A Brief History of cRPG
A lot of you probably have no idea who I am, and even less of you probably recognize me in game. But know that I've been playing cRPG for a very long time, around the time NA was just getting started. But bear with me because if you don't understand why cRPG is the way it is, I am here to (make up shit...) help.
I agree with the idea that the old cRPG had a lot of features that made cRPG amazingly addictive.
In the beginning, chadz created cRPG
It had freedom, it was addictive, and it was a true "RPG."You could do anything. And you more or less built your character as you played to how to felt. There were those like Destin, who's builds were a mix of everything. As well as Cyclonite and Fedor, who were crazy good horsemen.
The only rising problem was the leveling system had to be changed cause some players were just going to keep on leveling and no one could catch up, that's where heirlooms were introduced.
And that's where everything went wrong.
The devs had to make this recycling of levels so that players couldn't continue to rise higher, so they created the incentive of retiring, which at first was too ridiculous as one could easily do it in a day, and offered the benefits of keeping wpf. But that was settled out. But then there was a new problem. Money. Too much money in the system. Those who heirloomed continued to be able to pull in huge amounts of money, with no way of recycling. We began to see those in Tincans with the legendary plated charger, a horse said impossible to save money for, but they began popping up more and more.
Upkeep and multi's
This is where cRPG took its greatest fall.
This completely changed cRPG. The new money system turned battle into this spread out battlefield with preference to fighters who could hold their own alone. Teamwork was more sparse as players weren't enticed to be closer to the battle. Cav ran RAPID, and Archers became a huge problem. So to balance out this, the Devs moved to Balance.
Further Balancing
This is the era we currently live in, Archers can be good, but only to players who have all heirlooms. Cav continues to dominate the battleground, through the support of the marketplace money factory. And both have been nerfed to shit, along with every other build that plays rock paper scissors and wins to atleast 1. Now we have a mod that seems to be steep on learnability and excitement in character creation. cRPG now has the rising problem of to many heirlooms in the system. And the Level cap (by Level cap I am refering to level before retirement) is set to 30, which may statistically look appealing, but offers no freedom in a build.
Message to Devs
if you are reading this, I would like to say that while I am not here to suggest from my random opinions (thats another forum), I would like to suggest alternatives to the problems with the initial cRPG that would make it seem more like that old cRPG feel. I propose
Keep Multiplier System for Siege.
Switch Battle money system back to normal, that way Cav and Archers can be back to their normal level of efficiency without 10tonnes of useless nerfs, but they have to adopt a reduction in money that is only bolstered by their ability to support the group (I guarantee we will see less of them then)
Increase level cap before retire to a higher level, maybe 60, that would allow more freedom in builds
Make Heirlooms go to +3 for every retirement, but make players pay upkeep only on their heirlooms. Higher level caps would make heirlooms rare. By making them reduce to +2 or +1 and need repairing, you can manipulate an outsource of money.
I also propose that there be an encumbrance system, so that even with a high amount of money, only some builds can equip a lot of heavy equipment, this will limit the effectiveness of money, and allow it to be used in other areas (banner, heirloom upkeep, etc.)
Nevertheless, I love this mod and I simply want to help. Smoothrich, you hit it right on the head for me.