cRPG

cRPG => General Discussion => Topic started by: Leshma on January 16, 2014, 05:27:16 pm

Title: Number of players declining
Post by: Leshma on January 16, 2014, 05:27:16 pm
Who to blame?
Title: Re: Number of players declining
Post by: vipere on January 16, 2014, 05:28:48 pm
You.
Title: Re: Number of players declining
Post by: Tor! on January 16, 2014, 05:28:52 pm
Who to blame?

HA, HX, kiting archers, oneshotting throwers and crossbows?  :P
Title: Re: Number of players declining
Post by: Leshma on January 16, 2014, 05:29:27 pm
Poll added, sorry for being slow (that's the way I am).
Title: Re: Number of players declining
Post by: Strudog on January 16, 2014, 05:30:15 pm
HA, HX, kiting archers, oneshotting throwers and crossbows?  :P

This
Title: Re: Number of players declining
Post by: bagge on January 16, 2014, 05:31:35 pm
Good maps being remade to crap.
Bad maps being remade to even worse.
HX/HA
1-shot-machines (body shots)
Title: Re: Number of players declining
Post by: PsychoTwins on January 16, 2014, 05:33:40 pm
HA, HX, kiting archers, oneshotting throwers and crossbows?  :P

Do you think the new KoTF (King of the Flag, huehue) system is a good way to counter that tho?
Title: Re: Number of players declining
Post by: Corsair831 on January 16, 2014, 05:34:51 pm
Good maps being remade to crap.
Bad maps being remade to even worse.
HX/HA
1-shot-machines (body shots)

so you're saying it's all teeth's fault?

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Title: Re: Number of players declining
Post by: Strudog on January 16, 2014, 05:35:19 pm
Do you think the new KoTF (King of the Flag, huehue) system is a good way to counter that tho?

no
Title: Re: Number of players declining
Post by: Adamar on January 16, 2014, 05:36:03 pm
HA, HX, kiting archers, oneshotting throwers and crossbows?  :P

The melee server died out on its own long ago.
Title: Re: Number of players declining
Post by: Prpavi on January 16, 2014, 05:36:36 pm
Who to blame?

Rust
Title: Re: Number of players declining
Post by: LordBerenger on January 16, 2014, 05:38:43 pm
HA, HX, kiting archers, oneshotting throwers and crossbows?  :P

They always existed.


I blame devs for removing too much. Ladders gone? Check. Removed older more fitting armor textures? Check. Lots of people are tired of Modern Nerffare where your purchases in weapons is a gamble as you don't know when the next nerf is coming for that said weapon.

Not enough diverse map rotation.

And the biggest reason imo is that they have slowed down the game sooooo much. Melee combat is slowed down to hell compared to Native vanilla. Horses speed are slowed down to hell and beyond. Every newbie can block easily nowadays and the the combat doesn't flow as great as it used to.

It's almost like they made these changes for old people who are too slow to react and want to fight slow and boring fights.
Title: Re: Number of players declining
Post by: Grumpy_Nic on January 16, 2014, 05:46:17 pm
Number of useless threads increasing. Why?
Title: Re: Number of players declining
Post by: sF_Guardian on January 16, 2014, 05:49:33 pm
General ranged popularity and lack of time make me play less and less.
Tbh I'm far more active in the forums than playing this fucking game.
Title: Re: Number of players declining
Post by: the real god emperor on January 16, 2014, 05:50:12 pm
At fifteen, I had the will to  learn ; at thirty, I could stand ; at forty, I had no  doubts ; at fifty, I understood the heavenly Bidding ;  at sixty, my ears were opened ; at seventy, I could  do as my heart lusted without trespassing from the  square..
Title: Re: Number of players declining
Post by: HardRice on January 16, 2014, 05:51:22 pm
Removed older more fitting armor textures?
*cough*black armour *cough*
Title: Re: Number of players declining
Post by: Vibe on January 16, 2014, 05:53:37 pm
mod old / other games
Title: Re: Number of players declining
Post by: Osiris on January 16, 2014, 05:53:49 pm
Ranged doing way too much damage and too many of them. (arrow does more % of my hp than on native and in native im in rags)
Boring maps
Lancer cav nerfed to total shit with next to no ability to 1 on 1 anyone (cant out manouvre them and have no angle)

etc etc etc
Title: Re: Number of players declining
Post by: Leshma on January 16, 2014, 06:00:56 pm
Number of useless threads increasing. Why?

Thanks for reminding me to check [More Stats] forum section. But I must inform you something horrible has happened, I'm on Top 10 respected list... with 4666 score... mod has really gonne to hell!
Title: Re: Number of players declining
Post by: Lizard_man on January 16, 2014, 06:08:24 pm
It's been a fun run, but games just get boring over time...
Title: Re: Number of players declining
Post by: woody on January 16, 2014, 06:19:19 pm
This is an old game on a moderately unpopular format, ie PC only.

Game is no longer sold with any priority and is barely marketed if at all. It is amazing it has lasted so long and retained the interest of so many long term players.

So basically in my opinion minimal influx of new players. When new players show up anyone who wants to see this mod survive a bit longer should help and welcome them, not abuse them or just tell them to "fuck off to forum noob" when advice is asked for which is far too common. Basically dont be a sad unfriendly twat, and if you are such a pathetic example of humanity you cant be civil to someone less skilled than you at an utterly meaningless computer game at least keep quiet.
Title: Re: Number of players declining
Post by: Tor! on January 16, 2014, 06:21:33 pm
The melee server died out on its own long ago.

I love melee only server.. But it has polestagger. I'll play again when it's gone. Oh wait, ranged stun like this all the time too..
Title: Re: Number of players declining
Post by: pingpong on January 16, 2014, 06:36:23 pm
Last time i played it was november i think, mod is not ded its just meh, not much fun anymore, c-rpg went too serious.
Last fun time i had when EU_1 had the Orde le Etoile cav vs Byz Hoplites massacre battle :). More public events like these would keep people interested, because this mod is not all about the grind and exp for everyone you know.

Bring back bearded transsexuals and ladders!
Title: Re: Number of players declining
Post by: Lactating Vegetables on January 16, 2014, 06:48:08 pm
And the pink anime hair!!!!!!!!!!!
Title: Re: Number of players declining
Post by: Tzar on January 16, 2014, 06:48:36 pm
Vagina´s and school ´+ job... takes up a shitload of time.

Atm i quit my job and Vagina... Using the hand an living of frozen pizza´s beats not being able to play cRPG  :lol:
Title: Re: Number of players declining
Post by: Adamar on January 16, 2014, 06:49:28 pm
Well, there's over 80 in eu 1 right now, and over 60 in siege. Way too many ppl for me to have fun. I guess opinions vary, but the facts remain.
Title: Re: Number of players declining
Post by: LordBerenger on January 16, 2014, 07:03:23 pm
*cough*black armour *cough*

Even though some say it looked awful it was the best armor in the game in terms of stat and you looked badass wearing it. Was my 2nd i believe loom in the game. Goretooth was the master of that armor.
And then they turned it into a weak weird looking crap armor.

But Leshma u know this thread will be put into chamber of tears because devs don't wanna hear ''QQ'' that's right, right?
Title: Re: Number of players declining
Post by: Torben on January 16, 2014, 07:08:34 pm
if we had dragons...
Title: Re: Number of players declining
Post by: Grumpy_Nic on January 16, 2014, 07:13:35 pm
Thanks for reminding me to check [More Stats] forum section. But I must inform you something horrible has happened, I'm on Top 10 respected list... with 4666 score... mod has really gonne to hell!

 :mrgreen:
Top 10 respected list? Dont even know what that is, has to be really great though if its in the internet.

(click to show/hide)
Title: Re: Number of players declining
Post by: Kafein on January 16, 2014, 07:16:44 pm
I blame balancers for their lack of proaction. I don't believe other people that voted balancers had that in mind.
Title: Re: Number of players declining
Post by: Teeth on January 16, 2014, 07:28:29 pm
I am afraid I as well have been randomly headshot across the map a few times too many, I'll do my duels for the tournament and that will be the last you'll see of me ingame. Played this shit for too long, it doesn't do the trick no more.
Title: Re: Number of players declining
Post by: JennaHaze on January 16, 2014, 07:29:31 pm
they keep making dtv shittier thats why
Title: Re: Number of players declining
Post by: Chosen1 on January 16, 2014, 07:32:30 pm
its because this mod is awful that's why
Title: Re: Number of players declining
Post by: darmaster on January 16, 2014, 07:36:35 pm
another one leaving

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Title: Re: Number of players declining
Post by: bavvoz on January 16, 2014, 07:42:16 pm
Every time i logon eu1 and see the hordes of horse archers a bit of my liking for crpg die, and i end up chopping bots on eu7 instead
Title: Re: Number of players declining
Post by: Ronin on January 16, 2014, 07:48:31 pm
Item balancers and managers are at least doing something, and these days they are doing it really fine (shield buff buffed low tier shields to be really decent against arrows).

It's just the mod that is getting old. I wish I could play too, goddamn ping issues!
Title: Re: Number of players declining
Post by: Grumbs on January 16, 2014, 08:08:14 pm
Current ranged meta game is to blame, plus game is old and is designed to reward long term players rather than encourage new guys to stick with it
Title: Re: Number of players declining
Post by: Grumpy_Nic on January 16, 2014, 08:35:38 pm
I HARDLY PLAY ANYMORE CUZ I STARTED DRINKING AGAIN
Title: Re: Number of players declining
Post by: musketer on January 16, 2014, 10:21:22 pm
Mod isn't declining, you are just mad.
Title: Re: Number of players declining
Post by: no_rules_just_play on January 16, 2014, 10:26:35 pm
Why is nobody having fucking exams like me? Is everybody either 12 or 40 or are all the students ignoring the forum during the 'bloque'?
Title: Re: Number of players declining
Post by: stante on January 16, 2014, 10:29:36 pm
Why I can't find Fips name on blaming poll!!!  :evil:
Title: Re: Number of players declining
Post by: Zanze on January 16, 2014, 10:30:04 pm
Who to blame?

People like you, or those that say At fifteen, I had the will to  learn ; at thirty, I could stand ; at forty, I had no  doubts ; at fifty, I understood the heavenly Bidding ;  at sixty, my ears were opened ; at seventy, I could  do as my heart lusted without trespassing from the  square..
Title: Re: Number of players declining
Post by: Osiris on January 16, 2014, 10:33:31 pm
also blame night time. When its night time 3 maps in a row and there are HA and stuff i usually RQ for a few days - week :D  (also lancer cav who only aim for the horse never the man. makes me want to focus less on killing cav and more on backstabs)
Title: Re: Number of players declining
Post by: Bronto on January 16, 2014, 10:36:07 pm
This should really be a dual topic. Change thread subject to:

"Number of players declining; Number of tears increasing"

Title: Re: Number of players declining
Post by: Horst_Kurmoottaja on January 16, 2014, 10:37:44 pm
I HARDLY PLAY ANYMORE CUZ I STARTED DRINKING AGAIN

If you drink then you play crpg! You gotta learn this!
Title: Re: Number of players declining
Post by: green727 on January 16, 2014, 10:59:34 pm
I blame people not being patient enough to learn how to play and get everything set up correctly, not anything related to the game itself really. This game is still a blast.
Title: Re: Number of players declining
Post by: Tzar on January 16, 2014, 11:03:21 pm
Ehhh... the way i see it, we have more people playing then we used to have for the last 8 months...
Title: Re: Number of players declining
Post by: Templar_Steevee on January 16, 2014, 11:06:52 pm
I have hard time due to tons of informations to learn for exams, but i think noone is missing me - at least one archer less.
In last week i played 2 times (today for like 4 maps). It's still fun to shot ppl or kill them with 2 ps :D
Title: Re: Number of players declining
Post by: Tindel on January 16, 2014, 11:13:16 pm
ranged cunts, ballistaes and bad siege maps
Title: Re: Number of players declining
Post by: StonedSteel on January 16, 2014, 11:33:36 pm
agi stabbers, archers and throwing

and no your not all doing it now cuz mod is old and your bored, you would have done it back then...when it wasn't OP
Title: Re: Number of players declining
Post by: Chagan_Arslan on January 16, 2014, 11:50:23 pm
1. Strategus, people putting too much effort into it after which they get burned out and quit crpg all together. It also quite well kills all community events (i cant participate, strat battle at 8pm etc.). Plus all the drama it generates makes mod less appealing in the long run to some at least others love that type of drama.

2. Barely active dev team, changes in map rotation takes too long.

3. Couple of gameplay changes that were uncalled for, but devs knew better.
Title: Re: Number of players declining
Post by: Leshma on January 17, 2014, 12:01:56 am
Yeah, you might have a point Chagan. Also, you're not the only map maker who makes map to "his liking". All map makers do that, guess that goes under "I spend my free time yo, might as well get some advantage for myself while I'm doing it".

Hopefully Strategus will spice things up, because I remember this mod being in much better shape. There are players, but there are less compared to what I'm used to. Also we have less servers, and there are people playing for only couple of hours per day.

Feels like your normal game, nowhere near good old cRPG where everyone spent their whole day playing and wanting more.

Didn't expect so many votes for balancers, think they are doing their usual, lousy job. Nothing changed there.

I can adapt to everything but can't adapt to lack of players, sadly. It's fine atm, but if they remove double XP and something new and fresh comes out I'll be playing this mod by myself on an almost empty server.
Title: Re: Number of players declining
Post by: Templar_Steevee on January 17, 2014, 12:08:56 am
It's fine atm, but if they remove double XP and something new and fresh comes out I'll be playing this mod by myself on an almost empty server.
Don't worry Leshma, I'll come to HS you  :twisted:
Title: Re: Number of players declining
Post by: tisjester on January 17, 2014, 02:42:01 pm
I'd say lack of game modes is to blame. The same ol' battle and siege gets boring after a couple hundred hours. Should replace the rageball server with something good.
Title: Re: Number of players declining
Post by: NejStark on January 17, 2014, 03:00:01 pm
Add 'Strat burned ppl out' to poll imo.

 
EDIT: Ah Chagan already said that. I think I;d like to add that I foun strat divided clans a bit, i dont mean interpersonally, i mean they wouldnt play together as much. Half a clan accepted for a batttle, the other clan cba or not accepted. Then half the clan goes and sits in a massive ts where usually one/two guys they dont know gives orders, often in a stressed manner that makes the time spent playing less fun than it normally is.
Title: Re: Number of players declining
Post by: larlek on January 17, 2014, 03:51:12 pm
As the release of the new M&B draws closer, the player base will increase. Many will dust off their weapons and start playing again.
Title: Re: Number of players declining
Post by: kinngrimm on January 17, 2014, 06:15:45 pm
....

And the biggest reason imo is that they have slowed down the game sooooo much. Melee combat is slowed down to hell compared to Native vanilla. Horses speed are slowed down to hell and beyond. Every newbie can block easily nowadays and the the combat doesn't flow as great as it used to.

It's almost like they made these changes for old people who are too slow to react and want to fight slow and boring fights.
within these lines i see some truth.

So increase time to enable block?
You would need to time your blocks better or go for spam and aim to chamber more, which would give perhaps back some of the fluant feeling, the flow you mentioned. Or has it to be done by weapon speed increase? Which i guess would resulting mostly in spam.

1. Strategus, people putting too much effort into it after which they get burned out and quit crpg all together. It also quite well kills all community events (i cant participate, strat battle at 8pm etc.). Plus all the drama it generates makes mod less appealing in the long run to some at least others love that type of drama.
give me a diplomatic system in strategus, narrow down the economical adavantages of huge factions, so i and others dont feel the need so much to carebear, action point system so those who organize stuff can do so in a restricted way also for others

2. ... changes in map rotation takes too long.
this and the variety perhaps has to be increased ^^ no thats not the same, new maps not only rotation the old once

HA, HX, kiting archers, oneshotting throwers and crossbows?  :P
that without hesitation

...
When new players show up anyone who wants to see this mod survive a bit longer should help and welcome them, not abuse them or just tell them to "fuck off to forum noob" when advice is asked for which is far too common. Basically dont be a sad unfriendly twat, and if you are such a pathetic example of humanity you cant be civil to someone less skilled than you at an utterly meaningless computer game at least keep quiet.
this also would help

I blame people not being patient enough to learn how to play and get everything set up correctly, not anything related to the game itself really. This game is still a blast.
That was always the case with this game, it has a high level of frustration built in for different aspects, those are partly why we love/hate this game so much and mayn coe mback again and again to it. Once a player has overcome a certain treashold of frustration, he is hooked ... for eternaty.

Also if we would get a positive answer on the question, will cRPG/strategus be converted to M&B2?(positiv answer being yes)
No matter who the devs then would be then, it would help to gain and hold community members for the future.
Title: Re: Number of players declining
Post by: Leshma on January 17, 2014, 06:30:40 pm
Also if we would get a positive answer on the question, will cRPG/strategus be converted to M&B2?(positiv answer being yes)
No matter who the devs then would be then, it would help to gain and hold community members for the future.

Doubt chadz & co. will do it. But cRPG and Strategus aren't protected names, if I (for example) want to make similar mod for M&B2, chadz can't do anything to stop me using cRPG² and Strategus names.
Title: Re: Number of players declining
Post by: korppis on January 17, 2014, 06:31:04 pm
HA, HX, kiting archers, oneshotting throwers and crossbows?  :P

Pretty much this. Just realized that last 3 weeks I've played about 1 hour a week... mostly because nowdays even in siege about 2/3 of deaths come by either one shot arbalests or hail of arrows. I'm getting pretty ready to retire myself.
Title: Re: Number of players declining
Post by: Falka on January 17, 2014, 07:29:01 pm
HA, HX, kiting archers, oneshotting throwers and crossbows?  :P

and rondel shielders.
Title: Re: Number of players declining
Post by: Juhanius on January 17, 2014, 07:31:57 pm
World of Tanks and Xcom
Title: Re: Number of players declining
Post by: Templar_Steevee on January 17, 2014, 10:02:56 pm
World of Tanks and Xcom

In WoT there are too many wallet fighters...
Title: Re: Number of players declining
Post by: KaMiKaZe_JoE on January 17, 2014, 10:27:23 pm
cRPG eventually gets boring. Doing the same fucking thing over and over again eventually gets boring. You can try different builds, occasionally play on a new map, or use different gear, but eventually it just gets stale. Eventually you get bored and play the game less frequently. Maybe you leave for good.

There's no marketing, and it's rare that we get new players to replace the ones who inevitably get bored.

The one thing that keeps me playing for longer than an hour at a time is Strategus. I think that Strat, much more so than Battle or Siege, helps foster a community. Normal cRPG gets stale, but Strat's a more dynamic experience imo. Different things obviously attract different people, but Strat does a lot. It creates interpersonal drama, which is fucking entertaining. It gives us some stuff to fight for: virtual castles and villages, nerdy internet prestige, and for those imaginative folks inclined to RP it provides the opportunity to see imagined kingdoms/empires/turf come into conflict. It's certainly not perfect--actually using the Strat interface and dicking around on the map is literally work. It's not fun at all. The fun shit happens during battles, in TS or Ventrilo, and on the forums.

Strat's dead at the moment, though. It has also gotten a bit stale recently, probably because its buggy and kind of doesn't make any sense. Hopefully the devs provide us with a sexy strat soon.

More likely than not they won't and the mod'll die and their new project will flounder and we'll all cry a little bit and maybe poop too and move on with our lives.
Title: Re: Number of players declining
Post by: Scervo on January 18, 2014, 12:56:51 am
In my case I've just been too busy lately to play as much as I did before
Title: Re: Number of players declining
Post by: chimy727 on January 18, 2014, 01:12:42 am
Where is the option for the amount of terrible, terrible admins that don't do their job correctly?  I know of some great ones but it's so incredibly inconsistant.  Also I find that new players hate how slow things are starting, and as for long term players leaving, I would say lack of change. 
Title: Re: Number of players declining
Post by: Horst_Kurmoottaja on January 18, 2014, 01:42:59 am
Tbh it seems to me that there are slightly more ppl playing crpg than 6 moths ago....
Title: Re: Number of players declining
Post by: karasu on January 18, 2014, 02:52:15 am
HA, HX, HT, kiting archers, tank cav fest, oneshotting  throwers and crossbows arbalests?  :P

There, fixed for'ya.
Title: Re: Number of players declining
Post by: Sari on January 18, 2014, 08:46:19 am
Who to blame? throwers, throwers, throwers you get my point
Title: Re: Number of players declining
Post by: Kafein on January 18, 2014, 09:19:42 am
EU2 last night was pewpew night
Title: Re: Number of players declining
Post by: Dach on January 18, 2014, 10:57:06 am
Stop blaming ranged you bunch of whiny rager....  :lol:

All the melee only server died in less than 2 weeks..  :rolleyes:
Title: Re: Number of players declining
Post by: Kafein on January 18, 2014, 11:00:19 am
Stop blaming ranged you bunch of whiny rager....  :lol:

All the melee only server died in less than 2 weeks..  :rolleyes:

There is no melee only server.

There's that ridiculously outdated thing on battle mode with giant maps. I much appreciate HRE efforts though.
Title: Re: Number of players declining
Post by: Dionysus on January 18, 2014, 11:09:08 am
CONJECTURE! LOOK AT ALL THESE WONDERFUL POINTS SUPPORTED BY EVIDENCE!

IN OTHER NEWS: NUMBER OF LEPRECHAUNS PLAYING CRPG RISING! WHO TO BLAME?
Title: Re: Number of players declining
Post by: Templar_Steevee on January 18, 2014, 12:00:38 pm
You are arguing to blame ranged for state we have atm, but for me it looks like ranged on eu and na have different lvl of skill and amount of them.

