Lets Discuss: The Apparent Issues with NW

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Munro

Sergeant
Yes, yes, I know. "Not another one of these threads again." /Lock and all that. But I have noticed that alot of these types of threads are missing one key point to, what I would consider, the whole argument itself. I would ask that every person who chooses to read the following consider the argument being presented, and please think about what really is the main issues that we need to discuss and hopefully change. Here is my argument on many points and factors that have come up, as well as responses to common responses I have seen on the majority of the previous threads of this type.


The most apparent issue is melee. People want to change melee. There are many threads that continuously argue whether or not the new system is better, what needs to be changed about it, etc etc. I see that. But honestly, I noticed that the argument over which melee system isn't really the issue. In my own opinion, MM melee was better, but the real issue is how these systems have affected the game. In MM, even though the community was small, it was the most addictive and enjoyable game I and anyone I have ever asked played. Every single thing about the multiplayer was fun, all the funny little glitches, the super balanced and extremely smooth melee, and the difficult and incredibly rewarding artillery system. Everything. Countless hours of laughs and enjoyment came out of that game, and it was overall way more enjoyable then the mess that we call "Public Multiplayer" currently is.

I somehow managed to rack up about 800 hours on MM alone over the past 7 months. That game was the most fun I have had on any multiplayer game. Period. What happened? How come many of the veterans of MM play NW so much less? What makes NW less enjoyable? It is a multitude of things, and what I would consider to be a formula made up of melee, shooting, and artillery. (Cavalry, in my opinion, has never had any real significant impact on the enjoyment and game value of either MM or NW, so I do not find any issues in that system.)

Lets look at the melee. I am not going to attempt to specify what exactly is wrong with NW melee, and what specifically is right about MM melee, because someone is sure to argue it, but I feel that each type of melee system has a direct effect on how the community's behavior, as well as the overall enjoyment of the game, changes.

The difference in the NW melee system is that while the game itself looks better and is more optimized, it isn't fun. Linebattles are as good as they ever were, sure the lag isn't quite as bad but that honestly doesn't necessarily act as an excuse. Every time I would be a part of a line in MM, I always found it extremely hard to charge and melee other players, but that was because of lag. NOW, I experience the exact same problem, but it isn't because of lag, it is because the melee system is not nearly as fast, smooth, or effective as MM. In order to attempt to make up for the melee, I need to stab several seconds before I get into combat in order to be able to stab the enemy first upon contact. Other times I would stab, end up bouncing or glancing, and would end up dying because apparently my character is seemingly too weak to stab through cloth or skin.

So really, the only true difference that has occurred, at least on my end, is that in MM, the multiplayer was fun, but laggy, and in NW, the lag isn't such an issue, but it is not a fun game to play.

Lets quickly go into artillery, since, as an artilleryman, I am a bit outraged at it.

The new artillery system is absurdly easy and overall completely diluted. (MM artillery was glitchy, but those glitches is what made the cannons so much more challenging, and so much more rewarding. It was also more historically accurate since it would technically be less accurate than the NW cannons currently are.) Sure, I understand the concept of lowering the learning curve, but honestly, artillery shouldn't be easy. It should be hard, because it is a deadly ******** weapon. It should not take LITERALLY less than 1 second to aim and fire, and get feasible kills (feasible meaning anywhere from 4 people in one shot to the whole god damned line), right after reloading.

With MM, you needed to check your aim, make sure the cannon was not glitched, then align the barrel with the target to make sure it fires at the wanted location. Not only that, but once that was done, you needed to correctly adjust the height to accurately arc the cannonball to the correct distance, and then lead the shot since the cannon was essentially a NW howitzer.

NW? Aim at target. Shoot at target.

^Yeah. So fun.

What about shooting? In MM, the shooting basically had no real system, but isn't that how it was during this time period? I think a musket, not even rifled, should be completely random. Sure, the shooting system in NW is good. They have bullet drop, the weapons seem more realistic, and skirmishing has never been more effective, but how does it affect the gameplay? I will go into this later in the essay/rant.

Looking at the differences in each system, it isn't hard to realize how NW became the way it is. The game is riddled with point-blanking, firing out of formation, and an overall lack of any enjoyable action (other than rockets and explosive crates). In MM, since melee was fun, balanced, and shooting was less accurate, people actually learned how to melee since it was necessary, but mostly because it was more convenient. In NW, point blanking and shooting in general is way more convenient since melee is not fun, not effective, and shooting is much more accurate now.

