the amount you can steer all attacks now). I don't have a problem with overheads or stabs (probably my most effective melee attack). Sure, sometimes I miss, but that's just like missing op 1h left swing due to range. The only thing that feals really awkward for me is lancing, but well, that's abouit time...
Title: Re: Revert the turnspeed nerf for most weapons
Post by: no_rules_just_play on November 27, 2012, 04:23:50 am
i tought the community hated (long) awlpikes already WITH the turnspeednerf, but the fact that you guys agree on removing it really amazes me. i actually dont really care about the turnspeed nerf, i think it adds some difficulty instead of being a ninja and spinning trough enemy mobs.
did you guys ever experience when a mauler misses you with his weapon, but kills you by adjusting his attack direction right before he actually hits the ground with his maul. i think that if you wouldnt have a turnspeednerf on this, he would even be able to kill you with a curved hit while you are standing behind him.

correct me if i dont see the point right, but i really want to know what your opinion on this is.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Kafein on November 27, 2012, 11:19:01 am
The turnspeed nerf is right when it makes lolstabbing harder. But it's wrong when it affects long weapons and short weapons the same way, and it is again wrong when it makes polearm thrusts connect immediately and inflict full damage without momentum.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: no_rules_just_play on November 27, 2012, 04:17:21 pm
The turnspeed nerf is right when it makes lolstabbing harder. But it's wrong when it affects long weapons and short weapons the same way
ok valid point, i get that. but,

and it is again wrong when it makes polearm thrusts connect immediately and inflict full damage without momentum.
what do you mean with this? you mean that the turnspeednerf makes your weapon op?

btw i hate it when people -1 me because i state my opinion in a reasonable way while themselves were bitching like little kids before about something totally off topic that didnt even make any sense. my opinion wasnt stupid, i just mentioned my astonishment because i really tought the community hated the reasons i wrote down. im a fucking long awlpiker myself, i just said i didnt mind the fucking speednerf.
(not against you kafein, ly)
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Kafein on November 28, 2012, 06:21:41 pm
what do you mean with this? you mean that the turnspeednerf makes your weapon op?

I mean that the change basically changed the way people do lolstabbing without fixing the problem. Now instead of releasing first and wiggling your weapon after that, you hold you thrust, turn first and release when you are in front of your target. It hits without glancing no matter the distance.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Felix on November 28, 2012, 06:46:50 pm
I am a pikeman - i can still wiggle and spin-jump attack (180, 360) BUT it works only on those with mediocre playing skill. Or whenever i get lucky. It isn't that hard to downblock a 68 speed weapon (slow as hell).
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Grumbs on November 29, 2012, 12:27:10 am
Personally I never minded the turn speed nerf, but I do mind the horrible glance rates. The main point of taking away 2 attack directions should be so you get a great stab, but it feels quite unreliable if you don't stand at just the right distance from the player (not too far, not too close). I understand being too close might glance, but it seems to bounce off a lot at range, and they just don't feel that long now, not enough to justify mediocre damage and losing 2 attack directions
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Ad1no on November 29, 2012, 12:43:41 am
I really believe (rather i'm right or wrong) spin nerf coupled with increased ranged players has destroyed mod pop.
Title: Turn Nerf: Not actually that bad
Post by: a_bear_irl on December 10, 2012, 04:56:54 am

no problems here
Title: Re: Turn Nerf: Not actually that bad
Post by: SixThumbs on December 10, 2012, 05:06:04 am
At least put the camera on a tripod or prop it up on some books or something.
Title: Re: Turn Nerf: Not actually that bad
Post by: Jarlek on December 10, 2012, 05:09:09 am
All I see is a guy who is really bad at doing overheads.
Title: Re: Turn Nerf: Not actually that bad
Post by: RamsesXXIIX on December 10, 2012, 05:29:34 am
All I see is a guy who is really bad at doing overheads.

This.

