Author Topic: cRPG: status and plans  (Read 48626 times)

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Offline chadz

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cRPG: status and plans
« on: June 24, 2012, 02:12:17 PM »
+188
There seems to be some confusion about cRPG lately, so we thought we should let you guys in on the "great plan".

First of all, no, our intention is not to "slow the game down" or even "dumb it down". In fact, quite the opposite. It's true that we are trying to make it more friendly for noobs, but not by making the game easier.

We have a general speed increase planned, but this is quite complex. The warband setting to increase the combat speed is not an option, because it's neither balanceable nor working well. The only way is the right one, and that's tuning every weapon individually. Of course, this takes time, so hang in there.

Not everything we're doing is because we're trying to "fix" something. "Don't fix it if it ain't broken" only applies to finished products. cRPG is no finished product, and not intended to ever be. It's a constant finetuning and improving of features.

Also, we don't do changes because we want the game to be more realistic. We do changes because we feel they are right. If they fit with realism, that's great, and it's also our guideline, but almost never the reason for a change. We are not trying do create a simulator, we are trying to create a game. 


I guess you guys want details. So let's talk details:
1. Increase the depth of fights
Which means more different fighting styles and more playstyles in general. Easy to learn, hard to master.

Examples would be separating hilt and blade damage types. Or having multiple damage types per weapon. There are also some more drastic changes planned, but not yet certain if they will make it into cRPG or we'll hold them back for the sequelas a USP

2. Change the multi system
Yes, the multi system is silly. I have no trouble admitting that :]

It makes you stop playing when you drop to x1, and it forces you to continue playing when you have x5. 

Therefore, we'll change the system to something that rewards personal skill and risk more. It will be, among other factors, proximity based, as we had in the early versions of cRPG. It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers. It will also not reward proximity leechers. You can expect this change soon.

3. speed up the gameplay
Apart from the above mentioned speed overhaul, we will also implement a new WPF curve, resulting in higher maximum WPF numbers and buffing those with weapon master skills. You can expect your wpf points to be wiped when this happens.

4. Strategus
As seen in the last strategus patch, I'm trying to bring more and easier battles back into Strategus. I feel I've done an error with trying to shove economics into the gameplay so hard. They will stay a part of the game, but I intend them to be a bonus for clans and individual players, not the fundament like i tried before. Which was stupid. Micromanagement shouldn't be a necessity to play the game.

In the end, strategus is a game to fight epic battles, and that should be the main focus.

Apart from that, Harald has been working hard on a new graphical version of strategus, that fits with the current website and in general has the usual awesomeness of Harald. However, that is a big project, so no ETA on that yet.



Also, for all the "mod is ded" shouters. No, it's not, stats show us that it's as active like never before. Just to make that clear, we're the last to leave the ship.

We're here to stay.

Nuff said.
« Last Edit: June 24, 2012, 02:32:03 PM by chadz »

Offline Thomek

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Re: cRPG: status and plans
« Reply #1 on: June 24, 2012, 02:50:51 PM »
+12
Hurra!

Agree 100% with you on all points.:)

Happy to see common sense finally breaking into your thick skull.
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Offline Meow

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Re: cRPG: status and plans
« Reply #2 on: June 24, 2012, 02:51:34 PM »
+10
Judging by the amount of activity and progress on the dev side since I went semi inactive, I'm looking forward to seeing all the stuff soon :mrgreen:

Offline cmp

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Re: cRPG: status and plans
« Reply #3 on: June 24, 2012, 02:53:13 PM »
+87
Renown whore.

Offline chadz

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Re: cRPG: status and plans
« Reply #4 on: June 24, 2012, 02:54:28 PM »
+61
jelly

Offline Brrrak

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Re: cRPG: status and plans
« Reply #5 on: June 24, 2012, 02:54:40 PM »
+4
2. Change the multi system
Yes, the multi system is silly. I have no trouble admitting that :]

It makes you stop playing when you drop to x1, and it forces you to continue playing when you have x5. 

Therefore, we'll change the system to something that rewards personal skill and risk more. It will be, among other factors, proximity based, as we had in the early versions of cRPG. It will definately not be purely kill based, we don't want to reward fraghunters over teamplayers. It will also not reward proximity leechers. You can expect this change soon.

Oh my god, this is some of the best news ever, amazing.  The other stuff is pretty great too, especially the wpf curve thing, but...
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Offline Gurnisson

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Re: cRPG: status and plans
« Reply #6 on: June 24, 2012, 02:55:49 PM »
+6
I voted Gurnisson cause of his fucking bendy pike, I swear noone can roflcopter stab like he can.
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Offline Miwiw

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Re: cRPG: status and plans
« Reply #7 on: June 24, 2012, 02:55:54 PM »
+2
Does the multi system still include the generation somehow?

Otherwise this sounds amazing!
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Trade with me
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Offline Molly

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Re: cRPG: status and plans
« Reply #8 on: June 24, 2012, 02:57:18 PM »
+1
Lovely.
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Offline Molly

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Re: cRPG: status and plans
« Reply #9 on: June 24, 2012, 02:59:36 PM »
+2
Judging by the amount of activity and progress on the dev side since I went semi inactive, I'm looking forward to seeing all the stuff soon :mrgreen:

Thinking about it... The fact that they start working after you're gone should be rather worrying to you  :mrgreen:
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Offline Mustikki

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Re: cRPG: status and plans
« Reply #10 on: June 24, 2012, 03:00:34 PM »
+5
Every admin/dev with yellow/red bars posting here? Notice me too!

Offline Tonyukuk

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Re: cRPG: status and plans
« Reply #11 on: June 24, 2012, 03:00:46 PM »
+5
Quote
2. Change the multi system

at last  :mrgreen:
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Offline Moncho

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Re: cRPG: status and plans
« Reply #12 on: June 24, 2012, 03:02:51 PM »
+2
I am very glad, these are quite good news. Keep up the good work, it must not be easy after a few years, but you seem to be holding on and constantly improving the game (even if sometimes the changes do something different than expected).
Mod is d.e.a.d!
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btw, todays activity (from the website) has been of nearly constant 300ish players, cant wait to see that figure in prime time

Offline Teeth

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Re: cRPG: status and plans
« Reply #13 on: June 24, 2012, 03:04:47 PM »
+2
Although the renown whoring is obvious I still have to feed him for this.

That is one fine approach, but I do hope that you won't forget thinking about the overall stability and smoothness of the gameplay. Most of the time its quite choppy and dodgy.

Offline justme

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Re: cRPG: status and plans
« Reply #14 on: June 24, 2012, 03:05:27 PM »
+1
shhhh all..

thx to dev for revealing