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Messages - korppis

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1
Faction Halls / Re: [Clan Ninja] New Thread with current information
« on: August 14, 2016, 01:41:41 pm »
We already have bastard/longswords, what else do we need gear wise? Not saying our old stuff never gets implemented, but maybe start with what we already have?

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Faction Halls / Re: [Clan Ninja] New Thread with current information
« on: August 13, 2016, 04:03:07 pm »
So... has anyone thought about migrating Ninjas to okam under new theme or something? Thomek and Khorin I'm counting on you.  :wink:

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This reminds me there's a great/bad but still great spin off of civ 1/master of orion called Master of Magic. I always wanted it in a modern form, but it never seems to show up..

It had is all, generated world with 2 planes, tons of units and schools of magic, tactical battles. It's amazing.

(click to show/hide)

I'd say AoW: Shadow Magic filled the gap after MoM nicely. Sadly that too is old game now and AoW 3 wasn't as good.

Haven't seen much of this new MoO yet but I sure hope they won't ruin the original concept too much.

4
General / Re: Dev Blog #5 Combat
« on: February 21, 2016, 07:10:05 pm »

Something we've been talking about for a long time when it comes to the combat, is the concept of commitment. Once you've decided your action, you cannot retract, you are by designed forced to complete it. This goes through the entire spectrum of combat. A decision matters, and has consequences.

The reason we have stamina is to govern the combat mechanics we have. We did not introduce it for realism, but as a way for the player to control the gameplay. What we have now is a framework, the exact values will come from a lot more game testing.


Hmm, but won't you already make a huge commitment by just choosing your armor and weapon. Picking up heavy plate and maul quarantees that you will be vulnerable to ganks and unable to flee. Light armor sort of makes it more risky to join a group fight, but allows (and should allow) more control on 1vs1's and allows choosing your fights. I don't quite get it what stamina adds to gameplay that these gear&weapon stats don't already give? If it was just used for sprinting cooldown, that'd be fine imo.

I can imagine that it will slow down battles a lot, since after a moment of fighting people will just have to stand still and wait for stamina to build back up. Another concern if you consider a battle where one team is holding a hill: They already have a huge advantage to begin with and sure won't go anywhere. How does it affect on balance if the team attacking that hill have to run up, take hits from arrows and end up being unable to fight properly because they got drained of stamina? Also, does it treat light armored players fair if every small cut or so will drain them?

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General / Re: Dev Blog #5 Combat
« on: February 19, 2016, 08:20:41 pm »
I really don't like the sound of this.

Stamina to me has always been a big no no as it just restricts gameplay. It may work in a one on one where you can manage it but fighting multiple opponents for multiple minutes in a battle situation just sounds horrible.

The new stances sound terribly restrictive as well, you cant perform an attack if you don't have the correct stance, once again may be fine if your in a one on one but in a battle situation where things are constantly changing and your fighting multiple opponents at once, it doesn't sound viable.

It sounds like this combat is geared towards duelling type gameplay and not the hectic situations of a battle environment.

The reason m and b combat is so good is that it has a basic 4 directions that you start with, every new player knows these directions and can use them from the start, its a very easy idea to grasp. To make the combat more intuitive they didn't add a bunch of  gimmicks, they added functions on top of the 4 directions like chambering hilt slashing etc, but didn't mess with the core mechanics. That's why it was still  accessible for newcomers and engaging for veterans.

However your approach seems to be just adding loads of things on top of each other to try and create something new and intuitive and yet still easy to play. But to me it sounds like it will be the opposite.


I got the same initial impression as well. Stamina usually makes things worse, I'd understand it if it was just used to prevent endless spamming, but there are better ways to do that. And I fear this stamina system may have a huge effect on one-vs-many or even many-vs-many battles since there's one more factor to watch out for. Especially if it takes too long to regain that stamina. It may just add too much for complexity imho.

Stances.. I've kind of conflicted feelings about that. If it's designed to make life easier for newbies.. then it kinda makes sense. On the other hand, the beef in these kind of games is learning all about the combat and the freedom of attacks. Teaching newbies to lean on some helper stances just feels like a step back in long run. I didn't quite get it how to assign/change a stance so I'm also worried about accidently fuck up and get locked into one.

It's hard to say if these ideas feel right or wrong without trying them out. I'm a bit worried since it's a lot more complex than the initial ideas. Still, what matters most is that the combat itself is fluid and feels responsive.. even if it didn't offer anything new to warband's combat system.

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imagine someone running around with a dagger whos penis is longer than the dagger...  :mrgreen:

And a group of them could build a human ladder.  8-)

Also, no restrictions in alpha!

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IMHO the best news was that Thomek just confirmed there will be Ninjas! <3  8-)

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WSE2 Beta / Re: cRPG (specifically WSE2) on Linux under Wine problem.
« on: November 08, 2015, 12:05:03 pm »
First of all sorry about necroing this!

