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Messages - Fatwalrus

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1
General Discussion / Re: [Feedback] What's right/wrong with 0.241
« on: September 25, 2011, 05:04:20 pm »
 - Archery changes
(click to show/hide)

- Nothing has changed with crossbows.
(click to show/hide)

+- The changes that were reverted with the hotfix.
Cav & pike changes sounded good.

2
General Discussion / Re: Autoblocker discussion thread
« on: September 20, 2011, 05:19:42 pm »
I thought this was the autoblocking thread not the attention whoring thread.

3
Rus Bow got a big buff.

Im curious about this part, is this just vs armour or overall? cause i didnt think there was much difference between pierce and cut when mainly dealing with light armour.

4
I'm a little confused about why this is an archery buff. My server still hasn't updated so I haven't had a chance to actually test it all myself (and finding a changelog for the patch has been difficult). So feel free to tell me if I made some stupid assumption that isn't in the patch.

One of my characters is a pure archer (meaning 21/21 with points in PD, Ath, WM and nothing else). Despite having a longbow, the 1 extra arrow to kill a random tincan was not worth the overall damage drop/drawspeed loss for me vs 80% of the other other players prepatch. So I just used rus bow all the time, the piercing changes don't really affect me much (it's nice but usually not worth the overall damage hit).

To me it seems like I now have -1 damage on bow, -1 damage on arrows, no jump draws (true?) and +2 missile speed.
This isn't just a subtle way of complaining, I would like someone to explain it. I just don't know why other archers are calling it a buff.

Is it because large scale games you don't need the mobility and are fighting lots of tin cans (I played some NA_crpg1 recently and its completely different to 15vs15 games)? or is it just the people who use lower tier bows that feel buffed because they now have a piercing option to use with horse archery/hybrid melee when they normally would never use jumpdraw anyway?

..or is there something I just don't understand like "the speed bonus from +2 missile speed compensates for the -2 overall damage, and jumpdraws are still in game"?

Thanks.

[Edit: and I agree indefinite jumpdraw kiting was stupid, but if you are an aggressive mobile archer (not just an archer who camps way up on some walkway) it was a vital part of normal (non-kiting) combat]

5
cRPG Technical problems / Re: The New Patch isnt very good at all
« on: September 20, 2011, 09:08:14 am »
No.

EDIT
Technically you could change the graphics to make ninja stars turn into siege shields once they strike a target, as the resting model is different then the in flight model. Alternatively you could make arrows look like siege shields... But no one else could see it as it is only a graphical change on your end.

Sad  :(

6
cRPG Technical problems / Re: The New Patch isnt very good at all
« on: September 20, 2011, 08:58:09 am »
So two different clients playing on the same server can have the same weapon do different things without causing a version conflict?!

Ooooh a bow that shoots siege shields.
Or or.. ninja stars that turn into siege ladders when they hit the ground...

If this is true, I'm sensing a globan ban in my future.

7
Other / Re: AEF_CRPG_AUS
« on: September 20, 2011, 06:10:45 am »
Nono, please continue.
I just made a fresh batch of popcorn.

8
Suggestions Corner / Re: Upkeep -Balance for low population servers
« on: September 19, 2011, 09:42:19 pm »
Breakage chance already is per tick, I believe. Can't remember where they said it, but it's probably around somewhere.

Well then... thats a great idea.. I'm uhh.. glad they implemented my suggestion so fast *cough*

9
Suggestions Corner / Upkeep -Balance for low population servers
« on: September 19, 2011, 08:50:38 pm »
Money Down = % chance at the end of the round as upkeep
Money up = Ticks over time during a round.

The problem is that with 10-15 people a team, the rounds are really really short.
So you dont get many "money up" ticks and you get lots of "% upkeep" chances (not to mention x5 multiplier doesnt last as long)

Would it be possible to make the upkeep chance occur at the same time as the money/exp ticks?
e.g. something like "every money tick increases your chance of getting upkeep by 2%"

So if a round goes really long, you might have 10 exp ticks = 20% chance of upkeep at the end of the round.
If a round is really short, then you might only have a 6% chance of upkeep.

