cRPG

cRPG => Suggestions Corner => Topic started by: Eugene on February 12, 2014, 02:33:42 am

Title: Keep the mod healthy: Revert Retard Mode
Post by: Eugene on February 12, 2014, 02:33:42 am
Hi guys,

Before you start agreeing/disagreeing, I'd appreciate it if any new players who think they know what the mod was like 3 years ago but don't, or have never played Native, would leave without contributing. You can't compare what you haven't experienced.

I'm sure you all agree that compared to Native, cRPG combat is slow, to top it off the devs keep nerfing the shit out of all the gear. This makes the mod about as fun as a broken water-gun. It's not the devs fault that children who learn to access the forums have a whinge when they die because a player is better than them. It really misrepresents the issues of the game balance, as the devs rarely play themselves.

But really, I suggest that more wpf is allocated to all characters, or make the combat speed a bit more respectable. The vast majority of us aren't brain damaged, so don't alter the game to treat us so.

For all the people who say "mods dying" - I can assure you, this is a key reason. Combat these days is drier than a nuns nasty.
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Shaksie on February 12, 2014, 03:10:23 am
I agree on some points, I think they are nerfing things too much and that it used to be more fun.
I think the major changes that need to be made in order to maximize players are:
xo
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Apsod on February 12, 2014, 09:28:42 am
Hi guys,

Before you start agreeing/disagreeing, I'd appreciate it if any new players who think they know what the mod was like 3 years ago but don't, or have never played Native, would leave without contributing. You can't compare what you haven't experienced.

I'm sure you all agree that compared to Native, cRPG combat is slow, to top it off the devs keep nerfing the shit out of all the gear. This makes the mod about as fun as a broken water-gun. It's not the devs fault that children who learn to access the forums have a whinge when they die because a player is better than them. It really misrepresents the issues of the game balance, as the devs rarely play themselves.

But really, I suggest that more wpf is allocated to all characters, or make the combat speed a bit more respectable. The vast majority of us aren't brain damaged, so don't alter the game to treat us so.

For all the people who say "mods dying" - I can assure you, this is a key reason. Combat these days is drier than a nuns nasty.
Most people have more wpf and ath than the classes in Native.
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Eugene on February 12, 2014, 10:16:23 am
Most people have more wpf and ath than the classes in Native.

Be that as it may, but the combat speed negates the point of wpf, except for the reduction in damage range.
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: owens on February 12, 2014, 10:42:20 am
With Turnspeed as it stands average melee wpf could be 50 points higher
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Thomek on February 12, 2014, 01:15:33 pm
The aussie pros want more speed! The game is too damn slow for them!

Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Eugene on February 12, 2014, 02:14:41 pm
The aussie pros want more speed! The game is too damn slow for them!


EU and NA have something I like to call "Ganksyndrome" - where the aim of the game is to pit mobs against mobs, and may the hatdest hitting get the kudos.

I'm yet to see an EU player or NA player stand out compared to the AUS community.

Please don't make me bring up the age-old Ravelyr vs. NA incident again  :rolleyes:

Made them look like a bunch of parkinsons syndrome sufferers armed with a Mac Magic Mouse
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Tzar on February 12, 2014, 02:34:40 pm
I agree, but people want carebear combat system...

Give it a rest, you might as well stop trying.
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Eugene on February 12, 2014, 02:48:30 pm
I honestly can't take a side when it cones to a majority vs. minority issue, considering a lot of players don't use the forums who have a voice unheard.

But people play, people die, people rage, people write qq/op threads. Devs nerf. Cycle repeats.

Carebear mode is so aggravating, gives you nothing to aim for, as blocking is too easily mastered in the current stage of cRPG. I think it's integral the devs look not just at the needs of new players, but also the veterans. Otherwise they come and go, evidently the "go" occurs faster than the "come", hence the dwindling number of players.
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Utrakil on February 12, 2014, 03:24:59 pm
Hi guys,

Before you start agreeing/disagreeing, I'd appreciate it if any new players who think they know what the mod was like 3 years ago but don't, or have never played Native, would leave without contributing. You can't compare what you haven't experienced.

I'm sure you all agree that compared to Native, cRPG combat is slow, to top it off the devs keep nerfing the shit out of all the gear. This makes the mod about as fun as a broken water-gun. It's not the devs fault that children who learn to access the forums have a whinge when they die because a player is better than them. It really misrepresents the issues of the game balance, as the devs rarely play themselves.

But really, I suggest that more wpf is allocated to all characters, or make the combat speed a bit more respectable. The vast majority of us aren't brain damaged, so don't alter the game to treat us so.

