cRPG

cRPG => Suggestions Corner => The Chamber of Tears => Topic started by: imisshotmail on October 15, 2014, 11:28:15 pm

Title: Revert the Turn Speed nerf with the "revival patch"
Post by: imisshotmail on October 15, 2014, 11:28:15 pm
The thing that made the most people stop playing cRPG was when turning got changed, it was (and still is) almost unanimously thought of as a bad change. I have never talked to one even semi decent player who thought it added anything to the game.

If it was reverted, I assure you more people would come back to play because of that 1 change than all the others combined.


If anybody disagrees I recommend you play native multiplayer for a while and feel how much more fluid, and more importantly fun it is playing than cRPG combat is now.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: karasu on October 15, 2014, 11:31:58 pm
visitors can't see pics , please register or login
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: StonedSteel on October 15, 2014, 11:34:53 pm
The thing that made the most people stop playing cRPG was when turning got changed, it was (and still is) almost unanimously thought of as a bad change. I have never talked to one even semi decent player who thought it added anything to the game.

If it was reverted, I assure you more people would come back to play because of that 1 change than all the others combined.


If anybody disagrees I recommend you play native multiplayer for a while and feel how much more fluid, and more importantly fun it is playing than cRPG combat is now.

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: San on October 15, 2014, 11:38:55 pm
Needs a WSE2 update, something that's likely not to happen for a long time.

Personal thoughts:

forum.melee.org/suggestions-corner/s-key-pls-slow-backpedal/ near the bottom

Got me thinking about whether the turn rate could be improved further with tighter sweetspots in place. The lack of lingering hitboxes already allows for more intuitive fighting, where the strict reduction in turn speed was a roundabout way of accomplishing the same feat. They were later altered, but dragged overheads and stab maneuvering were just as good as ever.

Nowadays, helicopter attacks don't seem as potent as they were before, since players opt to turn around a majority of the way before releasing such an attack instead. As far as exploiting hitboxes are concerned, pointing stabs up/downwards is still potent, and overheads no longer feel off as much. However, one could argue that punishment is deserved if you let an opponent outmaneuver you to such an angle.

Do you think a slight increase in current turn rates would be beneficial, or is the current status just fine? Not an items' change, but the forum is quite inactive.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Rico on October 15, 2014, 11:40:16 pm
i agree to the op, because making the combat less predictable again will add depth to the game
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Macropus on October 15, 2014, 11:59:53 pm
I'm pretty sure the combat will become fast enough when people get their high levels. Native characters are much slower than most of crpg ones, even when considering levels 30-33 for comparison.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: //saxon on October 16, 2014, 12:06:49 am
i used a great maul once.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Kaoklai on October 16, 2014, 12:54:48 am
I'm pretty sure the combat will become fast enough when people get their high levels. Native characters are much slower than most of crpg ones, even when considering levels 30-33 for comparison.

It's not about how fast your character can run or swing a weapon, it's about fluidity.  It also doesn't make sense intuitively/realistically in the way it affects stabs.  It's easier to turn with weight in line with your centerline than out to the side.  The idea of length/weight affecting turn rate isn't a completely awful one, but it's current implementation is incredibly hamfisted.  Either revert or dial back the formulas so that it becomes a small difference that can be skillfully maneuvered around instead of the Unmovable Boulder of Clunkiness that it is now. 
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Rebelyell on October 16, 2014, 01:00:00 am
no
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Butan on October 16, 2014, 01:25:42 am
I would enjoy having the possibility to deal with a crowd with 360° attack/defense again, but since it is also linked with other preposterous shit like roflocopter etc, I really dont know if its worth it, especially since we all now played a lot of time with the new turn speed and got used to it.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Gravoth_iii on October 16, 2014, 02:11:22 am
Turn rate nerf really screws with the feels of the game. It only makes me feel less in control of my character, which is HORRIBLE for a game like this. I never understood why it was needed, allthough ive always been a spear stab abuser so i do have my bias. Was sad to see good 2h duelists leave (phyrex) because of the nerf.

You could do some epic stuff turning fast, i remember being surrounded by like 6 or 7 people, and i would just constantly 180 stab one behind me because they were greedy and stupid. Ended up with me killing them all, and i had the largest boner ever.

Also with the current turnrate, i have to stab at the sides of people to not glance, but if they just sidestep away i cant turn fast enough to hit them. Its just annoying and stupid.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Chosen1 on October 16, 2014, 02:21:42 am
Also with the current turnrate, i have to stab at the sides of people to not glance, but if they just sidestep away i cant turn fast enough to hit them. Its just annoying and stupid.

yep this thread is just NA polearmers wanting a buff to their class because they are terrible at the game lol
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: imisshotmail on October 16, 2014, 02:22:56 am
yep this thread is just NA polearmers wanting a buff to their class because they are terrible at the game lol

Uh the turn speed nerf affects 2h stab the worst and pole stab the least though?


And to be honest it didn't actually nerf anything too bad, except feinting becoming a lot worse. It's just the feel of the game is really horrible and not fluid at all.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Kadeth on October 16, 2014, 04:39:04 am
Bring back native 2h stab.

