Author Topic: What is wrong with numbers in this game (engine)  (Read 2057 times)

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Offline Tears of Destiny

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Re: What is wrong with numbers in this game (engine)
« Reply #30 on: February 04, 2013, 07:36:17 pm »
0

there are very few clans who recruit only on skill ^^


The technical difficulties mentioned are unfortunately something separate from that.
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Offline cmp

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Re: What is wrong with numbers in this game (engine)
« Reply #31 on: February 04, 2013, 07:44:24 pm »
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Why have the random factors at all when the deterministic factors provide enough variability in damage already?

I dunno, ask TaleWorlds?

Offline Commodore_Axephante

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Re: What is wrong with numbers in this game (engine)
« Reply #32 on: February 04, 2013, 08:14:28 pm »
+2
People tend to want to be a hero though, see Leshma for example. A stupid thought however.

Am I the only player out here with the goal of becoming stupid-good at this game? Hell yeah I want to be a hero!

Time and experience will temper my ignorant ambition, but until then...

Offline Zlisch_The_Butcher

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Re: What is wrong with numbers in this game (engine)
« Reply #33 on: February 04, 2013, 10:45:08 pm »
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Two-hander selection bias.  Always dying to dumb mechanics like 1hand knockdown, polestagger, missing a juke cuz of rain, massive ranged damage.  Incidents of this screwing you over are over-represented in your memory compared to times they didn't trigger.

Every class is full of rage-inducing things that can kill you without it feeling like it was your fault.  One of the reasons cRPG/Warband isn't that great of a game, design wise.  A lot of it has been tweaked and adjusted by cRPG devs, but not all.
While this is true I'd just like to point out that the other day I was fighting that one Ecorcheur polearmer in full plate with high str on EU_3 for a while, I counted the fights, the hits, and the knockdown. Six out of nine fights I got knocked down on the first hit and killed afterwards, one out of the nine fights I got hit once then knocked down the next hit and killed afterwards, one out of the nine I got onehit so no idea if it would have knocked me down, and the last fight I survived, one of the fights I had picked up a 3+ 1h warhammer, I knocked down on the second hit on him, this is to damn random, needs to be some form of feature stopping extreme luck from playing as big a role as it does now in these things.
1H stab is the fastest, strongest and longest 1H animation. There's no reason NOT to use it in all instances. I don't know if it's OP, but it's boring. 1H used to be fun because you had a fast (left), long (right) and the most devastating attack (stab) and had to choose the best attack for each occasion.

Offline Leesin

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Re: What is wrong with numbers in this game (engine)
« Reply #34 on: February 05, 2013, 12:46:55 am »
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Okay, lower knockdown chance, just hope you are prepared for a damage buff for those then-nerfed weapons :).

Offline Angantyr

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Re: What is wrong with numbers in this game (engine)
« Reply #35 on: February 05, 2013, 12:48:20 am »
+1
15% rain certainly feels like a whole lot if you play a few hours..

Offline zagibu

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Re: What is wrong with numbers in this game (engine)
« Reply #36 on: February 05, 2013, 01:08:46 am »
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If possible, knockdown should only happen when legs are hit.
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Offline Bronto

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Re: What is wrong with numbers in this game (engine)
« Reply #37 on: February 05, 2013, 01:58:52 am »
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If possible, knockdown should only happen when legs are hit.

lol! No one in history has ever been knocked down by being hit in the chest or head.......ever....your thought process is amusing.

Offline Butan

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Re: What is wrong with numbers in this game (engine)
« Reply #38 on: February 05, 2013, 01:59:46 am »
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If possible, knockdown should only happen when legs are hit.


Then knockdowner will aim the legs ^^

Its better if the overall knockdown chance was reduced

Offline BlueKnight

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Re: What is wrong with numbers in this game (engine)
« Reply #39 on: February 05, 2013, 03:47:23 am »
+1

Then knockdowner will aim the legs ^^

Its better if the overall knockdown chance was reduced
Ye, all in all it's a feature of a weapon not a primary use of it.
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Offline Paul

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Re: What is wrong with numbers in this game (engine)
« Reply #40 on: February 05, 2013, 07:24:24 am »
+7
Why have the random factors at all when the deterministic factors provide enough variability in damage already?

My wild guess why TW randomised armor so much in the damage calc is that it was kinda needed in bot vs bot fights(single player). Without it a huge group of low levels (peasants, river pirates) could never ever damage a lone knight. They don't know how to hold their attack for maximum damage or how to use speed bonus.

With the randomisation sooner or later low armor rolls happen, giving the zerg at least a chance to wear the knight down. With much fantasy one could it see as the representation of some kind of armor weakspot mechanic.

Offline Joseph Porta

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Re: What is wrong with numbers in this game (engine)
« Reply #41 on: February 05, 2013, 12:51:57 pm »
+1
I am a hero already, after months of hard labour and wasting my looms on aestethic(dont hate idk how to spell it!) items i have become a pro in charging the enemy without any conscience of possible objectives that would increase the likelyness of winning a round.   :evil:

On the op discussion, quite frankly idgaf about what they change or dont change, if the chance appears higher thenit should be, and i didnt even notice the turn rate differences between eu1 and eu2, changing class every 30min, now THAT needs some adjusting. Ofcourse i like other changes more then others but hey, thats hw shit works. :)

I sometimes wonder how people can be aware of such little changes, it's like their style of play resolves around single things, rather then combinations. :/

« Last Edit: February 05, 2013, 12:55:31 pm by Joseph_Porta »
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