cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Baskakov_Dima on April 21, 2014, 01:49:39 pm

Title: Realistic version of balance
Post by: Baskakov_Dima on April 21, 2014, 01:49:39 pm
CRPG team has very good coders, it is perfectly balanced, at least more than Native, but in a matter of good balance it sacrificed realism, and is even less realistic than Native.

To prove that some people want it, I ask you at least to watch amount of posts in “Realism discussion” thread, full of ideas about realism.

So, my idea is not to try again forcing developers to sacrifice their perfect balance. I just want to suggest a deal between those who want realism (probably, trading some balance for that) and those who want perfectly balanced game: by making another version of the mod with very slight changes, mainly in weapon stats, that will make this game much more realistic.

The list of changes can be formed later, when both developers and a bunch of players agree to do something like that. The only thing that I can say for now is that if we doubt in something being needed or not needed, I will be able to test it in real life in historical martial arts organization.

UPD: Please, no more changes discussion. Do it in another topic. Just answer to the poll and discuss the ability to make it, not the balance.
UPD2: I pressed the wrong button and deleted the poll. Sorry for that, revote ic you want.
Title: Re: Realistic version of balance
Post by: IR_Kuoin on April 21, 2014, 02:01:11 pm
No thanks.
Title: Re: Realistic version of balance
Post by: Baskakov_Dima on April 21, 2014, 02:20:03 pm
No thanks.

Why?
Title: Re: Realistic version of balance
Post by: Adamar on April 21, 2014, 03:00:16 pm
Fear of the unknown.
Title: Re: Realistic version of balance
Post by: Utrakil on April 21, 2014, 03:07:07 pm
Why?

Because the playerbase isn't big enough to be split up in two mods.
Title: Re: Realistic version of balance
Post by: Adamar on April 21, 2014, 04:10:43 pm
Because the playerbase isn't big enough to be split up in two mods.

It wouldn't. Realism version would be awsome.
Title: Re: Realistic version of balance
Post by: Okkam on April 21, 2014, 05:51:28 pm
CRPG team has very good coders, it is perfectly balanced...[/b]

I've read enough
Title: Re: Realistic version of balance
Post by: HarunYahya on April 21, 2014, 06:25:34 pm
I am totally up with this !
The thing is,there is no such thing as "balanced battle" in real life. Not in medieval times,nor in modern. It was always unbalanced. That unbalance was the reason why technology advanced, people always came up with new ideas to overcome OP shits.
Arrow ---> Plate --->Bodkin Arrow
Lancer ---> Pikeman ---> Plated 2hander ---> Musket

Lots of examples could be given. Balancers killed this game by balancing this game by discarding reality. Want an example ? Cleaver has bonus against shield.

I would totally play realistic cRPG with all weapons have a crushthrough chance in correlation with their weight,lances being broken or stuck in the body once pierced into someone by a cav. Hugely increased glance chance to all armors starting with chain mail. Archery speed and damage buffed.
Armor for instance. In cRPG armor just reduces your incoming damage. This is bullshit,even chain mail is too damn hard to penetrate since flexibility of chains absorb the damage by spreading the force of impact to much greater space but in this game you can penetrate it with everything.
No hold blocks, there is no such thing as blocking without a shield it is fucking parry and it is basically striking your opponent's weapon to deflect the attack in other words,you change the incoming swing's direction to prevent any harm to you. Crossbow reload speed should be increased heavily,remove shield skill requirement to carry a damn shield. Heavily reduce long range accuracy of all ranged,add inaccurate but deadly indirect shots to ranged.More blood & gore for amusement !
Title: Re: Realistic version of balance
Post by: Adamar on April 21, 2014, 07:19:39 pm
mail - bodkin arrow - plate - arbalest

Realistically ranged would be really inefficient against plate armor from a distance, which would allow for tight formations of polearmers who would still be raped by realistically op cav gangs if they left formation and rushed.

Meanwhile the two melee forces approach each other with ever increasing danger from short range ranged and bolder cav, untill the two forces met each other and all hell broke loose. All the while ranged would be doing their best to take out enemy horses, so they might survive by the time melee infantry is too busy to give them couver. It's very possible to achieve this.
Title: Re: Realistic version of balance
Post by: WITCHCRAFT on April 21, 2014, 07:52:53 pm
You can't create a truly realistic game in the M&B engine. It is a game that mimics medieval combat, not an attempt to realistically model the physics of fighting in real life.

Making the combat "more realistic" in crpg would make it less fun for most people. Even those who would like to try it would find lots of things frustrating and unenjoyable. It would also require a complete rework of all player stats and items from the ground up, and I don't think anyone wants to put that much effort into this idea.

