cRPG

cRPG => General Discussion => Topic started by: JasonPastman on December 27, 2014, 06:48:53 pm

Title: C-Rpg Classic
Post by: JasonPastman on December 27, 2014, 06:48:53 pm
First off, I would like to thank chadz and CMP and all the other OG devs for this masterpiece of a mod they created in 2010 and made great shorty after. 
Before this mod dies, I humbly request that it be reverted to its golden age, more specifically returned to a state of which the original developers feel was their greatest work.  Great works of art can never be imitated as to replace the original master piece.  Just as hundreds of great plat formers can't capture the nostalgia of the Mario Brothers, never could any other developers besides the original artists create the magic that C-RPG was when it existed solely as a manifestation of the original developer’s vision. Restoring the original dev’s mod would provide C-Rpg, her creators and players a legacy we all so truly deserve.
Title: Re: C-Rpg Classic
Post by: Krex on December 27, 2014, 07:15:35 pm
yes
Title: Re: C-Rpg Classic
Post by: Leshma on December 27, 2014, 07:21:31 pm
Asked the same like two years ago, when I believed it will take them just one year to make M:BG playable. In order to re-create classic cRPG, many lines of code will have to be deleted, and I'm not sure you would appreciate it.

Edit: What is classic cRPG? Classic cRPG is late 2010. cRPG characterized by:
Title: Re: C-Rpg Classic
Post by: WITCHCRAFT on December 27, 2014, 08:00:08 pm
  • no invisible walls
  • deployable ladders

These two make up my favorite memories of old c-rpg. Climbing on top of the tallest buildings I could. Jumping rooftop to rooftop with allies until we all slipped to our death. Wandering off to the edge of the map to explore the strange buildings that are flat and empty on the back like a Hollywood movie set.
Title: Re: C-Rpg Classic
Post by: AwesomeHail on December 27, 2014, 08:04:49 pm
105 speed katana spam
Title: Re: C-Rpg Classic
Post by: Algarn on December 27, 2014, 08:30:55 pm
105 speed katana spam

Archery with jumpshot, ability to take a pocket great long bardiche, extreme damage and accuracy, endless kiting due to light arrows.

It'd be nice if it could bring players too.
Title: Re: C-Rpg Classic
Post by: Grumbs on December 27, 2014, 09:56:33 pm
Rose tinted glasses mode? Sounds like fun
Title: Re: C-Rpg Classic
Post by: wayyyyyne on December 27, 2014, 10:02:20 pm
The time inbetween the introduction of the multi system and the removal of the native 2h thrust animation together with floorstabbing was were it was at imho.
Title: Re: C-Rpg Classic
Post by: Jack1 on December 27, 2014, 10:15:47 pm
 :( :arrow: :mrgreen:
Title: Re: C-Rpg Classic
Post by: Kafein on December 28, 2014, 02:27:13 am
Archery with jumpshot, ability to take a pocket great long bardiche, extreme damage and accuracy, endless kiting due to light arrows.

It'd be nice if it could bring players too.

Horses that could turn

The time inbetween the introduction of the multi system and removal of the native 2h thrust animation together with floorstabbing was were it was at imho.

If we even consider classic cRPG, the only way to do it proper is before the upkeep patch.
Title: Re: C-Rpg Classic
Post by: Leshma on December 28, 2014, 03:04:57 pm
Rose tinted glasses mode? Sounds like fun

Well I'm playing Native more than I play cRPG these days, and I'm having more fun with it. So no, it isn't the case of rose tinted glasses. Native combat mechanics is simply superior to cRPG, although I miss nudge. And it isn't any more unbalanced than cRPG. Play it for awhile and see for yourself.
Title: Re: C-Rpg Classic
Post by: Xant on December 28, 2014, 04:15:25 pm
The time inbetween the introduction of the multi system and removal of the native 2h thrust animation together with floorstabbing was were it was at imho.
Yup, that was when cRPG was at its most fun. January 2011 cRPG was great, the only imbalanced thing was throwing. Combat was fast and every class was really powerful.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 28, 2014, 07:24:28 pm
one shotting jarid builds with oneshot flamberge sidearm, Kreygasm, if this happens, i got some builds ready to be abused
Title: Re: C-Rpg Classic
Post by: SMEGMAR on December 28, 2014, 08:03:12 pm
Reintroduce ladders, revert turnspeed, remove nudge, remove roll, buff kicks, bring back jumpshot, bring back polestun, revert any animation tweaks, unfuck this shadow of a once magnificent game.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 28, 2014, 09:31:02 pm
Dont say that, the sad fucks who still invest so much time playing in this mod MUST still believe it's the pinnacle of skill and balance, otherwise all their 'achievements' here would mean nothing. Particularly the incredibly skillfull and talented wayyyne and warlord, i think they should be on the balance team.

On a serious note though, nudge is the only thing i miss when i play native, it's just going back to basics of how the game was meant to be played. When we hear about other communities or the vast majority of the warband community talking shit about crpg we normally get defensive and say 'they just couldnt handle it', but maybe it's not inconceivable that the vast majority of people are actually right and crpg is kinda shit, the only people who'll defend it are the ones who have found the best ways to abuse the shittier mechanics in ways they'd get totally fucked if they tried in native. Did i mention yet that i think wayyyne is really skilled.

How can you tell if wayneee is skilled tho? since you cant have a proper duel because you are ameriturd.

Native has shittier mechanics than crpg thats why i play crpg, better balance. CRPG has good animation changes and stuff, allthough i wouldnt be against reintroducing polestun/stagger and old 2h spam thrust, but keep 1h as it is but with some decently big damage buffs.
Title: Re: C-Rpg Classic
Post by: StonedSteel on December 28, 2014, 09:32:04 pm
Heskey

Your my fucking hero m8
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 28, 2014, 09:38:03 pm
Floorstabbing was glorious too.
Title: Re: C-Rpg Classic
Post by: Jona on December 28, 2014, 09:51:15 pm
Did someone seriously just accuse hesky of being american?   :lol:


(click to show/hide)
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 28, 2014, 09:57:55 pm
Did someone seriously just accuse hesky of being american?   :lol:


(click to show/hide)

Where is he from then? Im just assuming things since i havent seen him on eu.
Title: Re: C-Rpg Classic
Post by: 722_ on December 28, 2014, 10:32:13 pm
Where is he from then? Im just assuming things since i havent seen him on eu.

Think he is a brit, ive seen him around on EU
Title: Re: C-Rpg Classic
Post by: Eugen on December 28, 2014, 10:34:03 pm
The time inbetween the introduction of the multi system and the removal of the native 2h thrust animation together with floorstabbing was were it was at imho.

Yes. Yes. Yes. This have been the times of glory. This was the time when rageball was still played and archers and cav still have been a threat in battle and kingrim, chase and phase did theire magic on EU.

I am totally for unnerfe of achery and cav.
Title: Re: C-Rpg Classic
Post by: Ikarus on December 28, 2014, 10:36:38 pm
original crpg, like, ladderhighways and no character-turnrate-delay, so some crazy sideturn 2h stabs would be possible again? Also, stabbing with lance from a horseback with again 180° range? And no WSE2...ugh

@Heskeytime: Three things I appreciate in native are:
- nice dueling with equal chances
- no nudges
- kicks have the range and timing as they´re supposed to have

but only thinking about the crazy precision ranged units have there (and because of that, the AMOUNT of of ranged players in every round) gives me the creeps, it´s like giving everybody a sniper rifle. Not that I wouldn´t play range myself, it´s just that native is mostly shitty for non-ranged people without shields. (but probably more realistic then. Hm.)
Title: Re: C-Rpg Classic
Post by: Wiltzu on December 28, 2014, 10:41:05 pm
I fucking miss ladders
Title: Re: C-Rpg Classic
Post by: wayyyyyne on December 28, 2014, 10:47:42 pm
Yes. Yes. Yes. This have been the times of glory. This was the time when rageball was still played and archers and cav still have been a threat in battle and kingrim, chase and phase did theire magic on EU.

I am totally for unnerfe of achery and cav.

rageball wasn't around back then
Title: Re: C-Rpg Classic
Post by: Leshma on December 28, 2014, 11:55:08 pm
original crpg, like, ladderhighways and no character-turnrate-delay, so some crazy sideturn 2h stabs would be possible again? Also, stabbing with lance from a horseback with again 180° range? And no WSE2...ugh

I'm playing without WSE2 anyway, but its glitchy as hell and has random freezes. My PC can't handle WSE2, textures are pulsing like they want to pop out every second, it is very nausea inducing. Not sure what causes it, but there isn't any of those artifacts without WSE2. But as I said there are other. Also, without WSE2 players move at normal speed, even if they have insane agility builds. Everything is much faster with WSE2 for some reason. When I had old GPU, before my PSU died I could handle WSE2 better. But not anymore.

Stabs aren't an issue in native, because they are near instant. I can work with that. What I hate are cRPG stabs and their nature and active thrust period. Blocking stab for 2 seconds, just to be stabbed in your face a second after you let go of downblock is really lame. cRPG 2H thrust is way more annoying than native counterpart.

As for lance angle, I pretty much stopped playing lancer cav after they implemented that. It isn't bad in native because other classes are stronger but as expected, battle mode is ranged and cav playground. I can't do in native what I can in cRPG, to outreach lancers with various shorter weapons because of fixed angle. But I don't mind, because I can use pike and flamberge and great maul at the same time :)

Some noob cav use great lance and thrust with it to gain extra reach but that's not very effective.

All those quirks and non realistic features make native more interesting imho. cRPG has been dumbed down a lot.

Quote
it´s just that native is mostly shitty for non-ranged people without shields.

That's not true. Players with most kills are 2H or long polearm users, not ranged. I suck at xbow, and even when I'm playing Rhodok I'm always footman soldier. Prefer playing swashbuckler which seems silly but it does work. Ranged is very strong in native and good archers can create a havoc but it is the same in cRPG. What you probably imagine is early cRPG, which was a lot worse than native ranged because of silly amounts of wpf (gen bonus wpf) and uber builds and gear.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 29, 2014, 03:15:35 am
Over the years people have been wanting nerfs and nerfs and nerfs and now we've gotten to the point where people wants to return to native stuff. Funny.
Title: Re: C-Rpg Classic
Post by: SixThumbs on December 29, 2014, 04:27:04 am
I think the only time I complained is when they did something funny to one of the side swings in early-mid 2012 (which they ended up reverting).
Title: Re: C-Rpg Classic
Post by: Ikarus on December 29, 2014, 07:10:53 am
tbh I haven´t played native for over 1 1/2 years, so, yeh  :oops:
Title: Re: C-Rpg Classic
Post by: Leshma on December 29, 2014, 02:09:32 pm
It is full of noobies, but there are servers with veteran players. They might not seem 'good' as cRPG folks are, but that probably has something to do with me playing underpowered loomless peasant in cRPG and being on the same level as everyone else in Native.
Title: Re: C-Rpg Classic
Post by: Teeth on December 29, 2014, 02:32:55 pm
Native combat mechanics is simply superior to cRPG
What are you on about? Granted, it feels quite smooth, but as far as actual design decisions go it is terrible. The stun from getting hit by ranged takes twice as long as in cRPG, there is polestagger, you can hit through teammates with the early half of your swings, you hit through dead bodies, you hit through structures with most of your swing, the early hitting is hilariously broken and it doesn't even have team horsebumps. So much cringeworthy random ways to get hit.

That's not true. Players with most kills are 2H or long polearm users, not ranged. I suck at xbow, and even when I'm playing Rhodok I'm always footman soldier. Prefer playing swashbuckler which seems silly but it does work. Ranged is very strong in native and good archers can create a havoc but it is the same in cRPG. What you probably imagine is early cRPG, which was a lot worse than native ranged because of silly amounts of wpf (gen bonus wpf) and uber builds and gear.
What server are you on about? If you can play without a shield and get the most kills, then you are probably on some Deathmatch server full of bad noobs. Equating good Native ranged with good cRPG ranged is silly. You literally cannot spawn without a shield when there are good archers around in Native. Native archery kills in 2-3 arrows regardless of armour, has perfect accuracy and has like twice as much draw speed and missile speed. Bagge in cRPG doesn't have half the killing power a good archer in Native has.
Title: Re: C-Rpg Classic
Post by: Leshma on December 29, 2014, 02:38:41 pm
Siege server that are populated. Yes they are full of noobs, but they are populated you know. But you can do the same on less populated TDM/Battle servers. Not on IG_Battlegrounds though, that is cav fest. And its like cRPG EU1 prime time, 40 players max.

Yes native archers kill in up to 3 arrows, but anything in native kills in 3 hits so yeah, native is deadly. And I prefer it that way. No loom crutch of cRPG.
Title: Re: C-Rpg Classic
Post by: Teeth on December 29, 2014, 02:56:51 pm
What, are you talking about NeoGK Siege? To use experiences on that server to talk about combat mechanics is entirely laughable. Of course the 2h and polearm top that server. The server doesn't even have team damage and with the poor hit detection on teammates of Native, that means that any scrub can grab something high reach and high damage like a GLB and one shot everything straight through his teammates. I play that server now and then as well, which is fun mostly because I can get twice the kills of the second player with a quarter of the deaths everytime, but the lack of hit detection on teammates is extremely frustrating.

If you want to talk about Native combat mechanics or balance, you should base your arguments on IG_Battlegrounds or competitive play. The exact reason why Native Battle servers are rarely well populated is because the balance is very rock-paper-scissors instead of giving most classes some chance against most classes like in cRPG. Playing scissors against good rock and paper players is no fun unless you brought your own good rock and paper players. Native balance is awful for pub play, unless you take out the rock and most of the paper and let the scissors slug it out on a Siege server.
Title: Re: C-Rpg Classic
Post by: Leshma on December 29, 2014, 03:00:51 pm
If you want to talk about Native combat mechanics or balance, you should base your arguments on IG_Battlegrounds or competitive play.

That is what I'm trying to tell you all along, people don't play battle, people don't play cRPG, people play this game competitive less than ever. I enjoy huge battles, and if that means I'll have to slay noobs, so be it. But it is a huge siege. Not 35 player EU4 wannabe server.

Since you're not playing cRPG currently, please share with us which competitive game you play atm? Because it seems those are the only kind of games you play.

Edit: I've just been to EU2, it seems currently there is peace treaty going on between half of the players on both sides. None of that shit in native.
Title: Re: C-Rpg Classic
Post by: Teeth on December 29, 2014, 03:09:19 pm
It's hard to defend current crpg balance/mechanics when we lost so much population who couldnt stand the current state
You are still saying that people quit because they dislike the cRPG mechanics while seperating that from general boredom with the game, which is entirely unjustifiable.

