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Messages - Kay of Sauvage

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31
Let's talk about the ability of ranged units to go wherever they want without care of needing allies to support them and offer protection. Archers move into unsupported positions on the flanks where they can shoot into the flanks of the enemy, and it's a big part of the imbalance problem.

Against cavalry, xbows aren't the problem.
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Throwers aren't the problem.
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Archers, on the other hand, can be all alone just fine, even against cav.
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So how about this? Make archers unable to draw and shoot while moving. They must be standing still to draw and shoot. Now if they are all alone somewhere without support, at least a cav can force them into a melee battle and not just get shot up at point blank range. This would help a little to discourage archers from being untouchable loners that surround enemy infantry from all different angles.

This also means it'd be harder for them to shoot while kiting infantry and doing any kind of point-blank shooting versus opponents. Plus they won't be dodging arrows while drawing the bow and will make themselves vulnerable to other archers while trying to shoot. So the biggest threat to archers may be other archers. And it'd finally give xbows something that archers wouldn't have, the ability to move and shoot.

32
I... I.... I don't know what to say. This is good! Although we are now meant to craft to get our equipment, instead of buying it, this would at least make it slightly possible for people to buy some stuff better. How about some way crafting could influence this?

I was thinking that crafting would count the same as buying. Crafting something contributes to rising prices for items in that tier and class (and lowering all other prices), same as buying the item from the market.

I was also thinking that it might be a good idea to lower the resell price you get when you sell equipment. It's already high enough that you can potentially make a profit by crafting with a high discount and then selling. I don't think it's meant to do that. It's meant to be just a way to recoup some money for equipment you don't want. Lowering it a bit more would eliminate any possibilities of people speculating on equipment for profit.

33
The problem:

Prices to craft things in Strat are out of balance, causing it to be way more cost effective to use cheap peasant gear. Heavy armor, horses, and high end weapons are a waste to use in battle.

Solution:

Make item prices be free-floating, relative to one another. Basically, this means as everyone purchases a lot of one item, it slowly raises that item's price and lowers the prices of everything else. What will happen is that the overused cheap peasant gear will continuously become more expensive, and the high-end gear will slowly become cheaper. This will continue until people start finding that the higher-end gear is finally pretty affordable and worthwhile. Prices will stabilize at a market-determined equilibrium point.


Now, there are some caveats.

1) There must be ratios that serve to indicate how rare an item should be on the battlefield:

If each item keeps falling in price until people start buying the item, it would eventually lead to there being equal quantities of each item being bought. For example, let's say there are only 2 items, peasant dress and black armor. If each purchase of one lowers the price of the other while raising its own price, the system will never reach a balanced price level until there is 1 black armor being bought for every 1 peasant dress. We don't want equal amounts of everything.

So to address this, we would first determine how regularly we would like to see each item on the battle field, relative to one another. Perhaps we would think it would be natural to have 1 black armor for each 30 peasant dresses used. So we then set a ratio for purchases of the 2 items so that for every 30 peasant dresses purchased or crafted, the price of the black armor falls and the peasant dress price rises. Similarly, each black armor purchased or crafted will lower the price of the peasant dresses and raise the black armor price. Hence the 30:1 ratio.

Now instead of dealing with just 2 item types as in my example, we're dealing with lots of item types. The ratios we determined can be thought of as an expectation of how rare each item should be. We could apply a rarity factor to each item. So if we have 100 item types, we can assign ratios of relative rarity (RRR? lol) to each item. So imagine a basket of 100,000 items of equipment to be used battle. What % of each item should go into the basket for a fun, varied, but balanced battle? 5 black armors per 100,000? 500 peasant dresses per 100,000. Etc.


2) The ratios indicating rarity must be on different tiers of items as groups, not on each item individually:

Just doing it this way presents another problem. That is, this method still forces people to buy each item eventually or else the price of some items would keep falling down to zero. If nobody buys a horseman's kite shield, the price will keep falling until they do buy it, even if they would normally prefer a very similar shield with similar quality. Basically over time, people will be buying every item in roughly the same ratios that we set for rarity. So you will see roughly 500 peasant dresses per 5 black armors.