For all the people who say "mods dying" - I can assure you, this is a key reason. Combat these days is drier than a nuns nasty.
I think you are a retard if you want everyone with less than 3 years experience in this mod to leave and not discuss about the future of this game.
This oldmy old friend incest is one of the possible reasons why the influx of new players declines.

But according to the fact that I only play for a bit more than a year there is no need for you to take my post serious.
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Eugene on February 12, 2014, 03:59:23 pm
I think you are a retard if you want everyone with less than 3 years experience in this mod to leave and not discuss about the future of this game.
This oldmy old friend incest is one of the possible reasons why the influx of new players declines.

But according to the fact that I only play for a bit more than a year there is no need for you to take my post serious.

This thread is largely comparing the earlier combat mechanisms of cRPG and Native against the current dumbed/slowed down combat that they have implemented in todays game. If you haven't had experience with either of the aforementioned, how can your input be as credible as someone who had played their share of Native, and been involved in the cRPG community long enough to see it's evolution?

Simply put, it can't. They will have a shallower understanding of game mechanics, as naturally less time means less experience.

*tips fedora*
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Kadeth on February 12, 2014, 11:31:27 pm
edit: comment removed to please the mighty americans
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: GOBBLINKINGREATLEADER on February 12, 2014, 11:42:57 pm
Protip: nobody in EU or NA gives a shit about how good you Auspies think you are.

(click to show/hide)
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Kafein on February 13, 2014, 12:32:17 am
The problem with combat speed is the humongous amount of hits from a decent weapon the average character will take before going down. In Native, even with lots of armor, you die in maybe 4 good hits maximum. If anything, we must continue to fix exploits that allow abusers to pull off ouncounterable tricks. And I suspect this is really what you a talking about when you say "dumbing the game down". Blocking good feints/holds/whatever is hard enough for the average player, the problem is that the game is too forgiving when you make an error, not that errors are particularly rare, because they really aren't.
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Eugene on February 13, 2014, 01:16:13 am
The problem with combat speed is the humongous amount of hits from a decent weapon the average character will take before going down. In Native, even with lots of armor, you die in maybe 4 good hits maximum. If anything, we must continue to fix exploits that allow abusers to pull off ouncounterable tricks. And I suspect this is really what you a talking about when you say "dumbing the game down". Blocking good feints/holds/whatever is hard enough for the average player, the problem is that the game is too forgiving when you make an error, not that errors are particularly rare, because they really aren't.

I don't follow. The native combat system just has an intensity that would really increase the feels of cRPG. I don't know what you mean by uncounterable unless you're referring to blockstun?

Protip: nobody in EU or NA gives a shit about how good you Auspies think you are.

(click to show/hide)


Protip: This thread isn't about who's good and who's not. Nor is it a rage thread, so that doesn't seem too fitting. Learn2read you monkey
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Osiris on February 13, 2014, 01:19:05 am
To be fair the game isn't really much faster in native its just that most crpgers use heavy ass armours compared to the leather jerkins and ragged outfits common in native. you get mail armours and sometimes heavier but the avg crpg armour is 10 more weight just on the body armour, add to that some high str chars and the game does feel slower.

Native feels deadlier because everything hurts like hell, your armour is lower so speed is higher, its like playing crpg with 1/3 hp :P
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Eugene on February 13, 2014, 01:26:49 am
To be fair the game isn't really much faster in native its just that most crpgers use heavy ass armours compared to the leather jerkins and ragged outfits common in native. you get mail armours and sometimes heavier but the avg crpg armour is 10 more weight just on the body armour, add to that some high str chars and the game does feel slower.

Native feels deadlier because everything hurts like hell, your armour is lower so speed is higher, its like playing crpg with 1/3 hp :P

In AUS, we have a smaller playerbase and use cheaper armours due to a less easily accessed multiplier, so agility biased builds are more prevalent in our server. I always use light armour (mail shirt with fur), light gloves and a medium helmet, and go 12/27 and 15/24.

It's still not as quick as the combat in native, I think because in a lot of servers, the combat speed is on "fast/fastest", where here it's on "medium".

Whats your take on this? :)
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Kadeth on February 13, 2014, 03:18:38 am
The aussie pros want more speed! The game is too damn slow for them!

Every time an Australian player makes a post it is met with comments like this, yet you guys wonder why we bring up examples of Australian players doing well in NA?

