EDIT: I don't know if its the constant negativity due to the usual discussions on the forums, but I want to point out that this is not the product of X class killing me repeatedly. This is about the effectiveness of every class, and whether you think it is balanced and fair. I am not complaining; I merely want to discuss our opinions on the nature of cRPG's gameplay.
Hello, everyone. I spent some time writing everything out into paragraphs, but I don't want to waste anyone's time. I have listed some things that have irked me for quite some time, most if not all of which my fellow clanmates can recite due to how incessantly I repeat them. These following bullets are a list of issues I have with the mod and its gameplay, and I would like to stress these are my observations, biased and rose-tinted. Please, share your opinions with me.
- Everyone can be a hero, because every playstyle is viable. Every playstyle has its dangers, none of which are incredibly debilitating because...
- ... there are is a standard 30 points to be distributed to other skills, which is far too many to force players into a build.*
- The model of gameplay is based off Native singleplayer, where the player is supposed to be a hero.
- There is no class system, creating a nebulous mess of playstyles which cannot be balanced.
- Community trends caused by the "flavors of the month" (This has been buffed, so let's all use it!)
- Buffed and nerfed weapons for seemingly arbitrary reasons. (Why is a voulge so terrible?)
- OSP resources adding dynamic armors, covering varieties of armor and weapons that were not contemporaries by 1000 years. Why would anyone wear chainmail when it is possible to wear 15th-16th century Italian and German steel armors? Probably because of how much money it costs...
- ... which is negated after you sell your first loom point.
- There is no depth to the mod; how do I explain this mod to people who have never heard of Warband?
* I would like to take this opportunity to ask the community: is the great thing about cRPG that the player can do whatever he or she wants? If so, where does the blame fall when people cry out daily that something is overpowered? Is it the gameplay? The stats? The builds? The player? If it is really the player, what can he or she do to better his or her experience? How can that be balanced while affording players the freedoms they have now?
Unless the developers want to lose a tremendous portion of the community, there is nothing that can really be done to change the core gameplay. That's why we all stayed in the first place, right?
I would love to hear what you guys have to say, and thanks for taking the time out to give it a read.
Am I the only one who wanted a 13th-century combat simulator?
If you are confused because of my nine-point rambling, answer this question:
How is combat actually balanced? Do classes have specific roles, or is everyone supposed to be essentially a one man army?
1. because almost every time you 'die' in cRPG it's linked to a mistake you made.
2. Players are forced into a build more than they used to be. I'd argue to comfort with their individual playstyles is what allows hybrids and min maxers to exist, as opposed to regular specialized builds. This came with time. I'm not sure how to fix AND keep a similar dynamic. I'm not sure that it's a problem.
3. Yes, but nowhere did you feel more like a hero than cRPG in the old days, when you took on 13 people on won daily. They've changed that, and I think it's made cRPG a much more accessible game. The every-player-is-a-hero dynamic is key to most multiplayer games anyway. Yes, it doesn't need to be, but again, I'm not sure that it's a problem.
4. Yes, but FREEDOM. They can also be balanced individually, which is honestly enough at this.
5. This is endemic in all PvP centered games. Only way to stop it is permanent death MMO.
6. The reasons go back to past balance issues. Most nerfs/buffs do.
7. If you saw cRPG 2010, you'd realize that realism < fun. However, they did make a sort of commitment toward more realism, so I can only assume it's like the SCA. At least there are no period chocolate chip cookies.
8. A medieval game with persistent leveling and a great combat system.
You're not the only one, but I like what I found anyway. I know it's not, and never will be a simulator style game, though.
They've changed the gameplay significantly in one mega patch before. Most of the players stayed then. I imagine the same thing would happen again.
Things are balanced around individual gameplay. Funnest game mode, after all. Okay, real teamwork is great, but getting that is next to impossible. I don't remember seeing a perfectly executed crossfire + cav screen and shielder hammer+anvil this year. We're just too jaded and lazy as a community to do that, at the moment.