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 13423 times)

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Offline San

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Re: [Feedback] What's right/wrong with 0.241
« Reply #90 on: September 22, 2011, 04:05:27 am »
+1
+Throwing Buff
+New Weapons
+Melee Hit Detection
+More variety with archers
+2h/polearm weapon adjustments
+Devs thinking about nerfing cav (Make Horse take damage, not stun user)
+Strategus changes
+Any other change I didn't mention

-Pole stun- somewhat okay in 1v1, way too powerful in pretty much every game mode. This is coming from my point of view as a pseudo-hoplite
-Bad Map rotation- lots of maps are just not fun. I am not a fan of the hilly/plains maps, too much chaos for public fighting
-Minor gripe on item fixes: Buff long dagger, put more effort into tweaking and balancing the 2hs/polearms. Make 1h glance less when facehugging.
-Xbows (not really a complaint, just saying still don't like them)
-STR/Agility balance still not fixed, keep experimenting!

Offline Uumdi

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Re: [Feedback] What's right/wrong with 0.241
« Reply #91 on: September 22, 2011, 04:55:01 am »
0
+Archery & Ammunition (-Longbow needs some love)
+WSE Polearm Overhead hit detection, implemented flawlessly.  Really impressed with that
+Riding skill rebalance
+Throwing got some love I hear

Weapon balance:
+katana/wakizashi are really cool, powerful weapons, and reflect that in game now, but:
        -Katana rapes face over the longsword. I guess the katana thrust is pretty worthless in comparison though, and suffers from shorter length, so this might be justified.

+Bec De Corbin damage was a great move, still remains a considerably dangerous, high-damaging weapon.  Makes using a morningstar much more viable in terms of balance, trading high damage for short length.

-Military Scythe got destroyed.  I understand your plans for strategus, and it being a "low-tier" weapon, but dear god, it hardly serves a function anymore.  It can't unfairly swing through teammates on overheads anymore either, and its only 89 speed.  24pierce and 35cut would be fair I think, or restore it to its old stats and raise the expense.

-Long Voulge lost its function when side swings were taken.  Again, a fair strategus balance, in terms of cost, but that was the weapons only saving grace, considering its 85 speed rating.  85 speed rating is where the weapon really suffers, and i think the side swings could be brought back and still be a fair choice.

??? - The new hats are so silly.  Really out of place, but we should definitely keep the Chickacks or whatever they're called, people really like the elite plumed one, and it fits with a few of the high end dark colored scale / lamellar armors.  I'd say keep them for shits and giggles, but if you guys have a limited amount of items to implement, they really don't deserve the space.  This mod really shines in its variety of weapons.  The usefulness of the hats doesn't go much further than entertaining troll or peasant clothes.
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Offline BcBKC

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Re: [Feedback] What's right/wrong with 0.241
« Reply #92 on: September 22, 2011, 04:55:40 am »
0
+ bec nerfed finally.
+ WSE changes.
+ Strat changes.
+ Throwing buff.

- Horse bump bump removed.
- Attacks going through targets and not registering.
- Killing enemys/teammates clearly out of my range of attack.
- Polestun hasn't been removed/nerfed with wse.
- Cav difficulty changes.
- More useless ugly low tier gear and no usefull 5-9 weight body armor.
- No steel pick nerf.
« Last Edit: September 22, 2011, 05:18:57 am by BcBKC »

Offline Malaclypse

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Re: [Feedback] What's right/wrong with 0.241
« Reply #93 on: September 22, 2011, 07:41:53 am »
0
+ Polearm overheads
+ THROWIN!
+ Removal of jump shots/nocks while keeping ability to jump in general, yay for jumping.

- Men still cannot wear dresses anymore.
- Colored hair still missing.
- Daggers/Knives need love.
- Armor looms too potent comparatively (There is no reason outside of style to loom something with Reinforced tag over Lordly, the armor bonus is too great, and loomed weapons cannot compete against loomed armor, especially with the new soak).
- Military Scythe got spanked a little too hard.
- The prices for "dress clothing" is atrocious without benefit in cRPG or strat. Maybe make wearing courtly outfits etc. give the wearer more strat gold per tick to justify the bump in pricing? All other armors are based on protection value in regards to price.
- Still no incentive to use agility over strength.
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Offline tankmen

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Re: [Feedback] What's right/wrong with 0.241
« Reply #94 on: September 22, 2011, 07:58:09 am »
0
+cav requirement(every one rode a courser n then stopped at 4 riding, now riding the courser is crippling cause you get less strength)
+over hand pole arm hitting teammates
+ removing horse bump bumping rider(i played on haven server it hasnt patched, i ran a 1h over we both got bumped my swing was stopped his didnt i died.. wtf)