Imo there should be done something with x-bow only, archery is fine (best archer on eu - Bagge have K/D 3.2:1, it's not amazing) And we should remember that he and also I are hi lvls with tons of experience.
Title: Re: Number of players declining
Post by: Angantyr on January 18, 2014, 02:17:10 pm
I'm playing more of late than I have had time for in a good while, servers are decently stacked, even see some new players around, of the sort that seem to stick around despite it all which is always nice. Even if cRPG is more and more Medieval Counterstrike I can't picture myself quitting this game before Bannerlord or M:BG.
Title: Re: Number of players declining
Post by: Akynos on January 18, 2014, 02:39:07 pm
Bring back Melee server so that players who enjoy the fencing can have fun instead of getting backstabbed/shot/kited/horsearchered/horsexbowed/couched/thr-owned/bumpslashed

It simply ain't fun to get fucked in the ass those ways.
Title: Re: Number of players declining
Post by: kinngrimm on January 18, 2014, 03:05:02 pm
..., archery is fine (best archer on eu - Bagge have K/D 3.2:1, it's not amazing) And we should remember that he and also I are hi lvls with tons of experience.
Level:36
Experience:578,972,472
Kills/Deaths:37595/15784, 2.4:1

That in comparison to bagge, could tell me ... i suck  :mrgreen:
or
your argument does
or
both  :rolleyes:
---------------------------------------------
While trying to change the framwork of the arguments away from archery, is understandable from your point of view, it but doesnt magicly reduce the number count of ranged players, which is undeniably very often very high. Having 60% of ranged(on foot or on horse, bow , xbow, throwing ... siege the balistas *sigh*) is not an experience i alone but many have witnessed and made for themselves.
If then so nice topics in the forum arrive where it is pointed out that many ranged players would use modifications to make the game easier for them, then there is soon a point reached where i stop arguing altogether. If the only causes of action available is either to join them or to quit the game, well then fuck the game!

Also, while i see that occationally getting shot, being angry and ragy about it, seing that as a benefit to get action and excitment into the game. Getting shot all the time, not being able to be on the flank without being sorrounded by a bunch of fucking HA/HX, well flanking is no option atm, the way and purpose i constructed my character for, is mostly gone in my eyes. Thats why i am on fucking siege for nearly 2 years now, this is not just happening lately, and thats maybe why you cant see it happening clearly. This process is going on for a long while, it just happened to reach a point many others cant stand it anymore aswell.

I try not to fall to any illusions, even if a heavy nerf would discourage a few ranged players, there will be still more then enough ^^ and most likely also very effective still. So i basicly have to live with becoming a siege player and from what i can say, that is because of too much ranged. It was back then 2 years ago when i started avoiding eu1 and it is now the case why i wont be on eu1 longer then 30 min normally without getting really pissed at this shity CS clone.

So Steve, i am glad you and others maybe having the time of their life in this game, but others dont anymore, because of ranged. Is that now your fault? Nope, not at all, it got out of hand a long time ago and warnings back then havent been heared.

EDIT: pfff using siege as substitute for battle, because of ranged, pffff the irony pfffff the cynicism  :rolleyes:
Title: Re: Number of players declining
Post by: RandomDude on January 18, 2014, 03:12:49 pm
oops
Title: Re: Number of players declining
Post by: Gravoth_iii on January 18, 2014, 05:27:32 pm
Lots of ranged, competative scene not very big (almost no tournaments/clan battles), old mod and on a temporary break.. will probably return in a month or something.
Title: Re: Number of players declining
Post by: oreshy on January 18, 2014, 05:41:58 pm
...well, if i'm sick of all those melee's in crpg ...i gonna shoot some lines in nw & if i'm sick of all those ranged in crpg ...i gonna bayonettstab some shooters in nw.

...it's all about a pause.
Title: Re: Number of players declining
Post by: Kafein on January 18, 2014, 06:57:12 pm
There's no quitting, but let's just say that I believe more than 1/3rd of my complete cRPG playtime was in 2010.
Title: Re: Number of players declining
Post by: Leshma on January 18, 2014, 07:00:08 pm
You play more than ever these days, Kafein. Is everything fine with you?
Title: Re: Number of players declining
Post by: Kafein on January 18, 2014, 07:09:45 pm
You play more than ever these days, Kafein. Is everything fine with you?

No I don't. Just because you see me around doesn't mean I play a lot. I played more this month than some months in the past sure, I've done impromptu "breaks" with no intent of quitting. But I don't play cRPG half as much today as I did back then.
Title: Re: Number of players declining
Post by: Crazyi on January 18, 2014, 11:09:26 pm
Steam sale just happened.
I know a lot of cRPG players on Dayz and Rust.
I know a lot of cRPG players split their time up on one MOBA or another too.
I barely know anyone who said "fuck cRPG I quit for good". Mount and Blade is a classic and nothing out there like it. They will come back at some point. Now you can certainly provide incentives for people to come back and it would probably boost the population. Even provide good things for new players to actually increase the player base. 

I think ranged in general does a bit too much damage but it is mainly those that are really good at the skill make it feel overpowered. I have a 30 archer(Crazyeye) alt and a 30 thrower alt(CrayCray) and when I am on fire with either its pretty easy to top the boards.  The only difference between a really good archer vs melee or cav, the archer never has to be in direct danger to hit. I don't feel like the damage output potential matches up with the risk taken.

 I honestly think if they just limited how many people can spawn with ranged weaponry vs melee vs cav. 1 3 1 ratio respectively or something? 
Maybe make it for bows/xbows the damage goes up the closer you are to encourage risk taking archery? Throwers should have a "charge time" like melee does where the longer you hold it up to a point you gain more damage and have the base damage reduced.
Just throwing out ideas, don't hurrr hurrr hurrrt me.

P.S. Some of you have developed insane melee skills through unreasonable amount of play time or use things like controllers to make it easier.... you are part of the reason there is so much ranged. A new player cannot even hope to beat you between the skill and gear difference. I mainly stick to Cav and archer because some of you have practiced far more than I ever will attempt. So don't hate when people go for the lower learning curve weapons because you are a large part of why.
Title: Re: Number of players declining
Post by: zagibu on January 18, 2014, 11:26:19 pm
Maybe we could do a "bring a friend" campaign, if he signs up using your link, you'll get 100k when he reaches level 30.
Title: Re: Number of players declining
Post by: PsychoTwins on January 18, 2014, 11:42:29 pm
Maybe we could do a "bring a friend" campaign, if he signs up using your link, you'll get 100k when he reaches level 30.

Oh sweet jesus pls
Title: Re: Number of players declining
Post by: Torost on January 19, 2014, 01:52:27 am
I am not sure the numbers are declining at all.... there are always a server with people playing. EU or NA.

Playing a double hated class, cav and ranged, I expect no sympathy for my main concern.

Maps seems to be mainly cities and villages, often full of props and hard to manouvre scenes.
Makes it hard to get any overview, and hard to actually play if you are ranged or on horseback.
It breaks down the battle to many small skirmishes out of sight of eachother.

I miss the "good old days" with open maps... even the random mount everest plains.
Title: Re: Number of players declining
Post by: KaMiKaZe_JoE on January 19, 2014, 05:57:39 am
Maybe we could do a "bring a friend" campaign, if he signs up using your link, you'll get 100k when he reaches level 30.

Brb making friends
Title: Re: Number of players declining
Post by: Crazyi on January 19, 2014, 06:41:34 am
I like the recruit a friend idea. Can't hurt right?
Title: Re: Number of players declining
Post by: DrTaco on January 19, 2014, 07:03:39 am
If I had to guess, one reason we don't very many new players is because the leveling/retiring system is atrociously fucking boring.
Title: Re: Number of players declining
Post by: Tojo on January 19, 2014, 07:09:14 am
Yea but at gen 10 i'm in too deep now man :cry:
Title: Re: Number of players declining
Post by: no_rules_just_play on January 19, 2014, 11:32:33 am
just make normal servers more rewarding for xp, or atleast make the first two gens so.
However, this might not work at all as it would kill the grind kind of gameplay that makes crpg so addictive for a lot of starters.
Title: Re: Number of players declining
Post by: Tzar on January 19, 2014, 11:38:48 am
visitors can't see pics , please register or login

visitors can't see pics , please register or login
Title: Re: Number of players declining
Post by: Prpavi on January 19, 2014, 11:45:35 am
Funny how I took the same screens just now

visitors can't see pics , please register or login


visitors can't see pics , please register or login


My solution: I joined with HA
Title: Re: Number of players declining
Post by: Prinz_Karl on January 19, 2014, 12:11:47 pm
Imo HA and HX are killing the mod and I've lost any respect for everyone of them, I mean it's a multiplayer game and there's players who can kill you and you can't do anything against it?!? That's one of the biggest flaws in any multiplayer game to be honest. And anyone playing this class doesn't give a fuck if they're playing the most hated class of all (hated by all). I'm mainly referring to the end games ofcourse when there's only like 2 horsearchers left and one inf, or when cav is hunted by horseranged and simply can't do anything but lose horse.

I mean what of an ass can you be to keep on playing if you give the other player no damn chance?
Title: Re: Number of players declining
Post by: Viriathus on January 19, 2014, 12:59:47 pm
Archer dmg must be nerfed, im not sure if crossbows need to be nerfed too
Title: Re: Number of players declining
Post by: Algarn on January 19, 2014, 01:13:55 pm
im not sure if crossbows need to be nerfed too

uh ? So, arbalest users aka snipers who are camping in bushes and kill you with a body shot if you wear less than 45 body armor is correct ? It's idiot as the same title that Short bow missile' speed is 42 whereas longbow's one is 40, same goes for nomad bows and tatar bows. How can bows that look so weak can have more speed than the horn bow...

(click to show/hide)

Title: Re: Number of players declining
Post by: Falka on January 19, 2014, 01:35:38 pm
(click to show/hide)

Lol, simply retarded :P

My solution: I joined with HA

Gay  :P
Title: Re: Number of players declining
Post by: Prpavi on January 19, 2014, 01:41:40 pm
Gay  :P

 :P
Title: Re: Number of players declining
Post by: Leshma on January 19, 2014, 02:44:17 pm
If I had to guess, one reason we don't very many new players is because the leveling/retiring system is atrociously fucking boring.
I'm lobbying for serious speed-up, but no one cares. Maybe because this mod has way too many german players and others with similar mindset. Players describing their playing experience with words such as work and effort.
Title: Re: Number of players declining
Post by: Riddaren on January 19, 2014, 03:01:58 pm
High upkeep currently keeps the amount of heavy horsemen at a minimum.

Why not just triple the upkeep of bows and crossbows? It will still be cheaper than playing as cavalry.
Horse archers and horse crossbowmen would of course be affected as well.

Nothing needs to be nerfed.
Archers are definately not OP at the moment. Same thing with crossbowmen.
Title: Re: Number of players declining
Post by: kinngrimm on January 19, 2014, 03:11:58 pm
... playing experience with words such as work and effort.
who says that way cant be fun,too  :oops:
also look at your renown/infamy counter, then you know what it means to put work and effort into something and at least i am like "wtf is that dude doing all day long"  :lol:
Title: Re: Number of players declining
Post by: Bronto on January 19, 2014, 03:47:32 pm
The most amazing archery ever was was when the only bow that did pierce was the longbow. The stats of all the bows made sense and you could still kill someone with 5 shots from a Tatar bow. Now the stats make no sense. They are just randomly selected numbers that have nothing to do with the rank of the bow at all. Nomad bow stats make no fucking sense. It should be a shit bow but instead it's OP as fuck. Super accurate, stupid fast, and with the wpf change can be exploited easily. I don't know why bows were even touched in the first place....oh wait.... that's right all you nerf archer shitbags that still cry about ranged because they can't block arrows with their longswords.
Title: Re: Number of players declining
Post by: LordBerenger on January 19, 2014, 04:01:38 pm
Balancing gear shouldn't take looms into consideration. Not everyone uses looms. If so just try to decrease the stats increases you get by looming items instead of nerfing the +0 non loomed item itself.
Title: Re: Number of players declining
Post by: Leshma on January 19, 2014, 04:28:38 pm
who says that way cant be fun,too  :oops:
also look at your renown/infamy counter, then you know what it means to put work and effort into something and at least i am like "wtf is that dude doing all day long"  :lol:

I have no control over renown/infamy gain, so it can't be work. It's a chain of events, just like when out of frustration you call someone irl a my old friend and then he: a) ignores what you said, b) hit you with a fist, c) call you my old friend as well. You never know what's going to happen.

Posting on these forums may grant you renown/infamy or may not. But when you play, you know very well what you get in return. Also don't make fun of me, at least I don't have crazy ideas how devs will use cRPG player database in cRPG2 made for Bannerlord...
Title: Re: Number of players declining
Post by: Sir_Firebus on January 19, 2014, 04:34:17 pm
I told Tydeus he should nerf ranged. He said he is probably gonna nerf damage of all ranged. Cheers! I just retired my archer alt.
Title: Re: Number of players declining
Post by: vipere on January 19, 2014, 04:41:48 pm
The only problem i have with ranged on Eu (on both battle and siege ) is that they are really retarded, only few of them are playing nicely, in Eu1 they are just chasing kills and don't help the team at all and in Eu2, on defender team, it's fine because we only need 6 or 7 players to carry the team, the rest is just fooling around, but attacking a castle with an archerclanstack is not fun at all, you have no chance to win because a ranged player can't take a flag, and they are not smart enough to take their melee weapon and charge with the few melee players of the team.

I don't understand why this class is that attractive, we got an amazing melee gameplay, but shooting peoples in this game is like in any other game.

Sorry for english
Title: Re: Number of players declining
Post by: Grumbs on January 19, 2014, 04:43:38 pm
Nerfing damage would be good. But also missile speed for xbows I think and increase their weight/repair costs

HA/HX is a tricky one to balance. The problem with this class is how passive they are with few viable counters and nerfing foot ranged might see a spike in HA/HX. As long as the accuracy from horseback is really bad they might need to get close to melee range, that could be the answer. Maybe make all current xbows/bows not usable on horse. Then have a really crappy bow/xbow that is usable on horse
Title: Re: Number of players declining
Post by: Tzar on January 19, 2014, 04:48:26 pm
Remove pierce on bodkin arrows.

Problem solved, its what started the range fest in the first place.  :wink:
Title: Re: Number of players declining
Post by: LordBerenger on January 19, 2014, 05:57:32 pm
Remove pierce on bodkin arrows.

Problem solved, its what started the range fest in the first place.  :wink:

Played recently and i've seen very few archers use bodkins. They use mostly tatar and barbed arrows from what i saw most of the time.

Title: Re: Number of players declining
Post by: Thorondor on January 19, 2014, 11:57:49 pm

I don't understand why this class is that attractive, we got an amazing melee gameplay, but shooting peoples in this game is like in any other game.

cuz they're bad players and they dont know how to block.but the thing is, they're not good at archery either  :) ban all the archers who can't make it in the 15 on the scoarboard(after the last patch its not hard ). that'll solve the annoying ranged numbers
Title: Re: Number of players declining
Post by: Jack1 on January 20, 2014, 02:01:50 am
As johemmoth said in an earlier post that I can't find:

Quote
if ranged stagger gets made so it only happenens when 25% damage or more happens

This would be the best thing to implement IMO, the most annoying part of ranged is when one shoots you so that you can't defend yourself for a second and take free shots.

I've also been paying attention lately and noticed that most of the damage I take is only when I get shot THEN get hit by a melee enemy.

Edit: also how about limiting bows usable on horse back's accuracy and slowing draw speed on longbows/rus bows/ bows?
Title: Re: Number of players declining
Post by: BlueKnight on January 20, 2014, 06:32:17 pm
(click to show/hide)

I was about to quit anyay, so I went suicidal-reporter to the open just to take this screenie.

With 1920x1080 on my screen and after a thorough examination I counted 10 obvious horse-ranged and 2 more that look like horse ranged guys but I'm not sure if they are. Those 2 guys that were the closest to me in this picture kept pew-pewing me while I was leaving.

Such horse-ranged combo happens very rarely but when it does, it's gay++...

It was on the 12th of January.
Title: Re: Number of players declining
Post by: Templar_Steevee on January 20, 2014, 11:36:58 pm
I already suggested to do one simple thing in others thread.

ATM HA have insane mobility because of using horse and same shooting speed as foot ranged.
I suggest to nerf a bit bows speed rating while using on horseback. It have been done to HX, so why not to HA?
Being HA have only benifits of mobility compared to foot archers. I thing that taking arrow from quiver, putting it on string, draw and aim is harder while sitting on riding horse than on foot...
Title: Re: Number of players declining
Post by: Tydeus on January 20, 2014, 11:52:10 pm
The biggest issue with horse ranged, is that any ranged character does more damage atop a horse when it's moving and he's shooting forward, than when he's grounded. The speed bonus issue will probably be addressed though.
Title: Re: Number of players declining
Post by: NejStark on January 20, 2014, 11:55:39 pm
I already suggested to do one simple thing in others thread.

ATM HA have insane mobility because of using horse and same shooting speed as foot ranged.
I suggest to nerf a bit bows speed rating while using on horseback. It have been done to HX, so why not to HA?
Being HA have only benifits of mobility compared to foot archers. I thing that taking arrow from quiver, putting it on string, draw and aim is harder while sitting on riding horse than on foot...

Horse archers irl can shoot quite fast
(click to show/hide)
Title: Re: Number of players declining
Post by: Templar_Steevee on January 21, 2014, 12:27:28 am
Horse archers irl can shoot quite fast
(click to show/hide)

Ok but on this video you can see that:
1. They are riding slow in straight line
2. They are holding few arrows in their hand, not taking them from quiver

I'm sure that if they will thy to shoot with conditions we have in c-rpg their shooting speed will decrease in drastic way  :mrgreen:
Title: Re: Number of players declining
Post by: NejStark on January 21, 2014, 12:29:16 am
Yeah I agree, also they ride with their arrows in left hand rather than quiver. Imagine holding 20 arrows in your bow hand...
I was just using it to illustrate that HA can fire fairly quickly.
Title: Re: Number of players declining
Post by: bavvoz on January 21, 2014, 12:32:56 am
Less accurate than i would have thought with those conditions i have to say
Title: Re: Number of players declining
Post by: Clockworkkiller on January 21, 2014, 12:39:16 am
Everyone complains how ranged is the most evil of evil. Yet completely ignores the agi whores
Title: Re: Number of players declining
Post by: BlueKnight on January 21, 2014, 09:40:14 am
Everyone complains how ranged is the most evil of evil. Yet completely ignores the agi whores
Ranged kill them before we even meet them in battle.

(click to show/hide)
Title: Re: Number of players declining
Post by: Templar_Steevee on January 21, 2014, 10:39:05 am
Ranged kill them before we even meet them in battle.
and really often before you know about their existance. Bolt from nowhere is common thing killing or hard wounding ppl :)
Title: Re: Number of players declining
Post by: Prpavi on January 21, 2014, 11:30:32 am
imo this should be the order of adressing issues regarding ranged:

1. xbows
2. mounted ranged
3. stop buffing shielders they are not the answer to ranged

unfortunatley this is not enough to convince long term melee players like myslef to go back to pole/2h, reasons wky I don't enjoy melee anymore are bigger than ranged spam.
Title: Re: Number of players declining
Post by: Nightmare798 on January 21, 2014, 12:33:42 pm

3. stop buffing shielders they are not the answer to ranged


Sure, lets buff 2H instead.

Seriously man...
Title: Re: Number of players declining
Post by: Prpavi on January 21, 2014, 12:38:32 pm
Sure, lets buff 2H instead.

Seriously man...

who said anything about 2h? you have no idea what you talking about as usual
Title: Re: Number of players declining
Post by: Nightmare798 on January 21, 2014, 12:47:18 pm
who said anything about 2h? you have no idea what you talking about as usual

I was talking about 2H because 2H users are usually the ones who cry about shielders and their "ZOMG OP" stab.

And seriously, Is there a reason why shouldnt shielders be faster and their shields last longer? Because those are about all buffs shields received lately...
Title: Re: Number of players declining
Post by: Leshma on January 21, 2014, 01:00:16 pm
My idea of ranged is to make them like throwers used to be, minus ranged gear being expensive. Low damage, low accuracy, basically a tool to wound your enemy before you engage him in melee. But it will never be that way, sadly. Also throwers these days aren't accurate but everything they throw hurts like hell.

People cry so much about manual block fest, but majority either fire projectiles or hide behind shields.
Title: Re: Number of players declining
Post by: Paul on January 21, 2014, 01:07:13 pm
Ok, no more dedicated ranged. Next step we make it so that horses can only be used by mounted infantry for transportation. No more fighting on horseback. Maybe shields shouldn't be usuable in a fight either - only for sliding down hills.
Title: Re: Number of players declining
Post by: Leshma on January 21, 2014, 01:12:16 pm
Make fun of me as much you want but your idea of "specialized" classes is the most boring thing ever. That's why I play hybrids these days.

Your idea of archer is someone who can kill anyone on battlefield from the distance but when you reach him, he's pretty much dead (dies in just one hit to unprotected head). And that makes perfect sense and is very realistic. But it's against the whole nature of this game. First, their ability to kill anything from range makes best part of this game (melee combat) pointless. Second, they can't play melee properly so they don't even try.

Shooting whole day takes special kind of person to enjoy. I can enjoy archery but not all the time and in every situation.
Title: Re: Number of players declining
Post by: Grumbs on January 21, 2014, 01:24:45 pm
If you don't make ranged specialised classes you end up with the situation we have now: Ranged absolutely everywhere because you can do well in any situation. Why play pure melee when you can play ranged with good melee?