Like the music though, can you link the song?
Title: Re: Turn Nerf: Not actually that bad
Post by: Rhaelys on December 10, 2012, 05:35:54 am
Overheads are bad and you should feel bad.
Title: Re: Turn Nerf: Not actually that bad
Post by: a_bear_irl on December 10, 2012, 05:38:09 am
the song is "can't touch the pain outtro" by "capt. crunk", i dont have a link though it was just an option youtube gave me for audio replacement

i selected it because i think the deep & meaningful lyrics reflect the intense pain of trying to overhead in any kidn of duel

also zapper both badplayer and i tried the same thing and it was just as awful
Title: Re: Turn Nerf: Not actually that bad
Post by: rustyspoon on December 10, 2012, 05:40:43 am
I like this thread.

It's got a video of someone swinging at the point his opponent starts moving instead of where his opponent will end up and then inferring that the system is broken.

If you can't judge player movement in a HILARIOUSLY slow game...obviously it's the game's fault.
Title: Re: Turn Nerf: Not actually that bad
Post by: Uumdi on December 10, 2012, 05:50:01 am
Let's tag team bill gens.  C'mon man, I want to play crpg again, but i just haven't had the motivation.
Title: Re: Turn Nerf: Not actually that bad
Post by: a_bear_irl on December 10, 2012, 05:52:13 am
rusty you know the great thing about this game is that it's multiplayer, you play it with other real people. sometimes you can read them and predict what they're going to do, but lots of times you can't. if you're THAT good at reading people then go top the duel chart or something

uumdi, i still have the +3 bill and i'm going to level 33 this gen, anytime you want to i'm up for it
Title: Re: Turn Nerf: Not actually that bad
Post by: rustyspoon on December 10, 2012, 06:09:56 am
rusty you know the great thing about this game is that it's multiplayer, you play it with other real people. sometimes you can read them and predict what they're going to do, but lots of times you can't. if you're THAT good at reading people then go top the duel chart or something

Someone running from side to side is incredibly difficult to predict I know. I mean shit, in that video after he turned left and right 2 or 3 times I had no idea what he was going to do next.

I MAY somewhat agree with you if you were using a short weapon, but when you're face-hugging with a really long weapon (the longer the weapon, the larger potential area you can cover) and saying overheads are broken, I can't take you seriously.
Title: Re: Turn Nerf: Not actually that bad
Post by: a_bear_irl on December 10, 2012, 06:13:46 am
Someone running from side to side is incredibly difficult to predict I know. I mean shit, in that video after he turned left and right 2 or 3 times I had no idea what he was going to do next.

I MAY somewhat agree with you if you were using a short weapon, but when you're face-hugging with a really long weapon (the longer the weapon, the larger potential area you can cover) and saying overheads are broken, I can't take you seriously.

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Title: Re: Turn Nerf: Not actually that bad
Post by: Shik on December 10, 2012, 06:24:11 am
I don't think you understand that
a) the target was dodging after the swing was already released
b) the point was to not use holds in order to show that its hard to do quick overheads
c) the target only had 4 athletics and was in full plate. Its even harder to hit faster enemies
d) badplayer (#2 EU duelist) has the same problem

Yes, you can hit overheads with a decent rate with predicted holds, but it's really easy to punish that. It's silly that most duelists won't risk an overhead and just play it safe with right and left swings because of how easy it is to dodge an overhead or miss with one. Overheads were already the most risky and underused attacks before the turn nerf, now they're even worse. To make things worse, thrusts, which were meant to be the main target of the nerf, are barely affected by the change.
Title: Re: Turn Nerf: Not actually that bad
Post by: Gurnisson on December 10, 2012, 06:58:57 am
What, Shik? Overheads are hilariously easy to land. However, stabbing with short and fast weapons (like forks, short spears etc.) is quite hard, much harder than hitting with non-held overheads. However, revert the turn-nerf if you want, I'll go back to 2-directional polearms again. They might be of some good use then.
Title: Re: Turn Nerf: Not actually that bad
Post by: TheAppleSauceMan on December 10, 2012, 07:10:07 am
I like the video, if only for the fact that the unexpected music made me lul. But OT, I think overheads actually are harder to land with longer weapons, at least poles and 2h. Respec'd to board and shield a day or two ago and have had no problem landing overheads effectively. In fact I use them a LOT as I need that damage as a 1her. Sure there's misses, but if I miss, it's the fault of my own bad footwork or swings. Once you get used to it, overheads are pretty easy, in the right situation, it's really not that hard to lead your swing into where your target is moving to.
Title: Re: Turn Nerf: Not actually that bad
Post by: [ptx] on December 10, 2012, 07:25:41 am
Handicapped much?
Title: Re: Turn Nerf: Not actually that bad
Post by: Vibe on December 10, 2012, 07:53:03 am
ever heard of video capture software

