Poll

Better or worse?

Better than before.
164 (45.6%)
Worse than before.
138 (38.3%)
Hate you! (I do not want to post a valid opinion and/or be funny)
58 (16.1%)

Total Members Voted: 360

Author Topic: Version 0.200 Released  (Read 34253 times)

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Offline Maiev

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Re: Version 0.200 Released
« Reply #90 on: January 05, 2011, 10:31:50 pm »
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I think the patch is an overall improvement, however, some significant fine tuning is necessary:

Sieges need to be fixed. They were fine before, mostly, but now they're horribly skewed in favor of the attackers.
Item repair should obviously not go into effect when an admin changes a map, or under other related circumstances.
Teamwork needs to be rewarded more than survival.

Offline Tornkik

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Re: Version 0.200 Released
« Reply #91 on: January 05, 2011, 10:32:25 pm »
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I don't understand chadz mind. Why make us earn so much more money, and lose more. If something needed to be changed then do it by lowering it, don't keep raising the risk and making this more of a luck based mod rather than skill.
« Last Edit: January 05, 2011, 10:35:25 pm by Tornkik »

Offline ThePoopy

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Re: Version 0.200 Released
« Reply #92 on: January 05, 2011, 10:33:51 pm »
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give me my bec back  :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad:

Offline Gorath

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Re: Version 0.200 Released
« Reply #93 on: January 05, 2011, 10:38:58 pm »
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give me my bec back  :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad:

It's still there, it's just not stupidly OP anymore.
And I should be nice or polite to anyone.... why exactly?

Offline Tornkik

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Re: Version 0.200 Released
« Reply #94 on: January 05, 2011, 10:43:49 pm »
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It's still there, it's just not stupidly OP anymore.

It's pierce now, I'm not sure that's much better.  :?

Offline cmp

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Re: Version 0.200 Released
« Reply #95 on: January 05, 2011, 10:59:05 pm »
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It's still there, it's just not stupidly OP anymore.
Wow, are you crazy? It lost 2 damage. It's worse than a pitchfork now.

Offline Kophka

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Re: Version 0.200 Released
« Reply #96 on: January 05, 2011, 11:12:03 pm »
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Hi there, first time posting... I'm not a long-time follower, but I still like the way the mod was before the patch. I know the patch was meant to reduce heavy armor and calvary from dominating the game, but this measure seems a little harsh. I don't even really mind the weapon degradation. Losing the weapon is annoying, but the worst bit of this patch is the fact that it seems to encourage running away, hiding or being afk because experience and gold is gained at the same rate no matter what, no matter the proximity to a large battle. I was actually very impressed with that system because it meant that teamwork was actually rewarded, even if the team lost. This patch makes it so that even if the whole team just sits there naked, they still get a moderate amount of gold and experience. Granted, the other team would get more, but there's no real incentive to fight together as a team any more, tin cans or no.

The problem is that teamwork is now totally dependent on the players, rather than being forced to do it by chadz. You can now lead 4 members into a wide flanking manuever, designed to help your team win, and not get penalized because you weren't part of the mob. You can actually use tactics that are useful, as well as clever, and that is a great thing. If people are deciding not to play as a team, then let them know what you think of them, and encourage others to do the same. Once they get shunned and ostracized, they'll either change, leave, or start trolling hard enough to get banned from the servers.

Offline Peregrino

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Re: Version 0.200 Released
« Reply #97 on: January 05, 2011, 11:16:27 pm »
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 :( Hello, Im very noob in cRPG, but i liked it the last versión, noobs could die, team diying or team killing, bein archers, disturbing etc.
The skill and the progres in armour, gold, xp, etc... was slowly but sure and with stability for noobs and some veterans helped us (to improve ourselves or to die).

Now with the patch all seems fool and chaotic, no fun, no chance for improve nor armour for noobs. Battles are more unbalanced, cavalry raise all peasants and infantry...