The player population isn't large enough for two separate versions of CRPG.
Title: Re: Realistic version of balance
Post by: Gravoth_iii on April 21, 2014, 08:07:22 pm
Realism would destroy the mod me thinks. Whats with all the boners for realism anyways? Its still not going to be very realistic unless you completely change the mod, and then its probably going to be a steaming pile of dog poop anyways. Just changing some weapon stats wont really make the game more realistic.
Title: Re: Realistic version of balance
Post by: Adamar on April 21, 2014, 08:23:35 pm
You guys are being dogmatic. We want more realism because that's what we play this game for over the 100 other medieval games out there.

Title: Re: Realistic version of balance
Post by: Gravoth_iii on April 21, 2014, 09:02:07 pm
I play it because its a good mix of balance and some hints of realism compared to other games. More realism at the cost of balance is just poop.
Title: Re: Realistic version of balance
Post by: Baskakov_Dima on April 21, 2014, 09:46:23 pm
Fear of the unknown.
I will say it once more - if developers agree, everyone is able to discuss the concept, you too. And if we doubt in something, we test it in real life.

Because the playerbase isn't big enough to be split up in two mods.

1) It can grow - if you invite people to play cRPG with realistic balance, they will come.
2) It is big enough now to take some players for tests
 

I've read enough

I will translate a very interesting quote from a russian free-to-play RPG: "If everyone is complaining about being always killed and everyone else always being OP, game is balanced". Understood? But in order to balance it the game sacrificed it's realism.

I am totally up with this !
The thing is,there is no such thing as "balanced battle" in real life. Not in medieval times,nor in modern. It was always unbalanced. That unbalance was the reason why technology advanced, people always came up with new ideas to overcome OP shits.
Arrow ---> Plate --->Bodkin Arrow
Lancer ---> Pikeman ---> Plated 2hander ---> Musket

Lots of examples could be given. Balancers killed this game by balancing this game by discarding reality. Want an example ? Cleaver has bonus against shield.

I would totally play realistic cRPG with all weapons have a crushthrough chance in correlation with their weight,lances being broken or stuck in the body once pierced into someone by a cav. Hugely increased glance chance to all armors starting with chain mail. Archery speed and damage buffed.
Armor for instance. In cRPG armor just reduces your incoming damage. This is bullshit,even chain mail is too damn hard to penetrate since flexibility of chains absorb the damage by spreading the force of impact to much greater space but in this game you can penetrate it with everything.
No hold blocks, there is no such thing as blocking without a shield it is fucking parry and it is basically striking your opponent's weapon to deflect the attack in other words,you change the incoming swing's direction to prevent any harm to you. Crossbow reload speed should be increased heavily,remove shield skill requirement to carry a damn shield. Heavily reduce long range accuracy of all ranged,add inaccurate but deadly indirect shots to ranged.More blood & gore for amusement !

You actually don't understand the concept of Medieval Warfare. Sorry. And I suggest to discuss list of changes later, when we receive any feedback from developers.
But I will show you your mistakes.

1) Lances were brought to Europe with Crusades, they were not invented in Europe. Before that, Europe used spears on horseback, they were shorter and much heavier.
2) Cavalry was OP not only due to a lance. For you to know, in Ancient times cavalry was at first armed with darts and throwing spears, then it began to hit with a spear - but not thrusting forward, thrust was directed from up to down. And it WAS OP against undisciplined armies.
3) In ranged it was like "Broadhead arrows - Chainmail - Bodkins and crossbows - Brigandine from middle distances, plate from any distances - Crossbows and plates becoming heavier and heavier, but slowly - Firearms-Heavy plates". Then, when firearms received ability to penetrate even the heaviest plate, became more accurate etc. etc, Medieval Warfare actually ends, and it goes for the next step, which was tried to be covered in WFAS. See http://en.wikipedia.org/wiki/Battle_of_Pavia - it was the end of Medieval combat. The problem also was, that horses were almost always protected worse than the rider, which allowed to kill the horse to dismount the rider and sworm him as you see tincans swormed on DTV.
It is not a precise explanation of Medieval Combat history, only a brief one, as you have to read many books to understand it fully, but it will give you at least some notes.
4) You are right that armour must give you better protection - it could even be done with Warband engine, you should just work with armour stats. But you are wrong about deflecting swings. You actually can just block a swing, not deflect it, especially if your weapon is slower than opponent's. Deflections are represented in chamberblocks, that allow you to parry a swing and immediately hit back, even if you are just a spamming bot, lol. But some weapons are impossible to be just blocked. Better to say, some attacks, I mean thrusts. You can easily block it with a shield, but with all other weapons you will need to deflect it. In real life it is also possible to hold opponent's pole and stop his swings if you catch it, but it is hard. When dueling against spearmen with a shield and a short sword, I charge them fastly while crouching and protecting myself with a shield, then I drop the shield, catch the pole and rape them with my sword.
5) About chainmail. It is an armour against arrows, especially arrows fored from far distances. It does NOT give full protection against swords, but it gives some. For example, from a deflected swing that still reached you due to some reason.

mail - bodkin arrow - plate - arbalest

Realistically ranged would be really inefficient against plate armor from a distance, which would allow for tight formations of polearmers who would still be raped by realistically op cav gangs if they left formation and rushed.

