Author Topic: Crossbows and the Return of FPS  (Read 17042 times)

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Offline Brutal

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Re: Crossbows and the Return of FPS
« Reply #60 on: March 15, 2011, 09:18:49 am »
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I support the adding wpf to the requirements of items.

Sorry guys but IMO It's a pretty dumb idea,  I mean if somebody is using a sniper xbow with 0 wpf  how efficient will he be? Terrible accuracy very long reloading ... If people want to spend upkeep on a 10 000 gold xbow and be near useless let them do it, we re not in communist russia we re everybody as to have the same stats to use a weapon because some people can t help themself to QQ.
 
Same question  for an archer with 0wpf in melee using 2h or pole, you have a huge advantage if you re regular melee  but no that s not enough let s take his weapon away, blah...

It would only make some sense with throwing were wpf are not that important.

Offline Bravadu

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Re: Crossbows and the Return of FPS
« Reply #61 on: March 15, 2011, 01:24:17 pm »
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I think crpg is pretty balanced right now. Perhaps throwing is a tad OP, but they also have limited ammo. 

If you guys want to talk realism, I think ranged has been nerfed too much, especially bows. If you've seen Shakespeare's Henry V, you'd have heard of Agincourt. 7000 archers and 1500 men-at-arms (8500 total) beat a French army numbering from 10,000-36,000.

http://en.wikipedia.org/wiki/Battle_of_Agincourt

Imagine the rain of arrows in that battle...

Offline MouthnHoof

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Re: Crossbows and the Return of FPS
« Reply #62 on: March 15, 2011, 05:54:38 pm »
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If you guys want to talk realism, I think ranged has been nerfed too much, especially bows. If you've seen Shakespeare's Henry V, you'd have heard of Agincourt. 7000 archers and 1500 men-at-arms (8500 total) beat a French army numbering from 10,000-36,000.

http://en.wikipedia.org/wiki/Battle_of_Agincourt
Did you even read what is written there? The arrows did little actual damage to the French army and the archers ended up killing French knights in melee. The longbow has long passed from the realm of history into the realm of fantasy. It now rests there on a pedestal next to the katana.


Offline Elmetiacos

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Re: Crossbows and the Return of FPS
« Reply #63 on: March 15, 2011, 07:46:26 pm »
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It's not about balancing weapons by nerfing. I didn't say crossbows were too powerful; they are not. The problem is that once again we are getting the "crossbow as sidearm" playing style with infantry adding a crossbow to their normal sword-and-shield or polearm specialisation. This is causing an increase in the number of crossbows and distorting a lot of games.
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Offline IG_Saint

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Re: Crossbows and the Return of FPS
« Reply #64 on: March 15, 2011, 07:59:34 pm »
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It's not about balancing weapons by nerfing. I didn't say crossbows were too powerful; they are not. The problem is that once again we are getting the "crossbow as sidearm" playing style with infantry adding a crossbow to their normal sword-and-shield or polearm specialisation. This is causing an increase in the number of crossbows and distorting a lot of games.

The wpf requirements on weapons would solve that problem. Alternatively make upkeep cost scale with wpf for weapons and maybe IF for armours (just to give IF some love). That would be pretty realistic, in that an inexperienced guy doesn't know how to care for his weapon/armour and it would solve the sidearm problem, since less people would use them because of the price.

Offline hotcobbler

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Re: Crossbows and the Return of FPS
« Reply #65 on: March 15, 2011, 11:07:55 pm »
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I just wanted to point out amid the WPF discussion is that crossbows were widely reviled during the Middle Ages because they were so deadly and required virtually no training to use well. Which is exactly what is in the game. Seems about right to me. :)

Quote
Although a longbow had greater range, could achieve comparable accuracy and faster shooting rate than wooden or composite crossbow, crossbows could release more kinetic energy and be used effectively after a week of training, while a comparable single-shot skill with a longbow could take years of practice.

The Pope and Vatican even attempted to ban their use (only against Christians, do whatever you want to "others" I guess) through a papal bull.
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Offline OoberNoob

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Re: Crossbows and the Return of FPS
« Reply #66 on: March 16, 2011, 01:27:31 am »
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Crossbows were made to be devastating at close to medium range but were not accurate at long distances due the the extreme acceleration over a short amount of time.  IMO the more a xbow cost the more accurate it should be and wpf should mostly count towards the reloading speed. It makes sense, firing a bolt using a cheap xbow with knotted strings and a rugged trough carved in the stock should not be as accurate as firing a bolt down, say a sniper xbow which would be made by a decent craftmen who made smooth mechanics for the tumbler and a polished trough.

Just my 2 cents take it or leave it.