To prevent this problem, we shouldn't set rarity ratios for each item individually. Rather, we should group the items into different tiers, and then set rarity ratios for each tier. For example, peasant gear can be in one group. Basic militia quality gear can be in another group. Up to the knightly top-class gear at the top. Again, just set ratios for each group so that you will achieve a desired mix of equipment to be used. Maybe 30% peasant gear, 20% militia gear, all the way up to 5% knightly gear.

3) Address worthless items that can potentially hurt the balancing:

Another concern here though, mainly concerning peasant items, is the potential for prices to be manipulated through practically worthless gear that can be bought in bulk just for the heck of it. Like stones, for example. These almost 0 cost items should either be left out of any tier (so their prices never change) or they should have their price raised to be at least in line with the rest of the peasant gear (so that buying in bulk to manipulate prices would never be cost-effective).



4)Additional possibility to further balance prices by having not only value-based tiers (peasant tier, knightly tier), but also weapon classes and armor types.

Lastly, even though these changes would make some high level gear affordable and automatically balanced in terms of price, there still will be imbalances with different classes of items. For example, all horses are currently too expensive to be cost effective for battle. So if the price of plated chargers comes down along with other knightly-tier items, cavalry will still never be affordable since even a sumpter or rouncey isn't even cost efficient.

So to apply this sort of free market balancing to fix this, I think it may be beneficial to also have additional tiers of items based on item classes. That is, horses, bows, head armor, body armor, 2-handers, throwing, shields, etc. each have their own tiers in addition to belonging to the hierarchical classes of peasant gear, militia, etc. So for example, all armors would be balanced so that for every 10000 chest armors bought, there should be 9000 foot armors, 9000 head armors, and 7000 hand armors. And weapon classes might be balanced so that 20% are bows, 10% are cav, 15% are 2 handers, 15% are 1-handers, etc.

Say for example a sumpter horse is in the peasant tier and the cavalry class. With prices horses being so prohibitively expensive, fewer horses will be purchased than expected, compared to other weapon classes (as cavalry should be considered a weapon class). So all horse prices will begin to fall until people find at least one of the horse types to be worthwhile. So basically, this change would force prices to drop until the class become viable.

If they buy a sumpter horse, that would start to push up the price on all horses as well as all peasant gear, while lowering the price of other equipment tiers and of other weapon classes. This means that the price of all horses increase, but the sumpter increases more than other horses since it is in both the peasant class and cavalry class. (Of course it takes a lot of purchases to have an effect though.) Over time, if the entire peasant tier of items were to rise in price because people still favor the value of peasant items highly, it can eventually make it so that the rouncey's price (probably in the militia tier) has fallen relative to the sumpter, so more people buy rounceys now.

What all this means is that things will be very dynamic. For example, bows seem to be dominating in strat right now. But if lots of people buy bows compared to other weapon  classes, the bow prices will go up. So people who were perhaps buying more expensive bows may find them less cost efficient and may switch to cheaper, weaker bows. This helps to slightly discourage bows if they are too popular. Or if few people are using 2-handers, the flamberge or whatever the ideal 2-hander is will come down in price. This will encourage more people to use 2-handers. Lots of weaker bows, a few 2-handers wielding monster weapons. It should balance itself as people look for good values.


Comments? Questions? Suggestions?

34
Game Balance Discussion / Re: End the free upkeep exploit
« on: November 11, 2011, 02:04:27 am »
Gotcha!   :rolleyes: :oops:
... 14 mounts heavy 1h cav experience.|I can do the same ..with a rouncey or desert horse but the fucking lame grinding to level 30 + is a good for schoolboys or nonworkers not for people with real life. I see a lot of guys with plate charger under 25 but most of them (97 %) are funny victims. Riding a slow plate charger with  plate armor under lvl 25  make your female char sexy , no more, no less .Ok a couple of archer noobs shit in her pants when they spot a mainbattle tank ;) thats fine, but the level 25 main battle tank  is far away from  "ultimative killing machine" state  . The easy plate charger bump killing days are over since 1 year.

Stop talking out of your ass.

35
Game Balance Discussion / End the free upkeep exploit
« on: November 07, 2011, 09:06:02 pm »
I'm really tired of the guys running around on plated chargers and wearing plate armor round after round because they exploit the 1st gen free upkeep feature meant for newbies. Why is this still in place?

