(click to show/hide)
1. Change battle mode to conquest mode.
3 carefully placed flags on a few well designed and balanced maps, 1000 ressources per team, the team with less flags losing ressources (perhaps the less players the dominating team has the faster the ressources dwindle?), if ressources or living players reach the value of 0 the team loses.
Would fix ~80% of all class balance problems cRPG has.
2. Implement a commander system.
Make a commander system with commanders which don't need to be elected, and every payer having the system activated by default (= you don't need to join on purpose), perhaps even with small rewards for carrying out orders. I suggest forum vote to create a commander ranking, and commanders being in charge as soon as they join the server, always being balanced equally on the teams. If there are more than two commanders the ranking decides about who's in charge, if there are less than two commanders the system is disabled.
Would again fix a few balancing problems.
3. Rewrite team balance.
The game checks the classes of the players regarding their skills and their equipment. Some information can already be prepared on the webside. It also tracks the average score/ K/D / W/L ratio/ eqipment value of players and their generation. Basing on this information balance is calculated. Class>skill>clan is the order. If there is a majority of one class in one team, and there are not enough players of the same class for the other team, the game fills it up with their counter class, which means GKs will have to fight a lot of pikemen whenever they join the server in masses like they use to do.
4. New income system.
I don't have a proper suggestion for this, as there are many possible solutions. I guess if the score calculation becomes a bit fairer you can base gold and XP income on it. I would just like to add the idea that the rewards could be modified by the class you are playing, which means you get bonus rewards if you play a rare class. Could grant a little bit more diversity on the servers. Bt one thing is for sure: that terrible modifier and its leech friendliness has to go!
5. Remove upkeep.
The system was always crappy since it got introduced. It added worries about your remaining gold, you were restricted to certain equipment, devs were forced to make some items more viable than others to support the upkeep system in its attempt to grant diversity and limit the players on top tier equipment, and finally it didn't help the balance at all, because temporarily restricting a certain powerfull equipment build doesn't make it balanced once it is used on the server. And as we all know, the introduction of the marketplace already removed the upkeep system as item limitation system, as there were no limitations any more for people who sold loom points.
I suggest to replace it with the "wealth skill" system. A new, attribute-unrelated skill is introduced, called wealth. Every player gets a certain budget for items he can equip, which is represented by the item value. The item value is NOT the item price in the shop, it's a seperate value, similar to its slot value. The value is raised by each level and by every point of wealth skill, but even on top level you would be restricted on very basic and cheap eqipment if you have welath 0. On the other hand, if you have wealth value 10 or 15 or whatever, you can constantly equip a plated charger, full plate and a heavy lance, going Finn style. But your skills will suffer heavily, balancing it out. Equipping more than your budget is leads to items not being equipped at all or the next cheapest item, just like in Warband MP. That way you can decide to go with good skills and poor equipment, good equipment and poor skills or mediocre skills and mediocre equipment. We will have a batter balance (good items "costing" skill, which is a limited ressource is a way better base for balancing than items costing money, which is an unlimited ressource and thus basically unbalancable), more diversity in builds and finally more fun for everyone, because you can ALWAYS run around in your favourite eqipment and be recognized by the others.
Gold income would be reduced massively, and buying a new piece of equipment could become an event again, like in old days.
6. Make the game more deadly/raise the level cap.
I guess some players won't like the suggestion above with a wealth skill, reducing the effectivity of their builds. But it's only half as bad as it seems on the first glance, because suggestion 5 goes hand in hand with raising the level cap to 36, 39 or even 42. The game is very slow at the moment, and you need a lot of hits to kill somebody. Raising the level cap would be a very easy way to solve that problem, it would stretch that motivating "character progression part" a bit, would allow more builds (especially some interesting hybrids) and would increase the level span of the "peasant" classification, which should be a good argument for most players :wink:
7. Buff armour.
Currently there is only little use in using light armour, as the protection is close to wearing no armour. On the other hand there is little use in wearing plate armour, because heavy armour offers almost the same protection. Stretching the range of armour values and implementing a small "jump" between cloth armour and light armour could improve things a bit. That way you can actually FEEL the armour you are wearing. I am perfectly fine with increasing the weight of the heaviest armours to implement a tradeoff.