Side note, crossbowmen were hated by the professional soldiers and knights back in the medieval era as well so I think we have an obligation to rage about them in c-rpg now.

Offline Blondin

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Re: Crossbows and the Return of FPS
« Reply #67 on: March 16, 2011, 02:35:54 am »
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I don't use much my crossbow in cRPG, but i have some points in wpf.
i guess it will be usefull in Strategus, as you can fight in Strat's battles only with your main. I can't imagine a Commander hiring me to defend a town if i'm pure 1hander (almost for an open field battle)

Hybrids may disturb battles in cRPG, they will be needed in Strategus with all their flying stuff.
« Last Edit: March 16, 2011, 02:43:31 am by Blondin »

Offline Radament

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Re: Crossbows and the Return of FPS
« Reply #68 on: March 16, 2011, 06:52:12 am »
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Introduce the awesome skill -----> Power Xbow
Problem solved
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Offline Vibe

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Re: Crossbows and the Return of FPS
« Reply #69 on: March 16, 2011, 07:45:31 am »
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Introduce the awesome skill -----> Power Xbow
Problem solved

Think that would require hardcoding.

A simpler solution is to just remove Xbow from the game, every goddamn melee packs one now.

Offline Radament

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Re: Crossbows and the Return of FPS
« Reply #70 on: March 16, 2011, 05:19:59 pm »
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mate , if is not crossbow , will be throwing (worse) . remove something from the game because it's the "weapon of the week" don't work.
maybe just increase str requirement , like 21 for the sniper or make it very heavy like 3.75---> 5.00 so they can't run so fast and pew pew all the way.
« Last Edit: March 16, 2011, 05:25:29 pm by Radament »
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Offline Rhade

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Re: Crossbows and the Return of FPS
« Reply #71 on: March 18, 2011, 10:21:06 am »
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I think crpg is pretty balanced right now. Perhaps throwing is a tad OP, but they also have limited ammo. 

If you guys want to talk realism, I think ranged has been nerfed too much, especially bows. If you've seen Shakespeare's Henry V, you'd have heard of Agincourt. 7000 archers and 1500 men-at-arms (8500 total) beat a French army numbering from 10,000-36,000.

http://en.wikipedia.org/wiki/Battle_of_Agincourt

Imagine the rain of arrows in that battle...

I'm so fucking sick of the people comparing events that occurred in history/real life to justify game mechanics.

People at Agincourt didn't respawn, did they? Why the fuck not? Perhaps because if someone made the argument that "oh, people at the siege of Acre didn't respawn, so we shouldn't either," I imagine that would be BAD FOR GAME BALANCE.

In much the same vein, saying "herp derp x happened in history so it MUST be fine to implement" shows someone who's only credentials are watching the history channel, yet they know nothing about balance nor game design.

The simple fact is that once projectiles reach a critical mass, it doesn't matter how good/bad the players are, it's a wall of death as soon as you step out of cover in that range players need to worry less about ff in the sense that they have a much longer effective range, and their targets are much greater when you're looking at selection. Melee users can not "swarm" the same way that seven archers can shoot at the same target -- if seven inf attempt to all swing at the same target, they'll cut themselves to shreds. So the situation being what it is, and hybrids running amok with such easy ranged skills being acquired, that critical mass is easily achieved and the ranged classes dictate the combat entirely. If ranged players want to shoot it out all day without switching to their melee weapons, then a pure melee character can do nothing about it. The issue isn't necessarily that "OMGZ RANGE NEEDS A NERF," it lies inherently and intrinsically in the fact that the critical mass of range is easily met with so many hybrids running around, resulting in part from the ease of acquiring xbows and throwables. After this mass is met, range will always dictate combat as it's effective range and volume of fire is so great that nothing else other than a higher volume of fire will defeat it. This really is not that fun of a way to play, as volume of fire matters almost as much, if not more than skill of the user; once a critical mass of projectiles being shot in one direction is reached, it's much like a shotgun blast or carpet bombing in that it really doesn't NEED to be overly accurate to be effective. Melee NEEDS to be accurate because it's effective range is so short (literally only a few feet), thus limiting your potential targets to only one or two, forcing you to swing around friendlies whether you like it or not.

Also, saying "well, throwers have limited ammo" is a pretty weak argument; throwing is so widespread at the moment that the battlefield is constantly littered with throwables, and people can easily replenish their stacks rather quickly. People keep acting like this is a major inherent built in Achilles heel to throwing yet I watch bad players run around and continuously pick up throwables and spam them at melee players until they finally land a hit or two and get a kill. If they miss, they just run and rinse and repeat. It's rather silly. Range dominates, and this shouldn't be the case whatsoever, I don't give a fuck about how "real" some people may think it is or how brilliant they think their tactics are, Mount and BLADE (not Bow) is centered around a pioneering and next-generation melee system, and has a rather sub-par range system built in yet the entire beauty of the melee system is being thrown out the window because there are such high volumes of fire *everywhere* that you're instantly targeted as soon as you pull out a 2h'er by the unwashed masses, whether they're skilled or no, with 8 of them firing at you you're going to die. It's a pretty ridiculous idea to think that the meat of the game is impossible to really play because ranged is keeping it from happening, and the fact that xbows are so easy to obtain definitely make that more of an issue.

