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    HaHawk

    @HaHawk

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    Posts made by HaHawk

    • RE: The fall of the elite - Conan is getting old

      Well, for one, the game is far more newbie friendly now. For the first 12+ months after release, parrying an attack — something we take for granted now — took almost as much skill as actually landing a hit. A lot of new players took ages to learn how to parry. Now you can just right-click without adjusting your aim at all and pretty much always parry an attack, even from a rank 50 or 60.

      In the past it was particularly difficult to parry skilled players and even certain weapons like the dane axe and falchion due to the different camera, closer contact (“no bubble”), and smaller parry box. :watermelon: Makes it much more difficult for a high level player to “wreck” the lower ranks. It’s also much more difficult to 1vn now as well, so two or three low ranks can easily take down a high level player, which wasn’t always the case in the past. On the plus side, Tibbs gave us PiP!

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      HaHawk
    • RE: Since when is it common practice to kick HPBs?

      @lemonater47:

      Also I still haven’t worked out what HPBs is. High Ping Bitches?

      Close.

      Back in the day, very few people played online PC games. Those who did all used dial-up connections with pings in the 200 to 300 range. Since this was the baseline, it wasn’t much of a big deal. Everyone “lagged”.

      Then came along broadband connections (DSL and cable). Suddenly, in a server of 16 people with an average ping of 250, you had one or two guys with sub-100 pings that could shoot you before you could even seen them turn the corner. They were called “Low Ping Bastards” because everyone was jealous of their competitive edge.

      Fast forward 10 years and the tables have turned. “LPB” is a useless term now since everyone has broadband. This only leaves behind “HPBs”: High ping bastards. :miserable:

      Edit: I suddenly realize that “high ping bitches” actually makes more sense nowadays since nobody is jealous of their shitty connection. I’m going to update my lexicon accordingly. LPB: low ping bastard HPB: high ping bitch

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      HaHawk
    • RE: Chivalry: Medieval Warfare Player Survey

      @SOC:

      Do more balance patches and do them often so anyone who’s upset by them doesn’t have to stay upset for long. Iterate. Don’t be scared to revert. Fix bugs.

      And make sure any new projects remain in Medieval England. Give Chivalry the chance to be the game it was always meant to be but never reached.

      This times a million. My #1 choice was “fix bugs”.

      Also, “don’t be scared to revert” is absolutely correct. The team demonstrated that they could do this a while back when they restored tons of lost features like Cftp, slightly reduced bubble (still not enough but at least the initial change was toned down), and more. I’ll never forget how excited the forums were about changes that amounted to “parts of game restored to how they were a few months ago”. lol

      Also, I neglected to say this in the survey: I don’t like how the game went from “gritty dirty medieval broadswords and plate armor” to “Skyrim forlorn antler helms and goofy cartoon barbarians”. Medieval Europe and the original game lore of Masons vs. Agatha offer limitless potential for cool ideas and the team took a detour down cartoon alley for some reason.

      posted in Official News
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      HaHawk
    • RE: Since when is it common practice to kick HPBs?

      @spectre:

      I am regularly being vote-kicked from public FFA servers for having a 200ms ping.

      Maybe you all don’t have any sympathy because you didn’t grow up gaming back when everyone used dial-up modems but, even today, some of us don’t live in Europe, America, or Asia – and we have little choice but to play on overseas servers that are a minimum of 200ms away.

      If you’re angry that you missed a swing because I lagged, how do you think I feel having to account for a 200-300ms timing variance for every single action?

      Grow up, newbies.

      As someone who grew up in BFE and played online shooters with a 280 ping for years while other gamers’ pings steadily decreased as DSL and cable connections became widespread, I can definitely empathize with your situation. However, at present it is common practice to kick people with a ping over 150 or so. If you are on the receiving end of unblockable attacks by someone with a high ping, it can be very frustrating.

      On the flipside, like Dudeface I also live in Asia and regularly see servers fill up with Russians with 300ms pings and nobody kicks them so — much to my annoyance.

      Another option is to open your own dedicated server. If your computer and connection are good, you could host a small (4 to 8 players) server with people in your region.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      HaHawk
    • RE: Slightly Shortened Damage Tracer, No Change to Parry Tracer

      @SOC:

      This would kill longsword even more, no thanks.

      Why? And anyway, it could be weapon specific. The main offenders are mostly Vanguard weapons that still do damage after the swing is finished, and the Messer, which can be sort “stopped mid-air” and do damage at the tail end of the swing when there’s clearly no momentum left. I haven’t noticed any real issues with Longsword, so perhaps the damage tracer for that is fine as it is.

      posted in Balance and Game Mechanics
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      HaHawk
    • RE: Slightly Shortened Damage Tracer, No Change to Parry Tracer

      @dudeface:

      delete VG charge tbh.

