cRPG

cRPG => Suggestions Corner => Topic started by: dontgothere on January 22, 2013, 03:23:26 am

Title: My suggestion: Fire the balance team, get a new one.
Post by: dontgothere on January 22, 2013, 03:23:26 am
I've been playing CRPG since nearly the beginning, back when its webpage was black and white with a row of the names of those who had donated. I've seen all the changes and there was a point where the mod peaked and then a crucial turning point started the decline: instead of focusing on fixing glitches, adding content and tweaking game modes, the developers decided to embark on this wild series of erratic nerfs, a lot of which they had to quickly revise or drop entirely.

It's just silly. The player population is getting smaller while the gameplay is becoming increasingly restrictive. There are still all kinds of weird little bugs and inconsistencies that have gotten absolutely no attention despite numerous threads. The developers' priorities are inscrutable but apparently wrong. Programming a big mod isn't easy of course, it's hard and there are going to be problems and all the players are thankful the mod exists in the first place, but that doesn't change the facts. It would all be so much better if their focus was on the mod's real problems instead of these bizarre alterations that nobody outside of a small clique want to see implemented.

I just get the feeling that this whole mod was at some point derailed by a crew of people (I don't know who exactly) who are bent on enforcing limitations that degrade, slow-down, de-skill and remove diversity. All that was most fun about CRPG is disappearing, and what replaces it is a LARPing simulator, heavily biased for Strategus play, with only a few truly viable builds possible.

The balance crew is unaccountable, doesn't dialogue on the forum by responding to feedback, and doesn't even any longer post the changes they make. It's like a takeover to make CRPG just as boring as the other, non-Warband melee games out now.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Panos on January 22, 2013, 03:48:08 am
ADD NEW ARMORS!
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on January 22, 2013, 03:20:53 pm
All it would take (for weapons) is to decide on a single "fitness parameter" that is a function of length/damage/speed/weight/damage type/cost/attack directions, and make every weapon have the same fitness parameter.

Personally, I think the fitness parameter should be "damage flux". Start by calculating the reach for each attack direction (including animation bonus/penalty). Then multiply the reach of each attack direction by the average damage of that attack on say 50 armor (if a weapon lacks a certain attack direction, set the reach/damage to some minimal values like 50cm/25 cut). Multiply each one of these products by the speed, and by speed, I mean attacks/minute by an average player (130ish wpf), not the stated speed value. Sum these values. Next, apply correction factors for various attributes. Say a weapon has a 15% knockdown chance, that's a 15% bonus to the fitness parameter. Unbalanced? a 10% penalty. Secondary mode? 5% bonus. Bonus against shields? 10% bonus. Useable with shield? 20% bonus. Etc.

Obviously, the exact values for each of the correction factors would be up for debate, but at least we'd have a systematic approach to balance weapon stats.

That's how I'd do it if I was in charge of weapon balance. But I'm an engineer, and we do things systematically and logically.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Paul on January 22, 2013, 03:27:03 pm
Afaik new items have been added at least a month ago, including kebab remover's armor. Just waiting for patch. So go spam chadz.

I'm an engineer too. The "fitness" parameter thing was one of the firsts things I scratched because it just doesn't work out and is beated by stats given "so it feels right" by a mile. Fuzzy logic.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on January 22, 2013, 04:36:43 pm
I'm an engineer too. The "fitness" parameter thing was one of the firsts things I scratched because it just doesn't work out and is beated by stats given "so it feels right" by a mile. Fuzzy logic.

Adjust the bonus/penalty factors until you get results that "feel right" then. The lack of a systematic fitness parameter in weapon stat balancing is why we have dogs like the Falchion, Shaska, Arabian Arming Sword, etc. No weapon should just be flat worse than another option, every choice should have pros/cons.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Rainbow on January 22, 2013, 10:21:51 pm
How about we avoid general phrases and give us some examples you jack in the box.  Yeeeeeeesh.

You haven't even suggested anything.  I could sum it all up in two sentences.  It used to be better.  Make it better. 
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on January 22, 2013, 10:29:08 pm
How about we avoid general phrases and give us some examples you jack in the box.  Yeeeeeeesh.

You haven't even suggested anything.  I could sum it all up in two sentences.  It used to be better.  Make it better.

Artie is super pissed about two things;

1. He's 1 wpf away from being able to support 13 power throw, even with all his wpf invested in throwing (and naked). And he has to earn like 75 mil more XP to get that 1 wpf
2. Jump throwing (a staple of his playstyle) has been removed on some servers

I feel for him on #1, even though he still 1-2 shots everyone whether he has 12 or 13 power throw. 
#2, well, there's a reason baseball players/football plant their feet before they throw.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Kafein on January 22, 2013, 10:39:07 pm
A single fitness parameter cannot represent the complex relations that exist between the stats themselves, the non-linearity of their usefulness, unquantifiable stats (animations ?) and variations between players/teams/gamemodes/maps. Actually it could but if it did it would be so complicated we simply wouldn't be able to create it in the first place.


I would rather try something like a facemash-like study, comparing two items at a time and asking the player to select which one is the best.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Tzar on January 22, 2013, 10:58:40 pm
Only nerf i want reverted is the turn rate nerf. Also maybe the soak values since wearing heavy armor just seems pointless beyond good looks.

Otherwise they made some really nice improvements to the gameplay.  :wink:

GJ devs.  :)

But for god sake some of the changes like the turn rate nerf that everyone wants removed should be done. Its wouldnt hurt to listen to the community on this one.

Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on January 22, 2013, 11:22:14 pm
A single fitness parameter cannot represent the complex relations that exist between the stats themselves, the non-linearity of their usefulness, unquantifiable stats (animations ?) and variations between players/teams/gamemodes/maps. Actually it could but if it did it would be so complicated we simply wouldn't be able to create it in the first place.


