Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Vkvkvk

Pages: [1] 2 3 ... 20
1
General Off Topic / Re: pics and vids of your pets!
« on: March 09, 2014, 02:56:37 am »
She's my ex, trust.

2
Hi there!

I would just like to sum up the changes I think cRPG needs to reach 1.0-status. I will keep it as a list, so feel free to agree or disagree on single points, and if you disagree even offer another solution:


1. Change battle mode to conquest mode.

3 carefully placed flags on a few well designed and balanced maps, 1000 ressources per team, the team with less flags losing ressources (perhaps the less players the dominating team has the faster the ressources dwindle?), if ressources or living players reach the value of 0 the team loses. Would fix ~80% of all class balance problems cRPG has.


2. Implement a commander system.

Make a commander system with commanders which don't need to be elected, and every payer having the system activated by default (= you don't need to join on purpose), perhaps even with small rewards for carrying out orders. I suggest forum vote to create a commander ranking, and commanders being in charge as soon as they join the server, always being balanced equally on the teams. If there are more than two commanders the ranking decides about who's in charge, if there are less than two commanders the system is disabled. Would again fix a few balancing problems.


3. Rewrite team balance.


The game checks the classes of the players regarding their skills and their equipment. Some information can already be prepared on the webside. It also tracks the average score/ K/D / W/L ratio/ eqipment value of players and their generation. Basing on this information balance is calculated. Class>skill>clan is the order. If there is a majority of one class in one team, and there are not enough players of the same class for the other team, the game fills it up with their counter class, which means GKs will have to fight a lot of pikemen whenever they join the server in masses like they use to do.


4. New income system.

I don't have a proper suggestion for this, as there are many possible solutions. I guess if the score calculation becomes a bit fairer you can base gold and XP income on it. I would just like to add the idea that the rewards could be modified by the class you are playing, which means you get bonus rewards if you play a rare class. Could grant a little bit more diversity on the servers. Bt one thing is for sure: that terrible modifier and its leech friendliness have to go!


5. Remove upkeep.

The system was always crappy since it got introduced. It added worries about your remaining gold, you were restricted to certain equipment, devs were forced to make some items more viable than others to support the upkeep system in its attempt to grant diversity and limit the players on mid tier equipment, and finally it didn't help the balance at all, because temporarily restricting a certain powerfull equipment build doesn't make it balanced once it is used on the server. And as we all know, the introduction of the marketplace already removed the upkeep system as item limitation system, as there were no limitations any more for people who sold loom points.

I suggest to replace it with the "wealth skill" system. A new, attribute-unrelated skill is introduced, called wealth. Every player gets a certain budget for items he can equip, which is represented by the item value. The item value is NOT the item price in the shop, it's a seperate value, similar to its slot value. The value is raised by each level and by every point of wealth skill, but even on top level you would be restricted on very basic and cheap eqipment if you have welath 0. On the other hand, if you have wealth value 10 or 15 or whatever, you can constantly equip a plated charger, full plate and a heavy lance, going Finn style. But your skills will suffer heavily, balancing it out. Equipping more than what your budget is leads to items not being equipped at all or the next cheapest item, just like in Warband MP. That way you can decide to go with good skills and poor equipment, good equipment and poor skills or mediocre skills and mediocre equipment. We will have a batter balance (good items "costing" skill, which is a limited ressource is a way better base for balancing than items costing money, which is an unlimited ressource and thus basically unbalancable), more diversity in builds and finally more fun for everyone, because you can ALWAYS run around in your favourite eqipment and be recognized by the others.

Gold income would be reduced massively, and buying a new piece of equipment could become an event again, like in old days.


6. Make the game more deadly/raise the level cap.

I guess some players won't like the suggestion above with a wealth skill, reducing the effectivity of their builds. But it's only half as bad as it seems on the first glance, because suggestion 5 goes hand in hand with raising the level cap to 36, 39 or even 42. The game is very slow at the moment, and you need a lot of hits to kill somebody. Raising the level cap would be a very easy way to solve that problem, it would stretch that motivating "character progression part" a bit, would allow more builds (especially some interesting hybrids) and would increase the level span of the "peasant" classification, which should be a good argument for most players  :wink:


7. Buff armour.

Currently there is only little use in using light armour, as the protection is close to wearing no armour. On the other hand there is little use in wearing plate armour, because heavy armour offers almost the same protection. Stretching the range of armour values and implementing a small "jump" between cloth armour and light armour could improve things a bit. That way you can actually FEEL the armour you are wearing. I am perfectly fine with increasing the weight of the heaviest armours to implement a tradeoff.


8. Buff some classes again.


All those changes could create some room for buffing some classes again. I am thinking mainly of archers and cavalry, especially heavy cavalry which is basically non existant in the game. But be carefull with buffing throwers, as they have a few very ugly mechanics which can easily lead to everybody using backup throwing weapons, leading to a lot of ranged spam and degenerating melee to short ranged combat.


9. Revert the turn speed nerf to a certain degree

Weapons should turn slower proportionally to their length and weight. Longer and heavier weapons should turn much slower than for example short 1hd weapons.


