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Cynoxious

Recruit
  I come back to this community after I would have to say a couple years maybe? While briefly checking out updates as they come along. I couldn't get enough of the first few persistent world versions. Now however with few populated servers it was looking kind of grim when I saw the server browser for the first time logging back in. Now I know why this is the case.

  I first loaded up into the Nexus NA 1 server, quite satisfied with the new appearance of everything I pressed on trying to be what everyone else is when they have nothing, a farmer. Despite it taking me way too long to find certain things I was greeted by a couple of friendly players who helped me learn some of the new mechanics since the mods had been updated which was a refreshing feel, however that quickly went away due to not much longer after that two armored men walked up to one of the players that greeted me and uttered the notorious phrase "Drop 700 denars or die" which was spoken to me once I was caught in their line of sight moments after. When questioned on the effort they put into properly roleplaying they retorted "Do you have a better idea to rob people with?".

  Trying to ignore the ape-like intelligence of the individual I pressed on once again. To my delight I stumbled upon an oven to cook my freshly ground wheat. Unfortunately I lacked a crucial ingredient to successfully complete the task, water. Trying to ignore the constant yammering and screams of random death match in global chatter all the while scrambling passed towns people killing each other, I found my greatest disappointment elsewhere. The staff and community that backs them have probably convinced me not to even pick up warband in general until Bannerlord's far off apparent release. 

  I was notified of an apparent rule that players must have a FirstName_LastName title, unfortunately I was booted from the server faster than it took for the announcement to finish clearing off the damn screen. Quite stirred up over the immediate removal from the server I re-entered with a proper alias in place. Upon questioning the staff members reasoning for not allowing me the opportunity to follow the unspoken guidelines without the risk of losing the supplies I had worked hard for I was bombarded with text I believe to have been input by chimpanzees in their early development stages. I was informed that reading the forums was my only warning to any regulations which I soon tried to confirm the proper brain functioning logic associated with the statement. "This is an HCRP server after all!" "If you didn't read the rules on our communities forums its your own damn fault dumbass" The thought that persons who would jump into the game for a first experience would even have the immediate knowledge of an associated website or external rule-board outside the line of text they clicked on to join the server, which one could be punished for not knowing otherwise has left me beside myself.

  I simply concluded the information given to me was more ape mischief so I attempted to dig deeper. While trying to confirm the legitimacy of the statement given to me I was confronted with the message "Don't question the admins and then ***** about RDM". Confused as to why I was accused of doing so I continued on regardless of the distraction. However without even a response from a staff member I was promptly removed from the server indefinitely from a nearby Schutzstaffel. Noticing that the third riech had already taken over the rest of the surrounding populace I soon realized I had been evidently removed from the modification in its entirety. Now I can only carry the nostalgia of what once was the most enjoyable role play experience I had been apart of in my memories, and try to forget the faze clan invasion that has occurred.

tl;dr - The remaining populace is divided into the autistic toddlers who have their kick command bound to their quickscope button and those who find it hard to take in oxygen while blowing at the same time.
 
So I was fighting Jahka on Himura's server and the server crapped out for some reason causing everyone to go invisible on my end. So me and jahka continued to battle it out, with me attempting to play invisible pure against invisible ryo. Needless to say, that dirty cheater won.

However, the real fun started when I came back alive. I imeaditly noticed that my Camera was not the same.


My Camera had moved off center of my character, giving me a "resident evil" esque view. However, that's not all. As I started to fight Jahka, to see if it would go away when I died. The camera began subtly changing shoulders from left to right depending on how I turned my Camera.

In this screenshot, you can see that as I ran forward the Camera centered behind my character:


This dynamic camera switching allowed me to get an awesome view of the fight and really made it feel cinematic.

I then alt tabbed to try to turn on fraps to record it.... and timed out =(. So I have no video proof, but this bug was ♥♥♥♥ing awesome and I really want something like this implemented naow.
 
Can we do somthing about punishing downed players?


So if any of you remember that fiasco that happened a while ago where the wakeup attack startup was decreased. dr. peepeeWell that was there to stop punishing downed enemys. I'm happy that they changed the wakeup back to what it was before, but now we are met with the problem of punishing downed opponents again.

I feel like the most simple solution would be to idr. peepeencrease the roll speed and distance and increase the standing up animation speed.

I met an individual who's entire tactidr. peepeec was to use bal left t3's on Judge to knock his opponent down and abuse the speed increase while charging to pursue them and keep them downed. It was extremely frustrating to play against and I could not come up with a tactic to counter it.

