Author Topic: 0.3.3.6  (Read 29421 times)

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Offline Rebelyell

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Re: 0.3.3.6
« Reply #90 on: April 28, 2014, 06:56:45 pm »
+2
to be honest there is no real need for new animations after 4 years....

balance for game is hard anyway and I found some of new things pure bulschit(balanced 2h axes why!)
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Offline Phew

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Re: 0.3.3.6
« Reply #91 on: April 28, 2014, 07:38:46 pm »
+13
to be honest there is no real need for new animations after 4 years....

The "deliberately miss overhead then drag around on the ground for full damage" mechanic was becoming commonly exploited and was the most infuriating aspect of melee combat for many players, so that was a much needed fix. This can't be understated.

The smaller sideswing sweetspots a few patches ago seriously cut down on "hiltslashing", at least against anyone with decent armor. Hiltslashing was another rage-inducing mechanic that offered high reward for no risk, and the fix seriously improved gameplay. This 1h right swing change wasn't really a big issue for anyone, but I doubt Tydeus spent too much time on it either.

The last remaining major melee combat annoyance is probably stab wonkiness, but at least all three weapon types have equally-exploitable stabs. I don't think they will ever "fix" this given Warband's engine limitations, but it looks like Tydeus will keep trying (see latest pole stab change).

My biggest concern is that the current devs/balancers will get too bogged down in a never-ending quest to fix these melee idiosyncrasies, when the two biggest issues threatening the life of the mod are 1. the game modes are broken and 2. the reward system sucks. Battle puts you at the mercy of the crappy autobalance system, siege is always empty, and DTV is boring and siphons players away from siege (where they'd usually rather be, but it's empty and DTV is better XP anyway). The multi/valor reward system is a poor fit for both battle and siege.
« Last Edit: April 28, 2014, 07:42:18 pm by Phew »

Offline Thryn

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Re: 0.3.3.6
« Reply #92 on: April 28, 2014, 08:05:06 pm »
+1
The "deliberately miss overhead then drag around on the ground for full damage" mechanic was becoming commonly exploited and was the most infuriating aspect of melee combat for many players, so that was a much needed fix. This can't be understated.

The smaller sideswing sweetspots a few patches ago seriously cut down on "hiltslashing", at least against anyone with decent armor. Hiltslashing was another rage-inducing mechanic that offered high reward for no risk, and the fix seriously improved gameplay. This 1h right swing change wasn't really a big issue for anyone, but I doubt Tydeus spent too much time on it either.

The last remaining major melee combat annoyance is probably stab wonkiness, but at least all three weapon types have equally-exploitable stabs. I don't think they will ever "fix" this given Warband's engine limitations, but it looks like Tydeus will keep trying (see latest pole stab change).

My biggest concern is that the current devs/balancers will get too bogged down in a never-ending quest to fix these melee idiosyncrasies, when the two biggest issues threatening the life of the mod are 1. the game modes are broken and 2. the reward system sucks. Battle puts you at the mercy of the crappy autobalance system, siege is always empty, and DTV is boring and siphons players away from siege (where they'd usually rather be, but it's empty and DTV is better XP anyway). The multi/valor reward system is a poor fit for both battle and siege.

I wish I could +1 this a hundred more times
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Offline Rebelyell

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Re: 0.3.3.6
« Reply #93 on: April 28, 2014, 08:41:07 pm »
0
The "deliberately miss overhead then drag around on the ground for full damage" mechanic was becoming commonly exploited and was the most infuriating aspect of melee combat for many players, so that was a much needed fix. This can't be understated.

The smaller sideswing sweetspots a few patches ago seriously cut down on "hiltslashing", at least against anyone with decent armor. Hiltslashing was another rage-inducing mechanic that offered high reward for no risk, and the fix seriously improved gameplay. This 1h right swing change wasn't really a big issue for anyone, but I doubt Tydeus spent too much time on it either.

