cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: owens on June 18, 2013, 11:36:59 am

Title: ETA on nudge removal
Post by: owens on June 18, 2013, 11:36:59 am
So the general consensus seems to be that nudges were although a good idea were a complete failure and have a detrimental effect on the game.

My question is when is the next patch coming in?

So this is what Paul had to say, I shortened it to prevent any tldr
Quote
It will ~ get removed ~ Maybe Ozin's dodge stuff gets added too ~

Further confirmation of slap removal from Paul.
Quote
There won't be any free hits anymore.

(click to show/hide)
Title: Re: ETA on nudge removal
Post by: SirCymro_Crusader on June 18, 2013, 11:37:15 am
December 2010
Title: Re: ETA on nudge removal
Post by: Gnjus on June 18, 2013, 11:42:50 am
When Wales becomes Independent from UK.
Title: Re: ETA on nudge removal
Post by: karasu on June 18, 2013, 12:07:49 pm
>implying it'll get removed.
Title: Re: ETA on nudge removal
Post by: Tzar on June 18, 2013, 12:15:02 pm
Why remove it  :?:

Title: Re: ETA on nudge removal
Post by: Paul on June 18, 2013, 12:15:51 pm
It will never get removed, just changed. Maybe Ozin's dodge stuff gets added too for more delicious tears.
Title: Re: ETA on nudge removal
Post by: The_Bloody_Nine on June 18, 2013, 12:17:50 pm
They are changing the way nudge works as we speak.

Be faithful like this man.
Title: Re: ETA on nudge removal
Post by: Tzar on June 18, 2013, 01:02:35 pm
It will never get removed, just changed. Maybe Ozin's dodge stuff gets added too for more delicious tears.

NICE!!!!!!!!!!!!  :lol:
Title: Re: ETA on nudge removal
Post by: dreadnok on June 18, 2013, 01:11:30 pm
It will never get removed, just changed. Maybe Ozin's dodge stuff gets added too for more delicious tears.


Makes sense
Title: Re: ETA on nudge removal
Post by: Radament on June 18, 2013, 01:26:36 pm
It will never get removed, just changed. Maybe Ozin's dodge stuff gets added too for more delicious tears.

whoooooooooooooooooooo so we will dodge arrows like him?  -->visitors can't see pics , please register or login


i'm officially wet and horny now.
Title: Re: ETA on nudge removal
Post by: owens on June 18, 2013, 02:06:53 pm
Guys if you have had a bad experience with nudges or just don't like the concept of free hits within warband. Tell us why the removal of slaps is the best thing about to happen to cRPG.
Title: Re: ETA on nudge removal
Post by: Paul on June 18, 2013, 02:09:56 pm
There won't be any free hits anymore.
Title: Re: ETA on nudge removal
Post by: owens on June 18, 2013, 02:12:54 pm
@Havelle  Please no trolling on my thread
Title: Re: ETA on nudge removal
Post by: Sparvico on June 18, 2013, 02:56:02 pm
And get less points, cause seriously, fuck anything that doesn't involve bashing enemies with the heaviest and least elegant weapons in the game.
Title: Re: ETA on nudge removal
Post by: dreadnok on June 18, 2013, 03:22:03 pm
I don't get nudgin someone with their shield. Up
Title: Re: ETA on nudge removal
Post by: Kafein on June 18, 2013, 04:28:05 pm
I think nudges would work better if they were used the same way as in the game that inspired them. Which means afaik that we should use nudges on people when they are holding or starting a strike. That would be a great feature actually, and I don't see how it could be broken that way.

When Paul was talking about it it always seemed to me it was a defensive, punishing move. The way it is currently used in cRPG is hold attack -> facehug -> nudge -> kick -> profit.
Title: Re: ETA on nudge removal
Post by: Grumbs on June 18, 2013, 05:58:48 pm
It will never get removed, just changed. Maybe Ozin's dodge stuff gets added too for more delicious tears.

Love how people who don't even play dick around with the game just for their own amusement :D
Title: Re: ETA on nudge removal
Post by: SirCymro_Crusader on June 18, 2013, 08:02:02 pm
When Wales becomes Independent from UK.

Soon my friend, all in good time  :twisted:
Title: Re: ETA on nudge removal
Post by: Zlisch_The_Butcher on June 18, 2013, 09:09:21 pm
Soon my friend, all in good time  :twisted:
We both know that's bs, as long as sheepfucking is legal in Wales you don't give a fuck who your overlord is.
Title: Re: ETA on nudge removal
Post by: Necrorave on June 18, 2013, 09:21:38 pm
nudge -> kick -> profit.
This is where the biggest problem is.

