Author Topic: Version 0.241  (Read 79271 times)

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Offline Leshma

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Re: Version 0.241
« Reply #120 on: September 20, 2011, 07:46:45 pm »
0
IT IS NOT A NERF

Some people are simly retarded, no other way to describe it :wink:

Offline BalrogBoru

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Re: Version 0.241
« Reply #121 on: September 20, 2011, 08:11:03 pm »
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I still haven't seen an arabian warhorse on battle.
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Offline ManOfWar

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Re: Version 0.241
« Reply #122 on: September 20, 2011, 08:59:15 pm »
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The problem is that its not just the people spamming.  Pretty much anyone within 10 feet of you will get hit by a backswing no matter what you do or how carefully you fight.


STOP EXAGGERATING
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Offline Keshian

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Re: Version 0.241
« Reply #123 on: September 20, 2011, 09:02:11 pm »
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STOP EXAGGERATING

STOP UNDERPLAYING KNOWN BUGS
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Offline Tears of Destiny

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Re: Version 0.241
« Reply #124 on: September 20, 2011, 09:02:54 pm »
+2

STOP EXAGGERATING

Why not? 357% of the suggestion/game balance threads do.
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Offline Teeth

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Re: Version 0.241
« Reply #125 on: September 20, 2011, 09:10:24 pm »
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Armor parameters have not been changed. Attacks are "active" earlier now though - at least against props. That means with a long weapon you might bounce on the enviroment if you are not aware of your surroundings. Forgot if it is earlier active against agents too but seems so.

Short version, you bounce because you suck.
Yes it is active earlier against agents and its the gayest thing ever. I'm getting teamhit about 3 times as much, with my bum gear that gets me killed a lot. You hit people you dont even see or are clearly behind you, and thats what I notice with a mace, one of the shortest weapons ingame. I can't imagine what hell it is for someone with a flamberge.

Please revert this change. Why do attacks need to be active earlier? Realism? Nobody in the right mind swings a weapon like the animations in cRPG so please dont apply realism on them. Every player now has a 4 meter danger radius around him, where both his teammates and the player himself are fucked. To properly fight eachother now without hits getting randomly interrupted, you basically have to go 1 vs 1.

Its completely unpredictable, you can't count on any hit going through. Random has indeed become a huge factor in cRPG combat now.

Offline Gurnisson

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Re: Version 0.241
« Reply #126 on: September 20, 2011, 09:13:25 pm »
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Yes it is active earlier against agents and its the gayest thing ever. I'm getting teamhit about 3 times as much, with my bum gear that gets me killed a lot. You hit people you dont even see or are clearly behind you, and thats what I notice with a mace, one of the shortest weapons ingame. I can't imagine what hell it is for someone with a flamberge.

Please revert this change. Why do attacks need to be active earlier? Realism? Nobody in the right mind swings a weapon like the animations in cRPG so please dont apply realism on them. Every player now has a 4 meter danger radius around him, where both his teammates and the player himself are fucked. To properly fight eachother now without hits getting randomly interrupted, you basically have to go 1 vs 1.

Its completely unpredictable, you can't count on any hit going through. Random has indeed become a huge factor in cRPG combat now.

Hm, have to agree with you.
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Offline Elio

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Re: Version 0.241
« Reply #127 on: September 20, 2011, 09:20:53 pm »
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Byzantine Helmet was already present with cRPG 0.334 but never implemented.

And, hemmm ...

Offline wanteds

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Re: Version 0.241
« Reply #128 on: September 20, 2011, 09:37:42 pm »
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When are they gonna fix the balance system? One the most f***ed up issues of cRPG.
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Offline Tears of Destiny

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Re: Version 0.241
« Reply #129 on: September 20, 2011, 09:40:01 pm »
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When are they gonna fix the balance system? One the most f***ed up issues of cRPG.

What do you mean by balance system?
I'm not normal and I don't pretend so, my approach is pretty much a bomb crescendo.
Death is a fun way to pass the time though, several little bullets moving in staccato.
The terror of my reign will live on in infamy, singing when they die like a dead man's symphony.

Offline Vibe

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Re: Version 0.241
« Reply #130 on: September 20, 2011, 09:41:29 pm »
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What do you mean by balance system?

I think he means team balance.

Offline wanteds

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Re: Version 0.241
« Reply #131 on: September 20, 2011, 09:56:20 pm »
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I think he means team balance.
yep, no one else feels that way?
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Offline Vibe

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Re: Version 0.241
« Reply #132 on: September 20, 2011, 10:03:52 pm »
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I feel that way. Today we played a map, it was 30 vs 30 and one team had about 10 cav and the other had 1.

Offline wanteds

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Re: Version 0.241
« Reply #133 on: September 20, 2011, 10:10:31 pm »
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Yes, that's one point. The other is, I'd like to see the balance being applied not only after first round but after each round.
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Offline Axette

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Re: Version 0.241
« Reply #134 on: September 20, 2011, 10:36:28 pm »
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Error: Unable to find stronghold_props.brf

Having this same problem. Anyone know how to fix it?