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Builder combat tweaks

Discussion in 'Suggestions & Ideas' started by Verzuvius, Jan 19, 2015.

Mods: Rainbows
  1. Thiamor

    Thiamor Horde Gibber
    1. Aphelion's Roleplay

    Messages:
    413
    If it's not a good idea, it's hardly a "solution" to the problem. Sure the hitting may be random but you're still able to lay some hits with a support role. You're not even supposed to be going out, hand to hand fighting knights and archers, or even other builders as it is, so I think it's irrelevant to worry about how random the damage is for builders since you're not really even supposed to be going out there to fight as it is. I'd rather have it and not need it, than need it and not have it no matter if sometimes it won't count the hits.
     
  2. Blue_Tiger

    Blue_Tiger Haxor Tester

    Messages:
    899
    So you're trying to balance around noobs? Because when I see a keg as archer, it's already gone. Knight below me, jump on him, spam a few shots, pick up the keg, off to go blow up his team mates. Implementing a change where you can not move well, hold your shield up, or strike upon enemies would mean the only way to use a keg against a non-noob team (willing to die for a keg) would be to kill the /entire team/. I guess you could get the team organised in front of an enemy fort, light the keg, and have everyone defend, but if you see a keg, you focus the guy with a keg, plus you will have height advantage, and archers shooting the keg and enemies away which already happens.

    And personally, I hate the idea of siege. Just stand in a cata or ballista, holding LMB until a bunch of enemies are dead and the base is destroyed? Boring. I like going in and destroying their base first-hand, whether it's a bomb arrow to the back of a flag base, keg on a tower or drilling my way through their base, that's what makes KAG fun for me.
     
  3. hierbo

    hierbo Ballista Bolt Thrower
    1. The Young Blood Collective - [YB]

    Messages:
    190
    I'm not suggesting that you balance "around" anyone, but more that you attempt to balance mechanics against one another, which is quite a feat in PvP games of any complexity. You simply think out the mechanics and rules, implement them, and test.

    Then, you make changes based on your findings and analysis and test again.
    Then, you make changes based on your findings and analysis and test again.
    Then, you make changes based on your findings and analysis and test again.
    Then, you make changes based on your findings and analysis and test again.

    You get the idea. So, unless you think the game is the pinnacle of perfection in fun and balance, there is not much valid argument against making tweaks. The changes that will emerge in the meta-game are difficult to predict, and so you test. I know, you can try this stuff with mods, so that the community is not subjected to it. However, I have tried this extensively, and it is just not possible to get an adequate body of testing, because people won't join your modded server, and organizing an extensive series of testing sessions is not feasible. You may doubt it, but I ask you to take my word for it when I say that adequately testing balance using mods is highly impractical.

    I do agree that fun times can be had raiding bases the non-siege way, but that isn't the crux of my point. I'm saying that building a good base is expensive and hard. Blowing it up is cheap and easy (by comparison).
     
  4. Blue_Tiger

    Blue_Tiger Haxor Tester

    Messages:
    899
    If bases are hard to destroy, then the game becomes a stalemate nightmare. I find the game fun as it is, and if I didn't then I wouldn't play it. Major changes to the game make it worse - maybe the mechanics are better, but those who don't like change will leave, and in a small community, that's shit. See knight nerf, archer buff/nerf, builder nerf.

    Also, as you can see by Gather, modded games are not always empty.
     
  5. hierbo

    hierbo Ballista Bolt Thrower
    1. The Young Blood Collective - [YB]

    Messages:
    190
    That modded game is an exception to the rule. It has been hyped ad infinitum on the forums, driving an unnatural amount of interest and traffic to it. Go ahead, try it. Host a server that's modded and see how many weeks it is before someone joins.
     
    Noburu and Rayne like this.
  6. Blue_Tiger

    Blue_Tiger Haxor Tester

    Messages:
    899
    Give me the moneys to host said server and the mod to base it on and I'll see your challenge.
     
  7. Thiamor

    Thiamor Horde Gibber
    1. Aphelion's Roleplay

    Messages:
    413
    You said you've tried the testing example extensively but you really can't base how you test to how the devs test. It doesn't mean that you don't have a point.
    --- Double Post Merged, Jan 22, 2015 ---
    Isn't it free to host a server aside from the other option?
     
    hierbo likes this.
  8. hierbo

    hierbo Ballista Bolt Thrower
    1. The Young Blood Collective - [YB]

    Messages:
    190
    Sorry for any lack of clarity. I was referring to PvP game testing in general in that post, and not specifically KAG testing. Thanks, @Thiamor!
     
  9. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    Re: Bombs useless - honestly with a bit of timing bomb jumping (even doubles) would be fine, if a bit less easy. Would certainly give archers a much easier time dealing with bombing knights though, haha. As I said, I'm not going to do it simply for backlash but I hear a lot of new players and old archers (and a select few "actually old" players) alike complaining about bombs in general. Bombs making knights "OP" is a big reason for new player discouragement, there are over ten threads on the steam forums about it.
    Again, to make it clear: I'm not planning on doing this or any other big changes "out of the blue", and if it happens it'll only be for select items/weapons, that were meant to not allow those actions in the first place (remember invisible keg attacks?).