Pls and thx
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Dupre on October 16, 2014, 05:33:20 am
I would hate modding for this ungrateful community. Probably why it's not patched it that often. You people suck!
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: korppis on October 16, 2014, 09:33:16 am
Turnrate nerf was the best thing since removing pole stun. Now you actually have to aim before releasing hit and not the other way around.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: imisshotmail on October 16, 2014, 09:43:37 am
Turnrate nerf was the best thing since removing pole stun. Now you actually have to aim before releasing hit and not the other way around.

post your kdr
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Moncho on October 16, 2014, 09:51:46 am
post your kdr
Translation: Hurdurdur I get good kda while playing cav with neon textures and no bushes/leaves/other things people have to deal with, I am so good, hurdurdur. Also I have a screenshot of a 6.2 kda that I have only posted to show off my huge epenis 5 times, I am so good, I even was once in the mafia, the true deal, hurdurdur.
(Source from http://forum.melee.org/general-discussion/cavalry-being-reared-from-the-side/msg1061293/#msg1061293 )
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Smoothrich on October 16, 2014, 09:53:05 am
The turn-rate nerf was basically the start of the incredibly fast and pathetic decline of cRPG to where we see today. Now the mod is no longer even being developed or managed in any way (except server hosting) by the people who thought ruining a core feature like "turning while you swing lol wow so fucking unrealistic" was a good idea.

If the new team, Tydeus, San, and all the buddling little spergs who have popped up like weeds with "ITEM TEAM" or w/e  want to really "revive" this mod, its time to get our own server, and revert all the stupid shit cmp did to ruin the legendary Warband combat system that we all played the shit out of a couple years ago.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: imisshotmail on October 16, 2014, 09:53:57 am
Translation: Hurdurdur I get good kda while playing cav with neon textures and no bushes/leaves/other things people have to deal with, I am so good, hurdurdur. Also I have a screenshot of a 6.2 kda that I have only posted to show off my huge epenis 5 times, I am so good, I even was once in the mafia, the true deal, hurdurdur.
(Source from http://forum.melee.org/general-discussion/cavalry-being-reared-from-the-side/msg1061293/#msg1061293 )

Sorry I don't see your kdr in this post I only talk to people with above 5:1.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: FRANK_THE_TANK on October 16, 2014, 09:54:21 am
I would enjoy having the possibility to deal with a crowd with 360° attack/defense again, but since it is also linked with other preposterous shit like roflocopter etc, I really dont know if its worth it, especially since we all now played a lot of time with the new turn speed and got used to it.

I can safely say that I and James would both very much like to be able to do more spin to win because fuck blocking for a joke.

----

But yeah the whole thing does feel jenkier now that's for sure. Just make sure that the pole over head swing gets cleaned up before the turn rate gets tweaked or we are all fucked.

I would hate modding for this ungrateful community. Probably why it's not patched it that often. You people suck!

Shut up newmy old friend, get back in your youngmy old friend hole.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Teeth on October 16, 2014, 10:04:34 am
I still think the game was more fun without the turn rate nerf, but at this point its return would cause so many imbalances, which would make the game crap for months and months as balance responses are usually rather slow. Besides, the turn rate nerf isn't nearly as bad as it used to be for most weapons.

Also, the tears about no turn rate nerf pikes would become rivers.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: WarLord on October 16, 2014, 10:14:37 am
Turnrate nerf was the best thing since removing pole stun. Now you actually have to aim before releasing hit and not the other way around.

What?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: SayAttack on October 16, 2014, 12:30:07 pm
Quote
I never understood why it was needed

i could be wrong, but it seems there was an nub-admin  saying something about "to many helicopters"^^
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: karasu on October 16, 2014, 12:35:27 pm
Even though I had lot's of fun being a retard 2d polearm before the nerf, killing everything with impossible turns (won't even mention awlpike, not really needed to go there), it's was just plain stupid. Not to mention 2h lolstabs, which already connect smooth enough while wiggling, native turn speeds were a joke.

Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: SyderOne on October 16, 2014, 02:57:57 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.. who had the great idea?????? that nerf SUCKS HARD. If you want to kill the mod directly turn off the servers please. I was afk months ... i came back and i see that SHIT.

time to leave the game.


CONGRATZ
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Teeth on October 16, 2014, 04:24:34 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.. who had the great idea?????? that nerf SUCKS HARD. If you want to kill the mod directly turn off the servers please. I was afk months ... i came back and i see that SHIT.

time to leave the game.


CONGRATZ
What are you on about, the turn rate nerf happened over two years ago.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Molly on October 16, 2014, 04:29:32 pm
I lol'd.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Rebelyell on October 16, 2014, 04:38:44 pm
that 360 no scope frog pike stabs was worst shit in game ever
insta bulshit with all long staby weapons.
I remember my old trick with insta stab with longsword... such a fuking abomination, never again never.

I dosent feel naturall, it is op and fuking looks stupid.

And arguments with more fluid game is out of the ass to, tryhards will stick to one trick again to dominate other players, no thx for that.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Dupre on October 16, 2014, 05:01:38 pm
Shut up newmy old friend, get back in your youngmy old friend hole.

Not new. I don't have that many posts cause I actually play and enjoy crpg. I don't get on the forums and cry like you and your buttbuddies.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Keshian on October 16, 2014, 05:22:12 pm
If the new team, Tydeus, San, and all the buddling little spergs who have popped up like weeds with "ITEM TEAM" or w/e  want to really "revive" this mod, its time to get our own server, and revert all the stupid shit cmp did to ruin the legendary Warband combat system that we all played the shit out of a couple years ago.