Something like that so the upkeep doesn't change overall based on the average length of time for a map but it would make a huge difference to low pop servers.
I have to join NA for a couple of hours just so I can afford my real gear on the oceanic server.

[edit: I understand people shouldn't wear the top tier gear all the time, but I have trouble maintaining light armour (30ish) a 5k weap and a standard xbow.]

10
Suggestions Corner / Re: Damage the rider when their horse is killed
« on: September 19, 2011, 01:44:09 pm »
Unfortunately, I don't they can program that in game-wise. The only thing that causes damage are the tips of weapons and arrows and bolts. There's usually an invisible box
at the tip of a weapon and when it comes into contact with someone or something or its bounding box the thing being hit takes damage.

I know nothing about coding in M&B but based on other games/code this should be possible. There must be some kind of trigger or event attached to falling off a horse, so you could theoretically just add a damage component to that event without anything in game physically causing it. I think the tricky part would be setting an owner of the damage and making the damage vary based on horse speed.

But it wouldn't have to be done exactly as I described anyway, anything is a bonus.  :mrgreen:

11
Suggestions Corner / Damage the rider when their horse is killed
« on: September 18, 2011, 09:57:17 pm »
Would it be possible to add -some- damage to the rider when he falls off his horse and is crushed by it?

Nothing drastic, something similar to being trampled by his own horse at the same speed it was traveling when it died.
If possible give credit to the person who killed the horse.

I think the overall [Charge damage] Vs. [Armour of the average rider] Vs. [overall Hitpoints] of each of the horses would all balance out nicely so that it wouldn't be a a big problem for cavalry unless they are riding around naked on a warhorse. I think it would be nice to add because its realistic, not game breaking and adds a little reward for downing a horse.

12
General Discussion / Re: Unable to connect to server
« on: September 13, 2011, 01:30:41 pm »
Thanks, Figured it out by googling piracy websites before I saw this though :/

13
General Discussion / Unable to connect to server
« on: September 13, 2011, 01:03:02 pm »
Anyone else having trouble connecting to servers at the moment?
I'm not a new player, it worked yesterday.

14
Suggestions Corner / Helmets that show hair.
« on: September 02, 2011, 06:43:02 pm »
I realise this is low priority but would it eventually be possible to get a few bits of headwear that are minimalistic and show your characters hair?
I was thinking like a metal circlet. (similar to the khergit lady hats without the dangly bits) but one thats 0.5 ish weight and 15-20 armour and maybe one for heavy armour.

Here is a good picture of some from the diablo mod that is in progress (the bottom row):
(click to show/hide)

It would be nice to have something that looks good and doesn't make me completely vulnerable.
Female characters look silly in helms with their hair hidden.

15
Suggestions Corner / Re: Remove ladders from battle
« on: September 02, 2011, 07:06:10 am »
I would be disappointed if this happens.
On my 2H guy in battle I often use a ladder to flank an enemy or approach an archer spot from an unknown angle. Ladders are fun to use and they make the maps less predictable.

Battle is the -only- server my whole region (oceanic) can play on with <200 ping, which means battle is the only opportunity we have for using ladders or tactics. cRPG already seems very focused on large scale siege battle while forgetting about the <40 player servers. It's a little disappointing when any new gamemode or map is designed for large scale warfare and there is nothing new for the smaller playerbases.. but I am okay with it.

I understand that we aren't a priority but it would be a shame if you started taking things away from this group. On our server you get the occasional roof camper but they get votekicked if they do anything too annoying. If the ladder is destroyed the archer has to get down or be kicked (even if it's destroyed by attackers) It works well.. the archer gets the height advantage and cavalry immunity for a while but can't be a complete idiot.

I do have an archer character but that's not why I want to keep ladders, I shoot from the ground unless I'm being stampeded by cavalry or cant see past my teammates. You don't have the inventory slots to take a ladder as an archer anyway, so ironically the very same melee characters that complain about archers on roofs are the ones putting the ladders up for them.

It wont destroy my game if you remove them, but it removes variety and will make me bored of cRPG faster.

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