Author Topic: Mod Is Maybe Not Dead (New NA Servers Coming)  (Read 26048 times)

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Offline the real god emperor

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« Reply #210 on: October 08, 2017, 11:09:05 am »
+4
ARISE

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Offline Gravoth_iii

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #211 on: October 08, 2017, 11:27:49 am »
+1
We're working on some pretty cool shit, but I can't say more at this point. In spirit (not in gameplay), it's much closer to cRPG.  :D

Dope, im on board.
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Offline Gristle

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #212 on: October 08, 2017, 11:54:37 am »
+7
NOT DEAD YET

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Offline Fips

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #213 on: October 08, 2017, 12:46:52 pm »
+2
We're working on some pretty cool shit, but I can't say more at this point. In spirit (not in gameplay), it's much closer to cRPG.  :D

I think i just came.

Offline darmaster

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #214 on: October 08, 2017, 03:52:49 pm »
0
We're working on some pretty cool shit, but I can't say more at this point. In spirit (not in gameplay), it's much closer to cRPG.  :D

oh boy i really hope some annoying, frustrated german qvc spamming kid can let it all out on whatever you guys are working on, wouldn't see anything wrong with it you fucking tryhard morons
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Offline Drunken_sailor

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #215 on: October 08, 2017, 05:40:30 pm »
+4
this mod is a muffin
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Offline Thryn

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #216 on: October 08, 2017, 05:54:45 pm »
+2
Admins on native can also set class limits too plus also turn of ranged for a few rounds.

hey ya doofus when you join a native game you have to choose between classes (e.g. sarranid archer, footman, cavalryman) that the server can track, a system that isnt currently present in crpg because when you join you gain equipment and stats based on what you have selected online
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Offline Tristan_of_Erzoth

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #217 on: October 08, 2017, 08:53:05 pm »
0
If james gets in touch with me I can pay for servers for EU and NA they prolly arent too much $ and can help work on coding or doing whatever cause if we get strategus back and fix some other things the population might comeback a little.

Horns was saying it was only $45 a month to host the servers. James was talking about going up to $60 and then if everyone who offered to split the payment does it'd only be like $10 a month each. I might just bite the bullet and drop $60 and pay for this month though
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Offline Novamere

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #218 on: October 08, 2017, 10:20:02 pm »
0
Horns was saying it was only $45 a month to host the servers. James was talking about going up to $60 and then if everyone who offered to split the payment does it'd only be like $10 a month each. I might just bite the bullet and drop $60 and pay for this month though

LOL I was thinking it would be like 100$ a month of NA1 and EU1 and the duel servers and i was ok with that lol

Offline bensai

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #219 on: October 08, 2017, 11:42:37 pm »
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ya doofus when you join those servers you have to physically click a class with a preset loadout that the server can monitor, how the fuck are the devs going to track all of that fucking shit when you have insane customization on crpg

i never said it was gonna be easy you doofus but clearly having an improper balance of melee/archers is pretty hurtful to maintaining a server pop. no need to shoot suggestions out of the water you bundle of sticks
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Offline bensai

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #220 on: October 08, 2017, 11:48:16 pm »
0
We're working on some pretty cool shit, but I can't say more at this point. In spirit (not in gameplay), it's much closer to cRPG.  :D

if you guys are working on something new and improved, that is similar to crpg in spirit, please, i'm sure all players would implore you:

if fixing crpg takes any of your precious time, work on this new project instead! if fixing crpg is just a matter of a couple "clicks" then go ahead and save the baby.
« Last Edit: October 08, 2017, 11:54:40 pm by bensai »
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Offline Thryn

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #221 on: October 09, 2017, 02:43:25 am »
+1
no need to shoot suggestions out of the water you bundle of sticks

ya nice try you dingus ur suggestion doesnt have any workable solution so i guess its not even a suggestion after all

its just shit on a shitpost
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Offline bensai

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #222 on: October 09, 2017, 03:29:01 am »
0
ya nice try you dingus ur suggestion doesnt have any workable solution so i guess its not even a suggestion after all

its just shit on a shitpost

it definitely does have a workable solution. balance might be difficult as others have mentioned with determining what class a player is based off their skills, but it's still possible. it also encourages people to not just player archer or infantry or whatever all the time. idk what your previous game development experience is but i doubt you can dismiss it as an impossible solution if other mods have ways (i admit, less difficult ways) of measuring it. im not gonna argue with a baddy 2h over this idk if ur purpose here is just 2 b a belligerent blue bastard
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Offline Golem

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #223 on: October 09, 2017, 04:32:50 am »
+1
Fucking easy solution, atleast in theory.

Just limit the number of players that can spawn in with a ranged weapon, throwing weapon or horse in relation to the total amount of players.

Pretty pointless when there'll be 2 players, though.
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Offline Asheram

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Re: Mod Is Maybe Not Dead (New NA Servers Needed After Oct 7.)
« Reply #224 on: October 09, 2017, 04:45:30 am »
0
Fucking easy solution, atleast in theory.

Just limit the number of players that can spawn in with a ranged weapon, throwing weapon or horse in relation to the total amount of players.

Pretty pointless when there'll be 2 players, though.
With the way cRPG is auto- balanced how would you avoid having all cav or ranged on one team? Unlike native you can't pick which side you want to be on the auto balancer picks it.
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