Last versión was a very good mod, and with Strategus was super. Please reconsider and "give noobs a chance" 8-)
« Last Edit: January 05, 2011, 11:18:04 pm by Peregrino »

Offline Blackstone

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Re: Version 0.200 Released
« Reply #98 on: January 05, 2011, 11:18:03 pm »
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Simply remove damage to weapons and armor, and lower the gold output. The whole concept of needing to repair damaged items in the way that this game is played by the majority of players is not appropriate.
A warrior moves through the world all day, yet he himself is unmovable.

Offline Lorenzo

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Re: Version 0.200 Released
« Reply #99 on: January 05, 2011, 11:41:15 pm »
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- Please find a way to fix the servers (NA in particular) that keep kicking player every round.

Offline Silv

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Re: Version 0.200 Released
« Reply #100 on: January 05, 2011, 11:47:00 pm »
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The problem is that teamwork is now totally dependent on the players, rather than being forced to do it by chadz. You can now lead 4 members into a wide flanking manuever, designed to help your team win, and not get penalized because you weren't part of the mob. You can actually use tactics that are useful, as well as clever, and that is a great thing. If people are deciding not to play as a team, then let them know what you think of them, and encourage others to do the same. Once they get shunned and ostracized, they'll either change, leave, or start trolling hard enough to get banned from the servers.

I'm afraid I don't really see your point. What exactly was preventing you from being clever or using useful tactics pre patch? I don't really like the idea of having to heckle and jibe someone to get them to play the game the way it was meant to be played. Also, the old system still rewarded the losers, albeit less. I really loved the excitement of the building jackpot of XP, only to lose (or win) it because of a really amazing player or duel. Now it just seems very mediocre. The losing team was punished by not getting the full value, which I found very effective in terms of incentive. "Oh, you got that, but look what you could have had!" Now the losing team is punished by losing effectiveness, unless they happen to be rich, which seems less like fun and more like a job.

Offline Kophka

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Re: Version 0.200 Released
« Reply #101 on: January 06, 2011, 12:03:39 am »
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I'm afraid I don't really see your point. What exactly was preventing you from being clever or using useful tactics pre patch? I don't really like the idea of having to heckle and jibe someone to get them to play the game the way it was meant to be played. Also, the old system still rewarded the losers, albeit less. I really loved the excitement of the building jackpot of XP, only to lose (or win) it because of a really amazing player or duel. Now it just seems very mediocre. The losing team was punished by not getting the full value, which I found very effective in terms of incentive. "Oh, you got that, but look what you could have had!" Now the losing team is punished by losing effectiveness, unless they happen to be rich, which seems less like fun and more like a job.

Pre-patch, if I led a squad to disrupt enemy archers, get behind a shield wall and mess it up, or defend a sniper in a remote spot of the map, I, and everyone on the squad would miss out on "mobbing the foe" xp bonus. Not very fair, considering we did a good job of helping our team win, and a mass charge or mass camp, while being a tactic, should not be the only tactic. As far as incentive goes, not getting broken gear + the bonus modifier for winning the round isn't incentive enough to play as a team, and actually listen when someone suggests something that may work? chadz has made an EU Public cRPG TeamSpeak server available, and there is one for the NA crowd as well, so who's fault is it that they are both empty all the time? The patch is new, give it a bit for players to get used to it, and you'll see people adapting to a new battlefield, just like they've always done.

EU TS3 Info - 78.46.65.211 port 9987 - no password

NA TS3 Info - dallas.jestservers.com port 7400 - no password

Offline Eluem

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Re: Version 0.200 Released
« Reply #102 on: January 06, 2011, 12:05:51 am »
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I like most of the changes, especially the cleaning up of the database synchronization with the server and such. I also love the new xp/gold system and the idea of having servers for low level players.

I like most of the ideas behind the balancing changes.

I don't like all the bugs with the servers that are currently occurring, obviously.

I also don't like the buff to horse speed/bump damage.... the bump needed a nerf, not a buff :/

Last but not least, I love you chadz (and everyone else that works on cRPG) for making this mod and continually working hard on it.

