Poll

What maps/events should we work on first?

Regicide
The Hunger Games
CRPGMANIA CAGE MATCH WRESTLING
Just make Conquest/NA_1/NA_3 maps and fixes instead

Author Topic: What Events/Maps Should I Work On?  (Read 2805 times)

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Offline GOBBLINKINGREATLEADER

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Re: What Events/Maps Should I Work On?
« Reply #15 on: August 15, 2014, 06:12:55 pm »
+2
Alright responding to everyone here.

@Jacko thanks for letting me know the map size won't be a problem. Yeah, the events could be hard to manage. Hopefully we can rein people in by having admins on hand and a strict policy for the event. We could also password the server so random ass people don't stumble into the server. I was thinking we could organize more NA event admins and hopefully have several of them sitting in on the events, even if they're just temporary. I think it's possible to work around the jackasses honestly--I mean in Strategus 4 Murdertron got total fuckoffs to participate in line battle XP battles. If he can do that, I can make this work I think.

I suppose we can have a system where if anyone breaks the rules intentionally/griefs they are stricken from all events hosted like this until they make an unban post, or some bullshit like that... but hey this is all thinking far ahead, these are just ideas right now, haven't made maps or an admin team or anything.

@Molly I have been talking to Tydeus and actually he and I tested out some actual server game modes on NA_8 to see what would work. Unfortunately free for all deathmatch mode is bugged, all players count as teammates so anytime you hit a player or are hit there is reduced damage and a "Careful! You have just team hit..." message. Also I think that admin chat was bugged out so admins couldn't type or receive private messages. Really unfortunate, that could be forcing the Hunger Games event on hold.

Anyway Tydeus basically told me I'm free to make any events like this that I want so long as I schedule them around all the other events hogging NA_8. He isn't necessarily interested in my events (I can't blame him, uses up a lot of time on something people might not appreciate at all), but he's not going to stop me from making them either. They won't necessarily get dev rewards because they have to be above a certain threshold of serious competition for that.

The regicide game mode though we discovered you can just do team CTF, hide the flags in an unreachable area, and then you've got a mode that would work with a long map time and respawns. You will just need admins watching out to see when one teams king dies. Teams are honestly reporting their matches results in the 3v3 and 5v5 tournaments without supervision, so I don't think most people are that uncooperative.

@HESKEYTIME I think Hunger Games has a lot of stylistic, fun differences from NA_1. Let me list some. The fact that all players are initially unallied and have to be on edge about EVERY PLAYER ON THE MAP is the first huge difference. Players will be allowed to make alliances if they can find each other and hold out in safe areas.

Second, players have to compete just to get weapons.

Third, there will be a reward from my own pocket of probably about 4 LP, NA_1 doesn't have that at the end of a round lol. I will probably say that 1-4 players can win, and they split the reward between however many are alive--they have to all agree to do this though in all chat. So 1 champion = 4 LP, 2 champions = 2 LP each, 4 champions = 1 LP each. So you could have people betraying each other or working together in the end, all in fair fun.

Fourth point off the top of my head is that the map will just be much different from everything we see day in and day out in Battle and Siege, and change is fun. Also we might have admins (before the round starts) build healing tents on one or two locations on the map to make them desirable spots. Possibly even on the center island.

FIFTH AND VERY IMPORTANT: to stop the "agi-whore running away forever" deal, we will do what The Hunger Games showrunners do when there isn't enough action--stir shit up. So if 10 minutes go by and all that has happened is players running away from each other, we could have admins spawn in on horses and send a message to the players in admin chat that "THE PURPLE QUADRANT IS BEING PURGED" (we could have the map delineated into separate parts with flags so players know where we're talking about), and whoever is in that area has to either get the fuck out or fight the admins. Or we could not warn them at all. The point is, we could have admins who tastefully interfere to keep the event from stagnating. That is also a reason this event could never be dev sponsored because admin interference potentially takes away from players sense of fairness.

@Crazycracka Tydeus tested Conquest last night and we actually played an entire two rounds of it--it works fine, they just haven't figured out how to use the XP multiplier with it fairly.

@Agweber No, I plan on just using the game modes we already have and gimping them with admin interference and watchfulness. Like the regicide event will be CTF but with unreachable flags so they never get captured, meaning the round won't end until like 30 minutes have passed. This will mean players respawn, and can continuously deathmatch to kill the enemy king. An admin can just end the match when they see one king has died... or most likely both teams will just be decent enough to see that one king died and the match is over.

