Author Topic: cRPG: status and plans  (Read 59553 times)

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Offline Ubereem

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Re: cRPG: status and plans
« Reply #165 on: June 29, 2012, 06:49:13 am »
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can u make it easier/faster to build towers, catapults and ballistas. maybe add a spike wall(sort of like siege shield) or soemthing to help defend against cavalry. how about a capture the flag mode with two opposing castles. this would maybe give a reason to build towers, catapults and ballistas. this will also allow for much longer rounds and greater ways to earn xp

why is NA siege down all the time?:(
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Offline Patoson

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Re: cRPG: status and plans
« Reply #166 on: June 29, 2012, 07:58:01 am »
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I would like to see key (example left alt) that gives you walking speed which is same with every player. :DD

Then everyone would turn into the "crazy German kid" whenever they were walking and wanted to check the scoreboard. :D

Offline Zerran

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Re: cRPG: status and plans
« Reply #167 on: June 29, 2012, 09:44:47 am »
+1
All points sound good to me. A bit skeptical of actually seeing 1-3, but will stay positive for now.   :P
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Offline Ujio

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Re: cRPG: status and plans
« Reply #168 on: June 29, 2012, 04:22:53 pm »
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That is kinda my point, a shield currently blocks all incoming attacks including ranged, which is why I assume they made it so you cant kick and hold up your shield, otherwise its a complete freeroll. Shield bash would negate this and be pretty OP in comparason to kicks.

True enough, there would need to be some sort of major disadvantage to the shield bash. Maybe you wouldn't be able to turn once committed to a shield bash. So it could be easily sidestepped
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Offline oprah_winfrey

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Re: cRPG: status and plans
« Reply #169 on: June 29, 2012, 09:13:18 pm »
+1
If these changes are as big as you say they will be, I hope you are planning to buff xp and/or retirement bonus so that it is easier for players to experiment with new wpf values, builds, etc.
« Last Edit: June 29, 2012, 09:26:34 pm by oprah_winfrey »

Offline Ubereem

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Re: cRPG: status and plans
« Reply #170 on: June 30, 2012, 11:21:53 am »
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regarding the xp changes:

as long as it doesnt take any longer to reach 31 then idc what they do. also on siege what are they gonna do? in siege u need certain number of troops to guard the flag while the rest of the team guards the walls. u know just incase there are flag ninjas or enemies break the line. how are they gonna deal with this? seriously if everyone guards the walls then the flag is wide open. i have a bad feeling about this change
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Offline Zandieer

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Re: cRPG: status and plans
« Reply #171 on: June 30, 2012, 02:01:31 pm »
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I love the sound of all these changes (and also the fact you guys are more strict about banners!), but I have one more thing to add: better first person view. I know, many won't use it, but at least make it an option, if possible, pretty please. :D

Offline Ubereem

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Re: cRPG: status and plans
« Reply #172 on: June 30, 2012, 10:58:56 pm »
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I love the sound of all these changes (and also the fact you guys are more strict about banners!), but I have one more thing to add: better first person view. I know, many won't use it, but at least make it an option, if possible, pretty please. :D
the only thing wrong with first person i the fov, shits gotta be like 60 or less. also 1vs1 1st person isnt that bad, its the group battles that are hard because of the fov
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Offline Duvain

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Re: cRPG: status and plans
« Reply #173 on: July 01, 2012, 12:27:08 am »
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yes yes goood

Offline FRANK_THE_TANK

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Re: cRPG: status and plans
« Reply #174 on: July 01, 2012, 01:26:06 am »
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4. Strategus
As seen in the last strategus patch, I'm trying to bring more and easier battles back into Strategus. I feel I've done an error with trying to shove economics into the gameplay so hard. They will stay a part of the game, but I intend them to be a bonus for clans and individual players, not the fundament like i tried before. Which was stupid. Micromanagement shouldn't be a necessity to play the game.

In the end, strategus is a game to fight epic battles, and that should be the main focus.

There is one change you need to make and everything will be sweet.

Recruit 5-10 troops per tick!!! (I'm not againt getting 5-10 goods per tick as well)

That is now the only real bottle neck, trading is great fun and it gives you options when taking the fight to your enemy so keep it 100%
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Offline Gravoth_iii

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Re: cRPG: status and plans
« Reply #175 on: July 01, 2012, 01:38:53 am »
+1
Sooo, when is the compensation for hoplite/spearmen coming? Half my thrusts pass through people and its basically impossible to fight 1v1 with hoplite, also cant even keep up with sidestepping.. i'm so useless right now -_- Spinstab nerf, whyyyyyyyy? T_T Also going to have to be a pretty juicy buff to actually make hoplite reliable again, ugh..
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Offline Brrrak

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Re: cRPG: status and plans
« Reply #176 on: July 01, 2012, 02:50:18 am »
+1
Sooo, when is the compensation for hoplite/spearmen coming? Half my thrusts pass through people and its basically impossible to fight 1v1 with hoplite, also cant even keep up with sidestepping.. i'm so useless right now -_- Spinstab nerf, whyyyyyyyy? T_T Also going to have to be a pretty juicy buff to actually make hoplite reliable again, ugh..

I actually think the nerf was a bit overdone.  Sure, I've been caught by plenty of moments where 'ahurrhurr, I can get this guy---WHY IS THERE A SPEAR IN MY FACE!?" but to be honest, I think it was polestagger that needed to go.

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« Last Edit: July 01, 2012, 03:04:50 am by Brrrak »

Offline Christo

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Re: cRPG: status and plans
« Reply #177 on: July 01, 2012, 02:51:49 am »
+2
You looked at this one too, ha! :mrgreen:

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Offline Gravoth_iii

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Re: cRPG: status and plans
« Reply #178 on: July 01, 2012, 03:07:46 am »
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I actually think the nerf was a bit overdone.  Sure, I've been caught by plenty of moments where 'ahurrhurr, I can get this guy---WHY IS THERE A SPEAR IN MY FACE!?" but to be honest, I think it was polestagger that needed to go.

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I think it was used as a primary, atleast sometimes.. I think hoplites should lose the damage/speed penalty and get another attack, such as a overhead thrust but tbh a left swing would be even better since it works on closerange and i dont think the animation would look bad either.
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Offline Brrrak

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Re: cRPG: status and plans
« Reply #179 on: July 01, 2012, 05:16:10 am »
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I think it was used as a primary, atleast sometimes.. I think hoplites should lose the damage/speed penalty and get another attack, such as a overhead thrust but tbh a left swing would be even better since it works on closerange and i dont think the animation would look bad either.

From the players' or opponents' left?