Offline Silv

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Re: Version 0.200 Released
« Reply #103 on: January 06, 2011, 12:18:10 am »
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Pre-patch, if I led a squad to disrupt enemy archers, get behind a shield wall and mess it up, or defend a sniper in a remote spot of the map, I, and everyone on the squad would miss out on "mobbing the foe" xp bonus. Not very fair, considering we did a good job of helping our team win, and a mass charge or mass camp, while being a tactic, should not be the only tactic. As far as incentive goes, not getting broken gear + the bonus modifier for winning the round isn't incentive enough to play as a team, and actually listen when someone suggests something that may work? chadz has made an EU Public cRPG TeamSpeak server available, and there is one for the NA crowd as well, so who's fault is it that they are both empty all the time? The patch is new, give it a bit for players to get used to it, and you'll see people adapting to a new battlefield, just like they've always done.

EU TS3 Info - 78.46.65.211 port 9987 - no password

NA TS3 Info - dallas.jestservers.com port 7400 - no password

Heh... the above tactic was one of my favorites, and quite frankly, I didn't need the xp or gold for the feeling of accomplishment if I pulled it off. It was the satisfaction of knowing that I had done a good job and been rewarded (albeit mildly in xp) for it. As for not getting broken gear, why should I wear gear in the first place if it's just going to break? I'll still make money either way. The bonus modifier is nice, I suppose. I like the idea of picking a playstyle and building on it, and not having to shift back and forth from peasant clothes to not-quite-peasant clothes. And as for listening to someone who thinks they have a good idea... I dunno, I guess I just don't trust that most people know what they're talking about when it comes to strategy. Or that the most complex strategy I've seen so far in the game has consisted of "Go up the left hill." In the end though, if this system sticks, I might stick around, assuming some minor tweaks to the cost of equipment and repairs happen.

But what would you think of a system where the team shared the bonus xp and gold, instead of it being limited to only those around a fray? We would still get to do our shield/ninja thing, and we would still be rewarded equally. As for gold, I dunno, I kind of like the way it ticks up automatically. Thoughts?

Offline Kophka

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Re: Version 0.200 Released
« Reply #104 on: January 06, 2011, 12:33:07 am »
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Heh... the above tactic was one of my favorites, and quite frankly, I didn't need the xp or gold for the feeling of accomplishment if I pulled it off. It was the satisfaction of knowing that I had done a good job and been rewarded (albeit mildly in xp) for it. As for not getting broken gear, why should I wear gear in the first place if it's just going to break? I'll still make money either way. The bonus modifier is nice, I suppose. I like the idea of picking a playstyle and building on it, and not having to shift back and forth from peasant clothes to not-quite-peasant clothes. And as for listening to someone who thinks they have a good idea... I dunno, I guess I just don't trust that most people know what they're talking about when it comes to strategy. Or that the most complex strategy I've seen so far in the game has consisted of "Go up the left hill." In the end though, if this system sticks, I might stick around, assuming some minor tweaks to the cost of equipment and repairs happen.

But what would you think of a system where the team shared the bonus xp and gold, instead of it being limited to only those around a fray? We would still get to do our shield/ninja thing, and we would still be rewarded equally. As for gold, I dunno, I kind of like the way it ticks up automatically. Thoughts?

That's what we have now though, it's not limited to those around a fray any longer, the whole team rises and falls together thanks to the win bonus multiplier. I like the way gold ticks up as well, it's like getting paid by the hour for a job well done, people just need to not draw things out to make more (get you fired IRL :) ). As far as strategies, you'd be surprised at how many fledgling tacticians we've got in this game. A pretty solid percentage of us came from games like Medieval Total War (and its variants) and games like EVE, or other strategy games, some Single Player, others requiring communication to be effective. Give people a chance, when someone suggests something, and you like the idea, back him up in it, and don't be shy about suggesting your own strategies.