That would be the best mod out there!  God I miss old school crpg without all the gay ass "improvements" that made it predictable and lacking all dynamism.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: lombardsoup on October 16, 2014, 05:33:11 pm
Was more entertained by earlier incarnations of crpg.  Balancing isn't worth shit if there's no fun left.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Teeth on October 16, 2014, 05:51:11 pm
revert all the stupid shit cmp did to ruin the legendary Warband combat system that we all played the shit out of a couple years ago.
Have fun with terribad game design like 2 second arrow stun, polestagger, no teambumps and swinging straight through teammates, dead bodies and objects. That is just what I can remember from the top of my head, I am sure there are more little fixes we have all forgot about, while they are fucking awesome. You must be one ungrateful little twat to be able to completely forget about all the dumb crap that was in Native.

a core feature like "turning while you swing lol wow so fucking unrealistic"
Also, sideswings are more restricted in Native than in cRPG.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Smoothrich on October 16, 2014, 06:09:24 pm
Have fun with terribad game design like 2 second arrow stun, polestagger, no teambumps and swinging straight through teammates, dead bodies and objects. That is just what I can remember from the top of my head, I am sure there are more little fixes we have all forgot about, while they are fucking awesome. You must be one ungrateful little twat to be able to completely forget about all the dumb crap that was in Native.
Also, sideswings are more restricted in Native than in cRPG.

Sure some of the changes are good. But how many times have you heard "oh that's wse 2.0, so only cmp can change it."

I'm sure a couple current modders (hell isn't there a lead dev of another mod in the team now?) would be able to take out most of the bad animations and turn rate problems, leave all the good stuff, maybe a very minor turn reduction based on weapon length/weight/damage/consensus of balancers so its not 360 piking/lolthrusting all day, but giving us back sweeping overheads and every other attack actually feeling under your control, with hits that don't feel like awful server lag desyncing animations from hitboxes.

Basically all of the real problems in the gameplay are these engine tweaks, that cmp probably has abandoned ever updating or fixing. He probably has some server host access that only him and chadz can use to update the WSE client-side crap we download, and undoubtedly ignore any active dev's requests for sneaking in changes.

Or maybe, since this is the REVIVAL PATCH, cmp or chadz can maybe actually consider making some of these hard changes, or giving others a chance at it?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Tydeus on October 16, 2014, 06:19:32 pm
Sure some of the changes are good. But how many times have you heard "oh that's wse 2.0, so only cmp can change it."
Sorry, but you're getting mad over nothing, Smoothrich. When that complaint is made, it means that it's something that can't be done with the native game. It means that, in almost all cases, If you take cmp out of the picture, you still don't get it fixed. cmp, as the creator of WSE, dictates what its capabilities are(by having created them, or not). If there are no functions to allow a certain feature, cmp is the only person who can create them and taking him out of the picture solves absolutely nothing. If something is hardcoded and we want it changed, taking cmp out of the picture solves absolutely nothing.

You have no idea what you're talking about.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Molly on October 16, 2014, 06:25:45 pm
[...]cmp, as the creator of WSE[...]
This is the very important bit people seem to forget...
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: SayAttack on October 16, 2014, 06:28:47 pm
Quote
When that complaint is made

would you tell please, who made it ?

i mean who and on what basis decides to change?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Tydeus on October 16, 2014, 06:30:01 pm
would you tell please, who made it ?
Myself and other balancers have said that probably 1000 times in irc, on these forums, in Teamspeaks, in game. Generally it's a reply to someone's request to add/remove/rework a feature.

TaleWorlds' Warband module system doesn't allow for access to a large part of the game's code. Because of that, a lot of really great ideas, just can't be implemented. WSE is something that grants modders access to some of the hardcoded stuff. If WSE doesn't allow modders to change something, that's either because it can't be done, would require every single player to use the cRPG beta client, or it simply hasn't been added as a feature by cmp(no one else can do this).
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: MURDERTRON on October 16, 2014, 06:32:16 pm
Nerf the roll, its ridiculous and you know it.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: SayAttack on October 16, 2014, 06:33:53 pm
is there some balancers from eu?

Quote
someone's request

what does this mean? whose request? some examples?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Tydeus on October 16, 2014, 06:38:53 pm
is there some balancers from eu?

what does this mean? whose request?
Urist, Fasader, Gurnisson, Macropus. First two can be thought of as inactive, but that "cmp only" statement has been around for a long time.

Anyone's request. Suggestions Corner (http://forum.melee.org/suggestions-corner/) requests, for example.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: SayAttack on October 16, 2014, 06:42:51 pm
so u make decisions based on the number of people posting to these topics? how many posts u need to do it? or..how it goes?

and who exactly decides which request need to take into consideration?

Quote
Gurnisson, Macropus

srsly?)
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Falka on October 16, 2014, 06:46:14 pm
so u make decisions based on the number of people posting to these topics? how many posts u need to do it? or..how it goes?

and who exactly decides which request need to take into consideration?

 :rolleyes:
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: SayAttack on October 16, 2014, 06:48:53 pm
I asked something wrong?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Smoothrich on October 16, 2014, 06:55:17 pm
I just want some features cmp added to be removed or reverted to native, no rain-man esque brilliant new shit added with pounds of code. Many of the best elements of native Warband have been lost over the years by mod creep, and u need 2 cut it out at the rotten core and start over.

All these changes to leveling, looms, more community-made gear, those are the good things about cRPG, to really enhance the Warband multiplayer community which ain't so big anymore.

We don't need so much ambitious shit where every Timed Max Arc Custom Release grip animation gets half its frames chopped out and reshuffled, WIRESKELTON FRAME POSITIONING flipped around, then magic  spikes in gravity if you dare swing a powerful weapon around because aiming your swings is apparently not acceptable in a fast-paced, deadly multiplayer combat game.