Give it another shot, you may fall in love.
Once again, what server are you playing on? If you say NeoGK Siege, allow me to laugh in your face. The only reason that server is fun is because the average cRPG player can rek extremely hard, but aside from the generally bad Native mechanics which I mentioned a few posts back, the server does not have team damage which makes the melee fights and balance objectively horrendous.

That is what I'm trying to tell you all along, people don't play battle, people don't play cRPG, people play this game competitive less than ever. I enjoy huge battles, and if that means I'll have to slay noobs, so be it. But it is a huge siege. Not 35 player EU4 wannabe server.
It's great that you enjoy the server and the big battles, but saying that the combat mechanics or balance of Native are better than cRPG based on that server is something you should not do. Don't make a comparison if you are unwilling to do it properly. You know full well that if we had no team damage and such poor team hit detection on EU 1 or 2 the forums would flood with tears because people get hit by enemies behind other enemies.

And yes, I enjoy competition and competitive games and I am the first to whine about randomness or poor balance in video games as well as boardgames. The only game I somewhat consistently play now is Supreme Commander Forged Alliance and it is a highly competitive and balanced game with hardly any randomness.
Title: Re: C-Rpg Classic
Post by: Leshma on December 29, 2014, 04:20:15 pm

It's great that you enjoy the server and the big battles, but saying that the combat mechanics or balance of Native are better than cRPG based on that server is something you should not do. Don't make a comparison if you are unwilling to do it properly. You know full well that if we had no team damage and such poor team hit detection on EU 1 or 2 the forums would flood with tears because people get hit by enemies behind other enemies.

I know that tears started when they implemented team damage and weapon collision. If I'm not mistaken, Chase was particularly not impressed with that change, I still don't like it.

Tears are connected with nerfs, rarely with buffs (ranged buffs mostly). People find something they could abuse and bam, they nerf it. As Logen wisely said, to be good at warband and crpg you have to abuse flaws in game mechanics. Things best players are good at are nothing but little engine quirks, doubt any of that was planned by developers, except chambering. But without it, game would be boring just like cRPG now is boring.

Quote
And yes, I enjoy competition and competitive games and I am the first to whine about randomness or poor balance in video games as well as boardgames.

Also remember you crying about 'everybody can block now', so I'm not so sure you don't enjoy pwning noobs like everybody else and game being unbalanced. You also mention randomness, you can't get any more random than cRPG. Too many variables, server issues, bad implementation of new mechanics. None of that is in native, gameplay in native is very constant and predictable.
Title: Re: C-Rpg Classic
Post by: Bronto on December 29, 2014, 04:40:39 pm
I was wondering how long this thread would last until it went back into the normal topic of every thread. People came, hated changes, and left. Nothing got reverted to make them come back and big surprise archery got nerfed again. Let's make 12 more threads and end up back here again. Please everyone, this is a team effort, if we haven't beaten this horse enough, I don't know what we're doing! I'll start.

Let's make archery weigh more than a full plate warrior wielding a giant piece of steel, now let's make it do no damage, and lastly let's give those scumbags less ammunition. 2h stab is in a great place. xbows, 94 pierce and no extra point requirement, no problems there. OF COURSE throwing kitchen knives does tons of damage, throwing is fine. 1h, who plays with a shield, what a scrub. Polearms, lol, l2b your skey is too strong. Horses...more like spawn raping cunts amirite?

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Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 29, 2014, 05:02:53 pm
You also mention randomness, you can't get any more random than cRPG. Too many variables, server issues, bad implementation of new mechanics. None of that is in native, gameplay in native is very constant and predictable.

cRPG is definitely not random. Server issues are very uncommon on my part, bad implementations isnt randomness. Variables arent randomness either, you can manipulate pretty much all of them.


You may internet laugh in my internet face all you like lol, NeoGK is fun, has lots of additional content regarding siege equipment and has a good population, crpg servers have none of those things. In any native server if you miss a block *anyone* can kill you, they could be playing for the very first time, in crpg everyone has a ton of health, armour, and the newbies are given inferior everything, crpg is just about as much of an egotistical 'Im so pro i POWN those noobs real hard' as you can get. Aside from the generally bad Crpg mechanics i mentioned a few posts back, the servers do not have any players which makes the melee fights and balance objectively horrendous.


Anyone can kill in crpg aswell, if i miss a block on my agi character i can die in one hit if the other guy is str based. If they are clever they'll just stick with some teammates, and maybe get a last chop on someone. cRPG isnt really 'Im so pro i POWN those noobs real hard', allthough it has gotten more competative as its gotten more balanced and people wanting to get better. Ofcourse some people have that mindset of being scrubdestroyers but it isnt the mods fault and this exists in most games. In native the difference is that people that play are all very casual players, while crpg has a dedicated playerbase, and also a very addictive grind system.
Title: Re: C-Rpg Classic
Post by: Teeth on December 29, 2014, 05:13:26 pm
If we just saw a general decrease in population and people dropping off over time then of course there'd be no connection. The fact we saw a massive increase 2 months ago as so many old-timers came back to try the mod again, and then the population incredibly rapidly dropped to below the levels of pre-patch. That's what i draw this connection from.
We have seen a general decrease ever since late 2011. We went from 500+ to like 120 or less players on primetime at a fairly consistent pace. You state yourself that the amount of players before the patch is the same as the level of after the patch, with the patch only causing a sudden increase. How does that prove that people dislike the route the patch took or the argument you make that they dislike cRPG mechanics in general? There is no loss of players. The patch caused a sudden increase because it concentrates people to play on the same day and because people are curious if the game was changed in a way that would reduce their boredom. Obviously it wasn't, as anyone with a level head could have predicted, so the patch caused only a temporary increase of players entirely explainable through general boredom.

You may internet laugh in my internet face all you like lol, NeoGK is fun, has lots of additional content regarding siege equipment and has a good population, crpg servers have none of those things. In any native server if you miss a block *anyone* can kill you, they could be playing for the very first time, in crpg everyone has a ton of health, armour, and the newbies are given inferior everything, crpg is just about as much of an egotistical 'Im so pro i POWN those noobs real hard' as you can get. Aside from the generally bad Crpg mechanics i mentioned a few posts back, the servers do not have any players which makes the melee fights and balance objectively horrendous.
You probably know this yourself to be true, but if you would magically transfer the NeoGK Siege server to cRPG with it being entirely the same, it would have much less players. NeoGK Siege has players because it is very visible, very accessible and has low average skill. None of these things can be changed for cRPG so saying that Native has superior mechanics and balance because some servers have more players is a stupid argument.

You talk very emphatically and as if you possess some great authority about how superior crpg is, for someone who doesnt play it anymore.
Another terrible argument. Just because I played significantly less in the past year I forgot all about cRPG's mechanics with which I have 3-4k hours experience. Mind you I probably still clocked 100 hours since the revival patch so I know exactly what I am talking about.

Sorry Leshma, I have too much trouble following your lines of argument to address any of your points in a concise manner, and you don't seem to address any of mine.
Title: Re: C-Rpg Classic
Post by: karasu on December 29, 2014, 05:58:36 pm
This discussion is silly.

Facts are that nowadays the majority of warband player base wants casual fun, entering a server with no strings attached, with very forgivable mechanics and same stats/gear to everyone, play one map and quit to do something way more interesting.

Both modes have absolutely retarded mechanic abuse possibilities and no matter how righteous you are, you'll end up doing them eventually, even if not even on purpose, but because the game engine is shit and not only allows it, but forces you to in specific situations.

It's a freakin' old game. Just play whatever the hell you have more fun at (personally I still have way more fun in cRPG for several reasons already stated in this thread (and some others)).

Title: Re: C-Rpg Classic
Post by: KaMiKaZe_JoE on December 29, 2014, 07:01:27 pm
The devs sorta tried this. Last Christmas, I think. Or the Christmas before that?

Whenever it was, they let players dick around with something like the original weapons and XP system of the mod for a few weeks. It was retarded and we all quickly remembered why things changed the way they did.

As has been mentioned in other threads, again and again, there are things different between now and then that go beyond simple mechanics: the number of people playing, for one, and the quality of those players. You won't see cRPG be anything like it used to be. The closest you'll get to the old cRPG is when Battlegrounds comes out. Then, if it's successful, you'll see something like the old cRPG, because in addition to a change in mechanics you'll have a change in the playerbase: it'll be bigger and noobier. Put simply, it'll be healthier and more vibrant.
Title: Re: C-Rpg Classic
Post by: Rico on December 29, 2014, 07:14:00 pm
Did someone seriously just accuse hesky of being american?   :lol:

Where is he from then? Im just assuming things since i havent seen him on eu.

Haha, almost like being in the same class from elementary school till university and he notices him for the first time :lol:
You guys are gold :D





And yes, I enjoy competition and competitive games and I am the first to whine about randomness or poor balance in video games as well as boardgames. The only game I somewhat consistently play now is Supreme Commander Forged Alliance and it is a highly competitive and balanced game with hardly any randomness.

What's your nickname there? :wink:
Title: Re: C-Rpg Classic
Post by: Switchtense on December 29, 2014, 08:10:20 pm
Did someone seriously just accuse hesky of being american?   :lol:


(click to show/hide)

He is the real Kesh! The other Kesh is just an imposter!
Title: Re: C-Rpg Classic
Post by: San on December 29, 2014, 09:26:07 pm
I liked all eras for different reasons since there was always annoying stuff to deal with. I remember when people were excited for the return of strat in 2011 and it turned about to be just some weird browser thing. I am thankful for balanced crushthrough, polestagger removal, usable 1h right swing, and rolling, though rolling can be abused, turn rate is still too restrictive, and the rewards system is outdated.

My favorite was the WSE2 era because even though I hated the 1st turn rate nerf, it was when the devs were most active with improving the game beyond its normal scope with tons of WSE promises and updates.

Crpg is capable of rolling back to ancient builds, though. That will be interesting. I don't think it will work out well without a lower average skill level, honestly. There were many ways to ensure a kill from a single hit or cav bump.

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Title: Re: C-Rpg Classic
Post by: Leshma on December 29, 2014, 09:49:19 pm
If you want to do something to balance things out, I would recommend to make agi builds less lucrative. How would I do it? First, raise item requirements so that builds with 15 and bellow STR cannot use heavy and bulky (long) weapons. Next, buff powerstrike, change wpf formula so that IF affects it more than now (IF*3) and if possible find a way to reduce acceleration gain from extra athletics. Last but not the least, maybe create a new category of armor looms starting from heavier plates (22 weight and up) which will give 7 points to lordly armor. Also raise requirement for that armor category to 27 STR. That could work fine imho and people will again start picking STR oriented builds, not just extreme AGI builds (15/30 seem to be the most popular build on EU1).

Also show some love to archers and xbow, they are underpowered. Throwing is mostly fine, but throwing lances need to be nerfed (back to one ammo per stack).
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 29, 2014, 10:27:05 pm
If you want to do something to balance things out, I would recommend to make agi builds less lucrative. How would I do it? First, raise item requirements so that builds with 15 and bellow STR cannot use heavy and bulky (long) weapons. Next, buff powerstrike, change wpf formula so that IF affects it more than now (IF*3) and if possible find a way to reduce acceleration gain from extra athletics. Last but not the least, maybe create a new category of armor looms starting from heavier plates (22 weight and up) which will give 7 points to lordly armor. Also raise requirement for that armor category to 27 STR. That could work fine imho and people will again start picking STR oriented builds, not just extreme AGI builds (15/30 seem to be the most popular build on EU1).

Also show some love to archers and xbow, they are underpowered. Throwing is mostly fine, but throwing lances need to be nerfed (back to one ammo per stack).

Oh god, having played str builds since release of recent patch ranging from 24-30 str, with 1h and 2h, i can already imagine the god i could become with these changes. So far i've found str shielder to be the strongest by far combined with high IF and heavy armor. Not only would it make me into a god, but all builds that may have a slight edge against me would be nerfed so no worries there.

You offer it to me freely? I do not deny that my heart has greatly desired this.
In the place of a Dark Lord you would have a Queen! Not dark but beautiful and terrible as the Morn! Treacherous as the Seas! Stronger than the foundations of the Earth! All shall love me and despair!




As for the ranged part, i have some mixed feelings about ranged atm. On one part its fucking useless unless you are a god at aiming, but it still attracts newbies to play it and they really just dont do anything with it. On the other they can be needed to take down cavalry, allthough i would still probably replace them all with infantry if i had that option.
Title: Re: C-Rpg Classic
Post by: San on December 29, 2014, 11:41:22 pm
I prefer incremental changes best, which is why the revival patch was difficult to deal with.

The agi+strength changes from this patch:

-wpf reduction from gloves increased from x4 to x6 and low weight gloves increased
-IF based wpf reduction, with 5IF as the break-even point
-Wpf increases are higher at low WM than higher WM
-Large reduction in wpf penalties for ranged

With no IF and increased glove weight, even 210 wpf builds can go down to 170-180 levels in medium-light armor, -10 to -15 from before. Strength builds that max IF gain ~12-15 wpf even with the glove weight increase. The wpf gap changed from 120-200 to 140-180.

-It wouldn't hurt to make the penalty harsher, but the worse it's made, the more agi builds will just wear cloth and be even faster. Right now, it's set to Str/3 + IF, 6 at minimum for next patch (2 patches ago it was 10). Wpf is reduced exponentially the heavier the armor above the threshold. This is the best I can think of, any ways to improve it will be appreciated. Str/3 helps strength builds with low IF still, while IF helps all characters who want to increase it. I can always remove the 6 minimum, which will hurt players with strength below 18.

-I agree with difficulties. It'll take a while to compile a list for specific weapons, but it may be easier to just make a category X = Y-Z strength kind of thing. Balancers actually discussed increasing difficulties but we couldn't come to a good settlement back then. I think I pushed for too heavy scaling for people to agree.

-problem with buffing PS is that it also gives some power to agi builds who already get 1-2 shot. This will mostly just make it easier to kill balanced and strength builds, since it's tougher to bridge the 2shot->1shot gap than the 3-shot->2-shot gap.

-Only way to reduce acceleration for non-devs is to change the final athletics value after spawning. This means something like subtracting everyone's athletics by 1-2, or halve the scaling after a certain point. Either way, it'll make certain athletic levels useless, which may not even be so bad. I doubt that we can have non-integer skill numbers, but something like that would've helped. More cav/ranged would whittle these numbers pretty easily.

-I had a suggestion for different armor looms based on the weight class. It might be worth reviving since there's little activity. It'll be hard since the only people who can edit items are pretty inactive at the moment, even if it passes.