    Re: hosting a server w/o money - you can home host but you'll be extremely limited in your options of course, and the windows dedi doesn't have things like TCPR. Putting your money where your mouth is is of course a good way to gain respect though, haha.
     
    hierbo likes this.
  10. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    Mmm.

    After read through thread I'd kinda like to see either:

    A:
    • Heavy things (kegs, crates, boulders, etc.) actually being heavy (i.e. slowed carry speed), and
    • Builders not being slowed by heavy things (i.e. muscle-wizards scoff at puny knights and their meagre biceps! :rektlord:)
    or,

    B:
    • Heavy things (kegs, crates, boulders, etc.) disable LMB
    It seems to me that either arrangement would stop the (constant) complaints about archers/knights soloing entire teams with a boulder as well as giving builder a relative boost in performance. A increases the teamwork necessary to keg a tower, whereas B reduces the (relative) ease which which one can solo keg a tower; so basically they're different approaches (from opposite ends) to solving the same problem.

    Ofc, I'd be very interested to see both A and B implemented, but I suspect that might be too much for some people... :rollseyes:
     
    kodysch, Verzuvius and hierbo like this.
  11. Verzuvius

    Verzuvius Shark Slayer

    Messages:
    545
    And you like how the pickaxe is? And you love builder vs builder fights?
     
  12. Fernegulus

    Fernegulus Bison Rider

    Messages:
    400
    Why the fuck would the builder want to combat in the first place?
     
    SirDangalang likes this.
  13. Verzuvius

    Verzuvius Shark Slayer

    Messages:
    545
    An archer is sneaking in their base?
     
    Blue_Tiger likes this.
  14. SirDangalang

    SirDangalang Lvl. 128 MissingNo. Donator

    Messages:
    235
    Think he means it in the way for a builder to seek combat out as opposed to defensive purposes.

    Legit reasoning though. Gotta stop them monkeys and their special arrows haha.
     
    hierbo likes this.
  15. Fernegulus

    Fernegulus Bison Rider

    Messages:
    400
    Yeah right back in classic builder was actually useful when building.
    Now that buildings are useless, we need some other role for him
    amrite
     
  16. Blue_Tiger

    Blue_Tiger Haxor Tester

    Messages:
    899
    Builder is the biggest role in CTF, especially 5v5s. Shit builder = gg.
     
    Noburu and makmoud98 like this.
  17. Egholm

    Egholm Shipwright

    Messages:
    31
    I like the way you want it to make sense. And definately love how it would bring more siegeweapons loaded with boulders and so on. You've made your point clear through the following comments.

    Listen to this man! :wink::thumbs_up:

    And yeah the pickaxes could use a fix i agree but it appears it's a tricky thing to fix. So let's be patient ::):
     
  18. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    Eh. Occasionally the hitting is off with a pickaxe, but tbh I'm so used to playing with tremendous lag that I haven't really noticed the difference between pickaxe-lag and lag-lag.

    Would be good if it was fixed, but (personally) ... eh.
    ---

    Something to consider (I say consider, it'd need some testing) is to simply make pickaxe induce flinching re: knight/archer attacks.

    This would mean that a builder picking (haha) on an archer or knight has a slim chance of winning if the archer doesn't grapple away (thereby allowing them to charge + fire arrows) or the knight doesn't use their shield (thereby allowing them to stun the builder [having, ofc, pickaxe>shield same as jab>shield] and back up for a slash or w/e).

    So, basically, a really ballsy/feisty builder could swarm an archer/knight and stunlock their attacks (I'll say that again: stucklock their attacks, not their movement or RMB), forcing the knight/archer to take counter measures (shield/grapple), thereby giving the builder a chance to either a) back off, or b) continue the attack at their own risk (chase that grappling archer, or risk hitting the shield and the stun+slash that should follow it).

    Ofc, in the grand scheme of things, these changes would still make builders shite at combat (can you say "shoot/slash the bugger before he gets close enough to pickaxe"?), but it might make them slightly more tolerable to play in sticky situations-- i.e. it'd feel like you put up a fight before you get slaughtered, rather than the current "oh well, welp".
     
    hierbo, PUNK123 and tru0067 like this.
  19. Hospitalizer

    Hospitalizer Shopkeep Stealer

    Messages:
    57
    This hit box pick axe problem also effects the drill :QQ:
     
  20. PUNK123

    PUNK123 Hella wRangler Staff Alumni Tester

    Messages:
    1,275
    I find if im lagging more than the other builder I don't take damage from most of their hits ie. a builder attacked me while I was infront of his flag tunneling in so he spammed the pickaxe and I spammed mine(no real strategy to this shitty combat)and he caught me off guard atfirst so he hit me twice and then after we were both spamming it we ended up killing each other(again lag did this)
     
    hierbo and Verzuvius like this.
Mods: Rainbows