Author Topic: The new patch took the spirit of out cRPG  (Read 3075 times)

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Offline raptor

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The new patch took the spirit of out cRPG
« on: January 12, 2011, 09:33:39 pm »
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The new patch brought item repair into play and it made it so that regardless of what you do, you still get experience and money.

Both of these factors have ruined the game for me and my friends. We liked the way you had to stay with your team, form shield walls and generally just be a team player. That and ganging up on tin-cans was just entertaining and rewarding. (We went back to playing L4D which we hadn't done for months because of cRPG's high level of fun.)

Now people just go all over the map because they'll get money and experience even though they're not close to the team. I see a lot more horse riders that constantly sneak up on you because of poor map design (No, they're not flanking, they're sneaking up on you.)and because they'll get paid even if they're not  in close proximity of the team.

The damaged items are just nonsense. When I'm not hit for an entire round or do not use something in my inventory, I shouldn't be charged for repairing items.

I thought the repair thing was going to be a bit Diablo-like but now it just feels like a silly way to punish everyone at the end of the round with the random dice roll. It doesn't even feel genuine, it's more like a speeding ticket or something.

One of the enjoyable things about cRPG was saving up for that nice piece of armour so you could take a few more hits or just look a bit more cool but now everyone seems to dabble with low-cost equipment with makes it feel a lot more like Native than cRPG. I didn't agree on the tin-can tank armies and the high level of attack / movement speed you could attain if you just played long enough but it didn't need to be nerfed like this.

This patch is making more people quit than it's getting people back in, I'm pretty sure of that. It's not like cRPG was so horribly broken that people were putting their gameplay on halt until another patch came out. People will be doing so with this new patch, though. (Me and my friends included.)

I also think the massive weapon changes are unnecessary but the removal of the unrealistic weapons is a good thing.
The horse charging friendlies is a good thing as well. Not sure why the archers need to be changed. I don't play an archer but they seemed just fine. Dangerous, but not impossible to defeat.

Nothing has been done about the poorly designed maps, which is/was the main point of frustration for many players. Guess that's a server thing but cRPG should just enforce maps that offer both teams the same advantages and allow for multiple strategies.

Other than that, this patch ruined the fun grinding and made it more like a team death-match kind of game where everyone can just take whatever risk they want; payment will wait for 'm at the end of the round regardless. The multiplier does't really seem to motivate people. If they suck, they're going to suck. No amount of promises of a better life is going to change that.

People should be rewarded for their efforts, not for just playing the game. And they shouldn't be part of some lottery contest at the end of the round that hands out speeding tickets. Games shouldn't be about making the player feel uncomfortable because he might receive punishment even though he could have done really well.

Me and my friends will probably go back to playing Native from time to time to get our swords-play fix but cRPG isn't really the kind of game we're looking for anymore. It was highly addictive before 0.200 and now it's just run-of-the-mill and frustrating.

Not disrespecting chadz' his hard work but I am questioning his design decisions which are too radical and thus alienating part of his user base. That's never a good thing.

Offline Boss_Awesome

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Re: The new patch took the spirit of out cRPG
« Reply #1 on: January 12, 2011, 10:00:37 pm »
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I was gonna write a long post about why you are wrong, but i won't.  Many of my clan mates have returned for the new patch after quitting crpg due to how boring it had become. (2 blobs running at each other over and over does not equal tactics) The patch is amazing and I love it. 

Offline Cepeshi

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Re: The new patch took the spirit of out cRPG
« Reply #2 on: January 12, 2011, 10:05:15 pm »
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Firstly i have to say i understand you, secondly i would advice you and your friends to give it some more time. Now, when its not necessary to be in close proximity of battles, with my friends we make a small ambush group and go pickup enemy archers/cav, and we are not penalized by less XP for doing so! Finally some tactics can get to game!

I was saving up for the expensive gear also, i wear it time from time when i am kill hungry, but usually we just train supporting each other with my friends in mob situations, like, avoid each other hits, but do not allow enemy to reach us and kill em. In the beginning we were killing each other quite often, but with time it gets better.