Meanwhile the two melee forces approach each other with ever increasing danger from short range ranged and bolder cav, untill the two forces met each other and all hell broke loose. All the while ranged would be doing their best to take out enemy horses, so they might survive by the time melee infantry is too busy to give them couver. It's very possible to achieve this.

True, but also not precise. The precise balance will be discussed later, after some feedback of developers.

You can't create a truly realistic game in the M&B engine. It is a game that mimics medieval combat, not an attempt to realistically model the physics of fighting in real life.

Making the combat "more realistic" in crpg would make it less fun for most people. Even those who would like to try it would find lots of things frustrating and unenjoyable. It would also require a complete rework of all player stats and items from the ground up, and I don't think anyone wants to put that much effort into this idea.

The player population isn't large enough for two separate versions of CRPG.

To be more precise, it is totally impossible to make a truly realistic RPG at all, but it is possible to make a very close to real life fights game - and also possible to give cleaver bonus against shields.
And if noone wants to do that, I can - I study history in Moscow State University, and I do fencing in real life.

The balance of ranged and everyone else will be discussed later.

Realism would destroy the mod me thinks. Whats with all the boners for realism anyways? Its still not going to be very realistic unless you completely change the mod, and then its probably going to be a steaming pile of dog poop anyways. Just changing some weapon stats wont really make the game more realistic.

Oh, really? We will watch it later, I will show you that it is possible. Just give Katana 255 damage, it could easily slice a plate-armour knight, that is why Samurai had so bad armour. And add "Bonus against Longsword" to Katana.

I play it because its a good mix of balance and some hints of realism compared to other games. More realism at the cost of balance is just poop.

It is not just realism in a cost of completely unbalanced gameplay. It is realism that is balanced after being made realism. So it is harder to balance it, but not impossible.



Please, no more changes discussion. Do it in another topic.
Title: Re: Realistic version of balance
Post by: Adamar on April 21, 2014, 10:14:20 pm
I play it because its a good mix of balance and some hints of realism compared to other games. More realism at the cost of balance is just poop.

It would be a different kind of balance. The game is stuck in an unending spiral of nerfs and tears because certain concepts where introduced wrong to begin with. You're afraid of the change because you think you might lose something, but each class would be winning a lot too if we where all willing to learn new things with the same engine.
Title: Re: Realistic version of balance
Post by: Johammeth on April 21, 2014, 10:17:27 pm
I agree wholeheartedly, and would like to add that once a week players should be obliged to play a Farmville-style minigame where they clip their characters fingernails, or suffer a penalty to WPF (because in real life, it's pretty awkward to have fingernails that are too long).
Title: Re: Realistic version of balance
Post by: Adamar on April 21, 2014, 10:39:30 pm
Or just rank up and fight as a team as you'd expect from a medieval war game.
Title: Re: Realistic version of balance
Post by: Baskakov_Dima on April 21, 2014, 10:49:49 pm
It would be a different kind of balance. The game is stuck in an unending spiral of nerfs and tears because sertain concepts where introduced wrong to begin with. You're afraid of the change because you think you might lose something, but each class would be winning a lot too if we where all willing to learn new things with the same engine.
WERE
For some reason, it's a common mistake here.

But you are actually right. It will just be a different kind of balance.

I agree wholeheartedly, and would like to add that once a week players should be obliged to play a Farmville-style minigame where they clip their characters fingernails, or suffer a penalty to WPF (because in real life, it's pretty awkward to have fingernails that are too long).

such joke
much funny
Title: Re: Realistic version of balance
Post by: WITCHCRAFT on April 22, 2014, 04:54:31 pm
And if noone wants to do that, I can - I study history in Moscow State University, and I do fencing in real life.

I meant the actual coding, testing, rebalancing etc. of the entire game. Not just items. Not just crpg things. M&B engine from the ground up. Doing this would require a ton of time. crpg patches would grind to a halt. Melee: Battlegrounds would have to be cancelled. The devs aren't going to do it. You're basically saying "I'm the ideas guy, I'll just give you a list of fighting techniques and facts to keep in mind while you make a videogame for me."
Title: Re: Realistic version of balance
Post by: Thryn on April 22, 2014, 08:54:32 pm
Gameplay > Realism

(click to show/hide)
By the way, if you want an ultra-"realism" game - next time you get wounded, stop playing for 6 months. Next time you die, throw your PC out the window and build another one.

