Author Topic: Remove turnrate nerf  (Read 10107 times)

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Offline Leshma

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Re: Remove turnrate nerf
« Reply #60 on: January 20, 2018, 02:44:16 pm »
+3
Does this American takeover mean every balance discussion will be held in general discussion subforum? Or you are just too damn lazy to categorize topics in a proper fashion?

Offline Phyrex

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Re: Remove turnrate nerf
« Reply #61 on: January 23, 2018, 09:24:09 am »
+3
Of all the bullshit the devs have pulled throughout the years this one is the absolute worst.

Hindering movement and player control in an action game. What the fuck were they thinking?!
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Offline Xant

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Re: Remove turnrate nerf
« Reply #62 on: January 23, 2018, 10:55:58 am »
+1
Of all the bullshit the devs have pulled throughout the years this one is the absolute worst.

Hindering movement and player control in an action game. What the fuck were they thinking?!
But the game has to be playable for plebs too, not just teenager 2h heroes on adderall!!!!!!!!!!!!!!!!!!!

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Offline Ikarus

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Re: Remove turnrate nerf
« Reply #63 on: January 23, 2018, 11:42:37 am »
0
well we could give it a try and see if it improves the game or not
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Offline darmaster

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Re: Remove turnrate nerf
« Reply #64 on: January 23, 2018, 11:48:38 am »
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i can tell you now if you want
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Offline Vibe

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Re: Remove turnrate nerf
« Reply #65 on: January 23, 2018, 12:11:33 pm »
+1
Don't think most people would like it, but then again was cRPG ever a competitive game anyway?

Probably best to just wait for Bonerlord for some smooth native gameplay again.

Offline Paul

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Re: Remove turnrate nerf
« Reply #66 on: January 23, 2018, 12:26:45 pm »
+5
I still got the turnnerf functions lying around somewhere. I can post them when I'm back home and if Professor is ok with it.

I remember it a bit differently than "let's ruin duelling". "ok, sounds great".

More like
balancers: "people cry cause helicopter pikes. why not use WSE to make turnrate weapon weight and length related"
cmp: "gib function"
urist: *gibs function*
cmp: "done"

I think the consensus then was that it was good for battle. Balancing for battle was an overlord guideline.

Offline Nightingale

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Re: Remove turnrate nerf
« Reply #67 on: January 23, 2018, 01:24:13 pm »
+3
About a month ago we did tweak turn rate nerf to make it less restrictive. Most players instantly complained combat felt wonky and that the server was lagging. We ultimately reverted this change after about a week as it kind of fucked with how combat felt and changing something like that... that has had a place in the mod for a good reason for years upon years is not something our goals are in line with. Turnrate nerf was a good change by donkey crew I don't advise going back. 

Offline Butan

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Re: Remove turnrate nerf
« Reply #68 on: January 23, 2018, 04:18:34 pm »
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About a month ago we did tweak turn rate nerf to make it less restrictive. Most players instantly complained combat felt wonky and that the server was lagging. We ultimately reverted this change after about a week as it kind of fucked with how combat felt and changing something like that...

Not saying you cant be right about it, but the "wonkyness" could be due to a collateral, triggered by increased turnrate but not turnrate itself. Would be pretty effing stupid if a possible huge improvement to the game is put on hold indefinitely because noone did any actual QA/feedback.

Offline Nightingale

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Re: Remove turnrate nerf
« Reply #69 on: January 23, 2018, 04:37:50 pm »
+1
We might revisit it later. I'm not entirely sure what professor changed I just know he lessened it for a short while (might even still be in game not sure). I'll ask him later.

Offline Gravoth_iii

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Re: Remove turnrate nerf
« Reply #70 on: January 23, 2018, 04:55:51 pm »
+2
(click to show/hide)

It makes sense, and at the time i disagreed but not because of the same reasons i do now. And i can definitely see why people would want it. But to be blunt, current me disagrees completely with the choice, and cRPG has been the prime example for me why community input to such a degree crpg had is just not sustainable. People dont look to make their own classes fun, they look to make opposition worse. (Kind of like how many communists etc primarily do not want to make it better for the poor, but are really just wanting to take from the rich and successful.)

Since it was a learning experience for i cant expect better of the devs. But at this point i really think it needs to be considered what should be the balance philosophy, are we going for the fun and competitive top player based balance, or balance by the lowest scrubs who may not have the time to properly learn and adapt to advanced techniques. I know that balancing by the top works fine through watching and playing DOTA, it has brutal balancing where there are insane lowbie crushing heroes that arent ever even seen in the top skill categories. Yet its insanely fun for everyone because there is still so much you can do to learn and play around things, people get frustrated but they want to learn and overcome even though they probably also cry for nerfs.