I would rather try something like a facemash-like study, comparing two items at a time and asking the player to select which one is the best.

It's a video game. Everything in it is already quantified, down to the 1s and 0s. Everything about the animations is quantifiable: delays, reaches, sweetspots, etc. And yes, the equation for fitness parameter would be complicated, but every day engineers develop fitness parameters for much more complex systems, where everything boils down to a single number. Even crap games like WoW boiled every item down to an "item level" that was just a weighted sum of its attributes.

Pick a subset of weapons that everyone agrees are mostly balanced with each other (say the most popular weapons in each category; Longsword, Poleaxe, Nordic Champ Sword, etc), and use them to tune your parameters (i.e. make sure these 3 items have about the same fitness). Use server statistics also; if a lot of the kills are from crushthough, then obviously crushthrough is a powerful attribute that should be weighted upwards. If no one is getting kills from 1h thrust, then obviously 1h thrust is sh!t and shouldn't be weighted very heavily. You get the idea.

The end result of this will probably be weak weapons (like the aforementioned Arabian Guard Sword) getting buffed, not popular weapons getting nerfed. Since the top-tier weapons in each category are mostly well-balanced with each other.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: EponiCo on January 23, 2013, 12:21:03 am
Such a function already exists. I'm not really seeing the advantage of making up another one, just to adjust it until you get the values you want when you can just enter the values you want manually.

What would be very helpful though, if you could make up a function that calculates the ugliness index of items. I don't really understand it, but I'm really hopeful as they are made up of 1s and 0s also, I think?
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Haboe on January 23, 2013, 12:51:16 am
Criticizing the guys that make this mod possible is ok, keeps them on their toes...

Suggesting to fire those who put a lot of their time into making it possible for you to play this mod...
Turn off your pc, pull out all the cables and trow it out of your window please... Would you do that for me?
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: cmp on January 23, 2013, 12:56:15 am
It's a video game. Everything in it is already quantified, down to the 1s and 0s. Everything about the animations is quantifiable: delays, reaches, sweetspots, etc. And yes, the equation for fitness parameter would be complicated, but every day engineers develop fitness parameters for much more complex systems, where everything boils down to a single number.

You're wrong and there's an easy way to show it: try to come up with this function.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: owens on January 23, 2013, 09:44:44 am
^Tru dat
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Tydeus on January 24, 2013, 02:37:28 am
Such a system cannot possibly account for meta-game changes and would therefore be no better than the current system. A fitness parameter would be a decent balance guideline, but could never be the sole solution.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: spl00gedon on January 24, 2013, 07:38:24 am
I've been playing CRPG since nearly the beginning, back when its webpage was black and white with a row of the names of those who had donated. I've seen all the changes and there was a point where the mod peaked and then a crucial turning point started the decline: instead of focusing on fixing glitches, adding content and tweaking game modes, the developers decided to embark on this wild series of erratic nerfs, a lot of which they had to quickly revise or drop entirely.

It's just silly. The player population is getting smaller while the gameplay is becoming increasingly restrictive. There are still all kinds of weird little bugs and inconsistencies that have gotten absolutely no attention despite numerous threads. The developers' priorities are inscrutable but apparently wrong. Programming a big mod isn't easy of course, it's hard and there are going to be problems and all the players are thankful the mod exists in the first place, but that doesn't change the facts. It would all be so much better if their focus was on the mod's real problems instead of these bizarre alterations that nobody outside of a small clique want to see implemented.

I just get the feeling that this whole mod was at some point derailed by a crew of people (I don't know who exactly) who are bent on enforcing limitations that degrade, slow-down, de-skill and remove diversity. All that was most fun about CRPG is disappearing, and what replaces it is a LARPing simulator, heavily biased for Strategus play, with only a few truly viable builds possible.

The balance crew is unaccountable, doesn't dialogue on the forum by responding to feedback, and doesn't even any longer post the changes they make. It's like a takeover to make CRPG just as boring as the other, non-Warband melee games out now.

(+1) I wish more posts were this well thought out and unbiased.  Great post.  Right on.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: dontgothere on January 24, 2013, 07:54:08 am
tl;dr :  the balance team are good guys but their focus on the numbers instead of the actual gameplay is a major issue.

I don't mean anything personal against any of the developers or the balance team. If it didn't seem like NA players keep getting ignored (not just with patches but also server issues) I probably wouldn't feel this way. If I thought that there was a way to change the balance team's mind about what they're doing then I definitely wouldn't have used the word "fire", but until now they just seemed aloof to suggestions. If the team were easier to talk to, it wouldn't be so frustrating.

If the balance team is trying to use this thread to talk about their plans openly, that's awesome and I hope they'll create something like a thread that everybody can read and only they can post to, so that players could kind-of listen in on their whole process. It was cool of them to open-up like this and they deserve respect for that. It's not at all the reaction I expected. Thanks.

I got frustrated and shouldn't have said they should be fired and I apologize for it.

That having been said....

I'm not pissed just because of those two points, and in any case I don't 1-2 shot people anymore, at least not consistently. When I fight an archer I expect it will take 2-3 jarid torso hits. Tin cans take 3 throwing lances or as many as six jarids. In an average night of playing I'll fail to one-shot with a headshot once or twice.
This thread wasn't supposed to be just about my own problems; I've tried to do that before, numerous times, and it doesn't go anywhere, nobody listens, nothing changes. When the first nerfs to throwing were going on, a lot of throwers were understandably upset, but I knew at the time that throwing needed to be made a class that had to rely on support to succeed, so I agreed with what they were doing then. Taking out jump throwing goes too far because dodging, angle of attack and mobility are so essential to pure throwers. Maybe they can support that change with arguments from realism, but from the standpoint of gameplay and balance I just don't get it.
But to touch on some wider issues, you have the nerfs to turning speed, to archery, to overheads, to crush through weapons, to kicks while blocking, just to name a few of the biggest. How have any of these made the experience of the game richer? And this is all while there are still so many glitches, like hit detection bugs, map issues, one-handed weapon problems, etcetera.
I am biased though, I'll admit that; I play a pure-throwing build as my main, and everything the balance team does to rein-in hybrid throwers has a disproportionate effect on me. As a result I'm more pissed-off than the average player, sure. But I'm not whining without regard for balance in general. For example, a lot of throwers want more ammo, but I think that heavily restricted ammunition is one of the best mechanisms in the game to keep throwers balanced.