Most of cRPG is still pretty good. But unfucking the core combat mechanics would be the best way to add more "fun" to this mod, yet the pushback to the idea has always been the Ivory Tower devs vs everyone who actually used to play Warband or older cRPG and remembers things feeling responsive and good to play on a fundamental level, which this mod is honestly lacking.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Tydeus on October 16, 2014, 06:56:19 pm
so u make decisions based on the number of people posting to these topics? how many posts u need to do it? or..how it goes?

and who exactly decides which request need to take into consideration?
What...? Thats not at all how things work or relevant to this conversation. Here, this is an example of when we(balancers) would use that "cmp only" statement:


Or, instead of the community member coming up with something, balancers look at a preexisting problem in warband/crpg (ranged weapon accuracy mechanics) and think to fix them, but run into a wall called "Hard-Coded Game Mechanic" and thus can do NOTHING about it. Only with a WSE update from cmp, assuming it can even be done with WSE (not everything can reasonable be changed, somethings are easier than others and some might as well just be impossible).

Balancers try to consider everything. That doesn't mean balancers spend the same amount of time contemplating every individual suggestion, but it does mean we at least acknowledge them. Replies to proposals and suggestions are entirely up to each individual balancer. If there is a suggestion that we think needs to be brought up to fellow balancers to see about getting it implemented, we have a balancer only forum, specifically for those things, as well as item stat changes.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Smoothrich on October 16, 2014, 06:58:53 pm
I don't really understand what makes it so rebalancing, reducing, or removing certain features like the turn rates "wse 2.0 only, no cmp can't do" a thing anyways. Is it because no one knows how to change turn rates on their own, or because cmp refuses to contribute to the mod?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: SayAttack on October 16, 2014, 07:07:56 pm
2Tydeus

mate, dont get me wrong, im not asking u how it works technically(cmp, wse and other).
how do you determine what change will be good and what - not good? is this so obviously  for you?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Rebelyell on October 16, 2014, 07:16:48 pm
I don't really understand what makes it so rebalancing, reducing, or removing certain features like the turn rates "wse 2.0 only, no cmp can't do" a thing anyways. Is it because no one knows how to change turn rates on their own, or because cmp refuses to contribute to the mod?
...
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Tydeus on October 16, 2014, 07:24:57 pm
I don't really understand what makes it so rebalancing, reducing, or removing certain features like the turn rates "wse 2.0 only, no cmp can't do" a thing anyways. Is it because no one knows how to change turn rates on their own, or because cmp refuses to contribute to the mod?
It's that no one aside from cmp is currently (in every sense of the word) capable (knowledge, access, etc) of doing it. Then, you have the problem that cmp isn't really in a position to be developing (reverting, is developing) for cRPG, considering he's working full time on M:BG, and they're in a rather important period of the game's development at the moment. It's unreasonable to say "Hey, stop working on that game, risking the financial status and career of everyone involved in the project, so that you can continue developing minor, superficial changes, that aren't even widely approved of by the community."

To quote Teeth.
You must be one ungrateful little twat...
to come up with such an unreasonable request.

how do you determine what change will be good and what - not good? is this so obviously  for you?
As I said, we contemplate them ourselves, if any single balancer thinks it's a good idea, he'll then bring it up to the rest of the balancers where it will be given thorough consideration by all the balancers.

Now, if you're implying balancers are incapable or that they're unable to be convinced by those outside of the balance team...
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: San on October 16, 2014, 07:26:57 pm
The community didn't want WSE2 standard, so what's cmp going to do?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Tydeus on October 16, 2014, 07:28:14 pm
The community didn't want WSE2 standard, so what's cmp going to do?
This, 100 times over.

It was put to the community, but they turned it down.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Smoothrich on October 16, 2014, 07:32:09 pm
WSE is something that grants modders access to some of the hardcoded stuff.

Do you or the other modders get access to WSE for crpg?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Tydeus on October 16, 2014, 07:33:40 pm
Do you or the other modders get access to WSE for crpg?
Ugh.

Only the tools that have already been developed by cmp in the past. That is what WSE is. It provides tools to change hardcoded stuff. Those who are not cmp, cannot use WSE to create more tools. It doesn't work like that.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Smoothrich on October 16, 2014, 07:36:18 pm
Ugh.

Only the tools that have already been developed by cmp in the past. That is what WSE is. It provides tools to change hardcoded stuff. Those who are not cmp, cannot use WSE to create more tools. It doesn't work like that.

But cmp made all the turn rate changes with WSE to begin with right? So why can't you use WSE to undo or rebalance it?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Molly on October 16, 2014, 07:38:33 pm
Do you or the other modders get access to WSE for crpg?
What for?

chadz and cmp made this and they can do whatever the fuck they want with it. Seriously, every other game mod, the community wouldn't even have an inch of the access this community has to crpg.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: imisshotmail on October 16, 2014, 07:40:04 pm
What for?

chadz and cmp made this and they can do whatever the fuck they want with it. Seriously, every other game mod, the community wouldn't even have an inch of the access this community has to crpg.

You're right that they can do whatever they want, they already have ruined it pretty badly.

I will love to see Melee Battlegrounds come out to see what the Finished product of a chadz and cmp envisioned game is like. All reports from My Sources in the alpha so far are worse than I could ever imagine..
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: SayAttack on October 16, 2014, 07:51:13 pm
Quote
Now, if you're implying balancers are incapable or that they're unable to be convinced by those outside of the balance team...
do not quite understand what you mean...

