Author Topic: cRPG: status and plans  (Read 59531 times)

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Offline Visconti

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Re: cRPG: status and plans
« Reply #75 on: June 24, 2012, 11:14:37 pm »
+2
1. Increase the depth of fights
Which means more different fighting styles and more playstyles in general. Easy to learn, hard to master.

Didnt you guys do the exact opposite with the recent turn speed nerfs on overhead and stabs?


Asides from that, i like everything else you guys are doing, glad to know the devs have a plan for cRPG and strategus
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Offline Magikarp

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Re: cRPG: status and plans
« Reply #76 on: June 24, 2012, 11:32:52 pm »
0
Didnt you guys do the exact opposite with the recent turn speed nerfs on overhead and stabs?


Asides from that, i like everything else you guys are doing, glad to know the devs have a plan for cRPG and strategus
If you ask me, you are indeed right. A lot of nerfs, like the cavalry turn nerf, promote one type of play, not multiple.

Either this is another 'say A , do B'  post. Or it is a major breaktrough in their thinking, or in other words: taking the hard road, instead of the lazy nerf road.

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Offline SeQuel

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Re: cRPG: status and plans
« Reply #77 on: June 24, 2012, 11:50:22 pm »
0
Amazing, agree with all these points.

Offline Banok

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Re: cRPG: status and plans
« Reply #78 on: June 24, 2012, 11:53:31 pm »
+3
We have a general speed increase planned

if your going to increase speed can you at least increase delay between swings, spamming is already rampant (1h left swing is brokenly spam-able).

Quote
we'll change the system to something that rewards personal skill and risk more.

Nice to hear!

Quote
It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers.

if its not assist based, can we at least have assists on the scoreboard?

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buffing those with weapon master skills.

Sweet, asked for this over a year ago.

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or we'll hold them back for the sequelas a USP

dafaq

Offline Magikarp

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Re: cRPG: status and plans
« Reply #79 on: June 24, 2012, 11:54:51 pm »
0
Amazing, agree with all these points.
Indeed! I think this is a nice fresh new way of thinking. Not that I don't appreciate their hard work in the past, I just think their time is better spend this way.
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Offline Shadowren

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Re: cRPG: status and plans
« Reply #80 on: June 25, 2012, 12:37:44 am »
+1
This sounds nice. But we will see   :D
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Offline bilwit

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Re: cRPG: status and plans
« Reply #81 on: June 25, 2012, 12:55:24 am »
0
What the fuck is a USP?
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Offline Bazinga

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Re: cRPG: status and plans
« Reply #82 on: June 25, 2012, 01:01:06 am »
0
need new computer or client performance optimizations... :P

Wouldn't it be a quick job to batch process all the textures to low res for every release? :) and make it an option in the downloader..

This bothers me so much, I had non problems what so ever with FPS, but lately ( 1 - 1/2 month) I'm getting really bad perfomances. That is a real downer for me, because I can play native just fine on almost good options with 200 people on a server.

Offline Banok

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Re: cRPG: status and plans
« Reply #83 on: June 25, 2012, 01:01:31 am »
0
unique sales point thanks google

Offline Christo

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Re: cRPG: status and plans
« Reply #84 on: June 25, 2012, 01:11:09 am »
+4
What the fuck is a USP?

(click to show/hide)


Unique Sales Point;

"A feature that the salesman hopes will convince you to buy his product instead of another."
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Offline Count_Curtis

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Re: cRPG: status and plans
« Reply #85 on: June 25, 2012, 01:55:18 am »
0
Mod is better then it has ever been before
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Offline dreadnok

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Re: cRPG: status and plans
« Reply #86 on: June 25, 2012, 03:51:01 am »
-1
hey chadz your awesome man.  can the servers handle speeding up the gameplay? i see all kinds of wackiness with some people that are fast
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Offline SixThumbs

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Re: cRPG: status and plans
« Reply #87 on: June 25, 2012, 04:05:28 am »
+1
If you implement the wpf change could I hark in with the few others and also request the 32+ retire bonuses? Even just an additional loom point would be nice. I know we don't have all the details, or any inkling really, but going from 115 wpf to 1 wpf would really put a damper on my character.  :oops:
And how!

Offline PhantomZero

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Re: cRPG: status and plans
« Reply #88 on: June 25, 2012, 05:48:07 am »
+3
I didn't like proximity to the fight being required to gain xp and gold as it prevents horsies and archers from leveling up as quickly.
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Offline Rhaelys

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Re: cRPG: status and plans
« Reply #89 on: June 25, 2012, 05:51:11 am »
+1
3. speed up the gameplay
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.

I am very much in favor of this (and I am a 30/12 0 WM build), but I would like to see a respec of skill points. Respeccing or retirement isn't a logical option for high level characters.

Alternatively, a limited time reduction in the XP penalty for respeccing would also be welcome. Say, losing only 25% XP instead of 50% XP.
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