If you do not want to play cRPG, dont. No one can force ya :P Just, i started playing 3 weeks before the patch, but i love the game now even better!

Offline downer

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Re: The new patch took the spirit of out cRPG
« Reply #3 on: January 12, 2011, 10:08:37 pm »
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I was gonna write a long post about why you are wrong, but i won't.  Many of my clan mates have returned for the new patch after quitting crpg due to how boring it had become. (2 blobs running at each other over and over does not equal tactics) The patch is amazing and I love it.

Boss_Awesome is right. The old version had become stagnant, largely dominated by whoever could grind the most. The current version puts more emphasis on skill based gameplay by putting a soft level cap in and not allowing everyone to run around in full plate.

Offline IG_Saint

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Re: The new patch took the spirit of out cRPG
« Reply #4 on: January 12, 2011, 10:25:34 pm »
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Boss_Awesome is right. The old version had become stagnant, largely dominated by whoever could grind the most. The current version puts more emphasis on skill based gameplay by putting a soft level cap in and not allowing everyone to run around in full plate.

Yes, but it doesn't reward skill. The rewards are based solely on the team the autobalance put you on, not on how good you personally do. And then the punishments are completely random, nothing the player can do about them. And it does really feel like punishment to me when after having killed half the enemy team, all of my most expensive items break at the same time.

Don't get me wrong I like most of the things the patch changed and what its done to the gameplay (making it more skill based), but I really dislike the complete randomness of the reward. Losing 3k when I'm doing well and then gaining 3k when I'm sucking purely on the role of a dice? Its just ridiculous.

And the result of this is that I just don't have fun leveling anymore. Leveling feels so automatic now, so out of my control, that I just don't care anymore. I'm no longer working towards a goal of a certain level or a certain item, because I can't influence how fast I get there, all I need to do is spend enough time.

« Last Edit: January 12, 2011, 10:31:55 pm by IG_Saint »

Offline Erika_Furudo

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Re: The new patch took the spirit of out cRPG
« Reply #5 on: January 12, 2011, 10:29:26 pm »
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There was no tactics before. The only reason people stacked together was to survive.
Alot of people were just hiding inside the group of friends doing nothing. Trying to survive and leech off everyone else.

Cavalries and Archers both suffered hard from the bad exp/gold system - They got it a bit better when the range got increased though.


Yes, but it doesn't reward skill. The rewards are based solely on the team the autobalance put you on, not on how good you personally do. And then the punishments are completely random, nothing the player can do about them. And it does really feel like punishment to me when after having killed half the enemy team, all of my most expensive items break at the same time.

Don't get me wrong I like most of the things the patch changed and what its done to the gameplay (making it more skill based), but I really dislike the complete randomness of the reward. Losing 3k when I'm doing well and then gaining 3k when I'm sucking purely on the role of a dice? Its just ridiculous.
And the old system was not like that?

The team which won got 100% exp/gold(If you survived)
While the other team got like, 25%?

Only thing now when it comes to skills is;

If you are a good cavalry so can you actually do your job and flank the enemy alot, killing several of them.
Highering your chances to win. And then get loads of gold/exp.

If it was the old patch so would that cavalry guy mostly just get the gold/exp from his own kills. Since he was out of range.
And this would make him feel like he does not get rewarded by doing his stuff. And instead just camp in the middle like everyone else being useless.
« Last Edit: January 12, 2011, 10:30:42 pm by Erika_Furudo »

Offline IG_Saint

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Re: The new patch took the spirit of out cRPG
« Reply #6 on: January 12, 2011, 10:34:40 pm »
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And the old system was not like that?

I never said I liked the old system beter, but at least there if I did good and we won the round I got rewarded for it. Now how good or bad I do has no effect on how much I get rewarded for it.

Offline Chrothor

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Re: The new patch took the spirit of out cRPG
« Reply #7 on: January 12, 2011, 10:51:45 pm »
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What kind of reward would you be talking about ?