I'm just trying to understand how you come to these changes, really tough changes. i am of the opinion that the game is getting worse - do not blame anyone, just trying to understand what you are guided. but you have brought only  link to the crowd of whiners...i mean u need a new players, but not all players even just reading the forum
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Phew on October 16, 2014, 07:53:14 pm
Seriously, every other game mod, the community wouldn't even have an inch of the access this community has to crpg.

Yeah, people need a dose of perspective. 90%+ of the ideas/changes that the community generally has a consensus about have been eventually implemented in cRPG. We have a group of dedicated volunteers that actually listen to us and help make our obscure mod of an obscure game more fun. They aren't particularly expedient and they rarely get it right the first time, but again I emphasize: volunteers.

Go post some ideas on a Blizzard forum and see if your ideas ever get implemented in their games. We got it pretty good here.

Back on topic, this video:

I'm one of the lolstabbiest 1h lolstabbers ever play this game, but I have to call shenanigans on your video. Everyone knows that 1h stab is awful if you try to drag it to your left, yet that's the focus of your video. However, you can do some crazy sh!t when dragging it to your right and/or looking up+dragging it down; those are the two 1h stab "exploits" that even the best duelists fall for time and time again. Just because there is a particular way to drag a stab that usually glances doesn't mean that turn rates are the culprit; that's just the animation. 1h stab is garbage on native, despite higher turn rates.

With the new patch, the average player will be gaining like 20 wpf (IF bonus+higher level), so I think combat will be noticeably faster. People will have more HPs, so it probably won't be any faster to kill people, but it will be even easier to pull off all the various tricks (read: exploits) that allow you to land an attack against an aware opponent. I think the current turn rate algorithm coupled with the upcoming improvement of the polearm overhead and right swing animation smoothness should get all three melee types as balanced as they will ever be vs. each other (I think 1h and 2h are perfectly balanced with each other as is). Then they can leave the animations/sweetspots/weapon stats alone and focus on the (IMHO) last major remaining issues with cRPG: the flawed game modes and reward system.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Dupre on October 16, 2014, 07:53:43 pm
Why don't you guys just quit if you don't like the mod? Selfish turds, the community doesn't want this change, YOU DO.

Stop being a bunch of crying internet trolls and grow the fuck up.

Thanks,

Dupre
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Tydeus on October 16, 2014, 08:10:25 pm
But cmp made all the turn rate changes with WSE to begin with right? So why can't you use WSE to undo or rebalance it?
Because it's not accessible through the module system, the only thing modders have access to. You have to edit the dedicated server files(executable) directly. It's not like opening up a .txt or .py file, changing a 10 to an 8, then simply recompiling with a compiler that comes standard, as part of the module system. These are different leagues of technical savviness, entirely. I can't even really explain it well because it's beyond my technical understanding.

I'm just trying to understand how you come to these changes, really tough changes. i am of the opinion that the game is getting worse - do not blame anyone, just trying to understand what you are guided. but you have brought only  link to the crowd of whiners...i mean u need a new players, but not all players even just reading the forum
I linked that forum section because that's a place that is, statistically, very likely to see the reply of "can't be done" "it's hardcoded" "only cmp can do that". Those are replies to suggestions, and the suggestions corner, has a high concentration of suggestions. The forum location is irrelevant, you asked who and why. This is both the who(balancers) and some of the why(that forum section as an example).

As to the actual decision making processes... We use logic and reason to achieve what each of us individually thinks is the best way to achieve any individual positive outcome on the mod. Where positive outcome is relative to a mostly ambiguous and ever evolving goal set by humans (both devs and community members) with fickle emotions and desires to appease said humans with fickle emotions and desires. It's not easy, especially without a well defined mission statement(it's a bit late for that).

(click to show/hide)
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Jacko on October 16, 2014, 09:54:52 pm
Keep the polls reasonable and OP clear, no subjective bs about what the community is or isn't or I will be forced to treat this as spam.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Bjord on October 16, 2014, 11:25:22 pm
Honestly, this thread is just like any other thread complaining about a mechanic, a class, a feature, anything.

You're just unhappy, and we get it, but making a highly subjective and conceit post about how said feature is "unanimously" regarded as the straw that broke cRPG's back is an utter lie grounded in nothing but frustration. It also does nothing but spread negativity, which affects not only the current players but any newcomers who happen to read this thread.

I'm sure you care about the mod, and even the community to some extent, so for your own sake try and realize that a community does not thrive on negative people's complaints and bitching, it thrives on a friendly and forgiving environment where you are allowed to do as you wish as long as you don't do it on the expense of others. If you wish that something was improved, make a constructive, non-emotional and civil thread where your arguments are based on common sense and not butthurt.

I'm sure you wouldn't mind being liked rather than disliked, not many would mind either.

Hell, despite me being one of the most disliked folks in cRPG, I always tried to contribute to a welcoming environment and always was encouraged to keep doing it.

If your fun is being jeopardized by the turn rate nerf, then maybe you should seek out games were having to adapt to new circumstances is frowned upon - like any game  from the Call of Duty franchise. Don't shit on people's fun just because your idea of fun is different.

Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Dupre on October 17, 2014, 12:34:13 am
Keep the polls reasonable and OP clear, no subjective bs about what the community is or isn't or I will be forced to treat this as spam.

Please send this post to the blackhole. Very negative post towards a change that was made two years ago.... nothing good to read here.


Honestly, this thread is just like any other thread complaining about a mechanic, a class, a feature, anything.

