cRPG

cRPG => Suggestions Corner => Topic started by: rufio on August 19, 2013, 01:10:09 am

Title: do devs even test before implementing?
Post by: rufio on August 19, 2013, 01:10:09 am
these 1 handed stabs? whats going on? they are op as hell, everybody and his sons and daughters are getting a sidesword and just having a pisseazy time topping scoreboards... and all threads are compairing it to 2handed lol stab. i thought 1handers werent supposed to be as strong as 2 handers, because they had a shield witch gives them way different roles in teamplay, now 1 hander is a primary damage dealing class. arguably the strongest in closequarters combat. i dont get what the devs were thinking when they implemented this change. seireusly mediocre players are topping score and kd now, was this planned? did devs want to make a class that was nice for newbies to play?
Title: Re: do devs even test before implementing?
Post by: Hunter_the_Honourable on August 19, 2013, 01:15:03 am
Rondel + high ath = tincans dying in 2 hits.

I agree though before this new stab the sidesword was like a relic of a bygone time now everyone has one and its doing crazy damage like wtf? so now they have high speed, damage plus you get a shield? 1hers are the new ultra OP class?!  :shock:
Title: Re: do devs even test before implementing?
Post by: Rumblood on August 19, 2013, 02:41:23 am
There are 1 handers, then there are 1 handers + shields. They aren't the same thing and any issue with the combo needs to be dealt with on the shield side.
Title: Re: do devs even test before implementing?
Post by: Jarold on August 19, 2013, 02:43:19 am
This is a beta you know, this is how they test things.
Title: Re: do devs even test before implementing?
Post by: rufio on August 19, 2013, 02:49:07 am
ofc, i just want to know what the initial thought was behind this>? what pushed/triggered them to make this seemingly small change, that has great influence on the games ballance.
Title: Re: do devs even test before implementing?
Post by: Bjord on August 19, 2013, 02:51:57 am
Tydeus (some random cheeseburger my old friendet) just thought he could improve the combat mechanics.

IMO, if you're gonna do one weapon animation, might as well improve all of them. Piss off with your patchwork half assing.
Title: Re: do devs even test before implementing?
Post by: San on August 19, 2013, 03:02:47 am
How is it better than the 2h/pole stabs? I see a lot of whining but no suggestions. I personally haven't had a problem fighting against 1h stabbers, so please enlighten me. They're comparable to the 2h/pole stabs, but the overall usefulness is now primarily determined by the weapon stats, no more crappy animations.
Title: Re: do devs even test before implementing?
Post by: Kafein on August 19, 2013, 03:10:10 am
seireusly mediocre players are topping score and kd now, was this planned?

Tell me when seriously mediocre 2h players stop topping score and kd. This "great influence on game balance" is simply a considerable amount of people trying out stabbing with 1h because it sucked so much before. No matter if OP or not, there's going to be a lot of 1h around for a few days. Even when archers get nerfed there are suddenly slightly more archers because people like to see what's new. Current 1h stabs are not more OP as hell as any other stab, quit your whining.
Title: Re: do devs even test before implementing?
Post by: Hunter_the_Honourable on August 19, 2013, 03:13:53 am
Suggestion: Change the 1h stab back to how it was. As far as I can tell 1hers weren't in need of a patch.


As for polearm stabs, they've always sucked compared to every other melee weapons stab, apart from pikes and long spears, the fact they do max damage at point blank range is stupid.
Title: Re: do devs even test before implementing?
Post by: Matey on August 19, 2013, 03:28:55 am
I have noticed a ton of people using 1h's now... I haven't noticed 1h's actually being that much better though. People are just trying out the new stab to see if 1h is better than it used to be, most will switch off to something else soon enough. Rather than complain about a large amount of 1h players... why not celebrate less archers? plus... if you are a big gay 2h kicking s key hero you should be getting way more kills with all these no reach 1h guys.
Title: Re: do devs even test before implementing?
Post by: Hunter_the_Honourable on August 19, 2013, 03:33:17 am
I have noticed a ton of people using 1h's now... I haven't noticed 1h's actually being that much better though. People are just trying out the new stab to see if 1h is better than it used to be, most will switch off to something else soon enough. Rather than complain about a large amount of 1h players... why not celebrate less archers? plus... if you are a big gay 2h kicking s key hero you should be getting way more kills with all these no reach 1h guys.

I'm polearm player, now polearms are worse then bother 2hers and 1hers   :mrgreen:
Title: Re: do devs even test before implementing?
Post by: Matey on August 19, 2013, 03:35:22 am
I'm polearm player, now polearms are worse then bother 2hers and 1hers   :mrgreen:

tell that to the poledancers who still run around doing 360 jump instathrusts with their long spears at point blank while wrecking the shit out of 3 players in 3v1s frequently.
Title: Re: do devs even test before implementing?
Post by: Hunter_the_Honourable on August 19, 2013, 03:39:40 am
tell that to the poledancers who still run around doing 360 jump instathrusts with their long spears at point blank while wrecking the shit out of 3 players in 3v1s frequently.

Longspears are just broken, even I can admit that. A 12ft pike that can stab you and do max damage when you're so close you can see down his throat? Is just fucking stupid. I wish all hits just bounced and did no damage if the tip doesn't touch you.

Proper polearms like the axes and what not still suck badly compared to 2hers and now 1hers :-/
Title: Consider past patches. Seriously.
Post by: Malaclypse on August 19, 2013, 03:40:34 am
Consider the question your post is asking as well as the development team it's referring to and you'll have your answer.
Title: Re: do devs even test before implementing?
Post by: Tydeus on August 19, 2013, 05:00:40 am
This thread is truly hilarious. Actually, I shouldn't really confine that statement to just this thread, the change has really done a good job of showing who the more biased players are. It's one thing to dislike the animation changes(there are very good, legitimate reasons for doing so), but the arguments most people use... I just can't help from laughing at so many posts.

Proper polearms like the axes and what not still suck badly compared to 2hers and now 1hers :-/
Someone missed some patch notes.

Title: Re: do devs even test before implementing?
Post by: Jarold on August 19, 2013, 06:00:31 am
It's just the classic cRPG style to say things have been buffed too much when they wouldn't have noticed if it wasn't mentioned. XD
Title: Re: do devs even test before implementing?
Post by: Tzar on August 19, 2013, 06:26:09 am
Tydeus: About the polearm sweat spot on left to right swings, i guess you do know that your now able to swing a 125 Great long axe or a 131 German poleaxe in cluster fucks like a steel pick  :?: :lol:

Was that intended  :?: because it sure feels an looks broken imho  :?

I just guess we gotta get used to it.. its just hard gettin used to, its a bit like the long spear/pike dealing max dmg at 1 cm

Title: Re: do devs even test before implementing?
Post by: Palurgee on August 19, 2013, 06:44:35 am
I like the update, I think one-handers needed a buff. However ... these fucking rondels. God damn they're taking me down in two hits, if not one.
Title: Re: do devs even test before implementing?
Post by: Vodner on August 19, 2013, 07:45:41 am
The one-handed stab is no longer a severely situational attack that almost always fails against faster opponents who zig-zag heavily? Stop the presses, mod is dead.
Title: Re: do devs even test before implementing?
Post by: Paul on August 19, 2013, 07:58:01 am
The usual cRPG post-patch knee-jerk hysteria. Nothing new here.
Title: Re: do devs even test before implementing?
Post by: [ptx] on August 19, 2013, 08:10:06 am
seireusly mediocre players are topping score and kd now, was this planned?
The only thing that has changed about mediocre players topping scoreboards is that 1h has a shot at this now, as well as 2h... Though 2h still does it just as easily. I'm sure you know all about it ;)
Title: Re: do devs even test before implementing?
Post by: Gnjus on August 19, 2013, 08:17:02 am
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Title: Re: do devs even test before implementing?
Post by: rufio on August 19, 2013, 08:28:16 am
nice to see my post got some reactions:), now i like that alot of people call me biased since my main is a 2hander, on the flipside thow my most played character atm is a 1handed shielder cav. and ofc on this character having the ''new'' ( that feels like a very old) 1 handed stab is awesome, i mean it will hit and do full damage in any part of the animation great!! yay, , but no. im just posting this from an overall perspective, because now i see 1 handers 1 shotting heavy horses who come riding at them, i see archers and xbowmen who used to use blunts because they are still inballanced with the high knockdown , switch to stab effective 1handers and just rape in melee with them without having alot if any dedication to the weaponstyle in their build. i see shielders in a pinch just go berserk with the stabs and kill 5 enemys in a row with only stabs since they practicly dont glance or suffer a weapon stun from being blocked. guess what im trying to say is. stabs on any weapon are usually high gain high risk, since and this is from my experience most polearms and 2handers do suffer from a stun into free hit on them if their stabs get blocked. i havent seen this in the onehanders. people have been telling me thow that there will be tweaks to this new change, and im eager to see if you pull it off. now plz go back to minusing my posts, and making fun of how biased i am. good day sirs, and even thow i QQ alot about changes, your free time put into this mod is very much appreciated!