Ranged should be good at ranged combat, melee good at melee and stop bluring the lines imo. Otherwise pure melee will end up becoming throwers and xbowers too

Ranged should be support classes who help his team by softening key targets, while the main gameplay takes place between cav and melee. Ranged as it is implemented just doesn't fit into the overall game
Title: Re: Number of players declining
Post by: Paul on January 21, 2014, 01:30:32 pm
My idea of an archer is someone who has to option to focus on shooting his bow OR being also somewhat able in melee. I played both - hybrid and pure - , enjoyed both although being far more effective with the melee oriented archer. I think killing the option to be a pure archer is wrong. Taking away possibilities for the sake of an everwhining group is wrong in my opinion.
Title: Re: Number of players declining
Post by: Tor! on January 21, 2014, 01:38:44 pm
There are not many people who will get just rolled over in melee anymore. Even if you catch up to an archer, he wont just fall over and die, he probably knows how to block and keep you occupied for a while. Archers can be quite effective at both ranged and melee if they want too (Good thing we have dagger quickswap for those annoying ones :P)

People are just to solid in the melee part of this game, so people naturally go to the weapon that allows them to kill what they cant otherwise. Then some figured out they could be on a horse as well! The melee part doesnt have enough going for it at this stage, it has not really evolved in many years. People kinda reached the peak, I would say. We can just hope M:BG pulls it off better.

Oh, and the best counter to ranged is still ranged   :rolleyes:
Title: Re: Number of players declining
Post by: bagge on January 21, 2014, 01:40:38 pm
Fuck support.

Anyway, people playing melee are often brainless retards that actually challenges an Archer while running up a hill and then go and complain about it on the forum.

Melees often have extreme tunnelvision that arent aware of ranged and those are the easy targets. Without realising they suck they go and complain about it on the forum.

Most melee players have no patience and refuse to wait for flags and instead they go out in the open, challenging several archers and get fucked and complain about in the forum.

Kiting archers? Pft they barely exist anymore. Players like Shokoshugi maybe do it, but you can easily avoid him since he's 10 miles away in the first place. If you're going towards him from 20-50 meters, or any decent Archer for that matter, expect to be fragged.

Obviously its frustrating when you get fucked cause of an arrow, al tho its a part of the game and you live with it. Dlnt enjoy EU1 or EU2, just go melee only bundle of stickss
Title: Re: Number of players declining
Post by: Leshma on January 21, 2014, 01:42:59 pm
Well, you "killed" an option to be full STR build. There are players who still prefer 36/3 with no WM but they are far from their previous effectiveness and takes ton of skill to be on par with now, much better 27/12 or 30/9 builds.

I'm not saying to remove pure archers, but I don't believe that pure archer should ever get more than 1:1 k/d. Currently, those pesky high level russian archers have 30/3 scores on siege. And ton of points and valor sometimes. Which is stupid, because they are mostly useless despite high number of kills and damage dealt.

Melee archer used to be doable, before you raised quiver weight to deal with kiters. Now melee archer feels like a tincan, with small portion of tincan survivability. Now saying that melee archer should be capable at melee like pure melee builds, but currently it's not even comparable.
Title: Re: Number of players declining
Post by: bagge on January 21, 2014, 01:46:13 pm
Oh, and the best counter to ranged is still ranged   :rolleyes:

As it should be. The thing is that the awful team balance Ruins it. If it were proper team balance for the classes we wouldnt have this problem.

Nerfing everything to the ground isnt the solution
Title: Re: Number of players declining
Post by: Grumbs on January 21, 2014, 01:52:38 pm
As it should be. The thing is that the awful team balance Ruins it. If it were proper team balance for the classes we wouldnt have this problem.

Nerfing everything to the ground isnt the solution

As long as the best counter to ranged is ranged we will continue to have these NERF RANGED threads. Its simple, if we can't have classes that adequately counter ranged, the population of ranged will stay at insane levels. Making ranged good in melee is making the issue worse. Buffing 1 handers, making more 0 slot etc just makes a ranged counter weaker

You should be able to look at the battlefield and say "Phew thats a lot of ranged, i'm gonna play X to counter". That class should then shit on ranged in a similar way to ranged 1 shots players without putting themselves at much risk. Otherwise ranged should not be as effective as they are risk/reward wise

Sadly doing that is probably outside the scope of the game, unless they make some kind of anti ranged cav build for eg that shits on ranged and doesn't do much to infantry
Title: Re: Number of players declining
Post by: Corwin on January 21, 2014, 01:52:51 pm
Ok, no more dedicated ranged. Next step we make it so that horses can only be used by mounted infantry for transportation. No more fighting on horseback. Maybe shields shouldn't be usuable in a fight either - only for sliding down hills.

Finally some sense.
Title: Re: Number of players declining
Post by: Tydeus on January 21, 2014, 01:53:43 pm
Personally, I found that I was much more effective with a dedicated archer build when using a Long Bow, than I was with any weapon combination on my hybrid archer. Of course, I don't think either really need nerfed, just that they're both currently a bit too effective against high armor.

Horse ranged on the other hand, is problematic for a number of different reasons. It has a higher maximum potential to change the outcome of a round than basically anything else(think of it as rewarding high player skill more than any other class), which might sound good on paper, but when it rewards skill more than melee or ground archery, it has fowl side effects. Horse ranged, due to the fact that many of our maps make it excessively hard for melee to neutralize or even slightly reduce the effectiveness of these classes, let alone fight against them, takes away from the fun for most players. The majority of items and builds in this game are fun for the user but fun-neutral for everyone else, how it should be, this is what you expect; horse ranged on the other hand, is fun for the user, and un-fun for everyone else.

In a perfectly balanced game or a competitive setting or if our battle maps were all closed-in and didn't allow these classes to roam free, things would be different. Unfortunately we don't have any of this, and as many players enjoy open maps (4 houses on a random plains/steppe), and due to the size of our community, we pretty much only have a "pub" server, it's a very casual setting. If these things were different, there'd be no reason to object to horse ranged, because every round the appropriate counters would be in place. It's a realism vs idealism argument.
Title: Re: Number of players declining
Post by: Leshma on January 21, 2014, 02:00:05 pm
Haven't played battle for awhile so I dunno what kind of archers play there. On siege we have Druzhina and Grey archers, combined with Quincy's. Most of them can't block. Actually they can block, but only long and slow weapons. They can't block warhammer, that's for sure.

Recent change to score is just another buff to pure archers. Since there's no decent blunt/pierce 0 slot weapon and for siege you need two quivers, archers are forced to use cut weapons. But with this change, cut damage isn't good for score. Also archers don't get as many points from standing near the fight and fighting themselves. Now it's best to stay at distance and shoot pierce arrows.
Title: Re: Number of players declining
Post by: Tydeus on January 21, 2014, 02:31:01 pm
Haven't played battle for awhile so I dunno what kind of archers play there. On siege we have Druzhina and Grey archers, combined with Quincy's. Most of them can't block. Actually they can block, but only long and slow weapons. They can't block warhammer, that's for sure.

Recent change to score is just another buff to pure archers. Since there's no decent blunt/pierce 0 slot weapon and for siege you need two quivers, archers are forced to use cut weapons. But with this change, cut damage isn't good for score. Also archers don't get as many points from standing near the fight and fighting themselves. Now it's best to stay at distance and shoot pierce arrows.
And from this you can derive the argument that pierce is too effective, can't you? Remember, damage values weren't changed, the only thing that was changed, is that the score reward is now directly proportional to the actual damage you deal, rather than imaginary damage that gets soaked by armor. It's fascinating how you can mold player perspectives on effectiveness, through rewards alone.
Title: Re: Number of players declining
Post by: owens on January 21, 2014, 02:43:14 pm
This might sound funny but the aus community has never been healthier.


The fact is in NA people are still playing to be dicks. HA is a class 20% play to RP, 70% play to be irritating and 10% play for the bitches. Xbow is the same a class that relishes the fish in a barrel feeling it gives the target.

Too many classes leave any other class defenseless and too many players take advantage of that. HA, HXB and Xbow are some of them.
Title: Re: Number of players declining
Post by: Joker86 on January 21, 2014, 03:02:41 pm
I think there is no use in blaming anybody. It's more or less a natural process.

And the real reason I think this mod is declining wasn't in this list. It was not the balancers, they only got blamed by everyone who doesn't understand anything of game design.

The problem is lying the the game mode (you knew this one would come) in combination with the one-dimensional system they implemented for equipment and skills. The upkeep system itself is incredibly bad, I still can't manage to find words after all these years. The moment it got announced I knew it was going to be bullshit, and I was right. But I never would have expected that people who are able to program all the amazing features cRPG has would be stupid enough to implement a marketplace, effectively removing their upkeep system and replacing it with nothing but endless grind and a lot of scamming. So bottom line we have a relatively uninspired skill system from M&B, almost no equipment limitation at all, and a system which heavily favorizes clan stacks.

If cRPG would have a system where your items are always persistent and not limited somehow by the money you have, time you can afford to use them, and the performance on your team, and which would have a tradeoff between having good skills or good equipment or a mixture of both, and where the reward system would not be as retarded as the multiplier is, and instead be a mixture of rewarding your personal performance (not only kill wise) but also the performance of your team in a game mode which does not base only upon killing all enemies and thus heavily favorizing ranged and mounted classes, leaving melee infantry to be the fool on the battlefield, forcing the balancers to ridiculously nerf all other classes to give infantry not an absolutely horrible gameplay and still failing in the attempt, and being blamed by everybody for trying to fix something they have not broken...

*taking breath*

... then cRPG would have lived a bit longer, I presume. 
Title: Re: Number of players declining
Post by: Grumbs on January 21, 2014, 03:23:30 pm
The upkeep system has its uses. It does hit people in the pocket so you tend to get fewer of things you don't necessarily want to nerf outright. It allows for a bit more realism in the design, so if you want heavy armour to behave like heavy armour you could make it very expensive so you only really get a few of them per team etc. Otherwise you would need literal or class limits which I don't think they can do. I do like that theres a market and economy, it feels more like an RPG with things to worry about or plan for besides the current game session

Saying that though there is some arbitrary upkeep price attached to most weapons atm. We basically have a "trash" rank and a "decent weapon" rank were the upkeep is just a random number. Anything over like 4-7k is usually as good as each other in one way or another. I don't know if its worth changing much atm though, maybe reduce the cost on the more costly weapon types.

I really like Battle mode and don't really see why we should ruin a whole game mode just because people want to be "fair" and say that everything is balanced and should never be nerfed. We simply need a good counter to ranged classes that doesn't involve throwing or shooting projectiles, and we need to give good reasons to players NOT to play ranged. This can be upkeep, paying per shot, weight, no melee weapon (lol, imagine ranged get the same situation as melee do vs ranged)

We just need to stop pussy footing around the issues and get balancers with some wherewithal (balls) to do what needs to be done, without worrying about people who can't play without left clicking on guys from a safe distance
Title: Re: Number of players declining
Post by: BattalGazi on January 21, 2014, 03:26:39 pm

On a personal note:

ATM HA have insane mobility because of using horse and same shooting speed as foot ranged.
I suggest to nerf a bit bows speed rating while using on horseback. It have been done to HX, so why not to HA?
Being HA have only benifits of mobility compared to foot archers. I thing that taking arrow from quiver, putting it on string, draw and aim is harder while sitting on riding horse than on foot...
Check this one out Steeve: http://atarn.net/, you can learn more about asian archery; the thumb draw and how it enhances horse archery and foot archery speed. If you have questions, I can gladly help you as well, as I practice thumb draw irl ...

Title: Re: Number of players declining
Post by: Joker86 on January 21, 2014, 04:20:14 pm
The upkeep system has its uses. It does hit people in the pocket so you tend to get fewer of things you don't necessarily want to nerf outright.

You can limit the amount of items other than by this upkeep system. And the balance of an item is (usually) not determined by its abundance. Having only one player use a laserblaster doesn't mean the laserblaster shouldn't be nerfed. On the other hand if everyone runs around with a Kuyak it doesn't mean the Kuyak is OP, it can have various reasons like looks, etc. (That's why I chose the Kuyak as example, since it's just in the "middle" of the rather linear armour line, and still overused. Stat wise it doesn't stand out so much that it would justify the amount oyu see on the servers).

In short: balance wise the popularity of an item has nothing to do with the balance. High popularity can only be an indicator that an item could be OP, but that's it. This doesn't give the upkeep system any benefit over other systems at all.

It allows for a bit more realism in the design, so if you want heavy armour to behave like heavy armour you could make it very expensive so you only really get a few of them per team etc. Otherwise you would need literal or class limits which I don't think they can do.

Again the upkeep system would not be the only one to limit that stuff.

My old suggestion was to have to buy your equipment budget with skill points, which means that if you extend your item budget that far that you can afford a heavy armour you can't exceed your power strike or athletics or weapon master skill. That way a guy with heavy armour just plays DIFFERENTLY than someone with light armour and high skills, but should be more or less on the same level. With the upkeep system you only need to be in a clan stack most of the time, own a fief or do a lot of market place trade (including the sale of a single loom point) and you are BETTER than other players on the same level. Which is BAD balance, imho.


I do like that theres a market and economy, it feels more like an RPG with things to worry about or plan for besides the current game session

Nothing against that, but it should not directly affect your performance ingame.

Saying that though there is some arbitrary upkeep price attached to most weapons atm. We basically have a "trash" rank and a "decent weapon" rank were the upkeep is just a random number. Anything over like 4-7k is usually as good as each other in one way or another. I don't know if its worth changing much atm though, maybe reduce the cost on the more costly weapon types.

This is what I was complaining about often enough. Since the upkeep was not enough to limit the items effectively, the developers started to balance the items in a way that those about three quarters up the quality ladder usually turn out to be the best choice, whereas the "top tier" items remain something rather "extreme" for specialized builds. If the limitation would be more strict than the upkeep system, you can make the items differ much more than now. If you would make the differences between good and bad items much bigger with the upkeep system, everyone would only use the best items or leech in rags to be able to afford using them some time. Which again is bad game design, imho.

I really like Battle mode and don't really see why we should ruin a whole game mode just because people want to be "fair" and say that everything is balanced and should never be nerfed. We simply need a good counter to ranged classes that doesn't involve throwing or shooting projectiles, and we need to give good reasons to players NOT to play ranged. This can be upkeep, paying per shot, weight, no melee weapon (lol, imagine ranged get the same situation as melee do vs ranged)

No, it can't. It's the gameplay itself what deterrs people from infantry and drives them into ranged. Unless the gameplay changes fundamentally nothing will change or help. Currently the gameplay feels like this: infantry has to run around all the time in the search of target to engange, while the only real targets where they have no problems engaging in are other infantry. The rest of the round is spent running around and constantly watching your back for archers and cavalry. On the other hand cavalry and archers can start engaging few seconds after spawning, and they can pick their targets and are much more flexible to react to developments on the battlefield WITHOUT having to stop attacking. Infantry is passive, the other classes are active. Unless this fact changes, the old problems will persist.

We just need to stop pussy footing around the issues and get balancers with some wherewithal (balls) to do what needs to be done, without worrying about people who can't play without left clicking on guys from a safe distance

As I said, it's not a balance issue at all. If there are still ranged nerfs needed to achieve balance and good gameplay, we should be at like 90% process, which means about 10% problems are left. But we have 100% of the old problems with ranged left, so what does this tell us?
Title: Re: Number of players declining
Post by: Paul on January 21, 2014, 04:28:57 pm
We just need to stop pussy footing around the issues and get balancers with some wherewithal (balls) to do what needs to be done, without worrying about people who can't play without left clicking on guys from a safe distance

Or we need balancers who tell users with outright retarded opinions that they are wrong and that they won't remove classes because of a hurt superiority complex.
Title: Re: Number of players declining
Post by: Tydeus on January 21, 2014, 04:43:43 pm
We just need to stop pussy footing around the issues and get balancers with some wherewithal (balls) to do what needs to be done, without worrying about people who can't play without left clicking on guys from a safe distance
Or we need balancers who tell users with outright retarded opinions that they are wrong and that they won't remove classes because of a hurt superiority complex.
Both seem like opposite extremes on the same spectrum that seem to be ignoring the fact that a middle ground even exists.

(click to show/hide)
Lots of good from this post. Unfortunately a lot of it isn't really feasible at the moment.
Title: Re: Number of players declining
Post by: bagge on January 21, 2014, 04:50:59 pm
Final solution friends!

1. Create a cRPG league, run by a member of the cRPG staff, dedicated as Event Manager(s).
   

2. Shorter Strategus rounds. Make it less time consuming

3. Remove banner balance and implement a class balance system on the public servers (if possible).

Matches and public are a whole different thing. People that are experienced should know this and imo there's no class that are rather OP in clan matches. Let public heroes be public heroes

In short, make the mod more competative. It's not fun constantly grinding looms and experience on public servers all day and maybe, just maybe people wont lose interest as easy like how it is today.

Well, one can always dream. :(
Title: Re: Number of players declining
Post by: LordRichrich on January 21, 2014, 05:12:02 pm
Why isn't there an option for "The Community" ?

It's mostly shit really.
Title: Re: Number of players declining
Post by: Phew on January 21, 2014, 05:29:00 pm
I think there is no use in blaming anybody. It's more or less a natural process.

And the real reason I think this mod is declining wasn't in this list. It was not the balancers, they only got blamed by everyone who doesn't understand anything of game design.

The problem is lying the the game mode (you knew this one would come) in combination with the one-dimensional system they implemented for equipment and skills. The upkeep system itself is incredibly bad, I still can't manage to find words after all these years. The moment it got announced I knew it was going to be bullshit, and I was right. But I never would have expected that people who are able to program all the amazing features cRPG has would be stupid enough to implement a marketplace, effectively removing their upkeep system and replacing it with nothing but endless grind and a lot of scamming. So bottom line we have a relatively uninspired skill system from M&B, almost no equipment limitation at all, and a system which heavily favorizes clan stacks.

If cRPG would have a system where your items are always persistent and not limited somehow by the money you have, time you can afford to use them, and the performance on your team, and which would have a tradeoff between having good skills or good equipment or a mixture of both, and where the reward system would not be as retarded as the multiplier is, and instead be a mixture of rewarding your personal performance (not only kill wise) but also the performance of your team in a game mode which does not base only upon killing all enemies and thus heavily favorizing ranged and mounted classes, leaving melee infantry to be the fool on the battlefield, forcing the balancers to ridiculously nerf all other classes to give infantry not an absolutely horrible gameplay and still failing in the attempt, and being blamed by everybody for trying to fix something they have not broken...

*taking breath*

... then cRPG would have lived a bit longer, I presume.

This guy hit the nail on the head. The problem wasn't balancing or ranged or whatever; it was flawed game modes that were spread too thin combined with a crappy reward system. There should have been only one game mode, Conquest, and it should have been tweaked to perfection. Instead, your choices are now:

-Battle, spend the whole round chasing mounted ranged, then die and watch grass grow for several minutes
-DTV, mindlessly overhead bots
-Siege, still the best game mode, but victory/defeat is mostly decided by the map
-Rageball, never played it, but it sapped development resources that could have been used for a "real" game mode
-Strat, never played it, but the concept seems closer to single-player Warband than cRPG, and ditto above

Also, the multiplier+repair system is annoying: It should have been gold+XP for winning fights near objectives, coupled with a reward for winning the round. Upkeep should have been a fixed cost per minute, without the random and victory-dependent elements we have now.
Title: Re: Number of players declining
Post by: Perche on January 21, 2014, 05:42:22 pm
I suggest, even though it's hard, to enhance the quality of the textures and to make the mod more visible on forums and in general in internet
Title: Re: Number of players declining
Post by: bagge on January 21, 2014, 05:45:15 pm
New gamemodes would maybe boost activity for a week or a month tops. Playing public all day long is incredibly boring

The only way to keep a game alive is competative. True story
Title: Re: Number of players declining
Post by: Tzar on January 21, 2014, 05:50:02 pm
So this thread is where all the Strat players comes an load off cause strat is dead atm  :?:

I dunno, but could be nice with a player count thingy like we did in the past, an check activity, cause to me the game doesn't feel like its dying.
Maybe because strat is paused an we get the hardcore grinders on eu1/2 who only used to play strat cause of XP.

Also plz gief us weapon kill stats again, would be fun to see :)
Title: Re: Number of players declining
Post by: Grumbs on January 21, 2014, 05:50:46 pm
Or we need balancers who tell users with outright retarded opinions that they are wrong and that they won't remove classes because of a hurt superiority complex.

Sure keep on calling us retarded while you take years to see the problems right in front of your eyes, while making issues worse with your balancing
Title: Re: Number of players declining
Post by: Macropus on January 21, 2014, 05:55:17 pm
-Battle, spend the whole round chasing mounted ranged, then die and watch grass grow for several minutes
Well, DTV is probably a better game mode to choose for those who like to chase mounted ranged.
Title: Re: Number of players declining
Post by: Leshma on January 21, 2014, 06:08:26 pm
I dunno, but could be nice with a player count thingy like we did in the past, an check activity, cause to me the game doesn't feel like its dying.

Take in consideration that we lost couple of servers. Had EU4 with 20-30 players on average, EU5_New had at least 10 players on, during prime time, HRE_DTV had 10 or so, Siege was full when it was 80 man server, it used to be full as 120 man, battle used to be full on prime time. Also, there are players only during prime time, before that it's quite empty everywhere, only battle has players at that time (DTV has Chinese). After 12 pm, siege is dead. But most importantly, we had both holidays and double XP and steam sales which used to bring so many people to play.

It's definitely combination of mod being old and ranged. Because when those who don't play often and decide to give it a go (while being drunk), they quit after ten minutes because of ranged on battle/siege.
Title: Re: Number of players declining
Post by: Leshma on January 21, 2014, 06:13:23 pm
The "retirement of elders", I truly believe oldest players were tricked to leave the game with a couple of looms, as they found it the only way to get away from seeing their good old character investments are not worth playing anymore. I blame devs for this directly. You lost a good bunch of good and skilled players.