Special items would be good.

Something like a "golden bow" to the best archer, which would be usable for 4 rounds, things like that.

What do you think ?

Offline Whalen207

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Re: The new patch took the spirit of out cRPG
« Reply #8 on: January 12, 2011, 10:58:17 pm »
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Don't complain about cavalry. We pick out the weak. We're like vultures.
However we're huge moving targets. In comparison to the stab of a pike, we're not that fast.
And now that everyone has polearms, it's a bitch to kill an archer without getting de-horsed and stabbed.

Not only that, but since upkeep and initial cost for horses is sky-high now, no one's going to bother with it. My main, a Cav character has to play 3 rounds on foot for one on a horse.



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Offline Dwarden

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Re: The new patch took the spirit of out cRPG
« Reply #9 on: January 12, 2011, 11:15:48 pm »
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imo the only real problem i see with cavalery is the spawn killing of people short time afk (usually picking equip) or just spawned

the game fails on short time 'protection' in this case (e.g. until You move / attack for 30s or so)

Offline Boss_Awesome

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Re: The new patch took the spirit of out cRPG
« Reply #10 on: January 13, 2011, 12:53:59 am »
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With a 5x multiplier, everything i own could break every round and i would still make money.  Try killing at least 5 people a round and then all of a sudden, you do get rewarded for playing well since your team has a better chance of winning than if you killed zero people.  If you are not killing multiple people a round then you are not playing well, you are playing average.  Average players don't deserve to win every round.  (Also i recognize there are things a player can do to help win that don't require killing, such as distraction or ranged cover fire.  If your distraction or ranged cover fire isn't causing multiple people to die every round then you are not doing it well)  People talk too much about rewards anyway, the multiplier is more than enough. 

Offline Mutant

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Re: The new patch took the spirit of out cRPG
« Reply #11 on: January 13, 2011, 04:56:29 am »
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Why not combine the great things about each version and solve the conflicting ones and make a perfect game. Like solving an equation :)

For Instance: Last patch I liked F and U, but hate Q and W, this patch i like Y and A but hate T and Z. Combine F and U with Y and A. FUYA will make this game perfect

Offline raptor

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Re: The new patch took the spirit of out cRPG
« Reply #12 on: January 18, 2011, 12:51:52 pm »
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You all have a point, the game is definitely different now and there's more room for tactics. The new patch has introduced some very good ideas but it also took away the old c-RPG where, although armies were one big blob, individuality was more recognized in its reward system. I didn't really like hiding behind the big army blob so me and my friends, once we had the equipment we wanted, would go and ambush the enemy somewhere else. A party of 4-6 can do a lot of damage.

However, me and my friends will not return until individual prowess is once again rewarded and the random speeding fines are taken away. The whole 'You're going to get paid and  punished regardless of what you do' is just the thing that doesn't work for us.

Yes, I guess you could fight really hard and earn that multiplier but just having killed 5-6 guys and still starting the new round with a 1x multiplier just isn't in any way rewarding.

We joined c-RPG relatively late so we were in no way tired of the grinding yet. Still saving up for items.
And like I said, a repair function was welcomed as a money sink but we all assumed it would be in a Diablo-form. You have to repair what you actually use unless you want it to break and disappear.

The problem is that a game is the way it is, if a game is developed, it is done so with a certain idea in mind. Radically changing that makes for a new game. c-RPG has become a new game because the way it is played is now very different from how it used to be. This will suit some players but not others.

Perhaps rule sets would be an idea; different server, different experience/gold rule set. (Old and new.)

Let server statistics decide people's favourite?



Offline Penchik

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Re: The new patch took the spirit of out cRPG
« Reply #13 on: January 18, 2011, 01:05:51 pm »
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When I'm not hit for an entire round or do not use something in my inventory, I shouldn't be charged for repairing items.
Agree with that. For example, you killed 5 enemies with a sword, but you had not been hit. So your sword may break, not an armor.
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