As for the content of the balance team's posts in this thread, it's hard to comment because it's all out of context. Nevertheless I think it is a symptom of the problematic way that balancing is being done for this mod. They're talking about implementing an entirely new mechanic that will rebalance everything, with all kinds of mathematical variables to take into account, instead of taking as their starting-point the fundamental outstanding issues in the core game. They talk about being engineers, but they're designing things from the top down instead of from the bottom upwards. I don't have the background in mathematics to be an engineer myself, but I've known plenty and the best of them admit that it's easy to get carried-away like that.

The existing variables in the game are sufficiently comprehensive for everything to be balanced, but the question that has to come first is what kind of balance? Balance can come as the result of making everything much the same (what I think is one problem with the way things are being done) or it can come as a result of making different elements of gameplay "competitively unbalanced" - like for example, giving crushthrough and knockdown weapons slow speed and high strength requirements, while the weapons without those flags are much faster and can be used by builds with less points invested in strength. Ultimately the most satisfying way to balance a game is to focus less on item-to-item equivalence and more on build-to-build counters (something like, archers beat light melee, shielders beat archers, heavy 2h beats shielders, throwers beat heavy 2h, light melee beats throwers, and so on. Don't take that progression as a literal suggestion, it's just a loose conceptual example and any real balancing will be far more complex).
From there you can further balance weapons within those broad classes not by comparing numbers of kills, but the relative utility of those weapons within the sub-groupings of each broad class. To use shielders as an example, you have some who will want enormous tower shields for extra coverage from archers, and others who will want smaller, quicker shields for when they close to melee. They shouldn't be equal, but each better suited to different builds and different contexts in battle. The small-shielders will typically go for one-handed weapons, with some choosing blunt to get through armors and others choosing cut to slice-and-dice, while the big-shielders will probably tend towards polearms since their shields slow them down and they'll have to rely on reach and support more. These are all logical, successive sub-groupings that are a better way to balance than a purely mathematical approach.

I regret that I'm not making my points very clearly or completely, but to try to sum it up in some basic way, if you try to balance the game by a direct comparison of the "1s and 0s" then you're bound to make mistakes because you've taken a view too far removed from the way the game actually plays and the kinds of choices and preferences that constitute a sort of 'conduit' or 'medium' as it were between the players and the "ones and zeroes" they interact with, and through which they interact with one another.
It's as if the team is balancing for the sake of a numerical ideal instead of through an understanding of 'emergent gameplay', something I'm sure they've all studied.

According to the poll as it stands now, a slim majority is in general agreement with what the balance team is doing. But the minority that disagrees is significant.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Haboe on January 24, 2013, 08:00:17 am

If the balance team is trying to use this thread to talk about their plans openly, that's awesome and I hope they'll create something like a thread that everybody can read and only they can post to, so that players could kind-of listen in on their whole process. It was cool of them to open-up like this and they deserve respect for that. It's not at all the reaction I expected. Thanks.

Problem about this is that the community will start whining.
If they would mention... lets say  removing through-door-slashing, ppl will ask over and over again when they will finish it. They will spam irc about it, and get mad if its not in the next patch...
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on January 24, 2013, 01:15:30 pm
You're wrong and there's an easy way to show it: try to come up with this function.

If you can share details about the animations (damage scaling as a function of time within animation, and delays), I think I could make a decent go at it. For instance, 1h thrust has a tiny sweetspot, so the ability to thrust wouldn't be considered much of a bonus on 1h weapons. But 2h thrust is very good, so 2h swords would be "rewarded" more for having a thrust. etc. My starting point would be the damage flux I described earlier, then the only challenge is getting the modifier bonus/penalties right.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Tydeus on January 24, 2013, 07:23:02 pm
(click to show/hide)
There are so many points in this post that are a description of the current crpg such as your description of shields. We have this currently and having tested shields myself, I can easily detail which shields are best suited for each job and why. Some balancers agree with you that we currently have a type of balance that came about by making everything basically the same as everything else. Did you see the recent 2h rebalance? Those changes were directly implemented because of this problem.

They're aware, they're working towards fixing the issues but you have to remember that not only is this a mod and they're doing it for free, there is also a new project that they're devoting the majority of their time on. Changes get made that aren't implemented because they require a crpg patch and doing that often, requires a lot of time. Furthermore, contrary to popular belief, the item-balance team's philosophy, is to only make well thought out, unanimously agreed upon changes. This slows down balance quite a bit because rather than having a team of clones, each balancer has their own unique opinion, as it should be.

For the latter part of your post, I think you confused what urist and cmp were saying, with what phew was saying. Phew was suggesting the "entirely new method of balancing" and our balancers(who you are at odds with) were saying that is an absurd idea.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on January 24, 2013, 07:42:59 pm
For the latter part of your post, I think you confused what urist and cmp were saying, with what phew was saying. Phew was suggesting the "entirely new method of balancing" and our balancers(who you are at odds with) were saying that is an absurd idea.

Yeah, sorry Artie, it's my fault for hijacking your thread. You were concerned about gameplay balance, I chimed in about item stat balance, and devs were telling me I was an idiot for wanting to use math to balance items. If I could sell you a wpf point on market, I would.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: BlueKnight on January 24, 2013, 07:43:07 pm
The thing is that in beginning players hardly knew how to kill and were nabs so they had a lot of OP stuff.