I love the idea of nudging and it should have its perks.  Although, it should not have the freeze ability that allows for a kick chain.  It's way too easy to do.  It should be used to throw off the enemy, not leave him open for several attacks.  If you punched someone who is wielding/swinging a weapon it will interrupt them and throw them off balance, do you really think it would phase them enough to stop and think about life for 5 minutes like they do now?  (Rheotircle question, so don't bother with the "What if" charade)

+Support for all items having nudges, just keep away that freeze and things should be fine.

The dodge thing has me worried though..
Title: Re: ETA on nudge removal
Post by: Paul on June 18, 2013, 09:23:48 pm
Next patch I put kick on the nudge cooldown timer. That means you can't kick after a nudge.
Title: Re: ETA on nudge removal
Post by: Necrorave on June 18, 2013, 09:25:19 pm
Next patch I put kick on the nudge cooldown timer. That means you can't kick after a nudge.

Does this mean you are bringing Keeping the freeze?
Title: Re: ETA on nudge removal
Post by: Kafein on June 18, 2013, 09:31:43 pm
Is it intended as a counter against permaholding or as something you want people to use on top of holding, making it even stronger ?
Title: Re: ETA on nudge removal
Post by: Johammeth on June 18, 2013, 11:55:14 pm
Nudge has taught me that the secret to a Rocky Balboa left hook, capable of dazing a man through a reinforced steel plate, is to hold a random object in my right hand (wooden stick preferred).
Title: Re: ETA on nudge removal
Post by: Falka on June 19, 2013, 12:25:43 am
I don't like one more thing about nudge. When some shielder is ganked by a few opponents and he's trying to "turtle", nudge can break his defence and leave him vulnerable to another attack. This shouldn't work like that.
Title: Re: ETA on nudge removal
Post by: Necrorave on June 19, 2013, 12:36:28 am
I don't like one more thing about nudge. When some shielder is ganked by a few opponents and he's trying to "turtle", nudge can break his defence and leave him vulnerable to another attack. This shouldn't work like that.

I asked about that when it comes to shields.  I am not sure what he plans to do with it but he mentioned if you block a nudge it will make the stagger minimal,  So I would assume the same stagger effect a punch would have.
Title: Re: ETA on nudge removal
Post by: Penguin on June 19, 2013, 01:09:25 am
Wearing light armor and having decent agility, nudge hasn't really affected me at all. I can see why if you don't use footwork and/or are a slow moving str build one could complain though.
Title: Re: ETA on nudge removal
Post by: Necrorave on June 19, 2013, 01:18:34 am
Wearing light armor and having decent agility, nudge hasn't really affected me at all. I can see why if you don't use footwork and/or are a slow moving str build one could complain though.

I rarely get nudged myself, although it is still silly.  Even if you have good footwork, if they have decent footwork too, then a Nudge/kick is easy to pull off.  I avoid using nudge when my shield breaks even though I could abuse the fuck out of it with a Broad Short Sword.  It just feels wrong.  Like my birth.

Title: Re: ETA on nudge removal
Post by: Matey on June 19, 2013, 01:22:57 am
i use short 1handers.. if i try to stay out of nudge range then i dont get to swing without taking sword to face.
Title: Re: ETA on nudge removal
Post by: Duster on June 19, 2013, 02:13:22 am
     After playing 1h no shield for the month or so that nudge has been out, I have come to the conclusion that nudge is

most useful against: >Slow/heavy armored players and people fighting in water, because it's harder for them to footwork their way out of a nudge
                                  >Ultra defensive players (especially shielders) because they fall easily to the hold+nudge technique
                                  >Players who are stuck/ immobile for any reason
                                  >New players

least useful against: >Backpedaling players
                                  >Players with long and heavy weapons (weapon stun)
                                  >Players who know good footwork, or know how to abuse kicks
                                  >Agi builds


     The way I see it, the nudge is for 1h+no shield is what the hiltslash is for 2h. They both take a fairly small time frame to learn, and longer to master.  When they are incorporated into someone's playstyle, they are great moves for quickly dispatching a player you know will fall for it so that you can quickly move on to another target.

     Is that a bad thing? Maybe. With 1h no shield you sacrifice quite a bit (range, damage, animations, weapon weight) for an admittedly pretty sick move, but I have to ask, how many strategus battles have there been where you have 1h no shielders in the top of the kills list? Or the top of the scoreboard? Personally, I have been in none where this was the case. It's usually a shielder with all the points, a 2h/polearmer/cav with all the kills, and the one or two dedicated 1h no shielders sitting dead middle. As for battle, I can only speak for my experience on the NA battle server where I spend most of my time playing, but Sandersson_of_Frisia and I are the only 1h no shielders I see topping scoreboards at all.