8. Buff some classes again.
All those changes could create some room for buffing some classes again. I am thinking mainly of archers and cavalry, especially heavy cavalry which is basically non existant in the game. But be carefull with buffing throwers, as they have a few very ugly mechanics which can easily lead to everybody using backup throwing weapons, leading to a lot of ranged spam and degenerating melee to short ranged combat.
9. Implement some of the minor suggestions around here.
Things like making archers and crossbows switch ammo types, implementing "half slots", knocking cav out of the saddle, displaying the W/L ration on the webside and so on.
Dang, again it got a huge wall of text. But it's divided into points, and they are quite self explanatory, and if not there's not much to read for the particular point.
The upkeep system didn't solve anything. It didn't get rid of the possibility of playing in plate 24/7. It just made it take longer to get there (and even that is debateable considering how long it took to actually *get* plate in the old days).
Sell heirloom points and play market. Rollin' in loot in no time.
Joker, I'd like to ask you few things:
[...]
You seem to be talking often about the balance. IMO c-rpg is pretty damn balanced, or how would you explain the diversity between builds in NA and EU?
upkeep is the best thing that happened to crpg
before pach there was 2 kinds of players
1 was players that still grind for full plate and jump to that by using better and better armors
2 was full metal plate heroes
I say no to that, never ever again(BTW I was one of that siege full str morningstar my old friends)
I agree with this, however like everything, it comes down to the person playing the game. if you want to be a douche in full plate 24/7 there's nothing stopping you. But upkeep is a good factor for most people because it gives you a bill for all that expense and to some people it's more important to have loomed weapons/armor that it is to have gold and do full plate all the time.
3. Rewrite team balance.
The game checks the classes of the players regarding their skills and their equipment. Some information can already be prepared on the webside. It also tracks the average score/ K/D / W/L ratio/ eqipment value of players and their generation. Basing on this information balance is calculated. Class>skill>clan is the order. If there is a majority of one class in one team, and there are not enough players of the same class for the other team, the game fills it up with their counter class, which means GKs will have to fight a lot of pikemen whenever they join the server in masses like they use to do.
Regarding this one, some of the calculation doesn't even need to be done in game. Let the website classify each character, like, this char is a class B archer, or that is a class A cav,... And then let the ballancer work with these tokens.
In NA the "normal" amount of agility is 9-15 where as in EU that is 15-21. Without a good balance this couldn't have happened. Don't start argue with the specific numbers, you get the point.
IMO the thing we need the most is a new xp/gold system.
While I agree with some of your suggestions Joker, I dislike the idea of a wealth skill or buffing the lvl cap just to compensate for adding in the wealth skill.
To be honest, Torbens "giving cRPG that punch back" topic brought me to the idea of increasing level cap to lower the problem of slow game speed and to increase variety, and in this process I noticed that my old "wealth skill" idea could be implemented much better. It wasn't the other way round.
imo crpg needs lasers, muskets & robots.
Then we could have a robot samurai dual wielding a laser cannon and a musket, whilst riding a plated charger.
Go chadz, implement pls.
Re: What cRPG needs (IMHO)
which means you get bonus rewards if you play a rare class.
So I can just make a stone thrower and level up like a chew chew train?
Too common. Make a thrower/archer hybrid.
So I can just make a stone thrower and level up like a chew chew train?
What Crpg needs?for me cRPG gets less fun because of people like you shooting running away turn around shoot over and over again sick of it
A worthy funeral.
On just a tiny bit more optimistic note though, I am really hoping that this game gets on its feet again. But I started playing Crpg again in April after a 8 months long break, and I immediately felt that this was a great game in a dying state. And I dont feel that it has changed abit these past months either, problems are hardly being adressed properly for Crpg to recover. I have tried really hard to be optimistic through everything since I started playing again, but the crpg experience now feels more like watching a train-wreck rather than a game to have fun in.
for me cRPG gets less fun because of people like you shooting running away turn around shoot over and over again sick of it
cRPG needs Mount&Blade 2So.... what is the release date for M&B2?
Hi there!