I'm not saying that there shouldn't be realistic aspects to the game, it's just that (I know you have all earned degrees in medieval combat) many of these "realism" posts are redundant to say the least.

Add this thread to the graveyard.

Edit: If you only have a problem with some of the weapon statistics Dima, I understand. "Realism" is an often overused and oddly interpreted word to use when describing what it is that you want to change about the game.
Title: Re: Realistic version of balance
Post by: Gravoth_iii on April 22, 2014, 09:19:23 pm
Its not all nerfs now, throwing got buffed, a bunch of polearms got 1 more speed etc.

 And what are the changes that are needed to make this game more realistic then?
Title: Re: Realistic version of balance
Post by: Adamar on April 23, 2014, 04:19:25 am
looking at it as another game.

cav - damage upon dehorsing dependent on speed of horse with possible death,  possibility to outright kill someone by ridding them down just right, horses only rear by weapon if they move on lower speeds(otherwise massive damage), horses will hardly ever stop by bumping into ppl, dead horses do damage, headshots on unprotected horses kill them...

inf- crouching!, realistic shield forcefield, plate/partial plate negates most arrows exept bodkins at short ranges, swing damage does very little damage, if at all against full plate(most helmets count as plate) realistic weight of armor, shields are considerable more durable, easy to use(speed) and block everything within its forcefield polearms cannot be sheathed, crushthrough formula for all weapons (PS vs weapon weights)...

ranged- realistic weight, realistic hard limit on accuracy & damage for every bow(less for xbows than bows), most armor does not lower accuracy, drawing speed dependent only on powerdraw(bows & xbows), throwing is devastating against non plate, very limited throwing projectiles & throwing doesn't require much wpf overall, walking sideways while trowing kills accuracy...

battlemap- flag system introduced for tactical movement/ commanders will have small flags above their banners, a flag for each class commander, command is decided either by devs < ammount of successfully commanded battles < voting, to ensure that a capable commander is always present & anyone gets a shot at it if voted on, most maps openfield, in fact battlemap shouldn't be like siege in any way, CLASS BALANCE!

Perhaps a new AI training camp would be necessary to explain each class & weapon's purpose, and teach the battlefield basics so ppl are prepared, and know what's expected.
Title: Re: Realistic version of balance
Post by: Macropus on April 23, 2014, 09:42:33 am
And if we doubt in something, we test it in real life.
Ahahah

- Twohanded sword should be stronger!
- No way, shielders are best!
- Fight me IRL!
Title: Re: Realistic version of balance
Post by: Ronin on April 23, 2014, 11:49:05 am
Actually, this idea is a good idea but it is bound to fail for cRPG. Because of one reason: The community.

cRPG has evolved a lot. Those who didn't like the changes stopped playing it and only the ones that liked the gameplay did stay. Others probably played other mods or games. That being said, the cRPG community won't welcome such a radical change while the ones playing other games will probably welcome it with open arms. There are always a few exceptions of course. Some examples are the ones agreeing with the suggestion here including me.


So I'd rather encourage everyone agreeing to the suggestion here to continue the realism pursuit in another mod. There are two mods that will suit it more than a realistic gameplay that I know of and both were suffering from low number of players.

-Battle for Europe (at least it is trying to evolve into being a realistic mod and it features a class/level system similar to crpg)
-Vikingr (it's nordic themed native with the most realism I've ever seen)

So my suggestion is. Gather up, stop playing cRPG and stop changing it to a game where the majority of it's community won't like it and start playing those mods.
Title: Re: Realistic version of balance
Post by: Grumbs on April 23, 2014, 01:33:09 pm
cRPG devs are working on a whole new game. Other people only have so much spare time to balance one version of the game, let alone 2 and implementing whole new systems for the other version

Best to look at another mod or another game if you want realism. cRPG takes realism secondarily to balance, which the playerbase seems to prefer
Title: Re: Realistic version of balance
Post by: Ronin on April 23, 2014, 01:36:10 pm
ignore this message...
Title: Re: Realistic version of balance
Post by: Gravoth_iii on April 23, 2014, 04:50:01 pm
looking at it as another game.

cav - damage upon dehorsing dependent on speed of horse with possible death,  possibility to outright kill someone by ridding them down just right, horses only rear by weapon if they move on lower speeds(otherwise massive damage), horses will hardly ever stop by bumping into ppl, dead horses do damage, headshots on unprotected horses kill them...