Overall, I'll try to make a thread about item difficulty and loom tiers, and remove the minimum threshold of 6 on the wpf penalty that helped heavy agi builds, in addition to the cav/ranged stuff that's being voted on. Ranged stuff = better damage on body shots/head shots, worse damage on limbs to better aid the increased accuracy. Cav stuff = remove 0 armor legs, change it to 30-50% bonus damage instead.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 29, 2014, 11:57:39 pm
I prefer incremental changes best, which is why the revival patch was difficult to deal with.

The agi+strength changes from this patch:

-wpf reduction from gloves increased from x4 to x6 and low weight gloves increased
-IF based wpf reduction, with 5IF as the break-even point
-Wpf increases are higher at low WM than higher WM
-Large reduction in wpf penalties for ranged

With no IF and increased glove weight, even 210 wpf builds can go down to 170-180 levels in medium-light armor, -10 to -15 from before. Strength builds that max IF gain ~12-15 wpf even with the glove weight increase. The wpf gap changed from 120-200 to 140-180.

-It wouldn't hurt to make the penalty harsher, but the worse it's made, the more agi builds will just wear cloth and be even faster. Right now, it's set to Str/3 + IF, 6 at minimum for next patch (2 patches ago it was 10). Wpf is reduced exponentially the heavier the armor above the threshold. This is the best I can think of, any ways to improve it will be appreciated. Str/3 helps strength builds with low IF still, while IF helps all characters who want to increase it. I can always remove the 6 minimum, which will hurt players with strength below 18.

-I agree with difficulties. It'll take a while to compile a list for specific weapons, but it may be easier to just make a category X = Y-Z strength kind of thing. Balancers actually discussed increasing difficulties but we couldn't come to a good settlement back then. I think I pushed for too heavy scaling for people to agree.

-problem with buffing PS is that it also gives some power to agi builds who already get 1-2 shot. This will mostly just make it easier to kill balanced and strength builds, since it's tougher to bridge the 2shot->1shot gap than the 3-shot->2-shot gap.

-Only way to reduce acceleration for non-devs is to change the final athletics value after spawning. This means something like subtracting everyone's athletics by 1-2, or halve the scaling after a certain point. Either way, it'll make certain athletic levels useless, which may not even be so bad. I doubt that we can have non-integer skill numbers, but something like that would've helped. More cav/ranged would whittle these numbers pretty easily.

-I had a suggestion for different armor looms based on the weight class. It might be worth reviving since there's little activity. It'll be hard since the only people who can edit items are pretty inactive at the moment, even if it passes.

Overall, I'll try to make a thread about item difficulty and loom tiers, and remove the minimum threshold of 6 on the wpf penalty that helped heavy agi builds, in addition to the cav/ranged stuff that's being voted on. Ranged stuff = better damage on body shots/head shots, worse damage on limbs to better aid the increased accuracy. Cav stuff = remove 0 armor legs, change it to 30-50% bonus damage instead.

San always being reasonable and in the middle of us agi and str extremists. So there will be more patches coming for us crpg freaks?

I must say, all this discussing balances and stuff makes me play crpg quite a lot more.
Title: Re: C-Rpg Classic
Post by: San on December 30, 2014, 12:29:19 am
I have no idea when there's going to be a patch, but it'd be nice to have things ready if the devs spontaneously want to give us one :)
Title: Re: C-Rpg Classic
Post by: Cup1d on December 30, 2014, 10:18:31 am
2011 setup with market was best time of this game. 
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 30, 2014, 11:00:12 am
together with floorstabbing was were it was at imho.

I guess floorstabbing was more of a thing in cRPG than native considering massive fucking pikes that you can abuse with agility etc, but I wouldn't say warband was made in mind to have the ground as a solid object, the animations are too fucky for that.

I pretty much stopped playing lancer cav after they implemented that. It isn't bad in native because other classes are stronger but as expected, battle mode is ranged and cav playground.

Cavalry and archers dominate battle but generally on smaller maps without infantry there's no solid teamwork, which is necessary in matches. Playing cavalry in cRPG is like riding a lame horse in single player, fucking stupid. Cavalry in cRPG has been nerfed too much and so have archers but what can you do when min-maxing is the only way to play when you're a competitive player and the game doesn't have any competitive elements at all. Native has the same system as Counter-Strike, that's why it's more fun to me, all that matters is skill.

people play this game competitive less than ever.

You mean the shitty barely non-existent competitive scene in cRPG or you talking about the native scene with the soon to be launched Nations Cup 2015 and recently finished WNL Season 4?


Anyway before you go preaching about how I'm a native my old friend realize that I've been playing cRPG since the beginning of 2011 and it isn't a native vs cRPG post. My favorite state of cRPG was when WSE2 was introduced, because it's great, and with the turnrate nerf. I'd like lancers to be playable so they don't get bullied by sword cavalry because they stand no chance. Archers should be buffed but preferably not to their maneuverability. Leaving the levels as they are or reverting them to where they were would be fine, but it'd be nice if newer players can still have a higher level start as it is now where they aren't useless.
Title: Re: C-Rpg Classic
Post by: Teeth on December 30, 2014, 11:50:55 am
I'd like lancers to be playable so they don't get bullied by sword cavalry because they stand no chance.
I have no idea of the state of cav balance in competitive play, but don't sword cavalry get bullied hard by lance cavalry in Native? I find the lancer/slasher cav balance quite good in cRPG, although slasher mechanics are incredibly borky at times. You trade the ability to outreach for the ability to have higher and faster damage output. Lancer is very viable for frontal attacks since the 1h lance stab got its reach fixed. The Heavy Lance currently has longer effective reach than 120 length 2h and 165 length polearm stabs.
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 30, 2014, 11:57:57 am
but don't sword cavalry get bullied hard by lance cavalry in Native?

Not even remotely close to the way that lancers get bullied in cRPG, besides, there are no "lancer or sword cavalry" in native, if you don't have both you're not playing cavalry. On responding your question you can actually outmaneuver lancers in native with the sword by skill, but there's an unnecessary risk if you ask me. Cavalry battles in native are quite even in general but obviously skill prevails.

I find the lancer/slasher cav balance quite good in cRPG

If you avoid the first hit lancer does then there's nothing the lancer can do but run away forever because he's in a shitty spot where his lance is of no use. The sword cavalry can simply run up to him and keep hitting till no avail because the lancer can't retaliate, guess what, his angle of attacking is not even sideways and since the horses are retarded already you're more than fucked.
Title: Re: C-Rpg Classic
Post by: Gurnisson on December 30, 2014, 11:58:38 am
It's easier to kill a 1h/2h cav as Lancer on cRPG than it is to kill a lancer as 1h/2h cavalry in native, just saying. In cRPG I find slashing cav better shock troops compared to the lancers, but as a lancer you should have a higher success-rate against aware infantry. It's good that one melee cav class can't have their cake and eat it, like in native with the lancers. Need the diversity the different niches presents.

As for native, you people genuinely believe the combat system to be better there? It's flawed, probably possible to still have some fun, but it's pretty gash tbh.
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 30, 2014, 12:03:26 pm
It's easier to kill a 1h/2h cav as Lancer on cRPG than it is to kill a lancer as 1h/2h cavalry in native

That's just wrong, lol. It's your lack of experience. Which sounds quite funny to say since we won nations cup.

As for native, you people genuinely believe the combat system to be better there?

It's the best system if you're a promoter of equal stats and skill deciding battles. Even though infantry shield skill should be slightly buffed and perhaps archer fire rate nerfed a bit. The cRPG balancing doesn't come near to perfection as native does, but it can't ever do that because there's a leveling system. That's what's kept me playing cRPG anyway, styling your own hero, not it's sub par balance.
Title: Re: C-Rpg Classic
Post by: Xant on December 30, 2014, 12:47:16 pm
I guess floorstabbing was more of a thing in cRPG than native considering massive fucking pikes that you can abuse with agility etc, but I wouldn't say warband was made in mind to have the ground as a solid object, the animations are too fucky for that.
Ayup. This is why I much, much prefer to not have solid ground. It makes for some really retarded situations. A lot of stuff like this, that seems better on paper, was better in 2011 before it was "fixed."
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 30, 2014, 12:53:55 pm
Ayup. This is why I much, much prefer to not have solid ground. It makes for some really retarded situations. A lot of stuff like this, that seems better on paper, was better in 2011 before it was "fixed."

While I wholeheartedly agree it's still better than the variation of having solid objects acting as ground in native, the consistency is key. I'd rather see abandoning objects as floor in native because suddenly lancing into an enemy as a cavalry your lance misses and hits the ground and woo you're stunned and most likely dead because no block :^)¨

(click to show/hide)
Title: Re: C-Rpg Classic
Post by: BlindGuy on December 30, 2014, 01:01:43 pm
Yes. Yes. Yes. This have been the times of glory. This was the time when rageball was still played and archers and cav still have been a threat in battle and kingrim, chase and phase did theire magic on EU.

I am totally for unnerfe of achery and cav.

I have played for 4 years, and to my memory there was never a time when Kinngrim did anything but abuse 350' shield. Honestly I once stabbed him full in back and hit shield, it was a broken mechanic. But he was never a good player, more a Hetman style player: break his shield or backpeddle away from his spam and he was done, or outspam him, since he would seldom chamber, as he was never even able to chose his attack direction, relying instead on a very fast weapon that doesn't glance and randomly clicking his mouse while having 12 ping vs the 90+ping of the russians.

Chase and Phase understand timing footwork and blocking, how to read an opponent and how to bait them into mistakes.

Lets not compare really shit players with good ones, yeah?

(click to show/hide)

You think I don't see this but I see this :D
Title: Re: C-Rpg Classic
Post by: Ikarus on December 30, 2014, 01:04:14 pm
If I was San I would have asked for payment years ago  :mrgreen:
Title: Re: C-Rpg Classic
Post by: BlindGuy on December 30, 2014, 01:09:52 pm
If I was San I would have asked for payment years ago  :mrgreen:

If I was San I would spend more time reading what active players want, maybe with some way to track who is a forum player and who is an active player :D
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 30, 2014, 01:10:47 pm
You think I don't see this but I see this :D

No I was fully expecting you to see it, however it was more of a prearrangement for the shitstorm you generally bring with you.
Title: Re: C-Rpg Classic
Post by: Kato on December 30, 2014, 01:53:04 pm
Native combat mechanics and balance is obviously inferior to c-rpg (if only level was capped on 32-33).

But, there's one (other than many noobs to slay ) thing why most people have good time playing native - nice clear weather most of the time.

No fucking night, fog and rain sucking any enjoyment from the game. Especially when there is banner highlight cheat, that negate any meaning of it. 
Title: Re: C-Rpg Classic
Post by: Teeth on December 30, 2014, 02:18:24 pm
The people who prefer crpg, i am glad you prefer crpg, i urge you to always prefer crpg. If you ever get warband-esque cravings it is my dearest wish that you come to crpg to satisfy them. As someone in the warband community said yesterday, what good is the crpg mod if it doesnt keep people like you out of native?
Really, you're gonna be like that now? What kind of people are these 'people who prefer crpg' and how exactly do you think they differ from Native fanboys?
Title: Re: C-Rpg Classic
Post by: Leshma on December 30, 2014, 02:23:56 pm
Not even remotely close to the way that lancers get bullied in cRPG, besides, there are no "lancer or sword cavalry" in native, if you don't have both you're not playing cavalry.

It was the same in cRPG before they changed lances and other long weapons to be unsheatable. Most people can't bother searching the lance on the glitchy ground mesh with ten other weapons already lying around.
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 30, 2014, 02:26:58 pm
It was the same in cRPG before they changed lances and other long weapons to be unsheatable. Most people can't bother searching the lance on the glitchy ground mesh with ten other weapons already lying around.

The "unsheatable patch" had good intentions but it ended up hurting a lot of genuine builds.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 30, 2014, 03:03:08 pm
The people who prefer crpg, i am glad you prefer crpg, i urge you to always prefer crpg. If you ever get warband-esque cravings it is my dearest wish that you come to crpg to satisfy them. As someone in the warband community said yesterday, what good is the crpg mod if it doesnt keep people like you out of native?

Wow, so why dont you just leave then and go native so we can say the same for native?
Title: Re: C-Rpg Classic
Post by: Gurnisson on December 30, 2014, 03:58:42 pm
That's just wrong, lol. It's your lack of experience. Which sounds quite funny to say since we won nations cup.

Well, believe what you want. If melee cavalry didn't have the option to have both lances and swords in native, you'd never see slashing cav there. Lances are far superior to swords in native, which is sad.

It's the best system if you're a promoter of equal stats and skill deciding battles. Even though infantry shield skill should be slightly buffed and perhaps archer fire rate nerfed a bit. The cRPG balancing doesn't come near to perfection as native does, but it can't ever do that because there's a leveling system. That's what's kept me playing cRPG anyway, styling your own hero, not it's sub par balance.

I wouldn't say combat system is the same as balance. While they overlap a bit, they're not the same completely. That being said, I've never been much of a fan of the balance in native either.
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 30, 2014, 04:30:21 pm
Well, believe what you want. If melee cavalry didn't have the option to have both lances and swords in native, you'd never see slashing cav there. Lances are far superior to swords in native, which is sad

Believe, if anyone is qualified to speak about cavalry and its balance then it's me.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 30, 2014, 09:14:15 pm
The ones who'd QQ about ranged being OP if they ever played native. Anyone who thinks the current balance of crpg is good is going to cry endlessly if they ever played native. That's how i interpret it anyway, the comment about crpg being a place to keep the worst scum of the warband community was one made by one of the other many crpg fans out there, you'd have to ask them what it means. For context of the below quote a crpg player had decided to cry about how native should be more like crpg:

Quote from: Alene on December 29, 2014, 10:06:22 PM
cRPG devs should stop developing their own game for a while and look what's happening in cRPG every now and then. I can see one inmate has escaped. What good is that mod if it can't keep those people out of Native?


This discussion is better than ending up with the type of argument i realized we were getting into last page where we start inventing something the other person didnt say and then hilariously misinterpreting it to turn into a straw man: ''What you're saying is this...'', ''By your own admission...''. I saw things were gonna be like, so i made it like this instead. I'm a hero.

It's better we just accept that as we have our own differing opinions on what is 'good' or 'bad' in terms of balance and gameplay, that i go and play Native with the mechanics i feel are superior and better balanced, and you can continue to not play Crpg - the game you feel is superior in all regards. Anyone who's fed up with Crpg, might be fun to give Native another shot for 5mins, you might even find yourself enjoying it.