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Title: Re: do devs even test before implementing?
Post by: Molly on August 19, 2013, 09:29:14 am
Thread title: do devs even test before implementing?

Re: does QQufio even think before posting?

Discuss.
Title: Re: do devs even test before implementing?
Post by: rufio on August 19, 2013, 09:33:43 am
i have weird sarcasm sometimes,  :rolleyes:
Title: Re: do devs even test before implementing?
Post by: Sagar on August 19, 2013, 10:07:04 am
Right now with alt - 27/9 - 7IF,  44 head armor, 56 body armor. I died from 1 stab with side sword (unloomed one).
So 1H weapon do more damage than 2H or polearm? I guess you can do more powerful stab with one hand.   :rolleyes:
Title: Re: do devs even test before implementing?
Post by: [ptx] on August 19, 2013, 10:21:08 am
Right now with alt - 27/9 - 7IF,  44 head armor, 56 body armor. I died from 1 stab with side sword (unloomed one).
So 1H weapon do more damage than 2H or polearm? I guess you can do more powerful stab with one hand.   :rolleyes:
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Title: Re: do devs even test before implementing?
Post by: Paul on August 19, 2013, 10:37:04 am
Right now with alt - 27/9 - 7IF,  44 head armor, 56 body armor. I died from 1 stab with side sword (unloomed one).
So 1H weapon do more damage than 2H or polearm? I guess you can do more powerful stab with one hand.   :rolleyes:

I think it's time to hand out bans for bullshitting. The line has to be drawn somewhere.
Title: Re: do devs even test before implementing?
Post by: Kafein on August 19, 2013, 10:38:09 am
i see shielders in a pinch just go berserk with the stabs and kill 5 enemys in a row with only stabs since they practicly dont glance or suffer a weapon stun from being blocked. guess what im trying to say is. stabs on any weapon are usually high gain high risk, since and this is from my experience most polearms and 2handers do suffer from a stun into free hit on them if their stabs get blocked. i havent seen this in the onehanders.

You need to open your eyes then. The blocked thrust stun of 1h has the same length as that of polearms or 2h (one of those is a tiny bit shorter than the other but I don't remember which one exactly, you get the idea). In fact unless you get chamberblocked or use an extremely slow weapon against an extremely fast one (say pike vs katana) the trust stun will never get your enemy a free hit on you in a 1v1.

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Offtopic but +9000

Right now with alt - 27/9 - 7IF,  44 head armor, 56 body armor. I died from 1 stab with side sword (unloomed one).
So 1H weapon do more damage than 2H or polearm? I guess you can do more powerful stab with one hand.   :rolleyes:

Speed bonus is bad for your health.

From a realism point of view, it would be much easier to find weak points in your armor with a short onehander than with anything bigger. Think of it as an agile swordsman that stabbed your eyes through your visor or something.
Title: Re: do devs even test before implementing?
Post by: Jarold on August 19, 2013, 11:05:58 am
If an Arbalest or couched lance can barely kill you in one shot, what makes you think an unloomed side sword did/will?

Also thrust seem more powerful on 1h because the one hands have more thrust damage (only some) and for that they suffer massive swing damage penalties.

Did it suddenly get harder to downblock in this mod or something?!? It's the same for every weapon, JUST BLOCK DOWN!
Title: Re: do devs even test before implementing?
Post by: rufio on August 19, 2013, 11:14:58 am
You need to open your eyes then. The blocked thrust stun of 1h has the same length as that of polearms or 2h (one of those is a tiny bit shorter than the other but I don't remember which one exactly, you get the idea). In fact unless you get chamberblocked or use an extremely slow weapon against an extremely fast one (say pike vs katana) the trust stun will never get your enemy a free hit on you in a 1v1.

Offtopic but +9000

Speed bonus is bad for your health.

From a realism point of view, it would be much easier to find weak points in your armor with a short onehander than with anything bigger. Think of it as an agile swordsman that stabbed your eyes through your visor or something.

i use a mw heavy gs, yes it is the slowest gw if u count the weight in, and yes i do get fucked on the stab stun from glances and blocks alot. i dont have this with one handers, so ye guess thats the weapon speed.
Title: Re: do devs even test before implementing?
Post by: Grumpy_Nic on August 19, 2013, 11:21:59 am
This thread filled some spare minutes with laughter, thanks for posting all this bullcrap.
Title: Re: do devs even test before implementing?
Post by: rufio on August 19, 2013, 11:25:22 am
This thread filled some spare minutes with laughter, thanks for posting all this bullcrap.

l2p
Title: Re: do devs even test before implementing?
Post by: Sagar on August 19, 2013, 11:39:12 am
I'm not lying. That player wearing Peltastos Armor and have Side Sword, agility build (maybe he recognize himself).
Just saying, it is stupid that you can make more damage with 1H sword, than 2H or polearm.
Title: Re: do devs even test before implementing?
Post by: Grumpy_Nic on August 19, 2013, 11:40:54 am
l2p

I play well enough to have fun while playing, thanks for asking. Please complain a bit more, I'm bored atm and need something to cheer me up.
Title: Re: do devs even test before implementing?
Post by: Molly on August 19, 2013, 11:43:42 am
I'm not lying. That player wearing Peltastos Armor and have Side Sword, agility build (maybe he recognize himself).
Just saying, it is stupid that you can make more damage with 1H sword, than 2H or polearm.
Yes, that would be stupid and that's why you can't.
Title: Re: do devs even test before implementing?
Post by: Strudog on August 19, 2013, 11:49:23 am
I think people just need to learn to play with it for a while and not come straight to the forums when they have just been killed by a 1h, i think people have to adapt to the animation and when people will they won't QQ, as long as i top the scoreboard with my longspear, i dont care.

The only problem i have with the 1h stab is that it has not knowingly buffed 1h cav, its a OP piece of shit that just got buffed some more

NERF 1H CAV

Title: Re: do devs even test before implementing?
Post by: rufio on August 19, 2013, 11:50:59 am
it also counters 1 handed cav thow... and generelizing stuff dousnt make for a good argument. i never said 1handed stabs werent underpowered before, just now they have been overbuffed, and should be tweaked down quite abit, seeing something being very op after a change and commenting on it isnt a sin. and i played some good hours before comming to forum and ''QQing'' about this.
Title: Re: do devs even test before implementing?
Post by: Paul on August 19, 2013, 12:11:41 pm
I think people just need to learn to play with it for a while and not come straight to the forums when they have just been killed by a 1h, i think people have to adapt to the animation and when people will they won't QQ, as long as i top the scoreboard with my longspear, i dont care.

The only problem i have with the 1h stab is that it has not knowingly buffed 1h cav, its a OP piece of shit that just got buffed some more

NERF 1H CAV

Afaik 1h stab on foot and 1h stab on horse are two completely different things. The latter hasn't been changed at all last patch.
Title: Re: do devs even test before implementing?
Post by: Strudog on August 19, 2013, 12:30:50 pm
Afaik 1h stab on foot and 1h stab on horse are two completely different things. The latter hasn't been changed at all last patch.

ok my bad, it just felt like i did. ( being 1 hit by 1h horse stab)
Title: Re: do devs even test before implementing?
Post by: Kafein on August 19, 2013, 12:34:27 pm
ok my bad, it just felt like i did. ( being 1 hit by 1h horse stab)

Cavs that can't onehit at high speed are pretty much useless, just saying. You can't stay somewhere and fight until your target is dead.
Title: Re: do devs even test before implementing?
Post by: Strudog on August 19, 2013, 12:50:37 pm
Cavs that can't onehit at high speed are pretty much useless, just saying. You can't stay somewhere and fight until your target is dead.

This is off topic so dont open if not interested about how OP 1h cav is:

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Title: Re: do devs even test before implementing?
Post by: Prpavi on August 19, 2013, 01:13:41 pm
Rufio stop making threads while playing the game, nothing good can come out of it, only rage.
Title: Re: do devs even test before implementing?
Post by: Kafein on August 19, 2013, 02:33:48 pm
This is off topic so dont open if not interested about how OP 1h cav is:

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Title: Re: do devs even test before implementing?
Post by: Gurnisson on August 19, 2013, 02:42:06 pm
1h cav is ridiculous in cRPG. Very easy class which can be quite forgiving too. With a 21/15 build (21/18 or 18/21 if you're lucky enough to have a high level build) the effectiveness is out of this world. It's extremely powerful. I only ever played the class at level 30, but I can imagine people like Royans with their level 35 builds having an easy time.

