Poll

I like this version (0.241) more than the last one (0.234)

Yes, it's a move forward!
196 (66.9%)
No, it's a move backward!
97 (33.1%)

Total Members Voted: 292

Voting closed: September 28, 2011, 09:38:47 am

Author Topic: [Feedback] What's right/wrong with 0.241  (Read 13439 times)

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Offline Memento_Mori

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Re: [Feedback] What's right/wrong with 0.241
« Reply #75 on: September 21, 2011, 08:42:41 pm »
0
- longbow (IMO, price decrease, make RUS bow top tier bow. Coz atm Longbow costs more but is less effective.)
- yumi bow (This bow is expensive and it's arrows fly slower than the first and second bows. IMO price decrease, or buff missile speed.)
- pole stun
- ladders in battle


+ new collision detection (makes longer weapons harder to use in Siege or other confined areas. which IMO was NEEDED, because there was no reason to choose a shorter weapon over a longer one.)
+ archery buff (love that archery is hurtful again, hate that they can bypass melee simply by hiding on a roof in battle and waiting it out.)
+ wakizashi buff (the little weaboo inside of me is content)

+/- Katana buff (IMO Katana could have used a price decrease as opposed to having it's damage buffed, then again my character was using the katana with 9 PS so maybe I wasn't effected much by it's slightly lower damage.)

Over all I think the game is moving forward, especially with the new weapon collisions, now you have to think before you swing.
thanks for the hard work you guys put into this mod, it has kept me entertained for countless hours aha.

« Last Edit: September 22, 2011, 03:49:46 am by Memento_Mori »

Offline Juhanius

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Re: [Feedback] What's right/wrong with 0.241
« Reply #76 on: September 21, 2011, 11:40:53 pm »
0
+ NEW ITEMS!!!
+ Archery got buffed :twisted:
+ top end archery dmg now costs more money
+ Arrow type change weapon damage type.
+ cavalery got buffed

Offline Tzar

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Re: [Feedback] What's right/wrong with 0.241
« Reply #77 on: September 21, 2011, 11:47:45 pm »
0
+ top end archery dmg now costs more money

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Sry i couldnt help myself..  :mrgreen:
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Offline Siiem

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Re: [Feedback] What's right/wrong with 0.241
« Reply #78 on: September 21, 2011, 11:48:23 pm »
0
Since it's not a poll option imma write this.

from 0.240 to 0.41 step backwards :(

from 0.234 to 0.241 step forwards.

Offline dreadnok

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Re: [Feedback] What's right/wrong with 0.241
« Reply #79 on: September 22, 2011, 12:09:34 am »
0
-shields: hit way to much with it even up, you sacrifice a huge amount of offensive capability for defense ands its out the window.

- helmets look god awful and make 0 sense
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Offline MrShovelFace

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Re: [Feedback] What's right/wrong with 0.241
« Reply #80 on: September 22, 2011, 12:12:57 am »
0
many items that were already inferior in every way but price (prime example military scythe which was inferior to the glaive IN EVERY SINGLE WAY) got uber nerfed

Its also odd that the long voulge got changed to no side swings (completely understandable due to its length) but received no buff to its already incredibly slow and low damage overhead (also the fact that this poke weapon only has 18 pierce reinforces my thoughts on an overhead damage increase)

in my eyes this patch failed to address the lacking value of agility for anything but hybrids (even theres no reason for more than 5 wm)

A full agi character with 10 ath and 10 wm will have at most 3 ps and a little more than 180 prof and can neither wear armor or use most weapons

A full Str char with 10 ps, 10 IF, and 3 wm gets 40 points of prof less than a full agi build

thus the concept of a balanced melee character has changed to 24/15
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Offline Swaggart

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Re: [Feedback] What's right/wrong with 0.241
« Reply #81 on: September 22, 2011, 01:28:03 am »
+1
- Attack animations are active sooner (or something, I still don't quite understand what the official term for it is).

I understand why there animation active-blah-blah-whatever-you-want-to-call-it got changed. However, I think it was unnecessary.

We can attack in a maximum of 4 directions. That was how the game developers envisioned creating a medieval combat environment. Sure, they could've gone more or less complex, but I think for the sake of playability they put in a maximum of 4 directions.

Now, with this oversimplification of attack directions, you must give concessions somewhere. And the concession was that unless you're in a really tight space, your attack might clip through things. People that know they are in crowded spaces or have friendlies around them wouldn't swing in broad directions. They would adapt their swings based on their environment. If there's a wall to the right of you, would you swing sword in a broad right swing? Of course not. Same if you had a fellow soldier to the left of you. You wouldn't try and swing through him. But since you can't ever change how you perform your attacks (from the animation point of view) you had to give something up in order to keep it fun.

Rather than continue this wall of text, in my opinion this particular change has made melee a bit more frustrating especially in large battles.

Offline Diomedes

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Re: [Feedback] What's right/wrong with 0.241
« Reply #82 on: September 22, 2011, 02:20:50 am »
0
- raised requirements on the desert horse to 6 rather than 4
- lots of new Turkish hats without comparable new armours
- no new horses
- no comprehensive changelog at release

- no stat respec even though there are major changes to item requirements and effectiveness

+ buffed throwing
+ buffed bows while making them more expensive at the top tier
+ some very nice new equipment

EDIT:
- black armour still exists
« Last Edit: September 22, 2011, 02:26:35 am by Diomedes »

Offline Thomek

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Re: [Feedback] What's right/wrong with 0.241
« Reply #83 on: September 22, 2011, 02:46:21 am »
0
+++ Katana, finally! :D
+ Cav got nerfed
+ Archers made more interesting
+ New gear always welcome (Already saw some naked spearmen with leather shields and funny hats)

+- Polearm rear was removed, which was good, BUT effectively countering the cav nerf, making it less of a nerf.