inf- crouching!, realistic shield forcefield, plate/partial plate negates most arrows exept bodkins at short ranges, swing damage does very little damage, if at all against full plate(most helmets count as plate) realistic weight of armor, shields are considerable more durable, easy to use(speed) and block everything within its forcefield polearms cannot be sheathed, crushthrough formula for all weapons (PS vs weapon weights)...

ranged- realistic weight, realistic hard limit on accuracy & damage for every bow(less for xbows than bows), most armor does not lower accuracy, drawing speed dependent only on powerdraw(bows & xbows), throwing is devastating against non plate, very limited throwing projectiles & throwing doesn't require much wpf overall, walking sideways while trowing kills accuracy...

battlemap- flag system introduced for tactical movement/ commanders will have small flags above their banners, a flag for each class commander, command is decided either by devs < ammount of successfully commanded battles < voting, to ensure that a capable commander is always present & anyone gets a shot at it if voted on, most maps openfield, in fact battlemap shouldn't be like siege in any way, CLASS BALANCE!

Perhaps a new AI training camp would be necessary to explain each class & weapon's purpose, and teach the battlefield basics so ppl are prepared, and know what's expected.

Sounds like cav would be complete garbage, 2h + plate would be insanely good and ranged would destroy anything without plate, while wearing plate themselves (unless they have really shit accuracy then people just wouldnt play it). Shielders without forcefield would get shot in the feet or bumped to death. Crushthrough on every weapon, there goes manual blocking being usefull and so everyone will spam.

Commanders dont really work, atleast barely ever in crpg. You can only do so much with a bunch of randomers, such as a shieldwall but those are shit in crpg and would probably stink even more in this.
Title: Re: Realistic version of balance
Post by: Baskakov_Dima on April 23, 2014, 05:12:15 pm
I meant the actual coding, testing, rebalancing etc. of the entire game. Not just items. Not just crpg things. M&B engine from the ground up. Doing this would require a ton of time. crpg patches would grind to a halt. Melee: Battlegrounds would have to be cancelled. The devs aren't going to do it. You're basically saying "I'm the ideas guy, I'll just give you a list of fighting techniques and facts to keep in mind while you make a videogame for me."

It is not like "Lol go and make videogame for me". It is like "I'm the ideas guy, I'll use your code, change the items' stats, add one animation, and rebalance the combat system totally by that. But the problem is, I am not allowed to use your assets without permission." And, actually, not only for me - a lot of people lack realism in cRPG.

Gameplay > Realism

(click to show/hide)
By the way, if you want an ultra-"realism" game - next time you get wounded, stop playing for 6 months. Next time you die, throw your PC out the window and build another one.

I'm not saying that there shouldn't be realistic aspects to the game, it's just that (I know you have all earned degrees in medieval combat) many of these "realism" posts are redundant to say the least.

Add this thread to the graveyard.

Edit: If you only have a problem with some of the weapon statistics Dima, I understand. "Realism" is an often overused and oddly interpreted word to use when describing what it is that you want to change about the game.

I do LARP combat. It is fun, sometimes more fun than M&B, sometimes less. But you can't simulate some things in real life. You, of course, can, but it is very hard, sometimes dangerous.

1) Horses. You can only use them for transport in real life, because in real life you can one-hit your friend RPing your opponent with an (un)lucky horse bump or attack while galloping. You will just crush his bones, like you do it with a mace.
2) Ranged. We have to use very light bows, because we could kill each other otherwise. The arrows don't fly far, they are very slow and hard to aim. Ranged are only effective in very close range. You can't simulate (non)penetration, because you have to protect yourself as good as possible.
3) Shields. You can't crush them, because one shield costs like $100. Too expensive to throw away several per week, given that there are already a lot of things that break.
4) Huge armies. When big LARP events happen, they are dangerous, because people hit very strongly and don't think about people they hit. Some people also bring stronger weapons than allowed, like heavier swords, stronger bows etc. It is also very hard and expensive to host such events, and you need much better armour for them, that is also very expensive.

Etc., etc.

The bonus of going LARP or cRPG is that you don't really die, as you would do in a real army, you don't have to heal wounds, don't suffer from bloody flux etc.
If you make something pretending to be a real life balance, it is often unrealistic at all. For example, you have only one way to thrust in M&B, IRL you have a lot of them. You should balance realism and arcade if you want a good game. cRPG item balancers forgot about realism, every topic with something like "Do that stats edit, it is realistic" will go the realism discussion area and be left there forever.

