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Messages - Doppel

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46
General Discussion / Re: Hall of Fame
« on: September 08, 2012, 07:46:19 pm »
New retirement bonuses? I hope the patch will follow soon!  :D

47
Sell/Trade / +2 Poleaxe or +3 Poleaxe
« on: September 07, 2012, 11:50:09 pm »
Hello!

I want to trade my Poleaxe for a long axe and 20,000 gold. It is currently +2, but i have an loompoint,
so i could upgrade it to trade it with an +3 long axe  :wink:
(no great or mighty long axe; just the normal version)

48
Suggestions Corner / Re: Revolt! Save the king!
« on: September 05, 2012, 07:14:04 pm »
My idea about a weak king was that this would force the guard team to stick together. But a fighting king is also okay. I also dont think that player kings would troll much. A BAN in crpg is very painful because there are only a few servers to play. Not like in Counter Strike where you can just join another VIP-mode server to do some shit again  :wink:

To the crossbow guys: Maybe we could let the crossbows cost the half (only in this mode of course) and lower their damage if they are weared by a peasant.


     

49
Suggestions Corner / Re: Revolt! Save the king!
« on: September 01, 2012, 05:34:17 pm »
If the peasants respawn as a big group this won't be a problem i think. As i wrote above.

50
Announcements / Re: cRPG: status and plans
« on: September 01, 2012, 05:13:10 pm »
Maybe some information about the status of the update?  :rolleyes:

51
Suggestions Corner / Re: Revolt! Save the king!
« on: September 01, 2012, 02:17:57 pm »
Good idea  :) here are my thought about respawning:

There could be checkpoints which are activated after the caravan passes them. They could be a spawnpoint for the guards (every 50sec) and the king (only 4 respawns like in native siege for example).

The peasants could respawn after 1/2; 3/4 or the whole of their team is killed. This would give the king time to go on after an attack and the rebels are able to team up better.

52
Suggestions Corner / Revolt! Save the king!
« on: September 01, 2012, 01:16:32 pm »
Hey!

I have an idea for a new gamemode, which is pretty different to the extisting ones i think.

There are 2 teams: One is the "Kingsguard" and the other is a group of raging citizens/peasants. The loyal team is able to wear what they want but they are heavily outnumbered by the peasants. The farmers on the other hand have a maximum gearvalue (like 10,000 or less).

The point is that the king has to be escorted from town A (start) to the safe town/place/ship B (goal) to escape. The king could be a chosen player, who will only wear a robe and a dagger for example, or he could be represented by a carriage which can be moved like a siege tower by his team.
In solution one the peasants goal is to kill the king and in solution two the farmers have to capture the carriage.

If the maps are made well and big enough, this gamemode would give you a huge amount of tactical oportunities: Scouts could observe and report the way of the Kingsguard. Ambushes in the woods would be possible. There are tons of exciting things you can try out.

I think it's clear that this gamemode isn't won/lost in a few minutes, but this also depends on the maplayout and the tactic of the players. If the scoresystem will give you Gold an XP soon, the multipler won't be a problem  :wink:

Here is a little example for a map
(click to show/hide)
Something for the mood  :D
(click to show/hide)

I hope you like my idea!  :)

53
Announcements / Re: New version: 0.287
« on: August 05, 2012, 04:45:46 pm »
I hope the score system will replace the multipler soon  :)

54
Beginner's Help and Guides / Re: Are Hoplites Still Viable?
« on: July 30, 2012, 10:39:42 am »
which build would you recommend?

55
Suggestions Corner / Speardamage
« on: July 23, 2012, 10:09:45 am »
I read that there is a beta for some major changes in the game and i hope that there will be the already mentioned damage-type combinations like cut-blut or pierce-blunt..

If this will be added i suggest cut-blut for spearswings because you hit the enemy also with the little blade. :wink:

56
DayZ / Re: Patchnotes thread.
« on: June 19, 2012, 08:59:24 pm »
still spawning in wasteland

57
DayZ / Re: Patchnotes thread.
« on: June 19, 2012, 07:30:50 pm »
destroyed how

people spwaned without gear
you were spawned in a strange wasteland without any trees or towns
huge FPS drops
missing interface options
 
and so on

58
DayZ / Re: Patchnotes thread.
« on: June 19, 2012, 05:18:11 pm »
The mod is pretty destroyed after the last updates.. i hope the most will be fixed soon  :?

59
Beginner's Help and Guides / Re: Weapon master
« on: June 08, 2012, 04:31:58 pm »
Thanks to all for your answers so far  :)

60
Beginner's Help and Guides / Weapon master
« on: June 08, 2012, 01:11:19 pm »
Hey!

Is weaponmaster really important if you skill only one proficiency?
I played for a while with 120 points in polearm because i considered to make a hybrid. But after I spent the rest in it (140 points), i really can't feel a difference.

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