I don't understand this, care to explain a bit better?
Title: Re: Number of players declining
Post by: Paul on January 21, 2014, 06:15:06 pm
-Rageball, never played it, but it sapped development resources that could have been used for a "real" game mode

There are no "development resources". People work on this mod when they have fun doing it or not at all. The only things rageball did was giving 2 devs a bit more proficiency&confidence with using the MS and having cmp add more operations for us to use in it. That is a good thing. Playing it gave me lot of fun, xp and gold though and I don't think I am alone with that.
Title: Re: Number of players declining
Post by: Leshma on January 21, 2014, 06:16:36 pm
Rageball was really fun when it was alive on EU side. Dunno why it dropped dead, wasn't active when that happened.
Title: Re: Number of players declining
Post by: Phew on January 21, 2014, 06:54:48 pm
There are no "development resources". People work on this mod when they have fun doing it or not at all. The only things rageball did was giving 2 devs a bit more proficiency&confidence with using the MS and having cmp add more operations for us to use in it. That is a good thing. Playing it gave me lot of fun, xp and gold though and I don't think I am alone with that.

Conquest had the potential to be a brilliant game mode; I'd say it was 75% there. I don't know what motivates each developer, but I would think completing one epic game mode as a team would be more fun, satisfying, and educational than tinkering with a "gimmick" game mode.
Title: Re: Number of players declining
Post by: Osiris on January 21, 2014, 07:25:22 pm
Rageball was great fun but at the same time highly frustrating because people kept treating it like a TDM server spoiling it a little. The ninja jumps flying slide tackles etc was great when an admin was on to boot the TDMers :D
Title: Re: Number of players declining
Post by: Paul on January 21, 2014, 07:30:04 pm
I have 0 motivation for conquest. Rageball was fun to tinker with. It depends on the interests of the dev. I had fun in rageball from a physics point of view and my interest in football. To implement air friction for the ball, starting from the forces, making a differential equation, converting it to a difference equation so the programm can work with it and thus putting stuff from lectures actually to use. That was fun to me. I just can't find the same motivation for conquest.
Title: Re: Number of players declining
Post by: Leshma on January 21, 2014, 07:35:41 pm
Just for the record, when voting closes, topic will be closed too. Then you make from results whatever you want. Honestly, if I knew such high amount of players would participate in voting process, I would try to make a better poll. But I couldn't imagine such response.

Edit: Forgot one thing. Have I put one vote per account or not. Used default values, and believe that one vote per account is default. Or not?
Title: Re: Number of players declining
Post by: BattalGazi on January 21, 2014, 07:38:04 pm
I don't understand this, care to explain a bit better?

Sure. Have a look at the hall of fame in the tavern, these are the people I'm talking about. I cannot say all of course, but many of them left the game by doing this ridiculous retirement bonus. They left because their long time character builds were either made useless by nerf after anoter, or they were bored. Maybe devs thought that this was a good way to encourage these old players to start all over again because their characters are useless now. But I guess it didn't work out as planned for many of them, as they left the game for good, distributing their looms even for free.

It started a wave for retiring and people couldn't dare to start all over again. Community lost many of its old, reasonable and skilled players. That was what I was trying to say ...
Title: Re: Number of players declining
Post by: Osiris on January 21, 2014, 07:39:43 pm
to be fair most of those still play. The ones that quit did so long before and just came back to get on scoreboard (like Leed)
Title: Re: Number of players declining
Post by: Leshma on January 21, 2014, 07:42:20 pm
Quote
Sure. Have a look at the hall of fame in the tavern, these are the people I'm talking about. I cannot say all of course, but many of them left the game by doing this ridiculous retirement bonus. They left because their long time character builds were either made useless by nerf after anoter, or they were bored. Maybe devs thought that this was a good way to encourage these old players to start all over again because their characters are useless now. But I guess it didn't work out as planned for many of them, as they left the game for good, distributing their looms even for free.

It started a wave for retiring and people couldn't dare to start all over again. Community lost many of its old, reasonable and skilled players. That was what I was trying to say ...

Well, I might be a special case but... retired, gave away looms (big mistake), deleted char, wasn't here for almost 9 months, came back, started leveling from scratch, now almost back to level 35 with almost all the looms I desire.

It would be much easier if they decided to speed up the whole process, but this mod is developed by a person of germanic heritage, which means effort and work runs through his veins. Therefore we must not have an easy way and grind must be protected at all costs.
Title: Re: Number of players declining
Post by: BattalGazi on January 21, 2014, 07:46:13 pm
One way or another it was one of the causes for players losses. Some came back some didn't.
Title: Re: Number of players declining
Post by: Leshma on January 21, 2014, 07:47:06 pm
Chagan probably found a better game to enjoy, I simply can't play other games. Otherwise I wouldn't be here. Always was telling people how I won't buy Bannerlord, but truth to be told with Bannerlord at least I know what I'm getting. chadz's game seems so distant atm, not sure will they be able to pull off melee combat right.
Title: Re: Number of players declining
Post by: BattalGazi on January 21, 2014, 07:48:50 pm
I missed Chagan and all these old GKs ... :cry: :cry:
Title: Re: Number of players declining
Post by: Osiris on January 21, 2014, 07:52:00 pm
I dont :D Massive cav stacks who specialize in spawn raping people with slow pcs or late starters was worse than any mass ranged :D
Title: Re: Number of players declining
Post by: BlueKnight on January 21, 2014, 07:56:49 pm
I dont :D Massive cav stacks who specialize in spawn raping people with slow pcs or late starters was worse than any mass ranged :D
No, no, no. Totally opposite! Mass ranged way worse than mass cav.
Title: Re: Number of players declining
Post by: The_Bloody_Nine on January 21, 2014, 08:32:29 pm
Studies, work, family, band. Not playing any games at all and when I will do again, it will be crpg or Battlegrounds  :D
Title: Re: Number of players declining
Post by: Armpit_Sweat on January 21, 2014, 09:03:23 pm
Studies, work, family, band.
   
Band?.. I was about to express my condolences regarding not playing games in favor of unimportant things, but band sounds like fun :D
Any links to a live performance of any sorts? What instrument are you playing?
Title: Re: Number of players declining
Post by: CrazyCracka420 on January 21, 2014, 10:09:18 pm
Yeah I agree, also they ride with their arrows in left hand rather than quiver. Imagine holding 20 arrows in your bow hand...
I was just using it to illustrate that HA can fire fairly quickly.

Also what's the poundage on the bow they are using?  How much damage is it doing to someone with armor on? 

And bagge for crpg president.  Ranged counter ranged.  Shielders and cavalry can kind of counter ranged (if used in conjunction with teamwork of other players).  The problem is that there is a terrible balance system on the public servers.  Yes, I said it, PUBLIC servers.  They are public servers, not a place for clans to stomp the randoms.  Class balance should be the way teams are balanced (doesn't need to be 100% balanced). 
Title: Re: Number of players declining
Post by: Leshma on January 22, 2014, 01:01:59 am
Servers used to be public, but then some smartass decided to implement banner balance. That smartass implemented many things and I must say it's much better with him around than without.
Title: Re: Number of players declining
Post by: NejStark on January 22, 2014, 01:11:07 am
Also what's the poundage on the bow they are using?  How much damage is it doing to someone with armor on? 

Not sure what exact poundage these guys are using, but I've seen them up to 110lbs. I reckon best irl HA Kassai must use one of those!
Title: Re: Number of players declining
Post by: owens on January 22, 2014, 01:33:23 am
Agreed we need events.


No more of these stupid duel tournaments either. Egos are big enough in cRPG.


We also need a 1-2 hour AMA with item balance team....
Title: Re: Number of players declining
Post by: FRANK_THE_TANK on January 22, 2014, 04:42:59 am
They need to try bring back the mode where you build the defenses as you play and as people get kills/gold more of their own equipment gets unlocked.

Could be a lot of fun. As people get better gear the other team will have to gank them to stop them powering onto full plate.

Perhaps the mode could give no gold only xp and cost say 1k per round... I don't know just spit balling.

Seriously though, it's the same old game from 2010! It's 4 years fucking old, and it's a mod for a 4 year old game that is more or less a rehash of an 8 year old game!

It's basically a miracle it's lasted this long.   
Title: Re: Number of players declining
Post by: Snufalufagus on January 22, 2014, 06:26:39 am
They need to try bring back the mode where you build the defenses as you play and as people get kills/gold more of their own equipment gets unlocked.

Could be a lot of fun. As people get better gear the other team will have to gank them to stop them powering onto full plate.

Perhaps the mode could give no gold only xp and cost say 1k per round... I don't know just spit balling.

Seriously though, it's the same old game from 2010! It's 4 years fucking old, and it's a mod for a 4 year old game that is more or less a rehash of an 8 year old game!

It's basically a miracle it's lasted this long.

awesome idea!!!!
Title: Re: Number of players declining
Post by: Xhandor on January 25, 2014, 12:10:19 pm
Reading this thread just strengthens me in my decision to quit Crpg for good...

Well who to blame?
In my opinion its not just a single cause, but the causes have added up over time....

- getting bored by the game
- beeing frustrated with the nerfing and buffing lottery of weapons and armor
- lack of decent maps in map rotation

The fighting system was and still is one of the best I have experienced (compared to similar games) - especially the speed of the game was fascinating me.
But that has changed over the time - the game felt rather slow and has lost its unique fluency.
This unique fighting system was the main reason for me to keep playing and to overlook the other shortcomings (mentioned above) but without it....there isn't much left to stay for.








Title: Re: Number of players declining
Post by: Awea on January 25, 2014, 12:16:07 pm
Just keep fighting. Players will come.
Title: Re: Number of players declining
Post by: Snufalufagus on February 10, 2014, 03:44:49 am
You know what i think is a big part of it. New players are trolled and eaten for lunch.  We gotta take some fools in and treat em like bros.
Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 04:40:31 am
I cba to play cus I feel im wasting my time losing round after round to roflstomp = balance has gone byebye

today merc mod had 100 players!
Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 04:42:55 am
The only way to keep a game alive is competative. True story

devs is of another opinion  :lol:

no challenge or competition in roflstomp lolrape. only half of the online playerbase think its fun.
Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 04:56:57 am
visitors can't see pics , please register or login

visitors can't see pics , please register or login


 :lol:
Title: Re: Number of players declining
Post by: LordBerenger on February 10, 2014, 05:12:15 am
Nobody wants to play CRPG anymore cuz too many racists. Tru story
Title: Re: Number of players declining
Post by: Jack1 on February 10, 2014, 05:27:28 am
For the last two months the NA servers have gotten pretty low pop. I realized this and tried to figure out why. The reason was because there was so much ranged that would shoot into melee, stun players, then the enemies would get so many BS kills off of stunned people. Since I had realized that there was cancer in NA I decided that there needed to be a tad bit of radiation to kill the cancer.

My build:

Level 34

24 strength
18 agility

125 two handed profency
125 polearm profency.

8 power strike
3 shielding
6 athletics
6 riding
6 weapon master

I used this build with a destrier, heavy lance, 64 body armor, 50+head armor. I used my main for one thing and one thing only:if there were non heavily armored ranged I would find them and I would piss them off with one shoting them round after round.(8 PS, MW heavy lance, champion destrier and a little bonous from the 6 riding hits like a truck)

Since I have been doing this many players that disappeared have come back and are playing very frequently. For the first time since I started playing some two and a half years ago there were 110 players in NA1 while the population mid day has gone up to about 40+ players and much much more at prime time.

I would like to think that it was all me but I am sure that there are other reasons that NA is starting to grow again. My question is: how do you like to kill players who play to give the other team hell?
Title: Re: Number of players declining
Post by: Leesin on February 10, 2014, 07:36:43 am
I cba to play cus I feel im wasting my time losing round after round to roflstomp = balance has gone byebye

today merc mod had 100 players!

Merc mod also has one of the whiniest shittiest communities in a mod that I ever witnessed, the players would make up their own rules like round end duels and if I didnt follow their made up rules all my team mates would try to TK me. So I made it my mission to piss them all off in the short time I played the mod, by ruining all their duels in a  battle round and playing HA which made them all rage harder than anyone in crpg. Fuck that mod.
Title: Re: Number of players declining
Post by: Kafein on February 10, 2014, 08:15:40 am
Merc mod also has one of the whiniest shittiest communities in a mod that I ever witnessed, the players would make up their own rules like round end duels and if I didnt follow their made up rules all my team mates would try to TK me. So I made it my mission to piss them all off in the short time I played the mod, by ruining all their duels in a  battle round and playing HA which made them all rage harder than anyone in crpg. Fuck that mod.

From your post I can certify that you are an asshole, though
Title: Re: Number of players declining
Post by: Templar_Steevee on February 10, 2014, 08:35:37 am
...The reason was because there was so much ranged ...

After last patch number of archers (at least on eu) dropped. Now there are lots of cav instead.
Title: Re: Number of players declining
Post by: no_rules_just_play on February 10, 2014, 08:47:18 am
visitors can't see pics , please register or login

visitors can't see pics , please register or login


 :lol:
seriously, nobody cares you left...
Title: Re: Number of players declining
Post by: bavvoz on February 10, 2014, 08:50:21 am
Im happy as long as theres not hordes of mounted ranged :)
Title: Re: Number of players declining
Post by: Templar_Steevee on February 10, 2014, 09:01:46 am
nomad bow ha with cutting arrows needs like 5-6 arrows to kill me now (without hs ofc) :D
Title: Re: Number of players declining
Post by: Tausen on February 10, 2014, 09:04:27 am
The fact that new players are rare.

most likely becouse it is devestatingly disapointing to get stomped so hard by pro players.

Thats it. you guys are to good.
Title: Re: Number of players declining
Post by: bavvoz on February 10, 2014, 09:50:49 am
Thats why we have dtv :D A safeheaven where one can retreat to lick pridewounds and regain confidense :)
Title: Re: Number of players declining
Post by: Prpavi on February 10, 2014, 09:58:34 am
Horse ranged shouldn't be a problem with the latest patch, atleast the STF chars will be mostly eliminated, I'm having a hard time on my lvl 33 HA, especially on some maps. Once again I applaud this patch even though it made me almost useless most of the time.
Title: Re: Number of players declining
Post by: Kafein on February 10, 2014, 10:21:38 am
Thats why we have dtv :D A safeheaven where one can retreat to lick pridewounds and regain confidense :)

The problem is that nobody wants to play DTV with those guys in your team.
Title: Re: Number of players declining
Post by: Macropus on February 10, 2014, 11:18:53 am
Thats why we have dtv :D A safeheaven where one can retreat to lick pridewounds and regain confidense :)
Lol, this is so true.
Title: Re: Number of players declining
Post by: Smithy on February 10, 2014, 12:00:54 pm
lol Jack just read your post.  I've definitely done that, a lot.  My main is pure 2h, and when I would feel the amount of ranged was causing people to leave the server, I would get on my HT alt (SCHUTZ) and exclusively hunt ranged.  One hitting most all of them.. +3 Arabian Warhorse, 7 riding +3 Jarids.  Once they agreed to leave and rejoin on a non ranged char, I'd do the same.   :lol:  Good times.
Title: Re: Number of players declining
Post by: Testicleez on February 10, 2014, 12:23:57 pm
It's ridiculous how tough it is to be a new player in this mod, especially now. I've tried to get some of my buddies to play, even telling them that they'll get destroyed for a LONG time before being able to do anything, but they simply couldn't bare it. I can't even imagine being an individual just now finding out about this mod (through Youtube or something), and trying to play. You'd get dominated so hard and it would really crush any motivation to keep playing. The majority of players still remaining in this mod have been playing for quite some time now, so we're not only ahead of the game skill-wise, we have higher-level characters with loomed gear. It's not like some regular FPS game where you can pick it up pretty quick, we're talking about a rare breed medieval combat game. The learning curve is so steep. Most people don't have much or any experience at all with this type of game. We have an insane advantage over them. It's inevitably going to be overwhelming for noobs.

I think a player's first character should start out at level 20 (25?), with 20,000 gold and a display/tutorial, suggesting to try out one of a few popular builds. Maybe 21/18 2H, tell them what character statistics they should select, explain what they mean, suggest medium armor + a bastard sword.

I've thought about this a lot, there's so many things they could do to help out new players. If anything, at least have a message displayed telling them what they're getting into. I feel like some noobs just walk into this mod blindfolded expecting to be a medieval knight ready to take on the world. I've been enjoying these patches and item additions lately, but this kind of change (a change helping new players stick with the mod) is long overdue...

But what do I know, I'm just Testi.
Title: Re: Number of players declining
Post by: bavvoz on February 10, 2014, 12:41:56 pm
It's ridiculous how tough it is to be a new player in this mod, especially now. I've tried to get some of my buddies to play, even telling them that they'll get destroyed for a LONG time before being able to do anything, but they simply couldn't bare it. I can't even imagine being an individual just now finding out about this mod (through Youtube or something), and trying to play. You'd get dominated so hard and it would really crush any motivation to keep playing. The majority of players still remaining in this mod have been playing for quite some time now, so we're not only ahead of the game skill-wise, we have higher-level characters with loomed gear. It's not like some regular FPS game where you can pick it up pretty quick, we're talking about a rare breed medieval combat game. The learning curve is so steep compared to other games. Most people don't have much or any experience at all with this type of game. We have an insane advantage over them. It's inevitably going to be overwhelming for noobs.

I think a player's first character should start out at level 20 (25?), with 20,000 gold and a display/tutorial, suggesting to try out one of a few popular builds. Maybe 21/18 2H, tell them what character statistics they should select, explain what they mean, suggest medium armor + a bastard sword.

I've thought about this a lot, there's so many things they could do to help out new players. If anything, at least have a message displayed telling them what they're getting into. I feel like some noobs just walk into this mod blindfolded expecting to be a medieval knight ready to take on the world. I've been enjoying these patches and item additions lately, but this kind of change (a change helping new players stick with the mod) is long overdue...

But what do I know, I'm just Testi.

+1+1+1+1

Helping new players should be a priority! Start from lvl 20 is a good suggestion. I would even take it a step further and letting the main char get a +3 untradable item aswell.
Perhaps an option for them to have something that show visually they are new if they want to. I know alot of ppl would go easy on a new player
Title: Re: Number of players declining
Post by: Thomek on February 10, 2014, 12:45:29 pm
I agree.. Give proper new players an easier entry. Also, it really sucks to have a thread named Number of players declining on top of the main forum..

Imo cRPG holds really really well. Sure there is a slight decline, but very slow and nothing massive. EU is still full of players at primetime and evenings, but over 4 years we go from 120 to 70/80 players on EU1 is not really terribad.
Title: Re: Number of players declining
Post by: Tzar on February 10, 2014, 12:52:31 pm
Whine thread.....

This is stupid, the player base have really increased lately, but everytime some dude gets sick of playing, hes has to come here an QQ....
Title: Re: Number of players declining
Post by: Jack1 on February 10, 2014, 12:54:56 pm

I know alot of ppl would go easy on a new player

But a lot of people would make them into valor piñatas.
Title: Re: Number of players declining
Post by: Kafein on February 10, 2014, 01:04:46 pm
Total noobs should have no choice at all when they start the mod for the first time, with the possible exception of choosing a class between 1h, 2h and polearms. After choosing their class, they get a pre-made STF character with pre-selected equipment corresponding to that class. After playing for a while, they unlock the possibility to create a real character.

Choice is meaningless when you don't know the consequences and I think every new player should have to go through a pretty much linear tutorial of sorts to learn all the basics before being forced to make those choices without the necessary knowledge. Gear unlocks would also help with this.
Title: Re: Number of players declining
Post by: darmaster on February 10, 2014, 01:16:13 pm

Thats why we have dtv :D A safeheaven where one can retreat to lick pridewounds and regain confidense :)

And siege; when i need to warm a bit or when i'm raging heavily and can't focus anymore siege is usually a good treatment.
Title: Re: Number of players declining
Post by: zagibu on February 10, 2014, 01:16:32 pm
I agree, that would be best. Let them choose between a few prebuilt characters starting at level 20, then go from there.
Title: Re: Number of players declining
Post by: darmaster on February 10, 2014, 01:19:39 pm
What this game lacks is a good soundtrack
Title: Re: Number of players declining
Post by: Rico on February 10, 2014, 02:20:35 pm
Why is nobody having fucking exams like me? Is everybody either 12 or 40 or are all the students ignoring the forum during the 'bloque'?

What a bad excuse you never study anyways procrastinating nab =D
Greetings from business school old chap =p
Title: Re: Number of players declining
Post by: Rico on February 10, 2014, 02:21:47 pm
Total noobs should have no choice at all when they start the mod for the first time, with the possible exception of choosing a class between 1h, 2h and polearms. After choosing their class, they get a pre-made STF character with pre-selected equipment corresponding to that class. After playing for a while, they unlock the possibility to create a real character.

Choice is meaningless when you don't know the consequences and I think every new player should have to go through a pretty much linear tutorial of sorts to learn all the basics before being forced to make those choices without the necessary knowledge. Gear unlocks would also help with this.

