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Messages - Yachdiel

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1
Suggestions Corner / Re: 1 Slot Long Spiked Club
« on: March 31, 2013, 07:43:52 pm »
I think a few of the polearms should become 1slotters, no weapon should be just outright crap in everyway. Some could have minor advantages as cheap slot fillers, and I see that in a lot of the polerarms.

2
General Discussion / Re: Favorite armor combo?
« on: March 29, 2013, 07:24:32 pm »
Making all the realism tryhards mad, Elvish looking armor:
(click to show/hide)

3
General Discussion / Re: My LOTR Items [LOTR 4eva]
« on: March 29, 2013, 07:13:16 pm »
This should be implemented as items for Devs.

4
Sell/Trade / Selling/Trading wierd item for wierd items
« on: March 10, 2013, 07:46:43 pm »
I trade kinky wierd looms for other kinky wierd looms, you got em, I'll trade you for it. (Also will take money)

Currently:
One of the best Hoplite weapons, heavy weight means less glance.
Deadly Boar Spear

5
Suggestions Corner / Re: PEPE wants this 1H new weapon named KHOPESH !
« on: January 20, 2013, 09:51:47 pm »
+1 Khopesh. Fuk the "Era"humpers

6
Faction Halls / Re: Clan-Searching-Thread
« on: January 07, 2013, 10:45:15 pm »
Player: Ziqqe

Looking for new up and coming clan, would like to be organized and mature, but obviously friendly and funny hearted. But not one with tons of players with goofy names (although really I don't care).
I've played cRPG since it came to NA, on and off though.

Experience: 2 years, +3300hours ; has played every class imaginable
Current/Favorite/Permanent Class: Hoplite (best NA hoplite)
Country: USA, NA Srvr ereday
Age: 18

If you are looking to start a new clan and need more people for a roster, I might be able to help out as well.

7
Suggestions Corner / Re: Increase cav penalty for 0 wpf
« on: December 30, 2012, 10:37:47 am »
I've learned lower WPF for Lances can be better. If you're riding a fast horse, who would want quick stabs? You would miss or glance more often. Longer, drawn out lancestabs on a fast horse allow for a long hitting distance.

8
General Discussion / Re: Remove thrust stun for poles.
« on: December 29, 2012, 03:05:12 am »
Four-directional polearms like the Long Bardiche, Poleaxe, and Glaive are already on an even footing with the best 2h weapons out there. Making their thrust better would likely lead to problems. 

Remove thruststun, buff 4-D polearm slightly but add the Unbalanced modifier to them, or slow them down.

No one can swing a polearm that fast IRL

9
General Discussion / Re: Remove thrust stun for poles.
« on: December 28, 2012, 11:42:28 pm »
polestun: if someone gets stabbed by a polearm, he gets stunned

thrust stun: if someone stabs (espescially polearms) and gets blocked, the weapon bounces back and isnt able to block/attack for a brief amount of time. this isnt removed yet.

My apologies, I understand now. And I also agree it should be removed.

10
This is basically what I said, but Tiberius did not understand.

It's where the whole randomness factor came from. The gameplay fostered the ability to be different and effective. It wasn't just ladderpults that made people laugh, it was the fact that the game made the community light enough to take it as funny. Remember that Black armored guy with the Straw hat and the board shield who was a career thrower? That was funny, and effective... can't recall his name. Remember the ninjas that hid in the bushes and could ambush archers? That was something you could make of your character. The circularity of the battlemovement made it possible, and when you did it no one got mega pissed, some even laughed. Zisa got me a lot with that.

Now if you tried that, you would need a certain 2H build to do enough damage against the archers carrying their own 2H, and also you would be seen leaving the bushes as no one is focused on 1 area of battle. And you would probably be slow with your build, and cav would pick you up before you even flanked in time.

11
I wholeheartedly feel that the defining "fun" factor that oldcRPG carried was the individuality factor. Back then you built your character as you played based on how you felt you can most benefit the battle. I started as a 1hander but picked up polearm along the way so I could use a spear to aid my other shielders. Now, its the same cookie-cutter builds everywhere with varying levels of skill. And in a money making system that doesn't force you into a moshpit of fighting, skill is the defining characteristic, not the balance individuality and teamwork.

I love current and old cRPG. I'm not saying go back, because that's how one moves forward. I just say try bringing back a few characteristic today to make a great mod greater.

12
General Discussion / Re: Remove thrust stun for poles.
« on: December 28, 2012, 10:37:23 pm »
So Poles were nerfed to hell and you want to nerf them more? Or nerf the stab on 2Hs?

I don't get it.