As for me, "realistic" game is a game that looks similar to real life, and that doesn't make me cry "LOL HOW???//" too often. That is actually why any "realistic" game about fencing becomes unrealistic when some pros learn it's mechanics too good and use glitches of engine. In Chivalry, for example, every fight with noobs only will look realistic, and any fight with pros only will look like a lot of teleports, magic etc. So is it in M&B, any pro will just outspam a noob and onehit him by turning in the same direction in which he moves his blade.

And item stats is not the only thing I need. I also need some animations to be changed/edited, but I can learn to do it myself. The only thing I want from cRPG is it's code added to Warband.

Its not all nerfs now, throwing got buffed, a bunch of polearms got 1 more speed etc.

 And what are the changes that are needed to make this game more realistic then?

For example, boosting plate, so it really does protect from projectiles and swings, nerfing some weapons like knife (that penetrate plate now), nerfing cutting damage against armour (possible in cRPG), adding upper thrusts for polearms etc. The list of changes will be discussed after devs say something.

Although i agree with Ronin, the playerbase prefers it because anyone who didnt will have stopped playing here long ago.

If such a version appears, a lot of people can go and play it. There are not so a lot of mods that are still supported for now.
Title: Re: Realistic version of balance
Post by: Adamar on April 23, 2014, 05:14:05 pm
Sounds like cav would be complete garbage, 2h + plate would be insanely good and ranged would destroy anything without plate, while wearing plate themselves (unless they have really shit accuracy then people just wouldnt play it). Shielders without forcefield would get shot in the feet or bumped to death. Crushthrough on every weapon, there goes manual blocking being usefull and so everyone will spam.

Commanders dont really work, atleast barely ever in crpg. You can only do so much with a bunch of randomers, such as a shieldwall but those are shit in crpg and would probably stink even more in this.

You're not taking the all thing together into consideration, stop looking at CRPG as a model.

Cav wouldn't be garbage, as it would be able to kill people by ridding over them, this would be an asset in mass charges. The point behind these changes would be to use them in large groups rather than individual fights, yet one could still dodge horses in 1 vs 1 scenarios. 2h wouldn't be insanely good, because swing damage would be realistically inefficient against armor, and they'd still get killed by arbalests, and any of the many kinds of armor damaging weapons that are barely used in crgg because their realistic purpose is overshadowed by the fantasy greatswords here. Shielders without forcefield would only be shot in the feet if someone in the front lines forgot to crouch to cover their all bodies, hence the mechanic, or they could just wear plate boots in a partial plate set. Crushthrough in every weapon would have to be applied realistically, which is why I mentioned a crushthrough formula, since people still blocked in real life. Things like daggers would be able to block now, but they'd still be worthless against two handed weapons. I should have been specific about ranged, their accuracy would remain unaffected by most armor, except the best, and they'd not destroy everything without plate, anyone not wearing plate would be carrying a shield, unless they were ranged themselves or horses. someone without any kind of decent protection wouldn't last long in the battlefield, as it should be, though shield formations would still make any ranged attacks useless, and any peasant hiding behind would be safe.

There would be no randomers in a game that demands teamplay for victory(not for long), and I mentioned a training camp to explain the basics to everyone.

What Im proposing is a next gen in the franchise, what CRPG could have been if it wasn't balanced wrong from the beggining.

You have to keep an open mind to these things.
Title: Re: Realistic version of balance
Post by: CrazyCracka420 on April 23, 2014, 05:15:43 pm
The main dev's are working on a different project.  They do not have time to make a slightly different version of this mod.  And like others said, it would split the player base, and lastly, it's not even possible to make a "realistic" medieval fighting game with the M&B Warband engine.
Title: Re: Realistic version of balance
Post by: San on April 23, 2014, 05:22:10 pm
I honestly suggest waiting for another game (possibly the dev's next project) then modding that. Of course, aspects that support both realism and balance are best, but there are many parts of the Warband engine that are counterintuitive to it, especially since it was designed as a single player experience at first.
Title: Re: Realistic version of balance
Post by: Baskakov_Dima on April 23, 2014, 05:53:49 pm
looking at it as another game.

cav - damage upon dehorsing dependent on speed of horse with possible death,  possibility to outright kill someone by ridding them down just right, horses only rear by weapon if they move on lower speeds(otherwise massive damage), horses will hardly ever stop by bumping into ppl, dead horses do damage, headshots on unprotected horses kill them...

inf- crouching!, realistic shield forcefield, plate/partial plate negates most arrows exept bodkins at short ranges, swing damage does very little damage, if at all against full plate(most helmets count as plate) realistic weight of armor, shields are considerable more durable, easy to use(speed) and block everything within its forcefield polearms cannot be sheathed, crushthrough formula for all weapons (PS vs weapon weights)...

ranged- realistic weight, realistic hard limit on accuracy & damage for every bow(less for xbows than bows), most armor does not lower accuracy, drawing speed dependent only on powerdraw(bows & xbows), throwing is devastating against non plate, very limited throwing projectiles & throwing doesn't require much wpf overall, walking sideways while trowing kills accuracy...

battlemap- flag system introduced for tactical movement/ commanders will have small flags above their banners, a flag for each class commander, command is decided either by devs < ammount of successfully commanded battles < voting, to ensure that a capable commander is always present & anyone gets a shot at it if voted on, most maps openfield, in fact battlemap shouldn't be like siege in any way, CLASS BALANCE!