After players got to know how to kill and what to do, this OPness was revealed and it couldn't stay like this cuz of balance issue.

Now when everybody knows how to kill with a piece of soap or whistling, everybody receives a piece of soap as a weapon because he is still very efficient with it. The increasing ability of players to kill was followed by the nerf of the weapons to pretend units from going half-gods.

The truth is that if we were total nabs we would get OP stuff to compensate for our low ability of killing. (Mind that I'm not talking about current 2h axes and longsword or miaodao cuz they are unbalanced when it comes to other weapons, so don't treat it like we have totally no op stuff, op is everywhere [1h glance-knockdown...])
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Aderyn on January 24, 2013, 09:06:14 pm
I 100% agree with that the balance person/team of c-rpg needs to be replaced. Fiddling with gamemechanics such as the attempt to nerf archers with athletics and turnspeed on weapons is just damaging to the game. Most people play it because it's skilloriented - slowing it down for the wider public is making the game lose it's current membersbasis.

I also think the choice to nerf the archers from what they were a few months ago was retarded. they were fine pre athlethicsnerf/pre arrow weight nerf. Now they are fucking horrible on battle server since you can't dodge ponys at all. Also it's silly how heavy armor people with shield and 5ath can outrun tshirt archers with 8ath now.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Tydeus on January 24, 2013, 10:30:08 pm
The existing variables in the game are sufficiently comprehensive for everything to be balanced, but the question that has to come first is what kind of balance? Balance can come as the result of making everything much the same (what I think is one problem with the way things are being done) or it can come as a result of making different elements of gameplay "competitively unbalanced" - like for example, giving crushthrough and knockdown weapons slow speed and high strength requirements, while the weapons without those flags are much faster and can be used by builds with less points invested in strength. Ultimately the most satisfying way to balance a game is to focus less on item-to-item equivalence and more on build-to-build counters (something like, archers beat light melee, shielders beat archers, heavy 2h beats shielders, throwers beat heavy 2h, light melee beats throwers, and so on. Don't take that progression as a literal suggestion, it's just a loose conceptual example and any real balancing will be far more complex).
From there you can further balance weapons within those broad classes not by comparing numbers of kills, but the relative utility of those weapons within the sub-groupings of each broad class. To use shielders as an example, you have some who will want enormous tower shields for extra coverage from archers, and others who will want smaller, quicker shields for when they close to melee. They shouldn't be equal, but each better suited to different builds and different contexts in battle. The small-shielders will typically go for one-handed weapons, with some choosing blunt to get through armors and others choosing cut to slice-and-dice, while the big-shielders will probably tend towards polearms since their shields slow them down and they'll have to rely on reach and support more. These are all logical, successive sub-groupings that are a better way to balance than a purely mathematical approach.

I regret that I'm not making my points very clearly or completely, but to try to sum it up in some basic way, if you try to balance the game by a direct comparison of the "1s and 0s" then you're bound to make mistakes because you've taken a view too far removed from the way the game actually plays and the kinds of choices and preferences that constitute a sort of 'conduit' or 'medium' as it were between the players and the "ones and zeroes" they interact with, and through which they interact with one another.
It's as if the team is balancing for the sake of a numerical ideal instead of through an understanding of 'emergent gameplay', something I'm sure they've all studied.

I really just want to focus on these two things for reasons mentioned in my previous post, and otherwise.

Quote
Ultimately the most satisfying way to balance a game is to focus less on item-to-item equivalence and more on build-to-build counters (something like, archers beat light melee, shielders beat archers, heavy 2h beats shielders, throwers beat heavy 2h, light melee beats throwers, and so on.

This is one of those things we currently have, though likely not to the extent that a lot of people desire. Remember, it's a video game, you shouldn't ever lose a fight solely because of a poor match-up. Player skill does, and always should matter most. If a guy with a poleaxe goes up against an agility shielder, that polearmer, regardless of the weapon used by the 1her, has a massive advantage. He has shield breaking capabilities paired with high damage and extreme length superiority. Cavalry vs pikemen is another of these sort of RPS scenarios. Then of course, you have shielders, and specifically the agility ones, with their anti-ranged capabilities. Or horse archers as a counter to other cavalry.

Quote
It's as if the team is balancing for the sake of a numerical ideal instead of through an understanding of 'emergent gameplay', something I'm sure they've all studied.

Statistics are used because they add perspective, but that doesn't mean it's the only perspective or form of input they have. I'm not on the dev team, nor are many others like DaveUKR who have personally held discussions over balance changes with the team, and helped by adding their own perspectives. Through my discussions though, I can assure you that this concept of "balancing for the sake of numerical ideal" is simply put, not the case at all.

Countless times I have heard the argument that duel shouldn't really be considered because the game-type is too different from battle, siege, and strategus. While I am of a differing opinion, it's clear that the intended focus is on what occurs during prime-time battles, and not on the quantitative conclusions that can be drawn from individual, contained fights on the duel server. Certainly there are both builds and equipment types that, when combined give certain advantages over others, but this is a micro-comparison when balance for the macro, matters most (overall outcome of large scale battles). Even then, it's not as if duel is completely ignored, just that the game mode itself can only give you a limited perspective of what the rest of the game modes are like.

What I mean, is that a lot of what people are asking for, already exists or is trying to be implemented while working under several constraints. Myself, I believe the issue is time. People don't feel that changes are passing quickly enough. That when they do come, they aren't always the most numerous or are focused on one aspect, therefore it can seem like the desired changes simply aren't being implemented.


So I suggest, if you are someone that is discontent with the dev team, that you ask yourself these questions:

"Am I truly aware of all the changes that have been implemented over the past few years? Is it really the case that current balance is so terrible, rather than simply being in a state of imperfection? And if so, is it actually because of the way they're trying to balance the game or possibly because they aren't making the required changes fast enough? Finally, have I really tried to take a step back and look at this from an unbiased, objective standpoint or put myself in other people's shoes?"


