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    NikolaiLev

    @NikolaiLev

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    Posts made by NikolaiLev

    • CTF/Obj Focus, and Game Mode Communication

      So, we’ve confirmed TO won’t be coming to C:DW. That puts a real damper on the enthusiasm of those who like public, objective-oriented play. However, TO isn’t the only game mode that appeals to that sort of gamer: there’s also the venerable Capture The Flag.

      We already have Plant the Flag. We already have Hog the Flag. However, we can do more than that. Classic Capture the Flag is the obvious candidate, already featured in Chivalry. I feel this ought to make an appearance, or at the very least a “Dual Plant The Flag” in which each team has the opposing team’s flag at their base to plant.

      But it can go even further. Notice how TDM and LTS currently have multi-team, class vs. class, and free class modes. Why not apply those to the Flag modes? In particular, free class CTF/PTF/DPTF/HTF and class vs. class variations of the above. Multi-team variations could even happen, though this would take quite a dedicated mapping effort. Though I don’t think a 2v2v2 variant would be out of the question! Imagine Vikings and Knights taking on Spartans and Pirates as well as Spartans and Ninjas and Samurai. 3v3 is even possible.

      There’s just one problem with all of this. How exactly do we communicate this in terms of game mode names and icons? This is a pretty big dev issue, and one that might hold back what, in my opinion, would keep DW from being a dull TDM/LTS affair that I know for certain my own friends wouldn’t bother picking up. So I feel it’s worth solving.

      Less is more: I think we should go with a simple, direct naming convention in the form of numbers and acronyms: a game mode would be designated by What It Is: 3v3 CTF, 2v2v2 PTF, 1v1 HTF, All CTF (meaning “all classes”) and so on. Alternatively, they can be called “3 class CTF”, but this is longer.

      For all I know, the functionality for 1v1/All class variations of PTF and HTF already exists. However, I still think that Flag/Objective modes need a bigger emphasis, if it’s not too late.

      Thoughts? :D

      posted in Testing Ground
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      NikolaiLev
    • RE: Viking Spear, One-Handed

      @SavageBeatings:

      What special thing does the spartan have going on for him, really?

      Spartan gets a few spears, the ability to wield them one-handed with a shield, the ability to throw them, and he can use his shield in combos. Wow, that’s awesome! What does the viking get? The viking can dual wield his weapons, he can throw shit, his attacks get faster the longer he maintain the combo, AND we want him to wield a spear with a shield as well! Sounds to me like he’s a better version of a Spartan, a more flexible version. Because the viking can choose if he wants no shield or not, Spartan can not. Viking can throw his shield, keeping his main weapon. Spartan can throw his main weapon, resorting to his short sidearm. Vikings sidearm (in case that the spear was his primary) can go faster and faster if he maintains the combo, a Spartans sidearm cannot. The Spartan can still punch with his shield, sure. But as of now it’s rather inaccurate, not to talk about short range.

      So what differs the Spartan from the Viking? The punching with the shield?

      Sadly, you have a compelling argument. However, I feel that if the Spartan is so tenuous with his uniqueness, he needs to be looked at. Merely giving the Viking one-handed spear capability resulting in an entire class getting outmoded means there’s a problem with that class, I feel.

      I remember a friend watching the DW trailer and commenting how she thought the Spartan’s ability was to attack while having a shield up. I think that’s an interesting idea, and something to look at. It could be balanced if it, for instance, had a large stamina cost so you couldn’t just spam from behind protection; and remember, shields are easy to take advantage of (strong kicks).

      posted in Testing Ground
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      NikolaiLev
    • RE: Viking Spear, One-Handed

      @SavageBeatings:

      A Spartan gets a huge ass shield, as well as using some of the longest weaponry in the game along with it, plus a really effective shield bash. A strong defensive class, but not a damage absorber.
      The Knight has shorter but more heavy-hitting weapons, he has the best armour of the lot and he has the crossbow, only surpassed by firearms. Both classes are good defensive classes, of course. But one is a good damage absorber and a good damage dealer, and one is good at keeping enemies at a distance while being protected from missiles. Personally I think the Knight should get smaller shields, like… the heather shield?!

      I’m thinking that the Knight and the Spartan are similar in their defensive roles, the Samurai and Viking in their offensive roles, and the Ninja and the Pirate in their skirmishing/harrassment roles. You could compare them instead. Ninja and Pirate are both without armour, both rather fast, and should probably not be on the frontlines. They probably circle around their enemies with hit-and-run tactics. The Ninja being more like a Man-at-Arms and the Pirate being more like an Archer. The Viking and the Samurai are more like Vanguards, although one get a bow and one get a shield. But still, lashing out a lot of damage in a short amount of time with two-handed weapons is their thing.