Real newbies don't even have expensive equipment so how much does free upkeep help them? At least lower the maximum level that it is available for, like up to level 15 or so. Then with enough strength to wear plate won't have the agility to be riding a charger as well.

36
Sounds like you want cav map.

Nope. I just want variety. My favorite maps are close quarter city maps, the maps people describe as bad cav maps and yell at me for taking cav at the beginning of the map until they see the scores at the end...

37
Archers are pretty powerful but I don't know if it's OP.

What I don't like is the sheer number of bow and xbows I've been seeing. People say "OMG, so many cav" in the few times there is as many as 8 cav on a team of 50. At the same time, 8 bows/xbows on a team of 50 would be considered a low count. I've seen what looked like 50% ranged on my team shortly after the most recent patch.

A high cav count doesn't really change the game, because the more of them there are, the more they just get in each other's way, give polearms a field day, and end up getting slaughtered by infantry and other cav. But a high archer count seems to change the game significantly. The game becomes a matter of figuring out how to fight while avoiding the inevitable archer's nest.

But I think perhaps the biggest source of the abundance of archers is the fact that so many maps on NA1 are hills/mountains and villages. It seems like every map involves archers camping up on a house that isn't easily accessible, or they are standing on the side of a steep mountain that surrounds the map, etc. Archers can often go stand all alone somewhere off to the side to get flank shots because they can outrun any infantry that might chase them down, while the hillside, a melee weapon, and some simple lateral movements will protect them from cav.



So... maybe if they just changed the map rotation a bit so that archers are sometimes left with no structures to climb up onto, no mountain vantage points to shoot from, and they must stand down on the flat land with everyone else, then maybe there would be less archers. The ones who can't stand to be out of their comfort zone like that might be encouraged to play as something else.

38
General Discussion / Re: Which player(s) do you hate most?
« on: July 27, 2011, 06:30:03 pm »
I'm apparently very hated in-game. Though it hasn't happened for a while now, but there'd be times I'd be doing my own thing and eventually would get killed... Then some *dead* stranger who I don't even recognize or remember killing will express great pleasure in the fact that I finally was killed: "Yeah, F'in die you scumbag Kay! How do you like that!?" It's happened multiple times, each with different random strangers.

Even in vent, I'll gotten a few "F U Kay" 's from teammates after I've lanced them.

I've seen people cry foul regarding entire classes like cavalry, archers, turtles, "spamming" 2-handers, etc., but rarely is it directed at one person. I'll admit my style of play centers on putting enemies in impossible, frustrating situations, but does it really stand out that much from how other cavalry players play?

39
General Discussion / Re: Who is your favorite player?
« on: July 23, 2011, 06:31:29 am »
I'm not good at remembering names, so it wouldn't be fair for me to actually try to name the people whose style's of play I like because of all the names I'd miss. So I'll just describe the types of players I like.


I just like the team players that don't bitch and don't talk shit.

Most anybody carrying a pike is probably someone I like to play with. Pikemen are pretty much designed to work with others, both in protecting against cav and supporting the infantry melee.

I like the patient shielders that are happy to just push in with allies and wait for good openings to try to attack. Or they charge archers to force them to draw their melee weapons. But I'm not so fond of the ones that are so eager to get kills that they die long before their shield is destroyed because they are busy face-hugging and lowering the shield to attack even when a bunch of allies are trying to help.

I like allies who, when they notice me on my horse, try to keep the enemy distracted while giving me a clean shot to stab and run over the enemy while being ready with a followup blow of their own.

I like allies who look to see where other allies are going and know enough to make sure they have enough support before attacking. And those that fall back when outnumbered, or try to delay/slow the battle to buy time for the main allied force to win its battles. And those that make proper use of voice commands to warn and instruct allies.

40
General Discussion / Re: Someone introduce a market deflation.
« on: July 23, 2011, 05:42:25 am »
Well, the problem with that is, if you offer at the values that are advertised noone is buying them (at least not mine) so you are kind of stuck. Without selling you won't have enough money to buy what you want, but you can't go significantly under the price if you don't want massive losses.