Well there goes 15 minutes of my life I'll never get back writing this fucking Canary block of text.
« Last Edit: August 15, 2014, 06:19:11 pm by GOBBLIN KING GREAT LEADER »

Offline Jona

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Re: What Events/Maps Should I Work On?
« Reply #16 on: August 15, 2014, 06:37:22 pm »
0
What would benefit your events most, I think, would to have everyone use a stf and somehow regulate their builds. Or, we get those highly-desirable tournament characters where some higher up controls everyone's build for the NA/EU_8 servers. This would eliminate agi trolls entirely if you made the only available builds be 18-21, 18-18, and 21-18 (or something similar, maybe just limit everyone to the same cookie-cutter melee build with all proficiencies split between the 3 melee types). Then again if you have ranged in there, then you might want to have more agi-focused builds, but perhaps set a cap on athletics (while allowing higher WM for ranged proficiency as well... after all to be truly prepared for a hunger games style match you need to be able to throw shit, archer shit, or xbow shit in addition to use all melee shit). Granted, the only way to really know people aren't cheating is to have someone like Tydeus pull up a character's build (assuming even he can do that). Basically, we all have to hope no one is a complete tryhard fun-sucking cheater, and take everyones' word for it that they have an acceptable build. Screenshots wouldn't work much either, since it takes all of 10 seconds to respec a stf.

Also, if you had an agi-troll for a king in regicide... gg.
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Offline GOBBLINKINGREATLEADER

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Re: What Events/Maps Should I Work On?
« Reply #17 on: August 15, 2014, 06:44:25 pm »
0
I mean as just a regular joe schmoe the thing is... I have no way of figuring out if someone is on a STF or not.

EDIT: but I'm a fan of having agility requirements for this match. It would be hard to enforce but hopefully we could count on peoples honor, and if anyone sees someone zipping around abnormally fast they could report them. For regicide I'm considering whether I want the king to be a capable player or a totally helpless baby with no skills or attributes. It would change the dynamic of things, and I'm not sure what would be best.
« Last Edit: August 15, 2014, 06:48:01 pm by GOBBLIN KING GREAT LEADER »

Offline Jona

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Re: What Events/Maps Should I Work On?
« Reply #18 on: August 15, 2014, 06:45:17 pm »
+3
Right, we would solely rely on people's honor. And since this is crpg, we probably shouldn't expect much.
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Offline GOBBLINKINGREATLEADER

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Re: What Events/Maps Should I Work On?
« Reply #19 on: August 15, 2014, 06:49:14 pm »
+3
However for regicide I'm thinking the map would be rather small, just like two opposing forts or keeps, so even if a player was an agi-troll king they could get cornered in or shot by ranged.

EDIT: Also Molly suggested I could be dubbed an event manager and given admin on NA_8. I guess he isn't aware of my reputation.

Offline agweber

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Re: What Events/Maps Should I Work On?
« Reply #20 on: August 15, 2014, 10:06:33 pm »
0
I spent a good chunk of yesterday 'praising' D0M on my newer pole alt. The upblock-downblock bowing while trying to constantly follow this full plate guy on a plated charger was fun. A few others did for a few rounds but I tried to keep it up for several maps.

I'd love to play the Regicide as a regular thing.

Offline vipere

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Re: What Events/Maps Should I Work On?
« Reply #21 on: August 15, 2014, 10:39:58 pm »
+2
An event idea i got some weeks ago, Butan translated it. I barely speak English, so it would be hard for me to lead it, and i kinda abandoned it, if it can give you some idea, or if someone want to try it, feel free :)
                 

     
TAVERN FIGHT

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My god! This place stinks with sweat... and... another thing... Better dont try to guess. After having survived the shower outside and the lecture of Fat Germaine, you're finally at the inn! Not much has changed since your last visit, the same rotten stools, the same disgusting beer, the boss's daughter...




General Rules :


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By the time you sit down, you notice, a bit late, the jug coming right for your forehead.



TAVERN FIGHT



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Rules :

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You were getting ready to throw your chair on the big fat ass in front of you when the tavern door crashed open, mens at arms coming in, followed by the sheriff, it seems like this battle will take a surprising turn...



KILL THE SHERIF



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Rules :

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Damn you !