And polearms aren't just Cav and Pikes, its also hoplites who need Polestun to remain effective.

13
No one here is living in the past, we would like to expand by bringing back some things that the mod did right.

And to those who don't like these posts:
And its easy to squirrel out and say that we are bitching/whining/nolife essay writers; but, you know, there are comments some others would like to say without being deduced as a bitchpost. Its not as though we were intrusively forcing your eyes the millisecond of burden to see this topic in general discussion.

Some of you should get real with the fact that other people play this game and love it enough to want to make sure its right.

14
Just to be sure, did you actually play back then ? Cause "one could easily do it in a day" is 100% bullshit. Also at gen 1 you only had 5% wpf carry over, +5% per gen so it only became a real problem in the later generations.

Again, false. Retiring cost gold at the time, 5000 gold at gen 1 +5000 per gen. And gold wasn't fast to obtain at all. It was the main bottleneck and the main reason even the hardcore gen grinders like gaga did not reach much higher than gen 15. Of course, the gen xp bonus and cumulative wpf of gen 15 were godlike already.

I had no trouble generating a large amount of money and XP, I was a shielder using the Luiyaedao so I was right in the battle. At the time +3 was 105 and so insanely fast I would outswing ninjas with katanas. Cav Gaga wasn't that great until she picked up the morningstar, she used the LoC often so she may have been able to grind but certainly wasn't in the action enough to make as much as i did.

Also I don't think it was +5000*gen

15
A Brief History of cRPG

A lot of you probably have no idea who I am, and even less of you probably recognize me in game. But know that I've been playing cRPG for a very long time, around the time NA was just getting started. But bear with me because if you don't understand why cRPG is the way it is, I am here to (make up shit...) help.

I agree with the idea that the old cRPG had a lot of features that made cRPG amazingly addictive.

In the beginning, chadz created cRPG
It had freedom, it was addictive, and it was a true "RPG."You could do anything. And you more or less built your character as you played to how to felt. There were those like Destin, who's builds were a mix of everything. As well as Cyclonite and Fedor, who were crazy good horsemen.

The only rising problem was the leveling system had to be changed cause some players were just going to keep on leveling and no one could catch up, that's where heirlooms were introduced.

And that's where everything went wrong.


The devs had to make this recycling of levels so that players couldn't continue to rise higher, so they created the incentive of retiring, which at first was too ridiculous as one could easily do it in a day, and offered the benefits of keeping wpf. But that was settled out. But then there was a new problem. Money. Too much money in the system. Those who heirloomed continued to be able to pull in huge amounts of money, with no way of recycling. We began to see those in Tincans with the legendary plated charger, a horse said impossible to save money for, but they began popping up more and more.

Upkeep and multi's

This is where cRPG took its greatest fall.

This completely changed cRPG. The new money system turned battle into this spread out battlefield with preference to fighters who could hold their own alone. Teamwork was more sparse as players weren't enticed to be closer to the battle. Cav ran RAPID, and Archers became a huge problem. So to balance out this, the Devs moved to Balance.

Further Balancing

This is the era we currently live in, Archers can be good, but only to players who have all heirlooms. Cav continues to dominate the battleground, through the support of the marketplace money factory. And both have been nerfed to shit, along with every other build that plays rock paper scissors and wins to atleast 1. Now we have a mod that seems to be steep on learnability and excitement in character creation. cRPG now has the rising problem of to many heirlooms in the system. And the Level cap (by Level cap I am refering to level before retirement) is set to 30, which may statistically look appealing, but offers no freedom in a build.

Message to Devs
if you are reading this, I would like to say that while I am not here to suggest from my random opinions (thats another forum), I would like to suggest alternatives to the problems with the initial cRPG that would make it seem more like that old cRPG feel. I propose
   Keep Multiplier System for Siege.
 
   Switch Battle money system back to normal, that way Cav and Archers can be back to their normal level of efficiency without 10tonnes of useless nerfs, but they have to adopt a reduction in money that is only bolstered by their ability to support the group (I guarantee we will see less of them then)
   
   Increase level cap before retire to a higher level, maybe 60, that would allow more freedom in builds
   
   Make Heirlooms go to +3 for every retirement, but make players pay upkeep only on their heirlooms. Higher level caps would make heirlooms rare. By making them reduce to +2 or +1 and need repairing, you can manipulate an outsource of money.
   
   I also propose that there be an encumbrance system, so that even with a high amount of money, only some builds can equip a lot of heavy equipment, this will limit the effectiveness of money, and allow it to be used in other areas (banner, heirloom upkeep, etc.)

Nevertheless, I love this mod and I simply want to help. Smoothrich, you hit it right on the head for me.

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