PS agree on turn nerf revert, simply because it was more fun with the better turn rate
Title: Re: Turn Nerf: Not actually that bad
Post by: Joker86 on December 10, 2012, 08:16:05 am
I would like to see a dynamic turn speed nerf, before we actually revert it. The longer and heavier a weapon is, the slower it turns. And perhaps we can limit it on stabs mostly, whereas overheads are affected less. Unless it's a crushthrough weapon, of course.

But if even such a stepped system proves as bad, I am also for a reversion.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Dezilagel on December 10, 2012, 09:17:41 am
Months in and this is still just bs.

Revert it.
Title: Re: Turn Nerf: Not actually that bad
Post by: Piok on December 10, 2012, 09:19:01 am
I would like to see a dynamic turn speed nerf, before we actually revert it. The longer and heavier a weapon is, the slower it turns. And perhaps we can limit it on stabs mostly, whereas overheads are affected less. Unless it's a crushthrough weapon, of course.

But if even such a stepped system proves as bad, I am also for a reversion.
Hope that big ass shields will be counted to this dynamic nerf also :wink:
Title: Re: Turn Nerf: Not actually that bad
Post by: IR_Kuoin on December 10, 2012, 09:25:40 am
One thing that used to annoy me the fuck out on cRPG, which is still in native combat, is that when someone lands an overhead, and if he turns his "aim" when the overhead have already landed on the ground, he could simply move his sword towards the enemy and still get a hit, even if it already went past the block he could still do damage, this was especially for mauls if I remember correctly.
Title: Re: Turn Nerf: Not actually that bad
Post by: TheAppleSauceMan on December 10, 2012, 09:40:59 am
One thing that used to annoy me the fuck out on cRPG, which is still in native combat, is that when someone lands an overhead, and if he turns his "aim" when the overhead have already landed on the ground, he could simply move his sword towards the enemy and still get a hit, even if it already went past the block he could still do damage, this was especially for mauls if I remember correctly.

Yes, and it's still possible, albeit much rarer and a tad harder to pull off, but possible nonetheless.
Title: Re: Turn Nerf: Not actually that bad
Post by: Dexxtaa on December 10, 2012, 09:55:52 am
Haha look at that fat bastard trying to hit the other fat bastard with his ugly stick.
Title: Re: Turn Nerf: Not actually that bad
Post by: Paul on December 10, 2012, 12:15:19 pm
My basic idea of solving that problem would be to significantly speed up the dynamic, connectable part of attack animations while compensating this with a longer, harmless release time window(without turn limitation) before the swing starts. With that the old silly 360° overheads and stabs would be impossible because the turn limitation would be there during the actual swing. However one would still be able to aim one's attack properly because the time window where the turn limitation is active would be very short.

It would probably be the best to make the swing duration independed from the weapon speed which is different than it is handled currently. With that even slow weapons will have a short connectable time window
of their attacks. In balance their ready time and inactive release time(just after releasing a swing) could be longer.
Title: Re: Turn Nerf: Not actually that bad
Post by: Molly on December 10, 2012, 12:22:18 pm
(click to show/hide)

You just suck  :mrgreen:
Title: Re: Turn Nerf: Not actually that bad
Post by: rustyspoon on December 10, 2012, 01:25:11 pm
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Wow, how can I disagree with such a well thought out argument? Obviously because I haven't been on the duel server in a few months I don't know how the game mechanics work. You sure showed me. I can't wait to see what your master debating skills come up with next.
Title: Re: Turn Nerf: Not actually that bad
Post by: Molly on December 10, 2012, 01:29:34 pm
My basic idea of solving that problem would be to significantly speed up the dynamic, connectable part of attack animations while compensating this with a longer, harmless release time window(without turn limitation) before the swing starts. With that the old silly 360° overheads and stabs would be impossible because the turn limitation would be there during the actual swing. However one would still be able to aim one's attack properly because the time window where the turn limitation is active would be very short.