Warming up at the beginning
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Offline WITCHCRAFT

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Re: What Events/Maps Should I Work On?
« Reply #22 on: August 16, 2014, 03:49:47 am »
0
Please make a map that is a small but detailed dingy alley. Hold a knife and dagger duel tournament in the alley. No shields, peasant armor only, no horses. Anything else goes.
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irl something shorted on the shuttle and laika overheated and died within a few hours of liftoff and for a brief while one could look up to the stars and see a light shooting across the sky that was actually a warm dog corpse slingshoting about the earth at thousands of miles per hour which was arguably humanity's greatest achievement so far

Offline GOBBLINKINGREATLEADER

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Re: What Events/Maps Should I Work On?
« Reply #23 on: August 16, 2014, 05:01:35 am »
+1
or i could just forget all this and put my time into make a singleplayer cRPG mod based on Strategus 4 NA lol

Offline GOBBLINKINGREATLEADER

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Re: What Events/Maps Should I Work On?
« Reply #24 on: August 16, 2014, 05:49:59 am »
0
UPDATE: So I taught Jack how to map and this weekend he is going to put in work on a sick hunger games map... and while he is doing that I am working on a Regicide map with opposing castles. Any ideas anybody might want to see on the map?

Offline Lemon

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Re: What Events/Maps Should I Work On?
« Reply #25 on: August 16, 2014, 05:56:05 am »
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giant dildos that you can use as battering rams to get into the castles.
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Offline Jack1

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Re: What Events/Maps Should I Work On?
« Reply #26 on: August 16, 2014, 04:41:20 pm »
0
Map is about 1/2 done. I need to know though, does anybody know the object name for the ruins like on the map ruins?
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Offline Jack1

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Re: What Events/Maps Should I Work On?
« Reply #27 on: August 17, 2014, 04:04:41 am »
+1
update: my image uploader wasn't working earlier and I ment to post these pictures:

there will be a thick forest with other habitats like thick grasses.
(click to show/hide)

with a few things like this:
(click to show/hide)

since you can hide in grasses or forests(not so much) quite well but you can't quite hide up in the trees or anything like that due to the limited warband engine, there may going to be a few places on the map that are more campable to replicate that in a different form. in the movie/books the character hides in the tops of the trees to keep herself alive, this will act somewhat in the same way.

there are a few things to be discussed as well, especially the start. Here are some questions I would like some people to answer so that we can get some thoughts on it. some answers will be repetitive if answered no at the start. feel free to answer all or some of them.

Code: [Select]
should all players start out with a low quality weapons, something around hatchets, practice swords, and pitchforks staffs?


What weapons do you think should be included to be exact?
polearms:
1h:
2h:
archery:
crossbows:
throwing:

Should throwing be allowed at all?( some throwing in unviewable when shiethed so people may hide high quality throwing weapons (throwing lances) in their inventory without being victorious at the start.



what should be the rewarded area be comprised of? (starting weapons on ground, weapon rack for champions of initial brawl, healing tent?)


should there be a few areas around with horses?
what horses?


do you think there should be areas around the map that are more defendable? (defendable ruins, houses, etc.)

should there be weapons in these houses as a small reward for holding them?
what exactly?
polearm:
1h:
2h:
archery:
Crossbow:
throwing:

should low quality(stuff you start with) weapons be allowed until X minutes into the round?
X=?








daruvian may have more questions to add.




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Offline Jona

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Re: What Events/Maps Should I Work On?
« Reply #28 on: August 17, 2014, 05:05:48 am »
+2
update: my image uploader wasn't working earlier and I ment to post these pictures:

there will be a thick forest with other habitats like thick grasses.
(click to show/hide)

with a few things like this:
(click to show/hide)

since you can hide in grasses or forests(not so much) quite well but you can't quite hide up in the trees or anything like that due to the limited warband engine, there may going to be a few places on the map that are more campable to replicate that in a different form. in the movie/books the character hides in the tops of the trees to keep herself alive, this will act somewhat in the same way.

Just somethings to keep in mind when making the map:

Granted I am not sure how large you are currently planning on making it, several PW maps are made so large (with so many objects) that no matter how good your computer, you will need to play on the lowest settings possible to get maybe 20fps. Not to mention how poorly your computer performs when you are on top of a mountain or something and the amount of rendered objects is innumerable. You should playtest your map as often as possible, especially with such dense forests in there, to make sure it can actually be played on the average computer. With so many trees so densely put together like that, it could prove challenging for most to get a playable framerate.