     
Title: Re: ETA on nudge removal
Post by: Necrorave on June 19, 2013, 02:36:43 am

most useful against: >                                  >Ultra defensive players (especially shielders) because they fall easily to the hold+nudge+kick+hit technique
Added a couple things to the one perk.

I do no think the nudge is a game changing feature, although I do think it needs to be changed before ALL classes get the ability to do it.  Which they will.

I like the nudge idea and want to keep it.  Although, the kick chain is just silly and sometimes impossible to avoid.  It is especially bad If they have a knockdown weapon, you are dead the second you are hit by a nudge because you will most likely get knocked down after the kick as well which means they get in all 2-3 hits because of a mere nudge.

I will agree with you that kick hit boxes are fucked.  I'm fine with the range buff, but the "Turn" mucks up the width of the hitbox badly.
Title: Re: ETA on nudge removal
Post by: owens on June 19, 2013, 05:26:41 am
I have to i dont see how nudge is weak against kicks it can knok a kicking player on his ass.

The fact that the stun from nudge is long enough to strike with a shortsword twice (once from the front once from the back), is also rediculous. Designed as a counter to facehugging+attack holding it instead encourages backpedaling from the target and facehugging from the 1h no shield. The issue has not been solved at all!

The instantantaneous nature of the nudge is also rediculous, this is my biggest issue with it.


In conclusion its only counter is heavy weapons, I dont mind this but.... The fact it mnost disadvantages 1H shield, hoplite and low level players is bazare. Honestly its the only truly bad thing that has ever happeed to cRPG. It breaks the flow of combat, looks terrible, is easy, is uncounterable and has no place in warband. No other class gets free hits. Combined with a mace a 1H player can potentialy nudge, hit, kick, hit, knockdown, hit. Thats 3 hits for the price of the v button and some facehugging. Thats (31blunt x 3) X PS_bonus. Around 70 damage when armour is included????


I repeat this was a good idea gone sour.

VWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVWVW for victory
Title: Re: ETA on nudge removal
Post by: Paul on June 19, 2013, 07:05:51 am
It's non-instantaneous after the patch. All your "problems" with it are resolved in the new build but I guess you can't grasp the meaning of that and keep on bitching - so go ahead. Maybe it's time to add emus to the game to keep the prison islander in check.
Title: Re: ETA on nudge removal
Post by: HappyPhantom on June 19, 2013, 07:15:07 am
Quote
Maybe it's time to add emus to the game to keep the prison islander in check
Emus are too fricken scary. What about a giant killer koala?
Title: Re: ETA on nudge removal
Post by: owens on June 19, 2013, 08:26:49 am
@Paul
(click to show/hide)

In most games when a grave mistake is made that patch is immediately reversed however cRPG devs dont seem to play their own game. I dont understand how this happened, I thought you guys had a testing team? Furthermore why it wasnt reversed immediately is beyond any comprehension. So many better things could have been done but instead time was wasted developing a feature that does not add to the game. In fairness that is the developement teams choice and this is a free to play mod.

This might help you on further mechanics additions
 
Quote
4 things we dont play warband for
bitch slaps
being stunned
to be facehugged
to s key
Title: Re: ETA on nudge removal
Post by: Paul on June 19, 2013, 09:13:17 am
Your feedback is bad and you should feel bad. Nudge is awesome and it will stay - with adjustments. Your "grave mistake" bullshit is exaggerating to the max. I have yet to see nudge having a big impact on battle due to its short range. I also don't care about your list of what "we" don't like. If you don't like new stuff to be added play Native.
Title: Re: ETA on nudge removal
Post by: Shaksie on June 19, 2013, 09:59:14 am
I for one think that the entire melee combat system should be bash (nudge is a pretty weasely name hehe).
Rather than feinting and holding which is what happens allday errday in Australia, I think combat should be about proper footwork, bashing people to put their timing and footwork off so you can chop them.
For example, I think the 1h bash should be the fastest; a simple punch or push (maybe a different system of control; short tap for punch and hold for push), 2h should be the slowest and perhaps weaker behind a polearm; a pommel strike where the tap could be a quick jab and the hold could be a push with the entire weapon. Polearm could be a short bash on tap and a push on hold, the push could be similar to the 2h one.
Shield bashes could be similar to the 1h bash except somewhat slower but much more effective.
Bashes should be very ineffective against a blocking enemy (perhaps take into account direction?); specifically one who is using a shield.
If timed properly; that is if someone is in a strange position: just missed a swing, just starting a swing, just missed a kick, you hit them anywhere but the front, they could have significantly increased effects, perhaps even a knockdown.
Nudge-kick chambering is strange, a cool idea but it looks very odd and people can block (and perhaps attack, I'm unsure) your next hit after you've knocked them down.
Also I think the cooldown is a little irritating, maybe remove the message and shorten the cooldown but give diminishing returns on consecutive bashes. This is where I see the biggest fault in them as a consistent user of nudges, I just keep nudging, stabbing in the face, nudging, stabbing, then if they try to nudge me, I will use sneaky footwork and kick them, stab them then nudge and stab them. With a Broad Short Sword, this does a pretty hefty amount of damage even as an archer with 6 ps and 50 wpf. Would do insane damage if I was a melee character with a loomed BSS.
I think somehow altering the controls to make it a keybind that works the same way as other keys; it only works at the specific time (not when you are typing, similarly to the throw key in rageball) and you can rebind it as you see fit.
Also I think it would be very cool indeed to see specific items have impacts on the speed, power and cooldown rate of bashes, as should player skills.
Finally I hope we can agree that the animations look a little silly :).

