Author Topic: Is the melee gameplay staying like this?  (Read 4057 times)

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Offline Grumbs

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Is the melee gameplay staying like this?
« on: December 23, 2014, 11:28:21 pm »
+7
Just wondering if this is the gameplay how the devs envision it? To me its all about dancing around, spamming, holding S key and endless ganking. Doesn't feel very deep or tactical

This is nothing to do with melee vs ranged vs cav balance
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Offline Umbra

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Re: Is the melee gameplay staying like this?
« Reply #1 on: December 23, 2014, 11:38:28 pm »
+1
How exactly would you make it "more tactical"?
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Offline Grumbs

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Re: Is the melee gameplay staying like this?
« Reply #2 on: December 23, 2014, 11:54:09 pm »
0
I'd slow it down a bit and increase survivability. ATM people just go all out offence with spamming and dancing around to force glances or the models go out of sync with the server
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Offline Kalam

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Re: Is the melee gameplay staying like this?
« Reply #3 on: December 23, 2014, 11:56:47 pm »
+2
I'd slow it down a bit and increase survivability. ATM people just go all out offence with spamming and dancing around to force glances or the models go out of sync with the server

That was what they did, in three years. Until the latest patch, of course. The problem with that is boredom. When things are slowed down and survivability is increased, a fight can theoretically last forever. Until someone gets bored.

Offline Leshma

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Re: Is the melee gameplay staying like this?
« Reply #4 on: December 24, 2014, 12:08:37 am »
+3
Make it more like native, fast weapon swings without artificial limiters (implemented over time in cRPG) but slow movement speed. Fights cannot last forever, we're not talking about duel server. You have like 5-10 seconds to quickly dispose of your opponent before someone else approaches. With slower movement speed it is actually easier to kill people because if they cannot block or their footwork is atrocious, they die. Currently, they can get out of range if they play most popular build which seems to be 15/30 these days.

cRPG gameplay is incredibly dull compared to native servers.

Offline bredeus

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Re: Is the melee gameplay staying like this?
« Reply #5 on: December 24, 2014, 12:12:09 am »
+5
restart the laggy server first

Offline woody

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Re: Is the melee gameplay staying like this?
« Reply #6 on: December 24, 2014, 12:44:26 am »
+2
High agi s key spam is for me really irritating. Chase them it works for them, ignore them and they follow then arse hit you when you fight someone else. Hard stat cap at 31 please.

Offline San

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Re: Is the melee gameplay staying like this?
« Reply #7 on: December 24, 2014, 12:51:22 am »
+2
I think the change really started with the beginning of cav rearing because the number of support builds and weapons decreased since then.

Keeping the threat of cav and ranged high forces infantry into proper tactics. Slow down the weapons and people will be able to block each other forever. Strength is naturally going to lean towards ganks while agi is going to ninja and backstab.

The threat of cav gives importance to some team-based classes. Looking back, the change to rearing wasn't so great since it caused everyone to switch to dueling polearms, making the infantry composition a bit lopsided.

The threat of ranged changes how infantry groups move around and increases the composition of shielders. 0-2 difficulty shields have been buffed over the past few months, so even if ranged is buffed, there are options available to protect oneself. The problem is how to keep ranged numbers manageable, make it fun from the archer perspective, and avoid tactics like kiting.

Perhaps athletics scales too much, too. It wasn't much of an issue when there wasn't much more than a 1-2 difference most of the time and an agi build delegated you to 3-12 strength, but now a difference of 2-4 is common with 15-18 strength agi builds. A difference of 1 athletics is likely a greater difference than it should be with the new levels.

Offline Grumbs

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Re: Is the melee gameplay staying like this?
« Reply #8 on: December 24, 2014, 12:58:20 am »
-3
How about increasing self stun when you block as well as slowing down attacks (reduce weapon weight maybe)? That way people can still spam if they out manoeuvre you between attacks. The spam we have no seems kind of skillless or thougtless

Besides that I do think Athletics needs to be toned down a bit, in speed and damage and for the sake of fair gameplay over the internet

Not sure about buffing ranged and cav - they already seem pretty strong especially throwing and xbows. About regular poles being good against cav - I think this is a problem with the 1 and 2d poles being underpowered rather than the other way around. The gameplay is all about fast swings and pole stabs aren't very good in general imo
« Last Edit: December 24, 2014, 01:10:52 am by Grumbs »
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Offline Leshma

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Re: Is the melee gameplay staying like this?
« Reply #9 on: December 24, 2014, 01:00:33 am »
+2
Attack speed isn't an issue, agility is. Native swings are fast, but agility is fairly low there. People move slower and attack faster. Swings and thrust are instant which is good, because they are predictable. Nothing in cRPG is predictable. This is an experiment which didn't work out.