I mean, people make claims that the NW melee is so much easier or not as hard for new players. Really? The only thing I see day after day in public servers is point-blanking, lack-of-blocking, and overall unbelievably terrible players. Why is that? Simply because these new players have no need to melee. Shooting is easier, quicker, and more effective than melee (In reality, I would assume that the muskets and accuracy of these weapons would make them much less effective than sticking a long piece of sharp metal directly into someone's heart). I have seen literally no improvement of the public servers over the time this game as been out. For most of the time in multiplayer, I end up watching other players (since I am immediately shot at any attempt to melee anyone, or TKed.) and observing a complete and utter disregard for any attempt at melee. Most players just try to run when charged at, and let someone else point blank the guy chasing them. Or, if they actually decide to get into melee, spam their stabs and hope for the best. Is that how this was supposed to work?

Lets take a brief look at the so called "spinning problem". So, apparently in MM, spinning was cheap? Alright, look. Let me break it down for you. Spinning is the act of turning your character quickly in order to catch your opponent off guard. Since it was hard to determine where the enemy would be stabbing, people apparently could not handle it. Sure, that would be a legitimate excuse, EXCEPT for the fact that in order to actually kill anyone when spinning, you could only attack in a regular stab. SO, if you want to completely nullify a spinner, block down.

Like I just said, spinning is a method used to take the enemy off guard, so I don't think the spinner is at fault if the player is unable to simply block down.

But sure, lets remove spinning, thats fine. No big deal. The issue now is that since there is little to no attempt at melee in public servers, it is INCREDIBLY easy to obtain masses amounts of kills by simply knowing how to attack and block. At certain points, myself and any other individual who has played MM or understands the concepts behind melee is able to rack up unbelievable amounts of kills without even trying (as long as you don't get shot first).

So, removing spinning doesn't allow good players to kill 10 people without dying? Sure, thats true. But NW DOES allow any decent player to go ahead and kill 20 or so people without dying, since, you know, noone knows how to melee. Good work on that one.

Also, NW battles are better? That may not be true. MM Linebattles were honorable and efficient. All I see in NW is complaints about firing out of formation, and other than those complaints, all that I see during the LB is firing out of formation. Where did this come from? This was NEVER an issue in MM. The most likely reason why is because 1. Shooting wasn't nearly as ridiculous as it is now, and 2. Charging was actually fun.

Seriously guys. The modification of these systems not only changes the game itself, but it also changes the behavior of the community as well, and overall, what I noticed is that in NW, the community and behavior of the community is much worse than MM. I think we need to redefine our priorities a little and fix what is really important.

"What would be the important fix?" You may ask (most likely not). I would honestly say that the easiest and what I would think would be the most effective way to fix this issue WITHOUT changing anything else, would be to make shooting less accurate. Right now, the community is solely relying on their guns. In both public and private multiplayer, including LBs, everyone is point-blanking, firing out of formation, and relying WAY too much on their musket. If we make it less accurate, people would not depend so much on it, and they would start learning to melee.

The other fix would to make artillery HARDER. As of this moment, LB's are usually reduced to camp fests (at least what I see from NA LBs) since noone wants their lines completely destroyed by cannons in a matter of seconds. If we make the shooting less accurate on the muskets, and the cannons more difficult, the lines would have lower pressure from artillery, they would have lower pressure from other lines, and they would be more inclined to actually utilize tactics instead of hide or point blank or fire out of formation.

That way, melee wouldn't NEED to be fixed. I don't like it sure, but it is not the real problem, it is the fact that this melee creates an inconvenience, and causes point blanking and other factors that lower the game's play value to stand out.


My whole insight on the issues presented is coming from a passionate artilleryman and melee enthusiast. I understand that what I consider fun is melee, and artillery, and there are other people who consider shooting or other parts of this game to be their form of entertainment. But judging from the behaviors I have witnessed in public multiplayer and LBs, it doesn't seem like the current setup is working out too well (and I think it can be said that no one likes being point-blanked, firing out of formation, or glancing off your enemy after successfully chambering his up-stab <--(happened to me yesterday)).

So I implore you, Ladies and Gentleman, lets discuss this stuff, and find out what truly is causing the issues that we have with NW.
 
I would welcome a return in cannons from Mount and Musket, they took more time and the historical immersion of firing a cannon actually was there. Really made you feel like you were operating a cannon instead of an arcade style click and shoot.
 
I was not around back in MM, so most of your points I can't really address.  However, there are a few I can.

In regards to the community aspect, I have seen improvements as the community ages.  Usually when there's a new Steam sale, the siege servers are flooded with players who do what you claim is easy--camp and shoot, and usually fail to capture the fort due to lack of willingness to engage in melee.  Over time even crappy new players will learn some effective group tactics, to charge together, to build defensive fortifications, etc.

Having MM being a mod for the game meant the community would be small and have a pretty strong desire (and at least some degree of know-how) to get the game up and running.  Now that the game is a standalone release, it is *very* easy (and with Steam sales like these, very inexpensive) to hop in the game casually, which will attract players of a younger age and players who won't take the game as seriously, players who may not give a crap if they get permabanned from one of many servers.

