Author Topic: Warband 1.157  (Read 3960 times)

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Offline Kaoklai

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Re: Warband 1.157
« Reply #30 on: July 24, 2013, 06:27:29 pm »
-6
-Reduced cap on turn speed in multiplayer.

Meanwhile cRPG is still stuck with the awful turnspeed nerf.  At least Taleworlds seems to get that 5 minute long, who-gets-bored-first melee isn't the way to go.  A hopeful sign for Bannerlord (if it doesn't turn out to be vaporware). 

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Offline cmp

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Re: Warband 1.157
« Reply #31 on: July 24, 2013, 06:35:29 pm »
+3
-Fixed animation error with pikes.
Pike bracing related, and we don't have pike bracing.

-Fixed bug with shadows.
What bug?

-Fixed bug that caused slow movement in certain buildings and with certain scene props.
I think this was already fixed in cRPG a long time ago, but it's easy to port if it wasn't.

-Fixed a visual error with attacks that are cancelled mid air.
-Adjusted the way attack cancelling is handled while jumping.
What's wrong with that?

-Bug fixed where throwing axe and throwing knife models would show on shields with the wrong rotations.
Already fixed in WSE2.

-Changed netcode to fix a bug where animations would sometimes fail to load.
I'm quite sure this is about a bug introduced in a Warband version that we never used.

-Reduced cap on turn speed in multiplayer.
-All spears can now rear horses.
Balance changes, not bug fixes. We don't port balance from Native.

Offline Warborn304

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Re: Warband 1.157
« Reply #32 on: July 24, 2013, 06:37:37 pm »
0
Balance changes, not bug fixes. We don't port balance from Native.

So it seems like you got the bases covered, but why dont you import balance from native? All spears rearing would make sense...  :? As would the turn speed.
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Offline cmp

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Re: Warband 1.157
« Reply #33 on: July 24, 2013, 06:39:40 pm »
+4
So it seems like you got the bases covered, but why dont you import balance from native? All spears rearing would make sense...  :? As would the turn speed.

Why on earth would we import balance from Native? This is cRPG, not Native with persistence.

Offline Paul

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Re: Warband 1.157
« Reply #34 on: July 24, 2013, 06:43:52 pm »
+5
We can bring back Native archery for a bit though.

Offline cmp

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Re: Warband 1.157
« Reply #35 on: July 24, 2013, 06:44:38 pm »
+2
We could also bring back Native weapon model-length mismatches, I'm sure everybody loves ghost reach.

Offline CrazyCracka420

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Re: Warband 1.157
« Reply #36 on: July 24, 2013, 06:56:19 pm »
0
Come to think of it, I can't recall any surfaces on any battle maps or strategus sieges that slow you down when you run on them (like castle walls used to do). 

Also, it would be ridiculous to import Native balance changes to crpg...for obvious reasons.  Kaoklai I don't think crpg encounters ever last "5 minutes" (obviously you are exaggerating for effect).  Nor do I think most engagements even last 30 seconds on the battlefield.  I'd wager most of the engagements I'm a part of last between 10-20 seconds. 

Trying to 1v1 another person in a vacuum (which does happen on the battle server from time to time) can certainly take an extended period of time for two relatively decent players, before one dies.  But I don't mind it, they usually seem like good fights.

Having lightning quick animations (fast melee speed) or helicopter spinning while you swing really hurts people with high ping (70+, let alone people trying to play across the pond with 150 ping), and doesn't really do much to increase melee skill for the lower ping players.  It's been probably over a year since I've seen a battle round end in a stalemate because neither person could get the killing blow.
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Offline cmp

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Re: Warband 1.157
« Reply #37 on: July 24, 2013, 06:57:34 pm »
0
It's not like they buffed turn speed either, they just reverted the 1.15x nerf (don't know if fully or partially).

Offline Vodner

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Re: Warband 1.157
« Reply #38 on: July 24, 2013, 06:57:43 pm »
0
I do wish that the regular spear still reared cav in cRPG. I'm also happy that they reverted the turn speed reduction, since that means it's far less likely they are going to add something similar to Bannerlord. I still feel like a largely unrestricted turn rate makes for better gameplay, although what we have now is better than the initial flat reduction.

We could also bring back Native weapon model-length mismatches, I'm sure everybody loves ghost reach.
Not sure people would notice, given that I still frequently see people complain about 'ghost reach'. Never mind the fact that this was fixed in cRPG ages ago.

e:
They need to add an FoV slider to the vanilla client. It's incredibly hard to go from having a 90 degree FoV, back to whatever the default is. When I play Native I keep constantly missing 1h overheads and messing up my footwork due to it. I can still block, which is funny because the combination of scrub-level footwork and decent blocking gets me accused of autoblocking every now and then.
« Last Edit: July 24, 2013, 07:12:07 pm by Vodner »

Offline Vermilion

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Re: Warband 1.157
« Reply #39 on: July 24, 2013, 07:02:52 pm »
0
Quote from: Elindor on Today at 16:35:44
-Bug fixed where throwing axe and throwing knife models would show on shields with the wrong rotations.

Already fixed in WSE2.

I'm sure this isn't fixed for walls/fences/ground etc

Any chance that could also get fixed? Looks stupid having throwing knifes sticking handle first into a wall.  :D

Offline Tore

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Re: Warband 1.157
« Reply #40 on: July 24, 2013, 07:13:38 pm »
0
-Fixed bug that caused slow movement in certain buildings and with certain scene props.

YES  :mrgreen:

Offline Elindor

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Re: Warband 1.157
« Reply #41 on: July 24, 2013, 07:57:19 pm »
0
Those are the only 3 I think should be (or would be) necessary to apply.  Some of the other ones would severely change the game (like a spear being able to rear a horse, or uncapping turn speed when swinging).

Yes I'm pretty sure it's just on my client side that the animation is incorrectly shown.  I'm sure that other people see it as an attack.  It's basically like the server missed the data that I right clicked, but my client side still thinks I'm blocking.

I agree, only some of them I think cRPG needs, was just  curious how cmp and company were thinking of handling this stuff.

Which, cmp already answered.
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Offline Elindor

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Re: Warband 1.157
« Reply #42 on: July 24, 2013, 07:58:24 pm »
+1
Pike bracing related, and we don't have pike bracing.
What bug?
I think this was already fixed in cRPG a long time ago, but it's easy to port if it wasn't.
What's wrong with that?
Already fixed in WSE2.
I'm quite sure this is about a bug introduced in a Warband version that we never used.
Balance changes, not bug fixes. We don't port balance from Native.

Thanks cmp, was just looking to see what your take on all this was.

If the scene prop movement speed reduction bug is still in please port from native, that thing was super annoying...although I can't remember now if it's still in cRPG or not....that's a good question.
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Offline Malaclypse

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Re: Warband 1.157
« Reply #43 on: July 24, 2013, 08:43:51 pm »
0
Balance changes, not bug fixes. We don't port balance from Native.

But the reason the shorter spear polearms originally lost rearing abilities was because of the Native change, not because of any intentional balancing of the cRPG team, at least that's what you told me.
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Offline cmp

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Re: Warband 1.157
« Reply #44 on: July 24, 2013, 08:47:08 pm »
0
Well yeah, but they kind of forced that on to us (hardcoded). If the item balancers are OK with it I can easily restore the old behavior.