Author Topic: cRPG and Emergent Gaming (And Fun): Where It Went Wrong  (Read 6950 times)

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Offline Haboe

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #15 on: December 26, 2012, 12:40:42 pm »
0
(click to show/hide)
never forget

I do miss those yea...

Looney toons axe
Boulder on a stick
Sword of cookies (German GS)
Sword of tears (Danish)

anyone knows other good old names?
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Offline Haboe

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #16 on: December 26, 2012, 12:44:27 pm »
+1
(click to show/hide)

What 1 sees as creative use of environment, others see as exploiting bugs. Then its up to the developers of a game to decide whether they fix the bugs or let them be there as a part of the game.

Stronghold has only been tested 1 day, i wasn't there but i know tyr won't shut up about how awesome it is and how stupid i am that i missed it  :mrgreen:
So yea, would definitely want to see that back soon'ish.
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Offline LordBerenger

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #17 on: December 26, 2012, 12:50:38 pm »
+4
All the changes were good and cRPG is far better today than ever! And much better than native.

It's so good most players are gone now ._.


Get XmasCRPG up but name it ''Old School cRPG'' and get it as a NA serv as more NA's seemed interested in it back then and also add some admins to prevent pollspamming.


so as i understand you are mad because the devs brought a little fun in the game by making it a little bit more challenging.

Wat.. Most people can block good now and just have duels that last hours and it's easy as hell. Combat speed slowed down alot doesn't equal challenging by any means.

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Offline Smoothrich

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #18 on: December 26, 2012, 12:53:24 pm »
0
What 1 sees as creative use of environment, others see as exploiting bugs. Then its up to the developers of a game to decide whether they fix the bugs or let them be there as a part of the game.

And that's where the "Where it went wrong" comes from.  The game's community and mechanics are too much about making "fair" gameplay that is stagnate, in a combination of nerfs, engine tweaks, the whole rewards system with the multi, slot system, rage at delaying and camping, removal of ladders, punishment of players who don't blob in and die immediately.

I think a lot of these could be addressed with a new gametype that is more accommodating to camping and building, and the overall concept would be ideal for a full fledged game where players can have more of an impact on the world environment with all the awesome melee gameplay we've come to expect.

My posting is like a katana folded 1000 times to perfection.. and the community is what keeps the edge sharp.. and bloody.  -  Me.

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Offline autobus

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #19 on: December 26, 2012, 12:57:22 pm »
+2
I do miss those yea...

Looney toons axe
Boulder on a stick
Sword of cookies (German GS)
Sword of tears (Danish)

anyone knows other good old names?
You forgot lance of compensation

Offline Teeth

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #20 on: December 26, 2012, 01:21:55 pm »
+3
Conquest would be lame as fuck seeing as everybody would be spread out all over the place, but I guess you as a 2h hero would like that. 2h heroes and cav would reign supreme. Besides respawns are uncool, battle = best mode.

Also, most of the 'fun' things you described were fun for the 3 people doing it and boring/lame/annoying as fuck for the 117 other players.
« Last Edit: December 26, 2012, 01:25:31 pm by Teeth »

Offline Panos

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #21 on: December 26, 2012, 01:23:36 pm »
+10
Bring back tournaments,big clan fights, themed fights and the fun will be alive again..
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Offline Prpavi

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #22 on: December 26, 2012, 01:32:05 pm »
+1
Bring back tournaments,big clan fights, themed fights and the fun will be alive again..

This!
And now he can't play because of "common sense" and he doesn't understand how this common sense works
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Offline Teeth

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #23 on: December 26, 2012, 01:36:12 pm »
+3
Bring back tournaments,big clan fights, themed fights and the fun will be alive again..
In summer 2011 the clan battle scene was thriving, but then Strategus came and it instakilled it. Blame Strategus for the lack of a clan battle scene. Now the mod is too dead anyway, with very few clans remaining and player numbers dropping.

Looney toons axe
Boulder on a stick
Sword of cookies (German GS)
Sword of tears (Danish)
I am pretty sure the Danish was the Sword of Cookies and the German was the Sword of Tears.

Offline FleetFox

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #24 on: December 26, 2012, 01:48:55 pm »
+3
SmoothRich you are a saint for saying the truth about cRPG. +1 all the way sir. Bring back the creative fun of cRPG!

One of the Funniest memories I can think of, is when I was back in the Shogunate. We had about 15 Shogunate members attacking the castle in siege led by Shogunate_Belmont and his mastery in the art of throwing up ladders around the back. We all crammed up one ladder with the pleasure of knowing a win for us was soon to result. Then as if by some benevolent act the enemy team killed the ladder and all 15 of us wielding our MW Nodachis and katanas were flung back down the cliff to our demise. So goddamn funny and hurtful at the same time. :P
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Offline Yachdiel

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #25 on: December 26, 2012, 01:51:37 pm »
+2
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.
« Last Edit: December 26, 2012, 01:59:23 pm by Yachdiel »

Offline _GTX_

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #26 on: December 26, 2012, 02:04:02 pm »
+1
Bring back tournaments,big clan fights, themed fights and the fun will be alive again..

Fallen tournaments were the best back then, i had so much fun winning being in them.
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Offline Kafein

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #27 on: December 26, 2012, 02:07:26 pm »
0
which at first was too ridiculous as one could easily do it in a day, and offered the benefits of keeping wpf.

Just to be sure, did you actually play back then ? Cause "one could easily do it in a day" is 100% bullshit. Also at gen 1 you only had 5% wpf carry over, +5% per gen so it only became a real problem in the later generations.

Those who heirloomed continued to be able to pull in huge amounts of money, with no way of recycling.

Again, false. Retiring cost gold at the time, 5000 gold at gen 1 +5000 per gen. And gold wasn't fast to obtain at all. It was the main bottleneck and the main reason even the hardcore gen grinders like gaga did not reach much higher than gen 15. Of course, the gen xp bonus and cumulative wpf of gen 15 were godlike already.

Offline Mlekce

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #28 on: December 26, 2012, 02:09:20 pm »
0
Another drama thread... Aren't you bored of posting shit and crying?

Offline Tzar

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Re: cRPG and Emergent Gaming (And Fun): Where It Went Wrong
« Reply #29 on: December 26, 2012, 02:11:41 pm »
+2
Only thing i would like changed is the slow combat an silly turn rate nerf.....

Everything else like the others have said was completely stupid an only used to grief an be lame... not funny at all..

chadz should make a server with the old mod for all your trolls to go n play your silly version.. ohh wait... he all rdy did.. no1 showed up  8-)

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.