Because crpg forum is a far more fun game to play than crpg itself. You get better duels, find people who admire your skill and follow your every post trying to bring you down, and it's much more populated than the servers. Also you can play it at work or pretty much around anything.

It's also a great spectator sport, you see what the majority of gamers and warband players think of this community, then i get to come here and observe folk fulfilling every negative stereotype people have of this community. Like when people here post that Native is too easy, but also that ranged is too OP - meaning that the poster isnt actually very good at Native at all. We sit here and tell the M:BG devs we know what people want and we know what features a successful game needs, meanwhile the vast majority of people who've ever heard of or tried crpg think we're a load of wankers who know fuck-all about balance or fun. Only a very small very special kind of minority likes the sort of game this has become.

It's hardly surprising that our community has this magnificent reputation, we QQ for changes till we get them, right up until very few people enjoy the mod anymore and then the same people QQ for everything to be reverted. For the few people who still think this mod is better they're split into 2 categories; the ones who say crpg is great but still wont play because... reasons.... and the other people who still actually play it and seemingly enjoy it. The increasingly rare 2nd type are the ones that i am glad for, they get to be happy without exposing the native community to their own alien concepts of fun or balance - concepts that very few gamers would share.

I read all that passively while thinking about other things and letting out a far or two. I need some coffee i think, and some chocolate.


Played some native with chase and lezard, NeoGK server is complete utter garbage, unplayably laggy why is there 200 players there. And only good part was the turnrate being godly, im not sure how many litres i came from being able do a complete 360 with an overhead swining. PLEASE CRPG DEVS REMOVE TURNRATE RESTRICTION, ITS GARBAGE. Other than that i felt very sad in native with no Q menu spam, no nudging, and just generally boring gameplay with no custom builds or anything.
Title: Re: C-Rpg Classic
Post by: karasu on December 30, 2014, 09:41:32 pm
Anyone who's fed up with Crpg, might be fun to give Native another shot for 5mins, you might even find yourself enjoying it.

Well, I tried again to find any joy in native. I really did. So I went looking for a high populated server, found some siege server with shitloads of players and I even managed to last one map.

I mean, don't take me wrong I felt like a g(p)tx there with skill pouring out of all my body orifices, and the gods know how average of a jack of all trades I am at this game.
End of the map, I had 110+ kills, 20 deaths from berserking balls deep, and the best player from the other team (funny enough, the only guy that actually knew how to feint) had 40 kills.

The only joy I had there, was the fact that the server was full, which means fun target switch dancing. Other than that I really felt bad for what I did there, and this corroborates what I stated here before, native pubs = casual fest (disregard IG, ofc), and it's really god for that. Just that.

My 5 cents.   :oops:
Title: Re: C-Rpg Classic
Post by: Tristan_of_Erzoth on December 30, 2014, 09:54:44 pm
Native is way too easy IMO. I'm like an average level cRPG player but when I got on the US_GK siege or TDM servers I'm always toping the score boards. The players there are just terrible and the only ones that are any good are just plate crutching with a 2h sword while s keying(which isn't even difficult to beat). Only deaths I usually get is from the ranged shooting me to death.
Title: Re: C-Rpg Classic
Post by: Teeth on December 30, 2014, 10:19:25 pm
The increasingly rare 2nd type are the ones that i am glad for, they get to be happy without exposing the native community to their own alien concepts of fun or balance - concepts that very few gamers would share.
cRPG has since its conception rivalled the pub population of Native and even overshadowed it for like two years straight. With 5-7 of the top 10 populated servers being cRPG for a long time I am sure the concepts of fun and balance were never all that alien. I do not deny cRPG has catered more and more to its core of extremely veteran players and has been made less attractive to the gamer passing by, but don't pretend that cRPG is designed for an extreme niche, it just died of old age for the casuals, probably after a longer time than anyone will actively play NeoGk Siege.

This discussion is better than ending up with the type of argument i realized we were getting into last page where we start inventing something the other person didnt say and then hilariously misinterpreting it to turn into a straw man: ''What you're saying is this...'', ''By your own admission...''. I saw things were gonna be like, so i made it like this instead. I'm a hero.
I did indeed make a reading mistake and I apologize for misinterpreting your point.
Title: Re: C-Rpg Classic
Post by: Leshma on December 30, 2014, 10:34:23 pm
Played some native with chase and lezard, NeoGK server is complete utter garbage, unplayably laggy why is there 200 players there.

There are two neoGK servers, the more populated one (with 150-200 players) is located in Turkey. The other one works much better. ZHG siege is cool, around 50-70 people in there but more skilled than neoGK scrubs. Only thing that could put you off is reflective damage when you teamhit someone. Wolfpack is cool TDM server, there are also two decent DM servers and of course, IG_Battlegrounds.

I play neoGK mainly because of high population, love that shit. Hopefully M:BG or Bannerlord will have servers and maps for 500 players.
Title: Re: C-Rpg Classic
Post by: karasu on December 30, 2014, 11:16:05 pm
that's the one I played I think, ZHG, way more fluid than NeoGK's, but still 0 skill. Literaly only one player there knew how to feint and block.
Title: Re: C-Rpg Classic
Post by: Grumbs on December 31, 2014, 12:10:47 am
cRPG has since its conception rivalled the pub population of Native and even overshadowed it for like two years straight. With 5-7 of the top 10 populated servers being cRPG for a long time I am sure the concepts of fun and balance were never all that alien. I do not deny cRPG has catered more and more to its core of extremely veteran players and has been made less attractive to the gamer passing by, but don't pretend that cRPG is designed for an extreme niche, it just died of old age for the casuals, probably after a longer time than anyone will actively play NeoGk Siege.

You say the game died because it is old, well why is that not the same for native? I believe a problem with the current game is that it is not "retirement" friendly anymore, and retiring is one of cRPG's original selling points. To level up a new character and try to accumulate "endgame" gear in the process. People already have their looms and you can make a lvl 35 STF (even my main who has 350 mil XP is only lvl 37, and I have to make builds like 21/25 to use up the points efficiently) and you can respec every 7 days for free. I think there needs to be some incentive to "grind" to keep the servers populated, although it doesn't interest me much. Its one of the draws of "cRPG" besides the better balance. Besides the balance though the difficulty is a bit too high now imo. Games that balance around the best players can make the barrier to entry too high. There should probably be more viable ways for medium/poor/newbie players to have some enjoyment in the game without discouraging them from learning melee. The melee combat is a bit too unforgiving imo in a "twitch/ping/hardware" way and there isn't much incentive for the vets to stay around either when you feel like you peeked already or are bored.

You heard of the pareto principle? It works in gaming too. The top 20% players negatively impact the gameplay of the lower 80%. Thats why games with high skill floors as well as high skill ceilings have shrinking populations. You gotta have ways for the 80% to lower the impact of the top 20% or at least have them focus on goals outside of the current gaming session.

I'd be tempted to offer more loom points each time you retire, move the STF level lower and/or make the free respec less frequent. People need goals in the game again. My goals were always to try to get better at the gameplay, but even that isn't that appealing now. I feel like I already peaked and I don't find the melee combat that engaging atm
Title: Re: C-Rpg Classic
Post by: Teeth on December 31, 2014, 01:20:12 am
You say the game died because it is old, well why is that not the same for native?
Well, I can think of two reasons. Firstly, because Native doesn't have such a concentrated community where all the good players share the server with the noobs. Because the experience is so awesome or because the experience is grindy, people tend to play this game for a long time and get very good. Casual gamers get thrown in with a playerbase with very high average skill, add to that better levels and gear and you have one scarecrow for casuals. I know from experience that a huge part of the pub playerbase of Native are either new players or very casual players, because well, they mostly suck. In Native you join a no teamdamage siege server and you instantly get a server with very few veterans.

Secondly, the accessibility probably plays a huge role. Buying this game in a Steam sale and joining a server is a whole lot easier for the casual than downloading a mod and creating an account. Besides, I still maintain that the name cRPG is terribly chosen, I know it scared me off from trying it for a long time because I pictured it as something else entirely. Warband has been sold over a million times. How many of those people do you think made it into a Native server compared to a cRPG server? I imagine Native stays alive due to its playerbase being at least 10 times as big. Most of cRPG's playerbase logged on a retarded amount of hours, but the amount of players was never that big. I imagine Native has way more people with way fewer hours. Would be nice to read some numbers about unique monthly log-ins or something.
Title: Re: C-Rpg Classic
Post by: UnholyRolyPoly on December 31, 2014, 01:26:23 am
CRPG died.... because battle turned into a giant duel server.  There is no teamwork.  There is not balance.  It's a bunch of agi 2h running around thinking they're bad because they can swig fast. 

Removing archery etc.... killed the mod.  Think about it.  We nerfed archery into the ground.  Within a few months the mod went from like 60-80 people a night.... to 20.  It's not a strategy, fighting, team oriented game anymore.  Now it's just dueling.  They should have just created a FFA server for people who didn't want to use tactics.  I use to play this game and enjoy it on multiple levels.  I enjoyed having to protect myself from ranged etc.  Now.... you just charge and fight.  It's a pure action game.  And when they removed the teamwork aspects.... clans died... and the rest is history. 

The retirement system might have been the initial draw for new players.  But the teamwork aspects kept people playing.  All the players who bitched because they couldn't charge their 15-27 agi 2h builds in light/medium armor directly into the fight because of ranged.... got their way.  Mods dead. 
Title: Re: C-Rpg Classic
Post by: Lezard on December 31, 2014, 01:27:41 am
I personally stopped playing cRPG due to the low population and becuase too many skilled players stopped playing, making it a lot less interesting. No patch and no recent change made me leave the mod.

If you play native and you consistently want to face good players, your only options are IG battlegrounds and the ludus duel server as far as I know. Been playing there myself a tiny bit recently to satisfy my Warband needs. Still, not everyone playing there is a good player of course. You will enjoy your time there if you like a competitive playground, though I think most people who try their luck on IG GTXs after a few rounds

The reason native is alive and kicking is obviously beucase it's the default module for the game and the most balanced playground for veterans and newer players. There's also a lot more server options for new players who might not want to end every map at the bottom of the scoreboard. Native is basically a medieval counter part of Counter Strikes in a sense, and we all know how timeless CS is.
Title: Re: C-Rpg Classic
Post by: Renegat on December 31, 2014, 02:09:57 am
As far as I'm concerned, this mod population is just getting lower because of three main, and easy to fix/change facts : (i'll make space around each fact so that maybe someone who actually have an influence on this mod can see it)


- Half of the maps proposed on EU1 or EU2 are just fucking bullshit, we fucking complain about some of them for months/years and they are still in and appears too much (if you want examples i have plenty). If you don't know what map to put, just give us the original native maps, they are much better than most of those we have today


- The servers are fucking laggy for months, especially EU1. It used to be fine before but for like 2 months the servers are lagging hard


- Just FUCKING remove rain and night ! Who fucking enjoy playing with rain or night time? This should have been removed since 2010


Just do something about those three things and i'm sure we'll get much more players, maybe not new players, but at least those who are currently playing won't quit after 10 minutes gaming because there's a shitty map on or night time.
Of course, there are some other problems like the fact that agi based build players are just levelling down this game or that archers are overnerfed (some of them do less than 10% damages, pretty pathetic). But the priority, imo, is to fix the three points above.

PS : Players who are not playing at all or who are playing agi 2h should have some sort of badges on their character description, so that i could know easily what posts i have to skip
Title: Re: C-Rpg Classic
Post by: Leshma on December 31, 2014, 02:21:27 am
IT'S ALIVEEE!!!

No, it's not. It is very dead, to the point where having intercourse with it becomes disgusting. This mod has gone a long way, but like all bad things, this mod has to die.

Darn holidays time and you can't fill a server lol. Does anyone remember when you had to refresh server list in order to join EU1? Me neither...
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 31, 2014, 04:33:21 am
For it to be fair I think you have to consider eu3 as the ludus and eu1 as IG_Battlegrounds but that's not the gem of native, it's matches. IG isn't that bad after they introduced arbitrarily restrictions for amount of cavalry and archers. Either way native is still alive and well (the only part that matters: the competitive scene, the players who aren't garbage and care about the game)
Title: Re: C-Rpg Classic
Post by: Smoothrich on December 31, 2014, 08:48:52 am
Honestly my experience and probably a vast majority of players new and veteran alike log into the one battle battle server and it's a shitty hill infested camp map with cav raping your spawn and spectating a poor aim camping crossbowman exchanging fire with kiting weapon dropping archers scrounging for arrows and you quit from boredom especially without multis going.

Just have a good maps with respawns and the game would be worth looking at sometimes outside of nonexistent good Strat battles. Just add Strat capital city maps to a modified Siege server or something.
Title: Re: C-Rpg Classic
Post by: Akronus97 on December 31, 2014, 10:02:35 am
I wouldnt even blame weather for players leaving this mod. People complained about it so often already: If you create new game mechanics you should also try to make them ..... well realistic. 1h cav hit boxes, 2h stab, ghost range and many other issues. And now we sadly have this chain reaction of people leaving the game :( 
Anyone wants to bet how many players are going to play crpg next christmas?^^
Title: Re: C-Rpg Classic
Post by: Gurnisson on December 31, 2014, 12:10:05 pm
Leshma, you believe it should be much easier to fill servers at christmas? Ain't nobody got time for that
Title: Re: C-Rpg Classic
Post by: Chasey on December 31, 2014, 12:42:24 pm
I've stopped playing because everybody else has. Its not fun for me to play when there's only 20 people on a server and I believe this to be the same for most people.

So I have a suggestion, Vanguard was most active when we did a clan event. Which was basically, we just set a time for everybody to be on and we all played. Why not just do the same here but on a bigger scale. For example we set a time, like Sunday at 6 and try to get as many people as possible to turn up to eu 1. Tell all your clannies all your friends, people that have quit etc. I'm sure we could get at least 80 people for a few hours. You never know it might even re-ignite some peoples passion for the game, to play again on a full server.

Tell me what you think, could try and get devs to give some incentive for people to turn up, like double xp/gold or no upkeep etc. Anything to bring a bit of life back into the game.

