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Messages - DaveUKR

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1
General Off Topic / Re: The Last Kingdom
« on: March 18, 2019, 11:55:23 PM »
Enjoyed watching it, skipped some annoying useless dialogues that were just placeholders to make it longer. Other than that and some horrible plot holes (couldn't be avoided looks like, quite expected when you try to inject such an important hero into story based on history) it's a decent TV show and I would recommend it to everyone who likes medieval setting.

2
Game Balance Discussion / Re: Combat Mechanics
« on: March 17, 2019, 10:36:00 AM »
Thanks for the reply, I want to note you quoted my older post prior to the edit.

1.  Good stuff

2. Using two handed sword with 18 str build I had this issue but it seems you're looking into it anyway so that's good.

3. Refer to edit.
In the edit you can see I didn't mean to fix the issue by buffing kicks, but by nerfing nudges in this very specific way. The nudge fast swing isn't useless, just use a fast 1h and try nudging into a left swing while facehugging and the opponent cannot block it, even if they jump away it's inconsistent. The window where they're vulnerable is also negligible when they're so close to you with a fast weapon. I guess this isn't meta in eu, but just something I've noticed players do in au that is pretty annoying and can be fixed by reducing block stun period of a nudge.
I haven't looked into counter nudges so you might be right about a counter being available. It's probably an unpopular opinion but I'd quit before being forced to nudge to counter nudge so as not take hits in a duel.

4. I really question that.
Let's just make this more comprehensible. So let's say I use a 2h and stab someone with a 1h. They block and do a fast left attack while running into me. To be conservative let's even say I'm holding a and s while stabbing. You're saying I should be able to block right in time or do a right swing in time to not get hit? On native the footwork I mentioned is required to not get hit but doing it on crpg it's almost like I have no chance in blocking in time.
Now the situation you specifically mentioned was just when i stab and the opponent chambers. I haven't actually tested this so you might be right, about being able to chamber it back. But the reason I've never tested it is because it feels like I'd be far from being able to chamber in time, again just using the free MW 2h with 21 agi. I'm just recalling my stab being chambered with an up attack of an average speed 2h and it felt so fast paced that my character was far from finishing his stun duration to enable him to up block or up attack. But again I might be wrong, I'll test it when I play next.


2. Two handed sword is only 2.0 weight and 18 strength is really an AGI build, so yes, it's totally ok to get stunned with this item+attr build.
3. General opinion about nudges is that they're somewhere inbetween useless and situational. I don't consider them useless but wouldn't call them any close to be overpowered or "a must" for fights. It needs to get used to and i'm pretty sure it looks OP for players who are new to it.
4. It is all about footwork. You cant chamber overhead swing with thrust but you can simply evade the hit because of rotation speed. Also 2h thrust is an animation with one of the biggest reach (if not biggest), if you were caught by a 1h that can reach you with left swing of 1h (the shortest reach of all animations IIRC) then it's just a poor footwork or STR build that can't have any footwork at all.

3
Strategus General Discussion / Re: Strategus Map Issues
« on: March 17, 2019, 09:39:35 AM »
I'm having issues with movement lines not showing on the map, also I get this "This browser does not support SVG". I am running firefox

apparently original devs hate firefox users

4
Game Balance Discussion / Re: Combat Mechanics
« on: March 16, 2019, 01:39:07 PM »
Am Australia so the meta I'm around isn't well developed so correct me if what i'm saying is off.

1. Slow rotation speed. Makes stabs so much weaker, especially any weapon that isn't short. Kinda screws with the meta heaps, I don't see why this is implemented. I have a hunch it's not too much slower than native if at all, but just that crpg pace is so much faster that it's relatively slower. So then my suggestion would be to increase rotation speed to fit the pace of crpg combat. Also want to note it currently restricts high level play involving angle variations, as well as standard up attacks and spins.

2. Block stun. Again with the faster pace of combat, anti-ganking is harder when attacks come at you and you're able to block them all but your character can't change between blocks fast enough. I think the stun duration should be reduced to compensate for the faster crpg attack rate. Also with the first point, increasing rotation rate would help here in the same way. Also seems chambers can't be used to block attacks so well when being ganked like this either, just noting this limitation.