I for one love the idea of nudging, as shown by my wall of text ^. I really hope it is integrated into M:BG but less strangely.

Owens:
(click to show/hide)
Title: Re: ETA on nudge removal
Post by: Kafein on June 19, 2013, 11:42:45 am
     After playing 1h no shield for the month or so that nudge has been out, I have come to the conclusion that nudge is

most useful against: >Slow/heavy armored players and people fighting in water, because it's harder for them to footwork their way out of a nudge
                                  >Ultra defensive players (especially shielders) because they fall easily to the hold+nudge technique
                                  >Players who are stuck/ immobile for any reason
                                  >New players

least useful against: >Backpedaling players
                                  >Players with long and heavy weapons (weapon stun)
                                  >Players who know good footwork, or know how to abuse kicks
                                  >Agi builds


     The way I see it, the nudge is for 1h+no shield is what the hiltslash is for 2h. They both take a fairly small time frame to learn, and longer to master.  When they are incorporated into someone's playstyle, they are great moves for quickly dispatching a player you know will fall for it so that you can quickly move on to another target.

     Is that a bad thing? Maybe. With 1h no shield you sacrifice quite a bit (range, damage, animations, weapon weight) for an admittedly pretty sick move, but I have to ask, how many strategus battles have there been where you have 1h no shielders in the top of the kills list? Or the top of the scoreboard? Personally, I have been in none where this was the case. It's usually a shielder with all the points, a 2h/polearmer/cav with all the kills, and the one or two dedicated 1h no shielders sitting dead middle. As for battle, I can only speak for my experience on the NA battle server where I spend most of my time playing, but Sandersson_of_Frisia and I are the only 1h no shielders I see topping scoreboards at all.

   

Nope. It's useful against everybody except spammers. Fight for a bit, hold, facehug and voila you can nudge your enemy basically without risk. There's no agi or str or weapon length thing involved here. Nobody can prevent the enemy to hold and facehug, except if you spam.

So, as it is now, nudges tend to promote spamming as a defensive measure, because that's their only working counter. I fail to see how is that in any possible way a good thing.

I have yet to see nudge having a big impact on battle due to its short range.

The prevalence of this move in a whole battle is irrelevant to assess its quality. In its current state it is simply bad, no matter the scale. That it has a small influence is an excuse, because if it was a good thing you wouldn't need to say "but it only worsens a small part of the game". I'm eagerly waiting for the next patch :D . I'd really like the potential of nudges as a counter to holds to be exploited, instead of a buff to them.
Title: Re: ETA on nudge removal
Post by: Leesin on June 19, 2013, 12:12:05 pm
Personally I think nudge will be perfect with the tweak Paul has mentioned, even though I wasn't actually bothered about it in the first place. I have only been nudge + kick comboed once, because I usually just kick any my old friend that tries to face hug me.
Title: Re: ETA on nudge removal
Post by: Corsair831 on June 19, 2013, 12:41:47 pm
It will never get removed, just changed. Maybe Ozin's dodge stuff gets added too for more delicious tears.

you should change it so that, like, it does nothing, that'd be cool

why you thought you needed to add another kick i don't know, what are you trying to change crpg into a jackie chan movie ?
Title: Re: ETA on nudge removal
Post by: Kadeth on June 19, 2013, 12:58:20 pm
Maybe it's time to add emus to the game to keep the prison islander in check.

I was temp banned on NA_1 for saying nigga, but this is acceptable?

Ban he
Title: Re: ETA on nudge removal
Post by: Zlisch_The_Butcher on June 19, 2013, 12:58:59 pm
Nope. It's useful against everybody except spammers. Fight for a bit, hold, facehug and voila you can nudge your enemy basically without risk. There's no agi or str or weapon length thing involved here. Nobody can prevent the enemy to hold and facehug, except if you spam.