 
Munro 说:
Right now, the community is solely relying on their guns. In both public and private multiplayer, including LBs, everyone is point-blanking, firing out of formation, and relying WAY too much on their musket. If we make it less accurate, people would not depend so much on it, and they would start learning to melee.

Agreed, I say this all of the time. It's absolutely sad how accurate the muskets are. Not only is it almost impossible to get into melee nowadays but line battles end a lot faster then they did in Mount & Musket due to the accuracy.
 
I miss the MM melee.. it was smooth and the animation of feinting was so much smoother than NW's... NW needs to get the up to down stab a little clearer. + I also think spamming is more of an issue in NW, because people who actually can place a good stab on their foe will sometimes just be glanced or chambered by some lucky wang that spams.
 
CrawDaddy 说:
Munro 说:
Right now, the community is solely relying on their guns. In both public and private multiplayer, including LBs, everyone is point-blanking, firing out of formation, and relying WAY too much on their musket. If we make it less accurate, people would not depend so much on it, and they would start learning to melee.

Agreed, I say this all of the time. It's absolutely sad how accurate the muskets are. Not only is it almost impossible to get into melee nowadays but line battles end a lot faster then they did in Mount & Musket due to the accuracy.

As a new player it is natural to use the one weapon you are given. Melee is difficult and if they do ever try, none of them can time strikes or even block. Even advanced beginners suffer because they have to spam or outrange. So it is quite easy a new player to believe that shooting is the only way to get kills. Only players who come from warband will learn the importance of a melee weapon and dodging bullets.
 
Will address your post in depth later, but there's nothing to imply that muskets are more accurate. Unless they changed the underlying calculation for how shooting works shooting is not more accurate because the stats of both muskets and the operators (i.e. the different units) are the same as in MM. What has changed though is the athletics skill which makes strafing less efficient, but that is something different.
 
Well if the only change is the athletics skill (relative to MM) I can't say I agree with it.  Everything just feels so slow now (so charging and cavalry are less effective)...
 
OsricFromHamlet 说:
Well if the only change is the athletics skill (relative to MM) I can't say I agree with it.  Everything just feels so slow now (so charging and cavalry are less effective)...
I think that's a server option of melee speed.
 
Having no insight into the actual details of the system, I may in fact be wrong. I appreciate any corrections, but I feel that there is a significant difference between NW shooting and MM shooting. I specifically believe that the rifles are indeed more accurate, but other than that I am speaking more specifically towards the physics system, which tends to give the bullet a "less random" path of travel, so to speak. But the main point is the fact that the new shooting system, if it is indeed present, may be causing such a reliance. But I may be off.

As for the behavior of the newer players in servers, I sincerely hope that they are adjusting, and some may assume that my judgement does not include the influence of the steam sale, but I have included the steam sale in my analysis. I am not sure about siege servers, I do hope that those events are working well, but for m experience in North American Linebattles, and the Official_US_1 Battle server, there seems to have been little to no significant increase in player skill overall. I do see more individuals standing out and getting kills, but that could be contributed to the steam sale and the increased amount of experienced Warband players buying the game. It is subjective, but we will find out sooner or later.

Another point: There is also a extremely noticeable amount of teamkilling since the beginning of NW. That does not mean that MM was not severe on that point, but the percentages are the significant aspect. It seems that most of the TKs on the servers are 90% accidental, 10% purposeful (rough assumption, do not judge). In MM, it seemed to be closer to 60% accidental, 40% purposeful. Usually, when someone Tked, it was often purposeful.

I think this skewed difference can also be attributed to the systems overall. Shooting would not be considered since it is variable. But the rough melee and the lack of skill in such an area makes it apparently easier to TK while attempting to kill an enemy. Artillery, since it is more accessible by the population, and much, much easier, would mean that there would be more TKs statistically, so I couldn't really consider that a factor, and most arty TK's are accidental anyway, unless it is apparent.

Either way, the excessive TKing, where did it come from? and what brought it about? I would say a combination of the reliance on shooting, as well as the unfamiliarity with the melee system, and possibly the slow and somewhat janky melee overall, would be one of the main factors in TKing while in melee. Other than that, it might indeed be easier to TK with ranged (I mean, just look at rockets), and the game does indeed offer more chances (explosives), so this may be just something we will need to adjust to. What do you guys think?
 
Absolutely agree, especially with the TK'ing part. Anybody who was in the Official US 1 server tonight would see that there was a massive amount of teamkilling. With 200 people in a public server, the popular engagement areas of each map become very crowded, and if most pubbers don't know how to melee in a controlled manner, those spots will get quite messy.