I would just like to sum up the changes I think cRPG needs to reach 1.0-status. I will keep it as a list, so feel free to agree or disagree on single points, and if you disagree even offer another solution:
1. Change battle mode to conquest mode.
3 carefully placed flags on a few well designed and balanced maps, 1000 ressources per team, the team with less flags losing ressources (perhaps the less players the dominating team has the faster the ressources dwindle?), if ressources or living players reach the value of 0 the team loses. Would fix ~80% of all class balance problems cRPG has.
2. Implement a commander system.
Make a commander system with commanders which don't need to be elected, and every payer having the system activated by default (= you don't need to join on purpose), perhaps even with small rewards for carrying out orders. I suggest forum vote to create a commander ranking, and commanders being in charge as soon as they join the server, always being balanced equally on the teams. If there are more than two commanders the ranking decides about who's in charge, if there are less than two commanders the system is disabled. Would again fix a few balancing problems.
3. Rewrite team balance.
The game checks the classes of the players regarding their skills and their equipment. Some information can already be prepared on the webside. It also tracks the average score/ K/D / W/L ratio/ eqipment value of players and their generation. Basing on this information balance is calculated. Class>skill>clan is the order. If there is a majority of one class in one team, and there are not enough players of the same class for the other team, the game fills it up with their counter class, which means GKs will have to fight a lot of pikemen whenever they join the server in masses like they use to do.
4. New income system.
I don't have a proper suggestion for this, as there are many possible solutions. I guess if the score calculation becomes a bit fairer you can base gold and XP income on it. I would just like to add the idea that the rewards could be modified by the class you are playing, which means you get bonus rewards if you play a rare class. Could grant a little bit more diversity on the servers. Bt one thing is for sure: that terrible modifier and its leech friendliness have to go!
5. Remove upkeep.
The system was always crappy since it got introduced. It added worries about your remaining gold, you were restricted to certain equipment, devs were forced to make some items more viable than others to support the upkeep system in its attempt to grant diversity and limit the players on mid tier equipment, and finally it didn't help the balance at all, because temporarily restricting a certain powerfull equipment build doesn't make it balanced once it is used on the server. And as we all know, the introduction of the marketplace already removed the upkeep system as item limitation system, as there were no limitations any more for people who sold loom points.
I suggest to replace it with the "wealth skill" system. A new, attribute-unrelated skill is introduced, called wealth. Every player gets a certain budget for items he can equip, which is represented by the item value. The item value is NOT the item price in the shop, it's a seperate value, similar to its slot value. The value is raised by each level and by every point of wealth skill, but even on top level you would be restricted on very basic and cheap eqipment if you have welath 0. On the other hand, if you have wealth value 10 or 15 or whatever, you can constantly equip a plated charger, full plate and a heavy lance, going Finn style. But your skills will suffer heavily, balancing it out. Equipping more than what your budget is leads to items not being equipped at all or the next cheapest item, just like in Warband MP. That way you can decide to go with good skills and poor equipment, good equipment and poor skills or mediocre skills and mediocre equipment. We will have a batter balance (good items "costing" skill, which is a limited ressource is a way better base for balancing than items costing money, which is an unlimited ressource and thus basically unbalancable), more diversity in builds and finally more fun for everyone, because you can ALWAYS run around in your favourite eqipment and be recognized by the others.
Gold income would be reduced massively, and buying a new piece of equipment could become an event again, like in old days.
6. Make the game more deadly/raise the level cap.
I guess some players won't like the suggestion above with a wealth skill, reducing the effectivity of their builds. But it's only half as bad as it seems on the first glance, because suggestion 5 goes hand in hand with raising the level cap to 36, 39 or even 42. The game is very slow at the moment, and you need a lot of hits to kill somebody. Raising the level cap would be a very easy way to solve that problem, it would stretch that motivating "character progression part" a bit, would allow more builds (especially some interesting hybrids) and would increase the level span of the "peasant" classification, which should be a good argument for most players :wink:
7. Buff armour.
Currently there is only little use in using light armour, as the protection is close to wearing no armour. On the other hand there is little use in wearing plate armour, because heavy armour offers almost the same protection. Stretching the range of armour values and implementing a small "jump" between cloth armour and light armour could improve things a bit. That way you can actually FEEL the armour you are wearing. I am perfectly fine with increasing the weight of the heaviest armours to implement a tradeoff.
