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Messages - Toodles

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1
General Discussion / Re: free river village!
« on: September 02, 2012, 09:58:21 pm »
They had to fight the other team in the middle and take over the tower. You had to balance the two teams, one trying to not get destroyed outside, the other guarding the tower from counter-attacks. Did camps happened? Yes, sure. But all of them were to blame on the opposite team that didn't take control of the tower right in the bloody middle.

YES, figuring out WHO was in control of the tower, WHETHER or not we had the numbers to take them, IF it was full of tincan maulers or just a bunch of archers... I fucking love it when a map REQUIRES me to think to win it and this one certainly pulled that off. I never camped that maps tower but I much prefered it when it was at least possible.

2
Game Balance Discussion / Re: Valour endless gold raining ...
« on: September 02, 2012, 09:50:59 pm »
I only played siege once since the new score formula, didn't really pay enough attention to it - maybe some of these mechanisms are in place already? Will check it out if I get the chance. A bonus near flag could work although it would be a shame to punish defenders for holding points of strategic importance that AREN'T in the vicinity of the flag - if the score (and thus multi, eventually) is to be gained simply by fighting near the flag, well, it sounds a lot like some sort of an xp barn to me, something I believe the devs are trying to avoid. I think something more contextual would be better, but again, I'm not sure of what's in place currently.

3
General Discussion / Re: free river village!
« on: September 02, 2012, 09:42:11 pm »
We too strive for balanced maps, where arbitrarily placed camping spots are removed. We block off and remove those kind of spots, because they Do Not Favour teamwork, contrarily to what you might believe, they favour camping.

Yes and no - one thing I loved doing back when Hun in the Sun had an accessible donkey was convincing my team NOT to take it, while a third of theirs always wandered out there we'd just mop up the stragglers leaving ten to twenty guys camping a completely pointless tower - I remember not losing a SINGLE round back then. :D

I DO enjoy maps that allow a team to make utterly catastrophic tactical choices... But then you're quite right in that promoting camping isn't ideal. I just wish for maps that allow many, MANY more tactical opportunities than those currently on the roster : shall we go left or right?

4
General Discussion / Re: Turn rate nerf
« on: September 02, 2012, 09:31:24 pm »
As nice as it would be to tie speed reduction with weapon weight and / or length I'm not sure it would be possible. As a one hander I'll say this : stab sure, overhead - good god why?

5
Game Balance Discussion / Re: Valour endless gold raining ...
« on: September 02, 2012, 09:25:55 pm »
I was playing siege earlier, and the team wasnt really going for the flag, just gang banging people as attackers (not much change there) and I began to play more to dmg people, hoping to get valour bcos I couldnt rely on my team to take the flag.

Not sure if it's a good or bad thing.

Points for raising (as defender) or lowering (as attacker) flag ought to fix that on siege. Bit strange to reward damage but not assistance in completing the actual goal of the game.

6
Suggestions Corner / Re: Voice Commands needed!
« on: September 01, 2012, 01:32:40 pm »
:D

7
Suggestions Corner / Re: Revolt! Save the king!
« on: September 01, 2012, 01:31:44 pm »
When I played Counter-Strike a decade ago they had something alone these lines, one team had to escort the VIP to an exit location and the other needed to assassinate him - REALLY enjoyed that mode, I'd say theres clearly room for it in cRPG considering the wide range of builds and roles one can employ - would love to see the likes of Massassin shine on this game mode. :D

+1

8
General Discussion / Re: Motivating people to make mod a better thing
« on: September 01, 2012, 12:49:10 pm »
Wow, this is a great idea. +1!

9
General Discussion / Re: Retirement 32+
« on: September 01, 2012, 12:48:00 pm »
Yes but its harder to get valor at lvl 25 etc than at level 31 because of a better build making it easier. Of course skill matters, but a higher level will always make it easier to play well.

I'm sorry, you seem to be suggesting some form of FAIRNESS ought to exist - in a game that allows levels 1 and 35 TO COMPETE AT ONE SAME TIME? cRPG is NOT a fair game, it's a game about doing the best one can with what he's got. You've got the build, the money, the skill? In a game where 'peasants' and 'knights' coexist, yes, you should be beating the living shit out of everything - part of the appeal to me is taking on the beasts of this game, and in the process assuring victory for my team.

Fuck fairness!

(apologies if I've completely misunderstood you. :D)

10
Announcements / Re: 0.289 released
« on: September 01, 2012, 12:09:05 pm »
An agi build that would knowingly just attack people once then flee shouldn't get as much points as the same build, fighting until enemies die.

What you seem to be suggesting is that the former player is worth less than the latter - I don't believe this is true, regardless of playstyle damage is damage. What of all the backstabs that DON'T result in death? What if the AGI build has gone around hitting each enemy once and fled - surely this makes it EASIER for those who stand and fight considering their opponents are weakened, no?

When I see someone coming in from behind on the guy I'm fighting I'll HOLD my attack and maneuver my foe in a way that gives my teammate a clear shot for the back, then as soon as he lets go of his attack - I let go of mine. We've BOTH scored a free hit on our enemy AND are in a perfect position for a stunlock, while our playstyles may differ we've cooperated to bring about victory - now isn't this what it's all about? While my build gives me staying power, his gives him mobility.

Everyone wants to kill, I don't think theres a point to promoting it further - the scoreboard already does a fine job with that.
:p

11
Announcements / Re: 0.289 released
« on: September 01, 2012, 11:21:15 am »
I guess anyone who's seen me around knows it usually plays in my favour as I seem to hit valour one in three rounds on average - possibly more. Theres a simple reason for this : I'm often one of the first to fight and last to die. Yes, a shield helps a great deal with this, but why should I not be rewarded for dealing the greatest amount of damage to the greatest number of foes?

This is a system that promotes harming the enemy, as opposed to whatever the hell was going on previously. That the players who best serve their team be rewarded most makes a great deal of sense to me.

12
Suggestions Corner / Re: Voice Commands needed!
« on: September 01, 2012, 10:55:19 am »
In addition to everything listed, I'd like to suggest the following :

(can be heard at 0:50, I'm sure you can see the possible applications in cRPG)


13
I'm just here to vouch for Red Pike - he is THE MAN I WANT wiggling his LONG SHAFT in the vicinity of my REAR END.

If I can chip in, it can be good to pair up with someone you can rely on - someone you know is more than willing to LET you do your job rather than dance incessantly as if he were alone, some people just can't be helped.

Bjorn

14
General Discussion / Re: What the hell is up with the upkeep system?
« on: August 31, 2012, 02:08:07 pm »
Also remember that items that use up 2 slots have twice the chance to break per round.

DID NOT KNOW!

Making decent amount of money with 35,795 gear cost and 2,503 max upkeep though.

15
General Discussion / Re: EU1 These Days.
« on: August 30, 2012, 08:38:32 pm »
I'm sure it's been suggested, but what of making the flags spawn at a set time (say at 2:00 minutes remaining), forcing all remaining players to fight it out as men would - all classes serving their function : melee in the thick of it, ranged shooting from afar, cavalry taking out loners - ALL OF THIS without the colossal bore and waste of time that is kiting?

"No! The team with the most infantry would win!" one might say.

In this situation the shielder would win against the archer, the archer against the spearman, the spearman against the lancer, the lancer against the shielder - pretty much the same way it always goes, but WITHOUT THE ENDLESS RUNNING.

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