Is your item something popular that people would want, or is it something not commonly used? Is the item you want something popular and in demand? Not all heirlooms are equal, even if they take the same amount of effort to acquire. So if you have something that's not so popular, you may have to accept that it won't sell for as much as the item you want. For example, I see a +1 light lance is listed for 250k while a +1 heavy lance is listed for 350k. In my opinion, the heavy lance is still a much better value. Even if the light lance were only 50k, I'd still only buy the heavy for 300k more.

Perhaps try setting the price to an amount that is lower than most other items at that heirloom level. So for example, if you are selling a sword, there may be a buyer who is interested in either gloves, body armor, or a weapon, and is looking to buy whichever of those is cheapest. And be realistic about how much you think people want your item, rather than believing there is a minimum price per heirloom level regardless of the usefulness of the item. I mean, nobody wants heirloomed stones except as a novelty item.

BTW, I've traded a +1 steppe horse for a +1 heavy lance. I just made a bunch of listings for all the items I'd be willing to accept for the steppe horse, plus a gold-only offer that was a decent amount less than any other horse.


I don't sell my heirlooms because I have no reason to, since I use them all on a daily basis. No one has offered me any money for my heirlooms, either (but this point is moot, since they're not for sale anyway).

The point I was trying to make was that you are not selling any heirlooms because you value them more than the amount of gold you could get for them. However, you would be willing to pay the current market prices for the heirlooms you want to buy, if you had the money, even though you say those prices are screwing people. So in reality, the fact that you're willing to buy but not sell at those prices indicates that those prices aren't too high.

I actually think there is a bit of a shortage on the market for armors with a decent upkeep cost. This is especially true for gloves. I bet someone could sell some heirloomed gloves for more gold than they would need to buy most of the weapons listed.

41
General Discussion / Re: Someone introduce a market deflation.
« on: July 22, 2011, 06:25:54 pm »
This is crazy. I've not bought a damn thing on the market for a month for the simple reason that people are asking tremendous prices for their heirlooms.

Back up a few months ago and you'd find an heirloom point running for 200k and a masterwork weapon selling for perhaps 400k or on the high end demand, 600k.

Now we're seeing x2 weapons selling for the old MW prices, and a SINGLE heirloom point selling for the price of the current x2 weapon (old MW prices).

I've been hoping to purchase a decent weapon on the market for a while, but I refuse to buy anything for the prices asked. Seriously, masterwork shashkas are not worth a million gold. Right now big players are the only people who can buy anything on the market.

I'm not saying "drop the prices so I can buy shit," I'm just asking for fair trade on the market, versus trying to screw each other over for a profit. I imagine everyone would benefit, and stuff would get sold faster.



We should ask you why won't you sell any of your heirlooms? The "high" prices people offer aren't enough to get you to part with them?

Well, that's the case for other people too. They want to acquire heirlooms, not sell them. They don't feel like those prices are "screwing people over" for profit, or else they'd be jumping at the chance to sell their own stuff (and thus cause a glut of competition to sell items, forcing prices down). Rather, it'll take a big offer to get them to sell.

If prices were to be forced down somehow, you'd probably find the bigger problem becomes that the items you want aren't for sale rather than the price being too high.

42
Game Balance Discussion / Re: how to truely balance cavalry
« on: July 03, 2011, 01:08:18 am »
I'm almost exclusively a cav player, but you'd be hard pressed to say the few comments I've made on balance issues in the past were anything but fair. I'm not interested in giving cav an unbalanced advantage, and I don't want to make other classes weak by comparison for some personal advantage. /disclaimer

First of all, when judging how powerful cav are, lets not even bother to count kills against players who wander around alone in the open not paying attention, or standing out in the open shooting their bow or xbow. The power of cav has nothing to do with it, and they will get killed as long as cav can move and attack. Likewise, getting attacked in the back isn't something that is related to cav power, unless you are talking about improving the sound in the game, which is a fine change if it is possible. But you can't possibly expect to nerf cav to the point where you won't be attacked in the back while you fight some infantry in front of you, at least not unless you plan to make cav so useless that nobody plays as cav...