Title: Re: C-Rpg Classic
Post by: Teeth on December 31, 2014, 01:08:40 pm
With a weak playerbase it is indeed not a bad idea to concentrate people's playtimes by setting happy hours or something, or just announcing a time. Coordination problems might cause a server to rarely reach a decent population, but if everybody knows that there is a point in time to expect others to play, you might suddenly have a full server again. Even something like double xp could work. It wouldn't motivate me and many others to play because of the xp, but because everybody expects people to be motivated to play it creates a focal point.
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 31, 2014, 01:10:28 pm
Speaking about happy hour, mercenaries mod has that I think at 18.00 to 19.00 every day and it usually gets the server from 30-40 players to around 80 or more.
Title: Re: C-Rpg Classic
Post by: Leshma on December 31, 2014, 01:26:57 pm
Mercenaries mod isn't dead? Average population of 30-40? That's better than cRPG.
Title: Re: C-Rpg Classic
Post by: Grumbs on December 31, 2014, 01:35:01 pm
They could add "Legendary" items in that take about 10 loom points to make without making it play to win. Like a unique Katana with slightly different stats (some + some -) and a unique look. I know a lot of people used to play cRPG just to level up and retire, but there is no point to do that anymore when people already have tonnes of looms and the armoury. With the STF level at 35 (higher than retirement I believe) there is also a deterrent to retiring since the servers are filled with high level guys. Free respec every 7 days also reduces the need to level up alts when you're bored. There are good sides to high stf and free respecs, like balance and fun gameplay but it does take something from the mod at the same time imo. Maybe just adding the legendary items would be enough

Happy hour sounds like a good idea too, or tripple xp on Friday evening or something with tankards enabled
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 31, 2014, 01:54:34 pm
Mercenaries mod isn't dead? Average population of 30-40? That's better than cRPG.

Not dead at all. The mod is not even bad, I'd go as far as to say that mercenaries has better balance than cRPG simply by sticking more to native stats. I wish they'd implement upkeep though, it's kinda annoying having lots of people running around in full plate with no consequences. Maybe if they'd implement how armor is weaker, as in cRPG it'd be better too.
Title: Re: C-Rpg Classic
Post by: Algarn on December 31, 2014, 02:06:05 pm
I've stopped playing because everybody else has. Its not fun for me to play when there's only 20 people on a server and I believe this to be the same for most people.

So I have a suggestion, Vanguard was most active when we did a clan event. Which was basically, we just set a time for everybody to be on and we all played. Why not just do the same here but on a bigger scale. For example we set a time, like Sunday at 6 and try to get as many people as possible to turn up to eu 1. Tell all your clannies all your friends, people that have quit etc. I'm sure we could get at least 80 people for a few hours. You never know it might even re-ignite some peoples passion for the game, to play again on a full server.

Tell me what you think, could try and get devs to give some incentive for people to turn up, like double xp/gold or no upkeep etc. Anything to bring a bit of life back into the game.

These events were great fun, I must admit. I'll always remember the Norman charge, and all this dust a few seconds after the beginning.
Title: Re: C-Rpg Classic
Post by: LordBerenger on December 31, 2014, 02:14:18 pm
The devs sorta tried this. Last Christmas, I think. Or the Christmas before that?

Whenever it was, they let players dick around with something like the original weapons and XP system of the mod for a few weeks. It was retarded and we all quickly remembered why things changed the way they did.

No. It wasnt well populated because the devs ''marketed'' the Xmas mode weird and most ones thought it would only last for Christmas and thus a waste of time.

And ofc we had the ones who grinded quickly to get bows and rape the serv but that's another issue.

Oh and tons of NA dudes wanted to play iirc but the ping difference  (EU serv ) really discouraged them.


Regardless even if it was brought back i believe for most ones who wanted it back (moi included) that ship has sailed.
Title: Re: C-Rpg Classic
Post by: Leshma on December 31, 2014, 02:28:27 pm
Whole point of that event was to show us that we are wrong.
Title: Re: C-Rpg Classic
Post by: Xant on December 31, 2014, 02:53:04 pm
The "xmas cRPG" was the full-retard cRPG, though. I think it was shit, and again, think early 2011 cRPG was the best version of cRPG ever.
Title: Re: C-Rpg Classic
Post by: Teeth on December 31, 2014, 03:25:13 pm
Not dead at all. The mod is not even bad, I'd go as far as to say that mercenaries has better balance than cRPG simply by sticking more to native stats. I wish they'd implement upkeep though, it's kinda annoying having lots of people running around in full plate with no consequences. Maybe if they'd implement how armor is weaker, as in cRPG it'd be better too.
Really? Now I respect and agree with the opinion that Native has better balance from a competitive play standpoint. But when comparing the pub gameplay of Mercenaries with cRPG pub gameplay, the balance is absolutely terrible in Mercenaries. You can take one look at any weapon class item list and spot severe inconsistencies, which is a lot harder in cRPG.
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 31, 2014, 03:35:20 pm
Perhaps you're right but what does "spotting severe inconsistencies" mean when as in cRPG there's only 1-4 weapons for each class legitimately used if you want the best advantage, lol. At least I can play cavalry in mercenaries without crying about how terribly balanced it is so maybe I'm biased in that standpoint :lol:
Title: Re: C-Rpg Classic
Post by: Teeth on December 31, 2014, 03:49:46 pm
I find that the amount of viable weapons is very high in cRPG and I can pick nearly any weapon aside from the peasant ones and my performance won't differ much from any other weapon. I have played a large variety of classes over the years in cRPG and a lot of builds all over the spectrum and somehow I always end up with a K/D in the same range. Last time I played Mercenaries there were a few weapons and classes that stood out head and shoulders above others, both stats wise and actual performance wise.
Title: Re: C-Rpg Classic
Post by: Penitent on December 31, 2014, 04:26:08 pm
I've been playing "Napoleonic wars".  There are a lot of players, and the costumes are hilarious.  Also, most people suck at melee so I'm all of a sudden awesome.  I love it.
Title: Re: C-Rpg Classic
Post by: LordBerenger on December 31, 2014, 04:34:24 pm
I've been playing "Napoleonic wars".  There are a lot of players, and the costumes are hilarious.  Also, most people suck at melee so I'm all of a sudden awesome.  I love it.

And theres awesome musicians classes, TNT and you can build cool stuff. And ship battles
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 31, 2014, 04:45:55 pm
I find that the amount of viable weapons is very high in cRPG and I can pick nearly any weapon aside from the peasant ones and my performance won't differ much from any other weapon. I have played a large variety of classes over the years in cRPG and a lot of builds all over the spectrum and somehow I always end up with a K/D in the same range. Last time I played Mercenaries there were a few weapons and classes that stood out head and shoulders above others, both stats wise and actual performance wise.

Does seem that mercenaries follow the rule of more expensive = better, generally. cRPG somewhat follows that but most of the top 20 weapons are all okay, but they're standing out there too, depending on different playstyle. Heavy bastard sword/longsword, Miaodao/dadao, goedendag and mallet are the only 2h viable to me. But sure, I bet I'd be able to follow the same K/D no matter what weapon, but I don't think that's a good incentive on what a good weapon is. It's always top tier, or the e-sport scene that decides how balance should be made but as long as everything is balanced evenly or has pretty much the same stats it's kinda irrelevant. Mercenaries I'd say follow the same lead for me, I picked 2h as an example but it'd work the same for 1h (arabian, nordic war, scimi, military hammer or most balanced axe in terms of speed & damage)
Title: Re: C-Rpg Classic
Post by: San on December 31, 2014, 05:06:55 pm
I'd at least hope there are a variety of good items to use instead of a top 3 or something like that.
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 31, 2014, 05:41:39 pm
I'd at least hope there are a variety of good items to use instead of a top 3 or something like that.

Yeah don't get me wrong I really like that and especially important they don't really bring any significant disadvantage because they're only different by just a small amount of damage or speed. It's in line with what's cRPG's biggest selling point, unique builds. Those weapons I pointed out were simply the strongest from my perspective, while others may think that there are better choices.
Title: Re: C-Rpg Classic
Post by: Mr.K. on December 31, 2014, 05:44:53 pm
Heavy bastard sword/longsword, Miaodao/dadao, goedendag and mallet are the only 2h viable to me
1h (arabian, nordic war, scimi, military hammer or most balanced axe in terms of speed & damage)

That comes mostly down to your playstyle and not a inherent imbalance between the weapons. For me the longer weapons, like Greatswords and Great Bardiche work much better nowadays than my old trusty HBS. 1H again depends a lot on your playstyle and the opponents armor levels. For EU1/2 there are lots of good options from slow cleavers to fast liuyedao and longer ones like ACS/NCS. For heavier armors you have the steel pick, warhammer, spathovaklion and so on. Against shielders you want an axe. I think the weapons are really well balanced right now in cRPG and I doubt anyone quit because a certain weapon they want to use is not strong enough...

Classes however are strangely balanced atm. For example archery is just totally fucked up right now when there's exactly two builds you should go for and if you go any other route you've gimped your ranged abilities. Personally the biggest problem for me is the formerly anti-cav class of throwing made totally ineffective against cavalry, but quite strong against infantry (especially with low player numbers). This I'm sure in part lead to the nerfing of heavy cavalry which nowadays is made of paper.

There are some other oddities but for a player that has played this mod for almost three years now it seems the balance is better than it ever was. Why are we losing players then? I think there's a couple of reasons. First being the repetitive gameplay on EU1/EU2 where the map dictates how the game is going to play out. More freedom for tactics and better implemented conquest mode would make everything much less predictable. Secondly we reached the tipping point as some have already mentioned; Lots of people enjoy the massive battle feeling we used to get a year or two ago and now that it rarely happens people quit more easily when they aren't doing well which leads to the population getting even lower which just makes the problem worse.

To stay alive for a while longer I really think we need some specialty events. It could be just that we decide to join the servers at a specific time or it could be themed nights every two weeks or so where the devs (or someone trusted by them) would basically force people to play with certain gear. I know a lot of people might object to that, but I'd find it a lot of fun to roleplay a faction with crpg balance every now and then.
Title: Re: C-Rpg Classic
Post by: Leshma on December 31, 2014, 05:55:37 pm
Long weapons works better because of high average agility and athletics skill and of course, higher average wpf. If you have enough agility and wpf, even the slowest weapon becomes fast enough.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 31, 2014, 06:12:11 pm
Long weapons have always been the best because not only do they have range but usually they have the highest damage on top of that. Speed only does so much, someone who can block will probably block no matter the speeds, hold attacks are the sneaky ones that go past guards and they can be done with slow weapons aswell as fast ones.
Title: Re: C-Rpg Classic
Post by: Shemaforash on December 31, 2014, 06:36:55 pm
That comes mostly down to your playstyle and not a inherent imbalance between the weapons. For me the longer weapons, like Greatswords and Great Bardiche work much better nowadays than my old trusty HBS. 1H again depends a lot on your playstyle and the opponents armor levels. For EU1/2 there are lots of good options from slow cleavers to fast liuyedao and longer ones like ACS/NCS. For heavier armors you have the steel pick, warhammer, spathovaklion and so on. Against shielders you want an axe. I think the weapons are really well balanced right now in cRPG and I doubt anyone quit because a certain weapon they want to use is not strong enough...

I'm not entirely sure what's the best as 2h after the level change but I'm sure it'll still be more or less the same, the great bardiche is too slow to be a good choice and it doesn't really bring more damage than the miaodao.

You don't need to counter shields with weapons because blocking in the first place shouldn't be the reason you died. Why do you need to break the shield? Why not simply outplay them, if they turtle behind their shield for a minute they're not even playing the game but rather being useless and they're making you useless. Shield is only bought for focusing on combat deeper by ignoring manual blocking, blocking arrows + panic blocks in emergency. That's why shields are better with better players, but still amazing for the newer ones. Either way, shield has never been a problem.

The steel pick, warhammer and spathovaklion doesn't provide more damage towards armor than a high damage cut weapon does, it's more inefficient and it's too short to use when you have massive kick range and majority of players using polearm/2h. The NCS is alright but there's no point using that rather than nordic war sword if you want speed, or ACS if you want reach.

While I agree that it comes down to my opinion it's also all the factors of gameplay taken in mind, as you already have "found flaws" in my ideas of the best weapons we can criticize it forever but I still don't see why you'd choose any other weapon than those I listed.

Speed only does so much, someone who can block will probably block no matter the speeds

Speed is underrated, it catches people off guard when they're slightly hesitant or you abuse your armor and positioning to make the opponent glance. With a fast weapon such as heavy bastard sword it forces the opponent to always play fully focusing or they'll die quickly.


EDIT: I just launched cRPG for a few rounds, two people are on EU1. Guys? Mod is flourishing right g-guys?
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on December 31, 2014, 07:02:34 pm

EDIT: I just launched cRPG for a few rounds, two people are on EU1. Guys? Mod is flourishing right g-guys?

I was playing earlier but one can only stand so many rounds with 5 krems on your team doing jack shit in spawn while the rest of your team gets stomped by barabe. Was around 30 players then.
Title: Re: C-Rpg Classic
Post by: darmaster on December 31, 2014, 07:59:17 pm
"YE SORRY WE CANT HAVE FUN GRAVOTH iii SORRY YOU'RE THE ONLY ONE WHO CAN HAVE FUN [N]EGRO"

actual possible quote from a krems member
Title: Re: C-Rpg Classic
Post by: Akronus97 on December 31, 2014, 11:54:56 pm
I was playing earlier but one can only stand so many rounds with 5 krems on your team doing jack shit in spawn while the rest of your team gets stomped by barabe. Was around 30 players then.

Sorry dude, barabe seems to be the clan with just little member problems :)

Also, it can already ruin the fun if you have 2 or 3 trolls in your team when the server is so low on players. In the "old great times" nobody cared for trolls, they become even more annoying now due to the higher percentage of them on public.
The question is the following: How can we organise events effectively?
Title: Re: C-Rpg Classic
Post by: Teeth on January 01, 2015, 05:20:23 pm
Melee only is awful because both ranged and cavalry are required to deny movement and give a larger variety of classes a purpose, no doubt about that.
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 01, 2015, 10:38:05 pm
I personally stopped playing cRPG due to the low population and becuase too many skilled players stopped playing, making it a lot less interesting. No patch and no recent change made me leave the mod.

If you play native and you consistently want to face good players, your only options are IG battlegrounds and the ludus duel server as far as I know. Been playing there myself a tiny bit recently to satisfy my Warband needs. Still, not everyone playing there is a good player of course. You will enjoy your time there if you like a competitive playground, though I think most people who try their luck on IG GTXs after a few rounds

The reason native is alive and kicking is obviously beucase it's the default module for the game and the most balanced playground for veterans and newer players. There's also a lot more server options for new players who might not want to end every map at the bottom of the scoreboard. Native is basically a medieval counter part of Counter Strikes in a sense, and we all know how timeless CS is.

not to mention native has had a live and kicking competetive scene for donkey's years now .. something cRPG never had.