The last remaining major melee combat annoyance is probably stab wonkiness, but at least all three weapon types have equally-exploitable stabs. I don't think they will ever "fix" this given Warband's engine limitations, but it looks like Tydeus will keep trying (see latest pole stab change).

My biggest concern is that the current devs/balancers will get too bogged down in a never-ending quest to fix these melee idiosyncrasies, when the two biggest issues threatening the life of the mod are 1. the game modes are broken and 2. the reward system sucks. Battle puts you at the mercy of the crappy autobalance system, siege is always empty, and DTV is boring and siphons players away from siege (where they'd usually rather be, but it's empty and DTV is better XP anyway). The multi/valor reward system is a poor fit for both battle and siege.
NEW ANIMATIONS FFS

like new ones

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Offline Elmetiacos

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Re: 0.3.3.6
« Reply #94 on: April 28, 2014, 10:17:03 pm »
0
The way I read the changelog, loomed items now cost more upkeep...?
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Offline StonedSteel

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Re: 0.3.3.6
« Reply #95 on: April 29, 2014, 12:15:57 am »
+1
As much as Tydouche probably thinks i hate him unreasonably, i actually dont hate him at all. Does he make some dumb decisions? yup, does he make some good decisions? yup, is anyone else gonna spend their time to do it? nope.

Do i wish it was all up to Tydeus to make these decisions? hell no.

But the fact is: i am a long time warband player, spent most of my time in Native. It took me a while to realize CRPG is a joke, but would i really still be playing it if i didnt enjoy it?

Take it from me, Native will always be more balanced, more skill based, more competitive...the downside of all that is blandness, repetitiveness, and a overwhelmingly boring feeling of "meh been there, done that"

After all the years \ all the battles, i just wanna relax more often then i want to dominate people. CRPG is what im looking for after a hard day of work, just something to pub around in and have fun in

And while i certainly didnt enjoy the last patch, i have to admit. I begged Tydeus to tweek Valor. He tweaked Valor. 1hers have been begging for the 1h right swing to be buffed...win or fail he tweeked it.

If i was a 1her would i make a post bitching about how dumb Tydeus is? of course. But instead i got the valor rework i was hoping for. Eb and flow, this patch makes me happy, the next may not. And yeah its super frustrating \ even game breaking, constantly changing a game, but is does keep it fresh.

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Offline Sparvico

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Re: 0.3.3.6
« Reply #96 on: April 29, 2014, 02:54:11 am »
+1
I'd also like to say that on a whole this patch is certainly an improvement, but the new right-to-left one hand animation needs further tweaking from an aesthetic standpoint , the starting point needs to be adjusted and the follow through leaves quite a bit to be desired (particularly the way it bounces back as if it hits a wall, when it doesn't. Though I have only noticed it with the swords, not the axes).
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Offline Artyem

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Re: 0.3.3.6
« Reply #97 on: April 29, 2014, 06:00:16 am »
0
Since I mostly use my 1h sword from horseback, I didn't get a good look at the animation until recently.

Good god is it fucky, it starts like the old swing and then flips and curves up out of the blue.  I can appreciate what is trying to be done, but please fix the actual animation.
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Offline Smoothrich

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Re: 0.3.3.6
« Reply #98 on: April 29, 2014, 07:50:50 am »
+2
Tested out right swing a bit on a STF, seems kind of overpowered to be honest. I like the concept and how it looks, it has a more "brutal" feeling to it. Would fit my 1hand playstyle very well, which is erratic offensive stuff against groups of enemies up close.

Seems too easy to hit at bad angles though. I can see someone tearing up a group with a high cut and fast weapon by being able to indiscriminately spam left and right swings for full damage at anyone around him. Hits hard at close and long range, easy to aim at the head, damage winds up really quickly.

I hated how old right swing had basically a deadzone during its wind up and felt like you were a weakling who would break your arm swinging any weapon. So I like the change, but fear it will become extremely abusable once people adjust.
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Offline WITCHCRAFT

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Re: 0.3.3.6
« Reply #99 on: April 29, 2014, 08:26:20 am »
+1
Seems too easy to hit at bad angles though. I can see someone tearing up a group with a high cut and fast weapon by being able to indiscriminately spam left and right swings for full damage at anyone around him. Hits hard at close and long range, easy to aim at the head, damage winds up really quickly.