Brilliant
Title: Re: Number of players declining
Post by: kinngrimm on February 10, 2014, 02:34:27 pm
Prebuild STF characters really is a brilliant idear. They still would be able to create mains and alts though, but within the tutorial vid or some description texts it should be strongly adviced to first play with the STF chars and what the differances to normal chars would be.
Title: Re: Number of players declining
Post by: Tydeus on February 10, 2014, 02:50:15 pm
Leveling in cRPG simply isn't what it used to be. We should just remove them entirely.  :twisted:
Title: Re: Number of players declining
Post by: Grumbs on February 10, 2014, 03:11:27 pm
Levelling your character and your gear are pretty important traits in games that want longevity. I think cRPG is just too scewed towards long term players. When you level up your gear you don't lose anything at all, its not like there are any downsides, you don't even pay more upkeep. You should get access to more options by levelling rather than just get more powerful

It takes too long to get a useful character too. Why not start off useful and just get more options or a slight advantage? The advantage from gear and levels is huge atm, and then you add that the game takes a hell of a long time to get anywhere proficient at
Title: Re: Number of players declining
Post by: Kafein on February 10, 2014, 03:46:13 pm
Levelling your character and your gear are pretty important traits in games that want longevity. I think cRPG is just too scewed towards long term players. When you level up your gear you don't lose anything at all, its not like there are any downsides, you don't even pay more upkeep. You should get access to more options by levelling rather than just get more powerful

It takes too long to get a useful character too. Why not start off useful and just get more options or a slight advantage? The advantage from gear and levels is huge atm, and then you add that the game takes a hell of a long time to get anywhere proficient at

I think there's a place for multiplayer games that are unfair, in the sense that some people are way more powerful than others, in a competitive setting. I mean, people that started back in 2010 like me had fun playing as peasants against knights even though we had very little chances to win those fights. But cRPG is definitely not this anymore, as a crushing majority of players are in the "endgame" stage. Unbalanced power remains fun as long as you aren't the only one (or very few) struggling to kill anything while all the other players are gods.
Title: Re: Number of players declining
Post by: Tojo on February 10, 2014, 04:11:03 pm
well I started playing in like 2012 and as of right now I have 6 MW items,
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which is pretty much a full set. I am not sure if this shows how much of an addict I am or that MW items only stake about 3-4 months each to acquire, or roughly 1 retirement per month?
Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 04:50:32 pm
seriously, nobody cares you left...

love you too guys but frankly your warm comment was not what I was looking for it was merely to point out when I stopped... you know... to reason and add to my past comment why I quit  :wink:

but funny how you always are ready and keen on minuses and bullshit comments haha you must be dreaming of me every single night
Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 04:58:58 pm
I think there's a place for multiplayer games that are unfair, in the sense that some people are way more powerful than others, in a competitive setting. I mean, people that started back in 2010 like me had fun playing as peasants against knights even though we had very little chances to win those fights. But cRPG is definitely not this anymore, as a crushing majority of players are in the "endgame" stage. Unbalanced power remains fun as long as you aren't the only one (or very few) struggling to kill anything while all the other players are gods.

there is no competition in a world where the setting players more powerful than others, teaming up against the not so powerful-not-in-any-team. sure some players are better than others, but this is a team game not a 1vs1 game. powerful players should be put with the less powerful. stacking powerful players into team with already loads of powerful players, putting this team up against a bunch of randoms who is not in any team and not able to communicate at the same level as the powerful team® is not competition and if you think that you are frankly very delusional or twisted by many years of crpg abuse. because actually thats what I would call the current ruleset of crpg, abuse. its using new players as cannonfodder sparring food for the powerful clans®. some new players will of course join these clans where the rest of the new players will just quit or like me take the sour with the sweet and take the beating for some years till they finally get enough and quit.
Title: Re: Number of players declining
Post by: Joker86 on February 10, 2014, 05:02:40 pm
I think another part of the problem is that this game is almost exclusively skill based, which means you have to develop the reflexes and muscle memory to be really successfull. There are no "secondary" aspects, since the game always boils down to killing others. That way it is much more demanding than a game like an MMORPG which you can like "read into" it, or a game where you can also accomplish an objective to gain something, instead of only having the option to kill or get killed.

And we need some good tutorial videos, not only about how to fight but also about how to create your build, how the skills work with other things (PD reducing WPF, armour affecting your WPF, etc.), and, most important of all, how to not become yet another of those autowalker-Rambo-lemmings.
Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 05:04:33 pm
the reason why I keep whine I because I (IMVPO) think its such a frikking dang shame because the combat mech is fucking awesome, the items is fucking awesome and the gameplay when its fun is fucking awesome. its just spoiled by rapeage. and it gotta stop! look at every other old game that is still played! its fucking balanced! if it wasn't balanced properly, people wouldn't play it! just because a bunch of players in EU play it every day doesn't mean its good, its because they are addicted to the combat like we all are. they hate the unfair balance just as much unless they are in one of the mega factions and benefit from the unbalance!

then people say "then just join of the megafactions!"

imagine if everyone was thinking like this? its pure darwin, eventually the entire crpg player base (or 95%) would be in one clan and they would be fighting eachother on FFA servers as well as sdtrategus... that's not fun or competition that's just silly!

give at least the players a chance to correct it themselves when its too unbalanced, i.e. add some predefined troops/classes players can pick, for example when too much cav, they can pick a spear troop class instead of their crpg char and gain anti-cav advantage but no xp/gold gain. merc. mod have a similar system and I think it works well. if its unbalanced, players can always pick a troop that can counter the current enemy and this way balance it out more. if it stays unbalanced and players still play on their leveling toon, the unbalance is sort of their own fault and their whine have no grounds

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Title: Re: Number of players declining
Post by: woody on February 10, 2014, 05:17:39 pm
Ive found since retiring recently and working my way up again that being high level makes a hell of a difference. You can almost name the high lvl guys from how fast they are while still hitting like a train.
Title: Re: Number of players declining
Post by: zagibu on February 10, 2014, 05:50:31 pm
I agree that the banner balance system is a nightmare for players who aren't in a clan. I took a look at the code to see if I could do anything, but it's too complicated and long for me. What I had in mind is count "group players" as more than 1 player, so that clan stacks would end up having less non-affiliated players than the other side, so that the teams would be uneven in total. I think this would still be fair, because a) clan players are in average more skilled than other players and b) clan players often have voice communication, giving them a big advantage over other players.

My idea was to find a formula that would scale effective playercount based on the size of the clan banner group. E.g. if only 2-4 players form a group, they might be counted as 1.1 or 1.2 players each, and if player count in the group went up, it would count them as 1.3-1.5, approaching, but never reaching 2 for the very large groups.

Other people also want to take class into account, so that cav isn't massed up on one side, or ranged, but I think this will become very complicated, probably unsolvable.
Title: Re: Number of players declining
Post by: Tzar on February 10, 2014, 05:53:24 pm
Or or or....

People could start to use their brain, an group up to counter the clan stackers....

Its really simple, the days of Solo hero cRPG is long gone, so adapt instead of crying OP CLAN STACKERS!!! OP CLAN STACKERS!!! Buuu fuckin hueee....
Title: Re: Number of players declining
Post by: zagibu on February 10, 2014, 05:55:32 pm
Or or or....

People could start to use their brain, an group up to counter the clan stackers....

Its really simple, the days of Solo hero cRPG is long gone, so adapt instead of crying OP CLAN STACKERS!!! OP CLAN STACKERS!!! Buuu fuckin hueee....

I really admire your perseverance, Tzar. Despite constantly getting negative feedback every time you open your mouth, you somehow still think it's worth it to speak. You are a modern day hero!
Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 06:04:34 pm
Or or or....

People could start to use their brain, an group up to counter the clan stackers....

Its really simple, the days of Solo hero cRPG is long gone, so adapt instead of crying OP CLAN STACKERS!!! OP CLAN STACKERS!!! Buuu fuckin hueee....

hey wait you are in byz right? so you are lobbying and your argument is not valid

speaking with a byz or merc about change or removal of banner balance is like speaking to Donald trump about cars running on fossil fuel or, lol, Wayne LaPierre about gun bans x)
Title: Re: Number of players declining
Post by: Tzar on February 10, 2014, 06:22:43 pm
I really admire your perseverance, Tzar. Despite constantly getting negative feedback every time you open your mouth, you somehow still think it's worth it to speak. You are a modern day hero!

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hey wait you are in byz right? so you are lobbying and your argument is not valid

speaking with a byz or merc about change or removal of banner balance is like speaking to Donald trump about cars running on fossil fuel or, lol, Wayne LaPierre about gun bans x)

Being in a clan or not does not change the fact, that EU1 is shitfest of braindead solo turds running around....
Its not like i haven't been on the receiving end, when clannies aint online which is pretty often....

I can mention the 453465654 billion times i cried out in chat telling the team to group up, yet people rarely listen.....

If people just got used to group up, there wouldnt be the need for crying about clan stackers, cause the strat is fairly simple... Group up an run the other team down.

PS: BLOB WINS EVERYTIME
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Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 06:37:19 pm
sorry sir, but I disagree.

you do know teamspeak yes? have you ever considered how much advantage it really is?

also you are kinda like saying that I don't know how to play the game and im a noob. ive killed and ganked you lots of times and ive had my top scores too so please

I refuse to believe that you are this retarded and blind to fact I choose to think you must be lobbying
Title: Re: Number of players declining
Post by: Tzar on February 10, 2014, 06:47:00 pm
Bla bla bla...

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Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 06:47:53 pm
indeed sir you are correct
Title: Re: Number of players declining
Post by: Crazyi on February 10, 2014, 06:54:14 pm
Something easier to code and would help overall balance would be to give clans a rating. 5 being the top tier clans, going down from their. Banner balance should split the clans up according to power, never having two tier 5s on a same team unless unavoidable. The rating could even be lower the less people on in a given clan, once 4+ players are online the clan has 100% of their rating "applied". The only thing good about steamroll maps is a multiplier, and if this system is getting reworked there is no reason to want to have one sided maps.
Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 06:57:44 pm
when you implement a feat like banner balance, the true balance will be in the hands of clan-leaders.

clan-leaders is players like you are me and next doors pre-teen.

a good player like you and me will always attempt to achieve her or his gaming goals as easy and fast as possible, despite moral and ethics, because after all its just a game. am I right yes?

do I have to say more? please say if you want me to elaborate on this, I can if need be, I know its a bit clumsy put, English is not my native.

best regard

/badass


Title: Re: Number of players declining
Post by: Johammeth on February 10, 2014, 07:26:55 pm
It doesn't help when people do shit like this.

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Title: Re: Number of players declining
Post by: Teeth on February 10, 2014, 07:56:57 pm
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Yes, always been a fan of this idea. The balancer should just add additional weight for clanned players and balance accordingly, even if this goes so far as making the teams 30 vs 40. I think adding another layer of banner to take classes into account based on wpf and riding skill or even selected equipment can't be impossible to code. First do the banner balance, then the class balance and finally get everything sorted according to the performance/level/gear balance. Allow aggressive adjustments each round. Not a coder, but such a system would be great.

(By the way, don't overestimate the usefulness of being on a teamspeak for clans. In Byzantium there is rarely more than some loose cohesion, very loose coordination and the occasional 'halp' or come back and I doubt other clans do much more. Because of the very spread out nature of the battle on EU_1, strict sticking together is usually detrimental to the chances of your team. Rounds are won mostly because clans attract veteran and serious players and have the tendency to have a high density of highly skilled, highly loomed and highly levelled players on a server at a time, all of which can be balanced against)

Also Sniger, Byzantium and other clans are not a gathering of sour nerds whose sole goal it is to get the highest multiplier possible and go all alpha-tango-1-2 professional while fapping over valour. We are just a bunch of guys hanging out on a teamspeak having a laugh and a chat while we play games. No need to be so intensely and irrationally hateful towards us or any of our members. Join us on teamspeak and have a chat with us and I am sure you'll think we are decent lads. Although I highly suspect you are way too awkward to actually talk to people online.
Title: Re: Number of players declining
Post by: Grumbs on February 10, 2014, 08:18:10 pm
Clan balance usually doesn't have the best and biggest clans on the same side, so dunno why its such a problem. You tend to get Byz vs Mercs, or Mercs vs Grey Order. Balancing based on people simply being in a clan together won't work either since we have big clans that don't necessarily do as well as random guys in small clans or none at all. The clans that don't perform as well can rise to the occasion too and get better. You don't have to be great players to support each other and stick together

I think it would be a shame to mess about too much with balance. We get more teamwork I think as it is, and I don't think you should punish players for doing well. Should mostly balance single good performers if you have to. Simply switching one guy over can have a big impact on balance and thats how it is now. Problem with that again is punishing people for doing well especially when they go back and forth from one team to the other

Maybe big top clans could be split in half sometimes, but then you might get more instances of ghosting or people not wanting to fight their own clan mates.

Class balancing might help. If a clan is raping then stick a load of OP ranged on the other team and that might balance things (in a none-fun way tho)
Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 08:26:31 pm
banner balance + level balance (mostly only for playersd with no clan mates online) + some weird class balance where cav gets on 1 team and range on another... its just one big mess.

yeah I know Teeth some is just hanging out on ts and bullshitting and so on I know I know BUT you should not UNDERestimate the effect of just 1 guy saying 1 intel on ts (despite all the bullshitting that's also goes on) I perfectly knows how it is ive been in clans and ive been on teamspeak, I hated it, no discipline or anything just bullshitting and occasionally intel here and there if we were loosing too much. I just think that winning team have waaaaay too much advantage over loosing.

why have banner balance on FFA servers?? seriously?! a clan with 30 members will surely get to play on same team even without banner balance. and even when a clan stacks the server, some of them will be teamswapped (i guess the balancer is trolling cus the swap usally have no effect whatsoever) so why?! WHY?! why keep banner balance instead of normal balance? we can still get to use the banners and shit... in my little useless conspiracy head theres only one reason why banner balance is in effect on FFA servers.
Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 08:29:18 pm
but well I should STFU really, I don't play the mod anymore lol and I guess crpg was designed with banner balance (WTJ :p) in mind so who am I kidding?  :P
Title: Re: Number of players declining
Post by: Sniger on February 10, 2014, 08:31:32 pm
ghosting or people not wanting to fight their own clan mates
Class balancing might help. If a clan is raping then stick a load of OP ranged on the other team and that might balance things (in a none-fun way tho)

+1 to this, -1 to the rest :p
Title: Re: Number of players declining
Post by: San on February 10, 2014, 10:58:19 pm
Something easier to code and would help overall balance would be to give clans a rating. 5 being the top tier clans, going down from their. Banner balance should split the clans up according to power, never having two tier 5s on a same team unless unavoidable. The rating could even be lower the less people on in a given clan, once 4+ players are online the clan has 100% of their rating "applied". The only thing good about steamroll maps is a multiplier, and if this system is getting reworked there is no reason to want to have one sided maps.

Sounds interesting, but

I agree that the banner balance system is a nightmare for players who aren't in a clan. I took a look at the code to see if I could do anything, but it's too complicated and long for me.

makes it sound like it's one huge mess, which is expected from how well it works in-game. Sounds like any change will be difficult.
Title: Re: Number of players declining
Post by: Elmuri on February 11, 2014, 10:40:24 am

Did you know you can post multiple ideas in one post?
Title: Re: Number of players declining
Post by: korppis on February 11, 2014, 11:33:04 am
I agree that the banner balance system is a nightmare for players who aren't in a clan. I took a look at the code to see if I could do anything, but it's too complicated and long for me.

Any chance we could see it too?
Title: Re: Number of players declining
Post by: karasu on February 11, 2014, 11:50:50 am
All I see is number of ranged increasing, meaning real players is still declining.  :lol:



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Title: Re: Number of players declining
Post by: Templar_Steevee on February 11, 2014, 12:08:30 pm
All I see is number of ranged increasing, meaning real players is still declining.  :lol:



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last patch lower population of archers playing c-rpg, only old and most retarded ones like me are still pew pew :P
Title: Re: Number of players declining
Post by: kinngrimm on February 11, 2014, 12:22:17 pm
last patch lower population of archers playing c-rpg, only old and most retarded ones like me are still pew pew :P
most Quincy archers i know of, are not that long in the game then you right? Well they are still playing and topping the board, at least on siege. Perhaps siege is the new Ranged safe haven? like we would think it is supposed to be  :lol:

I think i die less frequently by headshots, more often then before an arrow sticks out of my head. Then again, there are still often enough headshots  :mad:
I will follow the progression of ranged c(o)unts through the servers with a keen eye over the next weeks.
Title: Re: Number of players declining
Post by: karasu on February 11, 2014, 12:29:20 pm
last patch lower population of archers playing c-rpg, only old and most retarded ones like me are still pew pew :P

tbf, the only reason I'm still pewpew, is because I'm stuck with it. Wish I could respecc without losing thousands of real life hours, or having to jew another hundreds in the market to waste 1M+ gold in a respecc (or a chance at one).

Plain stupid to still have such a grind in a old mod like this, but hey...
Title: Re: Number of players declining
Post by: Templar_Steevee on February 11, 2014, 12:40:09 pm
most Quincy archers i know of, are not that long in the game then you right? Well they are still playing and topping the board, at least on siege. Perhaps siege is the new Ranged safe haven? like we would think it is supposed to be  :lol:

I think i die less frequently by headshots, more often then before an arrow sticks out of my head. Then again, there are still often enough headshots  :mad:
I will follow the progression of ranged c(o)unts through the servers with a keen eye over the next weeks.
I'm playing on eu1 only and really there are only afew archers playing there. Why? Most probably because of heavy cav, but at last cav and heavy armor is working as they should against arrows.
Title: Re: Number of players declining
Post by: Grumbs on February 11, 2014, 01:19:54 pm
last patch lower population of archers playing c-rpg, only old and most retarded ones like me are still pew pew :P

Haven't really noticed a decline in archers, they are still very good and a popular class

Xbowers are still just the same as melee classes but with a ranged weapon, no change there
Title: Re: Number of players declining
Post by: Tzar on February 11, 2014, 01:22:19 pm
Yeah buts he´s trying to sound like its the end of the world for archers atm for some fucked up reason....
Title: Re: Number of players declining
Post by: bavvoz on February 11, 2014, 02:24:16 pm
I'm playing on eu1 only and really there are only afew archers playing there. Why? Most probably because of heavy cav, but at last cav and heavy armor is working as they should against arrows.

And thats where us spearmen step in and try to cover ur asses :)
Title: Re: Number of players declining
Post by: Sniger on February 11, 2014, 04:05:09 pm
Title: Re: Number of players declining
Post by: v/onMega on February 11, 2014, 04:56:59 pm
How much more obsession, joy, unknown, rage, racial hatred, grind, drama, lies, onscreen kills and deaths do you need?
All for a 10 EUR game + free mod.
Clocked in more then 2000 hours, been in the top 10 xp wise way back then...played in 3 strats.

Wonder how many players went thru the same or similar stuff...enough for sure.
You wonder why numbers decline after all that cRPG has given us?

I wonder you still regularly play this.
There is other things in life...and other games too.... :P
Title: Re: Number of players declining
Post by: kinngrimm on February 11, 2014, 05:02:09 pm
...
I wonder you still regularly play this.
There is other things in life...and other games too.... :P

... erm  :rolleyes: but ....  :oops:

no there arent  :lol:
Title: Re: Number of players declining
Post by: Templar_Steevee on February 11, 2014, 05:12:04 pm
Yeah buts he´s trying to sound like its the end of the world for archers atm for some fucked up reason....

Tzar, you are kind of troll, know nothing about archery (except getting shots from them).