2 main reasons i stopped playing cRPG

1) Server is unplayably laggy - i play low armour agi builds, and even with the current lower playerbase, i am constantly seeing warping through people, animation cancelling, animations being speeded up, hits ghosting through people, all whilst i have a stable 25 ping. This lag made the entire experience unenjoyable.

2) Most of the good players left. It's no fun at all facing the same 5 good players on a server and repeatedly murdering the same 30 bad players. It was nicer when there were 20, 30 good players and 100 bad players.

3) (not a major reason but linked to 1 and 2) - I alt F4 every time rain comes on now ... it's no fun at all playing a 12/33 build with 8 weight armour, and when rain comes your class is completely nerfed into the ground, whilst some 33/12 tincan suffers no penalty because of it.
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 01, 2015, 10:47:40 pm
I've stopped playing because everybody else has. Its not fun for me to play when there's only 20 people on a server and I believe this to be the same for most people.

So I have a suggestion, Vanguard was most active when we did a clan event. Which was basically, we just set a time for everybody to be on and we all played. Why not just do the same here but on a bigger scale. For example we set a time, like Sunday at 6 and try to get as many people as possible to turn up to eu 1. Tell all your clannies all your friends, people that have quit etc. I'm sure we could get at least 80 people for a few hours. You never know it might even re-ignite some peoples passion for the game, to play again on a full server.

Tell me what you think, could try and get devs to give some incentive for people to turn up, like double xp/gold or no upkeep etc. Anything to bring a bit of life back into the game.

Triple XP Sundays between 1400-2200CET

Quote
They could add "Legendary" items in that take about 10 loom points to make without making it play to win. Like a unique Katana with slightly different stats (some + some -) and a unique look. I know a lot of people used to play cRPG just to level up and retire, but there is no point to do that anymore when people already have tonnes of looms and the armoury. With the STF level at 35 (higher than retirement I believe) there is also a deterrent to retiring since the servers are filled with high level guys. Free respec every 7 days also reduces the need to level up alts when you're bored. There are good sides to high stf and free respecs, like balance and fun gameplay but it does take something from the mod at the same time imo. Maybe just adding the legendary items would be enough

i always thought that would be a good idea - 4th level loom adds no stat bonus, but your weapon gets a unique name -- "Corsair's Red Tassel Spear", etc etc. Would have been a good XP/Gold sink if they'd done it. Can honestly imagine a lot of people retiring just to name their weapons.

You don't need to counter shields with weapons because blocking in the first place shouldn't be the reason you died. Why do you need to break the shield? Why not simply outplay them, if they turtle behind their shield for a minute they're not even playing the game but rather being useless and they're making you useless. Shield is only bought for focusing on combat deeper by ignoring manual blocking, blocking arrows + panic blocks in emergency. That's why shields are better with better players, but still amazing for the newer ones. Either way, shield has never been a problem.

actually fully agreed with something shema said here, very well said :P
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 01, 2015, 10:49:55 pm
(accidental 3rd post, i dont know how to delete this sry)
Title: Re: C-Rpg Classic
Post by: Leshma on January 01, 2015, 10:52:51 pm
As I previously said (and got massive amount of downvotes, per usual), they should implement new loom level and rebalance levels again so that higher levels than average become thing of the past. Everybody should be around the same level and people should retire their chars because that way things stay fresh and exciting.

Mod should again become about retiring, not reaching highest possible level.
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 01, 2015, 10:59:21 pm
As I previously said (and got massive amount of downvotes, per usual), they should implement new loom level and rebalance levels again so that higher levels than average become thing of the past. Everybody should be around the same level and people should retire their chars because that way things stay fresh and exciting.

Mod should again become about retiring, not reaching highest possible level.

at this point, the m0d is dead, no clever changes will bring it back to life. perhaps a new group of talented young coders will come along and mod a crpg 2 when bannerlord finally arrives (of course it would probably require the blessing of the donkey crew first)
Title: Re: C-Rpg Classic
Post by: Teeth on January 01, 2015, 11:21:35 pm
at this point, the m0d is dead, no clever changes will bring it back to life. perhaps a new group of talented young coders will come along and mod a crpg 2 when bannerlord finally arrives (of course it would probably require the blessing of the donkey crew first)
Yeah, put your hopes on a hypothetical mod team to create a hypothetical mod for a multiplayer you literally know nothing about yet, instead of on the spiritual successor that is being developed by the cRPG team.
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 01, 2015, 11:29:26 pm
Yeah, put your hopes on a hypothetical mod team to create a hypothetical mod for a multiplayer you literally know nothing about yet, instead of on the spiritual successor that is being developed by the cRPG team.

You're being defensive here. I don't have a lot of hope that, with their failed kickstarter, they will produce a particularly good game.
I think the mount and blade team, will produce a good game; their track record - i've liked mount and blade, and i've liked warband.
I think that a mod building upon (presumably) a good product (which hopefully bannerlord will be), will probably be more fun than a "spiritual successor".

Planetary Annihilation was a spiritual successor. Lord of the Rings War in the North was a spiritual successor. Elite: Dangerous, was a spiritual succesor. A lot of the time, spiritual succesors, are not as good as their original mods/games. A mod, however, is a lot easier to make than a game, and thus, a better chance of being good.

Although, of course I hope the spiritual successor game will be good.
Title: Re: C-Rpg Classic
Post by: Leshma on January 01, 2015, 11:39:10 pm
of course it would probably require the blessing of the donkey crew first

Of course not, crpg stands for computer role playing game. They don't own an IP, only IP that matters here is Mount&Blade. Mods cannot be protected as intellectual property, not a single part of it. Anyone can take cRPG system and freely implement it as a mod for any game.
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 02, 2015, 12:17:20 am
Of course not, crpg stands for computer role playing game. They don't own an IP, only IP that matters here is Mount&Blade. Mods cannot be protected as intellectual property, not a single part of it. Anyone can take cRPG system and freely implement it as a mod for any game.

ok, well cool, if indeed there are any talented modders in the upcoming bannerlord community, i look forwards to patronising their mod with my playtime! :)
Title: Re: C-Rpg Classic
Post by: Senni__Ti on January 02, 2015, 04:44:58 am
I do miss old crpg, but I don't want it instead of current.

I've stopped playing as I have imminent exams, will probably resume crpg'n afterwords. (need/want to finish that bloody 2h stab)
Title: Re: C-Rpg Classic
Post by: Leshma on January 02, 2015, 04:01:20 pm
You're being defensive here. I don't have a lot of hope that, with their failed kickstarter, they will produce a particularly good game.

I think they are capable of making a good game, but don't think they'll finish it in reasonable time frame. When they finally release the game, many things could change on the market.
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 02, 2015, 04:34:20 pm
I think they are capable of making a good game, but don't think they'll finish it in reasonable time frame. When they finally release the game, many things could change on the market.

I think it's fair to say warband has a fairly good stranglehold on the "niche" that mbg and bannerlord are trying to fill ..

.. i guess it will come down to how good bannerlord is, and whether it dominates the 2015/6 melee game market :)
Title: Re: C-Rpg Classic
Post by: LordBerenger on January 02, 2015, 04:56:32 pm
I hope it does, there are so many great mods atm but only really the singleplayer ones are worth it because the population doesnt matter. The great multiplayer ones are mostly in decline/dead. I could probably play singleplayer mods in warband indefinately, but need bannerlord to revive the multiplayer mod scene.

Last i played them Napoleonic War and PWMod usually got about 100-200+ players on a serv on average during prime time hours.
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 02, 2015, 06:06:50 pm
When was it? And what is this Napoleonic War mod you speak of? I only know of the official DLC/standalone/whatever

I never tried PWMod, sounded laggy and since i even lag on other stuff where other people seem fine i never bothered. But might be worth a shot, thanks for the reminder.

My main point is the multiplayer modding scene isnt so vibrant, a new mulitplayer mod doesnt get much attention whilst old ones may retain a following of sorts, i expect and hope for this to change when Bannerlord comes out and new mods launch.

i expect there will be a furor of giddy modders when bonerlord is released ... warband is one of the most modded pc games of all time .. i can imagine people will be excited to have some fun with it :P
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on January 02, 2015, 06:10:17 pm
i expect there will be a furor of giddy modders when bonerlord is released ... warband is one of the most modded pc games of all time .. i can imagine people will be excited to have some fun with it :P

What if its unmoddable though? gg
Title: Re: C-Rpg Classic
Post by: Krex on January 02, 2015, 06:52:29 pm
What if its unmoddable though? gg
They said that they use some other coding language thats easier to use for modders that python...
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 02, 2015, 07:02:48 pm
What if its unmoddable though? gg

definitely not unmoddable #insidesources
Title: Re: C-Rpg Classic
Post by: LordBerenger on January 02, 2015, 09:04:16 pm
Yay can't wait for the 100s of Game of Thrones mods huehuehue.........


This time hopefully someone makes a PWMod with guns and it gets popular (kinda like Frontier mod). Or a star wars MP mod that gets popular. Or a pirates mod.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on January 02, 2015, 09:15:12 pm
Or a star wars MP mod that gets popular. Or a pirates mod.

RIP Bear force 2, epicest of mods. All it needed was some regular updatings.
Title: Re: C-Rpg Classic
Post by: LordBerenger on January 02, 2015, 09:58:30 pm
RIP Bear force 2, epicest of mods. All it needed was some regular updatings.

And a better name for the mod. If they release it at the time of the next Star Wars movie they could get some extra attention from casuals possibly.

When was it? And what is this Napoleonic War mod you speak of? I only know of the official DLC/standalone/whatever

I never tried PWMod, sounded laggy and since i even lag on other stuff where other people seem fine i never bothered. But might be worth a shot, thanks for the reminder.

Not a mod but talking of the standalone DLC.

And PWMod is great if you can handle this.


*Heskey strolling peacefully around the beautiful lands of Calradia*
*Other player appears*
Other Player: ''HALT! GIVE MONEY OR DIE!''
Heskey: ''Wat? How do you give money?''
Other Player: 10...3....2...1
Heskey: ''WAIT!''
Other Player: ''DIE!''
*Heskey dies*
Title: Re: C-Rpg Classic
Post by: Voso on January 02, 2015, 10:17:33 pm
I miss the days of proximity xp. Where you had to be near people dying in order to get xp or gold. I remember flocks of peasants following around the top players, like Goretooth at the time, trying to level up when they go on one of their massive killstreak rampages.


Gameplay was much more enjoyable with this system, but it was changed because of archers complaining they were always too far from combat to get xp.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on January 02, 2015, 10:26:26 pm
And PWMod is great if you can handle this.


*Heskey strolling peacefully around the beautiful lands of Calradia*
*Other player appears*
Other Player: ''HALT! GIVE MONEY OR DIE!''
Heskey: ''Wat? How do you give money?''
Other Player: 10...3....2...1
Heskey: ''WAIT!''
Other Player: ''DIE!''
*Heskey dies*


Followed up by admin banning the guy for killing you. I heard that mod is shit because everything is enforced and ruled by admins so instead of making some sort of mechanic to make people not want to be a bandits they just ban them on the spot for trying.
Title: Re: C-Rpg Classic
Post by: LordBerenger on January 02, 2015, 11:08:16 pm
Followed up by admin banning the guy for killing you. I heard that mod is shit because everything is enforced and ruled by admins so instead of making some sort of mechanic to make people not want to be a bandits they just ban them on the spot for trying.

Nah. RDMing is bannable. You have to have a reason and can't just randoming. If you say halt and say show money and if they dont after a set amount of time or some other scenarios (war, someone stealing your horse) you may kill them.


I miss the days of proximity xp. Where you had to be near people dying in order to get xp or gold. I remember flocks of peasants following around the top players, like Goretooth at the time, trying to level up when they go on one of their massive killstreak rampages.


Gameplay was much more enjoyable with this system, but it was changed because of archers complaining they were always too far from combat to get xp.

And no upkeep as well. And i vividly remember that everyone was NOT running around in tincan armors so don't pull that crap you old school haters. There was a sense of accomplishment after grinding for your armor/weapons.


Title: Re: C-Rpg Classic
Post by: Teeth on January 02, 2015, 11:42:13 pm
And no upkeep as well. And i vividly remember that everyone was NOT running around in tincan armors so don't pull that crap you old school haters. There was a sense of accomplishment after grinding for your armor/weapons.
I vividly remember high armour being quite common among the high level players and old soak mechanics making it rather good. I remember this vividly because I had trouble damaging a lot of them with my first expensive weapon, the Long Hafted Blade.

Here, take a look at the state of the NA server in December 2010, same thing there.
Title: Re: C-Rpg Classic
Post by: Radament on January 02, 2015, 11:51:09 pm
I vividly remember high armour being quite common among the high level players and old soak mechanics making it rather good. I remember this vividly because I had trouble damaging a lot of them with my first expensive weapon, the Long Hafted Blade.

Here, take a look at the state of the NA server in December 2010, same thing there.
HOLY FUCKING MONKEY LAZERBALLS !

0:54
GIVE US THAT MAP BACK !! NAW.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on January 03, 2015, 12:04:13 am
And no upkeep as well. And i vividly remember that everyone was NOT running around in tincan armors so don't pull that crap you old school haters. There was a sense of accomplishment after grinding for your armor/weapons.

I vividly remember that basically anyone who had the money for plate was using plate. There was a shit ton of plate users. I was an agiwhore with armor worth around 5k at that time, and i clearly remember that every other death was to someone in plate.
Title: Re: C-Rpg Classic
Post by: Leshma on January 03, 2015, 12:06:03 am
Gameplay was much more enjoyable with this system, but it was changed because of archers complaining they were always too far from combat to get xp.

It was changed because devs wanted to change it. Don't fool yourself any change in this mod has been done because players asked so.
Title: Re: C-Rpg Classic
Post by: Leshma on January 03, 2015, 12:06:52 am
Followed up by admin banning the guy for killing you. I heard that mod is shit because everything is enforced and ruled by admins so instead of making some sort of mechanic to make people not want to be a bandits they just ban them on the spot for trying.

So I heard. Maybe it's time to try it myself, to see if what I heard is correct.
Title: Re: C-Rpg Classic
Post by: Algarn on January 03, 2015, 12:12:06 am
Don't fool yourself any change in this mod has been done because players asked so.

That's why archery and throwing got "tweaked" countess times, plus it's surely impossible to link the shitton of threads about ranged there are in balance discussion and the fact you always see the same people everytime asking for the same things to be done.
Title: Re: C-Rpg Classic
Post by: Leshma on January 03, 2015, 12:17:35 am
Those threads mean nothing, I'm author of 20% of bullshit written there. Weirdly, some of that crap served as inspiration for Tydeus. Devs won't make changes based on what random crybaby writes on forum. There's like 20 people who suggested things actively, when couple thousands played the mod.