Don't think most people would like it, but then again was cRPG ever a competitive game anyway?

Probably best to just wait for Bonerlord for some smooth native gameplay again.

I'd say it was always casual-competitive. Thats how i treat all the games i love. It couldve been pushed beyond that as was seen with our very fun and successful clan battle tournaments, but eventually it just died out because the majority may not have felt the same. It has been mentioned before how hated drama duels were, skill was always frowned upon and obviously nerfs have catered to the casuals.

My faith lies in bonerlord too, lets hope they treat the game like fighting game devs do. It's released in a rather complete state, not perfectly balanced but it doesnt need major fixes, players will adapt or the game will die if its just too broken.
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Offline Leshma

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Re: Remove turnrate nerf
« Reply #71 on: January 23, 2018, 05:26:54 pm »
0
Don't think most people would like it, but then again was cRPG ever a competitive game anyway?

Probably best to just wait for Bonerlord for some smooth native gameplay again.

What if Bannerlord devs make similar change?

Crying over turn rate nerf is like claiming that players should be able to freely glide through the map in an action game and their weapon attacks shouldn't collide with surrounding objects, only a lot less exaggerated. Reminds me of players who abused broken CS 1.6 map geometry, then cried when CS Source fixed some of that, claiming how it ruins viable game strategy.

To answer my question myself, I've read in some dev blog how they indeed changed the way weapons behave, in a way cmp wanted to do with WSE2 but never got the time. You know, different parts of weapon model doing different damage values and working collisions , unlike in semi broken Warband.

Offline Vibe

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Re: Remove turnrate nerf
« Reply #72 on: January 23, 2018, 06:08:45 pm »
0
What if Bannerlord devs make similar change?

I'm ready to accept some changes and adjustments as should any player, but if they're taking control from the player then it's gonna turn out bad. Pretty sure it'd get shunned by the Warband competitive community as well.

Offline Jona

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Re: Remove turnrate nerf
« Reply #73 on: January 23, 2018, 06:43:09 pm »
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Pretty sure it'd get shunned by the Warband competitive community as well.

I'm not sure how involved taleworlds is with the competitive scene, but bannerlord could very well go the same route as sfv, and well, look at that competitive scene vs sf4's.
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Offline Gravoth_iii

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Re: Remove turnrate nerf
« Reply #74 on: January 23, 2018, 07:03:36 pm »
0
Sure, but if it would be such a huge improvement why did people lobby so hard to have it reduced in the first place? Temper that zeal, this isn't an experimental mechanic we've never seen before it's one that generated mountains of salt until we removed it.

Not to be contrary, but Prof could start by ignoring the community input of this thread, since that's what this is. "Devs shouldnt change stuff just cos the community wants it... but they should change this one thing that I want". This thread is largely a few no-shield infantry lobbying to get their particular class or playstyle buffed.

The people who want this change will be vocal here, the people who don't want it won't be vocal until it's actually reverted and they hate it. Being too eager to implement community input will result in a yo-yo effect where devs make changes purely based on the opinions of the loud unhappy voices, and never informed by the ones who like the current system.

To some extent this is being pitched as "yeah, make cRPG HARDER, more EXTREME" because those words sit well with this community. But at the same time some of the 'pro-turn-rate' arguments are people who are just bad and get ganked all the time because they have bad awareness and decision-making, who want it to be easier to fight against ganks. With that in mind you could flip the argument on it's head: Why should the people who like the current turn-speed want it to be 'dumbed-down' in a way that favours people with bad awareness or bad decision-making who allow themselves to be drawn into 1 vs many situations? Current mechanics still allow a very good player to win those fights, but is suitably difficult.

Well sure, but its more about reverting back to an older state that is working fine in native, rather than breaching new grounds of difficulty that have not been tested. And while true that bad decision making such as 1vs many is punished hard now as many think it should be, isnt it more fun to see the spectacle of really good players overcome those situations consistently? So that those arent bad decisions, but calculated gambles. You can often notice a bad bunch and select to fight them for easy pickings, but current mechanics will punish such decisions by limiting the ability to deal with it.

There will always be split opinions on these balances, but its like i mentioned, should it be balanced to even out skill or to allow for high skill ceilings to that people can really push performance into new areas. As one who strives to become better, i feel like i have been locked into very simple mechanics that work but arent very advanced and dont feel very rewarding.
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