So, as it is now, nudges tend to promote spamming as a defensive measure, because that's their only working counter. I fail to see how is that in any possible way a good thing.

The prevalence of this move in a whole battle is irrelevant to assess its quality. In its current state it is simply bad, no matter the scale. That it has a small influence is an excuse, because if it was a good thing you wouldn't need to say "but it only worsens a small part of the game". I'm eagerly waiting for the next patch :D . I'd really like the potential of nudges as a counter to holds to be exploited, instead of a buff to them.
You can't be nudged (or kicked) while jumping, and it is much harder to nudge someone dodging sideways than backwards. Not saying nudges don't need alterations, but if you dodge creatively and don't just s/w key you will be much better against nudges.
Title: Re: ETA on nudge removal
Post by: owens on June 19, 2013, 01:04:23 pm
This short range stuff is the biggest load i have ever heard.
It worries me that devs don't play. Visiting a server for 10 minutes does not count.
do you play warband?
surely you realise that forward movement is quicker than backwards movement in Warband?
you are one juiced up dude, everyone mistake admitting one is not a crime.



Ask real players what they actually think. Have a look at the plus and minus list on my first post.

You can see it pretty clearly forum bitches vs actual players
Title: Re: ETA on nudge removal
Post by: Corsair831 on June 19, 2013, 01:10:30 pm
You can't be nudged (or kicked) while jumping, and it is much harder to nudge someone dodging sideways than backwards. Not saying nudges don't need alterations, but if you dodge creatively and don't just s/w key you will be much better against nudges.

and what about, say, if you're a 6 athletics build with a shield, which in crpg weighs ~~ 6 weight, and he's a 7 athletics build with no shield? he is faster than you, therefore moving left and right helps you not a jot

keep in mind that most of the nudge spammers are aware of this and are making sure they're faster than most other players

edit: one thing i do know is that as it stands now, i can't even challenge a 1h without a shield to a fight because they're so ridiculously dangerous, they will almost --always-- win now simply by basic blocking until they land a succesful nudge / the already OP kicks. They have gone from perhaps the least dangerous enemy who was only ever useful duelling, to the most dangerous, to the point where killing them is just almost impossible.

Just for the love of chadz stop adding more win-buttons
Title: Re: ETA on nudge removal
Post by: Necrorave on June 19, 2013, 01:16:17 pm
This short range stuff is the biggest load i have ever heard.
It worries me that devs don't play. Visiting a server for 10 minutes does not count.
do you play warband?
surely you realise that forward movement is quicker than backwards movement in Warband?
you are one juiced up dude, everyone mistake admitting one is not a crime.



Ask real players what they actually think. Have a look at the plus and minus list on my first post.

You can see it pretty clearly forum bitches vs actual players

Sorry, but not sorry.

You are a idiot kid.

Stop trying to use your +1's as a crutch to your argument.  If they actually made a difference you still wouldn't matter.

You went from someone who doesn't make sense to someone who I should just ignore from now on.  Clearly you speak out of your ass and do not know what you are talking about half the time.
Title: Re: ETA on nudge removal
Post by: Akynos on June 19, 2013, 01:20:39 pm
whoooooooooooooooooooo so we will dodge arrows like him?  -->visitors can't see pics , please register or login


i'm officially wet and horny now.

+1 for highly appropriate sig
Title: Re: ETA on nudge removal
Post by: Kadeth on June 19, 2013, 01:25:50 pm

Stop trying to use your +1's as a crutch to your argument.

Hey, what about one of the devs resorting to racism in his argument?
Title: Re: ETA on nudge removal
Post by: rufio on June 19, 2013, 01:26:15 pm
will you also implement kick countering nudge like nudge counters kick? that would be awesome , thx. also paul dous play fyi
Title: Re: ETA on nudge removal
Post by: karasu on June 19, 2013, 01:29:28 pm
Yep kinda easy to avoid. just keep the distance and abuse ghost reach mechanics like every 2h hero does.  :wink:
Title: Re: ETA on nudge removal
Post by: Ronin on June 19, 2013, 01:35:30 pm
I must say that I am really confident in the way cRPG evolves. Waiting for the next patch and the time when you introduce nudges to other classes like shieldbashes etc.

(click to show/hide)
Title: Re: ETA on nudge removal
Post by: Butan on June 19, 2013, 02:15:29 pm
Paul, I love your stuff, I hope nudge get better but not removed.
Title: Re: ETA on nudge removal
Post by: Paul on June 19, 2013, 02:16:36 pm
I dunno why kick should counter nudge but I added nudge counter trinity so that defend nudge counters normal nudge counters attack nudge counters defend nudge. Dunno how it will work out tho.
Title: Re: ETA on nudge removal
Post by: Necrorave on June 19, 2013, 02:42:29 pm
I dunno why kick should counter nudge but I added nudge counter trinity so that defend nudge counters normal nudge counters attack nudge counters defend nudge. Dunno how it will work out tho.