Sarranid Cavalry Sword in Native - 28 cut
Arabian Cavalry Sword in cRPG (+3) - 36 cut

That's an eight (!) cut difference and with the more effective builds riding- and power strike-wise in cRPG, it just makes the difference even vaster.
Title: Re: do devs even test before implementing?
Post by: JackieChan on August 19, 2013, 02:47:08 pm
So we went throught whining about how OP 1h are in close combat compared to 2h/polearms which "OBVIOUSLY" should have the upper hand, to now whinning about 1h cav because  1/2 players have dedicated high lvl build and can really do good with it?
Come on people get a grip.
Title: Re: do devs even test before implementing?
Post by: rufio on August 19, 2013, 02:53:33 pm
still the one handed stab is op  :lol:
Title: Re: do devs even test before implementing?
Post by: Paul on August 19, 2013, 02:55:50 pm
Well, Panos has yet to whine about 2h here. So it's not over yet.
Title: Re: do devs even test before implementing?
Post by: Nordwolf on August 19, 2013, 03:09:23 pm
Just throwing it here:
From my point of view (Long Axe user), these axes are as fast as longsword now, if not faster. I can usually outhit any pick users and such, and sometimes even onehanded stabs. (21 agi)

Though I think it's fine as long as longswords stay same. (they have more thrust damage but less cut, and more length because of stab)


One issue I am probably going to make a post since forever with 2h, and since last patch with pole:
I can find myself many times hitting full damage anyone who gets into last move of overhead (when it looks like it's already going up, it still does damage if you spin into it)
Title: Re: do devs even test before implementing?
Post by: Jarlek on August 19, 2013, 03:30:35 pm
My biggest issue with the new 1h stab is that I keep forgetting to block them. I'm so used to just backpedal when a 1hander stabs and just let it glance, giving me a free hit. Now they don't glance yet I still keep forgetting to block them.

Well well, good thing I traded my heavy throwing axes for a side sword before the animation change. Most lucky trade I've ever done :D
Title: Re: do devs even test before implementing?
Post by: Fuma Kotaro on August 19, 2013, 03:42:19 pm
these 1 handed stabs? whats going on? they are op as hell, everybody and his sons and daughters are getting a sidesword and just having a pisseazy time topping scoreboards... and all threads are compairing it to 2handed lol stab. i thought 1handers werent supposed to be as strong as 2 handers, because they had a shield witch gives them way different roles in teamplay, now 1 hander is a primary damage dealing class. arguably the strongest in closequarters combat. i dont get what the devs were thinking when they implemented this change. seireusly mediocre players are topping score and kd now, was this planned? did devs want to make a class that was nice for newbies to play?
Maybe it is a bit more skill requiring to kill a poor 1h with your outreaching gayswords of Doom
Title: Re: do devs even test before implementing?
Post by: XyNox on August 19, 2013, 03:48:34 pm
I think it's time to hand out bans for bullshitting. The line has to be drawn somewhere.

FUCKING HELL DO IT ALREADY !
Title: Re: do devs even test before implementing?
Post by: rufio on August 19, 2013, 04:05:58 pm
FUCKING HELL DO IT ALREADY !

my old friendget
Title: Re: do devs even test before implementing?
Post by: Smoothrich on August 19, 2013, 04:19:35 pm
I'm not lying. That player wearing Peltastos Armor and have Side Sword, agility build (maybe he recognize himself).
Just saying, it is stupid that you can make more damage with 1H sword, than 2H or polearm.

I remember you whining in another thread before any patches that 1hander agility builds were overpowered because they didn't glance on your full plate, strength stacked 2hand great sword build with every swing. You even have full plate in your avatar. You are a terrible player, and probably a terrible person irl.
Title: Re: do devs even test before implementing?
Post by: rufio on August 19, 2013, 04:27:14 pm
I remember you whining in another thread before any patches that 1hander agility builds were overpowered because they didn't glance on your full plate, strength stacked 2hand great sword build with every swing. You even have full plate in your avatar. You are a terrible player, and probably a terrible person irl.

thats just mean
Title: Re: do devs even test before implementing?
Post by: Sagar on August 19, 2013, 04:28:15 pm
LOL .... kids
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Title: Re: do devs even test before implementing?
Post by: karasu on August 19, 2013, 04:44:41 pm
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Title: Re: do devs even test before implementing?
Post by: Paul on August 19, 2013, 05:01:28 pm
1h cav is ridiculous in cRPG. Very easy class which can be quite forgiving too. With a 21/15 build (21/18 or 18/21 if you're lucky enough to have a high level build) the effectiveness is out of this world. It's extremely powerful. I only ever played the class at level 30, but I can imagine people like Royans with their level 35 builds having an easy time.

Sarranid Cavalry Sword in Native - 28 cut
Arabian Cavalry Sword in cRPG (+3) - 36 cut

That's an eight (!) cut difference and with the more effective builds riding- and power strike-wise in cRPG, it just makes the difference even vaster.

There is no bumpslash nerf in Native like in cRPG that halves damage.
Title: Re: do devs even test before implementing?
Post by: Tibe on August 19, 2013, 05:01:56 pm
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Greatswords rot your brain kids. Not even once!
Title: Re: do devs even test before implementing?
Post by: CrazyCracka420 on August 19, 2013, 07:21:30 pm
Posting in a QQufio thread

Also Sagar lies all the time about how quickly he died to some weapon.  Before it was archers, now it's 1h. 

And we never have relevant information. Which direction were you traveling in relation to the person who swung the weapon (what speed modifier was applied).  How much iron flesh do you have, how much armor were you wearing, where in your body did you get hit.  How much power strike (or power draw) and effective WPF the enemy had, what type of weapon were they using, was the weapon loomed?

Even if you're not lying with all your bullshit (I DIED IN ONE HIT) that you post on the forums (which I think you're full of shit) you're not providing the information necessary for us to form a valid opinion from your experience.  It's anecdotal at best (which does nothing to provide useful information) and facetious or outright lying at worse.  So just stop already.

The 1h thrust isn't suddenly too powerful.  You're doing something wrong if you're getting constantly owned by a 1h stab (like not down blocking).
Title: Re: do devs even test before implementing?
Post by: Elindor on August 19, 2013, 07:29:02 pm
Nice thread we got here lol.

I think we can all agree stabs in warband are not the best example of physics....now all the weapon types share this aspect, so it's balanced I guess.

I don't think 1h stab is OP necessary any more than the 2h lolstab (and I am 2h scrub) or some of the pole stabs...I just hope everyone can stop default hating on 2h now lol....although that's probably wishful thinking.
Title: Re: do devs even test before implementing?
Post by: Bulzur on August 19, 2013, 07:34:41 pm
There is no bumpslash nerf in Native like in cRPG that halves damage.

There's one in cRPG ?  :shock:
That halves damage ?
Is there also the bumpthrust ? Or just the bumpslash ?
So if i die (wich i do) in one hit from a bumpslash, it'd mean i'd have died twice if it was a normal slash ? OMG.

At least, Rufio QQthread made me learn something new.


Edit : Oh, and to OP, i admit i'd have prefered if 2hstab was nerfed, rather than buffing that 1hstab. But it's done, only need to get used to it now.
And nudge is still terribly OP when done correctly by 1h without shield (ask Jackie the abuser :P). That's a current real problem.
Title: Re: do devs even test before implementing?
Post by: Jarlek on August 19, 2013, 08:07:20 pm
Edit : Oh, and to OP, i admit i'd have prefered if 2hstab was nerfed, rather than buffing that 1hstab. But it's done, only need to get used to it now.
And nudge is still terribly OP when done correctly by 1h without shield (ask Jackie the abuser :P). That's a current real problem.
1h AND polearm stab. Both were changed to better match the animation.
Title: Re: do devs even test before implementing?
Post by: NejStark on August 19, 2013, 08:19:24 pm
I for one welcome our new Rondel overlords.
Title: Re: do devs even test before implementing?
Post by: karasu on August 19, 2013, 08:46:08 pm
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Title: Re: do devs even test before implementing?
Post by: Sagar on August 19, 2013, 08:52:51 pm
Posting in a QQufio thread

First read what I wrote at first post (and all two threads about 1H new stab).
Did I say that I dying all time from 1H stab - no.
He stab me ones at beginning of the round (I have full health), and he kill me. That is all - I was playing with my alt (stat is on first post).

If it's okay for the community that 1h sword can make this high thrust damage, then we need rebalancing thrust (read buff) for other weapons (read 2H and polearms).
Than we will see real rage and QQ at forum.
Because if you use common sense, it is not possible that 1H sword can make higher or equal damage like 2h or polearm.
Title: Re: do devs even test before implementing?
Post by: Berserkadin on August 19, 2013, 09:02:06 pm
First read what I wrote at first post (and all two threads about 1H new stab).
Did I say that I dying all time from 1H stab - no.
He stab me ones at beginning of the round (I have full health), and he kill me. That is all - I was playing with my alt (stat is on first post).

