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Messages - masasa

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1
General / Re: Melee: Battlegrounds Q&A
« on: October 29, 2014, 08:03:32 pm »
Max size of battles?

100 vs 100 pls

2
Announcements / Re: 0.4.0.0 - The patch of destiny
« on: October 19, 2014, 10:38:39 pm »
This patch.. oh boy.. you have ruined the horses completely. Running on a courser at riding 7 feels like going on a sumpter horse with riding 5 before the patch. Revival my ass.

You mean there is some hidden nerf, cause I dont think going from 50-->48 speed makes that kind of difference?

4
General Discussion / Re: Ranged, what counters you best?
« on: December 17, 2013, 07:41:50 pm »
Didn't read the thread so sorry if these have been suggested:

1. Bring back old lance angle and melee cav can kill HA's more easily. Right now it's too easy for HA's to avoid enemy cav since most are 1h cav and the remaining lance cav are gimped. You just end up rearing you horse too often when going for HA's and then dehorsed. Old lance angle would also reduce the amount of cav on servers because it would actually be fun as a cavalry to attack other cavalry, instead of avoiding them and going for infantry backstabs. Downside is that remaining cav would be more effective vs infantry.

2. Also nerf the amount of arrows they can carry or at least make it so they can't pick up arrows. Right now it's just spray and pray unlimited ammo gg.

3. Increase the armor/hp of non-armored horses so they can take more than 2 arrows when chasing HA's.

5
Suggestions Corner / New Battle mode: Flags spawn start of the round
« on: February 07, 2013, 04:08:22 pm »
Either replace battle mode with this or create new gamemode.

Maybe not the most realistic suggestion, but what would happen to battle mode if flags would spawn at the start of the round? Better yet, make 2 sets of flags spawn at different locations and winning team has to lift them both up, to add more tactical element. Give score ticks to players near the flags even if they are not doing damage.

In the ideal world:

- More organized pub play (better reason to work together than just "hi guys, lets form shield wall because its cool")
- Amount of ranged would decrease as battle gamemode would be less about camping and more about moving and gaining control of an area (flags).
- Amount of cav would decrease as there would be less random people running around aimlessly (they would go to the flags).
- Faster rounds, more intense fighting, like combination of siege and battle.

To make it work we would need maps that support this type of gamemode, maps would need a set spawn location for flags rather than random spawn locations. Plus I don't know if it is possible to spawn 2 sets of flags and code it so you need to lift both up to win.

6
Suggestions Corner / Re: spawnraping, valor and multiplier.
« on: January 18, 2013, 06:30:21 pm »
Rumblood you are comparing spawnraping to balancing issues. Yeah...

7
Suggestions Corner / Re: spawnraping, valor and multiplier.
« on: January 18, 2013, 04:25:28 pm »
So it is part of the gameplay of a medieval battle simulator to be ported into a very disadvantageous situation upon entering the battlefield and starting to actually play the game? This "feature" is to be compared to character development, impact of skill during fights, communication via voice commands and so on? If not, I call spawnrape being part of the game design bullshit.

You still haven't answered me why we need spawnkills, and what the advantages of spawnkilling are.

Dude you were saying devs should attend to things like teamkills, headshots in spawnarea and HA's shooting you on open plains. That is ridiculous.

I haven't said we need spawnkills, I said spawnraping is no big deal and you are whining for no reason and devs shouldn't waste their time addressing it, it is up to map designers anyway.

8
Suggestions Corner / Re: spawnraping, valor and multiplier.
« on: January 18, 2013, 03:56:35 pm »
Things that you call annoying are part of the regular gameplay which is why you need to adapt your own playstyle (for example if you can't deal with HA, get a shield) instead asking devs to develop the game just for your own liking.

9
Suggestions Corner / Re: spawnraping, valor and multiplier.
« on: January 18, 2013, 03:23:40 pm »
And EVERYTHING has an effect on the playerbase, as things are cumulative. It's not one factor alone which decides it, it's their combination. Being team attacked/teamkilled/griefed, headshot in spawn, spawnraped, caught by a HA on open plains, having bugs, etc.

All of those factors are negative and should be taken care of, if possible. And spawnraping can be prevented, for example

Hahahaa, oh wow...

So devs should take care of team damage, headshots in spawn area and being caught by a HA on open plains(your killing me here :DDD) plus all the other things that annoy you. No wonder you call yourself a joker :D. Seriously though, grow some balls and stop whining, adapt and improve yourself instead of asking devs to fix every aspect of the game that annoys you.

10
Suggestions Corner / Re: spawnraping, valor and multiplier.
« on: January 18, 2013, 12:49:34 pm »
Torben, I don't "absolutely want to keep it", I'm just pointing out why it is not a problem which is why it is waste of time for devs to put resources in it. It takes 1 second to "assess the situation", if you die during that time you are just very unlucky and it will probably never happen again during your entire life, that is how rarely it happens. I don't consider late spawners as helpless and there is no reason to do so, I have been killed by them as often as I have killed them. You just don't know what you are talking about.