And this is not end of archers, they will be in this game to the end of the world  :twisted:

I can still kill so archery is not broken yet.
And thats where us spearmen step in and try to cover ur asses :)

+1 for that :D
Teamplay is what we need in this game :)
Title: Re: Number of players declining
Post by: xxkaliboyx on February 11, 2014, 06:32:33 pm
I been playing Heavy Cav this gen and I have notice a decline in archers but a increase in Xbows. Xbows can still take out my +3 Eastern Horse with 2 shots

v/r
TheAmerican
Title: Re: Number of players declining
Post by: zagibu on February 11, 2014, 11:24:08 pm
Someone asked for the team balance code, here it is, prepare to grease your scroll wheels:

Code: [Select]
#script_cf_crpg_autobalance
("cf_crpg_autobalance", [
(multiplayer_is_server),
(store_script_param, ":type", 1),
#(display_message, "@AB called"),
#(assign, reg1, ":type"),
#(server_add_message_to_log, "@new autobalance start, type:{reg1}"),
(store_script_param, ":param", 2),
(assign, ":switch_player_no", -1),
(try_begin),
(eq, ":type", 0), #type0 = shuffle teams
#check if autobalance is set to 2 - sort by banners
(eq, "$g_multiplayer_auto_team_balance_limit", 2),
(assign, ":type", 3),
(else_try),
(eq, ":type", 1), #type1 = balance teams, in favor of :team_favor
(assign, ":team_favor", ":param"),
#team favor:
#-1 = no team favor
#0 = favor team 0
#1 = favor team 1
(else_try),
(eq, ":type", 2), #type2 = switch player :switch_player_no
#(display_message, "@Type: 2"),
(assign, ":switch_player_no", ":param"),
(assign, ":switch_player_score", -1),
(store_script_param, ":param2", 3),
(assign, ":force_switch", ":param2"),
(try_end),
##calculate the current team levels
(try_begin),
#(this_or_next|eq, ":type", 1), #balance
#(eq, ":type", 2), #switch player
(assign, ":level_team_0", 0),
(assign, ":level_team_1", 0),
(assign, ":player_team_0", 0),
(assign, ":player_team_1", 0),
(assign, ":kd_team_0", 0),
(assign, ":kd_team_1", 0),
(get_max_players, ":num_players"),
(try_for_range, ":player_no", 0, ":num_players"), #t_player1
(store_add, ":slot_index", ":player_no", multi_data_player_index_list_begin),
(troop_set_slot, "trp_multiplayer_data", ":slot_index", 0),
(try_begin),
(player_is_active, ":player_no"),
(ge, ":player_no", 0),
(player_get_team_no, ":player_team", ":player_no"),
(is_between, ":player_team", 0, 2), #make sure he is no spec
(troop_set_slot, "trp_multiplayer_data", ":slot_index", 1),
(call_script, "script_cf_crpg_autobalance_get_level", ":player_no"),
(assign, ":player_score_plus_death", reg0),
(try_begin),
(eq, ":switch_player_no", ":player_no"),
(assign, ":switch_player_score", reg0),
(try_end),
(try_begin),
(eq, ":player_team", 0),
(neq, ":switch_player_no", ":player_no"), #do not take the switcher player into calc
(val_add, ":player_team_0", 1),
(val_add, ":level_team_0", ":player_score_plus_death"),
(store_add, ":cur_troop", "trp_player0_multiplayer", ":player_no"),
(ge, ":cur_troop", 0),
(troop_get_slot, ":kd", ":cur_troop", slot_troop_crpg_kd_ratio),
(val_add, ":kd_team_0", ":kd"),
(else_try),
(eq, ":player_team", 1),
(neq, ":switch_player_no", ":player_no"),
(val_add, ":player_team_1", 1),
(val_add, ":level_team_1", ":player_score_plus_death"),
(store_add, ":cur_troop", "trp_player0_multiplayer", ":player_no"),
(ge, ":cur_troop", 0),
(troop_get_slot, ":kd", ":cur_troop", slot_troop_crpg_kd_ratio),
(val_add, ":kd_team_1", ":kd"),
(try_end),
(try_begin),
(neq, ":player_score_plus_death", 0), #dont disable the slot by accident
(neq, ":player_score_plus_death", -1),
(troop_set_slot, "trp_multiplayer_data", ":slot_index", ":player_score_plus_death"),
(try_end),
(try_end),
(try_end), #t_player1_end = this checked for levels and assigned each player his value
(try_end),
(assign, "$ab_score_team_0", ":level_team_0"),
(assign, "$ab_score_team_1", ":level_team_1"),
(assign, reg9, -3),
(neq, "$g_multiplayer_auto_team_balance_limit", 0), #if it's 0, return false, then the player selection is used
(neq, "$g_multiplayer_auto_team_balance_limit", 3), #if it's 3, return false, then the player selection is used
(neq, "$g_multiplayer_game_type", multiplayer_game_type_defend_the_village), #don't do any AB in dtv
(assign, ":do_autobalance", 1), #start with assigned autobalance
(try_begin),
(eq, ":type", 1), #type1 = balance teams, in favor of :team_favor
#one team should be in favor - check if the favored team has less level
(try_begin),
(eq, ":team_favor", 0),
(ge, ":level_team_0", ":level_team_1"), #if level0 > #level1 skip autobalance
(assign, ":do_autobalance", 0),
(else_try),
(eq, ":team_favor", 1),
(ge, ":level_team_1", ":level_team_0"), #if level1 > #level0 skip autobalance
(assign, ":do_autobalance", 0),
(try_end),
(try_end),
(try_begin),
(eq, ":type", 2), #type2 = switch player :switch_player_no
(assign, ":do_autobalance", 0), #stop autobalance here, because it's done inside this
#check if the player in question is on the lower leveled team already
(player_get_team_no, ":player_team", ":switch_player_no"),
#(display_message, "@Type 2 AB"),
(try_begin),
(eq, ":player_team", 0),
(gt, ":level_team_0", ":level_team_1"), #if level0 > #level1 do moving
(assign, reg9, 1),
(try_begin),
(eq, ":force_switch", 1),
(call_script, "script_crpg_switch_player_team", ":switch_player_no", 1),
(try_end),
(val_add, "$ab_score_team_1", ":switch_player_score"),
(else_try),
(eq, ":player_team", 1),
(gt, ":level_team_1", ":level_team_0"), #if level1 > #level0 do moving
(assign, reg9, 0),
(try_begin),
(eq, ":force_switch", 1),
(call_script, "script_crpg_switch_player_team", ":switch_player_no", 0),
(try_end),
(val_add, "$ab_score_team_0", ":switch_player_score"),
(else_try),
#he's a spec
(try_begin), #team-switch disable in siege
(player_get_slot, ":player_previous_team", ":switch_player_no", slot_player_crpg_last_team),
(is_between, ":player_previous_team", 0, 2),
(eq, "$g_multiplayer_game_type", multiplayer_game_type_siege),
#(eq, "$g_multiplayer_game_type", multiplayer_game_type_battle),
#(display_message, "@Previous team is 0 or 1"),
(try_begin),
(eq, ":player_previous_team", 0),
(assign, reg9, 0),
#(call_script, "script_crpg_switch_player_team", ":switch_player_no", 0),
(player_set_team_no, ":switch_player_no", 0),
#(display_message, "@Moving player to team 0"),
(val_add, "$ab_score_team_0", ":switch_player_score"),
(else_try),
(eq, ":player_previous_team", 1),
(assign, reg9, 1),
#(call_script, "script_crpg_switch_player_team", ":switch_player_no", 1),
(player_set_team_no, ":switch_player_no", 1),
#(display_message, "@Moving player to team 1"),
(val_add, "$ab_score_team_1", ":switch_player_score"),
(try_end),
(else_try),
(ge, ":level_team_1", ":level_team_0"), #if level1 > #level0 do moving
(assign, reg9, 0),
(try_begin),
(eq, ":force_switch", 1),
(call_script, "script_crpg_switch_player_team", ":switch_player_no", 0),
(try_end),
(val_add, "$ab_score_team_0", ":switch_player_score"),
(else_try),
(assign, reg9, 1),
(try_begin),
(eq, ":force_switch", 1),
(call_script, "script_crpg_switch_player_team", ":switch_player_no", 1),
(try_end),
(val_add, "$ab_score_team_1", ":switch_player_score"),
(try_end),
(try_end),
(try_end),
(try_begin),
#current situation:
#if type = 0, autobalance = 1
#if type = 1, autobalance = 1 if teams are unfair
#if type = 2, autobalance = 0, player got moved already
(eq, ":do_autobalance", 1),
(assign, ":new_level_0", 0),
(assign, ":new_level_1", 0),
(try_begin),
(eq, ":type", 3), #3(by banners) is very special and checked separately
#a) get all different banners, sort them in b array
(try_for_range, ":array", crpg_banner_number_start, crpg_banner_number_end*2),
(troop_set_slot, "trp_temp_array_a", ":array", 0), #a = if the banner exists or not
(troop_set_slot, "trp_temp_array_b", ":array", 0), #b = the score of the banner
(try_end),
(store_add, ":level_score_halfed", ":level_team_0", ":level_team_1"),
(store_div, ":level_score_halfed_regulars", ":level_score_halfed", 9),
(val_div, ":level_score_halfed", 3),
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(store_add, ":slot_index", ":player_no", multi_data_player_index_list_begin),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", 0),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", -1),
(player_get_banner_id, ":banner", ":player_no"),
(try_begin),
(le, ":banner", -1),
(store_random_in_range, ":banner", crpg_banner_number_start, crpg_banner_number_end),
(try_end),
(troop_get_slot, ":rank", "trp_temp_array_b", ":banner"),
(troop_get_slot, ":player_value", "trp_multiplayer_data", ":slot_index"),
(try_begin),
(is_between, ":banner", crpg_banner_number_start, crpg_banner_number_end),
(assign, ":score", ":level_score_halfed_regulars"),
(else_try),
(assign, ":score", ":level_score_halfed"),
(try_end),
(val_add, ":rank", ":player_value"),
(try_begin),
(ge, ":rank", ":score"),
#security mechanism - if one side has more than 50% power, split them
#(val_add, ":banner", 1), #just take the next banner, doesn't matter
(store_random_in_range, ":banner", crpg_banner_number_start, crpg_banner_number_end), #this is better
(troop_get_slot, ":rank", "trp_temp_array_b", ":banner"),
(val_add, ":rank", ":player_value"),
(try_end),
(troop_set_slot, "trp_temp_array_a", ":banner", 1),
(troop_set_slot, "trp_temp_array_b", ":banner", ":rank"),
(player_set_slot, ":player_no", slot_player_crpg_ab_banner, ":banner"),
(try_end),
(try_for_range, ":banner_id", crpg_banner_number_start, crpg_banner_number_end*2),
(troop_get_slot, ":rank", "trp_temp_array_b", ":banner_id"),
(gt, ":rank", 100),
(assign, ":power", 1),
(set_fixed_point_multiplier, 10000),
(convert_to_fixed_point, ":power"),
(convert_to_fixed_point, ":rank"),
(val_mul, ":power", 11),
(val_div, ":power", 10), #result: 1.1
(store_pow, ":tmp", ":rank", ":power"),
(assign, ":rank", ":tmp"),
(convert_from_fixed_point, ":rank"),
(troop_set_slot, "trp_temp_array_b", ":banner_id", ":rank"),
(try_end),
#(assign, ":assign_players_to_team", 0),
#b) loop through banners, get the one with the highest number
(try_for_range, ":banner_id", crpg_banner_number_start, crpg_banner_number_end*2),
(troop_slot_eq, "trp_temp_array_a", ":banner_id", 1),
(assign, ":selected_banner_id", -1),
(assign, ":selected_banner_score", -1),
(try_for_range, ":ranking_banner_id", crpg_banner_number_start, crpg_banner_number_end*2),
(neg|troop_slot_eq, "trp_temp_array_b", ":ranking_banner_id", 0),
(troop_get_slot, ":rank", "trp_temp_array_b", ":ranking_banner_id"),
(ge, ":rank", ":selected_banner_score"),
(assign, ":selected_banner_score", ":rank"),
(assign, ":selected_banner_id", ":ranking_banner_id"),
(try_end),
(gt, ":selected_banner_id", -1), #it's valid
(troop_set_slot, "trp_temp_array_b", ":selected_banner_id", 0), #removed from the loop pool
#b2) select the proper team:
(try_begin),
(eq, ":new_level_0", 0),
(eq, ":new_level_1", 0),
(store_current_scene, ":cur_scene"), #assign the start team randomly, based on scene nr
(store_mod, ":assign_players_to_team", ":cur_scene", 2),
(else_try),
(gt, ":new_level_1", ":new_level_0"),
(assign, ":assign_players_to_team", 0),
(else_try),
(assign, ":assign_players_to_team", 1),
(try_end),
#c) highest banner selected, switch all players of this banner to team
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(store_add, ":slot_index", ":player_no", multi_data_player_index_list_begin),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", 0),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", -1),
#(player_get_banner_id, ":banner", ":player_no"),
#banner can now be overridden:
(player_get_slot, ":banner", ":player_no", slot_player_crpg_ab_banner),
(eq, ":banner", ":selected_banner_id"),
(troop_get_slot, ":value", "trp_multiplayer_data", ":slot_index"),
(troop_set_slot, "trp_multiplayer_data", ":slot_index", 0), #removed from the loop pool
(try_begin),
(eq, ":assign_players_to_team", 0),
(val_add, ":new_level_0", ":value"),
(else_try),
(eq, ":assign_players_to_team", 1),
(val_add, ":new_level_1", ":value"),
(try_end),
(player_get_team_no, ":curr_team", ":player_no"),
(try_begin),
(neq, ":curr_team", ":assign_players_to_team"),
(call_script, "script_crpg_switch_player_team", ":player_no", ":assign_players_to_team"),
(try_end),
(try_end),
(try_end),
(assign, "$ab_score_team_0", ":new_level_0"),
(assign, "$ab_score_team_1", ":new_level_1"),
(try_end),
(neq, ":type", 3), #3(banners) is very special and checked before, fail if done
(try_for_range, ":unused", 0, ":num_players"), #t_player1
(player_is_active, ":unused"),
(assign, ":max_score_plus_death", -30000030),
(assign, ":max_score_plus_death_player_no", -1),
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(store_add, ":slot_index", ":player_no", multi_data_player_index_list_begin),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", 0),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", -1),
(troop_get_slot, ":value", "trp_multiplayer_data", ":slot_index"),
(try_begin),
(eq, ":type", 0), #check if it's shuffle command
(gt, ":value", ":max_score_plus_death"),
(assign, ":max_score_plus_death", ":value"),
(assign, ":max_score_plus_death_player_no", ":player_no"),
(else_try),
(eq, ":type", 1), #check if it's autobalance command
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", 0), #wasnt moved yet
#calculate the team diff
(store_sub, ":level_diff", ":level_team_0", ":level_team_1"),
#divide by 2
(val_div, ":level_diff", 2),
(try_begin),
(gt, ":level_diff", 0), #team0 has higher level
(assign, ":from_team", 0),
(else_try),
(lt, ":level_diff", 0), #team1 has higher level
(val_abs, ":level_diff"),
(assign, ":from_team", 1),
(else_try),
(assign, ":from_team", -1),
(try_end),
#get team
(player_get_team_no, ":player_team", ":player_no"),
(eq, ":player_team", ":from_team"),
(val_sub, ":level_diff", ":value"),
(ge, ":level_diff", 0),
(this_or_next|eq, ":max_score_plus_death", -30000030),
(lt, ":level_diff", ":max_score_plus_death"),
(assign, ":max_score_plus_death", ":level_diff"),
(assign, ":max_score_plus_death_player_no", ":player_no"),
(try_end),
(try_end), #t_player2
#here we now have the highest player
(try_begin),
(eq, ":type", 0), #check if it's shuffle command
(ge, ":max_score_plus_death_player_no", 0),
(store_add, ":slot_index", ":max_score_plus_death_player_no", multi_data_player_index_list_begin),
(troop_get_slot, ":value", "trp_multiplayer_data", ":slot_index"),
(assign, reg8, ":value"),
(assign, ":value", ":max_score_plus_death"),
(assign, reg12, ":value"),
(troop_set_slot, "trp_multiplayer_data", ":slot_index", 0), #removed from the loop pool
(player_get_team_no, ":curr_team", ":max_score_plus_death_player_no"),
(try_begin),
(gt, ":new_level_0", ":new_level_1"),
(assign, reg9, 1),
(val_add, ":new_level_1", ":value"),
#checking if he is on the right team
(try_begin),
(neq, ":curr_team", 1),
(call_script, "script_crpg_switch_player_team", ":max_score_plus_death_player_no", 1),
(try_end),
(else_try),
(val_add, ":new_level_0", ":value"),
(assign, reg9, 0),
#checking if he is on the right team
(try_begin),
(neq, ":curr_team", 0),
(call_script, "script_crpg_switch_player_team", ":max_score_plus_death_player_no", 0),
(try_end),
(try_end),
#(str_store_player_username, s1, ":max_score_plus_death_player_no"),
#(assign, reg15, ":new_level_0"),
#(assign, reg16, ":new_level_1"),
#(assign, reg17, ":curr_team"),
#(server_add_message_to_log, "@autobalanceshuffle: player:{s1}, value:{reg12}, checkvalue:{reg8},  team:{reg9}[old:{reg17}], {reg15}:{reg16}"),
(try_end),
(try_begin),
(eq, ":type", 1), #check if it's autobalance command
(ge, ":max_score_plus_death_player_no", 0),
(store_add, ":slot_index", ":max_score_plus_death_player_no", multi_data_player_index_list_begin),
(troop_get_slot, ":value", "trp_multiplayer_data", ":slot_index"),
(assign, reg2, ":value"),
(str_store_player_username, s1, ":max_score_plus_death_player_no"),
#(server_add_message_to_log, "@autobalance: player:{s1}, value:{reg2}"),
(troop_set_slot, "trp_multiplayer_data", ":slot_index", 0), #removed from the loop pool
(player_get_team_no, ":player_team", ":max_score_plus_death_player_no"),
(try_begin),
(eq, ":player_team", ":from_team"),
(eq, ":player_team", 0),
(val_add, ":level_team_1", ":value"),
(val_sub, ":level_team_0", ":value"),
(call_script, "script_crpg_switch_player_team", ":max_score_plus_death_player_no", 1),
(else_try),
(eq, ":player_team", ":from_team"),
(eq, ":player_team", 1),
(val_add, ":level_team_0", ":value"),
(val_sub, ":level_team_1", ":value"),
(call_script, "script_crpg_switch_player_team", ":max_score_plus_death_player_no", 0),
(try_end),
(try_end),
(try_end),
(try_begin),
(eq, ":type", 0),
(assign, "$ab_score_team_0", ":new_level_0"),
(assign, "$ab_score_team_1", ":new_level_1"),
(else_try),
(assign, "$ab_score_team_0", ":level_team_0"),
(assign, "$ab_score_team_1", ":level_team_1"),
(try_end),
(try_begin),
(eq, ":type", -1), #make the teams even by number
#disabled
#first, check how many are different
(store_sub, ":team_diff", ":player_team_0", ":player_team_1"),
(val_abs, ":team_diff"),
(ge, ":team_diff", 2),
#let's see who to move now...
(try_begin),
(gt, ":player_team_0", ":player_team_1"),
(assign, ":move_from", 0),
(assign, ":move_to", 1),
(store_div, ":average", ":level_team_0", ":player_team_0"),
(else_try),
(assign, ":move_from", 1),
(assign, ":move_to", 0),
(store_div, ":average", ":level_team_1", ":player_team_1"),
(try_end),
#how many? teamdiff/2
#get average from team with more players - done above
(get_max_players, ":num_players"),
(assign, ":move_total_value", 0),
(try_for_range, ":unused", 0, ":team_diff"), #t_player1
(assign, ":move_player_no", -1),
(assign, ":move_player_value", -1),
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(player_get_team_no, ":team", ":player_no"),
(eq, ":team", ":move_from"), #he's on the right team - check if his lvl is above average
(call_script, "script_cf_crpg_autobalance_get_level", ":player_no"),
(ge, reg0, ":average"), #he is above average - check if we have someone who is lower already
(this_or_next|eq, ":move_player_no", -1),
(gt, ":move_player_value", reg0), #the guy before has a higher value
(assign, ":move_player_no", ":player_no"),
(assign, ":move_player_value", reg0),
(try_end),
#now we should have one guy slightly above average -move him, and add his value
(val_add, ":move_total_value", ":move_player_value"),
(call_script, "script_crpg_switch_player_team", ":move_player_no", ":move_to"),
(try_end),
(val_div, ":team_diff", 2),
(store_div, ":average", ":move_total_value", ":team_diff"),
(try_for_range, ":unused", 0, ":team_diff"), #t_player1
(assign, ":move_player_no", -1),
(assign, ":move_player_value", -1),
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(player_get_team_no, ":team", ":player_no"),
(eq, ":team", ":move_to"), #he's on the right team - check if his lvl is above average
(call_script, "script_cf_crpg_autobalance_get_level", ":player_no"),
(ge, reg0, ":average"), #he is above average - check if we have someone who is lower already
(this_or_next|eq, ":move_player_no", -1),
(gt, ":move_player_value", reg0), #the guy before has a higher value
(assign, ":move_player_no", ":player_no"),
(assign, ":move_player_value", reg0),
(try_end),
(try_begin),
(eq, ":move_player_no", -1), #found no suitable match - take the highest player
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(player_get_team_no, ":team", ":player_no"),
(eq, ":team", ":move_to"), #he's on the right team - check if his lvl is above average
(call_script, "script_cf_crpg_autobalance_get_level", ":player_no"),
(this_or_next|eq, ":move_player_no", -1),
(gt, reg0, ":move_player_value"), #the guy before has a higher value
(assign, ":move_player_no", ":player_no"),
(assign, ":move_player_value", reg0),
(try_end),
(try_end),
#now we should have one guy slightly above average -move him, and add his value
#(val_add, ":move_total_value", ":move_player_value"),
(call_script, "script_crpg_switch_player_team", ":move_player_no", ":move_from"),
(try_end),
(try_end),
#(assign, reg1, ":level_team_0"),
#(assign, reg2, ":level_team_1"),
#(server_add_message_to_log, "@end of autobalance: team1:{reg1}, team2:{reg2}"),
(try_end),
(eq, 0, 1), #break script
]),

#script_cf_crpg_autobalance_get_level
#Input: none
#Output: none
("cf_crpg_autobalance_get_level", [
(store_script_param, ":player_no", 1),
(try_begin),
(store_add, ":troop_no", "trp_player0_multiplayer", ":player_no"),
(troop_get_slot, ":level", ":troop_no", slot_troop_crpg_level),
(gt, ":level", 0),
(val_add, ":level", 5), #add 4 levels to everyone so every player counts higher
(try_begin),
(eq, "$g_multiplayer_game_type", multiplayer_game_type_rabbit),
(val_add, ":level", 25), #in rabbit, people by itself count more
(try_end),
(player_get_score, ":kill_count", ":player_no"),
(player_get_death_count, ":death_count", ":player_no"), #get_death_count
(val_div, ":kill_count", 10),
(val_sub, ":kill_count", ":death_count"),
(val_mul, ":kill_count", 3),
(store_mul, ":player_score_plus_death", ":level", 10),
(val_add, ":player_score_plus_death", ":kill_count"),
#(val_sub, ":player_score_plus_death", ":death_count"),
#(val_mul, ":player_score_plus_death", ":player_score_plus_death"),
(set_fixed_point_multiplier, 10000),
#(val_mul, reg0, 10000),
(troop_get_slot, ":kd", ":troop_no", slot_troop_crpg_kd_ratio),
(val_div, ":kd", 100),
(val_add, ":player_score_plus_death", ":kd"),
(val_max, ":player_score_plus_death", 0),
(assign, ":power", 1),
(convert_to_fixed_point, ":player_score_plus_death"),
(convert_to_fixed_point, ":power"),
(val_mul, ":power", 11),
(val_div, ":power", 10),
(store_pow, ":tmp", ":player_score_plus_death", ":power"),
(assign, ":player_score_plus_death", ":tmp"),
(convert_from_fixed_point, ":player_score_plus_death"),
(assign, reg0, ":player_score_plus_death"),
(try_begin),
(player_get_team_no, ":team", ":player_no"),
(is_between, ":team", 0, 2),
(team_get_score, ":this_team_score", ":team"),
(store_sub, ":enemy_team", ":team", 1),
(val_abs, ":enemy_team"),
(team_get_score, ":enemy_team_score", ":team"),
(val_sub, ":this_team_score", ":enemy_team_score"),
(lt, ":this_team_score", 0),
(val_mul, ":this_team_score", 30),
(val_add, reg0, ":this_team_score"),
(try_end),
(else_try),
(assign, reg0, 1),
(try_end),
]),