If you end up agreeing that it's simply a problem of time(remember those big bad changes that few people found themselves liking were eventually removed), then my suggestion is to complain less, and to be more supportive in your approach to balance. It just might be the case that they'll become motivated enough to drop other things for balance with a more unified community.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on January 24, 2013, 10:35:37 pm
I remember when I first started playing, you could carry a Long Maul, a Pike, an Arbalest, and Steel Bolts at the same time (in fact this was a common loadout). Gameplay balance is far from perfect now, but it's a heckuvalot better than it was then. The turn speed changes that are on EU_1 are a step in the right direction, for sure.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: cmp on January 25, 2013, 02:55:20 am
If you can share details about the animations (damage scaling as a function of time within animation, and delays), I think I could make a decent go at it. For instance, 1h thrust has a tiny sweetspot, so the ability to thrust wouldn't be considered much of a bonus on 1h weapons. But 2h thrust is very good, so 2h swords would be "rewarded" more for having a thrust.

I don't think you need that formula for balancing, because it's the same for all weapon types (all thrusts share the same sweetspots, all overheads share the same sweetspots, etc.).
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on January 25, 2013, 04:57:31 am
I don't think you need that formula for balancing, because it's the same for all weapon types (all thrusts share the same sweetspots, all overheads share the same sweetspots, etc.).

I assume you mean within a given weapon type. 1h right swing glances in the first half of the animation, while pole and 2h will hit for near-full damage in the very start of the animation. Likewise, 1h left swing won't glance during any part of the animation, but pole left swing glances during the early part, etc. Information about the relative sweetspots between different weapon types would be necessary for a unified fitness parameter that applies to all melee weapon types.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: cmp on January 25, 2013, 12:51:21 pm
I assume you mean within a given weapon type. 1h right swing glances in the first half of the animation, while pole and 2h will hit for near-full damage in the very start of the animation. Likewise, 1h left swing won't glance during any part of the animation, but pole left swing glances during the early part, etc. Information about the relative sweetspots between different weapon types would be necessary for a unified fitness parameter that applies to all melee weapon types.

Nope, I don't mean within a given weapon type. See, we already have an example of balancing by numbers not working.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on January 25, 2013, 12:57:02 pm
Nope, I don't mean within a given weapon type. See, we already have an example of balancing by numbers not working.

cmp, you are mistaken about the animation sweetspots. Get a +3 Arabian Cavalry Sword and an unloomed Heavy Bastard Sword on a char with 1wpf in both 1h and 2h. Same damage, same length. Then right swing at someone in medium armor, standing still, at about your 2 o'clock.  The ACS will glance, the HBS won't. Because 1h right swing has a small sweetspot, 2h right swing has a huge sweetspot. Anyone that has ever played 1h and 2h knows this.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: cmp on January 25, 2013, 01:07:44 pm
cmp, you are mistaken about the animation sweetspots. Get a +3 Arabian Cavalry Sword and an unloomed Heavy Bastard Sword on a char with 1wpf in both 1h and 2h. Same damage, same length. Then right swing at someone in medium armor, standing still, at about your 2 o'clock.  The ACS will glance, the HBS won't. Because 1h right swing has a small sweetspot, 2h right swing has a huge sweetspot. Anyone that has ever played 1h and 2h knows this.

Phew, I have the code in front of my eyes.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: The_Bloody_Nine on January 25, 2013, 01:12:04 pm
I guess the ultimate formula for crpg balancing is easier to find than the formula of life. Then again, both are probably 42.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on January 25, 2013, 02:33:15 pm
Phew, I have the code in front of my eyes.

Something doesn't add up. Anyone that has played the game can tell you that each weapon type has different sweetspots for each animation type. I did 6 gens of polearm, and the left swing glances during the early part of the animation. 1h left swing will hit someone at your 8 o'clock just fine. Polearm thrust will connect at near-facehug range, 1h thrust requires like 80cm between you and your target. 1h right swing doesn't have a prayer against someone between 1 o'clock and 4 o'clock, but that is the ideal strike location for 2h and polearm right swing.

Is the code for sweetspots temporal or spacial? i.e., you inflict max damage x seconds into the animation, or x degrees into the swing arc? If it's the former, then the fact that the different weapon types have different delays for each animation might explain the differences. If it's the latter, then the fact that each weapon type "starts" the animation from a different location relative to the player could explain the differences.

If it's literally "right swing deals 10% damage at 3 o'clock, up to 100% damage at 12 o'clock" or similar regardless of weapon type, then you can say that animation sweetspots are independent of weapon type. If there are any other variables, then you can't.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Joker86 on January 25, 2013, 02:51:18 pm
There is one thing which some people seem to forget here:

Balance can never be achieved by leveling the deadliness of all weapons on the same "fitness value". All you would achieve is that all classes wield weapons which have the same chance to inflict damage. What you can not calculate, for example, are different skill requirements (is it equally difficult to master heavy lance, rus bow and greatsword?). Or does it contain also all the backhits your class is suffering from certain items? For example flamberge, pike and long maul are 3-slot weapons (I think?) and unsheathable, which has severe impact on your entire gameplay. And ultimatively, you should also take the class combinations of your enemies into account. Being a pikeman is really nice, but if for some odd reason cavalry becomes ultra unpopular, your class is worth less, because one if its main purposes has disappeared, and only supporting in melee is left. You can't balance this by a formula which calculates how good a weapon is in dishing out damage. Not at all.

And then there is this one factor which causes the biggest problem of balance in cRPG since the beginning of the game: battle game mode. The goal is to kill all enemies, and never mind how you balance it, a bow will always be more useful in accomplishing this goal than a steel pick, because latter doesn't allow you to kill every enemy possible, he first one does.

