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How people feel about this new testbuild an Insiders Look

Discussion in 'General Discussion' started by Beavers, Aug 19, 2011.

  1. Beavers

    Beavers Guest

    [​IMG]

    new graphics couldnt wait all because of one griefer abusing the votekick system?
     
  2. vig

    vig KAG Guard Tester

    Messages:
    8
    <iFire> MM47 yeah so a bunch of us are getting banned by this person
    <iFire> with 3-4 votes
    <iFire> and he's false voting
    <iFire> so for example if I play and he joins he'll just instantly vote me
    <Vig> savagegarden?
    <MM47> is there a vote or does he just kick?
    <iFire> and if you make the ban period a day....
    <iFire> http://kagforum.com/viewtopic.php?id=513&p=14
    <iFire> yeah the end
    * denacke is now known as Denacke
    <iFire> MM47 he's voting
    <iFire> a kick would mean he's admin
    <MM47> ok I'll release new version and that will fix it
    <iFire> and I'm presuming if an admin is kicking me he's going not maliciously doing
    <iFire> it
    <iFire> he might have bad evidence or I might be griefing
    <Vig> I hope that the new version is not the test version
     
  3. Catakus

    Catakus KAG Guard Tester

    Messages:
    219
    That's cute beavers, screenshotting your own rant. Now piss off.
     
  4. tlc2011

    tlc2011 Guest

    Hello, sedge.
     
  5. dwatring

    dwatring KAG Guard Tester

    Messages:
    277
    Hello, /b/tard.
     
  6. Catakus

    Catakus KAG Guard Tester

    Messages:
    219
    At least we know who hatman is :D
     
  7. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    Well I agree that arrow trajectory changes is kind of annoying. Really hard to have really good first shot precision unless you play all the time. I got especially annoyed the first time it got changed, as I had spent a lot of time practicing and was finally up to precisely hit specific points behind cover by shooting upwards at full power. But you know, they got to get it right, and eventually it'll settle down. Yeah there are griefing possibilities with fall damage, but not as much as was added when spikes were first implemented.

    I like the art. I think it's good. Personal choice but of course you can simply go back and use the old textures if you still have them saved.

    Dropping blocks is awful and one of the worst features ever implemented and I'm glad to see it go.

    Spawning is really messed up but it always was.

    But besides that there were so many great things added like archer lying down, archer pushback, the archer ammunition buffs, workers not starting with wood, bomb jumping, and all of the knight's new combat tricks.
     
  8. Catakus

    Catakus KAG Guard Tester

    Messages:
    219
    Don't worry, it's still there. Just needs to be done a little differently now.
     
  9. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    Dropping blocks just requires that you, as a builder

    you know

    build
     
  10. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    I am greatly displeased. :(
     
  11. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    Hate it, simply because knight combat is terribad now. I don't care if they added new tricks to it, it's completely unpredictable, you never know when you're going to hit unless the other person is literally standing still and you're stabbing them. If you can't make predictions based on what you're doing, there's no way to learn how to get good at it = complete randomness.

    Bomb jumping is lag affected, and even if your ping is low it will affect it a lot. It only ever works correctly in single player for me. As for bombs killing you and teammates bombs also killing you, I hate this, basically makes it so you always have to concentrate on shielding rather than throwing it, when truly it was difficult just to throw it in the correct spot in the first place, and teammates killing you with bombs is griefable and I see no reason why it was put in, because basically any retard on my team can kill me now presuming i'm not paying attention for a millisecond when a bomb of my teammates appears on the screen above me. That's complete bull.

    But yeah, only saying this because the op asked.
     
  12. Fellere825

    Fellere825 KAG Guard Tester

    Messages:
    890
    I honestly would have been a little happier if they kept the old mechanics and just switched graphics and slowly implemented changes to combat.
     
  13. Wargod-Loki

    Wargod-Loki Haxor

    Messages:
    298
    i've gotta say the knight combat is really not what i wished to get... the arrows was before aswell better i agree to contrary there at all.
    The TK should be removed, its just another way to grief, gotta agree there to contrary again.

    and somehow theres some very wierd smaller bugs, once i was hiten by arrow as knight and i was beeing teleported in a hole under me lol (no lags...!)
    aswell sometimes on spawn when swiching class it looks like you get hited from something Oo no dmg but a arrow hit blood animation + sound.

    hope there's soon fixes =)
    else the graphics are very nice! working already on sprites and a background mod :P
     
  14. Valkyrie

    Valkyrie Shark Slayer

    Messages:
    681
    Guess what you can hit through walls... Why? Bombs: If you're hit, you drop the bomb, if you get stunned, you drop the bomb, if you don't jump and throw the bomb it doesn't go far.
     
  15. Catakus

    Catakus KAG Guard Tester

    Messages:
    219
    But if you're holding a bomb and an archer hits you, that bomb goes sailing (usually to your own team's base)
     
  16. vig

    vig KAG Guard Tester

    Messages:
    8
    The Great Wall of Whine

    1. Everything is shit-brown. Zoom out, move around and tell me how easy it is to see the difference between dirt and potholes.

