There's something terribly wrong.
Before paulstagger got removed, you said chance to happen isn't abnormaly high yet it happened all the time.Polestun was a flat 50% chance, so long as you passed an (very) low damage threshold.
Supposedly there's a formula that calculates damage yet it is awfully random, I haven't seen more random thing related to computers so far. True random number generator.Cmp posted the formula for this on the Taleworlds Forums (http://forums.taleworlds.com/index.php?topic=168722.0) a long while back. Unfortunately both soak and reduce are heavily randomized, and raw damage has 10% variability
Two-hander selection bias. Always dying to dumb mechanics like 1hand knockdown, polestagger, missing a juke cuz of rain, massive ranged damage. Incidents of this screwing you over are over-represented in your memory compared to times they didn't trigger.
Every class is full of rage-inducing things that can kill you without it feeling like it was your fault. One of the reasons cRPG/Warband isn't that great of a game, design wise. A lot of it has been tweaked and adjusted by cRPG devs, but not all.
You say rain chance is 15%, yes it is raining more times than it isn't.I thought that rain chance was DaveUKR-based...
Have to agree 100% ....
Some times I need 5 full hits for a medium armored opponent with my mw longsword, next time I 2 hit an fully lommed str crutcher with +3 plate.
It is so fucking random, make it more stable for gods sake.
You can not control the outcome of a battle, cRPG engine is clearly aimed toward that, and it is one of the greatest element of this mod.
well melee is a pretty random thing :P im sure if you tried to hit someone with a sword you would hit slightly differently every time, you may glance you may not :P if your a better player then you will win anyway
People only remember the fuckups, they dont remember the times they deal a good blow, or when they didnt get damadged a lot by an arrow, when it didnt rain etc.
Its all in your head
The random range of the soak formula isn't even close to what you describe; the difference is caused by other factors that are hard to predict but definitely not random, like speed bonus and sweetspots.
Would you like us to remove those as well and make attacks deal a fixed amount of damage no matter what?
wow!! soo there are parts of armor that dosent protect so well like others?
People only remember the fuckups, they dont remember the times they deal a good blow, or when they didnt get damadged a lot by an arrow, when it didnt rain etc.
Its all in your head
Reminds me of all the times my wife says "you never put the oven mitt away", even though I put it away 90% of the time when I use it, she only sees the 10% of the time I don't put it away, so to her (in her mind/perception) I never put it away.
Most things in life can be chalked up to what Umbra said "it's all in your head"
People tend to want to be a hero though, see Leshma for example. A stupid thought however.
...(wrong I still want that but have certain technical difficulties which I can't overcome easily)...
The random range of the soak formula isn't even close to what you describe; the difference is caused by other factors that are hard to predict but definitely not random, like speed bonus and sweetspots.
Would you like us to remove those as well and make attacks deal a fixed amount of damage no matter what?
I wanted to get in one of the stronger and bigger clans...
Not anymore. Now I'm support. Only reason why I was trying hard is because I wanted to get in one of the stronger and bigger clans. Now when I don't have that ambition anymore (wrong I still want that but have certain technical difficulties which I can't overcome easily) no need for trying hard. Trying to enjoy the game, just like everyone else.
there are very few clans who recruit only on skill ^^
Why have the random factors at all when the deterministic factors provide enough variability in damage already?
People tend to want to be a hero though, see Leshma for example. A stupid thought however.
Two-hander selection bias. Always dying to dumb mechanics like 1hand knockdown, polestagger, missing a juke cuz of rain, massive ranged damage. Incidents of this screwing you over are over-represented in your memory compared to times they didn't trigger.While this is true I'd just like to point out that the other day I was fighting that one Ecorcheur polearmer in full plate with high str on EU_3 for a while, I counted the fights, the hits, and the knockdown. Six out of nine fights I got knocked down on the first hit and killed afterwards, one out of the nine fights I got hit once then knocked down the next hit and killed afterwards, one out of the nine I got onehit so no idea if it would have knocked me down, and the last fight I survived, one of the fights I had picked up a 3+ 1h warhammer, I knocked down on the second hit on him, this is to damn random, needs to be some form of feature stopping extreme luck from playing as big a role as it does now in these things.
Every class is full of rage-inducing things that can kill you without it feeling like it was your fault. One of the reasons cRPG/Warband isn't that great of a game, design wise. A lot of it has been tweaked and adjusted by cRPG devs, but not all.
If possible, knockdown should only happen when legs are hit.
If possible, knockdown should only happen when legs are hit.
Ye, all in all it's a feature of a weapon not a primary use of it.
Then knockdowner will aim the legs ^^
Its better if the overall knockdown chance was reduced
Why have the random factors at all when the deterministic factors provide enough variability in damage already?