You're just unhappy, and we get it, but making a highly subjective and conceit post about how said feature is "unanimously" regarded as the straw that broke cRPG's back is an utter lie grounded in nothing but frustration. It also does nothing but spread negativity, which affects not only the current players but any newcomers who happen to read this thread.

I'm sure you care about the mod, and even the community to some extent, so for your own sake try and realize that a community does not thrive on negative people's complaints and bitching, it thrives on a friendly and forgiving environment where you are allowed to do as you wish as long as you don't do it on the expense of others. If you wish that something was improved, make a constructive, non-emotional and civil thread where your arguments are based on common sense and not butthurt.

I'm sure you wouldn't mind being liked rather than disliked, not many would mind either.

Hell, despite me being one of the most disliked folks in cRPG, I always tried to contribute to a welcoming environment and always was encouraged to keep doing it.

If your fun is being jeopardized by the turn rate nerf, then maybe you should seek out games were having to adapt to new circumstances is frowned upon - like any game  from the Call of Duty franchise. Don't shit on people's fun just because your idea of fun is different.

Thank you, Bjord. Great reply.

Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: The_Bloody_Nine on October 17, 2014, 12:38:07 am
You're right that they can do whatever they want, they already have ruined it pretty badly.

I will love to see Melee Battlegrounds come out to see what the Finished product of a chadz and cmp envisioned game is like. All reports from My Sources in the alpha so far are worse than I could ever imagine..

Then what are you still doing here?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: DrTaco on October 17, 2014, 03:35:54 am
Could I get a link to the specifics on the turn speed changes? If they at all exist?

And for that matter, do even half of you understand what the fuck turning speed even means, or are you just assuming it means something?
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Teeth on October 17, 2014, 10:05:04 am
That is quite hard as clear info on mechanics is rarely  shared by developers in an easy to find way, but there have been some dev posts on the subject, which I mostly remember quite well. Searching for them is rather difficult, but I can tell you what I know.

When talking about the 'turn rate nerf' we mean the lowered speed of horizontal turning during an overhead or stab attack. Originally in Native this turn rate had a value of 14, which often meant being able to do like 120-160 degree turns during the animation, depending on the weapon speed. The first turn rate nerf halved this to 7, which meant you could turn more like 60 to 80 degrees. With a turn rate of 14 you were able to chamber lances and hit the horse in the ass if it sped by, you were able to hit any stab (1h, 2h and pole) at close reaches by starting it next to your target and dragging it into him, you were able to switch targets to someone nearly behind you. Turn rate nerf only affects horizontal turn rate and not vertical, hence why people have been able to still stab at close reaches by looking above their target and dragging it down.

The overall reduced turn rate to 7 affected fast and short weapons much more, because they got less degrees of turning due to a quick animation and because 80 degrees of turning at pike range covers much more distance than at steel pick range. This, combined with the fact that the nerf was mostly to restrict ridiculous roflcopter-stabs with enormous weapons, made a tweak necessary.

Much later this discrepancy was finally adjusted by making the severity of the restrictions based on length and weight, with a minimum turn rate of 5. The formula was posted once and I ran a few weapons through it that are important to me and I still remember the outcomes, to give you a vague idea of how it works. Great Maul, Long Maul, Pike and Longspear all went down to 5, those are the extremes on either side of the spectrum. Awlpike went up to 8. ±120 length greatswords went up to 8.5-9. Most 1h fell within a 10/12 turn rate region, which is fairly close to Native values. This made the turn rate nerf a lot more reasonable but there were still a bunch of weapons that got undeservedly fucked by it, so the devs were planning to assign turn rate values per each weapon. As far as I know this has never happened as it required going for full WSE 2, which apparently the community voted down. So this formula is the current status as far as I know, however various tweaks to stab hitboxes and animations have changed the effectiveness of stabs respective to eachother since then.

Edit:
Did a quick search and found the post by Paul with the formula, couldn't quote because the thread is locked, my memory seems to have served me about right. http://forum.melee.org/general-discussion/this-double-hit-business/225/

(click to show/hide)

Later on there is a post from Pentecost with the turn rate values of a whole bunch of weapons http://forum.melee.org/general-discussion/this-double-hit-business/255/

Also found a similar poll like this one about 5 months after the original turn rate nerf http://forum.melee.org/general-discussion/turn-rate-nerf-good-or-bad-for-the-game-in-general/msg673919/#msg673919
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: SayAttack on October 17, 2014, 11:26:57 am
Quote
http://forum.melee.org/general-discussion/this-double-hit-business/255/

very interesting topic, thx... i just dont see where it says about only overhead or stab attacks.

i am quite surprised how lightly turnrate of my NCS was nerfed, because the feelings it was disgusting and fight literally ceased to be fun...
now I especially do not understand why anyone would resist the abolition of this turn-rate-nerf: who actually need turn-rate to hit-slash today? after "agipatch" u have a lot of wp and athletic, no need to turn your body - weapon damage caused already given + speed modification + agi footwork.
same with s-key: it thrives today until there is no need to make blocks. 2d polearms: and again same s-key and more agi-wp + damage by stab before animation + imo the most important thing, terrible pierse damage after those cut-pierse-blunt changes( mb someone remembers those stratbattles where people threw their cut-arms and picked up becs to even kill someone, i think it was after wse start)

