Author Topic: cRPG Clan League  (Read 24776 times)

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Offline Shemaforash

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Re: cRPG Clan League
« Reply #135 on: February 11, 2013, 10:56:27 am »
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Looting: No horses may be looted.

Why such horrible rules?
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Offline tizzango

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Re: cRPG Clan League
« Reply #136 on: February 12, 2013, 01:21:46 pm »
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Why such horrible rules?

We double revised it haha, yes it does look stupid like that.

Basically, what we wanted was for designated classes to essentially stick to their designated classes. We didn't want infantry who had riding skill to be able to become cavalry.

Actually, thinking about it now- it is a stupid rule. I don't think we should be so strict in restrictions.

Offline Shemaforash

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Re: cRPG Clan League
« Reply #137 on: February 12, 2013, 01:28:10 pm »
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I don't think we should be so strict in restrictions.

:)
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Offline Tomas

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Re: cRPG Clan League
« Reply #138 on: February 12, 2013, 08:05:08 pm »
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We double revised it haha, yes it does look stupid like that.

Basically, what we wanted was for designated classes to essentially stick to their designated classes. We didn't want infantry who had riding skill to be able to become cavalry.

Actually, thinking about it now- it is a stupid rule. I don't think we should be so strict in restrictions.

Actually it has always been more about throwers.  Without this rule a thrower could spawn with 4 throwing stacks whilst his "infantry" team mate spawns with 2 melee weapons.  Immediately they swap half and half and suddenly a team has an extra ranged player and will argue that they didn't break the rules since they spawned in under the ranged/cav limit.  All the iterations of the looting rule have been attempts to clarify such loopholes with one simple rule rather than a whole series of individual rules for different classes.


Offline Shemaforash

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Re: cRPG Clan League
« Reply #139 on: February 12, 2013, 11:28:17 pm »
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Actually it has always been more about throwers.  Without this rule a thrower could spawn with 4 throwing stacks whilst his "infantry" team mate spawns with 2 melee weapons.  Immediately they swap half and half and suddenly a team has an extra ranged player and will argue that they didn't break the rules since they spawned in under the ranged/cav limit.  All the iterations of the looting rule have been attempts to clarify such loopholes with one simple rule rather than a whole series of individual rules for different classes.

Or just leave it be, since it doesn't actually do that much of a difference
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Offline zDevilBox

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Re: cRPG Clan League
« Reply #140 on: February 15, 2013, 04:18:02 pm »
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i think. Byzantium win  :oops:
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Offline Shemaforash

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Re: cRPG Clan League
« Reply #141 on: February 15, 2013, 07:02:39 pm »
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- No Crush-through weapons allowed

Why?
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Offline Osiris

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Re: cRPG Clan League
« Reply #142 on: February 15, 2013, 07:08:52 pm »
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i guess they don't want to fight mauls + shields + pikes :P probably the same reason for the armour restriction :D they don't use armours that heavy and don't use crush that much <3
« Last Edit: February 15, 2013, 11:12:23 pm by Osiris »
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Offline vipere

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Re: cRPG Clan League
« Reply #143 on: February 16, 2013, 04:53:53 am »
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Is it possible to see battles as spectator ?


Offline tizzango

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Re: cRPG Clan League
« Reply #144 on: February 16, 2013, 10:57:45 pm »
-1
Why?

Behave yourself Shemaforash :lol:. We understand that this is not the WNL, and more or less a different game (different armour ratings, builds, weapons etcetera).

Please, try not to antagonizing us the first time we are attempting to set this up. How about showing some support instead of criticism- if you wanted this to work, you would be more supportive (even your clan mates told us to ignore you  :mrgreen:)! 

I mean we are trying to make this community more competitive in the form of a clan league. When this season ends, we will obviously ask for feedback and discuss what could be improved/changed/removed with other clan leaders and then we will appreciate all critiques!

--

I also understand that you want justification to our rules, the truth is that we are trying the same formula we have used for the tournaments/friendly clan matches which seemed to have work. Trial and error and all that business.

Personally, I don't think we should be so strict in the restrictions but as aforementioned- trial and error. Let's see what happens eh, if we find out that the rules are shit we'll simply change them!





Offline Shemaforash

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Re: cRPG Clan League
« Reply #145 on: February 16, 2013, 11:01:41 pm »
+4
-snip-

Don't get me wrong, I want this to succeed. My constructive criticism is to get rid of this rule since it doesn't make sense to have it, crush-through is a part of the game and it should be allowed. I do understand why you want restrictions on cavalry and archers though and that's fine. But limiting people of what they want to use as a weapon (melee) is weird.
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Offline Tomas

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Re: cRPG Clan League
« Reply #146 on: February 17, 2013, 11:05:10 pm »
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A few matches played today sees Mercs take top spot in the league after the first week.  Fallen are currently 2nd, Guards are 3rd and Ecorcheur/Imperiale are 4th.  Plenty of matches scheduled this week though so that will quickly change.

http://www.fallenbrigade.enjin.com/table - for details

Offline KingBread

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Re: cRPG Clan League
« Reply #147 on: February 18, 2013, 08:53:32 am »
+1
As i allways say

Fallen clan = best clan
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Offline Vibe

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Re: cRPG Clan League
« Reply #148 on: February 18, 2013, 09:14:11 am »
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As i allways say

Fallen clan = best clan

no wrst

sux 2 suck

Offline Joseph Porta

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Re: cRPG Clan League
« Reply #149 on: February 18, 2013, 12:45:06 pm »
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no wrst

sux 2 suck

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