Perhaps a new AI training camp would be necessary to explain each class & weapon's purpose, and teach the battlefield basics so ppl are prepared, and know what's expected.

Actually, as said already, list of changes is for later discussion, and some of things you suggest are not realistic at all, some would obviously be too hard to implement.

Ahahah

- Twohanded sword should be stronger!
- No way, shielders are best!
- Fight me IRL!

If either 2h or shielders were stronger, these classes would not exist in the same time. They have different pros and contras, and I can cover it in an article if this comment gets at least 15 likes. :D

"Fight me IRL" is not an argument, because everyone has different skill. BTW, if anyone wants to have a swordsfight in Moscow, I would like to agree.

If by 'balanced' you mean they removed or nerfed everything that annoyed 2handers from native.

I prefer the things the mod has added like nudge, rather than the various reductions and removals from native which was a very satisfying game. After all, mods should add things, not just remove content or dumb down the combat, this is one of the only reasons i'm adamantly against the 'remove rain' threads, it's a random element that influences the gameplay, and yet another thing people want to remove for max easy mode and unvaried gameplay.

Hmm, what was completely removed?

Yes, lots of nerfs made this game look very strange.

Rain is also a very strange thing, so is fog. You know, in Total War it is made much better. If you know that it's raining, you can retreat and fight another day, or charge your enemy with your cav if he has a lot of archers. In M&B you just charge and can have rain/fog started with no signs that it is going to rain.

Actually, this idea is a good idea but it is bound to fail for cRPG. Because of one reason: The community.

cRPG has evolved a lot. Those who didn't like the changes stopped playing it and only the ones that liked the gameplay did stay. Others probably played other mods or games. That being said, the cRPG community won't welcome such a radical change while the ones playing other games will probably welcome it with open arms. There are always a few exceptions of course. Some examples are the ones agreeing with the suggestion here including me.


So I'd rather encourage everyone agreeing to the suggestion here to continue the realism pursuit in another mod. There are two mods that will suit it more than a realistic gameplay that I know of and both were suffering from low number of players.

-Battle for Europe (at least it is trying to evolve into being a realistic mod and it features a class/level system similar to crpg)
-Vikingr (it's nordic themed native with the most realism I've ever seen)

So my suggestion is. Gather up, stop playing cRPG and stop changing it to a game where the majority of it's community won't like it and start playing those mods.

I don't speak about changing cRPG. I speak about making a fork, that will have same updates for gameplay features but use different balance.

It is hard to believe that these mods will really grow to something big - just because Warband itself is dying, and it is hard to create a new community in it.  This is another reason to base on cRPG.

You're not taking the all thing together into consideration, stop looking at CRPG as a model.

Cav wouldn't be garbage, as it would be able to kill people by ridding over them, this would be an asset in mass charges. The point behind these changes would be to use them in large groups rather than individual fights, yet one could still dodge horses in 1 vs 1 scenarios. 2h wouldn't be insanely good, because swing damage would be realistically inefficient against armor, and they'd still get killed by arbalests, and any of the many kinds of armor damaging weapons that are barely used in crgg because their realistic purpose is overshadowed by the fantasy greatswords here. Shielders without forcefield would only be shot in the feet if someone in the front lines forgot to crouch to cover their all bodies, hence the mechanic, or they could just wear plate boots in a partial plate set. Crushthrough in every weapon would have to be applied realistically, which is why I mentioned a crushthrough formula, since people still blocked in real life. Things like daggers would be able to block now, but they'd still be worthless against two handed weapons. I should have been specific about ranged, their accuracy would remain unaffected by most armor, except the best, and they'd not destroy everything without plate, anyone not wearing plate would be carrying a shield, unless they were ranged themselves or horses. someone without any kind of decent protection wouldn't last long in the battlefield, as it should be, though shield formations would still make any ranged attacks useless, and any peasant hiding behind would be safe.

There would be no randomers in a game that demands teamplay for victory(not for long), and I mentioned a training camp to explain the basics to everyone.

What Im proposing is a next gen in the franchise, what CRPG could have been if it wasn't balanced wrong from the beggining.

You have to keep an open mind to these things.