      Honestly I don’t mind it that much, I just wish it wasn’t so gimmicky. It always makes me cringe when a newb VG does a charge attack on an archer or MAA nearby, finishes the swing completely, but then the blade “brushes” against the ankle of the MAA or archer, and I hear their delayed death cry! It’s a mini “WTF moment” :distress:

      But the tweak would help reduce some of the gimmicky effects of drags I think as well. Even if the reduction in the tracer was a mere 1% or 2%, I think it would make a critical difference for the better.

      posted in Balance and Game Mechanics
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      HaHawk
    • RE: Everything wrong with this game, and how to fix it!

      @SOC:

      Make stamina run out less

      Make ftp and cftp fluid and consistent like it used to be

      Revert longsword stats + animations

      Re-add forward chase just as it used to be, reduce bubble even more

      Please, please, pleeeeeeeease. It’s literally not even asking for something new, but rather saying “You guys had it right the first time!!!”

      posted in Balance and Game Mechanics
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      HaHawk
    • Slightly Shortened Damage Tracer, No Change to Parry Tracer

      To prevent a small minority of silly situations like VG charges still doing damage after the blade is finished swinging, or stabs still doing damage after the thrust is finished, would it be possible to end the damage tracer slightly sooner?

      The reduction would be minute and leave parrying untouched to ensure that weapons no longer do damage when they appear inert i.e., at the very end of the animation.

      The “stopped weapon doing damage” (I call it the light sabre effect) is particularly noticeable with the zweihander. I’m sure everyone here is aware of it.

      I’m not trying to gripe; I just sincerely suspect that it would be easy to fix. It could also help with the messer, I’m sure (ex: the messer swing could keep 96% or 97% of the current damage tracer; just slice off the tail end of the damage tracer).

      And yes, I know that “the game will [supposedly] not be further balanced or fixed”, but I figured I’d ask anyway seeing as it could help make the game less fruity…

      Devs…?

      and for the love of god please fix kick and reduce back of bubble by 10 or 15%

      posted in Balance and Game Mechanics
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      HaHawk
    • RE: When Chivalry was first released, was it better/worse than it is now?

      @DerFürst:

      Chiv when duel mode was first introduced but before the June patch was my favorite time since release. Fights were more intense back then since there were fewer limitations to movement and stamina, and more weapons were viable/not yet nerfed to lower tier usefulness. Feints were super hard to read so proactive playstyles were rewarded much higher, which in turn further upped the intensity. General performance was smoother as others have reported.

      After the June patch, the general course of the game was to become progressively worse and worse. Restrictions on movement and stamina took away a great deal of “freedom” in player input, limiting potential outcomes, making gameplay more reactive and predictable.

      Honestly, I don’t think I could’ve said it any better myself! Basically, around what, February or March of 2013 they fixed the sprint bug (if you were sprinting and bumped into something, the game forced you back into walk mode and you had to lift up the shift key and press it again in order to sprint… it was extremely frustrating) and also fixed the “queued parry bug” (accidentally hit RMB twice would make you parry twice, IIRC even if you tried to Q cancel the feint). Basically, as soon as those two bugs were fixed and the duel maps were released, it seemed like Chivalry was an “Editor’s Choice” title. In April or May of '13 the player numbers were huge and the forums were really active.

      Not really sure why everything had to go downhill after that.

      Fake Edit: Speaking of 2013, the old forums were better. Greg’s signature was also better. Michelle Jenneke FTW

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      HaHawk
    • RE: Potential knock back change

      @FartTender:

      What if different classes had different resistance to knock back.

      As mentioned above, the devs abandoned their plan to finish balancing the game (“battle for balance”).

      Knockback was fine from release day up through summer 2013, when unknown people on the dev team began fiddling and fidgeting and tampering around with literally every last mechanic in the game from healing to run speed to collision distance to, yes, knockback. After permanently disfiguring the game, and leaving it in its current state, a simple parry can now jettison you 8 feet into the air. Looks ridiculous and plays even worse. Riposte? What’s that?

      Oh well. At least we have the memories :pride:

      And at least they reverted a decent portion of their changes a few months after the fact. It was funny how excited everyone was to get “updates” that restored original values and features of the game as it was released, like CFTP and removal of “panic parry”. But I digress.

      posted in Balance and Game Mechanics
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      HaHawk