8. Buff some classes again.
All those changes could create some room for buffing some classes again. I am thinking mainly of archers and cavalry, especially heavy cavalry which is basically non existant in the game. But be carefull with buffing throwers, as they have a few very ugly mechanics which can easily lead to everybody using backup throwing weapons, leading to a lot of ranged spam and degenerating melee to short ranged combat.
9. Revert the turn speed nerf to a certain degree
Weapons should turn slower proportionally to their length and weight. Longer and heavier weapons should turn much slower than for example short 1hd weapons.
10. Implement some of the minor suggestions around here.
Things like making archers and crossbows switch ammo types, implementing "half slots", knocking cav out of the saddle, displaying the W/L ration on the webside and so on.
Dang, again it got a huge wall of text. But it's divided into points, and they are quite self explanatory, and if not there's not much to read for the particular point.
I agree Vibe. First thing that pissed me off last night was Tenne's arrow from 200 meter distance and I didn't even see it coming...
Ranged in cRPG is extremely annoying, there is no other game that has rage inducing range class like cRPG.
Although there were some really cool folks playing last night on EU1, playing cRPG feels like beating a dead horse.
Also horse riding.. do you have any idea how silly that looks like after you come back from a long pause? Yes, cRPG is the only game with mounted combat but horse riding is a joke.
Mount and Blade 2 needs to improve a lot. I'll be truly disappointed if they change a thing or two and realease it as a sequel.
If you play Warband regularly, game seems perfectly normal. But if you forget about it for some time, first contact after that is horrible but it's gets better after some time because you get used to it. This is 4th time that happens to me.
Graphics are perfectly fine, a bit outdated but I don't mind it at all. But everything else is... actually only good thing is complexity of the gameplay. Animations, the overall feel of the game is card box fighting, always been it's just that you get used to it. They need to heavily improve on that.
Also night time has to go or there should be put torches on the battlefield every few meters. I've never liked Thief like aspect of M&B.
The silliness of horse riding is a good point. They're more like vehicles from a BF game skinned to look like horses than actual animals ridden around. Turning on a dime, hit a tree and they just stop, rider face plants and just gets up (while horse models blocks hits), magic shields that protect miles away from where they're held. Bumping that doesn't harm the animal at all or make it stumble and bumps slashes that hit the player far away from where they are. I wouldn't mind if it was for balance, but its clearly not.
Ohai!(click to show/hide)
I honestly don't think heavy armor is really better than medium, or at least not on average. In some situations heavy armor is nice (when having crippling agility is ok) but most often it does more to kill you than to save you. I don't think medium armor is much better either but IMO the upkeep differences have become unjustified from a balance point of view.
Actually, after "coming back" I have two options in mind. One is playing for a bit til I reach enough XP to retire (and beat Chagan). Second option is to buy training grounds and make that 42/3 char I was thinking about. Before that I was thinking about hybrids but at the moment nothing besides str build is appealing to me. Riding is boring, ranged is boring. Only full tincan could keep me interested at this point (heaviest possible armor and something really nasty like that Persian Battle Axe).
Wpf change could ruin my idea but frankly speaking I don't see such huge change coming in next few months, if ever. I doubt chadz will improve cRPG in next year, if it survives that much.
Protip: Melee-only server. Oh, it was fun... nōt.
actually Crpg need more people ..servers are empty .. :rolleyes:visitors can't see pics , please register or login
Don't forget pink hair and cross-dressing.
pretty much all you said.
The game is very slow at the moment, and you need a lot of hits to kill somebody.I ... am not sure if serious, but I disagree. I think the games speed didn't really get slower, big weapons still behave like chopsticks, some others are too fast to even notice (katana/wakizashi, but maybe that's just me), spamming remains a viable tactic after all, and feinting is the new spamming, especially with Greatswords. but certainly, people are more skilled on average. maybe that's why it seems to be slower: some players get more considerate, because the other guy might be a skilled blocker. I might add a question: do we want faster gameplay, or do we want more exciting fights? fast and exciting are not the same thing.
Protip: Melee-only server. Oh, it was fun... nōt.
also, "a lot of hits to kill somebody" is exaggerating. I roll with 7IF and 49 armor, and I still die from 4 hits sometimes, which isn't that many.