now I'm even more convinced that, in comparison with the upcoming "revival",  cancellation of turn-rate-nerf does not affect the game - just make it a much more pleasant and comfortable for people who strongly turning their swing(like me^^).
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Teeth on October 17, 2014, 11:49:50 am
very interesting topic, thx... i just dont see where it says about only overhead or stab attacks.
Sideswing turn rates are very fast and always have been, what even makes you think they got slowed down? If they have been changed from Native at all, they probably have been sped up slightly. I don't have any facts to support this, but as someone who does inverted turn swings all the time, they don't work that well on Native because I can't seem to make the turns.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: SayAttack on October 17, 2014, 11:58:27 am
Quote
http://forum.melee.org/general-discussion/this-double-hit-business/msg697481/#msg697481

just didnt see where it in this or other posts from devs
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Kalp on October 17, 2014, 12:13:22 pm
i used a great maul once.
it was such a enjoyable weapon before nerf  :cry:
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Teeth on October 17, 2014, 12:26:48 pm
just didnt see where it in this or other posts from devs
http://forum.melee.org/announcements/version-0-286/
This is the patch in which the turn rate nerf was first introduced. Though that patch removed polestagger, the turn rate nerf is probably the biggest change, yet it takes 16 pages before Bjord mentions it first, without any word from any dev until then. If you want official dev postsabout which attacks exactly got changed, you can wait a long time. Everybody noticed the changes to stabs and overheads eventually, while nobody noticed any changes to sideswing turn rates, so there is no reason to believe there were any.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: SayAttack on October 17, 2014, 12:33:20 pm
2Teeth
I have no reason not to believe you)
the difference in values ​​when changing direction explains what makes the game so antsy for me
thx anyway)
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Smoothrich on October 17, 2014, 12:45:11 pm
http://forum.melee.org/announcements/version-0-286/
This is the patch in which the turn rate nerf was first introduced. Though that patch removed polestagger, the turn rate nerf is probably the biggest change, yet it takes 16 pages before Bjord mentions it first, without any word from any dev until then. If you want official dev postsabout which attacks exactly got changed, you can wait a long time. Everybody noticed the changes to stabs and overheads eventually, while nobody noticed any changes to sideswing turn rates, so there is no reason to believe there were any.

Because its one of the many things cmp scripted up and inserted into the mod without any input from anyone else working on the game, or even telling anyone about it in the first place, a trait of his that frustrates many people trying to volunteer as "balancers" (or trying to enjoy smooth, consistent mechanics while playing..)

And the point I'm trying to make is a lot of these cmp-dictated changes are locked up behind some root access thing that cmp alone has. No one gives a shit if cmp can't be bothered to maintain development of cRPG anymore, he's obviously been a top dog in Warband modding and is trying 2 succeed professionally in game design.

Considering the balance team/volunteer devs seem to be multiplying and patch content somehow actually increasing, along with what looks like a bunch of Nord Invasion devs helping out, maybe it is time for cmp to loosen up some of these things a bit. He can still wield blanket veto power on the modded engine he's cobbled together, but him (or chadz? lol.. jk) should let some of the guys who've stepped up a lot at least like.. do all those custom turn speed changes he talked about 1-2 years ago. Or just remove all turn speed restrictions except for 180+ reach attacks or crushthrough overheads or something.

2Teeth
I have no reason not to believe you)
the difference in values ​​when changing direction explains what makes the game so antsy for me
thx anyway)

Yeah. It's this persistent feeling in everything you do when you play cRPG, that it isn't as fun as it can be. You aren't really controlling your character the way you want, but randomly hitting and being defeated by invisible butchered hardcoded limitations into your angles of attack, or "hit activation sweetspots" that have been fucked beyond recognition from Warband values.

And every patch from our balance team just keeps caking  more shit on top because the root changes were done by cmp, the lead coder of cRPG, who could think of some kind of idea and script it into the game immediately with secret server side patches. And now its basically a brand new team working on cRPG, but anything once coded by this guy is stuck in the game, even if changes are necessary for balance, because cmp is the AFK dictator dev with the last (and usually only) say in all the mechanics.

Also no one is going to really say anything like this in public, because cmp is their "mod boss" and they would be done, modding with the fishes. You can just tell that all of the nerds posting here with knowledge of game mechanics and dev-work in this mod are just itching4bitching more. Don't be pussies
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Bjord on October 17, 2014, 01:00:37 pm
Because its one of the many things cmp scripted up and inserted into the mod without any input from anyone else working on the game, or even telling anyone about it in the first place, a trait of his that frustrates many people trying to volunteer as "balancers" (or trying to enjoy smooth, consistent mechanics while playing..)

And the point I'm trying to make is a lot of these cmp-dictated changes are locked up behind some root access thing that cmp alone has. No one gives a shit if cmp can't be bothered to maintain development of cRPG anymore, he's obviously been a top dog in Warband modding and is trying 2 succeed professionally in game design.

Considering the balance team/volunteer devs seem to be multiplying and patch content somehow actually increasing, along with what looks like a bunch of Nord Invasion devs helping out, maybe it is time for cmp to loosen up some of these things a bit. He can still wield blanket veto power on the modded engine he's cobbled together, but him (or chadz? lol.. jk) should let some of the guys who've stepped up a lot at least like.. do all those custom turn speed changes he talked about 1-2 years ago. Or just remove all turn speed restrictions except for 180+ reach attacks or crushthrough overheads or something.

Yeah. It's this persistent feeling in everything you do when you play cRPG, that it isn't as fun as it can be. You aren't really controlling your character the way you want, but randomly hitting and being defeated by invisible butchered hardcoded limitations into your angles of attack, or "hit activation sweetspots" that have been fucked beyond recognition from Warband values.

