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Topics - Konrax

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1
General Discussion / Bannerlord or bust?
« on: March 20, 2020, 03:00:51 PM »
So is cRPG going to do a Bannerlord mod? It appears mods will be a thing in Bannerlord, and I can't think of a mod I would like to see more in Bannerlord than cRPG.

Will donate money if answer is yes.

2
cRPG Technical problems / cRPG won't update for me with new launcher
« on: September 26, 2017, 12:38:27 AM »
I currently have version 4.5.4, and the new launcher will not update the client.

Tried:
Repair
Delete cRPG (won't let me even as admin)
Rename cRPG (won't let me as admin)

Can anyone help me out?

3
General Discussion / Low prime time numbers in NA
« on: January 08, 2015, 05:05:35 PM »
So our prime time is around 20 people now, so in all honesty I think that this mod is quickly going out the door.

How many weeks since the "big" update and still my screen is flooded with errors every time I open the mod.

Devs take note, if you want support from players of this mod, you need to have a better track record.

4
General / Blocking with weapons
« on: December 07, 2014, 06:02:37 PM »
Bad blocks should reduce the durability of the weapon.

It was common in melee combat in the past that weapons would often break, and carrying extra weapons was always a must.

Long Sword / Short Sword / Dagger was almost always a staple to any well equipped soldier.

Perfect blocks should not reduce the durability at all, sloppy blocks should reduce it significantly.

Just a thought.


EDIT: Just an important note on mechanics, if you switch to another weapon you should actually just drop it and unsheathe the next weapon, as was common during battle. In order to "put away" a weapon, you should first sheathe it and then draw the next one.

The idea of that is to save time when it is needed most.

5
General Discussion / Petition to return Shynbaulds to the old texture!
« on: October 22, 2014, 01:00:57 AM »
Title says it all!

This poll is statistically valid in every way.

6
General Discussion / What happens to shield this next patch?
« on: October 15, 2014, 10:31:05 PM »
Just wondering if you guys will do something with the shield items / shield skill in the next patch?

Right now it just feels a bit of a waste to want to invest points in it past 4.

Thanks

7
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See you on the field!

8
Game Balance Discussion / Ideas for fixing range
« on: July 10, 2014, 07:05:13 PM »
I have a few ideas to help fix the issues with range so I am going to put them all out, I wouldn't want to implement all of them, but some of these could work and help cut down on range spam.

Overall:

1) Implement a range specific damage type, make arrows / bolts have the damage stat, and the bow / xbow only contribute to missile speed and reload speed ect ect. Make armour more effective against range damage in general. Increase bonus damage from missile speed to make higher end weapons more effective.


Archers:

1) Make most bows at least 2 slots, some of the higher end bows 3 slots. Also make most bows drop on switch, some of the short bows should be sheathable.

2) Reduce the rate at which range weapons can fire overall, short bows should have a bigger variance in speed.

3) Significantly reduce the time an archer can hold a notched arrow, and have it become longer based on how much higher an archers powerdraw skill is above the requirement of a bow.


Crossbows:

1) Make most xbows at least 2 slots, some of the higher end xbows 3 slots. Also make most xbows drop on switch, some of the light xbows should be sheathable.

2) Increase the requirements on xbows overall

3) Make WPF effect reload speed of xbows, do not cap this stat.


Throwing:

1) Throwing needs to have a significant reduction in missile speed, it should feel more like you are lobbing a throwing weapon in a high arc in order to hit the enemy. It should be easier to throw it over a group of enemies and hit people in the back. Throwing should not have a very long range overall. Have Power Throw increase missile speed above the amount required to use the weapon.


HA/HX/HT:

1) Horse should have a penalty to acceleration and maneuverability while the bow/xbow/throwing weapon is out, this is realistic and will also allow cav to at least have a chance of catching these characters, as well as making it more difficult for them to squirrel through infantry.


BONUS:

1) All players should be able to equip any shield, shields should be buffed across the board.

2) Shield skill should not increase the durability of shields, but instead decrease the effect of the weight of a shield of someone carrying it, as well as increase block speed.


Post comments, also post any ideas you might have to help bring range into balance.

9
Buy / WTB/WTT For +3 Short Arming Sword
« on: December 09, 2013, 08:03:59 PM »
Want to buy or trade for a +3 Short Arming Sword.

I have +3 Winged Mace, +3 Side Sword up for trade.

Please PM me if you are interested, I will also pay gold, but will require a commitment that you will sell it to me and enough time to sell one of these weapons to obtain the coin.