Range should definitely have it's place and I'm sure there are people out there who love sitting back and playing a really bad version of a ranged shooter, but I'm sure they would be frustrated if they were unable to play their preferred style (ranged) because melee was not allowing them to do so.

It's an issue when 1 melee based character has absolutley NO chance against 3 archers (when you try to attack one, he will simply run while the other two shoot you. It is impossible to win, period.) yet 1 archer has a perfectly decent chance to win against 3 inf simply by shooting at them, maybe picking one off before they get there and then just being decent at melee when they arrive. Or he could even just put his bow away and run non-stop until the other archers on his team shoot the inf chasing him. The ranged players have the ability to dictate combat and choose when and where to fight, yet if those ranged players have the same mobility melee players do, where's the flip side or the other advantage of NOT being ranged?

It's an issue when a group of ranged can force it's style all day, yet a group of melee-focused characters can never force their style (besides all sitting in a room and never leaving until MotF, which all would be kicked for), only hope that the ranged players are bad enough to let skill make up the difference. Ranged players should be a supplement to engagements, not the deciding factor of "who has more ranged." This would be helped by xbows not being so easy to acquire, and some WPF requirements on throwing, perhaps even a slot reduction to make people really choose what they want to do.
« Last Edit: March 18, 2011, 10:43:45 am by Rhade »

Offline Nemeth

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Re: Crossbows and the Return of FPS
« Reply #72 on: March 18, 2011, 12:51:30 pm »
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Ahhh, you pulled the "m&b is melee oriented game, so why do archers have any possibility to actually kill someone?" card. How cute. Then I guess you would gladly enlighten us why is it that it's pretty much always melee people who top to scoreboards? Even if it's hybrid, the majority of his kills are melee. From your post it looks like they should be hiding the whole round and then get slaughtered by ranged, thus not getting any kills.

Offline Vexus

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Re: Crossbows and the Return of FPS
« Reply #73 on: March 18, 2011, 01:35:17 pm »
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I bought this game right away when It went live because it was one of the few games I know were it was not just another shooter but melee could fight against other meleers as I don't like camping or using ranged weapons all the time, I never bought any cod or other shooter simply for this reason.

Now cRPG is awesome in it's way since your able to use a variety of stuff were native has you some set armor/weapons depending on the faction BUT there's one problem in cRPG which is jack of all trades and imo it should be solved as fast as possible.

Nowadays since it's possible a 2her can use a 2h weapon, a spear to rear cav and a crossbow or 2 throwing weapons to be able to fight in every possible outcomes with no problem (More now with the new wpf)

Slowly the game always turns who camps on roofs the most and I've been logging less because of this. I don't want to have to hide half the round because more then half of the group decides it's fun going for 5 rounds on roofs and destroying every time all the ladders even attackers ladders so no one can reach them while they can own your team with no trouble.

Imo there needs to be some drastic change, some may like it some don't I don't think jack of all trades was the point of the mod but atm it is no matter what you say almost everyone has a xbow nowadays.

There has been some suggestions on WPF requirement but imo with the new wpf this can be useless as I'm sure they wouldn't make most of them 120 wpf or more but it's a good start on limiting people that have a weapon for every possible fight with no visible penalty.

Also making certain weapons AND ranged weapons use 2 slots would really help too, say making xbow using 2 slots x guy has to either use 2 stack of bolts but no melee weapon or 1 stack of bolts and 1 melee weapon making it possible for some of the possible roles to counter him as he has to either use a pike or a melee weapon which many would go for the melee weapon because they want to kill not be support.

Armor AND weapons needs a change in the requirements too many weapons have simply too low requirements and imo high tier weapons should need more strength and blunt weapons much more limiting their wpf amount since less weapon master + if wpf requirement is added it would limit these jack of all trades.

I know some won't agree but this is my opinion and seeing from this thread some think like me.

Offline Elmetiacos

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Re: Crossbows and the Return of FPS
« Reply #74 on: March 18, 2011, 02:05:28 pm »
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Maybe higher Str crossbows should need a cranequin or a windlass using a slot - as compensation, this would let them be used on horseback. I still think matters would be improved if crossbows became unloaded when you put them away - as things are now they are functionally guns rather than crossbows.
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