I can see a lot of wonky moments.  (Not knowing what knocked you down) although, I feel it won't be anything that will break the game.  If a player doesn't want to take a chance of being knocked down they won't kick/nudge.  Simple enough
Title: Re: ETA on nudge removal
Post by: Perverz on June 19, 2013, 04:52:16 pm
nudge is really funny thing.......... i enjoy to use it especialy when i see corsair......
buddy u are running so fast just like your byz buddys
Title: Re: ETA on nudge removal
Post by: Swaggart on June 19, 2013, 04:57:48 pm
My gripe with nudge is that  I don't understand why it was added to begin with. Very few people play exclusively as a 1h no shield player, and that is a choice that they made. This game isn't rapier dueling in Renaissance Italy, it's medieval warfare. To give them something that only benefits them is baffling from a game design point of view, and it inevitably has lead to people complaining about it.

To add something exclusively for one class, very likely the least played class (except maybe the nerfed into the ground HAs), just makes it seem like someone lobbied hard enough for it simply for the benefit of their own playstyle. What's even more funny is that people that seriously played 1h no shield were actually quite good at it without the nudge.

It also gives ranged classes far more utility because now they can melee extremely effectively, while also maintaining their ranged capabilities
Title: Re: ETA on nudge removal
Post by: Necrorave on June 19, 2013, 05:01:24 pm
My gripe with nudge is that  I don't understand why it was added to begin with. Very few people play exclusively as a 1h no shield player, and that is a choice that they made. This game isn't rapier dueling in Renaissance Italy, it's medieval warfare. To give them something that only benefits them is baffling from a game design point of view, and it inevitably has lead to people complaining about it.

To add something exclusively for one class, very likely the least played class (except maybe the nerfed into the ground HAs), just makes it seem like someone lobbied hard enough for it simply for the benefit of their own playstyle. What's even more funny is that people that seriously played 1h no shield were actually quite good at it without the nudge.

It also gives ranged classes far more utility because now they can melee extremely effectively, while also maintaining their ranged capabilities

It was the start of adding nudges to all other classes.  They just started with the one class that would probably use it most.
Title: Re: ETA on nudge removal
Post by: rufio on June 19, 2013, 05:12:25 pm
I dunno why kick should counter nudge but I added nudge counter trinity so that defend nudge counters normal nudge counters attack nudge counters defend nudge. Dunno how it will work out tho.

because nudge counters kick, should be the other way arround to.... simple as that, and all nudges should counter all nudges,, the reflex time to do the right counter is to short, same as kicks hardly get countered by kicks, just some healthy feedback here.
Title: Re: ETA on nudge removal
Post by: Swaggart on June 19, 2013, 05:13:52 pm
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That still doesn't answer why one class got nudge and the others didn't. If nudge will be the same across all classes (as in, having the same mechanics) then why not give it to all classes? And as a person that is currently playing 2h, please for the life of fuck do not give 2h nudge. Nudge and longsword? No thanks.

If it was given only to 1h no shield for testing purposes, it still doesn't make sense. Giving it to all classes would mean much more testing about it's capabilities when all classes have the ability.
Title: Re: ETA on nudge removal
Post by: Butan on June 19, 2013, 05:14:35 pm
It was the start of adding nudges to all other classes.  They just started with the one class that would probably use it most.

And seeing how badly it was received by pro players which hates everything that modifies the in-game skill balance, it was a good idea to not put it on all classes all at once;

Else you would have seen everywhere : why did you put nudge on all classes ? game is completely fucked !


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Title: Re: ETA on nudge removal
Post by: Necrorave on June 19, 2013, 05:17:57 pm
If it was given only to 1h no shield for testing purposes, it still doesn't make sense. Giving it to all classes would mean much more testing about it's capabilities when all classes have the ability.

They did it this way to be able to see if there was a glaring issue with the mechanic. (Which there is).  This way, only dedicated assholes abuse it rather then everyone in the community.

Its also like doing a case study on older people who like chocolate rather then everyone of them.  It is because its smaller and easier to track.

It makes sense to me :p

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If nudge will be the same across all classes (as in, having the same mechanics)

I would also like to add that I think they might have the 1h-no shield nudge be the most effective compared to others, although I am not so sure about that.  They may just keep them all the same.  Although, that is the point of the testing.
Title: Re: ETA on nudge removal
Post by: Swaggart on June 19, 2013, 05:27:51 pm
If you gave it to all classes, the glaring problems would've been revealed within an hour. By giving it to an obscure subsection you lengthen the time it takes to find the problem.