While I think a large map would be best to allow for the 'predator and prey' vibe, too large of a map can prove troublesome. Looking at your picture there, I am assuming that players spawn in the phallic forest, and there most of the gameplay would take place. However, with such a large map players can easily run to the very edge and afk, probably never encountering another player unless someone has a similar idea. Unless you have countermeasures in place (let's say a team of volunteers who patrol outside the forest on plated chargers, killing anyone who leaves the forest), the map could allow for very dull gameplay.

TL;DR: Don't make the map excessively large such that crpg runs at 10fps, and also allows for boring tactics. More is not always merrier.

To answer your questions:

should all players start out with a low quality weapons, something around hatchets, practice swords, and pitchforks staffs?

After thinking about it, I would say all players should spawn with a knife of some sort. Maybe allow them to choose their favorite, or only allow them to have a pre-determined one. In my opinion, there is too much imbalance between the peasant tier weapons for each class. The hatchet doesn't really hold up too well against the scythe, staff, voulge, or any of the cheap 2h axes. And if you want to pick from among the wooden "practice" weapons (the practice sword, practice longsword, and staff), the staff is undoubtedly the strongest, with the other two kind of tied.

Again, just my two cents, but if you allow people to spawn with weapons under a certain cost, or anything similar, it would be pretty tough to balance between the classes. The only way starting with a 'real' weapon (one that you can block with) could work is if everyone had more or less the same build, with split melee proficiencies, so that everyone can spawn with the same exact weapon.


Should throwing be allowed at all?( some throwing in unviewable when shiethed so people may hide high quality throwing weapons (throwing lances) in their inventory without being victorious at the start.

Maybe only include those than you can see?


what should be the rewarded area be comprised of? (starting weapons on ground, weapon rack for champions of initial brawl, healing tent?)

A healing tent would be nice, but someone can easily sabotage any victors by breaking it... maybe that is part of the game, depends on what you are aiming for. Weapon rack would allow for the player to spawn in any item they own... looms included. They could also change up their armor to +3 milanese plate, or spawn a plated charger in, etc... Once again, maybe you guys would allow that, maybe that isn't your intention. Sure the victor should be rewarded, but gaining access to literally anything seems like a bit much. Imagine if in the books/movies the last man standing at the beginning could call in an apache and take to the skies, while everyone else had swords and bows... kinda not fair. Also... just like the healing tent, someone could break the weapon rack before anyone got to use it. I say the prize for being the last man alive is just that they get to choose from among anything left in the pile. Maybe there are masterworks thrown in there, and it would take time to sort through all the weaker items to find those.

(click to show/hide)


should there be a few areas around with horses?
what horses?


For the competitors to use? No, not really. Not to mention that as far as I know, you would need to spawn in a bunch of horses before the round started... I don't think you can plant stationary scene objects on the map that will be intractable should a player find them (like purchasing a horse in PW).

For the 'admins' on patrol? Yes.


do you think there should be areas around the map that are more defendable? (defendable ruins, houses, etc.)

Certainly ruins, or something that can give you the high ground. But houses with a single door for an entrance... maybe, not so much. Maybe have one on the entire map? Idk...


should there be weapons in these houses as a small reward for holding them?

No. Finding and occupying them should be enough of a prize. Having scattered weapons elsewhere (not only in the center starting area, maybe in bushes here or there, or just out in the open in some places) would encourage scavenging. You don't necessarily want people to all go and hide in their own little hole for the entire match.


should low quality(stuff you start with) weapons be allowed until X minutes into the round?

Like I said previously, I think only daggers should be allowed at first. In which case if someone wants to play the entire game with nothing but a dagger (or any low-tier weapon) then by all means, allow them to.
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Offline Jack1

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Re: What Events/Maps Should I Work On?
« Reply #29 on: August 17, 2014, 06:46:33 am »
0
To the moment the start is in the courner of the map with wooded areas everywhere. The goal is to also have it last very long. I'm not sure how long the map can go untill it gets changed by the timer. It would be great if that could be desabled.

The map is 95% done. I just have a few things to edit structure wise and it'll be done. sitting in the courner of the map looking at the whole thing I get about 30 fps. With DX 7 it is about 60.

I have a basic intel core i7 processer.

Edit: there is also plenty of room to roflcopter outside of any structures. The trees are only there to limit sight distance than to make combat tight.

Edit:edit: and I'll probably be giving out a +3 of mine that I don't really use anymore for most kills. That might get people a little bloodthirsty.

« Last Edit: August 17, 2014, 07:02:34 am by Jack1 »
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