3. No blocking while kicking makes face hugging safer, which allows the punch fast attack to be abused. The punch fast attack is when someone punches and then attacks in a way that pre-holding a block still doesn't block it in time (also too fast to chamber). It seems you can only counter it back jumping away after being punched and even then it's not 100% safe. Given the guy punching isn't at huge risk, this move seems to change meta in a less fun way (won't go into in depth because I assume most would agree who deal with it).

4. Attack stun. Same as block stun problem, especially noticeable when you stab and opponent can hit you fast enough that you can't block or chamber in time. Want to also note that in native whenever you have armour and someone chambers your stab you can chamber it back, if not it means the attack is too fast and will bounce. In crpg the faster attacks makes these chambers potentially unchamberable/unblockable, punishing the player who stabs first.

1. We were discussing some adjustments to rotation speed, to me it looks like WSE2 overslowed it a bit. Once we get to it - we adjust it

2. It only happens when enemy has a bigger weight weapon and strength difference. Just a natural way to add downsides to agi spammy weapons. Though it sometimes happen to get stunned even with a decent weight weapon though. Needs to be looked into as well.

3. No blocking while kicking is honestly one of the best additions to cRPG compared to Native. There is basically no reason NOT to spam kicks if you can block. Punch fast attack you mean nudge I guess. Fast nudge is almost useless and never guarantees you a free hit. Also there is a tiny window that allows you to hit enemy if he missed the nudge. And well you can counter nudge but anyway, you better find a thread that describes how nudges work and what combos can be used.

4. Chamber thrusts can be chambered back, especially easy to perform with 2h.

The most important in all these changes/mechanics is why they were implemented in the first place. Roflcopting thrust spammers with kicks is basically what can kill it for everyone. Although I agree that some things are an overkill while I strictly disagree that they're pointless.

5
Announcements / Re: New Strategus (new round & mechanics)
« on: March 09, 2019, 12:44:15 PM »
i did leave the faction but kept the nation and now i dont know how to remove it .

Sorry, forgot the join part ;-) You have to join a new faction or create it, then you change the nation.

6
Announcements / Re: New Strategus (new round & mechanics)
« on: March 09, 2019, 12:09:23 AM »
how to leave a nation?

Leave a faction, it should remove your nation as well.

7
Announcements / Re: New Strategus (new round & mechanics)
« on: March 08, 2019, 03:50:38 PM »
That was it.  Thanks.

I've been trying to enter the village of Shibal Zumr.  It's an NA village.  I'm only 1.6 km away and I've been trying since yesterday to enter.  The Party tab says 1.6km and 1:07 to enter.  I never progress and when I refresh the page it says I am now camping, not marching.

Make sure you're not stuck in the water there

8
Announcements / Re: New Strategus (new round & mechanics)
« on: March 08, 2019, 10:39:06 AM »
Can anyone post a pic of these circles on the strat map?  I zoomed all the way out and don't see red or blue circles.

ctrl+F5 combo to refresh the page, you probably have cached version

9
Announcements / Re: New Strategus (new round & mechanics)
« on: March 06, 2019, 01:37:46 AM »
·  Fief vicinities mechanic expanded: captured fiefs now have a certain area of influence. 3km for villages, 5km for castles, 10km for towns.  Priority is also important if fiefs' area of influence overlap each other: towns>castles>villages. If positioned in the area of two or more fiefs of equal type then the closest fief is considered the most influencing. Fiefs vicinity can be toggled to be shown on the map. Make sure you refresh your page
·  Place and time of battles is now picked differently. Possible scenarios are:
1) Attacker and defender have the same region and are in/out any fief vicinity (regardless): battle takes part on their regional server in their primetime;
2) Attacker and defender have different regions and are within a fief vicinity: the battle takes part on vicinity's regional server, time will be adjusted to be more suitable for both regions (it will try to place a battle at least 3 hours later of EU's prime time start if server is EU or 3 hours earlier NA's primetime if server is NA);
3) Attacker and defender have different regions and are out of any fief vicinity AKA "No man's land": the battle takes part on defender's regional server, time will be adjusted to be more suitable for both regions (it will try to place a battle at least 3 hours later of EU's prime time start if server is EU or 3 hours earlier NA's primetime if server is NA);
·  You now see exact numbers of your faction's fiefs'/parties' armies and silver

10
Announcements / Re: New Strategus (new round & mechanics)
« on: March 05, 2019, 03:55:27 PM »
How does it make any sense that attackers get to choose the server and time for a battle? Makes no sense at all it should be one of the other I just noticed this and it is appalling!