I ran into same problem myself and here's what I found out about this:

1) You can play with WSE2 beta just by unticking the "offline"-mode on. Just make sure to have latest version of the launcher.

2) The real problem may be with mono not trusting any ssl certificates. You'd need to add necessary certs with certmgr to make it work. See: http://www.mono-project.com/docs/faq/security/

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Diablo 3 is a travesty, it can't be fixed. Game mechanics isn't only issue.

Blizzard, in order to make their games even more appealing to children aged 5-12, created new universe which is very much like Marvel's. Mishmash of Diablo, Warcraft, Starcraft and now this new thing called Overwatch. Those worlds aren't compatible. Diablo is (was) dark and mature world, for people who prefer horror games. Warcraft is a fairy tale like Star Wars, despite the fact it stems from brutal Warhammer universe. Starcraft is similar but it is darker in nature and very sci-fi. They don't mix well. But they don't give a fuck. Money talks. Therefore they make games with all major characters from their games and pretty much destroy those characters in the process (have you seen those childish Diablo skins or King Leoric in Heroes of the Storm?)

They don't respect their lore anymore, they transformed into Activision's puppy. Luckily for us, they haven't reach final form because Activision still doesn't allow them. The moment Infinity bullshit universe fails among children, they will start producing interactive Blizzard toys/avatars. But Infinity cow still gives milk so we are safe for some time.

Just because Blizzard has transformed into something not even mom can love doesn't make Path of Exile an epic action RPG experience. It might be best of the crop atm, but that doesn't mean it is great game. Just that other suck more.

That sums it up nicely. It's the sad story of most good games that got ruined when the companies grew bigger and bigger, and were forced to make more generic, more selling products. Sadly it sells because kids just buy anything. The rest of us can only hope that some indie group rises and builds up the real deal.

10
Yeah, in fact Grim Dawn is actual Diablo III. It has that long lost dark feeling that reminds of D1.

My biggest issue with PoE is the crappy monsters.. the entire game is about fighting crabs and monkeys, and it friggin sucks when your superhero character gets compelety beaten up by a shoe-sized little critter.

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Faction Halls / Re: [Clan Ninja] New Thread with current information
« on: August 21, 2015, 04:10:37 pm »
I'm pretty much inactive these days ever since siege died down.  :( Just playing DTV few times a month or so.

But happy to help if you have questions about builds etc.  :wink:

12
General Discussion / Re: [Poll] Feedback on 2h stab.
« on: July 10, 2015, 12:26:25 pm »
Hey, Senni. I'm not going to rail you out for the change, mainly because I respect you and all the community devs who've been keeping the mod alive. That being said, I'm going to say that after giving this new animation an honest attempt, I still have absolutely no idea how to use it. It's hard to see, hard to use, and I can't say any of the kills I've gotten using it were earned. I am not even joking, I have specialized two of my characters to be two-handers, and I still don't know what is going on with this animation. This treads into the realm of "if it isn't broken, don't fix it", and I genuinely think the TaleWorlds developers (like a lot of other features in Warband) designed it to look the way it did for a reason. The polearm stab and one-handed stabs are both very visible. You can anchor your vision on your character like you normally would. But the new two-handed stab has me looking at the point of my weapon, and often times because I can't really see where it's going, I have to look at a higher angle like the trick of hitting close enemies with a long polearm. Even then I still end up glancing or just going straight through the guy like he's not there.

Well said. I'm having the same problem, and with current animation it feels like I have to aim in the sky and drag it down just to see where the hell it's going to hit... so much for aesthetics.

Also I don't agree that it's justified to mess the animation for whole 2h class just to make few greatswords look better. It was a fine experiment but since you can't separate greatswords from other 2h's with this engine, please just revert it to old good version and hope that it's more moddable in Melee.

13
Suggestions Corner / Re: Button "All" in armoury [code included]
« on: July 09, 2015, 11:38:06 am »
Just did a full armoury reset of the Grey armoury and I did not find such a button, so I assume it is not yet implemented.

Selecting 300+ items is incredibly tedious and annoying. We need this shit :(

You can just copy paste that code snippet into page from browser's developer tools and the checkbox will appear. Or better yet, make a greasemonkey/tampermonkey script so that it gets loaded automatically.

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General Discussion / Re: Why did siege die?
« on: June 16, 2015, 06:12:42 pm »
Battle works with very low population, siege doesnt. Since mod has very few active players the few there go to EU1, even people who prefer siege. Since EU1 is very dull without a few mates to help avoid the ganks etc theres rarely enough on EU1 for a switch.

Yeah, siege needs 40 ppl to work, and 60+ to be fun.

R.I.P. EU2. At least we still have DTV for some occasional fun.

15
General Discussion / Re: Website
« on: June 13, 2015, 02:28:03 pm »
Yeah both c-rpg.net and melee.org could use some love. Although I'm not sure if it's worth spending much effort in c-rpg.net at this point.  :)

I'd be happy to give a hand tho if devs simply don't have time for it. I make responsive websites for work so it's not a biggie.

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