Combination of 7 day free respec and STR losing its charm is what led us to this situation.

Offline StonedSteel

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Re: Is the melee gameplay staying like this?
« Reply #10 on: December 24, 2014, 01:50:31 am »
+4
That was what they did, in three years. Until the latest patch, of course. The problem with that is boredom. When things are slowed down and survivability is increased, a fight can theoretically last forever. Until someone gets bored.

it was soooo boring, that MANY people played daily, on every server ( until conquest killed siege ) for months and months( years? ), even on dtv, it was active everyday, thats just how boring it truly was ( until fips ). it was sooo boring that old time players, simply couldnt walk away ( until the tydeus agi patch, THATS when people actually started leaving and not coming back RIP Pulse_LoV ) they would leave  for maybe a week or so and come back begging to be bored to death again, cuz being bored is super fun, and those were certainly boring times.

yup, it was a truly mind numbingly boring time for crpg, with people leaving the mod in droves daily.

also, the sky... is actually red.
I REMEMBER PLAYING IN RAIN
THROUGH THE NIGHTFALL WITH FOG
THAT CLOGGED UP OUR EYES
BUT IM MORE HORRIFIED OF A MOD
I NO LONGER RECOGNIZE

Offline WITCHCRAFT

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Re: Is the melee gameplay staying like this?
« Reply #11 on: December 24, 2014, 12:02:58 pm »
+1
also, the sky... is actually red.

desert fog best fog

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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 Bronto

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Re: Is the melee gameplay staying like this?
« Reply #12 on: December 24, 2014, 02:40:07 pm »
+3
             There are many problems now that were created by a perception of nerfing this class to balance this class. The ideas behind some of the nerfs I can understand but when they didn't work out or people started quitting the mod because of them; shouldn't someone have swallowed their pride and undone or reverted a portion of the patches? Back in the day you'd get the "big" patch, then a few days later, and enough tears, we'd get a hotfix that would change some of the issues identified through player experience, that didn't quite work as intended. I think the hard line of like it or leave it that we have now, has caused a lot of people to leave it. We all type words on the forums and through the balance section about what we think is best, but then nothing happens. If it does happen, it happens MONTHS later, when the person who originally brought up the problem and/or suggestion has already moved on to a different game or simply doesn't give enough of a shit anymore about this mod to bring them back.
             It's a sad state that we're in now. I understand that chadz and co. are developing a new game and I wish them the best of luck which is why none of this stuff gets reverted. Someone needs more access to be able to change things more frequently or just let this mod bleed out and die. I've had my fun but now it's a chore to play this, it's a chore to play strat, the fun is gone for me. Maybe that's my own fault but I know it's not. The variety of builds is no longer prevalent. When ranged isn't a threat, you've got no shielders. When cavalry isn't a threat, you've got no variety in polearms. The variety in the player base is gone as well because of the limited options we have now for builds to be successful. Oh, so you can block, doesn't matter, watch me dance around you as you glance all over. RIP mod. You were a favorite of mine and I know I'll play on my alt here and there but it's time I moved on.

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« Last Edit: December 24, 2014, 02:48:32 pm by Bronto »

Offline Umbra

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Re: Is the melee gameplay staying like this?
« Reply #13 on: December 24, 2014, 03:03:21 pm »
0
I'd slow it down a bit and increase survivability. ATM people just go all out offence with spamming and dancing around to force glances or the models go out of sync with the server

That wouldnt make it more tactical it would just make it more boring
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Offline Grumbs

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Re: Is the melee gameplay staying like this?
« Reply #14 on: December 24, 2014, 03:48:56 pm »
-1
That wouldnt make it more tactical it would just make it more boring

Slower movement means people have more time to think about their decisions and encourages people to get closer together before engaging, because once the fight is on you aren't getting backup as easily. Slower swing speed makes blocking easier but it encourages people to really think about which attack type to use and outplay the other guy. With more weapon stun you could still spam and get past people's blocks..the lack of weapon stuns now is causing some of the issues imo.

More survivability means you can make tactical plays like flanking that might just get you recked if you die from a stray hit. It seems now people just try to spam as much as they can before their inevitable quick death. There isn't much tactical play like before imo. Its also fairer for the less "twitchy" gamers - fighting games should be more than who has the fastest reactions, lowest ping or best spam technique

Also the game got harder for the mediocre/noobie players and easier for the better players imo. Any good player will still block really well, but the less decent ones just have to make 1 mistake and they are pretty much dead
« Last Edit: December 24, 2014, 04:05:04 pm by Grumbs »
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