- Cav got nerfed slightly too little because of the above. Still a little OP, but better than pre-patch
- It's harder than ever to find something to whine about
- Something fishy about archery, my lvl16 friend shot out half my life (53 body armor) with a +1 rus bow and 6 pd.. Is that normal?

Overall it's a +3 :)

Predictions for the future balance:
Archery will be reworked once again, or at least adjusted.
Cav will get another nerf, direct or indirect.
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Offline Herald_Hardrata

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Re: [Feedback] What's right/wrong with 0.241
« Reply #84 on: September 22, 2011, 02:52:02 am »
0
- Katana buff. It really was just a slashing sword that wasn't any better than what was in the middle east, we shouldn't be considering it to be the best slashing weapon when the Japanese never fought opponents with plate armor. If I'm wearing plate, I shouldn't die from 2-3 slashes from a katana, (Katana's can't slash through plate steal, as much as the fanboys will argue, it just wasn't possible).  The best swords should be made of damascus steal, as it was the strongest steal in history (yes, even stronger than what they were making in Japan).

- Adding 16th c. armor items to a game that's supposed to be based on MEDIEVAL combat. (i.e. the conquistador morions, Chapel de Fur, etc.) If you're going add armor from eras where muskets were an element of combat, why not just go play Fire & Sword? Why is there no cut off in terms of time periods? This isn't specific to this patch but it's reinforced with the armor chosen to add to the pool and I feel like continuing this trend really destroys the look and feel of the game. If you're going to add stuff from the 16th c., when do we start adding pirate crap?

- Since this last patch my game has been getting runtime crash errors every 2-3 rounds. It's ridiculous.

- Lack of Byzantine armor (how are you really going to add 16 c. spanish armor but ignore actual Medieval armor from the most powerful empire in the world throughout most of the medieval world until 1071? And even after that point they were still a large force to be reckoned with until the 1400s...).

+ Piece damage on Bows is more realistic.

- Archery is still too slow though, considering that medieval archers, when standing in one place, wouldn't have to reach for their quiver's every shot as they'd have their arrows in the ground in front of them to increase reload speed. The reloading quiver animation only makes sense when archers are moving / on horseback.

- It still feels like a game revolving around infantry. i.e. they're given too many unrealistic handicaps against things that would have checked their power in actual medieval battles (i.e. missile weapons were game over for infantry stupid enough to not carry a shield into battle, yet we have all these people running around spamming 2h weapons and polarms who run to the forums complaining whenever they they rightly get owned by ranged weapons. [carry a shield morons, that's why they existed].) And don't even get me started on how under powered cavalry are in this game (not even going to mention horse archers). If you're wearing full plate and get trampled by a 1500-2000 pound horse charging at 35-45 mph, you're not jumping back to your feat to immediately block an attack, you're dead or unconscious. But I guess this game isn't about making combat realistic, and I should quit complaining. Sorry if this turned into a rant. It's just that having studied history in college these kinds of things tend to bother me more than the average gamer I guess.

- I would like to see patches that make this game more realistic historically. I don't feel like this patch does enough in that regard. I'm glad to see all the active people putting effort into the game and I really appreciate it, I just would like to see a more historically accurate game is all.
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Offline cmp

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Re: [Feedback] What's right/wrong with 0.241
« Reply #85 on: September 22, 2011, 02:58:24 am »
+3
- katana buff
- katana buff
- katana buff
- katana buff
- katana buff
- katana buff
- katana buff
- katana buff
- katana buff
- katana buff
- katana buff
- katana buff
- katana buff

Offline Braeden

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Re: [Feedback] What's right/wrong with 0.241
« Reply #86 on: September 22, 2011, 03:06:16 am »
0
- archery buff
- throwing ammo counts still weak + upon further reflection, I actually think throwing is viable and still not OP once more
- not adding in a hundred different armors regardless of era so we can have a valhalla simulator
+ keeping horsebumps
++ weapon rack
+ increased riding costs
- decreased riding costs

- for the silly looking turkish hats without other equally silly things
« Last Edit: September 22, 2011, 08:03:14 am by Braeden »

Offline RandomDude

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Re: [Feedback] What's right/wrong with 0.241
« Reply #87 on: September 22, 2011, 03:13:58 am »
-1
-new collision in melee (although i agree with some points about a reason to choose a smaller weapon over a longer one, it doesnt really affect most 2h weapons/poles, only the specialist ones. i still do ok with it but its so ANNOYING!!!
-bodkin pierce + low upkeep compared to the plate that it penetrates
+new items

Offline Torp

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Re: [Feedback] What's right/wrong with 0.241
« Reply #88 on: September 22, 2011, 03:56:25 am »
0
i am against overall nerfs, i prefer buffing the thing that is worse instead of nerfing what is better - leads to mroe game speed and excitement instead of tincans taking 15 slow-ass hits

Offline kukufarikki

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Re: [Feedback] What's right/wrong with 0.241
« Reply #89 on: September 22, 2011, 03:58:55 am »
0
- no new xbows, i want a repeating crossbow
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