Joker86, I said irl issues are nobody's fault (in the game) and if you die because of them (spawn late, have to go afk middle of the fight) in a game you should not whine about it or ask devs to help you. This is just the practical way of looking at things, nothing to do with lack of empathy etc. You keep saying it is not the victims fault ("he did not make a mistake") if he gets spawnraped, I disagree with that for the obvious reasons. Just spawn in time next time or do better job at defending yourself. Also if you think spawnraping has any affect on the player base you are way off, most players have only experienced it few times, some never despite playing the game for years.

11
Suggestions Corner / Re: spawnraping, valor and multiplier.
« on: January 17, 2013, 11:59:21 pm »
dude really?

Tell me why it is so detrimental to the gameplay that you think devs need to step in. Only reason I can think of is the spawn lag (if it even exists) that prevents you from controlling your char when you spawn. But even if it is a real issue how many players die because of it? 1 in every 1000 rounds? Other than that spawnraping is just killing afk or unaware infantry that think they are safe when they spawn in the battlefield. So yeah, please enlighten me if you have any good arguments, I'm guessing you don't have any based on your previous posting.

12
Suggestions Corner / Re: spawnraping, valor and multiplier.
« on: January 17, 2013, 09:21:54 pm »
its not about the cav,  not about its point of view,  just about getting a lance in your head the second you spawn.  who the fuck cares what the cav had to do to achieve that.  and if it doesnt pay off for the cav, hell, even one reason more not to fuck up the gaming experience for another guy. especially peasants.  fucking killing a peasant at spawn,  wtf.  there is just no reason at all to do it,  you're saying it yourself. ( you came a long way from your "lol no thats where i get all my kills from attitude" btw,  congrats for that at least : )

is that from the super old thread where I already explained it was a troll answer to your bad posting? Or do you also think cav gets most of the kills from spawnraping?

What are the arguments why spawnraping should be stopped? "its lame" "it just boosts cavs k/d ratio" "takes no skill"

In other words, people are whining for no reason.

13
Suggestions Corner / Re: spawnraping, valor and multiplier.
« on: January 17, 2013, 07:38:35 pm »
mas,  I guess problem is that you are lookin at everything from your own perspective and have trouble understanding what I'm about.  I dont judge you for that,  I am just disappoint.
(click to show/hide)

Dude, my last post was explaining the spawnraping situation from the infantry perspective vs cav...

On the other side the whiners seem to have no clue of cavs perspective and seem to really think spawnraping is how cav gets all their kills.

Seriously feels like I'm arguing with retards.

14
Suggestions Corner / Re: spawnraping, valor and multiplier.
« on: January 17, 2013, 06:32:34 pm »
imagine being shot at by 10 archers the second you spawn,  your horse dying immediately and you being  shot to peaces over the next 30 seconds without anything you can do.

wat?

I suggest you stop making exaggerated analogies because they make no sense and do nothing to improve your argument. If you spawn late you might have to deal with enemy cav, but you certainly have a good chance to survive even if you don't have a spear, I have survived many times against multiple cav despite being 1h shielder with 0 athletics, just find a wall, map edge, hill, rock or a tree and you are home free. You can find at least one of these near the spawn in most maps.

15
Suggestions Corner / Re: spawnraping, valor and multiplier.
« on: January 17, 2013, 05:36:51 pm »
Creating a zone of negative valor (not for tks ofc) in the spawn area would greatly reduce rape imo : ))

so every kill there is treated like a tk and bla whatever.

Create waste of devs time on a non-issue.

You check "ready" button and then spawn. Now you are in the battlefield. If you spawn same time as your team and stick with them you prob have higher chance to stay alive longer. If you spawn different time and are all alone you have lower chance to stay alive longer. Everyone can choose when they spawn. Sometimes irl issues force you to spawn alone but then you just have to deal with it and not whine about it, it is nobody's fault. Where is the problem?

I get the feeling that most whiners think spawnraping makes cav top the scoreboards and they don't want this to happen because they are mad at cav. At least k/d ratio and "easy kills" was something that was brought up in the other spawnraping thread and by Joker86 in this thread. Well I can say that on average, in maps where spawn raping is possible, I probably get 1 kill per round due to attacking spawn and finding an easy target. And to get there I have to dodge enemy cav (who usually follow me entire round from start to finish), archers who are near the spawn and fake-afk people who are looking for easy cav kills. Most of the time the risk does not pay but the hilarious whine from clueless players, desire to get action fast instead of waiting for infantry and rare kill streaks that start from flanking the enemy makes me want to do it. It is just a playstyle, and one that can be easily countered.

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