Author Topic: cRPG: status and plans  (Read 56908 times)

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Offline BattalGazi

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Re: cRPG: status and plans
« Reply #60 on: June 24, 2012, 06:29:56 pm »
0
Ok you might not like HA in the game, that is quite obvious :D, but we would be really glad if you help us get more valor on occasions. You should have an idea the total gold we lose compared to other builds considering the variety of items we carry. A little bit of valor support would be just fine. Thanks ...

Offline Fips

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Re: cRPG: status and plans
« Reply #61 on: June 24, 2012, 06:31:54 pm »
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Any news on high-lvl retirement?

Don't make me read the whole thread, pls. =(

Offline Thovex

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Re: cRPG: status and plans
« Reply #62 on: June 24, 2012, 06:35:36 pm »
-2
lol that would be retarded like fully loomed players don't all ready have an advantage against new players.. the current loom status seems fine if people want a cookie for retiring at higher lvls they could allways just use the respec option which spares you time lvling in the first place.

I myself have respecced twice as lvl 33 didnt feel like ive been cheated out of cookies since it didnt take long to become 33 again.

It is been mentioned before, I don't care about new players - I've been playing this since it came out and only got gen 7 and I just turned lvl 32.
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Offline Tzar

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Re: cRPG: status and plans
« Reply #63 on: June 24, 2012, 06:44:14 pm »
+5
I don't care about new players

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I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.

Offline Canary

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Re: cRPG: status and plans
« Reply #64 on: June 24, 2012, 07:01:06 pm »
+1


Apart from that, Harald has been working hard on a new graphical version of strategus, that fits with the current website and in general has the usual awesomeness of Harald.

Hear, hear!

Offline Bjarky

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Re: cRPG: status and plans
« Reply #65 on: June 24, 2012, 07:28:58 pm »
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Offline Kafein

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Re: cRPG: status and plans
« Reply #66 on: June 24, 2012, 07:36:56 pm »
+1
First chadz's post I like everything in :D

Offline Mithus

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Re: cRPG: status and plans
« Reply #67 on: June 24, 2012, 07:41:17 pm »
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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.

Would be good all information turned public: wpf,stats damage effect, weapon proficiency effect on weapons, on the website.
Not to be based on obscurity, or for veterans that have all time to test the effects.
They already have the advantage of gear and player skill, and will have another advantage based on information obscurity.

Offline SirCymro_Crusader

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Re: cRPG: status and plans
« Reply #68 on: June 24, 2012, 08:42:31 pm »
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Sounds interesting, good thing about the multis too.

Offline Brrrak

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Re: cRPG: status and plans
« Reply #69 on: June 24, 2012, 09:27:39 pm »
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Would be good all information turned public: wpf,stats damage effect, weapon proficiency effect on weapons, on the website.
Not to be based on obscurity, or for veterans that have all time to test the effects.
They already have the advantage of gear and player skill, and will have another advantage based on information obscurity.

Thankfully, our resident cRPG researchers have often provided their findings with the community at large, able to be found with a search or two on the forums.  Observable effects are probably the most useful to players, rather than the hard numbers involved in what the game system does to achieve those effects.  Still, those numbers would be cool to see, a la speed bonus equations.

Offline Jarlek

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Re: cRPG: status and plans
« Reply #70 on: June 24, 2012, 09:33:37 pm »
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Yay!
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Offline Magikarp

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Re: cRPG: status and plans
« Reply #71 on: June 24, 2012, 09:54:06 pm »
+1
So... This sounds a lot like agi-builds will get big buff (wpm buff). Any plans on making strength builds more worthwhile?

Does this also mean you'll look to revert some classes back to a state which requires more skill? Like cavalry for instance, which was changed so much that it's all about backstabbing and couching, instead of breaking enemy ranks and hunting down other cavalry players.

On that note, maybe adding a feature such as the current shield wall thing, but than for charging with teammates? (first hit does extra damage?)
Don't mind the fish.

Offline Overdriven

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Re: cRPG: status and plans
« Reply #72 on: June 24, 2012, 09:57:59 pm »
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Hopefully all in time for me going home from uni to a stable internet connection. Can finally play crag again and will very much look forward to the changes  :)

Offline Miwiw

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Re: cRPG: status and plans
« Reply #73 on: June 24, 2012, 10:07:05 pm »
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459 people online. Nice! And it should be more in the next hours.  :D
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Offline Thomek

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Re: cRPG: status and plans
« Reply #74 on: June 24, 2012, 10:08:38 pm »
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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..
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