In other cases a well time b1 on pure can punish an enemy after a grab, in the same dr. peepee way a Judge's air left can punish after grabs.

I think this can increase the quality of the game by reducing dr. peepee some tactics reliance on knocking down and punishing enemys.
dr. peepee
 
There are a couple attacks where the game would be better without them or they're hardly usable. I don't mean weak attacks, those too, but mostly attacks that many people would (hopefully) agree they are really crappy. Well, you might argue that not every move has to be usable. But why don't you want every move to be usable? Would be be op? I don't think so. Why can't just every damn move work perfectly well? Do you prefer a crap move over a working and fun to use move? If yes, why are you even playing this game?

++ means I added something later

Judgement:

B3 T1, T2 and T3: Locktime too big, attack too slow, hardly usable

LH T2: I actually land this move a few times, but I think the tracers could be larger


Phalanx:

(Side airs: I mentioned this a couple of times, the old tracers felt WAY more fluent. That doesn't mean they are bad now, but they feel crappy.)

(Forward air: This move also feels weird to me. Maybe reintroducing airgliding? (before the jump patch it wasn't really op and tons of fun))

RB T2: Kinda weird this move.

++ RH T3: Nah.
++ LH T3: Could be faster, I mean I charge a T3 and it is worse than its T2.


Ryoku:

Side airs: well, it got nerfed because it continued to "glide" on the ground and because it could be cancelled into sides. This was fixed. This move isn't too different from Pure's air sides, the only difference is that it has 3 times the land- locktime and the attack is slightly faster and has longer tracers. Why not making it more like Pure's air, making it less instant and decreasing the locktime greatly. Noone should complain anymore and it wouldn't be that crappy anymore. ---> ++ Actually I think they should be completely changed. I didn't mention that because the devs won't have the time anyway, but in the end they just seem like a broken move.

Air 1: I think the game would be better without this move. Seriously, why is it still there? The only time I use this move is accidently and I always take damage for using it.

B1 T2: Hardly usable.

Fast 6 T2: ~

++ Heavy Left T2: Wtf is this?


Pure:

Heavy T3s: Just. Crap.

++ Heavy 2 T1: crazy damage, but barely landable

I think there are more moves, regarding some of Pure's Fast T2s and maybe T3s but Pure is going to be changed anyway I suppose.


I'm sure I have overseen a couple of moves
 
Hey guys, I feel people have played in this patch long enough to understand it, and I'd like for us to get together and talk about what needs to be changed.

I understand people have strong opinions on what they believe, and that's fine, organize your thoughts, even discuss them here if you want, and bring them to the meeting where you'll be open to share them with everyone.

After balancing discussion I want to have new feature/future of the game discussion, so if you have thoughts on those please feel free to share them and organize them as well.

All are welcome, however new players will be asked questions directly about balancing, and are free to provide input in terms of new features. A topic I'd like to discuss with new players is grabbing, so just a heads up for all you new players that want to participate.

This will also be streamed.




Please join this group if you want to participate so I can organize it better.




Notes From The Meeting



General


Block

4 Possible block changes were taken into consideration

1.

Change: Add an attack stun after block meaning you are unable to attack right after you block, however you are able to block, grab, or use any of your mobility options.

Reasoning: This prevents abusing fast string on Ryoku and Phalanx to immediately punish after blocking an incoming attack.

2.

Change: Do not make a players string reset after he blocks.

Reasoning: This prevents abusing fast 1,2, and 3 on ryoku after blocking an incoming attack.

Possible consequences: Phalanx players can fast 1, then block an incoming attack, and then b2 right out of block.

3.

Change: Add a knock-back after you block an attack.

Reasoning: This prevents a player from immediately punishing after blocking.

4.(Controversial)

Change: Make block on a timer that gets reduced by receiving hits and eventually breaking.

Reasoning: This prevents players from holding block and encourages them to time their blocks in order to make use of them effectively.

Additional features needed: An indicator to show how long you have on your block timer.


Jian

Change: Make intercept have a tracer.

Reasoning: Currently intercept isn't well defined and isn't reliable, giving it a tracer will make it more reliable.

Controversial Changes:

Change: After intercepting you deal 10-15 damage to your opponent and knock him away, he is not in down state.

Reasoning: Makes intercepting more consistent throughout the characters. (Intercepting isn't stronger on x and weaker on y.)

Change: Allow Jian to gain its attack boost when hitting block.

Reasoning: Block shouldn't be a direct counter to Jian, and with it removing the Jian speed bonus it feels so to a lot of players.