If it's okay for the community that 1h sword can make this high thrust damage, then we need rebalancing thrust (read buff) for other weapons (read 2H and polearms).
Than we will see real rage and QQ at forum.
Because if you use common sense, it is not possible that 1H sword can make higher or equal damage like 2h or polearm.
Please.

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Title: Re: do devs even test before implementing?
Post by: Paul on August 19, 2013, 09:04:16 pm
As long as the victim is in the stagger anim that comes from getting horsebumped(or ranged hit) and the damage dealer is mounted, the player will receive halved damage. That can be a bump slash, stab, punch or even a horse archer hit from across the map. Blame cmp, it's his doing.

I should probably improve it to cancel out the most retarded cases but I decided to leave it untouched as a testimony of cmp's shamefur dispray.
Title: Re: do devs even test before implementing?
Post by: Tibe on August 19, 2013, 09:16:12 pm
.... shamefur dispray.
Commit sudoku!
Title: Re: do devs even test before implementing?
Post by: [ptx] on August 19, 2013, 09:32:34 pm
As long as the victim is in the stagger anim that comes from getting horsebumped(or ranged hit) and the damage dealer is mounted, the player will receive halved damage. That can be a bump slash, stab, punch or even a horse archer hit from across the map. Blame cmp, it's his doing.

I should probably improve it to cancel out the most retarded cases but I decided to leave it untouched as a testimony of cmp's shamefur dispray.
So, an ally hitting an ally with stones can save him from getting killed by an enemy cav?

Commit sudoku!
(click to show/hide)
Title: Re: do devs even test before implementing?
Post by: Smoothrich on August 19, 2013, 10:31:00 pm
As long as the victim is in the stagger anim that comes from getting horsebumped(or ranged hit) and the damage dealer is mounted, the player will receive halved damage. That can be a bump slash, stab, punch or even a horse archer hit from across the map. Blame cmp, it's his doing.

I should probably improve it to cancel out the most retarded cases but I decided to leave it untouched as a testimony of cmp's shamefur dispray.

Wow what, lol. When was this even added? Its seriously stupid. Bump slashes can be avoided with individual skill by awareness/dodging/not being a 42 strength build in full plate. They aren't in any way overpowered. It actually requires more skill to land bump slashes + short weapon hit as a cav player than just spamming a lance or arabian cav sword (which already do more damage than most short weapons in the first place.)
Title: Re: do devs even test before implementing?
Post by: Mala on August 19, 2013, 10:31:51 pm
2handers cant facehug insta stab like 1 handers can, 2handers also suffer glance downtime
...

so you have killed me with a 2h stab at facehug range today on siege.
do i have to fill out a ban request because you must  have obviously cheated if it is impossible with a 2h stab?
Title: Re: do devs even test before implementing?
Post by: rufio on August 19, 2013, 10:44:32 pm
yes plz , i did turn into your 0 armor face
Title: Re: do devs even test before implementing?
Post by: Herkkutatti666 on August 19, 2013, 11:04:43 pm
It's all worse now, don't "fix" the game to be worse.
Title: Re: do devs even test before implementing?
Post by: IR_Kuoin on August 19, 2013, 11:13:31 pm
Tried the new stab today, its not really that big of a difference, fighting against and with a 1-hander feels just the same.
Title: Re: do devs even test before implementing?
Post by: Shik on August 19, 2013, 11:43:32 pm
Wow what, lol. When was this even added?
2 years ago almost
Title: Re: do devs even test before implementing?
Post by: Mala on August 20, 2013, 12:03:04 am
yes plz , i did turn into your 0 armor face
so you admit that you have lied?
Title: Re: do devs even test before implementing?
Post by: rufio on August 20, 2013, 12:35:11 am
nah you just misinterpet, 2 handers dont hit before the animation you need to turn them into someone, 1 handers now on the other hand u just press W and stab, and that shit hits instantly. you scrubs just need to figure it out. go watch byzantium jackie play maybe or any other good 1handed player.
Title: Re: do devs even test before implementing?
Post by: JackieChan on August 20, 2013, 12:54:10 am
nah you just misinterpet, 2 handers dont hit before the animation you need to turn them into someone, 1 handers now on the other hand u just press W and stab, and that shit hits instantly. you scrubs just need to figure it out. go watch byzantium jackie play maybe or any other good 1handed player.
QQ
(click to show/hide)
Title: Re: do devs even test before implementing?
Post by: rufio on August 20, 2013, 01:21:42 am
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Title: Re: do devs even test before implementing?
Post by: Clockworkkiller on August 20, 2013, 01:41:58 am
It's these fucking polearms which I'm pissed about, any one with a long axe automatically stomps the field
Title: Re: do devs even test before implementing?
Post by: Hunter_the_Honourable on August 20, 2013, 01:55:20 am
It's these fucking polearms which I'm pissed about, any one with a long axe automatically stomps the field


No... just no...
Title: Re: do devs even test before implementing?
Post by: Kafein on August 20, 2013, 02:35:19 am
1h cav is ridiculous in cRPG. Very easy class which can be quite forgiving too. With a 21/15 build (21/18 or 18/21 if you're lucky enough to have a high level build) the effectiveness is out of this world. It's extremely powerful. I only ever played the class at level 30, but I can imagine people like Royans with their level 35 builds having an easy time.

Sarranid Cavalry Sword in Native - 28 cut
Arabian Cavalry Sword in cRPG (+3) - 36 cut

That's an eight (!) cut difference and with the more effective builds riding- and power strike-wise in cRPG, it just makes the difference even vaster.

1. what paul said
2. In cRPG you have to spend more riding skill points and you get less
3. All horses have worse stats
4. Everybody runs around with very high body and head armor, and 1h cav have 0 decent blunt/pierce options except stabbing with their swords
5. Last time I played, cav was pretty much shit in Native anyway


nah you just misinterpet, 2 handers dont hit before the animation you need to turn them into someone, 1 handers now on the other hand u just press W and stab, and that shit hits instantly. you scrubs just need to figure it out. go watch byzantium jackie play maybe or any other good 1handed player.

All weapons do this. But it was fine when 1h couldn't because *reasons*

Title: Re: do devs even test before implementing?
Post by: JackieChan on August 20, 2013, 04:42:50 am
Crpg now, according to QQufio:

(click to show/hide)
Title: Re: do devs even test before implementing?
Post by: Tydeus on August 20, 2013, 05:18:12 am
Crpg now, according to QQufio:

(click to show/hide)
That video has 1 swing in it and it glances off the guy on the left's head. Buff 1h cut damage.
Title: Re: do devs even test before implementing?
Post by: rufio on August 20, 2013, 09:14:48 am
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Title: Re: do devs even test before implementing?
Post by: Phew on August 20, 2013, 07:01:44 pm
Everyone says "combat is too slow, speed up combat". So Tydeus makes a few of the animations no longer do nothing during the first 10-20% of their progression (effectively speeding up combat 10-20%), and those same people that wanted faster combat complain.

Here's my question; if you are suddenly getting killed by 1h thrusts all the time, what did you used to do? Not block them and assume they would glance? (which was a good assumption, and is STILL a good assumption in facehug range). You don't see a problem with the fact that 50% of 1h attack options (thrust and right swing) were pretty much a guaranteed glance before?

When fighting a 2h player, you have to be prepared to block all 4 attack directions in nearly every situation. Now the same is mostly true with pole and 1h, and I think it's great. I'm sorry you can't just blindly block right while fighting 1h players anymore; I'm sure you'll adapt and be a better player for it.
Title: Re: do devs even test before implementing?
Post by: Brrrak on August 20, 2013, 07:13:47 pm
As long as we're breaking the status quo, can we make swings not wide arcs of idiocy that simply invite the enemy to suck on your nipple a little before stabbing you in your dick?
Title: Re: do devs even test before implementing?
Post by: rufio on August 20, 2013, 07:22:59 pm
yeee, because the reason for people to go on forums is because they get killed by stuff and dont like it... yeeeaaah, spot on righ there, because you cant talk ( qq ) about ballance or changes, without being a bad player right ?? riiight?? it seems to be the logic of alot of arrogant cunts in this community. i do fine in combat and will nomatter what the changes, i do see what is OP compaired to what is not thow. or what throws off teamplay. ( ranged stagger) ( defensive class that gets buffed to the point it is as effective as an offensive class) ah well , cya in my next QQ thread .
Title: Re: do devs even test before implementing?
Post by: CrazyCracka420 on August 20, 2013, 07:27:14 pm
You sure can talk about balance without resorting to QQ (in theory, but apparently not in practice).  But if you make a QQ thread, you get called out on it.  You didn't make a "let's discuss game balance" you started the thread with the title of "do devs even test before implementing"..you set the tone of the discussion to be a QQ thread from the outset.
Title: Re: do devs even test before implementing?
Post by: rufio on August 20, 2013, 07:30:20 pm
i am qqfio this is what i do.
Title: Re: do devs even test before implementing?
Post by: karasu on August 20, 2013, 07:55:32 pm
Title: Re: do devs even test before implementing?
Post by: AntiBlitz on August 20, 2013, 08:31:10 pm
yeee, because the reason for people to go on forums is because they get killed by stuff and dont like it... yeeeaaah, spot on righ there, because you cant talk ( qq ) about ballance or changes, without being a bad player right ?? riiight?? it seems to be the logic of alot of arrogant cunts in this community. i do fine in combat and will nomatter what the changes, i do see what is OP compaired to what is not thow. or what throws off teamplay. ( ranged stagger) ( defensive class that gets buffed to the point it is as effective as an offensive class) ah well , cya in my next QQ thread .