#script_crpg_switch_player_team
#Input: none
#Output: none
("crpg_switch_player_team", [
(store_script_param, ":player_no", 1),
(store_script_param, ":team", 2),
#(assign, reg1, ":player_no"),
#(assign, reg2, ":team"),
#(str_store_player_username, s1, reg1),
#(server_add_message_to_log, "@autobalance: moving player:{s1} ({reg1}), team2:{reg2}"),
(try_begin),
#if player is living add +1 to his kill count because he will get -1 because of team change while living.
(player_get_agent_id, ":latest_joined_agent_id", ":player_no"),
(ge, ":latest_joined_agent_id", 0),
(agent_is_alive, ":latest_joined_agent_id"),
(player_get_kill_count, ":player_kill_count", ":player_no"), #adding 1 to his kill count, because he will lose 1 undeserved kill count for dying during team change
(val_add, ":player_kill_count", 1),
(player_set_kill_count, ":player_no", ":player_kill_count"),
(player_get_death_count, ":player_death_count", ":player_no"), #subtracting 1 to his death count, because he will gain 1 undeserved death count for dying during team change
(val_sub, ":player_death_count", 1),
(player_set_death_count, ":player_no", ":player_death_count"),
(player_get_score, ":player_score", ":player_no"), #adding 1 to his score count, because he will lose 1 undeserved score for dying during team change
(val_add, ":player_score", 1),
(player_set_score, ":player_no", ":player_score"),
(get_max_players, ":num_players"),
(try_for_range, ":player_send", 1, ":num_players"), #0 is server so starting from 1
(player_is_active, ":player_send"),
(multiplayer_send_4_int_to_player, ":player_send", multiplayer_event_set_player_score_kill_death, ":player_no", ":player_score", ":player_kill_count", ":player_death_count"),
(try_end),
(try_end),
(player_set_team_no, ":player_no", ":team"),
#(multiplayer_send_message_to_player, ":player_no", multiplayer_event_force_start_team_selection),
]),
Title: Re: Number of players declining
Post by: no_rules_just_play on February 11, 2014, 11:30:02 pm
Someone asked for the team balance code, here it is, prepare to grease your scroll wheels:

Code: [Select]
-Insanely fucking long code-

gotta say, mad respect for whoever is able to work with these things
Title: Re: Number of players declining
Post by: pingpong on February 12, 2014, 12:05:10 am
Someone asked for the team balance code, here it is, prepare to grease your scroll wheels:

tl;dr

but whoever made it must have the scripting skills of rainman so we should just leave it alone
Title: Re: Number of players declining
Post by: Kafein on February 12, 2014, 12:34:03 am
Someone asked for the team balance code, here it is, prepare to grease your scroll wheels:

Code: [Select]
#script_cf_crpg_autobalance
("cf_crpg_autobalance", [
(multiplayer_is_server),
(store_script_param, ":type", 1),
#(display_message, "@AB called"),
#(assign, reg1, ":type"),
#(server_add_message_to_log, "@new autobalance start, type:{reg1}"),
(store_script_param, ":param", 2),
(assign, ":switch_player_no", -1),
(try_begin),
(eq, ":type", 0), #type0 = shuffle teams
#check if autobalance is set to 2 - sort by banners
(eq, "$g_multiplayer_auto_team_balance_limit", 2),
(assign, ":type", 3),
(else_try),
(eq, ":type", 1), #type1 = balance teams, in favor of :team_favor
(assign, ":team_favor", ":param"),
#team favor:
#-1 = no team favor
#0 = favor team 0
#1 = favor team 1
(else_try),
(eq, ":type", 2), #type2 = switch player :switch_player_no
#(display_message, "@Type: 2"),
(assign, ":switch_player_no", ":param"),
(assign, ":switch_player_score", -1),
(store_script_param, ":param2", 3),
(assign, ":force_switch", ":param2"),
(try_end),
##calculate the current team levels
(try_begin),
#(this_or_next|eq, ":type", 1), #balance
#(eq, ":type", 2), #switch player
(assign, ":level_team_0", 0),
(assign, ":level_team_1", 0),
(assign, ":player_team_0", 0),
(assign, ":player_team_1", 0),
(assign, ":kd_team_0", 0),
(assign, ":kd_team_1", 0),
(get_max_players, ":num_players"),
(try_for_range, ":player_no", 0, ":num_players"), #t_player1
(store_add, ":slot_index", ":player_no", multi_data_player_index_list_begin),
(troop_set_slot, "trp_multiplayer_data", ":slot_index", 0),
(try_begin),
(player_is_active, ":player_no"),
(ge, ":player_no", 0),
(player_get_team_no, ":player_team", ":player_no"),
(is_between, ":player_team", 0, 2), #make sure he is no spec
(troop_set_slot, "trp_multiplayer_data", ":slot_index", 1),
(call_script, "script_cf_crpg_autobalance_get_level", ":player_no"),
(assign, ":player_score_plus_death", reg0),
(try_begin),
(eq, ":switch_player_no", ":player_no"),
(assign, ":switch_player_score", reg0),
(try_end),
(try_begin),
(eq, ":player_team", 0),
(neq, ":switch_player_no", ":player_no"), #do not take the switcher player into calc
(val_add, ":player_team_0", 1),
(val_add, ":level_team_0", ":player_score_plus_death"),
(store_add, ":cur_troop", "trp_player0_multiplayer", ":player_no"),
(ge, ":cur_troop", 0),
(troop_get_slot, ":kd", ":cur_troop", slot_troop_crpg_kd_ratio),
(val_add, ":kd_team_0", ":kd"),
(else_try),
(eq, ":player_team", 1),
(neq, ":switch_player_no", ":player_no"),
(val_add, ":player_team_1", 1),
(val_add, ":level_team_1", ":player_score_plus_death"),
(store_add, ":cur_troop", "trp_player0_multiplayer", ":player_no"),
(ge, ":cur_troop", 0),
(troop_get_slot, ":kd", ":cur_troop", slot_troop_crpg_kd_ratio),
(val_add, ":kd_team_1", ":kd"),
(try_end),
(try_begin),
(neq, ":player_score_plus_death", 0), #dont disable the slot by accident
(neq, ":player_score_plus_death", -1),
(troop_set_slot, "trp_multiplayer_data", ":slot_index", ":player_score_plus_death"),
(try_end),
(try_end),
(try_end), #t_player1_end = this checked for levels and assigned each player his value
(try_end),
(assign, "$ab_score_team_0", ":level_team_0"),
(assign, "$ab_score_team_1", ":level_team_1"),
(assign, reg9, -3),
(neq, "$g_multiplayer_auto_team_balance_limit", 0), #if it's 0, return false, then the player selection is used
(neq, "$g_multiplayer_auto_team_balance_limit", 3), #if it's 3, return false, then the player selection is used
(neq, "$g_multiplayer_game_type", multiplayer_game_type_defend_the_village), #don't do any AB in dtv
(assign, ":do_autobalance", 1), #start with assigned autobalance
(try_begin),
(eq, ":type", 1), #type1 = balance teams, in favor of :team_favor
#one team should be in favor - check if the favored team has less level
(try_begin),
(eq, ":team_favor", 0),
(ge, ":level_team_0", ":level_team_1"), #if level0 > #level1 skip autobalance
(assign, ":do_autobalance", 0),
(else_try),
(eq, ":team_favor", 1),
(ge, ":level_team_1", ":level_team_0"), #if level1 > #level0 skip autobalance
(assign, ":do_autobalance", 0),
(try_end),
(try_end),
(try_begin),
(eq, ":type", 2), #type2 = switch player :switch_player_no
(assign, ":do_autobalance", 0), #stop autobalance here, because it's done inside this
#check if the player in question is on the lower leveled team already
(player_get_team_no, ":player_team", ":switch_player_no"),
#(display_message, "@Type 2 AB"),
(try_begin),
(eq, ":player_team", 0),
(gt, ":level_team_0", ":level_team_1"), #if level0 > #level1 do moving
(assign, reg9, 1),
(try_begin),
(eq, ":force_switch", 1),
(call_script, "script_crpg_switch_player_team", ":switch_player_no", 1),
(try_end),
(val_add, "$ab_score_team_1", ":switch_player_score"),
(else_try),
(eq, ":player_team", 1),
(gt, ":level_team_1", ":level_team_0"), #if level1 > #level0 do moving
(assign, reg9, 0),
(try_begin),
(eq, ":force_switch", 1),
(call_script, "script_crpg_switch_player_team", ":switch_player_no", 0),
(try_end),
(val_add, "$ab_score_team_0", ":switch_player_score"),
(else_try),
#he's a spec
(try_begin), #team-switch disable in siege
(player_get_slot, ":player_previous_team", ":switch_player_no", slot_player_crpg_last_team),
(is_between, ":player_previous_team", 0, 2),
(eq, "$g_multiplayer_game_type", multiplayer_game_type_siege),
#(eq, "$g_multiplayer_game_type", multiplayer_game_type_battle),
#(display_message, "@Previous team is 0 or 1"),
(try_begin),
(eq, ":player_previous_team", 0),
(assign, reg9, 0),
#(call_script, "script_crpg_switch_player_team", ":switch_player_no", 0),
(player_set_team_no, ":switch_player_no", 0),
#(display_message, "@Moving player to team 0"),
(val_add, "$ab_score_team_0", ":switch_player_score"),
(else_try),
(eq, ":player_previous_team", 1),
(assign, reg9, 1),
#(call_script, "script_crpg_switch_player_team", ":switch_player_no", 1),
(player_set_team_no, ":switch_player_no", 1),
#(display_message, "@Moving player to team 1"),
(val_add, "$ab_score_team_1", ":switch_player_score"),
(try_end),
(else_try),
(ge, ":level_team_1", ":level_team_0"), #if level1 > #level0 do moving
(assign, reg9, 0),
(try_begin),
(eq, ":force_switch", 1),
(call_script, "script_crpg_switch_player_team", ":switch_player_no", 0),
(try_end),
(val_add, "$ab_score_team_0", ":switch_player_score"),
(else_try),
(assign, reg9, 1),
(try_begin),
(eq, ":force_switch", 1),
(call_script, "script_crpg_switch_player_team", ":switch_player_no", 1),
(try_end),
(val_add, "$ab_score_team_1", ":switch_player_score"),
(try_end),
(try_end),
(try_end),
(try_begin),
#current situation:
#if type = 0, autobalance = 1
#if type = 1, autobalance = 1 if teams are unfair
#if type = 2, autobalance = 0, player got moved already
(eq, ":do_autobalance", 1),
(assign, ":new_level_0", 0),
(assign, ":new_level_1", 0),
(try_begin),
(eq, ":type", 3), #3(by banners) is very special and checked separately
#a) get all different banners, sort them in b array
(try_for_range, ":array", crpg_banner_number_start, crpg_banner_number_end*2),
(troop_set_slot, "trp_temp_array_a", ":array", 0), #a = if the banner exists or not
(troop_set_slot, "trp_temp_array_b", ":array", 0), #b = the score of the banner
(try_end),
(store_add, ":level_score_halfed", ":level_team_0", ":level_team_1"),
(store_div, ":level_score_halfed_regulars", ":level_score_halfed", 9),
(val_div, ":level_score_halfed", 3),
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(store_add, ":slot_index", ":player_no", multi_data_player_index_list_begin),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", 0),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", -1),
(player_get_banner_id, ":banner", ":player_no"),
(try_begin),
(le, ":banner", -1),
(store_random_in_range, ":banner", crpg_banner_number_start, crpg_banner_number_end),
(try_end),
(troop_get_slot, ":rank", "trp_temp_array_b", ":banner"),
(troop_get_slot, ":player_value", "trp_multiplayer_data", ":slot_index"),
(try_begin),
(is_between, ":banner", crpg_banner_number_start, crpg_banner_number_end),
(assign, ":score", ":level_score_halfed_regulars"),
(else_try),
(assign, ":score", ":level_score_halfed"),
(try_end),
(val_add, ":rank", ":player_value"),
(try_begin),
(ge, ":rank", ":score"),
#security mechanism - if one side has more than 50% power, split them
#(val_add, ":banner", 1), #just take the next banner, doesn't matter
(store_random_in_range, ":banner", crpg_banner_number_start, crpg_banner_number_end), #this is better
(troop_get_slot, ":rank", "trp_temp_array_b", ":banner"),
(val_add, ":rank", ":player_value"),
(try_end),
(troop_set_slot, "trp_temp_array_a", ":banner", 1),
(troop_set_slot, "trp_temp_array_b", ":banner", ":rank"),
(player_set_slot, ":player_no", slot_player_crpg_ab_banner, ":banner"),
(try_end),
(try_for_range, ":banner_id", crpg_banner_number_start, crpg_banner_number_end*2),
(troop_get_slot, ":rank", "trp_temp_array_b", ":banner_id"),
(gt, ":rank", 100),
(assign, ":power", 1),
(set_fixed_point_multiplier, 10000),
(convert_to_fixed_point, ":power"),
(convert_to_fixed_point, ":rank"),
(val_mul, ":power", 11),
(val_div, ":power", 10), #result: 1.1
(store_pow, ":tmp", ":rank", ":power"),
(assign, ":rank", ":tmp"),
(convert_from_fixed_point, ":rank"),
(troop_set_slot, "trp_temp_array_b", ":banner_id", ":rank"),
(try_end),
#(assign, ":assign_players_to_team", 0),
#b) loop through banners, get the one with the highest number
(try_for_range, ":banner_id", crpg_banner_number_start, crpg_banner_number_end*2),
(troop_slot_eq, "trp_temp_array_a", ":banner_id", 1),
(assign, ":selected_banner_id", -1),
(assign, ":selected_banner_score", -1),
(try_for_range, ":ranking_banner_id", crpg_banner_number_start, crpg_banner_number_end*2),
(neg|troop_slot_eq, "trp_temp_array_b", ":ranking_banner_id", 0),
(troop_get_slot, ":rank", "trp_temp_array_b", ":ranking_banner_id"),
(ge, ":rank", ":selected_banner_score"),
(assign, ":selected_banner_score", ":rank"),
(assign, ":selected_banner_id", ":ranking_banner_id"),
(try_end),
(gt, ":selected_banner_id", -1), #it's valid
(troop_set_slot, "trp_temp_array_b", ":selected_banner_id", 0), #removed from the loop pool
#b2) select the proper team:
(try_begin),
(eq, ":new_level_0", 0),
(eq, ":new_level_1", 0),
(store_current_scene, ":cur_scene"), #assign the start team randomly, based on scene nr
(store_mod, ":assign_players_to_team", ":cur_scene", 2),
(else_try),
(gt, ":new_level_1", ":new_level_0"),
(assign, ":assign_players_to_team", 0),
(else_try),
(assign, ":assign_players_to_team", 1),
(try_end),
#c) highest banner selected, switch all players of this banner to team
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(store_add, ":slot_index", ":player_no", multi_data_player_index_list_begin),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", 0),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", -1),
#(player_get_banner_id, ":banner", ":player_no"),
#banner can now be overridden:
(player_get_slot, ":banner", ":player_no", slot_player_crpg_ab_banner),
(eq, ":banner", ":selected_banner_id"),
(troop_get_slot, ":value", "trp_multiplayer_data", ":slot_index"),
(troop_set_slot, "trp_multiplayer_data", ":slot_index", 0), #removed from the loop pool
(try_begin),
(eq, ":assign_players_to_team", 0),
(val_add, ":new_level_0", ":value"),
(else_try),
(eq, ":assign_players_to_team", 1),
(val_add, ":new_level_1", ":value"),
(try_end),
(player_get_team_no, ":curr_team", ":player_no"),
(try_begin),
(neq, ":curr_team", ":assign_players_to_team"),
(call_script, "script_crpg_switch_player_team", ":player_no", ":assign_players_to_team"),
(try_end),
(try_end),
(try_end),
(assign, "$ab_score_team_0", ":new_level_0"),
(assign, "$ab_score_team_1", ":new_level_1"),
(try_end),
(neq, ":type", 3), #3(banners) is very special and checked before, fail if done
(try_for_range, ":unused", 0, ":num_players"), #t_player1
(player_is_active, ":unused"),
(assign, ":max_score_plus_death", -30000030),
(assign, ":max_score_plus_death_player_no", -1),
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(store_add, ":slot_index", ":player_no", multi_data_player_index_list_begin),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", 0),
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", -1),
(troop_get_slot, ":value", "trp_multiplayer_data", ":slot_index"),
(try_begin),
(eq, ":type", 0), #check if it's shuffle command
(gt, ":value", ":max_score_plus_death"),
(assign, ":max_score_plus_death", ":value"),
(assign, ":max_score_plus_death_player_no", ":player_no"),
(else_try),
(eq, ":type", 1), #check if it's autobalance command
(neg|troop_slot_eq, "trp_multiplayer_data", ":slot_index", 0), #wasnt moved yet
#calculate the team diff
(store_sub, ":level_diff", ":level_team_0", ":level_team_1"),
#divide by 2
(val_div, ":level_diff", 2),
(try_begin),
(gt, ":level_diff", 0), #team0 has higher level
(assign, ":from_team", 0),
(else_try),
(lt, ":level_diff", 0), #team1 has higher level
(val_abs, ":level_diff"),
(assign, ":from_team", 1),
(else_try),
(assign, ":from_team", -1),
(try_end),
#get team
(player_get_team_no, ":player_team", ":player_no"),
(eq, ":player_team", ":from_team"),
(val_sub, ":level_diff", ":value"),
(ge, ":level_diff", 0),
(this_or_next|eq, ":max_score_plus_death", -30000030),
(lt, ":level_diff", ":max_score_plus_death"),
(assign, ":max_score_plus_death", ":level_diff"),
(assign, ":max_score_plus_death_player_no", ":player_no"),
(try_end),
(try_end), #t_player2
#here we now have the highest player
(try_begin),
(eq, ":type", 0), #check if it's shuffle command
(ge, ":max_score_plus_death_player_no", 0),
(store_add, ":slot_index", ":max_score_plus_death_player_no", multi_data_player_index_list_begin),
(troop_get_slot, ":value", "trp_multiplayer_data", ":slot_index"),
(assign, reg8, ":value"),
(assign, ":value", ":max_score_plus_death"),
(assign, reg12, ":value"),
(troop_set_slot, "trp_multiplayer_data", ":slot_index", 0), #removed from the loop pool
(player_get_team_no, ":curr_team", ":max_score_plus_death_player_no"),
(try_begin),
(gt, ":new_level_0", ":new_level_1"),
(assign, reg9, 1),
(val_add, ":new_level_1", ":value"),
#checking if he is on the right team
(try_begin),
(neq, ":curr_team", 1),
(call_script, "script_crpg_switch_player_team", ":max_score_plus_death_player_no", 1),
(try_end),
(else_try),
(val_add, ":new_level_0", ":value"),
(assign, reg9, 0),
#checking if he is on the right team
(try_begin),
(neq, ":curr_team", 0),
(call_script, "script_crpg_switch_player_team", ":max_score_plus_death_player_no", 0),
(try_end),
(try_end),
#(str_store_player_username, s1, ":max_score_plus_death_player_no"),
#(assign, reg15, ":new_level_0"),
#(assign, reg16, ":new_level_1"),
#(assign, reg17, ":curr_team"),
#(server_add_message_to_log, "@autobalanceshuffle: player:{s1}, value:{reg12}, checkvalue:{reg8},  team:{reg9}[old:{reg17}], {reg15}:{reg16}"),
(try_end),
(try_begin),
(eq, ":type", 1), #check if it's autobalance command
(ge, ":max_score_plus_death_player_no", 0),
(store_add, ":slot_index", ":max_score_plus_death_player_no", multi_data_player_index_list_begin),
(troop_get_slot, ":value", "trp_multiplayer_data", ":slot_index"),
(assign, reg2, ":value"),
(str_store_player_username, s1, ":max_score_plus_death_player_no"),
#(server_add_message_to_log, "@autobalance: player:{s1}, value:{reg2}"),
(troop_set_slot, "trp_multiplayer_data", ":slot_index", 0), #removed from the loop pool
(player_get_team_no, ":player_team", ":max_score_plus_death_player_no"),
(try_begin),
(eq, ":player_team", ":from_team"),
(eq, ":player_team", 0),
(val_add, ":level_team_1", ":value"),
(val_sub, ":level_team_0", ":value"),
(call_script, "script_crpg_switch_player_team", ":max_score_plus_death_player_no", 1),
(else_try),
(eq, ":player_team", ":from_team"),
(eq, ":player_team", 1),
(val_add, ":level_team_0", ":value"),
(val_sub, ":level_team_1", ":value"),
(call_script, "script_crpg_switch_player_team", ":max_score_plus_death_player_no", 0),
(try_end),
(try_end),
(try_end),
(try_begin),
(eq, ":type", 0),
(assign, "$ab_score_team_0", ":new_level_0"),
(assign, "$ab_score_team_1", ":new_level_1"),
(else_try),
(assign, "$ab_score_team_0", ":level_team_0"),
(assign, "$ab_score_team_1", ":level_team_1"),
(try_end),
(try_begin),
(eq, ":type", -1), #make the teams even by number
#disabled
#first, check how many are different
(store_sub, ":team_diff", ":player_team_0", ":player_team_1"),
(val_abs, ":team_diff"),
(ge, ":team_diff", 2),
#let's see who to move now...
(try_begin),
(gt, ":player_team_0", ":player_team_1"),
(assign, ":move_from", 0),
(assign, ":move_to", 1),
(store_div, ":average", ":level_team_0", ":player_team_0"),
(else_try),
(assign, ":move_from", 1),
(assign, ":move_to", 0),
(store_div, ":average", ":level_team_1", ":player_team_1"),
(try_end),
#how many? teamdiff/2
#get average from team with more players - done above
(get_max_players, ":num_players"),
(assign, ":move_total_value", 0),
(try_for_range, ":unused", 0, ":team_diff"), #t_player1
(assign, ":move_player_no", -1),
(assign, ":move_player_value", -1),
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(player_get_team_no, ":team", ":player_no"),
(eq, ":team", ":move_from"), #he's on the right team - check if his lvl is above average
(call_script, "script_cf_crpg_autobalance_get_level", ":player_no"),
(ge, reg0, ":average"), #he is above average - check if we have someone who is lower already
(this_or_next|eq, ":move_player_no", -1),
(gt, ":move_player_value", reg0), #the guy before has a higher value
(assign, ":move_player_no", ":player_no"),
(assign, ":move_player_value", reg0),
(try_end),
#now we should have one guy slightly above average -move him, and add his value
(val_add, ":move_total_value", ":move_player_value"),
(call_script, "script_crpg_switch_player_team", ":move_player_no", ":move_to"),
(try_end),
(val_div, ":team_diff", 2),
(store_div, ":average", ":move_total_value", ":team_diff"),
(try_for_range, ":unused", 0, ":team_diff"), #t_player1
(assign, ":move_player_no", -1),
(assign, ":move_player_value", -1),
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(player_get_team_no, ":team", ":player_no"),
(eq, ":team", ":move_to"), #he's on the right team - check if his lvl is above average
(call_script, "script_cf_crpg_autobalance_get_level", ":player_no"),
(ge, reg0, ":average"), #he is above average - check if we have someone who is lower already
(this_or_next|eq, ":move_player_no", -1),
(gt, ":move_player_value", reg0), #the guy before has a higher value
(assign, ":move_player_no", ":player_no"),
(assign, ":move_player_value", reg0),
(try_end),
(try_begin),
(eq, ":move_player_no", -1), #found no suitable match - take the highest player
(try_for_range, ":player_no", 0, ":num_players"), #t_player2
(player_is_active, ":player_no"),
(player_get_team_no, ":team", ":player_no"),
(eq, ":team", ":move_to"), #he's on the right team - check if his lvl is above average
(call_script, "script_cf_crpg_autobalance_get_level", ":player_no"),
(this_or_next|eq, ":move_player_no", -1),
(gt, reg0, ":move_player_value"), #the guy before has a higher value
(assign, ":move_player_no", ":player_no"),
(assign, ":move_player_value", reg0),
(try_end),
(try_end),
#now we should have one guy slightly above average -move him, and add his value
#(val_add, ":move_total_value", ":move_player_value"),
(call_script, "script_crpg_switch_player_team", ":move_player_no", ":move_from"),
(try_end),
(try_end),
#(assign, reg1, ":level_team_0"),
#(assign, reg2, ":level_team_1"),
#(server_add_message_to_log, "@end of autobalance: team1:{reg1}, team2:{reg2}"),
(try_end),
(eq, 0, 1), #break script
]),