Delving into the more technical parts of the NW melee system, one could say that the increased teamkilling could be due to the new upstab. In MM the up attack for the bayonet was our beloved blunt whack over the head, which, considering the circumstances, is not all the dangerous. In NW, we now have 2 attacks capable of killing an opponent (or ally) with one stab. Therefore, during these messy melees in which most pubbers are flailing around trying to score a kill, it is twice as likely for someone to teamkill than in MM.

Now don't get me wrong, I do not hate the NW melee with a passion. Just observing the fact. And thank you Munro for putting so much thought and effort into this discussion.
 
MM = An actual challenge and melee system I was mastering. I especially loved the heavy swords, when I had mastered the up and down block, it felt like I had total control over my opponents and that is fitting to my personality, because I like to have control of a situation. I especially enjoyed the sabre briquets. I had less control of my opponent because they did less damage, and that's what made them such a challenge to master when trying to 1v1. Muskets, I agree with you 100% Back when I ran my skirmisher regiment, we practiced every day and my guys mastered the heck out of those rifles. We could actually leave the linebattles feeling satisfied knowing we committed a greater feat than the other regiments. As for cannons, I never really got around to using them because I was so focused on mastering the other fighting systems of the game, and that right there is another good point, the fighting system was so diverse, you could spend months and months on one before trying another.

NW = A mindless clickfest that I play to unwind myself after a hard day of work. Pretty much sums it all up.
 
Can't say I disagree, but let's try not to turn this thread into a brutal comparison/ competition. There's enough of that already around.  :???:
 
McEwanMaster77 说:
Can't say I disagree, but let's try not to turn this thread into a brutal comparison/ competition. There's enough of that already around.  :???:

Yes, I am not looking for which system is better, that is an opinion and an argument that can, and has been, countered. What I really want is for us as a community to realize the situation at hand, and work together to sort out what the real problems are. Lets talk about why LB's may have changed and why the game might not be as fun anymore. Lets find out exactly what part of the system is really affecting the actions of the community, and what will be the most beneficial solution to improve the gameplay of NW as a whole, not the individual system itself.
 
I lost you around:

"firearms are more accurate"
They are not.

we did not change any weapon accuracy or unit accuracy between MM or NW, so there cannot be any difirence at all... We also tested the old engine just now (before DLC release) and it had the exact same shooting error.

Musket + infantry unit shoot error in radians: 0.035000
Rifle + riflemen unit shoot error in radians: 0.019800

Testing on old engine gave exact same values.


Your arguments about melee make no sence at all to me?..

"because the melee system is not nearly as fast, smooth, or effective as MM."

Speed of weapons has not changed, how can it be slower? What is not smooth how what where?... A new upper attack is added which should make it more effective? :p ...


Spinning was just silly, I'm glad we reduced it, though people can still do it..


Artillery in a released game can't be as broken and weird as it was in MM, I think everyone is glad it is actually a proper aiming system now, though your right it makes aiming of a cannon easier, that is why we added more random to the cannonballs, if you have any realistic ideas how to balance artillery I'm open minded, but overall I don't think their really overpowered?


I just spend reading a whole rant about absolutely nothing constructive and it all seems to live between your ears.... (more accurate muskets?? wut.)



 
Absolutely hated the spinning in MM was very annoying sought of ruined it visually when every one was fighting normally and then some guy came spinning through. Glad to see it was removed or at least reduced.

Problem on NW the amount of people that switch between downwards stab and upwards stab 5 times every second turning them into a flinching mess creates a weird image that takes away from the feeling. Made especially deadly now that both attacks can kill with one hit I can appreciate that this happened on MM(although from my experience not as much as in NW) but when in doubt you could always block down and avoid the one hit kill and just get a sore head. I suppose you can say its part of the game but it just looks silly although not much can be done about it.

 
I respect your opinions, Munro. However I don't believe everyone shares it. I for one kinda LOVE the new NW melee, granted it was a little strange in the beginning, but after a while it has really proven a good change in my opinion and  Vince just showed that firearms weren't changed at all.

I do support your point about Artillery, it is kind off OP. But the rest? Grand Job NW! MM is a fine memory, as you I had countless ammount of fun on it.
 
From what I've seen, a significant percentage of TK's can be attributed to newbies shooting into melee, thinking their muskets are as accurate as your run-of-the-mill FPS rifle. That's not a fault in NW, that's simply a consequence of having tons of new players, many of who don't stick around enough to get decent at the game.
 
Spinning was rather silly I prefer the straight up up stab.

How I feel when it comes to melee is that MM melee was geared towards inviduell melee while NW works better in linebattle charges.

Must be a coincidence that allot of the people complaining were people who were good at MM melee.
 
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