Rufio im glad you just realized that coming to the forums is pointless, it does nothing, literally nothing.  Tydeus believes he is now perfection, and the Dev's could give to fucks about what you think.  The only point in coming on the forums is to be a whitty asshole so that you can insult everyones posts and become some sort of renown king.


You sure can talk about balance without resorting to QQ (in theory, but apparently not in practice).  But if you make a QQ thread, you get called out on it.  You didn't make a "let's discuss game balance" you started the thread with the title of "do devs even test before implementing"..you set the tone of the discussion to be a QQ thread from the outset.

It doesnt matter if you start your topics with, "hey i just wanna make some suggestions, lets talk about it", or Hey everyone go fuck yourself Kuyaks and 2h is gay.  You will still get trolled, shitposted, and slandered by every cock bag in this community.
Title: Re: do devs even test before implementing?
Post by: Phew on August 20, 2013, 08:41:38 pm
"hey i just wanna make some suggestions, lets talk about it"

This hasn't been my experience; when rational posters (San, Jarold, Palurgee, Rebelyell, etc) make well thought-out suggestions supported by factual arguments, the community generally embraces them, and often the devs incorporate their ideas (dagger quick draw, armoury changes, etc). Posters that whine like a child do generally get berated by the community and ignored by the devs.
Title: Re: do devs even test before implementing?
Post by: AntiBlitz on August 21, 2013, 02:25:43 am
This hasn't been my experience; when rational posters (San, Jarold, Palurgee, Rebelyell, etc) make well thought-out suggestions supported by factual arguments, the community generally embraces them, and often the devs incorporate their ideas (dagger quick draw, armoury changes, etc). Posters that whine like a child do generally get berated by the community and ignored by the devs.

i dont see any "whining" in any of these threads that were suggestions and yet they seem pretty ignored to me by the community, however god forbid someone wants to complain about something they feel passionately ruins gameplay and you get 7 pages of shit......

These are all pretty good suggestions, no embracing happening here........no incorporation either.......

http://forum.meleegaming.com/suggestions-corner/polearms-blocking-view/15/
http://forum.meleegaming.com/suggestions-corner/a-new-mode-for-battle/
http://forum.meleegaming.com/suggestions-corner/secondary-melee-mode-for-throwing-knives-and-daggers!!!/
http://forum.meleegaming.com/suggestions-corner/running-speed-and-elevation/
http://forum.meleegaming.com/suggestions-corner/upkeep-based-on-riding/
http://forum.meleegaming.com/suggestions-corner/riding-speed-modified-by-gear-weight/
http://forum.meleegaming.com/suggestions-corner/eastern-horsez!/msg830340/#msg830340


whole lotta embracing, whole lot of it aint in the fuckin game!
http://forum.meleegaming.com/suggestions-corner/add-crouching!/
http://forum.meleegaming.com/suggestions-corner/more-horses-%28models-and-stats-are-included%29/
http://forum.meleegaming.com/suggestions-corner/remove-diesel-engine-from-siege-towers/
http://forum.meleegaming.com/suggestions-corner/allow-dismounting-horses-while-they-are-moving/
http://forum.meleegaming.com/general-discussion/and-yet-one-more-thread-about-new-armors/
http://forum.meleegaming.com/suggestions-corner/lederhosen-beer/

None of this has been any of your experience because you never post anything that warrants thought, like 70% of the threads you started have been in the Marketplace.
Title: Re: do devs even test before implementing?
Post by: rufio on August 21, 2013, 02:31:33 am
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Title: Re: do devs even test before implementing?
Post by: [ptx] on August 21, 2013, 07:26:15 am
i dont see any "whining" in any of these threads that were suggestions and yet they seem pretty ignored to me by the community, however god forbid someone wants to complain about something they feel passionately ruins gameplay and you get 7 pages of shit......

These are all pretty good suggestions, no embracing happening here........no incorporation either.......

http://forum.meleegaming.com/suggestions-corner/polearms-blocking-view/15/
http://forum.meleegaming.com/suggestions-corner/a-new-mode-for-battle/
http://forum.meleegaming.com/suggestions-corner/secondary-melee-mode-for-throwing-knives-and-daggers!!!/
http://forum.meleegaming.com/suggestions-corner/running-speed-and-elevation/
http://forum.meleegaming.com/suggestions-corner/upkeep-based-on-riding/
http://forum.meleegaming.com/suggestions-corner/riding-speed-modified-by-gear-weight/
http://forum.meleegaming.com/suggestions-corner/eastern-horsez!/msg830340/#msg830340


whole lotta embracing, whole lot of it aint in the fuckin game!
http://forum.meleegaming.com/suggestions-corner/add-crouching!/
http://forum.meleegaming.com/suggestions-corner/more-horses-%28models-and-stats-are-included%29/
http://forum.meleegaming.com/suggestions-corner/remove-diesel-engine-from-siege-towers/
http://forum.meleegaming.com/suggestions-corner/allow-dismounting-horses-while-they-are-moving/
http://forum.meleegaming.com/general-discussion/and-yet-one-more-thread-about-new-armors/
http://forum.meleegaming.com/suggestions-corner/lederhosen-beer/

None of this has been any of your experience because you never post anything that warrants thought, like 70% of the threads you started have been in the Marketplace.
Probably because implementing things isn't a matter of some dev just hitting a checkbox "Implement this!"? And perhaps they just don't agree with many of these things being in cRPG?
Title: Re: do devs even test before implementing?
Post by: AntiBlitz on August 21, 2013, 07:48:54 am
Probably because implementing things isn't a matter of some dev just hitting a checkbox "Implement this!"? And perhaps they just don't agree with many of these things being in cRPG?

alot of things like crouching, and the gear was handed over on a silver platter, yet they refuse to touch it like its the holy fucking tree of knowledge, and Panos is the snake.

 I agree it's there mod, but when you get 300 likes, and 70 pages about it, i cant believe they wouldnt atleast do something about it.
Title: Re: do devs even test before implementing?
Post by: Paul on August 21, 2013, 07:59:15 am
Crouching is not on a silver plate. We don't use Warband 1.15x so its not already there. There is no engine support in the client cRPG uses. We would have to implement it on our own and you have no clue of the amount of work or shitworkarounds it would take. I won't do that. Cmp is probably too busy coding other stuff for a living so I doubt he'll upgrade cRPG anytime soon.

Almost all suggestions mentioned can't be done in the MS without heavy workarounds and would need WSE changes for proper implementation. So no, won't happen. Also, no Shik, no new stuff until new hierachy.
Title: Re: do devs even test before implementing?
Post by: Phew on August 21, 2013, 07:08:00 pm
The community would probably appreciate it if the devs more promptly/frequently responded to the rational suggestion threads (like Paul just did), and clarify whether they:
-Like the idea, but lack the resources to implement it
-Like the idea, and plan to implement it
-Dislike like idea (and describe why)
Doing so wouldn't take much of their time, and would build a lot of goodwill for the new game.

And AntiBlitz, you may find that people would take you more seriously if your avatar wasn't so epilepsy-inducing, NSFW, misogynist, and juvenile. I usually can't muster the will to read your posts for fear that my daughter/wife/boss would see that abomination on my screen. I'm sure it's considered appropriate on the "Anime for Lonely Tweens Forum" or wherever you also spend your time, but it's out of place here.