Everything very good except crushthrough - in real life even if you crush through a block with a weapon, you will lose too big amount of momentum on that, so you will not penetrate even leather armour.

The main dev's are working on a different project.  They do not have time to make a slightly different version of this mod.  And like others said, it would split the player base, and lastly, it's not even possible to make a "realistic" medieval fighting game with the M&B Warband engine.

Did you read the topic?

I honestly suggest waiting for another game (possibly the dev's next project) then modding that. Of course, aspects that support both realism and balance are best, but there are many parts of the Warband engine that are counterintuitive to it, especially since it was designed as a single player experience at first.

Probably, waiting for Bannerlord, but it is very long. Though, I think, people who play Warband will only play some mods that will not be moved to Bannerlord, as it's engine seems to be designed as much better both for modding.

For now, I participate in making a realistic combat system of a mod based on PW.
Title: Re: Realistic version of balance
Post by: Thryn on April 23, 2014, 06:00:17 pm
So many walls of text.... I can't tell if you think that there is something legitimately wrong with the game or if you hate how people use different combat styles...

(click to show/hide)
Title: Re: Realistic version of balance
Post by: spiritus on April 27, 2014, 03:08:16 pm
crpg is a arcade game if u want to make it realistic u will ruin the game that is known..... maybe for a separate game but you could never do this to crpg it would completely destroy the game we love. Not saying it is a bad idea its just that crpg is fun because it isnt realistic balance makes this game unrealistic yes but realism brings many problems my friend i like your idea tho it will never happen period to this mod also as if crpg engine could even handle huge changes.
Title: Re: Realistic version of balance
Post by: Baskakov_Dima on April 28, 2014, 02:18:57 am
crpg is a arcade game if u want to make it realistic u will ruin the game that is known..... maybe for a separate game but you could never do this to crpg it would completely destroy the game we love. Not saying it is a bad idea its just that crpg is fun because it isnt realistic balance makes this game unrealistic yes but realism brings many problems my friend i like your idea tho it will never happen period to this mod also as if crpg engine could even handle huge changes.

Sorry, but did you at least read the first post?
Title: Re: Realistic version of balance
Post by: Baskakov_Dima on May 11, 2014, 10:54:20 pm
I honestly suggest waiting for another game (possibly the dev's next project) then modding that. Of course, aspects that support both realism and balance are best, but there are many parts of the Warband engine that are counterintuitive to it, especially since it was designed as a single player experience at first.

Didn't see your post for some reason... So, I see your point. Warband with WSE(2) is really not the best way to make a realistic game, but:

1) It's main competitors are Bannerlord and Chivalry. The first will be released like in a year, or probably later, and it's still a pig in a poke - we don't know anything about how will it really look in terms of gameplay. The second has too bad glitches in the engine that allow completely unrealistic things, and is not worth moding unless admins fix them (game is still actively supported).
2) Lots of people actually want to see a realistic medieval warfare game to play - lots of people joined Warband for it's realism.
3) Because most of things are already done by the dev team, I will just need to change some animations, rebalance item stats completely (I have an almost ready table for them) and, probably, add/remove some models.

That all makes cRPG the best template for a realistic medieval game. We will just need a balance based on realistic combat, changed slightly in a purpose of balance, mainly by changing some aspects that are not really represented IRL: upkeep prices, exact damage, HP and armour values...

The only problem is, even if we are ready to do this all, we will most likely not even be given a deny, but just ignored by dev team and have to mod Warband from scratch, probably using WSE.
Title: Re: Realistic version of balance
Post by: San on May 11, 2014, 11:11:49 pm
Unless you're cmp with direct access to WSE, it will be quite difficult to shape the gameplay how you want. I was just trying to say that it would be easier with future games that are better designed around modularity instead of relying on workarounds/unchangeable annoyances with the Warband engine.
Title: Re: Realistic version of balance
Post by: Baskakov_Dima on May 12, 2014, 01:11:06 pm
Unless you're cmp with direct access to WSE, it will be quite difficult to shape the gameplay how you want. I was just trying to say that it would be easier with future games that are better designed around modularity instead of relying on workarounds/unchangeable annoyances with the Warband engine.

I doubt that it is so hard to change items, add animations etc, if I am given access to the database.

Again - the problem is, for NOW, for that moment of May 2014, cRPG is probably the best thing to start with to make a realistic gameplay. It would be the best, if I was given access. The only unrealistic thing not connected with animations and item stats and really annoying is that you can swing very long weapons (e.g. Poleaxe) at very close range, move your long weapon through your opponnt etc. But I don't know any game where it is fixed.

Probably, if you persuade main developers to give me right to do that, it would help. But I am pretty sure, you also have a lot things to do except helping some random guy with his mod.