 :rolleyes:
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Johammeth on February 13, 2014, 03:44:37 am
Dingo downblock your baby, mate?
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Kadeth on February 13, 2014, 03:53:39 am
don't make me make a cheeseburger joke m8

i'll do it m8
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Eugene on February 13, 2014, 04:22:15 am
don't make me make a cheeseburger joke m8

i'll do it m8

American blocking

Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Kafein on February 13, 2014, 10:50:36 am
I don't follow. The native combat system just has an intensity that would really increase the feels of cRPG. I don't know what you mean by uncounterable unless you're referring to blockstun?

That just shows your continent has no discovered as many tricks as mine. With higher speeds EU cRPG and probably NA to some extent would become a spamfest. The intensity of Native comes from the fact that you are only allowed to fail once or twice, sometimes not at all. Whereas in cRPG if you invest in a optimal build with lots of STR and loomed armor, you can take quite a beating before dying.
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Eugene on February 13, 2014, 11:03:23 am
That just shows your continent has no discovered as many tricks as mine. With higher speeds EU cRPG and probably NA to some extent would become a spamfest. The intensity of Native comes from the fact that you are only allowed to fail once or twice, sometimes not at all. Whereas in cRPG if you invest in a optimal build with lots of STR and loomed armor, you can take quite a beating before dying.

I might know what you mean, but homeboy Goris would probably go toe to toe with the best EU has to offer, cRPG or Native.

In AUS we don't rely on "tricks", but maybe you should spectate us for a minute, you might learn a thing or two.

--

All in all, players flourish within the environments they play in. We're all human. NA, EU, CN and AU all have their different strengths and weaknesses based on how the community operates. There's no "master race". AU would have better duellists, as thats how we play, but NA and EU would both have players with far superior group fighting/fending skills, as we never have experienced that.

All I know is the combat is dry enough to make Oprah Winfreys moot look the the Pacific Ocean.
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Kadeth on February 13, 2014, 01:42:31 pm
That just shows your continent has no discovered as many tricks as mine.

Enlighten us then, my superior European friend!

We've been over this Aus vs EU vs NA nonsense too many times. Ping prevents us from being able to compare "skills".

@ Sudo; please consider locking this thread if it becomes another e-peen contest

Many thanks



Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Kafein on February 13, 2014, 01:55:12 pm
Enlighten us then, my superior European friend!

We've been over this Aus vs EU vs NA nonsense too many times. Ping prevents us from being able to compare "skills".

@ Sudo; please consider locking this thread if it becomes another e-peen contest

Many thanks

It's quite simple really, there are more playstyles in EU than there are players in AUS
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Patoson on February 13, 2014, 08:19:48 pm
What you don't consider is that people with a high ping (who are not just a few) would suffer from faster attack speeds. I like the way it is right now, although for me it's nearly impossible to block agiwhores with 1h (and 200 wpf) when they have 1/3 of my ping or less.
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Jack1 on February 14, 2014, 12:35:04 am
Try playing with a 30-9 build in plate armor and a Swiss halberd/English bill on AUS once. That will raise the average str in the server.

In terms of combat speed: if you make the game faster it will all come to str build spam festers.
Title: Re: Keep the mod healthy: Revert Retard Mode
Post by: Eugene on February 14, 2014, 03:16:33 pm
What you don't consider is that people with a high ping (who are not just a few) would suffer from faster attack speeds. I like the way it is right now, although for me it's nearly impossible to block agiwhores with 1h (and 200 wpf) when they have 1/3 of my ping or less.

'High ping'  definition is a matter of perspective, no disrespected but as PK_Liu_Xuande, I could play and block with up to 160 ping (the threshold). But I still performed well in NA with 230, by implementing a different play style with better a weapon reach. This could still be used if combat sped up due to the use of distancing.

Really, if there's a small army of high pingers, they should get their own server.

-----

Try playing with a 30-9 build in plate armor and a Swiss halberd/English bill on AUS once. That will raise the average str in the server.

In terms of combat speed: if you make the game faster it will all come to str build spam festers.

Please, with the new wpf system that build would not only be shit, but in AUS it'd be obsolete as:
- Aths can keep them in range
- Believe it or not, we know what the mystery of the right mouse button is. 2D weapons are shit except for support in our community. Might be good in the NA swarm-storm though. Not here

----

Lastly,
It's quite simple really, there are more playstyles in EU than there are players in AUS

Just because there's more styles, it doesn't mean any are more effective, especially in a 1v1 scenario (quite the contrary). This is typical due to the common gank situations that larger player numbers endorse. Don't deny it, or the rounds would go forever.

Also., a trend I've noticed: with the very-occasional outlier, most players with the forum-fame look like fish out of water when it comes to duels. More time in-game pls.

/thread