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Topics - Palurgee

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1
General Discussion / About time for a map rotation
« on: July 07, 2018, 11:35:29 PM »
cRPG is doing well lately with 20-30 people on each night pretty consistently and I think everyone would appreciate if we changed up the rotation and brought back some old classic maps.

I don't remember their names but some of my favorite memories of the mod are playing on that giant bridge with the gap in the desert or the trade caravan ambushed by the river.

Just a thought!

2
Game Balance Discussion / Huscarl Shield just really shitty?
« on: August 26, 2015, 07:48:37 AM »
visitors can't see pics , please register or login
 

(Not shown, the Huscarl is 2 slots compared to the 1 slot of the Heavy Heater)

Does its larger width somehow make up for its otherwise terrible stats? Seems like there is no reason to use this shield over the heavy heater, or even the heavy Norman shields. If there is something I'm missing let me know.

3
The Chamber of Tears / Make military scythe usable with shield again!
« on: August 17, 2015, 03:14:18 AM »
That's all  :evil: :evil: :evil:

4
So smaller shields have to face their attacker directly, while a user of a larger shield has more leeway?

5
Suggestions Corner / Actual pavises
« on: July 01, 2015, 01:56:23 AM »
Proposal for a new item.

The pavise (https://en.wikipedia.org/wiki/Pavise) was used by medieval crossbowmen and archers to provide cover while they reloaded or drew their bolts/arrows. It would be placed on the ground and held in place by a wooden or metal rod.

In game we have the "Long Pavise Shield", but being a shield, it does not represent actual pavises, as it cannot be deployed.

My suggestion is to add a new item based on the Siege Shield, but with the following differences:

- Model of the Long Pavise Shield, but scaled to be wider and taller (not by much)
- Hitbox accordingly smaller than the Siege Shield
- Occupies only 1 slot, instead of 2
- Price slightly raised
- (Optional but would be sick) a Heraldic Pavise Shield
- Weight slightly lowered

This would make archers and crossbowmen more historically accurate should they choose to use the pavise. It would also expand the role of archers during sieges, where archers on the offensive side are markedly less effective since there is very little cover compared to the defending archers. Additionally, it would expand the utility of equipment during regular Battle, Siege, and Defend the Virgin modes, by giving archers a means of defending themselves from enemy projectiles. Finally, pavisiers would be more of a team utility by potentially providing cover and defenses for both themselves and their fellow infantry.

Note:
I know there is a lot of hate for range right now, but the implementation of this shield is NOT a buff for archers. First of all, it requires 1 slot, which means that a pavisier would be limited to using the 0-slot weapons. This would also reduce the max ammuntion available to heavy archers (longbows/arbs) by 50%. Second, it inherently reduces the effectiveness of ranged enemies, as it is a shield. The pavise would benefit the wielder and the teammates of the wielder by giving everyone additional protection from archers.

6
Suggestions Corner / Overhaul/buff one-handed axes
« on: June 25, 2015, 11:25:21 PM »
With the release of the new Executioner Sword (which is faster, longer, and deals as much damage as 1h axes while in 1h mode, and ALSO has a 2h mode) I thought I ought to make this thread again  :rolleyes:

One-handed axes Overhaul

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Main points and suggestions:

(click to show/hide)

What would this accomplish?

(click to show/hide)

7
(click to show/hide)

All the 1handers are pretty similar and boring compared to the greatly diverse 2h and polearm departments, which have recently seen a number of buffs. Here are some suggestions to spruce the 1hs up.

1.) One-handed axe revamp. Make one-handed axes unbalanced and dramatically increase their speed, and reduce damage slightly. This will make the axe a more realistic and diverse weapon (currently the axes are just shorter military cleavers with Bonus vs. Shield)

2.) Make all 0-slot weapons able to be drawn with dagger quick draw. The short swords are very versatile, and simply having a faster speed isn't representing their versatility well enough. Dagger quick draw is also a pretty useless feature at the moment (very rarely used on the battlefield).

3.) Give falchions bonus vs. shield.

4.) Remove the brief stun when a projectile hits an undeployed shield.

5.) Let weight affect the size of the chamber window (not sure if possible with WSE2). The lighter the weapon, the larger the chamber window is. This could apply to all weapons but would buff the smaller one handed swords especially. This reflects the speed and frequency of parrying during a sword fight.

8
Suggestions Corner / Respec revamp
« on: July 24, 2014, 08:09:22 PM »
Idea to make respecs less punitive for low level players.

At the moment a player loses 50% experience when respeccing. This is pretty harsh for (new) people >30 because often times they want to change their playstyle or made a mistake in their build.

Suggestion: as level increases, experience lost increases, based on a multiplier from the player's level. I suggest a 1.5x multiplier except for level 30 and above, where it will default to 50%.

player level * 1.5

Example:

Level 2 - 3% exp loss
Level 3 - 4.5% exp loss
Level 4 - 6% exp loss
Level 5 - 7.5% exp loss
---
Level 15 - 22.5% exp loss
---
Level 20 - 30% exp loss
---
Level 25 - 37.5% exp loss
Level 26 - 39% exp loss
Level 27 - 40.5% exp loss
Level 28 - 42% exp loss
Level 29 - 43.5% exp loss
---
Level 30+ - 50% exp loss

Respeccing is a big deal for new players when it really shouldn't be. Less expensive respecs for players below 30 isn't harming anyone while making it much easier for new players to adjust and adapt.