Just take a look at my post in the "lobbying" topic in the general forum, where I explain why infantry is the class which is complaining most, and why archers and cavalry are suffering the most nerfs in this process (careful! It's a bigger wall of text than this one here!). It's basically because of the same problem, that infantry is not made for battle mode. The game mode changes EVERYTHING! I don't know many topics where infantry player who are mainly playing siege complain about cavalry or archers a lot. The game mode works for them, as infantry is the best class to conquer a flag, and in difference to killing the last surviving horse crossbow it's a goal they can accomplish at all! Cavalry doesn't even try to complain about siege, because it's obvious the class is not made for that game mode at all, and most cav players don't even play it or do it only for the lulz, riding around on the battlements.

I say before we go on with the entire balance discussion, the devs first need to decide if they will complement or even better replace battle mode with conquest mode, with three capturable flags (and one player spawn nonetheless). The changes on class balance would be quite severe, and I could even imagine that it would create some room for buffs for cavalry and archers, who - in all honesty - are nerfed to ground and look horribly bad on the paper, because mechanical issues (concerning the "flexibility" of the different classes) were adressed by balance solutions (changing values, but leaving those problematic mechanics untouched). As this topic has the attention of the devs, I would like to use the chance and ask them on a final answer about the game mode matter. I think it could solve a lot of problems and open a lot of new possibilities, but again, it's only me, and I already suggested a lot of bullshit before, I admit. Things I would never dare to suggest nowadays.  :oops:
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: cmp on January 25, 2013, 04:27:23 pm
Something doesn't add up. Anyone that has played the game can tell you that each weapon type has different sweetspots for each animation type. I did 6 gens of polearm, and the left swing glances during the early part of the animation. 1h left swing will hit someone at your 8 o'clock just fine. Polearm thrust will connect at near-facehug range, 1h thrust requires like 80cm between you and your target. 1h right swing doesn't have a prayer against someone between 1 o'clock and 4 o'clock, but that is the ideal strike location for 2h and polearm right swing.

Is the code for sweetspots temporal or spacial? i.e., you inflict max damage x seconds into the animation, or x degrees into the swing arc? If it's the former, then the fact that the different weapon types have different delays for each animation might explain the differences. If it's the latter, then the fact that each weapon type "starts" the animation from a different location relative to the player could explain the differences.

If it's literally "right swing deals 10% damage at 3 o'clock, up to 100% damage at 12 o'clock" or similar regardless of weapon type, then you can say that animation sweetspots are independent of weapon type. If there are any other variables, then you can't.

For stabs it's based on animation progress (I'm not sure what delays you're talking about).
For swings it's based on difference of angle between agents - so yeah, it's independent of weapon type.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on January 25, 2013, 04:35:31 pm
For stabs it's based on animation progress (I'm not sure what delays you're talking about).
For swings it's based on difference of angle between agents - so yeah, it's independent of weapon type.

You know, the animation delays you guys messed with like a year ago. I think Paul even posted the delays for each swing animation at once time; these are the reason 1h left swing is "fast" and right swing is "slow" for instance.

Anyway, I think cmp is trolling me about this sweetspot homogeneity between weapon types. I'll stop posting about it until I do some more testing.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: cmp on January 25, 2013, 04:45:10 pm
You know, the animation delays you guys messed with like a year ago. I think Paul even posted the delays for each swing animation at once time; these are the reason 1h left swing is "fast" and right swing is "slow" for instance.

That was animation duration, not delay. And yeah, a longer animation means bigger sweetspots.
Unfortunately it doesn't work like that for swings.

Anyway, I think cmp is trolling me about this sweetspot homogeneity between weapon types. I'll stop posting about it until I do some more testing.

Yes, I was totally trolling you. Couldn't you tell from the tone of my posts?
Here, have some troll images to further your brilliant theory:
(click to show/hide)
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Joker86 on January 25, 2013, 04:49:28 pm
Yes, I was totally trolling you. Couldn't you tell from the tone of my posts?

On a completely unrelated note: no, cmp trolling indeed can't be told from the tone.  :wink:
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Elindor on January 25, 2013, 04:52:58 pm
Phew - don't argue with cmp...bad idea

Artie - i thought we all knew that this is a MELEE game cause melee is cool and ranged are nerds  :rolleyes:

(click to show/hide)



** No but seriously i played a long time ago too when the webpage was all white and looked like a geoscape page....and personally i like the balances...less trolly builds - there's a reason most people fought a certain way with certain weapons and armor.  but again, i like the medieval period and so i like the simulator aspect of crpg...whereas i know for a fact many here just want whatever "kills people the best" even if its some rediculous build and playstyle. 

I do think the pros/cons of strength focus builds is off a bit (im 27/15 now and barely slower than 21/21), and that some long/heavy weapons are not dealt with properly by the engine and therefore a bit overpowered compared to shorter/lighter "faster" weapons...but im hoping the new turn speed equation helps with that.....speaking of - CMP PUT IT ON THE SERVERS K THANKS!

Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Paul on January 25, 2013, 07:35:00 pm
Sweetspot mechanic is the same for all weapon types afaik. The difference comes from the animations themselves:  the positioning of the weapon cylinder(capsule?) during the the animation and the different animation durations. 
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Jarlek on January 25, 2013, 10:27:38 pm
For stabs it's based on animation progress (I'm not sure what delays you're talking about).
For swings it's based on difference of angle between agents - so yeah, it's independent of weapon type.
So on swings, the time the animation lasted has nothing to do with damge? Just the angle between the swinger and the guy being hit?
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: dontgothere on January 31, 2013, 07:12:46 pm
Correct me if I'm wrong, but is your point that we need to trust the balancers implicitly for the simple fact that they know what they're balancing for and we, because we aren't them and they don't tell us what they're doing, don't?
Why should we be content with the balancing team, or at least with the direction they're taking balancing, when all kinds of "balances" they've done in the past have been nonsense? Yes, it should be about player skill and not "just" about one "class" defeating another, but what has been the effect of prior balancing measures if not to make skill matter less? For example, these artificial constraints to mechanics of playing (archer nerfs, horse nerfs, turn speed nerfs, ladder nerfs, throw jumping removed, etc) instead of just balancing mainly through item statistics?