    2. Arrow velocity has been changed, in fact, it has been LOWERED, meaning that height advantage = domination. Hitting an entrenched archer is improbable since it is possible to crawl back into the hole before the arrow comes even close. Hitting enemies high above is a difficult task indeed.

    3. an archer vs a knight: knight will win because of the increased movement speed and completely shrugging off fully charged arrows when shielded.

    4. Too many arrows. Here is a common scenario: spam arrows, spam, spam, spam, spam forever or climb in a trench and sit there, never needing to resupply. +2 arrows on tree chopping is too much, I'd still prefer +1. Even though I initially complained about the lack of arrows, now it's just too much. I'd rather loot arrows from a body than get enough arrows to last for a lifetime in a single fletchery session. I propose to return the arrow gain from fletchery to +1 but in stead give a dead body as many arrows as it took to kill it. Arrows that hit a shield or missed would not count, only those that would be stuck in the body could be looted. For example: You kill a knight with 3 arrows but 10 more were deflected by a shield. You can loot the 3 arrows from the body. It isn't much but when you are running low, those 3 could make a real difference. Not to mention that you would have to get out of your trench to get them. 15 arrows on start is okay.
    Spamming would be impractical because you would run out of arrows way too fast but right now running out of arrows is unlikely.

    5. Suicide. True story: I was playing as an archer against a knight and a builder (1vs2) and arrowclimbed over a tower which the knight could not get over, so he killed himself to not have to run after me.

    6. Catapult tiles act as sky background, everything that is in the sky without support will collapse.

    7. trees do not regrow or do it really slowly

    8. doors are not responsive enough: had to push for several seconds before a door decided to open up

    9. Fall damage: where do I begin? The whole concept is a disaster in kag. I have yet to hear a single good reason why it should even exist in the game, whereas I have presented more than a few opposite reasons:

    Problems with fall damage in general: Can and will be abused by griefers, it is no longer necessary to collapse towers but build big ones in stead so that teammates would either fall off of them and die or grief it and get kicked. Creating pits under spawns will cause an unstoppable chain of deaths. Frantically avoiding fall damage leads to slow gameplay and reduces the efficiency of many stone-based wall structures. Getting over giant chasms and other holes will require builders and a lot of patience, making other classes too dependent on builders (once again, remember when archers had to wait half an hour for builders to show up and build a ladder over a 4-block-wall, well now you'll have to wait for builders to build ladders over holes. Having to depend on a single specific class in not a good idea. Jumping over a structure with enemies behind it will get you killed pretty much instantly, since you get stunned once you hit the ground. if you hit the ground while cooking a bomb, you lose the bomb and it explodes in your face.

    10. Too easy to lose bombs. Cook bomb -> get hit by an arrow -> lose bomb. Cook bomb -> get stunned -> lose bomb -> bomb explodes in your face -> You die...


    11. Archers vs a knight: knight will win because the knight will shrug off arrows and be lightning fast because of the (unjustified?)overall movement speed increase.

    12. Visual: Indoor ground and ceiling stone block tiles (with wood elements) look more like barrels than castle floor.

    13. Performance: Transparent clouds greatly reduce fps on low-end machines.

    14. Getting pushed by a shielding knight in mid-air can cause the pushed victim to get stuck in bedrock.

    15. Smashed a door tile and noticed that it didn't drop any debris/chunks on destruction, it just vanished.

    16. Cursor is behind the (F) resource selection menu.

    17. Damaged drawbridges look nothing like their undamaged counterparts.

    18. Severely damaged stone blocks look like castle wall background tiles.

    19. Chat doesn't show when someone leaves: If I'm having a conversation with someone I don't know if he/she has left or is ignoring me until I specifically search for his/her nickname in the (Tab) player list.

    20. Respawn: if I spawn as a builder but change my class to archer, I don't get my share of arrows at the beginning of the round.

    21. Can't build on the bottom of the map. I have no idea why but I had fallen down with the tent and couldn't build ladders on the black border to climb back up.

    22. Is it me or do teammate's bombs kill you? That is madness.

    23. Occasionally, when I press F to cook a bomb, it gets thrown. I can't tell if it's just me but it has happened several times now. I wonder if anyone else has experienced this.

    24. Cycling through classes: Sometimes you skip a class. Is it because of lag?

    25. Max respawntime (when you die on your tent/outpost) is a measly 7 seconds. What does this mean? It means that you will have to fight the same enemy over and over and over while not moving an inch towards the objective. Capturing the flag just became 2x more difficult.

    26. You can still camp in your tent forever (unless you get pushed out by a lucky knight or get the bedrock supporting it griefed).

    27. On destruction, bedrock throws rocks into random directions. It also happens when bedrock is erased in the map editor.