10. Implement some of the minor suggestions around here.

Things like making archers and crossbows switch ammo types, implementing "half slots", knocking cav out of the saddle, displaying the W/L ration on the webside and so on.



Dang, again it got a huge wall of text. But it's divided into points, and they are quite self explanatory, and if not there's not much to read for the particular point.

You trust the dev team enough to competently code any of that shit? Lel.

3
General Discussion / Re: Turn rate nerf
« on: September 02, 2012, 10:07:41 pm »
My only complaint is instead of people spazzing around and spinning with overheads/stabs chambered, people just do their fancy spins on the sideswings so the game looks like absolute shit either way.

4
The Chamber of Tears / Re: GTX "the_coward"
« on: September 02, 2012, 04:28:54 pm »
He is a very skillful player, one of the best duelers by far imho.

But the constant raging after being killed by someone in a duel is just childish and unnecessary.

GTX, dude, just laugh it off and don't give a fuck.

Imho.

He is clearly not the best dueler if he gets killed and rage about it.

5
Game Balance Discussion / Re: [BALANCE] Couch Lance
« on: September 01, 2012, 04:20:30 pm »
Actually the sky is not blue.

Edit: I do not think that couching should be removed because a person can just run around holding down block and he would be secure against cav (of course he hast to look at the cav and downblock).

You forgot the bump damage and the bumpstabbing. Effectively locking me down in a downblock animation until I die via bump damage or bumpstabs because I can't reach him with his huge ass lance.

6
Game Balance Discussion / Re: [BALANCE] Couch Lance
« on: August 31, 2012, 04:28:56 am »
CrazyCracka420 confirmed as the worst Cavalry in history by none other than himself.

7
Give old lance angle back because I want to be instantly killed by cavalry holding their lances fully perpendicular to their horses 24/7 and cutting heads off with their chainsaw hafts.

8
Suggestions Corner / Re: Remove whistling for horses
« on: August 29, 2012, 12:58:57 am »
https://www.youtube.com/watch?v=kw206OwD6Jc

Voted yes before I saw this.

Disregard the fact that this horse is probably very close to his owner and that ingame you can just whistle for any horse no matter who they belong to because Horses in this game are pretty much personal vehicles with no mind of their own with 4x4 wheels able to go on all terrain.

9
Name: Vkvkvkvk
Age: 20
Proposed BOAT name (ex: TugBOAT, WolfBOAT, DoomBOAT, TankBOAT): Blow_My_Fat_Fucking_Neegr_BOAT
What can you contribute to BOAT clan?: Racism
What is your favorite type of BOAT? Slaveboats
Who is your #1 most hated person in cRPG & why? Narmbrent_Nembo, because he's scum.
Why BOAT clan? Why not?
Favorite game other than cRPG? ARMER DER

10
Game Balance Discussion / Re: Stop this pike madness!!
« on: August 26, 2012, 09:46:15 pm »
(click to show/hide)

Not all of us wants to play the flavor of the month year or follow the "If you can't beat them, join them" bullshit.

11
Suggestions Corner / Re: Its time.
« on: August 24, 2012, 03:22:21 am »
Fact that someone is stronger does not mean he hit harder. Bigger muscles are required to lift stuff, but they aren't that important for swinging weapons. For this you need correct muscle memory or something.

He was talking about strength though, not sheer technique.

12
Suggestions Corner / Re: Ideas to buff infantry
« on: August 23, 2012, 07:40:45 pm »
This disparity of realism between cav riders and every other class in the game probably couldn't be any further distanced at this point.
They really aren't even horses the way they play.  They are armored medium speed motorcycles that have seatbelts and air bags.

They're also all-terrain and can climb ladders and roll people people over on roofs like it ain't no thang.

13
Suggestions Corner / Re: Its time.
« on: August 23, 2012, 07:36:43 pm »
I loled every day reading suggestions like in this thread.

Making STAMINA, lots of things will come in write place:

- strength builds - hit harder and stamina bar last longer (more strength more stamina)
- agility builds - hit faster and stamina bar last shorter (lover strength lover stamina)


From a realistic point of view, someone strong would imply bigger muscles. Bigger muscles implies more oxygen having to be carried over to all the muscles even when resting, effectively making strong people have much less stamina than smaller and agile people that are focused on flexibility rather than raw strength and muscle size.

14
Game Balance Discussion / Re: Elegant Poleaxe ideas
« on: August 22, 2012, 10:36:47 pm »
Hi

It's signed,

I can only approved.

Christo

I understand your pain, I've also been using the Elegant Poleaxe way before, until they nerfed the speed to uselessness making it effectively the worst high-end polearm you can get with a huge price tag on it.

I would also still be using it if I had one that was +3'd, it was my only saving grace.

15
Suggestions Corner / Re: Its time.
« on: August 22, 2012, 01:53:00 pm »
Inb4 NA shitstorm hits the thread  :lol:

Though we have a reputation of strength crutching, I'm fairly sure some of us would agree with your idea, I know I do and I know people who does.

Pages: [1] 2 3 ... 20