You're going way overboard; you think that you're balancing, but you're just nerfing the game into something slower, more limited. Why on earth would you undertake all these convoluted, disruptive attempts at balance, while the most simple glitches go completely ignored? What could possibly be your excuse? Just because you have a hard time fighting against certain 2hers, certain polearms fighters, or certain throwers doesn't entitle you to nerf their classes so that in your subjective experience they seem more "balanced" when compared against your own ability to play the game.

Almost every change you make pisses off NA players. Look at the poll results and remember that most of the oldschool players have already quit because of you and aren't here to vote.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: El_Infante on February 01, 2013, 04:54:56 am
Animations are animations and formulas are formulas, but nowadays crpg is glancerpg. I don't know if Phew is wrong or not, but playing as 1h is being the king of glances and 2handers can 'hiltslash' avoiding it.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Soldier_of_God on February 03, 2013, 09:36:25 pm
I would have to pretty much disagree with everything in this post. pretty much every major concern i have ever raised has been met.

http://forum.meleegaming.com/suggestions-corner/wpf-reset-refund-button/msg8427/#msg8427  - fixed. the new system is great.

http://forum.meleegaming.com/game-balance-discussion/calvary-needs-a-buff/  - fixed. new system makes horses more affordable, and overall usefulness/affordability is there.

http://forum.meleegaming.com/game-balance-discussion/crush-thru-weapons-that-need-to-be-nerfed/msg35976/#msg35976   - crushthrough was fixed. not eliminated unfortunately.

you probably can continue to look through my posts and find more of my suggestions. i dont think i've ever had one problem that went unfixed in this game. i am satisfied, but not impressed by their performance.

better than the original development team anyway.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Tomas on February 04, 2013, 01:51:40 pm
Afaik new items have been added at least a month ago, including kebab remover's armor. Just waiting for patch. So go spam chadz.

I'm an engineer too. The "fitness" parameter thing was one of the firsts things I scratched because it just doesn't work out and is beated by stats given "so it feels right" by a mile. Fuzzy logic.

Fuzzy logic wins and the stats don't feel right because any systematic balance method will give swords sod all damage compared to all the other weapons (as they should realistically have) and that will cause massive amounts of QQ :D
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Tigero on February 04, 2013, 02:17:35 pm
Current balance is heavily biased to agi builds, loomed rus bows, destriers, throw axes, polefaxes and danishes. The game needs more diversity for overpowered weapons and stuff, i'd start by redoing horse stats, what is the reason that the 'fastest' horse in game is in reality way slower than arabian and just barely outruns destrier in action? Give courser 2 more base speed for fukken's sake.

Then maybe add some diversity to loom stat increases, give slower and badasser weapons more speed and less damage to make them more useful.

I'm not gona say anything else about HA and HX than remove it, there is no way to balance a class that can fire across great distances and in case of HX from speed and being able to outrun anyone in A MELEE GAME, it's just not going to happen. (Unless you start making better maps)
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Butan on February 04, 2013, 02:58:08 pm
Nostalgic thread leads nowhere  :rolleyes:


Everyone has very good ideas on what to do, to try to come closer to what we feel was "better" in the past, but in one year, you will see a new topic about how it was so cool back then (now).

I think cRPG is great as it is. It can be greater, so is everything in this world. Can't please everyone... You can try to find a better medieval fighting game, I dare you !
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: cmp on February 05, 2013, 03:03:44 pm
Current balance is heavily biased to agi builds

Stopped reading there (and started laughing).
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Tydeus on February 07, 2013, 05:22:57 pm
Have people forgotten about this poll? http://forum.meleegaming.com/announcements/crpg-ingame-feature-what-is-it-you-want/645/

Particularly the "adding more depth to combat (new mechanics, stamina...) 576 (21.5%)" part.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: karasu on February 07, 2013, 11:02:32 pm
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Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Digglez on February 08, 2013, 05:10:57 pm
Only citiation you need for reason to drop balance team is the rondel dagger

Ya a letter opener should do as much/more damage than a 3m pike, 2kg military pick or English bill.

talk about fucking dumb
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Adalwulf on February 11, 2013, 06:01:26 am
Since everyone is voicing their opinions. I believe the ranged needs have been ridiculous. You guys have limited archery to  2 builds strength or agility. I mean on my archer now I don't even use athletics anymore....its fucking useless. Why waste points when even with 8 athletics a Shielder in heavy armor can catch me anyway. Instead of this weighted quivers bullshit, why not just lower ranged damage on the bows or arrows. I'd have rather have had lower damage output but keep my speed. I play mostly on EU since the NA community is constantly ignored. Fighting in melee with 110 ping isn't very fun especially with an archer with 1 wpf. Dafuq. As Artie has said NA players have quit in mass and its because they are constantly ignored and get the changes EU gets after close to a month. Its aggravating.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Kafein on February 11, 2013, 09:02:11 am
Since everyone is voicing their opinions. I believe the ranged needs have been ridiculous. You guys have limited archery to  2 builds strength or agility. I mean on my archer now I don't even use athletics anymore....its fucking useless. Why waste points when even with 8 athletics a Shielder in heavy armor can catch me anyway. Instead of this weighted quivers bullshit, why not just lower ranged damage on the bows or arrows. I'd have rather have had lower damage output but keep my speed. I play mostly on EU since the NA community is constantly ignored. Fighting in melee with 110 ping isn't very fun especially with an archer with 1 wpf. Dafuq. As Artie has said NA players have quit in mass and its because they are constantly ignored and get the changes EU gets after close to a month. Its aggravating.