Thank you kindly

10
Suggestions Corner / How to make Strat more fun
« on: November 30, 2013, 07:46:12 PM »
Spent some time thinking about how to make Strat the next level and I think I found a way that really makes it interesting.

Add different types of troops that can be created in strat, also build it in that regular crpg play helps achieve this.

There will be 3 types of troops in Strat games;

Peasants
Soldiers
Knights

*Only Knights will actually use the persons "character" from cRPG in strat.


How to generate them:
You can recruit peasants and soldiers from villages and castles. Things already in place can be used to determine production.

How they work:
Peasants and Soldiers are the default unit type in strat, peasants are level 10 characters, and soldiers are level 15. Before the battle begins, roster will be locked for say 15 minutes, that time allows the commander to assign who is a peasant, and who is a solider. Each player when they sign up will post what build they "would" be if they were either a peasant, or solider.

Once assigned a player will spawn with that build during the game, however, like selecting a class, players have the option to change to a knight (their personal character, complete with any gear they own).

Knights:
Knight points are earned on regular cRPG servers, similar to crafting points before, but somehow tied to score, valour, and maybe a few other things. (Such as kill 5 enemies in a row in a single round)

Having knights on the battlefield will depend more on the players participating in the battle choosing to use their own knight points to help their team achieve victory. Clan members will obviously want to use them more easily, but outside players will be less likely to want to use them. This will add a large incentive for players wanting to pay mercenaries who would perhaps be willing to bring knights.



Why would we do this?

1. Being able to play different fun and random builds at low levels in large groups is fun.
2. This variety adds a lot more re-playability and depth to the game.
3. If you get pissed off you can choose to use your main character in a battle.

What do you all think?

11
Game Balance Discussion / 1h Stab animation change... ?
« on: August 15, 2013, 08:14:08 PM »
Just to clarify...

They changed the animation to better match the actual hit box of the 1h stab?

So really 1h stab isn't buffed at all, it just looks the way it acts now?

Just wanted to make sure, I keep hearing they buffed 1h stab but after reading a bit into it, it seems more like it just visually looks more like how it performs.

Thanks

12
cRPG Technical problems / CRPG Updater crashing
« on: August 01, 2013, 05:17:05 AM »
My updater is crashing between 30-50% after the pop up comes up saying it fixed a bunch of graphical issues.

I tried repairing crpg as well with no success.

Warband works fine and is also fully updated. (Steam)


EDIT LOCKED:

Turned out to be my virus scanner was blocking it.

13
Game Balance Discussion / Revamp shield skill idea
« on: July 24, 2013, 03:11:06 AM »
Take the current version of shield skill and throw it out the window.

First off, shield skill will no longer make shields tougher or last longer. (Will require some shield item rebalance.) The idea behind this concept is that a shield is really equally tough no matter what your "skill" level is with it.

Shield weight is the listed or "effective" amount at the base level of shield skill required to use the shield.

Each point of shield skill in addition will reduce the effective weight of a shield by 20% for movement purposes only. This would require that you have 5 points of shield above in order to have effectively a 0 weight shield. Anything above that amount would have no additional benefit.

Each point of shield also effects the "speed" of the shield similar to how it is currently, perhaps even with a small buff.


Why do all this?

This way all shields across the board will take less damage overall to destroy them. Non-shield users will all appreciate this change, since it will make turtles and bad players less viable.

Strength heavy shielders will be relatively unchanged.

Agility shielders will then be able to move at a similar speed as 2h and polearm users.

This will make agility shielders more of a speedy range killing class rather than a squishy low damage spam turtle.

Actually makes steel shield look appealing and viable.


Thoughts?

14
Suggestions Corner / Strength effecting nudge
« on: July 03, 2013, 11:02:30 PM »
So I guess agility has no effect on nudge at all then.

Another hidden strength buff I guess.

Discuss.

15
Suggestions Corner / Jumping onto an enemy
« on: July 03, 2013, 05:10:26 AM »
So after jumping and landing onto an enemy, only to immediately slide off them to my death has me finally pissed off enough to make a suggestion post.

Here goes:

If you land on an enemy or friendly infantrymen, you should knock them down and you should land basically directly bellow where you landed on the player.

You could make it have 2 versions for balancing:

1) A nudge type effect on the enemy player if you land on them at a small / medium drop (EDIT: This will not allow for a free attack)
2) Knock down on a landing that would normally be enough for that player falling to take damage.

Also make it so you don't lose any health when you land on someone, maybe make it do a small bit of damage too if its a knock down.

What do ya think?

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