Currently, archery and xbow is underpowered. But I don't see devs hurrying a patch to fix that. Even if nerf to ranged led to lower population.
Title: Re: C-Rpg Classic
Post by: Kalam on January 03, 2015, 12:25:18 am
These two make up my favorite memories of old c-rpg. Climbing on top of the tallest buildings I could. Jumping rooftop to rooftop with allies until we all slipped to our death. Wandering off to the edge of the map to explore the strange buildings that are flat and empty on the back like a Hollywood movie set.

Yeh, that's about it, really, in addition to proximity xp. The rest of cRPG classic can rest in it's grave, for all I care. Rose colored lenses &c.
Title: Re: C-Rpg Classic
Post by: LordBerenger on January 03, 2015, 02:54:40 am
I vividly remember high armour being quite common among the high level players and old soak mechanics making it rather good. I remember this vividly because I had trouble damaging a lot of them with my first expensive weapon, the Long Hafted Blade.

Here, take a look at the state of the NA server in December 2010, same thing there.

That was a weak proof. Less than 20% of the server population wearing tincan armor isn't much (and some might debate whether trans armor counts as plate or not).

And tincan armor actually working how it's supposed to be working....uwotm8


So I heard. Maybe it's time to try it myself, to see if what I heard is correct.

Can we set-up a TS server, a date and time, then see who can get banned the fastest? Make it into a proper event.

I may suck at it here, but i used to be really good at being banned on Native (7-man Teamkilling spree on IG before admin could hit the ban button, last words i saw were '...wow' before blackness), maybe my skills will be transferable to PWmod.

You better join a faction ingame or be prepared to get anal raped. And never go outlaw unless with a group of friends or you will get halted by whole server as soon as they see you.

And find a peaceful faction with a good defensive position near resources where you can grind easy gold as a serf/villager.
Title: Re: C-Rpg Classic
Post by: Shemaforash on January 03, 2015, 11:22:13 am
Can we set-up a TS server, a date and time, then see who can get banned the fastest? Make it into a proper event.

I may suck at it here, but i used to be really good at being banned on Native (7-man Teamkilling spree on IG before admin could hit the ban button, last words i saw were '...wow' before blackness), maybe my skills will be transferable to PWmod.
lmao I remember rporting you on IG forum and your friend for some shit
Title: Re: C-Rpg Classic
Post by: Akronus97 on January 03, 2015, 11:36:41 am
Pff, it is easy to get banned from IG Battlegrounds.

I said once for fun that I am gay. What happens? Instant Ban! KInda weird how they always have their rules "no racism, sexism, xenophobia" and so on, but what about homophobia?^^
Title: Re: C-Rpg Classic
Post by: Xant on January 03, 2015, 11:39:45 am

I said once for fun that I am gay.
Wow, what wit!
Title: Re: C-Rpg Classic
Post by: Leshma on January 03, 2015, 01:54:05 pm
Can we set-up a TS server, a date and time, then see who can get banned the fastest? Make it into a proper event.

I may suck at it here, but i used to be really good at being banned on Native (7-man Teamkilling spree on IG before admin could hit the ban button, last words i saw were '...wow' before blackness), maybe my skills will be transferable to PWmod.

Don't like to teamkill people. Only reason why I started doing that in cRPG is because it is ran by my old friends, admined by my old friends and I can't stand the fact them having any (virtual or not) power over me so I provoke them as hard I can before they pull out their virtual cocks to 'punish' me. It all started with that Erzengel fellow actually.

So yeah, bad behavior is cRPG exclusive. Won't taunt people in other mods or Native, because I have no bloody reason to do so.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on January 03, 2015, 02:33:57 pm
So the first thing you are set on doing in a new mod is to teamkill and get banned? And you are saying that the players of crpg has a bad mindset..
Title: Re: C-Rpg Classic
Post by: WarLord on January 03, 2015, 02:34:09 pm
But concepts of TKing wont be the same in PWmod right? All groups are in theory player-made, unless an oppressive admin decides that you cant do what you want and then the red mist descends.

Think of it this way, we'll be rising to take our rightful place at the top and *maybe* just maybe people will get irritated with us in the process. Sometimes folk just get mad around me and noone knows why xD. For example i just need to include the word '2hand' in a post and dat pussy warlord is guaranteed to downvote the post, dont think he even plays or posts here anymore, but he still prowls these halls looking for posts that diss 2hand to downvote. Reminds me of Chosen1 who still downvoted my every post for a week after he was permabanned and muted on my bait thread xD now that's dedication. They're like my apostles, they follow me everywhere and are eager to hear my every word :D

You are correct, it was all Drogbatime's fault for getting me in trouble, not my fault if i had mad TKing skills once he picked a fight with our whole team. He always avoided ban because he usually died in the process and looked like a victim.

Because every single of your posts is a guaranteed laugh, because, well, bullshit is funny, you know. You spend so much time writing bullshit in the forum while I play the game and have fun. Ye, mod will eventually finally die in a few months, so what? I still enjoy playing it, and when I'm dead ingame, I laugh about your posts and downvote them.

 :)
Title: Re: C-Rpg Classic
Post by: WarLord on January 03, 2015, 04:59:33 pm
Here, I make a little list for you:

- I play str-based-builds (27/18 atm which I consider high agi; my favorite until now was 36/9 or 33/12 though)
- I play all kind of classes and I am equally good as 1h/shield, 1h, 1h cav, polearm and 2h
- I never voted for an agi-buff
- I never played an agi-build (except 21/24 for two few weeks after the "revival patch")
- I never really qq'ed much about ranged (not more than any other melee player at least)

So, tell me, whats all your rant about? I really can't link myself to your hatred towards agi and the 2h class.

Only thing I know is, that you are an very average player (if at all) who constantly rants about balance, 2h, agi, etc and so on, because you search for an excuse for being an if at all average player in this mod. You suck and you know it, and you desperately search for reasons why you are bad, and all you find is that

others have OP class
others have OP gear
others have OP ping
others have OP build

while the only thing that makes other players better than you is because they are better than you. Get over it  :wink:

Title: Re: C-Rpg Classic
Post by: StonedSteel on January 03, 2015, 06:29:24 pm
Here, I make a little list for you:

- I play str-based-builds (27/18 atm which I consider high agi; my favorite until now was 36/9 or 33/12 though)
- I play all kind of classes and I am equally good as 1h/shield, 1h, 1h cav, polearm and 2h
- I never voted for an agi-buff
- I never played an agi-build (except 21/24 for two few weeks after the "revival patch")
- I never really qq'ed much about ranged (not more than any other melee player at least)

So, tell me, whats all your rant about? I really can't link myself to your hatred towards agi and the 2h class.

Only thing I know is, that you are an very average player (if at all) who constantly rants about balance, 2h, agi, etc and so on, because you search for an excuse for being an if at all average player in this mod. You suck and you know it, and you desperately search for reasons why you are bad, and all you find is that

others have OP class
others have OP gear
others have OP ping
others have OP build

while the only thing that makes other players better than you is because they are better than you. Get over it  :wink:

hmm

HMMMM

so, u were high str, until agi patches...then you took more agi...like everyone else did....hmm, i think the hatred towards agi is justified.

See i am also someone who constantly bitches about balance and agi and 2h. thing is i top the board constantly...i cheat to do it too, moderate str, high agi, full plate, weapons like bec and longbard.

and yes, sometimes, i feel pretty cheap doing it, cuz it IS op as fuck...so why do i do it?

cuz : others have OP class
others have OP gear
others have OP ping
others have OP build

I used to be like Heskey when i first joined, just playing around for fun. Then i had enough of getting shit on by players "worse" than me. So i took what the heroes were using and voila, i was a hero too.

Only thing I know is, that you are an very average player (if at all)

You should be careful who you accuse of being shit, they may just snap one day, take your exact build and gear, and find that they outdo you with it.

Cuz lets face it, being great at crpg is not about being skilled at warband...its about picking a great build with gear to match. which is patch dependent, some of the builds i used to rape with, simply dont work now thats its a AGI ONLY mod.
Title: Re: C-Rpg Classic
Post by: WarLord on January 03, 2015, 06:41:16 pm
hmm

HMMMM

so, u were high str, until agi patches...then you took more agi...like everyone else did....hmm, i think the hatred towards agi is justified.

See i am also someone who constantly bitches about balance and agi and 2h. thing is i top the board constantly...i cheat to do it too, moderate str, high agi, full plate, weapons like bec and longbard.

and yes, sometimes, i feel pretty cheap doing it, cuz it IS op as fuck...so why do i do it?

cuz : others have OP class
others have OP gear
others have OP ping
others have OP build

I used to be like Heskey when i first joined, just playing around for fun. i had enough of getting shit on by players "worse" than me.

Only thing I know is, that you are an very average player (if at all)

You should be careful who you accuse of being shit, they may just snap one day, take your exact build and gear, and find that they outdo you with it.

Cuz lets face it, being great at crpg is not about being skilled at warband...its about picking a great build with gear to match. which is patch dependent, some of the builds i used to rape with, simply dont work now thats its a AGI ONLY mod.

Maybe you should learn to read, I tried 24 agi for a few weeks, thats all. It was shit and useless and I've gone back to str.
Good god, really, learn to read.
Whatever, I will stop here, Heskey got his longed for post(s) from me, maybe he can die happily now, I don't know.
One last thing: I enjoy the mod and still play it (even if I am not as good as I used to be 3 years ago). But if you hate it so much, please just stop bashing and ranting in the forum. It's wasted time and energy you could use elsewhere.
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on January 03, 2015, 06:51:17 pm
Cuz lets face it, being great at crpg is not about being skilled at warband...its about picking a great build with gear to match. which is patch dependent, some of the builds i used to rape with, simply dont work now thats its a AGI ONLY mod.

Gear and builds only do so much. In this patch ive went with lower agi and to greater success, all builds work you just have to change up playstyles.
So if its not about being skilled would you say that a new player would have the same chances as an old player with the same gear? Obviously no, right? Because skill. Would an average player with looms and an agibuild top the scoreboards over a skilled player with no looms and str build? Doubt it, agi just makes them die quicker, they would probably benefit more from the survivability str could give them, as long as they stick with their team.


Nothing is op IMO, its all about preferences and playstyles. The reason agi can be strong is because you rely less on your team and can go solo duel while having the ability to run away if more enemies arrive.
Ping is barely an issue, ive seen people with 100 ping play extremely well, and top scoreboards. Ofcourse its an advantage but its also not very big, and as long as you are below 40 it probably doesnt matter whether you are at 10 ping or 40.
OP gear, only thing i can think of here is saracen guard armor being slightly more minmax with like 2 more BA than the rest for that weight. Other than that its all preferences and playstyles, peasant gear and plate can both be used well but in completely different ways, plate being the easier choice.
Title: Re: C-Rpg Classic
Post by: San on January 03, 2015, 06:52:04 pm
Strength wpf was buffed and agi wpf nerfed since the revival patch, so strength isn't disadvantaged at least for finally having good wpf levels with armor again. Balanced builds are probably best with its flexibility.
Title: Re: C-Rpg Classic
Post by: WarLord on January 03, 2015, 06:56:31 pm
Strength wpf was buffed and agi wpf nerfed since the revival patch, so strength isn't disadvantaged at least for finally having good wpf levels with armor again. Balanced builds are probably best with its flexibility.
Gear and builds only do so much. In this patch ive went with lower agi and to greater success, all builds work you just have to change up playstyles.
So if its not about being skilled would you say that a new player would have the same chances as an old player with the same gear? Obviously no, right? Because skill. Would an average player with looms and an agibuild top the scoreboards over a skilled player with no looms and str build? Doubt it, agi just makes them die quicker, they would probably benefit more from the survivability str could give them, as long as they stick with their team.


Nothing is op IMO, its all about preferences and playstyles. The reason agi can be strong is because you rely less on your team and can go solo duel while having the ability to run away if more enemies arrive.
Ping is barely an issue, ive seen people with 100 ping play extremely well, and top scoreboards. Ofcourse its an advantage but its also not very big, and as long as you are below 40 it probably doesnt matter whether you are at 10 ping or 40.
OP gear, only thing i can think of here is saracen guard armor being slightly more minmax with like 2 more BA than the rest for that weight. Other than that its all preferences and playstyles, peasant gear and plate can both be used well but in completely different ways, plate being the easier choice.

Also, this.
Title: Re: C-Rpg Classic
Post by: Shemaforash on January 03, 2015, 07:27:19 pm
I tried 24 agi for a few weeks, thats all. It was shit and useless

lmao, biggest joke i've ever heard. I simply have no idea how you guys can settle for less than 21 agility and still enjoy playing slowmotion warband  :lol:
Title: Re: C-Rpg Classic
Post by: Akronus97 on January 04, 2015, 12:26:48 am
We shouldnt insult or blame each other for playing styles in a discussion, there is no point in it.

Also, it would be wrong to just say "crpg requiries no skill and so on...". Obviously other skills are necessary for warband native. A good crpg player doesnt have to be  a good warband player and the other way around. I met so many warband native players in the last time who just say that they are better than crpg players. I personally can just laugh about this. How are you supposed to be an amazing player in native if you play crpg all the time? Doesnt really make sense. Furthermore, I already saw many warband players coming to crpg and failing to be as good as they are in Native. Ofc the skill doesnt get lost if you change the module, but it is fucking DIFFERENT. Crpg just adds different opportunities in fight.




Cuz lets face it, being great at crpg is not about being skilled at warband...

Totally true, but this sounds as if the worth of "native skill" is higher...
Finally, balanced builds are still the strongest builds. There are many agi- players, but they dont rule the server constantly
Title: Re: C-Rpg Classic
Post by: WarLord on January 04, 2015, 12:28:22 am
You're welcome Heskey!  :mrgreen:

Now please let us ignore and downvote each other in peaceful coexistence, mod will eventually die anyway,
so why continue fighting. Make love not war and so on, peace out.  :D
Title: Re: C-Rpg Classic
Post by: WarLord on January 04, 2015, 10:02:25 am
I think coexisting and ignoring each other is good enough. We can leave out the downvotes, too.  :wink:

Title: Re: C-Rpg Classic
Post by: wayyyyyne on January 04, 2015, 11:36:19 am
All the time you're taking to type up those really elaborate ironic stabs, HESKEYTIME.