From a person who has designed surveys for the purposes of exposing problems, you don't target one particular audience, you target the broadest so you can get immediate feedback from a diversity of people.
Title: Re: ETA on nudge removal
Post by: Necrorave on June 19, 2013, 05:30:38 pm
If you gave it to all classes, the glaring problems would've been revealed within an hour. By giving it to an obscure subsection you lengthen the time it takes to find the problem.

From a person who has designed surveys for the purposes of exposing problems, you don't target one particular audience, you target the broadest so you can get immediate feedback from a diversity of people.

Then it would have taken a month or two to fix nonetheless.  Would you like a MONTH of this abuse from EVERYONE?

What you are saying makes sense, although think about it.  Everyone will defend things that make them better.  If everyone had the ability to do this nudge, then the feedback would be jaded and corrupted.

So they gave it to the least common class to get a more honest response.  (Not saying all of it is honest)

EDIT: I would also like to add that finding problems in programming is a lot different then finding problems within a community.  With programming, it is better to test small so that only small changes need to be made at a time to get things right.  It is better then putting in every program and then erasing all of it.  Sure, you get feedback faster.  Although it will still take longer to fix.  (We all know how slow they are already ;p)
Title: Re: ETA on nudge removal
Post by: Grumbs on June 19, 2013, 05:33:09 pm
I think it would have revealed how bad it was with everyone having access to it. We just don't need mobile disables, it dumbs down the combat if someone can just run in and press a button for free hits for him or his team. The game should reward skillful use of abilities, while allowing people to use skill to counter. Nudge doesn't really fit into the overall combat imo

If they ninja patched kick to work as nudge does now, but just for certain classes people would have gone crazy. Add some cool animation though and its fine

I don't really believe the purpose for adding it is legit either, its like someone is on a crusade against melee players
Title: Re: ETA on nudge removal
Post by: pepejul on June 19, 2013, 05:38:26 pm
Shield bash with no shield = genious
Title: Re: ETA on nudge removal
Post by: Necrorave on June 19, 2013, 05:49:28 pm
I don't really believe the purpose for adding it is legit either, its like someone is on a crusade against melee players

It was just to give new game mechanics.  They did a poll a long time ago and new game mechanics for combat was the top voted thing.

After that came exp/gold system I believe.  Not sure exactly.
Title: Re: ETA on nudge removal
Post by: Swaggart on June 19, 2013, 05:54:10 pm
Then it would have taken a month or two to fix nonetheless.  Would you like a MONTH of this abuse from EVERYONE?

This is a bigger problem than nudge, then. If it takes that long to fix mechanics, then this should be tested much more before getting unleashed.
Title: Re: ETA on nudge removal
Post by: Necrorave on June 19, 2013, 05:56:46 pm
This is a bigger problem than nudge, then. If it takes that long to fix mechanics, then this should be tested much more before getting unleashed.

It was tested.  By Tydeus actually.  He felt it was alright at the time.  Although, once the community found a way chain in a kick with the freeze then they decided to fix it.  You said it yourself, it is better to send it out so you can get feedback.  A community VS a few devs is better and less biased.  Companies hire "Game Testers" and lots of them just so they can find ways to break the game or exploit something that they may have never thought of.
Title: Re: ETA on nudge removal
Post by: woody on June 19, 2013, 06:01:05 pm
This was only able to be used by a small section of players because if given to all it would have fucked the game completely?

How is this possibly an argument for leaving it in? Im a bit confused now.

Lets add headbutt for poleusers which is instant and stuns for 3 seconds and if anyone complains just respond by going QQ. Just as sensible.

Change is not necessarily bad or good. Depends on the change. This one was bad so get rid.
Title: Re: ETA on nudge removal
Post by: Duster on June 19, 2013, 06:07:48 pm
This is a bigger problem than nudge, then. If it takes that long to fix mechanics, then this should be tested much more before getting unleashed.

You must be new here.
Title: Re: ETA on nudge removal
Post by: Swaggart on June 19, 2013, 06:22:30 pm
Long enough to still vividly remember Merc_Shpongled (or however the fuck you spell his name) in full plate with a steel shield with long awlpike whipping out an arbalest and picking someone off as my first memorable crpg memory.