Cav speed seems to be near minimum. Remember, much of what you see is the fastest horse (courser) with max heirloom and high riding skill. At low levels with the slower horses (Sumpter, steppe), an infantry can actually block the attack then slash the horse before it completes the pass, especially if the terrain is anything but perfectly flat. The lance many times will even glance off heavily armored foes at the low max speed of the slower horses. Even successful couch attacks, if you can get enough speed to do them, will not instantly kill armored foes. If you slow down the rest of the horses to these levels, it's going to be pretty ridiculous.

Cav maneuver could have room to be reduced without utterly breaking cav, but I don't see the need. An heirloomed courser with high riding still has a high turning radius at high speeds and must slow down a lot to make 90 turns into even into rather large corridors. At low speeds, they are still making passes (going in from one direction, exiting to another) rather than bouncing in and out from mostly the same direction like high maneuver cav can sort of do at slow speeds. For the high maneuver cav, that's all they have got going for them. They are much weaker and easily taken down by arrows (often making them a liability that will get you dehorsed in the middle of enemy territory), and less deadly because of less speed bonuses (and the weak lances depend heavily on speed to be effective).

Where I agree with "nerfing" is with the cav's ability to block attacks with a shield or weapon. The blocks extend too low, blocking some attacks that are clearly aimed at the horse and not the rider (or just the rider's legs). If it is impossible to change the hitbox size for blocking on horseback, maybe it is at least possible to raise the whole thing higher into the air when on horseback?



All in all, cav aren't doing anything that is overpowered to get kills. If they are doing well in a particular round, it's due much more to the infantry's failure to defend properly. It's kinda rare to see a pikeman defending a bunch of allies. Awlpikes do help a bit, but they aren't really meant for cav defense and won't protect a large swath of allies anyway. And then when there actually is a decent effort to fight together and have someone on anti-cav duty, there's still probably going to be some allies that only focus on their next kill and don't pay attention to their positioning.

If I get dehorsed and my team is still evenly matched, I feel quite comfortable using just my slow heavy lance to defend allies from cav. If I find a long spear or similar that has such a significant length, speed, and damage advantage over any cav, then any allies near me should be pretty darn safe from cav. If you guys have watched Walt_F4 play, he defends quite a large swath of allies from cav, either discouraging their charges or killing the ones that do charge, and he still manages to aggressively contribute to the fight against infantry at the same time. When he's not actively fighting infantry or protecting a particular group of engaged allied infantry, he's probably in a good spot that anticipates the path that cav will be using. For example, you know cav are going to run along the edge of a group of your allies and take a swipe... Walt is usually waiting in the spot just beyond that (or around the corner in city maps) where the horse has to travel on the follow-through of the charge.

Stick together, protect your allies, and cav are mostly target practice.

43
Suggestions Corner / Re: Market suggestion.
« on: May 17, 2011, 06:27:32 pm »
Since I've seen the market and all the spam of terrible deals you have to wade through to see if there is anything of value, I had always thought it would be ideal to allow players to hide bad deals permanently just on their own screens.

Let people mark the offers as bad deals (spam) or just as items that they aren't interested in right now (not spam). If enough people mark the same offers as bad deals (spam), hide or remove the offers for everyone, or put those offers under a separate "marked as spam" section. The offers marked as "just not interested" should go into a separate section as well so the player can come back to it at a later date if he or she needs to.

This will let players organized and clear out their own lists so that they can easily browse and categorize new offers. And in the process, they will help to clear the spam for everyone.

44
Ah, deleting the cookies worked.

As for the 2nd character, I suppose I have that 2nd character because I was in-game playing when I changed the name. I'll delete it. *Crosses fingers*

45
I submitted a name change for my only character. I then had 2 characters, a new peasant with my old name, and a character with my new name and all the xp and stuff I had. Is it normal for a name change to result in 2 characters?

There's a problem, and that is that I can't access my good character's stats and inventory. The page defaults to the crappy peasant, and every time I select the new character in the drop down box, it just reloads the page for the crappy peasant. I'm afraid to delete the old peasant for fear that it might be bugged somehow and will end up deleting my good character in the process.

Also, I had my character selected as the main (for Strategus). I expected that preference would be transferred with the name change. But with having 2 characters now, I wonder who is the main.

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