Also:I had no idea that my proposal to remove ballistas would agitate you that much. This is like the third thread you're bringing this up again completely out of the blue and unrelated to the thread itself. After weeks. You also still haven't learned how to read. 'ranged adds nothing to gameplay' isn't what I said.
Title: Re: C-Rpg Classic
Post by: Leshma on January 04, 2015, 01:24:51 pm
I think coexisting and ignoring each other is good enough. We can leave out the downvotes, too.  :wink:

Body of a tiger, mind of a pussy. Do not start what you can't finish. In fact, now you've inspired me to downvote every new post you make.
Title: Re: C-Rpg Classic
Post by: Akronus97 on January 04, 2015, 01:45:43 pm
Let the bitch-fight begin...
Title: Re: C-Rpg Classic
Post by: WarLord on January 04, 2015, 01:47:35 pm
Body of a tiger, mind of a pussy. Do not start what you can't finish. In fact, now you've inspired me to downvote every new post you make.

I couldn't give less of a damn  :lol:
Title: Re: C-Rpg Classic
Post by: Shemaforash on January 04, 2015, 02:21:57 pm
lmao thread ruined, now we all have brain damage
Title: Re: C-Rpg Classic
Post by: karasu on January 04, 2015, 03:21:29 pm
Love how this thread turned into Chamber of Tears material so fast.
Title: Re: C-Rpg Classic
Post by: Leshma on January 04, 2015, 03:23:46 pm
Only meaningful forum section right now. No patch, no announcement, not a word about M:BG future.
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 05, 2015, 01:53:08 am
yeah, i tried playing again today, EU2, 11pm gmt, 40 players on, and server is just unplayable laggy ..

.. usual stuff, people drifting through each other, animations being sped up or cancelled, blocks chiming like half a second after they've hit, blah blah, blah blah, usual lag.
can't play for more than 30 mins without rage quitting when it's like this .. :'(
Title: Re: C-Rpg Classic
Post by: Xant on January 05, 2015, 08:54:05 am
yeah, i tried playing again today, EU2, 11pm gmt, 40 players on, and server is just unplayable laggy ..

.. usual stuff, people drifting through each other, animations being sped up or cancelled, blocks chiming like half a second after they've hit, blah blah, blah blah, usual lag.
can't play for more than 30 mins without rage quitting when it's like this .. :'(
This has been happening for a very long time, but when I've played in 2014 it's felt even worse than in 2011/2012.
Title: Re: C-Rpg Classic
Post by: Jarold on January 05, 2015, 10:16:10 am
cRPG is more fun than Native to me because everyone is unique. They aren't clones with the same stats and slightly different items. I also enjoy cRPG more because Native kinda feels like a waste of time. Winning or losing doesn't matter unless you want personal satisfaction. There is no progression in Native, so after playing 1000 hours you are still just doing the same thing. Although, grinding is basically the same thing....

In short, I like games with progression. You can level up in cRPG, and invest more time in to gain levels while having fun! Plus you get to choose your own unique equipment setup. Native is kinda the same thing, but without any progression. Leaving me with the feeling that my time was wasted. So, I guess its just the illusion cRPG creates that I liked. Oh yeah! The community is great too, no joke.  :wink:
Title: Re: C-Rpg Classic
Post by: Shemaforash on January 05, 2015, 02:05:14 pm
cRPG is more fun than Native to me because everyone is unique. They aren't clones with the same stats and slightly different items. I also enjoy cRPG more because Native kinda feels like a waste of time. Winning or losing doesn't matter unless you want personal satisfaction. There is no progression in Native, so after playing 1000 hours you are still just doing the same thing. Although, grinding is basically the same thing....

In short, I like games with progression. You can level up in cRPG, and invest more time in to gain levels while having fun! Plus you get to choose your own unique equipment setup. Native is kinda the same thing, but without any progression. Leaving me with the feeling that my time was wasted. So, I guess its just the illusion cRPG creates that I liked. Oh yeah! The community is great too, no joke.  :wink:

I already responded to that but it's the same way that you'd perhaps compare Counter-Strike with Battlefield, except you gain a big advantage the more you play cRPG.
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 05, 2015, 03:03:37 pm
cRPG is more fun than Native to me because everyone is unique. They aren't clones with the same stats and slightly different items. I also enjoy cRPG more because Native kinda feels like a waste of time. Winning or losing doesn't matter unless you want personal satisfaction. There is no progression in Native, so after playing 1000 hours you are still just doing the same thing. Although, grinding is basically the same thing....

In short, I like games with progression. You can level up in cRPG, and invest more time in to gain levels while having fun! Plus you get to choose your own unique equipment setup. Native is kinda the same thing, but without any progression. Leaving me with the feeling that my time was wasted. So, I guess its just the illusion cRPG creates that I liked. Oh yeah! The community is great too, no joke.  :wink:

i dont like the grinding bit of crpg; i always thought there should be a hard level cap at 33 or something, but i really like the customisation aspect ... taking ~~20-30 hours of gametime to reach the maximum level is ideal IMO ... gives you a journey through your particular build/style ... you see the same people with their own unique looks etc etc ... best bit of cRPG IMO.

like so ...

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 :D
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 05, 2015, 03:37:20 pm
Yep, that was my fave bit too.

When i play native it's because i just want to play and enjoy some M&B, i'd like to win the round but it doesnt really matter if i do or dont. For lots of people crpg became about the grind, you want to win the round cos multi, you cant leave cos x5, you might rage quit because x1. When i played crpg the most it was when i was just playing DTV every night with my mates and didnt care about the grind, when i got into Strat etc it all became about retiring 16 times for max exp then getting a high level and grinding as much as possible. It just stopped being fun, set a grind target of lvl 34 but after i reached it i stopped playing for months without even testing my new 45 Str.

i dont think i ever grinded in crpg; i played strat because i enjoyed it, i always leave on x5's .. dunno, never been in to the grindy mindset really :P .. i get how some people do get into it though .. "got to have that better gear" etc :D
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on January 05, 2015, 03:58:00 pm
Satisfaction from finally grinding out X goal is pretty common in games, mmo's depend on this. Its not very uncommon, i do enjoy me some grinding from time to time.
Title: Re: C-Rpg Classic
Post by: Simon_Belmont on January 06, 2015, 07:32:55 pm
Wow, I definately learned a couple things thanks to this thread.

I recently played Native again, after such a long time. After playing for a couple hours for 2 days I found out that even if I sometimes find cRPG broken and stupid (sometimes even rageinducing, why I trashtalk so much in cRPG) I just want to go back to it whenever I play any other Warband MP PvP mod. Like someone above me said I like recognizing players because of their equipment, I like seeing people try weapons that don't get much love and being successful with them, I like knowing what I can expect from a player I have in front of me and making the most out of the equipment and the build I have against his. In Native I get none of that.

In every single map I took a spear and a shield and hoplited my way through, because people there suck at downblocking. Every weapon basically feels the same, polestaggering is stupid, armor clutching renders some 1 handers completely useless (Swadians 1 handed swords vs high armor). And of course, if you can't get past the first line of archers in Siege you are dead. So I'm forced to change to archer or I roll with tons of javelins and end up in close combat with a 2 hander that kills my soft body in 1 swipe (arrow rain support). And of course, the scoreboard looks no different from the cRPG one, but at least in cRPG the 2 handing hero that topscores can manually block, unlike in Native. And cRPG has no teamwork? lol Have you played Native? There's 0 teamwork, let alone melee support. Players just watch you die overpowered by numbers. And yet, I had fun. Yes, I was sick and tired of all the above but I found myself enjoying certain weapon types as I had never enjoyed them before in cRPG. Lifes are shorter but I usually kill more people in them.

I also tried Rome at War. I have to say, I had tons of fun. The Dev. team and clan members were really nice to a newcomer like me, gave me directions, weapons (really, my shield bugged and didn't spawn and a clanmember of Athenai gave me his inmediately) and told me when they events took place. The combat in that mod is also pretty fun, if you enjoy shield battles. Loads of pokey spears that can hit you from miles away and really short swords for very personal fights. Cav is almost non existant but can still wreck through formations if players are not aware and skirmishers (throwers) feel really satisfying due to the long wind-up animations which mean you can't just spam them with a guy chasing you. Archers are not so efficient but it is to be expected. The maps are nothing spectacular but it was enjoyable. 

tl:dr = I still think cRPG gives me the experience of what Warband was meant to be like, without the ugly cloth armor everywhere, the clumsy and unsuccessful teammates never letting off their RMB when playing 1h. + shield etc. and with tons of customization, skillful players (debatable for some), nice maps... But I was still able to enjoy Native and other MP mods regardless because the combat in Warband is just too fun. So I don't understand why all the hate against Native or cRPG come from. Each recreate their own thing = Peasant Wars (Native) vs Hero Wars. I enjoy cRPG more because I get used to my range and damage but Native is just as fun in another way. It's like comparing Warhammer 40k and Warhammer Fantasy Battle.
Title: Re: C-Rpg Classic
Post by: Switchtense on January 06, 2015, 07:40:13 pm
The customisation was definitely the best part.

I loved how I would run around the battlefield and recognise 80% of the people just by looking at the gear they use.

I always tried to stick to one certain outfit to get recognised as well, but after a few months I would always get bored of the armour and create a new set :D

However, the grindy bit was not too bad. I never went for looms or gold, that's why I always gave that shit away and lived on the breadline =D But I really enjoyed the moment of reaching the next level getting closer to finalising that build you have been working on for so long.
Title: Re: C-Rpg Classic
Post by: Leshma on January 06, 2015, 08:15:53 pm
Love when newmy old friends share their cRPG love stories :lol:
Title: Re: C-Rpg Classic
Post by: Simon_Belmont on January 06, 2015, 11:15:08 pm
Love when newmy old friends share their cRPG love stories :lol:

Funny coming from a edgy drama queen like yourself. Or did that hit too close to home, Leshma?
Title: Re: C-Rpg Classic
Post by: Shemaforash on January 06, 2015, 11:19:23 pm
meh, i understand where you're coming from but i'd never play anything but battle, duels or scrims in native. I'd rather play anything else than siege.
Title: Re: C-Rpg Classic
Post by: Leshma on January 07, 2015, 12:42:40 am
Funny coming from a edgy drama queen like yourself. Or did that hit too close to home, Leshma?

Actually, I can't stand shit that comes out of my keyboard these past few weeks. But current cRPG makes me so sad and I refuse to quit or take a break. Used to seeing this mod in much better shape with thousands of active players. This literally breaks my heart.

After today episode if I had shutdown cRPG button at my disposal, would certainly end its misery once for good.
Title: Re: C-Rpg Classic
Post by: Rebelyell on January 07, 2015, 12:47:50 am
Actually, I can't stand shit that comes out of my keyboard these past few weeks.
you are not alone
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on January 07, 2015, 01:09:43 am
Actually, I can't stand shit that comes out of my keyboard these past few weeks. But current cRPG makes me so sad and I refuse to quit or take a break. Used to seeing this mod in much better shape with thousands of active players. This literally breaks my heart.

After today episode if I had shutdown cRPG button at my disposal, would certainly end its misery once for good.

If anything you are just attempting to kill it further with your constant depressing posts.
Title: Re: C-Rpg Classic
Post by: Simon_Belmont on January 07, 2015, 12:13:31 pm
Actually, I can't stand shit that comes out of my keyboard these past few weeks. But current cRPG makes me so sad and I refuse to quit or take a break. Used to seeing this mod in much better shape with thousands of active players. This literally breaks my heart.

After today episode if I had shutdown cRPG button at my disposal, would certainly end its misery once for good.

Fair enough. But why are you so grumpy about it? You don't even play the mod anymore, do you? I think I see a pattern here. People leave, bash the mod and then hope they can forget about it before they miss it. If it dies, just let it die, but try to enjoy yourself while you can. Maybe it's because I am technically a newmy old friend that I can still enjoy cRPG, because I don't know any better. But has the mod really changed that much that you CAN'T enjoy yourself? I just can't wrap my head around that.

And to whoever compared cRPG's playerbase and Native's playerbase, that's not fair. Of course people will eventually go back to their roots. Native is easy to pick up and there are no significant updates or balance issues to fix. That's why mods take time and effort to polish, because they want to try something else. But, like everything, their novelty wears off eventually.
Title: Re: C-Rpg Classic
Post by: Xant on January 07, 2015, 12:52:31 pm
This literally breaks my heart.
If it literally breaks your heart, Leshma, you would be literally dead.

Title: Re: C-Rpg Classic
Post by: Blackbow on January 07, 2015, 09:57:21 pm
YEAH BRING ME BACK JUMP SHOT !!!
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on January 07, 2015, 09:58:14 pm
restart servers pls, laggier than ever today. My ping has gone up by 10 for some reason and crazy things are happening in melee. At this point i can melee more consistently in NA servers.
Title: Re: C-Rpg Classic
Post by: Corsair831 on January 12, 2015, 04:06:36 pm
restart servers pls, laggier than ever today. My ping has gone up by 10 for some reason and crazy things are happening in melee. At this point i can melee more consistently in NA servers.

this ^
Title: Re: C-Rpg Classic
Post by: POOPHAMMER on January 12, 2015, 04:47:09 pm
Bring back old cRPG. Bring back fun. Bring back ladders.


Title: Re: C-Rpg Classic
Post by: lombardsoup on January 12, 2015, 04:48:16 pm
Bring back old cRPG. Bring back fun. Bring back ladders.

I'm sorry but you'll have to wait until 2016 for fun
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on January 12, 2015, 07:24:24 pm
Bring back old cRPG. Bring back fun. Bring back ladders.

(click to show/hide)

If we get ladders they probably wont be the ladderpulting ones, allthought that was fun while it lasted it was fucking stupid aswell. Also old cRPG =/= fun.
Title: Re: C-Rpg Classic
Post by: lombardsoup on January 12, 2015, 07:49:47 pm
If we get ladders they probably wont be the ladderpulting ones, allthought that was fun while it lasted it was fucking stupid aswell. Also old cRPG =/= fun.

Until you've tossed dozens via ladderpult creations reaching to the sky, you don't know what fun is
Title: Re: C-Rpg Classic
Post by: Gravoth_iii on January 12, 2015, 07:54:38 pm
Until you've tossed dozens via ladderpult creations reaching to the sky, you don't know what fun is

I ladderpulted enough for multiple generations, i dont think anyone should have suffer through the madness.
Title: Re: C-Rpg Classic
Post by: LordBerenger on January 13, 2015, 12:30:44 pm
I ladderpulted enough for multiple generations, i dont think anyone should have suffer through the madness.

YUHateFun
Title: Re: C-Rpg Classic
Post by: Siiem on January 24, 2015, 12:38:21 am
Only meaningful forum section right now. No patch, no announcement, not a word about M:BG future.

.