I hated how old right swing had basically a deadzone during its wind up and felt like you were a weakling who would break your arm swinging any weapon. So I like the change, but fear it will become extremely abusable once people adjust.

I am primarily a polearm user, but I feel that the average skill level of CRPG players has reached a point where spamming left/right isn't enough to break their blocking ability. Unless you hold swings and go for an erratic pattern, left/right swing spamming isn't that effective. The new animation does lend itself to part of a chain combo of all-directional spams though. The old one was slow enough that enemies could recover before you swung and break your spam combo.

It made sense to me that the old right swing would 'whiff' during the early part of the animation. Until you have the weight of the sword giving you some inertia, a swing like that doesn't have a lot of force behind it. I haven't used the new animation much outside of dagger/knife fighting, and the right swing was fast and spammy before the change. Feels pretty much the same as the old animation with short and stupid-fast weapons in that category.
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Offline Sniger

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Re: 0.3.3.6
« Reply #100 on: April 29, 2014, 10:34:34 am »
+1
chadz
« Last Edit: April 29, 2014, 10:39:09 am by Sniger »

Offline BlindGuy

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Re: 0.3.3.6
« Reply #101 on: April 29, 2014, 10:48:17 am »
-14
I don't know enough

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Offline Macropus

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Re: 0.3.3.6
« Reply #102 on: April 29, 2014, 11:48:30 am »
+7
What game are you playing?

Or, and I really dont mean offence by this, you are playing NA, and honestly, if you guys in NA want to make a different game with Tydeus doing the balancing please do, but your dreams dont affect us.

A few quickies just to explain why I ask what game you are playing:

Siege is very popular. 2h stabs are still abused beyond belief. Shields were overbuffed last patch then....received another buff. Polearm mode axes were already godlike and abused regularly by those that knew how, and then.... buffed. 2-d polearms were already nerfed and unusable for most players, so they got nerfed again, making the majority of them completely vanish from the battlefield. 1h swords were always godlike... yeah buff them. Slow joke weapons such as 2h weapon in 1handed mode or a maul (not great or long just maul) were hard to use and their saving grace was being able to drag to catch agimy old friends: removed their ability to fight back. Throwing was strong, especially if you used non-melee hybrid throwing stuff: buff throws....

It's honestly, I'm not even kidding, it IS and HAS to be that Tydeus is simply playing a different game to me... So please NA my old friends, STOP playing this game, you have no martial history from this era, you (the nation) has never had to fight a war on even or underdog terms, you dont know what a struggle is. I dont WANT anyone to  be excluded but if you blinkered bastards continue to change the world without having looked upon it, you run the risk of becoming (in this community) the same as in real life: Viewed with disdain by the entire world for your lack of understanding in the workings of anything. Shame on ANY of you for defending Tydeus' actions. Shame.
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Offline Sniger

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Re: 0.3.3.6
« Reply #103 on: April 29, 2014, 11:50:39 am »
0
My biggest concern is that the current devs/balancers will get too bogged down in a never-ending quest to fix these melee idiosyncrasies, when the two biggest issues threatening the life of the mod are 1. the game modes are broken and 2. the reward system sucks. Battle puts you at the mercy of the crappy autobalance system, siege is always empty, and DTV is boring and siphons players away from siege or battle (where they'd usually rather be, but it's empty and DTV is better XP anyway). The multi/valor reward system is a poor fit for both battle and siege.

Offline Harpag

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Re: 0.3.3.6
« Reply #104 on: April 29, 2014, 12:09:05 pm »
+7
Even if the new animation is a mistake, only this man does not make mistakes, who does nothing. The most important is desire to improve and initiative. Mistakes can be repaired. If criticism, constructive please, with justification and description of what is wrong, and not insulting like that boundless moron above me...

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