Rufio; this thread has run its course, and you should probably lock it before things spiral even deeper into the excrement.
Title: Re: do devs even test before implementing?
Post by: Tydeus on August 21, 2013, 08:14:14 pm
The community would probably appreciate it if the devs more promptly/frequently responded to the rational suggestion threads (like Paul just did), and clarify whether they:
-Like the idea, but lack the resources to implement it
-Like the idea, and plan to implement it
-Dislike like idea (and describe why)
Doing so wouldn't take much of their time, and would build a lot of goodwill for the new game.
Let's be honest, replying thoroughly to everyone's ideas and respectfully devoting the time it takes to think about the implications, complications, advancements, how one would implement the idea, and any other important aspects, really will take a massive chunk out of your day. Afterwards, you get to deal with rebuttals or even worse, future reposts and the expectation is always going to be there for you to reply, likely to a greater extent if you make a habit out of doing so.

Just about every thread in this or the balance sections has a response from at least urist(active dev and item balancer) or myself (item balancer + ruining the game with animations), if there isn't one, then it's very likely that it would either take cmp(very busy) to do, or it's simply not realistic to try and implement.

It might be worth mentioning, as it has happened several times in the past, but irc is every but as good(pretty sure it has a higher success rate) for having a meaningful discussion and bringing attention to new ideas. Recently there was a post, or maybe a thread by Vodner(Saul Canner) about randomness in the damage formula. I'm not sure if I asked him to get in irc (I tell people this all the time that I talk to in TS or in game), but he showed up and promoted his randomness change and within an hour I believe, the change was committed(meaning it was ready to go live for the next patch).

So if you really feel like there's an issue that isn't being noticed properly try irc, and remember to be patient in your wait for a response. IRC is something most of us idle, it's not like a chatroom where you're hovering over the window waiting for replies(Do these even exist still?).
Title: Re: do devs even test before implementing?
Post by: Phew on August 21, 2013, 08:39:25 pm
I haven't used an IRC channel since circa 1992, and I think most people feel the same way. The forums provide archival and a broad audience, whereas IRC seems very "behind the curtain", which strikes most of the community as somewhat elitist. After all, if you can type "sounds interesting, we'll look into it" in IRC, you can type it in a forum reply just as easily. This way the entire community has one place to go and see all of the changes that are being considered.

Tydeus, you've already increased dev transparency by an order of magnitude, and that's appreciated. Ignore the 5% that crap on you, the rest of us appreciate feeling like we've been heard.
Title: Re: do devs even test before implementing?
Post by: NejStark on August 21, 2013, 08:49:59 pm
If I was working on this mod, I'd just paste 'shut up and play the fucking game' on every thread. Even ones that had nothing to do with features/bugs/balance.
Title: Re: do devs even test before implementing?
Post by: Molly on August 21, 2013, 08:50:39 pm
[...]

Tydeus, you've already increased dev transparency by an order of magnitude, and that's appreciated. Ignore the 5% that crap on you, the rest of us appreciate feeling like we've been heard.
This... I guess.
Title: Re: do devs even test before implementing?
Post by: JackieChan on August 21, 2013, 09:55:20 pm
Seems like crpg is just a play ground for devs. "Lets ignore most of what the community wants, pretend its impossible to do/takes to much time and lets play around with coding or whatever."
Was nudges a suggestion (was it even suggested?) from the community with wide spread approval like other stuff? No.
BUT someone wanted to have fun with coding and made it.
Heres a clear answer.

Guess its not worth making suggestions anymore.

/rage answer
Title: Re: do devs even test before implementing?
Post by: Phew on August 21, 2013, 10:01:41 pm
Seems like crpg is just a play ground for devs.

You just described every free mod ever created for any game. If your hobby was oil painting, would you paint what some random art critics wanted you to paint, or would you paint what you enjoyed painting?

My worry is that the dev team will carry over their crpg attitudes to the new game, and it will fail as a result. As both an investor and someone who wants to play the new game, I hope they take a completely different attitude with their paying customers/investors. Developer arrogance has sunk many a promising indie game, but a good relationship with the player community can lead to huge commercial success.
Title: Re: do devs even test before implementing?
Post by: AntiBlitz on August 21, 2013, 10:05:47 pm
Guess its not worth making suggestions anymore.

This^^^^^^^


Title: Re: do devs even test before implementing?
Post by: Kafein on August 21, 2013, 10:07:03 pm
Seems like crpg is just a play ground for devs. "Lets ignore most of what the community wants, pretend its impossible to do/takes to much time and lets play around with coding or whatever."
Was nudges a suggestion (was it even suggested?) from the community with wide spread approval like other stuff? No.
BUT someone wanted to have fun with coding and made it.
Heres a clear answer.

Guess its not worth making suggestions anymore.

/rage answer

That was the whole point of that big poll "what do you want for cRPG". New features won, so it was a free ticket to add virtually anything. I'm not saying nudges are a horrible thing, but patching up things that don't work quite as well as they should in the parts of the game that already work would have been better if feasible (which is likely not the case).
Title: Re: do devs even test before implementing?
Post by: Paul on August 21, 2013, 10:13:53 pm
ok, I'll stop doing stuff for crpg then. bye.
Title: Re: do devs even test before implementing?
Post by: JackieChan on August 21, 2013, 10:17:38 pm
You just described every free mod ever created for any game. If your hobby was oil painting, would you paint what some random art critics wanted you to paint, or would you paint what you enjoyed painting?

My worry is that the dev team will carry over their crpg attitudes to the new game, and it will fail as a result. As both an investor and someone who wants to play the new game, I hope they take a completely different attitude with their paying customers/investors. Developer arrogance has sunk many a promising indie game, but a good relationship with the player community can lead to huge commercial success.
Yes i know its a free mod, but when you got such a big commuinty behind such a mod and part of it is supporting financially the developement of a whole new game. You got to take things seriously.

That was the whole point of that big poll "what do you want for cRPG". New features won, so it was a free ticket to add virtually anything. I'm not saying nudges are a horrible thing, but patching up things that don't work quite as well as they should in the parts of the game that already work would have been better if feasible (which is likely not the case).
Yes, the "new features" was won but closely followed by changing/improving reward (XP/gold) system and
adding new gamemodes (Stronghold, CTF, Conquest, Commander Battle...) Which should show that what the community really wants is not ONLY new features, but all of those other stuffs (nothing was done for the other stuff from what i see).
Title: Re: do devs even test before implementing?
Post by: Kafein on August 21, 2013, 10:18:27 pm
ok, I'll stop doing stuff for crpg then. bye.

I know you won't  :twisted:
Title: Re: do devs even test before implementing?
Post by: Smoothrich on August 21, 2013, 10:38:39 pm
ok, I'll stop doing stuff for crpg then. bye.

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Title: Re: do devs even test before implementing?
Post by: Falka on August 21, 2013, 10:44:55 pm
Yes, the "new features" was won but closely followed by changing/improving reward (XP/gold) system and
adding new gamemodes (Stronghold, CTF, Conquest, Commander Battle...) Which should show that what the community really wants is not ONLY new features, but all of those other stuffs (nothing was done for the other stuff from what i see).

We got new siege - conquest, but everyone was raging cause it was impossible to get multi there, so conquest was removed. And though nudge was fucked up at the beginning now it's nice feature according to me. Dunno why you're crying.

Rufio im glad you just realized that coming to the forums is pointless, it does nothing, literally nothing.  Tydeus believes he is now perfection, and the Dev's could give to fucks about what you think.  The only point in coming on the forums is to be a whitty asshole so that you can insult everyones posts and become some sort of renown king.

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Yes i know its a free mod, but when you got such a big commuinty behind such a mod and part of it is supporting financially the developement of a whole new game. You got to take things seriously.

Paul isn't dev of Melee BG, didnt get a single coin from you, so why should he care about investors? :P
Title: Re: do devs even test before implementing?
Post by: AntiBlitz on August 21, 2013, 10:56:44 pm
We got new siege - conquest, but everyone was raging cause it was impossible to get multi there, so conquest was removed. And though nudge was fucked up at the beginning now it's nice feature according to me. Dunno why you're crying.

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Paul isn't dev of Melee BG, didnt get a single coin from you, so why should he care about investors?

point proven, why post a gif insulting someone.  congratulations
Title: Re: do devs even test before implementing?
Post by: Falka on August 21, 2013, 11:01:06 pm
why post a gif insulting someone.

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 :P

Btw,
The only point in coming on the forums is to be a whitty asshole so that you can insult everyones posts
You're a fucking idiot......