-game seems to be unstable, i keep getting hit before the weapon hits me, i have also been hit by the shaft of the glaive when they start the attack i am instantly hit for full damage. i seem to hit team mates who are not near me...
The purpose of wearing plate has become nothing more than crippling yourself to look like a knight... or maybe its my lack of athletics

Offline justme

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Re: [Feedback] What's right/wrong with 0.241
« Reply #95 on: September 22, 2011, 08:27:18 am »
0
- ground collision
- arrow type
- high riding skill to fast,nerfing  those with low riding
- removing good feature bump
- bouncing and overhits with longer weapons
+ new equipment
+ strat improvments

Offline BADPLAYERold

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Re: [Feedback] What's right/wrong with 0.241
« Reply #96 on: September 22, 2011, 08:38:56 am »
0
++++++++ Horsebump bumping rider removed
+ New items always good
+ All the strategus improvements
+ WSE

+/- Riding skill changes, I like that the courser now requires 6 riding but the arabian should only take 6 riding too and the armoured horses should also take atleast 6 riding, on NA1 now atleast 3/4 the cav are riding some sort of armoured horse and it's kinda ridiculous.

- All bows being able to do pierce damage
- Military scythe and long voulge nerfed too much
- Katana buffed
- Don't think the bec was nerfed enough

Offline Rogue_Eagle

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Re: [Feedback] What's right/wrong with 0.241
« Reply #97 on: September 22, 2011, 08:56:45 am »
+2
+ bodkins allowing pierce damage
+ getting rid of stupid horse bump bump
+ new items :D


- No jump shooting (more realistic, but archers don't have much in the way of tools for fighting men coming down in them since the slots came into effect.)
- Sometimes seems like archers get the majority of nerfs while 2h spammers and polearm spammers still get to flick their poles around with lightning speed and high dmg/reach.

general:
- Upkeep of some things makes it damned near impossible to build the character you want. The upkeep on horses is crippling. Needs to be some way of controlling your upkeep expenses, either by hits taken = increase chance of dmg items, or winning excludes you from paying fees or multiplier going past x5.
- no 0 slow swords.
- chadz reminds me of George lucas sometimes.
« Last Edit: September 22, 2011, 08:58:43 am by Rogue_Eagle »

Offline IR_Kuoin

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Re: [Feedback] What's right/wrong with 0.241
« Reply #98 on: September 22, 2011, 09:09:25 am »
0
- Katana still only got 17+ pierce ( in mw stage)
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Offline The_Angle

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Re: [Feedback] What's right/wrong with 0.241
« Reply #99 on: September 22, 2011, 09:26:56 am »
0
I think I saw somebody say that the new hats didn't make any sense. Derp.  :mrgreen:

+The new items

-Unwillingness of Shik to add more new items
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Offline Uumdi

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Re: [Feedback] What's right/wrong with 0.241
« Reply #100 on: September 22, 2011, 10:06:11 am »
0
+++++Ground Collision, how could that get a minus?  Meant to include that with my WSE / Polearm overhead fix comment.

Also, Dev Paul mentioned the possibility of removing the randomness on damage.  I foresee that being a +++++ as well, if that idea gains more consideration.  A constant damage based on Velocity, Range, Weapon Damage, WPF, Enemy Armor & anotomical hit location are the only variables that should matter for the offender.
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Offline DrKronic

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Re: [Feedback] What's right/wrong with 0.241
« Reply #101 on: September 22, 2011, 10:14:43 am »
0
+new items
+new hitboxes, I know people gripe, but they are overdue for a change, everythings a learning process
+bec nerf, finally
+new items
 
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Offline Gurnisson

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Re: [Feedback] What's right/wrong with 0.241
« Reply #102 on: September 22, 2011, 11:15:39 am »
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- Throwing buff
- Increased charge damage
- Piercing damage available for all bows

+ The rest
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Offline Jacko

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Re: [Feedback] What's right/wrong with 0.241
« Reply #103 on: September 22, 2011, 02:07:44 pm »
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+Silly hat.

-Still need more silly hats.
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Offline gazda

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Re: [Feedback] What's right/wrong with 0.241
« Reply #104 on: September 22, 2011, 02:24:29 pm »
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+ more items
+ changes concerning cavalry (riding skill requirements, speed etc.)
+ arrows decide which damage type bow has.

- xbow still no nerf
- still no changelogs

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