It would probably be the best to make the swing duration independed from the weapon speed which is different than it is handled currently. With that even slow weapons will have a short connectable time window
of their attacks. In balance their ready time and inactive release time(just after releasing a swing) could be longer.
I am not sure if I actually understood it but it sure sounds great...  :mrgreen:
Title: Re: Turn Nerf: Not actually that bad
Post by: a_bear_irl on December 10, 2012, 01:59:36 pm
Wow, how can I disagree with such a well thought out argument? Obviously because I haven't been on the duel server in a few months I don't know how the game mechanics work. You sure showed me. I can't wait to see what your master debating skills come up with next.

i'm glad we've come to this agreement, rustyspoons. if you haven't been on duel in "a couple of months" then why exactly are you telling me i'm shit at dueling/aiming overheads in duels/lecturing on how easy it is to hit an overhead in a duel?

paul: that is an improvement but just from your description still sounds like it is giong to run into the problem of guessing at what your opponent is going to do. if you can't steer after the swing is released then the stuff in my video is still going to happen, quite a few of those overhands were on-target initially
Title: Re: Turn Nerf: Not actually that bad
Post by: Adamar on December 10, 2012, 02:07:13 pm
Overheads are great for those who know how to use them.
Title: Re: Turn Nerf: Not actually that bad
Post by: Vibe on December 10, 2012, 02:12:23 pm
More like overheads are not great at all, period
Title: Re: Turn Nerf: Not actually that bad
Post by: Kuujis on December 10, 2012, 03:36:07 pm
More like overheads are not great at all, period

Period as in "those 4 days a month when overheads are not great"? :rolleyes:
Title: Re: Turn Nerf: Not actually that bad
Post by: rustyspoon on December 10, 2012, 03:42:30 pm
i'm glad we've come to this agreement, rustyspoons. if you haven't been on duel in "a couple of months" then why exactly are you telling me i'm shit at dueling/aiming overheads in duels/lecturing on how easy it is to hit an overhead in a duel?

I never said you were bad at dueling, I doubt I've even seen you duel. I was commenting on the video. In the video is someone obviously doing the wrong things in a situation that is not even a duel, most likely done to overly exaggerate the issue then saying that overheads are broken because of it.

Are overheads harder now? Yes, but I definitely wouldn't say they're broken. They're high risk, high reward attacks. Do I miss sometimes with overheads? Of course, but it's not like they are incredibly difficult to do.

I don't think that the turn speed nerf was the best way to fix the initial problem, but it's not that big a deal. I also main 1-hand which was the hardest hit by the turn-speed nerf.
Title: Re: Turn Nerf: Not actually that bad
Post by: CrazyCracka420 on December 10, 2012, 03:46:24 pm
Two things,

Overheads are pretty terrible after the turn nerf

However...

The person was chambering where the person was at the time, not trying to anticipate where they were going to be. 

The turn rate nerf should just be removed (IMO), or only applied to the weapons it was meant to hurt (mauls/long pointy sticks).  For mauls it wasn't so much that you could helicopter spin and hit anyone in your circumference, the problem was more that the maul would be at the swingers knees, or worse on the ground and you would still be able to count a hit on someone.
Title: Re: Turn Nerf: Not actually that bad
Post by: San on December 10, 2012, 04:23:11 pm
I just think the active hitboxes while dragging along the ground should be removed. That way, it doesn't matter how much you spin when your sweetspot has already ended after your swing missed on your screen.
Title: Re: Turn Nerf: Not actually that bad
Post by: Zlisch_The_Butcher on December 10, 2012, 04:56:32 pm
My basic idea of solving that problem would be to significantly speed up the dynamic, connectable part of attack animations while compensating this with a longer, harmless release time window(without turn limitation) before the swing starts. With that the old silly 360° overheads and stabs would be impossible because the turn limitation would be there during the actual swing. However one would still be able to aim one's attack properly because the time window where the turn limitation is active would be very short.