LOL  :P

Title: Re: do devs even test before implementing?
Post by: Nightmare798 on August 21, 2013, 11:10:06 pm
i am getting a feeling that ruffio decided to farm infamy  :mrgreen:
Title: Re: do devs even test before implementing?
Post by: AntiBlitz on August 21, 2013, 11:28:50 pm
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 :P

Btw,
LOL  :P

god your good at insulting people behind that monitor, i envy your gif/meme skills.  Anyways can we both agree to quit while ahead, no need to both continue shitting on one another, and in the process the thread.
Title: Re: do devs even test before implementing?
Post by: Jarold on August 22, 2013, 12:20:22 am
ok, I'll stop doing stuff for crpg then. bye.

bye.
Title: Re: do devs even test before implementing?
Post by: Molly on August 22, 2013, 12:30:00 am
Yes i know its a free mod, but when you got such a big commuinty behind such a mod and part of it is supporting financially the developement of a whole new game. You got to take things seriously.
Yes, the "new features" was won but closely followed by changing/improving reward (XP/gold) system and
adding new gamemodes (Stronghold, CTF, Conquest, Commander Battle...) Which should show that what the community really wants is not ONLY new features, but all of those other stuffs (nothing was done for the other stuff from what i see).
That's just nonsense. Nobody made you pay. Nobody makes you play.
I'm surprised by this lack of gratitude to be honest. A lot of work and time already went into crpg. Hundreds if not even thousands of hours of spare time and work. Not to mention the money spend for the server. I mean, let's be honest, the few € donated by some people now and then can't even keep one server running for 3 and more years.
I can't wrap my head around it how you could come in here and demand new stuff. You're not even asking nicely but demanding stuff. That is pretty arrogant.
If you don't feel entertained any more, then by all means leave and play something else.
I do understand that there are still a few things in the game that are annoying but especially cmp already stated several times that there are a lot of things that are nearly impossible to fix.
Also, as "Scholar" you should know very well that the focus is on something else right now and, personally, I really hope that it stays that way. With accepting the money of their community, the Donkey Crew has higher responsibilities to the investors than to the players of their free mod. And again, I really hope it stays that way.
I want them to focus on their new project so it can be everything they hope to achieve and we hope to enjoy. So when it comes down to this: Fuck crpg!

Though I wanna point out at this point that I am very grateful to Paul and Tydeus for picking up at this point and that they still try to improve the mod. And everyone else who is working on it and I might not even know about.

Just play the fucking game or leave it be.

Sorry for the wall of text... Back to witty one liners and gif posting :wink:
Title: Re: do devs even test before implementing?
Post by: Falka on August 22, 2013, 12:43:32 am
(click to show/hide)

 Back to ...... gif posting :wink:
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Title: Re: do devs even test before implementing?
Post by: karasu on August 22, 2013, 03:05:53 am
ok, I'll stop doing stuff for crpg then. bye.

You want ban?

ban?



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Title: Re: do devs even test before implementing?
Post by: JackieChan on August 22, 2013, 05:24:42 am
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Yeah... i may have sounded a bit harsh there to whoever i "offended", as written in the same post it was more of a "rage QQ post" than anything (following the line of master QQufio  :wink:)
This whole idea of crouch suggestion is very close to my heart, i mean nearly every other warband mod has it. I can't conceive that something like WSE cannot support it, while at the same time it is supposed to allow more things to be added in the game (if i understand it correctly).
I didnt mean to sound arrogant or anything else when making my suggestions, i just wanted to make sure they were heard, I just feel that the gameplay would be improved by this and players will in turn enjoy crpg even more than now. I guess i overdid it.
 
After thinking about it, yes you are right, it is a free mod made by people who spared their own free time on this project.
I forgot that it was the devs that chose what to implement in the game and not the community forcing them to do it.
I should spend less time on the suggestion board as it is messing with my mind :x

benkei,
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Title: Re: do devs even test before implementing?
Post by: Tydeus on August 22, 2013, 06:47:53 am
I can't conceive that something like WSE cannot support it
This wasn't the reason given, maybe go back and read Urist's post(s) now that you seem to have calmed down plenty?

Crouching is not on a silver plate. We don't use Warband 1.15x so its not already there. There is no engine support in the client cRPG uses. We would have to implement it on our own and you have no clue of the amount of work or shitworkarounds it would take. I won't do that. Cmp is probably too busy coding other stuff for a living so I doubt he'll upgrade cRPG anytime soon.

Almost all suggestions mentioned can't be done in the MS without heavy workarounds and would need WSE changes for proper implementation. So no, won't happen. Also, no Shik, no new stuff until new hierachy.
Title: Re: do devs even test before implementing?
Post by: Molly on August 22, 2013, 09:05:54 am
That wasn't even really pointed at you, Jackie, but at a lot of suggestions that came up lately. More like a general statement than specificly directed at you. I was by no means trying to insult you... Maybe I was a bit too harsh too :3

BFF? :D
Title: Re: do devs even test before implementing?
Post by: BlueKnight on August 22, 2013, 12:54:19 pm
BFF? :D

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Title: Re: do devs even test before implementing?
Post by: Prpavi on August 22, 2013, 12:57:11 pm
hmm you make a valid point and I agree with you Molly.

but... also nobody forced the devs to do the mod like nobody is forcing us to play, we both do it because we love and enjoy it, they didn't push the mod for so long out of the kindness of ther hearts towards us all only, they did get something out of it too. they did a good modding job and with a devoted community they got a chance to delevop their own game. how awesome is that! they made their dream come true and we're here to help every step of the way. the power of the internet at it's best. this is a two way street, we both need each other, without freaks like us that play the game for 3 years they would never have gotten a chance to develop their own independent game and without them we would never have gotten the chance to experience this great mod for years. I feel we all play a role in this.

devs must understand that as long as there is still QQ threads that means people care, there is still passion to make it better and a passion for the mod to live on. once we all say fuck it, I don't give a fuck that is when it all dies. so be happy people still respond to the changes and try to make the game better with their suggestion, be they good or bad in your opinion they are still suggestions and time we take to think about this game and make it more enjoyable for all of us.

some humility on both sides would do us a world of good.

Love, Prpavi
Title: Re: do devs even test before implementing?
Post by: rufio on August 22, 2013, 01:45:08 pm
Title: Re: do devs even test before implementing?
Post by: Prpavi on August 22, 2013, 02:09:42 pm

Title: Re: do devs even test before implementing?
Post by: Silicium on August 25, 2013, 02:40:02 am
Title: Re: do devs even test before implementing?
Post by: Teeth on August 25, 2013, 11:46:29 am
This thread was fun to read.

To go all the way back to the subject of improved one handed stabs. I must say my first thought when I saw them was that they are fucking OP. The 1h stab has been utter crud for ages, it was not unusable though. It was an extremely risky attack, with risk of glancing unless stabbing at the perfect range. Now it is piss easy to hit, very long range and very fast. It propelled the attack from a risky maneuver that was only used by the skillful, into an attack that is very easy to use by anyone. I keep thinking when somebody goes for a stab at long range that I have little to worry about, only for it to not glance and hit in a split second.

I tried it myself and I laughed out loud at the sheer OP-ness of the attack. Then I played twohander for a bit though and I compared the two. 2h stab has been piss easy to hit, very long range and very fast for ages. Just because the status quo has been an extremely OP stab for 2h and an extremely shit stab for 1h for a long time, levelling the strength of the 1h stab with the strength of the 2h stab makes the 1h stab seem unfairly strong.

It is not, in fact it has been the 2h stab that has been unfairly strong for ages, which makes the change an improvement over the status quo if you ask me. Still. I would have rather seen a smaller increase in usability for 1h and a decrease in usability for 2h. Polearm stabs could be made a little less long active as well, as I feel I am walking my stabs into people now even though the stab has already stopped. Much like 2h has always done.
Title: Re: do devs even test before implementing?
Post by: rufio on August 25, 2013, 01:03:52 pm
nerf longswords
Title: Re: do devs even test before implementing?
Post by: Ras_FrenzYYY on August 26, 2013, 04:47:02 am
I think it's time to hand out bans for bullshitting. The line has to be drawn somewhere.

i had a 30/9 build
Ironflesh:10

Head Armor: 56 ,Lordly Eastern Masked Cavalry Helmet
Body Armor: 54 ,Lordly Heavy Strange Armor + (27 leg armor)
Hands Armor:15,Lordly Heavy Gauntlets
Leg Armor:18,Light Strange Greaves

vs
High Agility shielder with a dagger (weapon unknown but it was a dagger)

He stab spammed me 3 times and i was dead...

I was so suprised that i didnt even block. :shock:..The servers are full of this high agi shielder builds with daggers or one handed weapons that are just trying to stab spam....

Are you happy of what you done?

A peasant knife has 21 pierce
My MW Katana has 20 pierce!!!

Do you know how much pierce damage a rondel knife does??Do you know how much pierce damage a MW Rondel knife does(i dont)??
 
Please dont threat me with a ban because i am expressing my gaming experience





Title: Re: do devs even test before implementing?
Post by: Huscarlton_Banks on August 26, 2013, 04:57:12 am
MW Rondels are 34p.

Was he stabbing you in the face or was he hitting you at full sprint?

I have a hard time killing in 3 hits with a regular rondel dagger with 7 PS.
Title: Re: do devs even test before implementing?
Post by: Ras_FrenzYYY on August 26, 2013, 10:46:58 am
MW Rondels are 34p.

