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Messages - Jorium

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1
General Discussion / Re: idea on how to stop the stone throwing
« on: May 20, 2011, 12:37:35 am »
or just make the market not accept offers of nothing for gold.  I'd be happy with making it heirloom only (meaning heirloomed item must be in one of the slots either offer or wanted)

2
cRPG Technical problems / Re: Wrong iteminformation on the website.
« on: May 07, 2011, 01:19:41 am »
Looks like it is wrong info on webpage for all polearm heirlooms.  The third item in the progression (or heirloomed twice)  goes to tempered instead of balanced on webpage.  But seems to be correctly loaded as balanced in game.  (this happens on bec de corbin for me)

3
don't split the player base.

Fix strategus

4
Announcements / Re: Possible solution to future whine
« on: April 29, 2011, 04:50:47 pm »
Honestly don't expect you to change but a huge solution to reduce whine is to make a *complete* changelog for the upcoming patch and post it before hand.  When people see the change coming they can mentally adjust and decide if they need to change playstyle.  But when it comes out of no-where and now everything is different people are shocked and feel betrayed that their item/playstyle was changed without warning.  For example I'm pretty sure anyone around the forums knew that crush-through was being dealt with in the patch, but I never once saw mention of the cav changes that occured in the patch.

5
Suggestions Corner / Re: Small UI improvements
« on: April 23, 2011, 03:16:14 am »
+1 yes please

6
Suggestions Corner / Re: remove construction sites
« on: February 17, 2011, 07:07:53 am »
Don't know how easy this would be from the programming side, but I would support taking them out until they actually work correctly.

I've seen some construction site dropping in siege.  Yes this is a bannable, but people do it when admins aren't around to see it and usually they only drop one (making it very hard to get a screenshot)

7
Game Balance Discussion / Re: Throwing weapons (need balancing )
« on: January 30, 2011, 08:36:57 pm »
I think that throwing weapons should act as a natural supplement to an infantryman's arsenal. They should serve as a way for players to defend against other ranged units and charging cavalry, as well as to soften up enemy infantry forces prior to engaging them in melee combat. However many thrown weapons are currently innacurate, and simply exist as a form of projectile spam which, when it lands, causes rage-inducing one/two hit kills.

I think a good solution to this problem is to slightly decrease the damage dealt by throwing weapons, in particular the high-tier (jarid, lance, heavy ax) weapons. I also think that there should be more time inbetween shots, ie: slower chamber speed. I also think that the accuracy of an immobile thrower should be significantly increased.

Optimally, I would like to see any infantryman who is not a dedicated thrower enter battle with two or three throwing javelins/lances/axes/whatever at most. This would force said non-dedicated thrower to conservatively use their ammunition instead of spamming them as they do now. It will actually be possible for them to conservatively and intelligently use their thrown weapons because they will have increased accuracy. Spam would be reduced. There would be a smaller number of SHIT flying through the air hitting random people. Cavalry would be able to participate in the battle more, instead of hiding, because infantry will have to make a conscious decision as to whether they wish to save their thrown weapons, or potentially waste them on cavalry.

In other words, I propose we make thrown weapons something that almost any infantry dude can effectively use, but which requires some critical thinking. Do I throw one of three of my axes at that archer who's not looking at me right now? Or should I save it for a situation when I might REALLY need it, like when a horse is charging at my face? Should I throw both of my javelines now, at the begning of the fight, or should I save them for the end of the round when we're chasing down that one, naked delaying guy/bitch? Can I even hit that HA with my throwing-lance-of-doom, or should I wait until he gets closer?

And by increasing accuracy, throwers will actually be able to make these decisions with good heart, because they'll be sure they can actually hit what they're throwing at.

For those dedicated throwers, I think thrown weapons should be a bit cheaper. If they would only be getting 2-3 shots per slot, then they shouldn't have to pay as much as they do now. Nobody shouldn't be able to play the way they want, if that way is fair to other players.

tl;dr: More accuracy, so throwers can actually aim. Less ammo and more time between throws, so throwers won't spam. Less damage, so throwers won't cause rage with so many 1 shot kills. Appropriatly cheaper thrown weapons, so dedicated throwers won't be paying for 4 darts when they'll only have two per slot. Or three per slot. Someone else come up with the number, I don't throw much.

+1  great suggestion

8
General Discussion / Re: nerfed archer again
« on: January 28, 2011, 03:06:22 pm »
To me fine. if you want to take away the aim reticule then also make the change for the throwers.  The argument is only valid if evenly applied.

9
General Discussion / Re: pike exploit
« on: January 26, 2011, 08:19:41 am »
see this thread.  http://forum.c-rpg.net/index.php/topic,1511.0.htm

they're talking about the lance hit boxes being off.  You can stab past someone and then move the spear back into them as it retracts and it still counts as a hit.  There was a pretty funny gif of it in someone's banner on the old forums.

10
General Discussion / Re: Lance hitbox is way off.
« on: January 26, 2011, 02:43:51 am »
Very often see lances go way over my left shoulder and still somehow receive damage and I usually have 30ish ping.

11
I love the helmet.  Would buy it and wear it right now if it's included.

12
General Discussion / Re: nerfed archer again
« on: January 19, 2011, 03:57:39 pm »

Just accept the fact that you are no longer carrying a semi-automatic-sniper-rifle, but a medieval bow. Pick your shots and you will be deadly once more.

+1.
Correlates with what I see on battlefield.  Archers still killing.

13
General Discussion / Re: The state of the game
« on: January 15, 2011, 06:08:22 am »
Awesome work Cheap_Shot.  Please make more, we really like them.

14
General Discussion / Re: Fix List v210
« on: January 11, 2011, 11:27:21 pm »
Just one thing for the item team:

When you nerf or buff something, do it in smaller steps.
  • Archery went from being overpowered to being  underpoweredand back to overpowered in the span of a week.
  • Xbow wan't overpowered in 2.01. No one was complaining and it is double nerfed. Just try to kill something with a light xbow (standing at 5000 gold)


+1

Also the idea of polls costing 100-500 gold.  Then we won't have as many spurious polls.

15
General Discussion / Re: Fix list
« on: January 08, 2011, 12:28:30 am »
1) Being able to start the mod.  Look up the bug posts, but windows 7/64 bit is still CTD.

2)Using work around mentioned in said posts, have played some and archers got eviscerated.  Consider giving them back a little something.  Up to you to decide what.

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