It would probably be the best to make the swing duration independed from the weapon speed which is different than it is handled currently. With that even slow weapons will have a short connectable time window
of their attacks. In balance their ready time and inactive release time(just after releasing a swing) could be longer.
Should definitely not be applied to stabs though, 2h stabs are pretty brokenly strong already.
Title: Re: Turn Nerf: Not actually that bad
Post by: Casimir on December 10, 2012, 05:08:11 pm
Seems like a dumb situation to use an overhead in...
Title: Re: Turn Nerf: Not actually that bad
Post by: Elindor on December 10, 2012, 05:11:33 pm
Using overheads did get pretty weird after the nerf, I do recall that.   Since then landing them has become a bit hit or miss and it also appears sometimes when I think Ive moved clear of an overhead from someone else, it still hits me - kinda like in Kulin's gif examples.

Was under the impression that the nerf was mainly meant to hinder the jump spin stab that very long polearms were doing - which they still do, just not maybe as effectively. 

Not 100% sure on the details of the nerf and why it was made but I am concerned that it "missed the mark" :)
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Kafein on December 10, 2012, 05:36:47 pm
Anticipating in that situation is bullshit. The running guy is just doing that, running. Since he isn't blocking, he's at sprint speed, which makes him pretty hard to anticipate. The fact that in cRPG everybody is an inertialess mosquito with a jetpack (aka even when at max speed you can do a 180 turn without losing speed) doesn't help.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Kaoklai on December 10, 2012, 05:43:48 pm
Hi, my name's Rusty and I'm barely decent with a shield and trash without one.  Therefore I like to take to the forums and argue for horrible design decisions by implying that I'm good at the nerfed attack in question.  This appeals to me because it makes me feel special and I would be equally terrible if the turnspeed nerf were reverted anyway, so I benefit at least emotionally from the nerf remaining.  Fighting with more than two viable attack directions is too complicated for me, so don't expect me to address that either.  Also, I'm dumb and say things like "Joe Louis was slow for a boxer" and "it's unfair that 12 year olds have faster reflexes than me."


And what's up with stun stab these days?  Seems like half the time I block a stab, the enemy locks up for two seconds and I get a free hit in.  Clearly, after the turnspeed nerf cRPG combat was becoming too dynamic so the devs decided that one of the [nerfed] attacks should give your enemy a free hit when attempted. 
Title: Re: Turn Nerf: Not actually that bad
Post by: Pentecost on December 10, 2012, 06:07:39 pm
My basic idea of solving that problem would be to significantly speed up the dynamic, connectable part of attack animations while compensating this with a longer, harmless release time window(without turn limitation) before the swing starts. With that the old silly 360° overheads and stabs would be impossible because the turn limitation would be there during the actual swing. However one would still be able to aim one's attack properly because the time window where the turn limitation is active would be very short.

It would probably be the best to make the swing duration independed from the weapon speed which is different than it is handled currently. With that even slow weapons will have a short connectable time window
of their attacks. In balance their ready time and inactive release time(just after releasing a swing) could be longer.

Unless I'm understanding you incorrectly, you would definitely still be able to helicopter stab with a pike/long spear in the wake of these changes. Unless you also introduced a turn speed penalty for holding an attack, you would just need to hold your thrust until you reached near the end of your spin before releasing, as opposed to releasing halfway to two-thirds of the way through like you do now.

Also, is it too complicated to just tie turn speed to a combination of the weapon's weight and length? It's simpler than what you're suggesting, and it would actually give players a reason to consider using shorter and lighter weapons over longer and heavier ones.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Uumdi on December 10, 2012, 06:54:02 pm
You know we cooooooould just revert the change for overheads only.  Thrusts are still accurate and connect well, since the low time to execute the readied attack.