Was he stabbing you in the face or was he hitting you at full sprint?

I have a hard time killing in 3 hits with a regular rondel dagger with 7 PS.

full sprint...the two of them was at body for sure...
Title: Re: do devs even test before implementing?
Post by: Kafein on August 26, 2013, 11:36:32 am
nerf longswords

This, but only after I sold mine please.
Title: Re: do devs even test before implementing?
Post by: Sir_Agor on August 26, 2013, 02:10:09 pm
full sprint...the two of them was at body for sure...

It can be me)) i run with plate covered shield in light kuyak with rondel, but i have 8 ps, so no wonder that i can kill in 3 hits.
Title: Re: do devs even test before implementing?
Post by: Mala on August 26, 2013, 05:04:44 pm
...

He stab spammed me 3 times and i was dead...

I was so suprised that i didnt even block. :shock:..The servers are full of this high agi shielder builds with daggers or one handed weapons that are just trying to stab spam....

Are you happy of what you done?
you was able to outspam a scimitar with a dagger even before the patch.
during my early days as high agi-shielder i could bring down a tincan in three to four hits with 4 ps, but has needed some lucky hits.

anyway, the trick is to use your superior range against a dagger. this works even with my short sword.


Quote
...
A peasant knife has 21 pierce
My MW Katana has 20 pierce!!!

Do you know how much pierce damage a rondel knife does??Do you know how much pierce damage a MW Rondel knife does(i dont)??
 ...

while the katana is a cutting weapon and the dagge a stabbing one.
hey, my mw große messer has only 23 pierce damage for thrust attacks, because it is a cutting weapon as well.
Title: Re: do devs even test before implementing?
Post by: Ras_FrenzYYY on August 26, 2013, 08:39:04 pm
you was able to outspam a scimitar with a dagger even before the patch.
during my early days as high agi-shielder i could bring down a tincan in three to four hits with 4 ps, but has needed some lucky hits.

anyway, the trick is to use your superior range against a dagger. this works even with my short sword.


while the katana is a cutting weapon and the dagge a stabbing one.
hey, my mw große messer has only 23 pierce damage for thrust attacks, because it is a cutting weapon as well.

My MW Katana must be superior than any P E A S A N T knife....

Speed kills...its easy for an agi bulid to close the range vs Str build...

They are many tricks not just range...

Dont you ever lecture me again on how to kill a high agi build with my str pure Katana Samurai build.....

Love and Kisses...
Title: Re: do devs even test before implementing?
Post by: CrazyCracka420 on August 26, 2013, 08:43:41 pm
A Rondel dagger is not a peasant weapon.  And not that "realism" belongs in this game, but plate armor was weak to a well placed dagger. 

I didn't take physics, but it's clear that you didn't either Ras. A short blade on a dagger is going to have much more force behind it's stab, than a long curved blade.

You know there's a saying:  “Better to remain silent and be thought a fool than to speak out and remove all doubt.”

If that's not easily translated:  "Better to let people think you're a fool, than to speak your opinion and confirm their suspicions"
Title: Re: do devs even test before implementing?
Post by: Utrakil on August 26, 2013, 08:49:36 pm
My MW Katana must be superior than any P E A S A N T knife....


Katana:           38 cut   21 pierce
Peasant knife:  23 cut   18 pierce
Your MW Katana IS superior!
Or do you really want to claim that the knife is better?? you think 3more pierce make up for 15less cut?? not even talking about range!!
You must be insane.
Title: Re: do devs even test before implementing?
Post by: Vodner on August 26, 2013, 08:50:21 pm
Quote
My MW Katana must be superior than any P E A S A N T knife....
Title: Re: do devs even test before implementing?
Post by: Tydeus on August 26, 2013, 09:47:03 pm
dear god, this injustice cannot stand!
Guess it's Nerf Katana time.
Title: Re: do devs even test before implementing?
Post by: Kafein on August 26, 2013, 09:50:48 pm
Guess it's Nerf Katana time.

Nerf anything faster than 101, stop random spam. Also nerf hiltslashing weapons (I have no idea how to do it fairly but do it pleeease)
Title: Re: do devs even test before implementing?
Post by: Vodner on August 27, 2013, 12:04:12 am
Guess it's Nerf Katana time.
On teamhit: wielder commits seppuku.
Title: Re: do devs even test before implementing?
Post by: Wraist on August 27, 2013, 12:23:54 am
The katana of apparent invincibility http://www.scp-wiki.net/scp-572
Title: Re: do devs even test before implementing?
Post by: Ras_FrenzYYY on August 27, 2013, 08:58:16 am
Katana:           38 cut   21 pierce
Peasant knife:  23 cut   18 pierce
Your MW Katana IS superior!
Or do you really want to claim that the knife is better?? you think 3more pierce make up for 15less cut?? not even talking about range!!
You must be insane.

A peasant knife has 21 pierce dmg
A MW katana has 20 pierce dmg...

So a peasant knife is superior as far as pierce damage..

Do you really think am i talking about cut or range or blocking ability kid?

Do you really believe that a peasant knife must have more pierce damage than a Masterwork Katana??

Answer to the 2nd question..
Title: Re: do devs even test before implementing?
Post by: Ras_FrenzYYY on August 27, 2013, 09:00:03 am
  • 41c vs 26c
  • 95 reach vs 40 reach
  • Can be used to block, cannot be used to block
  • 20p vs 24p - dear god, this injustice cannot stand!

Do you really believe that a peasant knife must have more pierce damage than a Masterwork Katana??

Title: Re: do devs even test before implementing?
Post by: Ras_FrenzYYY on August 27, 2013, 09:11:18 am
A Rondel dagger is not a peasant weapon.  And not that "realism" belongs in this game, but plate armor was weak to a well placed dagger. 

I didn't take physics, but it's clear that you didn't either Ras. A short blade on a dagger is going to have much more force behind it's stab, than a long curved blade.

You know there's a saying:  “Better to remain silent and be thought a fool than to speak out and remove all doubt.”

If that's not easily translated:  "Better to let people think you're a fool, than to speak your opinion and confirm their suspicions"

I am not talking about a Rondel Dagger silly...but a peasant knife...check it to shop...

there is also a saying.."look,listen and be quite"

Now if you believe that a peasant knife can penetrate a plate armor better than the best Katana...then....
And please stop trying to insult me ...
Title: Re: do devs even test before implementing?
Post by: Utrakil on August 27, 2013, 10:46:21 am
Do you really believe that a peasant knife must have more pierce damage than a Masterwork Katana??
here comes a quote from wiki:
 das Durchhauen eines Kettenpanzers oder Durchstechen der Plattenrüstung an der entsprechenden Stelle stellt sehr hohe Anforderungen an das Klingenmaterial und die Wärmebehandlung der Klinge. Der Aufbau und die Härtung des Katanas sind hiermit rein technisch ungeeignet zur Bekämpfung von Plattenrüstungen oder Kettenpanzern, diese konkrete relativ junge Schwertart (nicht zu verwechseln mit Tachi oder Nihontō an sich) diente ausschließlich repräsentativen Zwecken und als Duellwaffe gegen ungepanzerte Gegner.

Unfortunately the english katana entry is much less detailed. So in short it says the way of construction and hardening of a Katana is not suitable to deal with mail or plate armour. It is made to fight unarmoured enemies.

And this is what the stats represent: high cut against unarmoured enemies and low pierce against plate and mail. So where is your problem.

The knife on the other hand is a smal sturdy piece of steel (mostly hardened through) with a pointy tip. It is to small to bend and not curved, so every applied force goes right into the target area.
So yes it is allright for a knife to have superior pierce damage.

PS: Unfortunately you are muted so I take your silence as agreement :lol:
Title: Re: do devs even test before implementing?
Post by: Paul on August 27, 2013, 11:15:47 am
Maybe there should something be added that halves katana damage on a hit against >30 armor, representing it's low effectiveness against metal armor.
Title: Re: do devs even test before implementing?
Post by: Molly on August 27, 2013, 11:30:38 am
Or maybe we just ignore Raz and his uneducated opinions on balancing and just leave everything like it is? How about that?

Best thing: leaving it like it is is actually the solution with the lowest amount of work involved. :wink:
Title: Re: do devs even test before implementing?
Post by: Umbra on August 27, 2013, 12:43:29 pm
When is the disgusting horned helm bug getting fixed
Title: Re: do devs even test before implementing?
Post by: Tydeus on August 27, 2013, 02:06:56 pm
When is the disgusting horned helm bug getting fixed
Should be fixed upon the next patch.
Title: Re: do devs even test before implementing?
Post by: owens on August 28, 2013, 07:27:29 am
^dec 2010?