Downstate

Change: Increase speed of wake-up attack.

Reasoning: Wake-up attack is currently useless and you are extremely vulnerable to being attacked in downstate.



Ryoku



Issue: Currently you are able to side cancel Ryoku right air with fast left t2 and completely negate the locktime.

Change: Removal of side-cancelbility.



Note: No other Ryoku changes are requested until after seeing the effects of the block and intercept changes.



Pure


Change: Increase speed of heavy left, however reduce damage to 20-25.

Reasoning: Allows it to be used to parry incoming fast attacks similarly to how Ryoku can parry with his heavy sides.

Change: Move Fast 2 to Fast 1, Move Fast 3 to Fast 2, and Move Fast 3 T2 to Fast 3. New Fast 1 will now be cancelable similar to Balance 1.

Reasoning: Current Fast string is difficult to place due to limited movement and range, these changes brings Fast String more into line with Balance String.

The New Fast 1 (Fast 2) will provide a tracer shield similar to Balance 1 while the new, Fast 2 (Fast 3) will function similar to Balance 2's precision hit, The new Fast 3 (Fast 3 T2) will provide the added movement similar to Balance 3.
The projected range of this new string will give pure a range of ~6-7 units, about 4-5 units short of Balance String.

*Note*
With this change, the new Fast 2 (Fast 3), should be used for ALL tiers for Fast 2 (Tier 1, 2 and 3), the new Fast 3 (Fast 3 T2) will be used for Fast 3 Tier 1 and 2. Fast 3 Tier 3 will remain the same.




Features


Quality of Life changes

Visible map time limit (it is annoying to join a server, sit in queue for 3 matches and then have the map change on your turn)

Ability to deny an FFA duel request

Prior to a few patches ago you were able to change characters and swords during the beginning of a new duel, now you're locked in unless you change stuff prior (not sure why this was changed in the first place)

Different colors for the league display text in the scoreboard/ui (makes spotting a specific league a lot faster in packed servers)

Scoreboard does not accomodate >24 players, therefore making it difficult to mute specific players who have fallen below the scoreboard's limits

Allow the ladder to be visible in game through the menu, be it in the form of a ladder page you can go to or a profile you can access with your current stats such as most played, winrate, current rank, etc.



Ranked System Changes


Change: Make the ranked system elo based and not % based.

Reasoning: Right now new players are ranking up too fast, sometimes going to master on their first day, this demotivates a lot of new players from continuing to play since they've reached the end goal, at least in their eyes. Another issue is new players reaching master and then being kicked out immediately, this causes them to dislike the ranked system and think it's unfair, one minute the game thinks they're good the other it has changed its mind. Making the system elo based allows players to have an objective, keeping players interested since they haven't reached a milestone in the game.

For example: Below 1200 Oak, 1200-1400 Iron, 1400-1600 Steel, 1600-1800 Diamond, 1800+ Master.

The good players will climb and the new ones will keep better track of their skill level.

Game modes


A question was asked in the meeting, would you rather have a new game mode or would your rather have a new character, everyone agreed they wanted a new game mode.


Purposed game mode ideas:


Push

Make Push an official game mode, a lot of the work is already done for you, and Push uses all of BS mechanics.



Team Elimination

Copy paste counter strike competitive mode, but instead of guns use swords. Bomb can be replaced with another objective that prevents one team from constantly avoiding fights.

This game mode can come with a clan system and clan ladder. This clan system will be very important in retaining players because it gives new players an option to play with friends and create a community.



LUA SUPPORT

plz
 
500+ hours.


I have only two things to mention.


1: Side rolling is the new Meta. It's become one of the most usefull things in the game.
- Fatigue was no required for side rolling before, fatigue needs to be implemented for side rolling.

2: Ryoku air can be side canceled into another air.
- Very spammable
- The last frame in the animation lasts with full damage instead of just having locktime.

Katana attack strength is still my favorite, block is still usefull but risky. Side attacks can go around it quite easily. I don't have anything else I want to mention right now. I believe the side rolling changed a lot to everyone's approach and defense. When it's nerfed down the Meta will change again. Gameplay looks like darksouls with all the side rolling and requires more than 99 seconds on the timer if it remains in the game.

I can mention tons of glitches but, tis a balancing topic!
 
This seems to be a nonsensical dump of posts from other forums about other games, apart from maybe the first post (which is rather troll-ish). Locked.

It also seems to be done with multiple dupe accounts, which is breaking forum rules.
 
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