Revert the change for overheads only, cmon guys whaddya say?  The weapons where its problematic are generally thrust only.  God forbid the heavy lance can overhead the way it used to.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: CrazyCracka420 on December 10, 2012, 08:01:02 pm
The nerf was two fold (in my mind) to address long pointy weapons being used to run away, chamber, jump and stab (gaining speed bonus to hit the target, which you would likely not been able to do without the spin stab).  HOWEVER, this was just as big of a deal with the mauls being able to helicopter spin and hit people after the weapon animation was in the dirt.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Grumbs on December 10, 2012, 08:27:33 pm
The way you could adjust a maul by rotating into people's feet at the last second and doing full damage was crazy before. If mauls were somehow made harder to land like now I could justify some reduction of the nerf. But personally I feel like the game just got harder to play, and people had learned a particular style that just didn't work anymore. So people just need to get good with the new style imo, and not feel like they should be able to pull off crazy moves. You have to predict more, its just harder imo and thats not necessarily a bad thing

But I could also go for some lessening of the nerf, I don't particularly mind. Just don't want mauls with their easy crushthrough overheads
Title: Re: Revert the turnspeed nerf for most weapons
Post by: rustyspoon on December 11, 2012, 07:25:51 am
"Hi, my name's Rusty and I'm barely decent with a shield and trash without one.  Therefore I like to take to the forums and argue for horrible design decisions by implying that I'm good at the nerfed attack in question.  This appeals to me because it makes me feel special and I would be equally terrible if the turnspeed nerf were reverted anyway, so I benefit at least emotionally from the nerf remaining.  Fighting with more than two viable attack directions is too complicated for me, so don't expect me to address that either.  Also, I'm dumb and say things like "Joe Louis was slow for a boxer" and "it's unfair that 12 year olds have faster reflexes than me."

Lulz. He mad.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Tzar on December 11, 2012, 10:01:02 am
This Turnspeed nurf needs to gtfo.....

Nothing but a dumb down on the cRPG gameplay experience it makes all the slow 1h swords impossible to perform a stab with.

All short weapons overheads are fecked because of it..

Sure it was a needed nerf for the ultra fast polearm stabbers and the maul users.. but tbh i couldn't give a feck about those 2 weapons since i love being able to use all 4 attack directions on any weapon...


But imho i think its just the overhead attacks that got screwed over the most on small reach weapons.. if they could just try an fix that  :evil:

Title: Re: Turn Nerf: Not actually that bad
Post by: kinngrimm on December 11, 2012, 10:35:47 am
I would like to see a dynamic turn speed nerf, before we actually revert it. The longer and heavier a weapon is, the slower it turns. And perhaps we can limit it on stabs mostly, whereas overheads are affected less. Unless it's a crushthrough weapon, of course.

But if even such a stepped system proves as bad, I am also for a reversion.
this

combined with
My basic idea of solving that problem would be to significantly speed up the dynamic, connectable part of attack animations while compensating this with a longer, harmless release time window(without turn limitation) before the swing starts. With that the old silly 360° overheads and stabs would be impossible because the turn limitation would be there during the actual swing. However one would still be able to aim one's attack properly because the time window where the turn limitation is active would be very short.
...
this

It would probably be the best to make the swing duration independed from the weapon speed which is different than it is handled currently. With that even slow weapons will have a short connectable time window
of their attacks. In balance their ready time and inactive release time(just after releasing a swing) could be longer.
why/what ... i think i don't quite get this point could you explain a bit more please?
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Mr_Oujamaflip on December 11, 2012, 11:12:41 am
He means he wants to add in a damage period inside the animation so for example when you swing you start to animation then the damage period kicks in which then finishes and then the animation finishes. Outside of the damage period you won't be able to do damage.

At least that's what I got out of it.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: kinngrimm on December 11, 2012, 11:20:05 am
aslong WPF wouldn't get even more meaningless then it is already, sure.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Dezilagel on December 16, 2013, 12:07:34 pm
Bump.

Turnrate nerf is still shit
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Herkkutatti666 on December 16, 2013, 12:13:23 pm
nerf instastab
Title: Re: Revert the turnspeed nerf for most weapons
Post by: kinngrimm on December 16, 2013, 05:19:21 pm
Gradual changes make all the difference.
It has not to be all or nothing especially when it comes to balancing.
First changes showed us the effect, then from there we can fine tune.

So perhaps not reverting it completly, but setting it to something inbetween as it was before the turnrate nerf and now.

Same i would try with 1h stabs.