#script_cf_crpg_autobalance_get_level
#Input: none
#Output: none
("cf_crpg_autobalance_get_level", [
(store_script_param, ":player_no", 1),
(try_begin),
(store_add, ":troop_no", "trp_player0_multiplayer", ":player_no"),
(troop_get_slot, ":level", ":troop_no", slot_troop_crpg_level),
(gt, ":level", 0),
(val_add, ":level", 5), #add 4 levels to everyone so every player counts higher
(try_begin),
(eq, "$g_multiplayer_game_type", multiplayer_game_type_rabbit),
(val_add, ":level", 25), #in rabbit, people by itself count more
(try_end),
(player_get_score, ":kill_count", ":player_no"),
(player_get_death_count, ":death_count", ":player_no"), #get_death_count
(val_div, ":kill_count", 10),
(val_sub, ":kill_count", ":death_count"),
(val_mul, ":kill_count", 3),
(store_mul, ":player_score_plus_death", ":level", 10),
(val_add, ":player_score_plus_death", ":kill_count"),
#(val_sub, ":player_score_plus_death", ":death_count"),
#(val_mul, ":player_score_plus_death", ":player_score_plus_death"),
(set_fixed_point_multiplier, 10000),
#(val_mul, reg0, 10000),
(troop_get_slot, ":kd", ":troop_no", slot_troop_crpg_kd_ratio),
(val_div, ":kd", 100),
(val_add, ":player_score_plus_death", ":kd"),
(val_max, ":player_score_plus_death", 0),
(assign, ":power", 1),
(convert_to_fixed_point, ":player_score_plus_death"),
(convert_to_fixed_point, ":power"),
(val_mul, ":power", 11),
(val_div, ":power", 10),
(store_pow, ":tmp", ":player_score_plus_death", ":power"),
(assign, ":player_score_plus_death", ":tmp"),
(convert_from_fixed_point, ":player_score_plus_death"),
(assign, reg0, ":player_score_plus_death"),
(try_begin),
(player_get_team_no, ":team", ":player_no"),
(is_between, ":team", 0, 2),
(team_get_score, ":this_team_score", ":team"),
(store_sub, ":enemy_team", ":team", 1),
(val_abs, ":enemy_team"),
(team_get_score, ":enemy_team_score", ":team"),
(val_sub, ":this_team_score", ":enemy_team_score"),
(lt, ":this_team_score", 0),
(val_mul, ":this_team_score", 30),
(val_add, reg0, ":this_team_score"),
(try_end),
(else_try),
(assign, reg0, 1),
(try_end),
]),

#script_crpg_switch_player_team
#Input: none
#Output: none
("crpg_switch_player_team", [
(store_script_param, ":player_no", 1),
(store_script_param, ":team", 2),
#(assign, reg1, ":player_no"),
#(assign, reg2, ":team"),
#(str_store_player_username, s1, reg1),
#(server_add_message_to_log, "@autobalance: moving player:{s1} ({reg1}), team2:{reg2}"),
(try_begin),
#if player is living add +1 to his kill count because he will get -1 because of team change while living.
(player_get_agent_id, ":latest_joined_agent_id", ":player_no"),
(ge, ":latest_joined_agent_id", 0),
(agent_is_alive, ":latest_joined_agent_id"),
(player_get_kill_count, ":player_kill_count", ":player_no"), #adding 1 to his kill count, because he will lose 1 undeserved kill count for dying during team change
(val_add, ":player_kill_count", 1),
(player_set_kill_count, ":player_no", ":player_kill_count"),
(player_get_death_count, ":player_death_count", ":player_no"), #subtracting 1 to his death count, because he will gain 1 undeserved death count for dying during team change
(val_sub, ":player_death_count", 1),
(player_set_death_count, ":player_no", ":player_death_count"),
(player_get_score, ":player_score", ":player_no"), #adding 1 to his score count, because he will lose 1 undeserved score for dying during team change
(val_add, ":player_score", 1),
(player_set_score, ":player_no", ":player_score"),
(get_max_players, ":num_players"),
(try_for_range, ":player_send", 1, ":num_players"), #0 is server so starting from 1
(player_is_active, ":player_send"),
(multiplayer_send_4_int_to_player, ":player_send", multiplayer_event_set_player_score_kill_death, ":player_no", ":player_score", ":player_kill_count", ":player_death_count"),
(try_end),
(try_end),
(player_set_team_no, ":player_no", ":team"),
#(multiplayer_send_message_to_player, ":player_no", multiplayer_event_force_start_team_selection),
]),

...


my god is this how everything works in the module system ? The horror.

Btw I miss rabbit mode :(

I think that in "script_cf_crpg_autobalance_get_level" this :

Code: [Select]
(val_add, ":level", 5), #add 4 levels to everyone so every player counts higher
should be lowered (and the comment fixed ? I'm not sure if this 5 actually means 4 or something), to give a bigger advantage to lower levels.

Also if I get this right those lines :

Code: [Select]
(player_get_score, ":kill_count", ":player_no"),
(player_get_death_count, ":death_count", ":player_no"), #get_death_count
(val_div, ":kill_count", 10),
(val_sub, ":kill_count", ":death_count"),
(val_mul, ":kill_count", 3),

Will get the kill amount, the death amount, divide the kill amount by 10 then substract by the death amount and multiply by 3. Shouldn't kills have a little more value than this compared to deaths ? I mean, it would seem more fair to me, at least in siege. Anyway, working with this system must be a pain in the ass.



Title: Re: Number of players declining
Post by: Thomek on February 12, 2014, 01:51:05 am
Wow I thought chadz could barely write Hello World!
Title: Re: Number of players declining
Post by: Sean31555 on February 12, 2014, 01:52:37 am
Maybe the numbers of players decline when a bunch of players get shit on by one guy demanding change, while dozens of others oppose him.
http://forum.melee.org/general-discussion/bring-back-the-admin-banner-check/
http://forum.melee.org/general-discussion/bring-back-banner-check-continued/
Title: Re: Number of players declining
Post by: Panos_ on February 12, 2014, 01:55:30 am
^ what you fail to understand, is that your banner got removed, not because I wanted it, but because it was breaking certain banner rules.

And trust me, I`m the last person of this community that the devs would satisfy.

Get over it already
Title: Re: Number of players declining
Post by: Sean31555 on February 12, 2014, 01:58:33 am
^ what you fail to understand, is that your banner got removed, not because I wanted it, but because it was breaking certain banner rules.

And trust me, I`m the last person of this community that the devs would satisfy.

Get over it already
Look at the mass opposition in the first and second threads. Yet the second you speak out, a lone neckbear, and some admin (Name not revealed in the messages sent to the leaders of the affected clans which I cant check because no leader on) decides to pull the plug on all of them?
Title: Re: Number of players declining
Post by: Panos_ on February 12, 2014, 02:01:32 am
Look at the mass opposition in the first and second threads. Yet the second you speak out, a lone neckbear, and some admin (Name not revealed in the messages sent to the leaders of the affected clans which I cant check because no leader on) decides to pull the plug on all of them?

I feel like I`m discussing  with  a 10 year old.

You make Berserkardin look smart.
Title: Re: Number of players declining
Post by: Sean31555 on February 12, 2014, 02:04:38 am
I feel like I`m discussing  with  a 10 year old.

You make Berserkardin look smart.
You just dodge questions and seem to somehow miss every single point I've made against your banner burning crusade.
Title: Re: Number of players declining
Post by: Sniger on February 12, 2014, 02:06:19 am
visitors can't see pics , please register or login


edit: wait a min... sean have no infamy!

*CLICK*

now you are fit for these fora :)
Title: Re: Number of players declining
Post by: elpigeon on February 12, 2014, 12:11:47 pm
i think old players quit, and new players drop.

New players cos there is a deep between a char lvl 35 with 5 or 6 looms and a newbie. Even being brave, old players who spend all day in this game have so many tips and knowledges, added to high level and looms, new players drop quickly.

When i start this game, many players help me to be better. Ts invitation, EU3 invitation, etc.

Today, with a long streak without crpg (i don't have much leisure time, i use it without crpg), i have read when we have a newbie IG. "Not in my clan, we recruit only good players", "i don't help U, you are stupid french (really ?)", "go to read the forum".

Players kill their own game. Not dev. too much high levels players, too much looms. Any interest to continue to play, except the pleasure to fight with a sword. Erase the database, erase the looms, erase the highs levels !

With a long streak, i don't see any difference between crpg 4.3 and crpg 7.9. Ranged are ranged, 2H are 2H, Pike are Pike, Cavs are always cav and split the team make you lose, as always. 
Title: Re: Number of players declining
Post by: nilloc93 on February 12, 2014, 12:38:11 pm
account wipe will bring in more people?
no it fucking won't, everyone would just leave becasue all their hard work was trashed and thrown ontop of a silly DTV.
You are correct in that the community is extremely hostile, the only reason i play is because I already had friends who played. The player base is very COD like in their elitism and while I don't expect veterans to step up and host training events or some BS there is no need to be mean, or give sarcastic answers to every noob asking an innocent question on a game that is hard enough to get into on mechanics alone.
Title: Re: Number of players declining
Post by: elpigeon on February 12, 2014, 01:04:09 pm
I like extreme answers
Title: Re: Number of players declining
Post by: kinngrimm on February 12, 2014, 01:18:26 pm
Depending on how we are treating new members of the community they more or less likely will stay.

Those who are choosing to flame and insult them we can point out to the admins.

We ourselves still can try to help the new guys and make them feel welcome and overall show them there are not only asshats here but a few human beings who still care for the game and the fun it may provide us all with.

A few simple phrases you all can do when you become aware of someone who just joiend.

"Welcome to cRPG :"
"Do you need some help?"

Pointing out the cRPG website and the crpg forum, is a good thing when done in a polite way and to the point of a problem whihc could be solved there.

Inviting them into teamspeak if you get the feeling that he seems like an ok guy, that way clans can take on the task to take in a new member and give him straight away all help he would need.

Or you stick with him ingame, play/protect him, show him a few tricks you youself think maybe beneficial for him ...

Many good ways how to help the new guys and which makes him remember this game as a time worth spending.
Title: Re: Number of players declining
Post by: darmaster on February 12, 2014, 01:43:46 pm
I still don't get how noone is playing only for exp, but a wipe would definitely kill the mod. Afding to that a new exp system ofc. Also nerf body armor loom, it's ridiculous :l .
Title: Re: Number of players declining
Post by: Berserkadin on February 12, 2014, 02:04:15 pm
Well you can't have a proper argument with Panos, he'll eventuelly just call you an idiot for not being a dickhead, wich is excactly what an idiot like Panos will do.
Title: Re: Number of players declining
Post by: korppis on February 12, 2014, 02:22:42 pm
...


my god is this how everything works in the module system ? The horror.

Btw I miss rabbit mode :(

I think that in "script_cf_crpg_autobalance_get_level" this :

Code: [Select]
(val_add, ":level", 5), #add 4 levels to everyone so every player counts higher
should be lowered (and the comment fixed ? I'm not sure if this 5 actually means 4 or something), to give a bigger advantage to lower levels.

Also if I get this right those lines :

Code: [Select]
(player_get_score, ":kill_count", ":player_no"),
(player_get_death_count, ":death_count", ":player_no"), #get_death_count
(val_div, ":kill_count", 10),
(val_sub, ":kill_count", ":death_count"),
(val_mul, ":kill_count", 3),

Will get the kill amount, the death amount, divide the kill amount by 10 then substract by the death amount and multiply by 3. Shouldn't kills have a little more value than this compared to deaths ? I mean, it would seem more fair to me, at least in siege. Anyway, working with this system must be a pain in the ass.

I agree with Kafein about putting more weight on kill amount.

Also... this seems a little confusing to me:
Code: [Select]
(troop_get_slot, ":kd", ":troop_no", slot_troop_crpg_kd_ratio),
(val_div, ":kd", 100),

Does autobalance use permanent (=Battle) k/d in this player "power" calculation?

Also that second line, if you divide it by 100, doesn't it become negligible? Ie for level it does (level + 5) * 10, which produces a whole lot bigger value.
Title: Re: Number of players declining
Post by: oreshy on February 12, 2014, 06:16:14 pm
...forum kills the mod star.
Title: Re: Number of players declining
Post by: Crazyi on February 12, 2014, 06:53:38 pm
One thing I'm curious on, what determines if a player is "active"? Are specs the only inactive or is it if the player spawns? If it is non spawning and spec, that probably should be tweaked. It should be spectator only. If you are on the team, you should effect balance decision even if you don't spawn for whatever reason. Yes this sucks but it would screw the act of balancing otherwise, and players need to be more considerate of their impact to the team by not spawning. Go spec.

I haven't even attempted to mod Mount and Blade and the code looks a bit strange but from what I see:

Round 2 is banner balance. Then it tweaks the teams after this.

aka round 2 it heavily fucks up team balance, and then it makes minor tweaks to try to re-balance it.

If I understood what I read (and I certainly may have not), this is not how you "balance" things. Your first effort to balance is quite possible the most un-balancing act of them all. While I absolutely agree clans should play together, there needs to be a greater degree of balancing in round 2 then simply by banner.
Title: Re: Number of players declining
Post by: Kafein on February 12, 2014, 07:45:55 pm
I agree with Kafein about putting more weight on kill amount.

Also... this seems a little confusing to me:
Code: [Select]
(troop_get_slot, ":kd", ":troop_no", slot_troop_crpg_kd_ratio),
(val_div, ":kd", 100),

Does autobalance use permanent (=Battle) k/d in this player "power" calculation?

Also that second line, if you divide it by 100, doesn't it become negligible? Ie for level it does (level + 5) * 10, which produces a whole lot bigger value.

The thing is that this language is so weird they have to use fixed point dark magic to get "real numbers", so I honestly don't even know what this "val_div" actually does.
Title: Re: Number of players declining
Post by: Tydeus on February 12, 2014, 11:37:11 pm
The thing is that this language is so weird they have to use fixed point dark magic to get "real numbers", so I honestly don't even know what this "val_div" actually does.
Hate.

Fucking. Hate.

visitors can't see pics , please register or login
Title: Re: Number of players declining
Post by: Macropus on February 13, 2014, 12:03:30 am
Hate.

Fucking. Hate.

What? Why? What's going on? Should I get popcorn?
Title: Re: Number of players declining
Post by: Kafein on February 13, 2014, 12:16:26 am
What? Why? What's going on? Should I get popcorn?

What is going is that when you want to represent and use fractional numbers in this thing, you need to do a lot of mumbo jumbo when really it should be idiotically simple.
Title: Re: Number of players declining
Post by: Sniger on February 14, 2014, 03:31:18 pm
visitors can't see pics , please register or login
Title: Re: Number of players declining
Post by: kinngrimm on February 14, 2014, 03:48:09 pm
(click to show/hide)
damn you Tydeus and your sexual phantasies  :lol:
Title: Re: Number of players declining
Post by: Kafein on February 14, 2014, 04:33:19 pm
damn you Tydeus and your sexual phantasies  :lol:

I fancy mechanical keyboards myself
Title: Re: Number of players declining
Post by: Sniger on February 14, 2014, 09:36:28 pm
Title: Re: Number of players declining
Post by: jtobiasm on February 14, 2014, 10:17:44 pm
In my case, the gym. The 2 hours a day I played on c-rpg is now took up by the gym. Nothing to do with the balance of the game imo, everything can counter something.

p.s the maps are shite though.
Title: Re: Number of players declining
Post by: Paul on February 15, 2014, 10:58:50 am
The thing is that this language is so weird they have to use fixed point dark magic to get "real numbers", so I honestly don't even know what this "val_div" actually does.

lern2loveintegerdivision
Title: Re: Number of players declining
Post by: Kafein on February 15, 2014, 11:00:57 am
lern2loveintegerdivision

Nothing wrong with integer divison, except here that's absolutely not what you want.
Title: Re: Number of players declining
Post by: Paul on February 15, 2014, 01:07:27 pm
I got no access to the code atm but my guess is that the value for troop slot for the kd is saved with a multiplier(1000, 10000?). In that application it is then divided by 100 to bring it on par with the other summand: the score. lern2loveintegers
Title: Re: Number of players declining
Post by: Macropus on February 15, 2014, 01:54:25 pm
In my case, the gym. The 2 hours a day I played on c-rpg is now took up by the gym. Nothing to do with the balance of the game imo, everything can counter something.

p.s the maps are shite though.
Gym has no counter, nerf it quick
Title: Re: Number of players declining
Post by: Sniger on February 15, 2014, 04:57:36 pm
the banner balance code has to be more complicated than the true balance code yes? everything else seem completely illogical to me but then again im a nabcake with no idea of programming or scripting :D

regarding the poll... "mod too old" wtf? so you quit a game because you deem it "out of date"??? lols... please remove the troll option :)

to you, I guess chess is also out of date but thing is just... its the most played game in the world :)
Title: Re: Number of players declining
Post by: Sniger on February 15, 2014, 05:09:31 pm
when I left I didn't think the mod was competitive at all (anymore)

all I want is a more balanced crpg. balance means more competition and competition is so much more fun. and im 2000% sure it will generate more players. if not ill delete my account.

cus... yeah! I totally miss fun crpg! but I refuse to play it despite no fun. if I play it eventho I dont think its fun, then the point of gaming is gone.
Title: Re: Number of players declining
Post by: Kafein on February 15, 2014, 10:02:29 pm
cRPG should be coded in Outlaw Techno Psychobitch. Yes, that's an obscure reference.
Title: Re: Number of players declining
Post by: Rico on March 03, 2014, 11:51:48 pm
Most people don't hesitate to join the global QQ concert because they had an overdose of cRPG. It happens very fast...

You look at your dream build, the several 10Mio exp till you reach it, some highlevel cunts who don't know how to play but they still beat you cuz they are highlevel, and then you use your vacations and play cRPG instead of going to the beach. I am not the only one who is doing that, so no wonder people are pissed and spread bad mood in the chat.

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When I reach my end build at lvl 35 (38M left) I'll need some vacations from cRPG first.

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Title: Re: Number of players declining
Post by: BlindGuy on March 04, 2014, 02:16:56 am
the banner balance code has to be more complicated than the true balance code yes? everything else seem completely illogical to me but then again im a nabcake with no idea of programming or scripting :D

regarding the poll... "mod too old" wtf? so you quit a game because you deem it "out of date"??? lols... please remove the troll option :)

to you, I guess chess is also out of date but thing is just... its the most played game in the world :)

Sorry mate but the most played game (no sports included) is dominoes