And every patch from our balance team just keeps caking  more shit on top because the root changes were done by cmp, the lead coder of cRPG, who could think of some kind of idea and script it into the game immediately with secret server side patches. And now its basically a brand new team working on cRPG, but anything once coded by this guy is stuck in the game, even if changes are necessary for balance, because cmp is the AFK dictator dev with the last (and usually only) say in all the mechanics.

Also no one is going to really say anything like this in public, because cmp is their "mod boss" and they would be done, modding with the fishes. You can just tell that all of the nerds posting here with knowledge of game mechanics and dev-work in this mod are just itching4bitching more. Don't be pussies

Source, please.

Else I'll just disregard your post as frustrated rantings and fictional insights into the secret unbalancing agendas of cmp.

You were always a premium shit poster, Smooth, I mean. At least you have the benefit of the doubt.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Kafein on October 17, 2014, 04:19:56 pm
Bjord and Teeth, please reflect on the fact that you are arguing with Smoothrich.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: DrTaco on October 18, 2014, 03:14:13 am
/snip

That, is actually rather helpful. Much more-so than the END OF DAYS/ACCEPT IT going on. I will say, however, I've always felt that playing with a 1hander always felt far more fluid than using a 2hander, which would most likely be explained by me playing so much native. Though it sounds like the formula has already assigned individual values, but probably not in the way you are speaking about.

Presumably you mean, since you said that the devs once thought of hand assigning variables:
turnRate = (formula)

Is now:
turnRate = (Previously thought out number)

If I had to guess, going in by hand and assigning the variable not by formula, but testing is a far better alternative. However wary, I have faith.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: F i n on October 18, 2014, 04:57:37 am
Buff throwing!
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Rico on October 18, 2014, 10:27:13 pm
Just because the OP doesn't provide feedback in the most constructive way there is, it doesn't mean it has to considered Chamber of Tears material.

As aforementioned, the required WSE2 changes are unlikely to happen. But the likelihood something to happen isn't just low, it is zero if we don't even have a concept. That's why I find it important to keep discussing.

I suggest to make character turn rate a negative function of length with the parameters of weapon weight and total equipment weight. Swashbucklers (e.g. short sword/no shield) in light armor without a ranged weapon and projectiles should have a higher turn rate than a tincan with a long maul, a zero slot shield, a hunting crossbow and bolts.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Bjord on October 19, 2014, 10:47:14 am
Just because the OP doesn't provide feedback in the most constructive way there is, it doesn't mean it has to considered Chamber of Tears material.

As aforementioned, the required WSE2 changes are unlikely to happen. But the likelihood something to happen isn't just low, it is zero if we don't even have a concept. That's why I find it important to keep discussing.

I suggest to make character turn rate a negative function of length with the parameters of weapon weight and total equipment weight. Swashbucklers (e.g. short sword/no shield) in light armor without a ranged weapon and projectiles should have a higher turn rate than a tincan with a long maul, a zero slot shield, a hunting crossbow and bolts.

This is already the case, AFAIK, so you're beating a dead horse.

Except total equipment weight, but I would not recommend that.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Teeth on October 19, 2014, 11:17:04 am
(click to show/hide)
I don't really understand your point. When I say 'assigning values per weapon' I mean that turn rate becomes a value that a balancer can manually change based on how he thinks the weapon should perform, much like speed rating for example. This has never become the case however, because as far as I am aware it requires breaking compatibility with the old non WSE 2 launcher. Of course the formula does assign individual values, but they are a function of weapon class/length/weight and some weapon types are unfairly penalized.

One handers feeling more smooth makes sense as on average they have a much higher turn rate than 2h. Also, the 1h animations are more nimble because they mostly only move one arm instead of both and the shoulders..
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: BlindGuy on October 19, 2014, 11:19:27 am
Swashbucklers (e.g. short sword/no shield)...
Swashbuckler means shielder, not someone with no shield, bro... Quite literally it means someone whose shield makes noise as he struts, banging against his scabbard. So, yeah, l2english.

I would hate modding for this ungrateful community. Probably why it's not patched it that often. You people suck!

No, the people are awesome, the bad players who are too bad at the game to be able to understand that they are bad, and cry because of it, those suck.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Rico on October 19, 2014, 04:39:15 pm
Swashbuckler means shielder, not someone with no shield, bro... Quite literally it means someone whose shield makes noise as he struts, banging against his scabbard. So, yeah, l2english.

Seems like the whole cRPG community is doing it wrong then. People use the term swashbuckler for 1H/no shield. Reference:
Go and convince the plebs
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Teeth on October 19, 2014, 04:53:41 pm
Swashbuckler means shielder, not someone with no shield, bro... Quite literally it means someone whose shield makes noise as he struts, banging against his scabbard. So, yeah, l2english.
Swashbuckler has evolved a more general meaning aside from it's original namesake, as is common in languages... so yeah l2notbeapettytwat. Even if it didn't, but it did, it has become an accepted term in the cRPG community to describe 1h without shield, because it is much less of a hassle to type.
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Rico on October 19, 2014, 05:17:56 pm
my 2c for blindguy: even if you are absolutely certain that what you are saying is true, put it into friendly words instead of trying to make others look stupid. because if you are wrong, you look double that stupid yourself.

rule of thumb:

this advice once helped me a lot when i was a twat

no offense meant
Title: Re: Revert the Turn Speed nerf with the "revival patch"
Post by: Gravoth_iii on October 22, 2014, 12:35:32 am
Pls remove turn speed nerf nao, tired of glancing because someone sidesteps away and my warspear cant keep up.