    28. Players can freely build skybridges. What is the meaning of this?
     
  17. Valkyrie

    Valkyrie Shark Slayer

    Messages:
    681
    You can't push teammates but otherwise that's all pretty much spot on vig
     
  18. kiro

    kiro Garde KAG Donator Tester

    Messages:
    241
    I don't understand why everyone's unhappy. I've been playing the game for 5 days, so I don't know a lot about the evolution of the game and the last version, but this version's additions are cool The new knight kicks some butt, the falling damages make sense and oblige us to think before building high towers, losing bombs when hit makes the game more balanced (I think :/), trees grow normaly and doors open as usual.

    My only complain is the lag. I've just played on the US official server and fights are a bit random, there's a lot lot of teleportations and some bugs (trees destroy blocks when they grow, and what vig said)... I know I'm from France so that should lag more than the EU server, but on other games I don't lag as much when I play on US servers :)

    I can't wait to see the next updates ! MM is a great dev ! :D
     
  19. Geti

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

    Messages:
    3,730
    @Beavers: cool story.

    @vig: Responses per question.

    1: So you don't like the brown fade. Great. We can add an option for black fade fairly easily if you're having readability issues, you've been complaining awfully loudly and crassly about this though.

    2: The velocity has in fact been increased since B90 afaik, there's just more gravity on the arrows. A height advantage being a gameplay advantage is a good thing. We'll see how it goes once everyone's had some time to adjust.

    3. "Knight > Archer" : That's not true in more varied terrain where the knight needs to move vertically. Archers can also hide far more easily than knights. We'll need to tweak the shield knockback due to arrows (making the knight move backwards and stun for a short period of time would be a start) but do remember that the knight's shield used to block everything all the time.

    4. I agree here. I wish arrows simply stuck into targets so you could loot them by normal means. It wouldn't be that hard to do.

    5. There's no real way to counter this without making dying a huge penalty. I'm all for that in serious play, but for a public game we'd get a lot of whining if dying meant a serious disadvantage.

    6. Good catch.

    7. False. Just don't cut them down all the way.

    8. I think this is lag-based... I'm not sure how I feel about having to push into doors either way, though it does help prevent accidental breaches.

    9. So basically, you have to play better and think the dickheads will abuse it more?
    Cool. Uh, I'd say that's more or less invalid. The whole "chasms and mountains" map type is flawed unless the terrain is playable and separated into areas. That part is borked, sure, but there's flatlands in the mean time.
    The thing is, fall damage means walls are a more effective barrier, pits are a more effective barrier, skybridges are more or less infeasible, and bases have to be designed somewhat logically.
    If a griefer is digging out under your base, for fuck's sake kick them. They have to let off four bombs to break the bedrock underneath the tent and would have to dig out a large pit otherwise anyway. The tent also falls with gravity now afaik.

    Fall damage server flags are coming (hold up in the mail ;) ) so if you really really still thing it's such a terrible bad bad thing, you can turn it off.

    10. Solution: stop trying to throw bombs in such dangerous circumstances.

    11. You just reversed your above statement.

    12. Visual: Indoor ground and ceiling stone block tiles (with wood elements) look more like barrels than castle floor.

    13. There's an option to turn this off (funnily enough) in the options.

    14. There's all sorts of collision bugs that have cropped up, we'll look into them

    15. This could be lag, interesting.

    16. True, will fix. The selection is still highlighted and the text still shows though.

    17+18: apparently your pattern recognition works differently to mine. I'm considering a blue tinge to background tiles, which might help. If you're playing at maximum zoom out and trying to do quick recognition on a modern monitor, I can see why you might be having issues but the truth is, KAG isn't meant to be played like that the whole time.

    19. I reported this to michal yesterday.

    20. ??
     
  20. ComJak

    ComJak Shipwright

    Messages:
    4
    I really dislike the knight combat as of now. Archer combat is great except that I feel that +2 arrows is also too fast. It just allows for massive camping archer battles.

    The knight combat is as vig said, unpredictable. With many people's pings above 100, it's really now just a game of randomly swinging charged shots around. And then, the knockback is crazy. A simple jab should not send me flying backwards at 100 feet/second. Also, with my higher ping (200-300 ingame), it is almost impossible for me to get my second swing off. The game seems to think that my second clicks are just jabs. It's not fair for people of higher ping.

    Also agreeing with vig on the fall damage. It really does suck to have to pause for a second just to "get up" from falling 5 blocks ( I believe it's 4 blocks if you jump off). It stops the crazy awesome flow that was KAG and really breaks the immersion, especially when people build towers like they used to with exits about 10-20 blocks high. As I walk across the map towards the frontlines, I will probably be stopped in my tracks from falling about 6-8 times. This is becoming annoying. If people really want fall damage, please just take away health and not make us sit on the ground nursing our bruised shins.

    Finally, could you check if there is a glitch with bomb throwing? When I have a bomb and I am moving in a direction and press "e", either due to ping or some glitch, the bomb doesn't get thrown. It is a possibility that I throw it and then pick it up again immediately afterwards but I have died quite a few times holding my own bomb like an idiot.