      So… do you agree? I don’t think being able to wield his relatively short spear with a shield is that big of a deal. And I don’t really think we have to stick with the “Viking is a Vanguard” mentality too much. It can be similar, but he’s also got dual-wielded weapons. Spear and shield would only give a little overlap with the Spartan, and frankly I think it’d be healthy (it wouldn’t be throwable, after all, nor as long).

      posted in Testing Ground
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      NikolaiLev
    • RE: Viking Spear, One-Handed

      @SavageBeatings:

      Well… I guess the viking doesn’t get it since it’s a speciality of the Spartan to use a spear with a shield. Want the classes to be as unique as possible, even though a viking with spear and shield would be cool and historically accurate.

      But… the Samurai gets a katana and the Ninja does too! :o

      Heh, I don’t think using a spear and shield is what defines the Spartan. Though I’m still not quite sure what their “schtick” is; a friend thought it was the ability to attack while your block was held up, but they were probably confused about something they saw in the trailer.

      You know how Vikings have Dual Wielding, Samurai have draw attacks… what do Spartans get? Shield attacks? The shield attacks are pretty brutally effective.

      It’s also worth mentioning that Knights lack a “thing” as well, besides having great armor (which is kinda boring imo).

      posted in Testing Ground
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      NikolaiLev
    • Viking Spear, One-Handed

      So, the Spartans get their Dory. But there aren’t any other factions with a one-handed spear, and I feel this should be remedied.

      The Viking’s Spear isn’t a pike, and it’s not too flashy. Why not let it be used with their shield? It could incur some penalties from being two-handed. And it’d play fairly differently from his other weapons.

      posted in Testing Ground
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      NikolaiLev
    • RE: Ninja Map Feedback - Bamboo Forest

      Art
      It’s simply wonderful. Scenic, identifiable, instantly recognizable. I simply don’t have the words to describe how much I love the art.

      Layout
      I only got to play this in dueling and some FFA. But for duels, the layout is decent; it might benefit from slightly varied terrain, but the plain arenas do well for balanced fights.

      Flow
      Can’t really give input on this. It flows well for dueling, I suppose.

      Fairness
      It’s generally fair, though when it comes to dueling, other players in other arenas can shoot you with ranged weapons. This level might benefit from some invisible walls.

      Size
      Could stand to be a bit larger, but maybe that’s just me saying “I want more of this!”

      As for bugs, there was an arena with an elevated stone plateau at the side; walking on this made characters sink into the ground. Unfortunately, this is difficult to report without a screenshot.

      posted in Alpha Testing (Old)
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      NikolaiLev
    • RE: Duel Mode Feeback

      It’s unintuitive. On-screen tips will definitely be a must. However, I just love the 2v2 dueling.

      It’s nice being able to see other duels in the background, but it’s very possible to “step in” on a duel with a ranged weapon.

      posted in Alpha Testing (Old)
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      NikolaiLev
    • RE: Pirate Map Feedback -Island-

      Art
      It’ll obviously warrant a tropical feel to it. I’m getting a lot of flashbacks to maps in PvK2, which were generally bright day with clear blue waters. Gorgeous, of course, but a difference in art style could be warranted. Hopefully we’ll get some wreckage and gritty details to keep the Chivalry style intact.

      Layout
      There’s a lot of vertical gameplay. Ramps and such, but some of these seem unnecessarily inaccessible. More ramps on various sides of high perches would be good for gameplay; think Runes and how many staircases, ramps and jumps lead to the various buildings.

      Flow
      A little hard to navigate; this is no doubt due to the placeholder textures, but some more noticeable landmarks might be warranted. Otherwise, similar concerns as above; the map feels a little too restricted.

      Fairness
      As far as the sides go, it seems okay. But due to the nature of ramps, as well as long distances in general, ranged combatants seem to have an edge. More cover would do well here, depending on how the maps are intended to be balanced (this is a different game from Chivalry after all).

      Size
      Winding paths, long walks; it’s fitting as long as it’s intended to be a fairly large map. It seems suited to 32 player servers. Any smaller and it might get tedious after a while.

      Also Bugs and Personal thoughts.
      Haven’t found any bugs. Otherwise, it seems okay for now, though I’m not sure if it’ll make it to my favorites list.

      posted in Alpha Testing (Old)
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      NikolaiLev
    • RE: Mantis Bug Tracker

      Username: NikolaiLev
      Email: NikolaiLev@live.com

      (For personal note: Spartan untextured spear induces t-pose upon comboing)

      posted in Testing Ground
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      NikolaiLev
    • RE: CTD after map load

      I’m getting constant crashes when trying to load the map “n5”. I succeeded loading the first map I played, which was an oriental one I think, but not this one.

      posted in Alpha Testing (Old)
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      NikolaiLev