9
Game Balance Discussion / Suggestions for nerfing Horse Archers
« on: July 11, 2014, 02:43:12 AM »
Horse archers tend to piss off a lot of people and give them a hard time in the mod. Here are a few nerf suggestions to make horse archers less of a pain. I think at least 1 should be considered.

1.) Horse archery requires the rider to let go of the reins and put both hands on the bow. While cRPG doesn't have reins, the point remains that riding while shooting a bow is a difficult task. Suggestion: all horses require 1 additional riding skill if using a bow. This means you can still mount the horse, but the bow will be sheathed if you lack sufficient riding skill. If this is considered too punitive, a damage or accuracy reduction if riding skill is insufficient could be considered instead.

2.) In a similar vein as the previous suggestion, a rider is more unstable while not holding the reins. So, horse archers take greater damage when their bows are drawn (some low percentage, 33 or so).

3.) The angle at which the archer is facing away from the front of the horse effects the accuracy of the bow. So, if you are looking as far backwards as you can, your accuracy would be greatly reduced compared to when you are shooting directly forward. See this Wikipedia artcile on the Parthian shot: http://en.wikipedia.org/wiki/Parthian_shot

4.) Accuracy with a bow is reduced if not using a stirrup (see my stirrup suggestion here: http://forum.melee.org/suggestions-corner/stirrups/new/#new

Please do not move to chamber of tears.

10
Suggestions Corner / Stirrups
« on: July 11, 2014, 02:42:49 AM »
The stirrup changed mounted warfare for all of history. I think that it should be represented in this mod. Here are two suggestions for how it could be implemented.

1.) Every horse in the marketplace is copied and pasted, only the new copy has the ending "with Stirrups." Horses with stirrups gain additional maneuverability and (though this might be too much) require 1 less riding skill. However, they are more expensive (perhaps by around 20%) and require 1 slot of inventory space.

2.) A unique pair of boots is added to the game called "Stirrup Boots" or something to that effect. They provide the same benefits as before (additional maneuverability) but require 1 slot. They are fairly expensive and may not provide much armor, forcing horsemen to use long surcoats for leg protection.

Thank you for reading and please give feedback.

11
cRPG Technical problems / Crashing on certain maps
« on: July 08, 2014, 01:49:22 AM »
My client crashes whenever the map "Rhodias" loads on the battle server. Is this an issue for anyone else? Any suggestions to fix? Thanks.

Edit: yes I have tried reinstalling the mod

12
Suggestions Corner / XP and gold at the end of each round
« on: July 03, 2014, 07:46:34 AM »
Rounds in battle often end in inconvenient times such that it is inefficient for gold and xp gain (i.e., a battle ending at 4:30, 30 seconds were wasted as no tick is going to go off at 4:00 because the round has ended).

I suggest that we get an amount of xp and gold at the end of every battle round, the amount is a value determined by a percentage based on the amount of time remaining until a tick. If a battle ends at 4:30, it was 50% of the way towards getting a tick, so 50% of the xp and gold is earned (25 gold, 500 xp at gen 1).

This is just to make xp/gold gain over time more efficient, I also understand it would also increase everyone's net xp and gold gain so maybe the 6:30 tick could be removed to compensate.

Thanks for reading and please share thoughts.
 

13
NA (Official) / Jiggles
« on: July 01, 2014, 05:26:19 AM »
1. Name of your character involved: brokeback_mountainqueer
2. Name of offending character(s): jiggles
3. Time and server, as accurately as possible: around 11:00 pm us east
4. Written description of what happened, the whole story. Also what happened before and after.: jiggles spawned twice in one round
5. Why you think the offender did what he did.: he died early and wanted another chance
6. Multiple Screenshots:
(click to show/hide)
i also have a video showing that jiggles died twice in between the round ends if this isn't proof enough
7. Names of players that can witness what happened. farmer bob

14
DayZ / Rust: a DayZ like game in alpha stage, and rising up
« on: November 27, 2013, 08:29:44 AM »
www.playrust.com

$20 right now via paypal, and then a code is sent to your email which can be used to activate the game on Steam. It is currently in Alpha and has tons of potential -- already it has made just under a million in sales.

Like DayZ it is a world with survivors and zombies. The game is standalone and not a mod, so it was designed for how it is played, making it not nearly as clunky and slow as DayZ. It features much more natural survival elements unlike DayZ's urban survival focus.

It is a great game, worth every dollar I paid, and it is only going to get better. If I had to describe the game I'd say it is a combination of DayZ, Minecraft, and Terraria. The devs are actively listening to the community on the Rust forums. If you're a DayZ lover you'll love this game too.

15
Spam / Replace Default Warband Font with Comic Sans
« on: November 16, 2013, 03:57:10 AM »
Comic Sans, the font designed by the greatest scientists in the world, gets no love in Warband. Why are we stuck with this primitive straight lined font when such a curvier, brilliant and legible font exists right under our noses? Thank you for reading and please participate in our poll.

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