------------------
also reduce kick range and missile speeds of ranged,
reduce sheild weight and/or increase 2h/pole weight 'effect' on movement
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Rebelyell on December 16, 2013, 05:28:26 pm

November 15, 2012, 09:19:31
Title: Re: Revert the turnspeed nerf for most weapons
Post by: kinngrimm on December 16, 2013, 05:52:19 pm
November 15, 2012, 09:19:31
sure necro, but he has a point.

I still see 2h/polearms suing overhead all the time. Not sure if is for a longer weapon as bad as for a shorter weapon, but overhead for 1h with all these agwhoring( the  irony i know  :rolleyes: ) players, overhead is pretty much useless, aslong the dude infront of you is not stationary or on the ground.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Rebelyell on December 16, 2013, 06:23:48 pm
sure necro, but he has a point.

I still see 2h/polearms suing overhead all the time. Not sure if is for a longer weapon as bad as for a shorter weapon, but overhead for 1h with all these agwhoring( the  irony i know  :rolleyes: ) players, overhead is pretty much useless, aslong the dude infront of you is not stationary or on the ground.
so much bulshit kin
sorry but I cna't resist to say that you have no idea what you are talking about

1h have best overhead animation by far nowadays, 2h and polearms like to hit ground to object behind target way to much, only short weapons seams to work good
Title: Re: Revert the turnspeed nerf for most weapons
Post by: kinngrimm on December 17, 2013, 03:33:23 am
You maybe right, still when i spec 1h and 2h and compare when they actually hit with overhead, guess who more often does that, then again it may not be the animation the problem but weapon length combined with high athletics + less weight in comparison of 2h to 1h/sh, which leads to these discrepancies.

that i also did suggest elsewhere, that either the 2h/pole weight to movement speed ration would be changed and/or the shieldweight reduced. First i would prefer as more genrealized, second is maybe too shield centric^^
Title: Re: Revert the turnspeed nerf for most weapons
Post by: Kafein on December 17, 2013, 11:43:00 pm
1h weapons have higher speed rating therefore spend less time in active state therefore make hitting things that move fast harder with overheads. Also, because you already have to be close to someone to hit with a 1h weapon, the movement of enemies translates in much higher angluar difference. In other words, if I'm at a 2 meter distance from you and I go 50cm to the left, you only have to turn slightly to hit me. However, if I'm only 50cm away from you, then moving 50cm to the left will mean you will have to turn a lot more to hit me. This is what makes hitting with 1h overheads difficult in comparison with longer weapons.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: San on December 18, 2013, 02:39:55 am
With the turn reduction toned down, 1h overheads are still very good. I thought 1h overhead was one of the best swing directions for a long time (even during turn nerf) since it had both reach and speed, it was nice and responsive in groups, and they are great to hold and feint with. With the 1h right swing fix, overhead isn't as great of a choice against other 1hers, and right swing is a little better than overhead in a few more situations now. Excelling at mid and long distances while offering a decent alternative to left swing at close range before the right swing buff, now it's simply best at mid-distance and used a little bit at both long distances with the right swing and left swing respectively.

Why 1hs above 97 length have overheads that bounce on the ground all the time is beyond me. That's why I avoid long 1hers. All overheads should have inactive hitboxes before they have a chance to reach flat land, which would fix long weapon bounces and dragging active hitbox overheads on the ground.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: HoboJoe on December 18, 2013, 08:24:21 am
I thought 1h overhead was one of the best swing directions for a long time (even during turn nerf) since it had both reach and speed
It's got the same reach as the left to right swing, being the shortest animation after the polearm swings.
Title: Re: Revert the turnspeed nerf for most weapons
Post by: kinngrimm on December 18, 2013, 12:10:26 pm
1h weapons have higher speed rating therefore spend less time in active state therefore make hitting things that move fast harder with overheads. Also, because you already have to be close to someone to hit with a 1h weapon, the movement of enemies translates in much higher angluar difference. In other words, if I'm at a 2 meter distance from you and I go 50cm to the left, you only have to turn slightly to hit me. However, if I'm only 50cm away from you, then moving 50cm to the left will mean you will have to turn a lot more to hit me. This is what makes hitting with 1h overheads difficult in comparison with longer weapons.
exactly, finally i saw the words i didnt find.