Overall, this is a great update, I really love the direction you're taking with armour vs agi. I'd like to see you expand on it the inevitable UA nerf by making it's attacks' weight depend on agi as well, so UA fighters will have to fight in light armour. And fuck yeah to the removal of walljumping, seriously, that bullshit should've been fixed the moment it was discovered.
I don't like the palisade nerf, this wasn't needed at all. Sling nerf is overkill, they're useless now, if you thought they're too good you should've either reduced base damage or decreased aim speed. Ranger bow nerf was sorely needed, but as DeadlyPencil said now some people have armour that simply cannot be beaten with a ranged weapon. I think that the base damage is fine now, but I'd give them a boost otherwise - make 10% of their damage ignore armour (I reckon 150 damage a pop vs a target with crap agi is acceptable to both parties). I'd give the same pierce damage to wooden bow, so it's actually useful in combat, and leave slings as hunting weapons.
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Potjeh
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Re: Game Development: Stop. It's Hammertime.
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Dany
- Posts: 9
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Re: Game Development: Stop. It's Hammertime.
This is not an upgrade is a worsening
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Sarchi
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Re: Game Development: Stop. It's Hammertime.
To be honest, I think forcing UA fighters to fight in light armour would make UA useless. Like I said earlier, the entire combat system needs an overhaul in order to properly rebalance melee, unarmed, and marksmanship.Potjeh wrote:Overall, this is a great update, I really love the direction you're taking with armour vs agi. I'd like to see you expand on it the inevitable UA nerf by making it's attacks' weight depend on agi as well, so UA fighters will have to fight in light armour. And fuck yeah to the removal of walljumping, seriously, that bullshit should've been fixed the moment it was discovered.
I don't like the palisade nerf, this wasn't needed at all. Sling nerf is overkill, they're useless now, if you thought they're too good you should've either reduced base damage or decreased aim speed. Ranger bow nerf was sorely needed, but as DeadlyPencil said now some people have armour that simply cannot be beaten with a ranged weapon. I think that the base damage is fine now, but I'd give them a boost otherwise - make 10% of their damage ignore armour (I reckon 150 damage a pop vs a target with crap agi is acceptable to both parties). I'd give the same pierce damage to wooden bow, so it's actually useful in combat, and leave slings as hunting weapons.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Stop. It's Hammertime.
Not force them to fight unarmoured, just make them lose damage for armour so they have to find their own balance between offence and defence.
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DatOneGuy
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Re: Game Development: Stop. It's Hammertime.
Well I don't agree there, AGI shouldn't add damage in that instance, you gain enough by being more light on your feet, that 20% cooldown is a LOT, a 40% difference between you and opponent? Gotdamn.
I'd also like to point out that just as I saw this can arleady be used to grief, and also stops popular anti-griefing measures.
Constantinople CR? Fucked, you either can't warp to it, or any newbie can break it, thanks!
Chaining villages to resource spots? They can just build signs around it and then you can't warp to it and have to make your way back out on land, THANKS!
I'd also like to point out that just as I saw this can arleady be used to grief, and also stops popular anti-griefing measures.
Constantinople CR? Fucked, you either can't warp to it, or any newbie can break it, thanks!
Chaining villages to resource spots? They can just build signs around it and then you can't warp to it and have to make your way back out on land, THANKS!
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DatOneGuy
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Re: Game Development: Stop. It's Hammertime.
Also forgot:
Strongboxes are now immobile constructions. We are aware that this sucks for the wagon-dwellers of the world, but mobile strongboxes cause way too many problems. We will try to consider alternatives for the gypsies out there.
What problems? We can build walls in mines... who cares about strongboxes?
Why not just have a period between time you can move them? 2 days? More?
I just hate that it's stuck there just cause I decided to use it once.
Strongboxes are now immobile constructions. We are aware that this sucks for the wagon-dwellers of the world, but mobile strongboxes cause way too many problems. We will try to consider alternatives for the gypsies out there.
What problems? We can build walls in mines... who cares about strongboxes?
Why not just have a period between time you can move them? 2 days? More?
I just hate that it's stuck there just cause I decided to use it once.
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Potjeh
- Posts: 11825
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Re: Game Development: Stop. It's Hammertime.
I didn't mean boosting damage, more like nerfing it for armour. Dunno how to pull that off, maybe softcap UA with agi for purposes of attack weight only?
I agree on crossroads, they should've made them walk-through (but not item-blockable, ie just like hearths) and indestructible while authority is up, and just spawned incoming character on the crossroads tile.
I agree on crossroads, they should've made them walk-through (but not item-blockable, ie just like hearths) and indestructible while authority is up, and just spawned incoming character on the crossroads tile.
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DatOneGuy
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Re: Game Development: Stop. It's Hammertime.
Could do that. I see where you're going, but I believe if it relates to the 20%/-20% in combat speed, that's already offense and defense, and is enough.
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Potjeh
- Posts: 11825
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Re: Game Development: Stop. It's Hammertime.
Yeah, I get that, but IMO UA should be more dependant on agi than melee, to make it less of an obvious choice.
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OvShit
- Posts: 390
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Re: Game Development: Stop. It's Hammertime.
Awesome, the game got updated, and the update itself is awesome too.
The only thing that hurts my heart is sling nerf. What if the damage formula would use MM as well as quality? For example, max_damage = 400/MM_value x sling_qualityx0.75.
The only thing that hurts my heart is sling nerf. What if the damage formula would use MM as well as quality? For example, max_damage = 400/MM_value x sling_qualityx0.75.