So is that long enough or is my opinion still worthless, my old ATS comrade.
Title: Re: ETA on nudge removal
Post by: Zlisch_The_Butcher on June 19, 2013, 06:54:02 pm
Paul/Tydeus (they're the same person anyhow) said 2h/poles would get different nudges, not identical ones, and Paul said he was waiting for Tydeus to make some anims or something.
Title: Re: ETA on nudge removal
Post by: Tydeus on June 19, 2013, 07:28:15 pm
Paul/Tydeus (they're the same person anyhow) said 2h/poles would get different nudges, not identical ones, and Paul said he was waiting for Tydeus to make some anims or something.
Definitely not the same person, Paul is an Amerifat. You're right though, currently I'm working on making the animations for other nudges and then after that we have some other goodies planned as well. Right now what I have completed is a two-handed pommel strike that originates from over the player's head and a pole-shove animation, much like a hockey cross check. Next on my list is a headbutt nudge.  8-)
Title: Re: ETA on nudge removal
Post by: pepejul on June 19, 2013, 08:32:05 pm
Please add :

- front kick nudge
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- jump kick for ninjas
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- backside hit with pole (especially double side ones ) on someone who is behind you and try to backstabb you like a bitch
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 (http://www.hostingpics.net/viewer.php?id=813738backhit.jpg)


Title: Re: ETA on nudge removal
Post by: Tydeus on June 19, 2013, 10:45:51 pm
Actually thought about both of those, particularly things that utilized the backside of the pole. Unfortunately, weapons like the boar spear and the pike which have completely different lengths past the hand, make this nearly impossible to do.
Title: Re: ETA on nudge removal
Post by: Grumpy_Nic on June 19, 2013, 10:52:51 pm
Fuck nudge
Title: Re: ETA on nudge removal
Post by: Angantyr on June 19, 2013, 11:11:23 pm
I just hope these extra features will remain securely in the background of actual fighting with Medieval weaponry.

That the polearm and 2h 'nudges' will involve the weapons themselves sound promising though I'm usually too reactionary to be much for abilities outside the attack/block mini game.
Title: Re: ETA on nudge removal
Post by: Butan on June 19, 2013, 11:23:18 pm
Actually thought about both of those, particularly things that utilized the backside of the pole. Unfortunately, weapons like the boar spear and the pike which have completely different lengths past the hand, make this nearly impossible to do.


I know it multiplies your work by ten fold but why not include different nudges on different weapons type/length to solve this ?

Guess the answer is time  :lol:


I hope what you're doing will be polished and injected in the new game  :)
Title: Re: ETA on nudge removal
Post by: Duster on June 20, 2013, 01:37:05 am
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Title: Re: ETA on nudge removal
Post by: [Ant] on June 20, 2013, 02:23:44 am
This thread is a typical example on someone making a funny post and having an "Amerifat" take offence. Fact is we all make mistakes some of us try to undo them others don't care enough to.
Title: Re: ETA on nudge removal
Post by: Corsair831 on June 20, 2013, 02:30:39 am
Definitely not the same person, Paul is an Amerifat. You're right though, currently I'm working on making the animations for other nudges and then after that we have some other goodies planned as well. Right now what I have completed is a two-handed pommel strike that originates from over the player's head and a pole-shove animation, much like a hockey cross check. Next on my list is a headbutt nudge.  8-)

this is cool and all, but you need to make these things ==Hard To use!==

thanks ! corsair :)
Title: Re: ETA on nudge removal
Post by: Ronin on June 21, 2013, 10:34:52 am
Nudge is not that hard to counter by the way. Can't speak about hoplites, but it is possible to counter nudge with smart movements and well placed attacks for other classes. high difference in AGI can be a serious problem though.
Title: Re: ETA on nudge removal
Post by: Tydeus on June 21, 2013, 07:19:07 pm
The thing to keep in mind, is that right now nudge stun is instant and with the next nudge patch it won't be. What that means is that the instant someone presses 'v' it checks to see if their opponent is in range and if so, it immediately stuns/knocks back/knocks down the character. With the next patch there will be a delay on the attack+nudge and the defend+nudge so that any player doing these, becomes very susceptible to spam, thus making it much more situational. Not only that, but getting hit by nudges will also only stun your upper body. Which means you lose the opportunity to attack, but are still able to move around. So it's clearly a step in the right direction, I'm just not sure we found the perfect solution, much larger testing is required for that.
Title: Re: ETA on nudge removal
Post by: San on June 21, 2013, 08:18:01 pm
I am also confused about the knockdown. Supposedly, it's when you're backpedaling and swinging, but I have seen and gotten knocked down from moving back and blocking and another from just moving back. In the second instance, I may have pressed attack right when I got nudged. It makes more sense to get knocked down when your swing has reached a point where you can release and swing or if you are midswing.

Having 3 different nudge types does sound like it's difficult to balance, especially with the decision for attack nudge's stun length. Should it stun long enough to get an extra hit in with the new delay? If so, then that makes it incredibly powerful. If not, I believe people will just use the quick nudge. Maybe enough just for dagger-type weapons?

Anyways, I will wait patiently for the update.