If I attack an EU player its on NA servers at NA primetime........................Should be fixed ASAP to fix that......if anything defender should get the boost and help

We're in transitional state in that question. Vicinity is gonna decide the battle region for players with different region. But well, other than that it is fair IMO. Attackers always risk more than they get and safe caravans for huge distance should not be a thing. Defenders also get equipment help if they lack that.

11
Announcements / Re: 0.5.5.0: you to decide
« on: March 05, 2019, 09:43:29 AM »
so good luck getting new players with minor tweaks and balance.

Well, thole whole interesting post gets fucked with one last sentence. The biggest problem is communication with playerbase, I put out so much info that players simply don't care to read/remember it. You included. Yet they criticize. It was said numerous times throughout last 2-3 months that reward system is going to change. We're also working on WSE2, something that hasn't been touched by anyone besides cmp. Many mechanics were added/changed/fixed. I, myself, made more changes in cRPG during last 3 months than cRPG had since 2012. It is really difficult to build things when we don't even have a real team.

Such posts look more like "I have nostalgia, now I'm bored and have no motivation to play, entertain me". And I have a simple response: help with it. I will gladly accept your help in any useful form (besides money, I don't touch that topic). We lack pretty much everyone, if you're capable in anything - you can help.

12
Suggestions Corner / Re: Clan invite
« on: March 04, 2019, 11:44:59 PM »
I "broke" it intentionally, more like fixed. Besides being a useful feature it was also used as link bomb for people to leave their factions. Solution is what Yeldur said, that's the expected behavior.

13
Announcements / Re: New Strategus (new round & mechanics)
« on: March 04, 2019, 09:46:05 PM »

·  Character's title and clan banner are not shown any more if player is using a pseudonym during Strategus battle
·  Added Lallan tiny nation (items and fiefs), inspired by Scots and Irish regions
·  Two-handed weapons of high tier got their strength requires increased drastically to prevent AGI spam with them
·  Added more gear for several nations (and will add MUCH more in future)
·  Item conversion will now only convert to non-loomed items (no matter if item was loomed or broken) with national priority (if there is any national item, even worse than common, then it's gonna be prioritized, it will only get converted to common if there are no national items)
·  Field battles now also reward with captured troops: if attacker wins by capping flags - half of survived defenders get converted to attacker's army, if defender wins by capping flags - 1/4 of survived attackers get converted to defender's army
·  Field battles now reward with more silver loot: minimal silver loot from a field battle is 10,000 now, if defender has less than that - he loses all of his silver. If loser has 100,000+ silver, he'll lose 10% of his silver

14
Suggestions Corner / Re: #CRPG_BOYCOTT
« on: March 04, 2019, 06:38:49 PM »
As said by DeveUKR himself:Does anyone remember such event? I don't. Were there any polls? I haven't seen them. Could it be that DevilUKR is LYING to us, and that there was no deathmatch launching? And if there was, it was only for a short moment and probably at midnight on a moonless night.
We need launching deathmatch again and this time I promise you it will attract pop. But only as long as there is a way to attract pop. Which means there must be an official stickied poll and at least a notification on discord for the discord normies. OTherwise it does not count.

Actually I will do the poll myself right here and now:

https://www.strawpoll.me/17544675


There were several people, I believe Assington was one of them. I ran several game modes including Stronghold and Rageball throughout evening. Deathmatch was just boring and it can't work well with current reward system. Constant x1 is boring.

15
Announcements / Re: New Strategus (new round & mechanics)
« on: March 04, 2019, 08:14:25 AM »
Catapults don't need a damage buff against walls. If you want to buff them/make breaches quicker, decrease their material requirement. Making them take down walls faster negates possible counter catapults because they won't have time to dial in enemy catapults. While I succeeded at this tactic last strat with the help of spotters, it's obviously not easy. Making walls weaker takes away this strategy that only a few NA players are capable of (Probably Jaren, Me, a couple of others).

If people suck with a catapult, they should reach out to a skilled engineer merc not get an easier time from dev changes.

The fastest way to take down catapult is to get out of the castle/town and destroy it. 1-2 sneaky guys with an axe can destroy it quite easily.

It is a subject to change anyway because we are to test it in real sieges.

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