I don't really trust anything artie said.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Siiem on February 12, 2013, 10:43:13 am
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Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: oohillac on February 12, 2013, 09:09:07 pm
NA is having issues with the current metagame.  Right now,


Two-handers are still the primary class, despite these imbalances.  NA archery is not the same as EU archery, and so any nerfs to combat the bloat of EU archers serve to cripple NA's unyielding 2H/lancer playerbase further.

Lancers and HX are able to go all-out because nobody has the setup to rear the horses or shoot them down with any accuracy.

Firing the current balance team is no good, but adding a few NA to it would go a long way to seeing our issues resolved.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: [ptx] on February 16, 2013, 07:36:51 pm
NA is having issues with the current metagame.  Right now,

  • Archery is almost nonexistent, perhaps two or three per 45-man team.
  • Lancers are running amok due to the lack of consistent ranged threat.
  • Infantry polearms are pretty rare on NA.  Even one longspearman per team is a sight to see.
  • Throwers are popping up more, but still cannot fill the reliable anti-cav role that archery can play.
  • Horse crossbowmen are majorly messing up team balance.  Two or three decent ones can pick apart powerful infantry players, and almost always clutch rounds.  This, again, relates to the NA archer scarcity.

Two-handers are still the primary class, despite these imbalances.  NA archery is not the same as EU archery, and so any nerfs to combat the bloat of EU archers serve to cripple NA's unyielding 2H/lancer playerbase further.

Lancers and HX are able to go all-out because nobody has the setup to rear the horses or shoot them down with any accuracy.

Firing the current balance team is no good, but adding a few NA to it would go a long way to seeing our issues resolved.
EU1:


Tell me, how do you imagine a common balancing for EU and NA to work well?
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Rumblood on February 17, 2013, 04:02:28 pm
EU1:

  • Archers are running amok
  • Cav is running amok

Tell me, how do you imagine a common balancing for EU and NA to work well?

You need to slap your players around because these two together are like cats AND mice overrunning your house.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: oohillac on February 18, 2013, 03:47:21 pm
Tell me, how do you imagine a common balancing for EU and NA to work well?

Perhaps with a bit more NA-side input to balancing, patches could take even longer benefit both communities a little more.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: LordRichrich on February 18, 2013, 04:15:46 pm
REally, if you're being trampled by cav, take a spear... You don't need wpf to rear a horse.
Personally, I play a hybrid build, purely so I can be effective most of the time. I'm a polearm/1h user. So if there's a lot of cav, I can take a spear, lot of ranged, I take a shield, lot of heavily armoured 2h's? +3 German pole or a blunt 1h. I mean, if you expect to be able to play your class the way you want 100%, that's a rather unrealistic assumption.
Maybe EU is more adaptive than NA?
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Phew on February 18, 2013, 04:24:01 pm
REally, if you're being trampled by cav, take a spear... You don't need wpf to rear a horse.
Personally, I play a hybrid build, purely so I can be effective most of the time. I'm a polearm/1h user. So if there's a lot of cav, I can take a spear, lot of ranged, I take a shield, lot of heavily armoured 2h's? +3 German pole or a blunt 1h. I mean, if you expect to be able to play your class the way you want 100%, that's a rather unrealistic assumption.
Maybe EU is more adaptive than NA?

These min/max 2h heroes want to be able to kill everything without compromise.

After your primary weapon, you probably still have 2 slots. A lot of ranged? Bring a shield. A lot of cav? Bring a spear/xbow. A lot of shielders? Bring an axe/morningstar/mallet. I really don't understand the problem. Then again, I don't play battle, so I don't understand the mindset there.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Lactating Vegetables on February 18, 2013, 04:41:23 pm
NA is having issues with the current metagame.  Right now,

  • 1)Archery is almost nonexistent, perhaps two or three per 45-man team.
  • 2)Lancers are running amok due to the lack of consistent ranged threat.
  • 3)Infantry polearms are pretty rare on NA.  Even one longspearman per team is a sight to see.
  • 4)Throwers are popping up more, but still cannot fill the reliable anti-cav role that archery can play.
  • 5)Horse crossbowmen are majorly messing up team balance.  Two or three decent ones can pick apart powerful infantry players, and almost always clutch rounds.  This, again, relates to the NA archer scarcity.

Ok just hoped on NA1 and this is what i saw

1)There was a couple of archers, though not many
2)no lancers
3)saw a couple of polearms
4)No throwers
5)No HA/HX

So your statement seems quite incorrect
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Rumblood on February 18, 2013, 05:40:53 pm
Yeah, jump on the server at 7:30 in the morning on a work/school day instead of prime time NA and think you have made a point?

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Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: oohillac on February 19, 2013, 01:31:05 am
Ok just hoped on NA1 and this is what i saw

*bullshit*

So your statement seems quite incorrect

Because NA is obviously running on the same schedule as EU, and one brief stint on NA is completely enough evidence to make such a declaration?

This is exactly why NA needs NA balancers.

Yeah, jump on the server at 7:30 in the morning on a work/school day instead of prime time NA and think you have made a point?
+1

stuff
+1
Maybe EU is more adaptive than NA?
+100 to everything in your post, but especially that line.  This is the exact issue, why NA metagame is so wonky.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: Lactating Vegetables on February 19, 2013, 03:46:29 pm
Yeah, jump on the server at 7:30 in the morning on a work/school day instead of prime time NA and think you have made a point?

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funnily enough, i don't give a shit about Prime time. There were people on, i had a look, that is the extent im going to go to.
Title: Re: My suggestion: Fire the balance team, get a new one.
Post by: [ptx] on February 19, 2013, 04:37:21 pm
funnily enough, i don't give a shit about Prime time. There were people on, i had a look, that is the extent im going to go to.
Then what is the point? :|