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New build discussion

Discussion in 'General Discussion' started by MM, Jul 8, 2011.

  1. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    Catapults launching knights, now that's a good idea
     
  2. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    I know i've said it once, and people have agreed and said it again.

    But seriously. Stunning has to go. At least on the jab.
     
  3. Geti

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

    Messages:
    3,730
    It will, it will. We've already put too much into the graphics build to be able to roll back and patch easily though, so you guys'll have to ride it out till some point this week :/
     
  4. Bene

    Bene Guest

    When you try to call a vote on kicking a player and you get killed while you are in the kick menue and type the reason the game sets you back to the tent and the menue is gone and after that happend all menues seem to be broken. You can open it but you can't klick anything.
     
  5. Geti

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

    Messages:
    3,730
    Bene: I had that issue last night as well, I'll make sure Michal looks into it.
     
  6. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    When the new build? :-)
     
  7. dwatring

    dwatring KAG Guard Tester

    Messages:
    277
    It looks just a little more than halfway to me, so maybe a week or so? But you'll have to wait for a response from Geti to be really sure.
     
  8. Neat

    Neat King of the Dead Donator Tester

    Messages:
    1,958
    Score system is terrible. Why? Because it rewards minecrafters too much. Several guys on my team minecrafted the whole game and just built a massive castle on a public server. I was doing well and I didn't even have half one of their scores. They contributed to our loss as they didn't help attack, yet in the end they had a much higher score than me.

    Make killing people have more score weight. There is never anything bad about killing people, but building is not necessarily always good. Make a score system where connected stone blocks give less and less score until eventually they get no score from doing it. This encourages managable castles and not ones that take hours to build that are 200x thick stone block shit and do not contribute to the flow of the game. People will still do it of course but at least then the score matches the contribution more, otherwise score is pointless.
     
  9. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    I think your points award should be tied to where you are relative to the battlefront.
     
  10. czubai

    czubai KAG Guard Tester

    Messages:
    173
    +
    =
    A great score system.

    I might add that getting negative points for destroying blocks (obviously) isn't 100% logical. What about destroying enemy structures and ladders? I'd remove that unless there's a block 'ownership' system implemented, which doesn't seem neccesary anyway.
     
  11. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    Or you could just lower the amount of points you get from building and raise the amount you get from killing.
     
  12. saniblues

    saniblues KAG Guard Tester

    Messages:
    418
    Apparently when both the flag holders get into a scrap, one of them ends up capping without having to return to their tent since the flags touching counts as a cap.
     
  13. HA1TER

    HA1TER Shopkeep Stealer

    Messages:
    172
    Sry if Contrary said the same,i dont get it...
    Is it:the bigger the distance between builder and tent = more score from digging/building structures?
    And the closer you are,after some point you start to loose points...
     
  14. Snow

    Snow Guest

    That's weird. Things like getting rid of stabbing and stunning should be easy, depending on how Michal coded actions.

    I haven't played enough to really comment on combat, but from what little I played a minute or two here and there, KAG doesn't feel the same as it died back in the build 49 to 67 era. I was instantly addicted to the 2 frame animations and simple style of combat and of course simple style of mining and building. I know both you and Michal have a vision for where you want this game to go, but you also have to try your best to see what addicted us all in the beginning and see the game as it was and is through our eyes. Don't let "feature creep" happen. Pace out development, neither of you are or have to be in a hurry to get a complete product out. We'll all still be here, even if it takes twice as long. I stayed with Soldat from 2002 till now and still love it. I'll be loving KAG still in 2021 (so long as this HAL 9000 project I'm working on for my new programming job doesn't take too much of my time).

    So my suggestion to add to the discussion is, have the sword swing and hit at the same power it used to, get rid of stab and stun. Also, get rid of the charging things for both the knight and archer. Or keep the charging thing for the archer, but let it stay at fully charged, not the full charge dying away to nothing after a second. Definitely though, keep the arrow loading delay in, as that does help decrease arrow spam as compared to how it was in the old builds.

    I guess I'm starting to miss the old simple pre-physics/pre-evolved combat builds. I have no qualms about the graphic enhancements though. Put em in! I love the backgrounds and the h2qx filter is cool. (One of the new SNES emulators has h4qx now, almost looks like smooth vector graphics - which for Zelda is nice.) Just, please no minecraft-esque ambient piano music!
     
  15. unwoundpath

    unwoundpath Arsonist

    Messages:
    234
    OH THE IRONY!!!

    I joined the official US server, said "finally an official US server!" then got disconnected...
     
  16. Snow

    Snow Guest

    So, I just got kicked from the euro server. Some vote-griefer put up the usual "kick *name* well known griefer" and within a second I was kicked by 4 people.

    So a suggestion is: could we have a 30 second to 1 minute delay before the vote passes. I would have liked to had time to type up a defense and let others type up a defense (those that know me), so that maybe enough people could have hit f11. And then of course whichever count is higher passes for f11 or f12. Then we could have proceeded to kick the vote griefer.

    I was just in the middle of fortifying my second outpost too. Too bad.. no more Kag tonight.. the other servers are empty.
     
  17. Geti

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

    Messages:
    3,730
    @Snow: the reason we can't just release is rolling back changes is a massive pain. SVN would help with that but then there'd be forks in the history tree and it'd be a pain to bring back together and re-apply all the work. Have a look at the test build, the mechanics have changed again, for the better I think. There are a few bugs here and there but it feels a lot more "right" than the previous build did.
     
  18. dwatring

    dwatring KAG Guard Tester

    Messages:
    277
    But if a real griefer was being vote-kicked and had 0:30-1:00 left to grief, they could go crazy. A LOT can be gone in 0:30-1:00.
     
  19. Snow

    Snow Guest

    I'll take your word for it. I'll wait and try it out. I wasn't talking about rolling back really. More like, keep the current build, just *recode* the knight and archer - so that the knight no longer jabbed and had no charge and the archer didn't lose the charge. Otherwise, everything is great - including a lot of the bug fixes.

    I know you guys want the knight to do more than just swipe - so you could have more of a sword fight scenario - which yes I do agree would be funner and looks cooler, however, that is one thing that is extremely tricky to do. In my eyes, the charged up strike is more in the way, than it is helps. I mean I can only say so much as the next build still has to come out. I thought of the sword fight scenario before even in older games and I always wished for a system that was button-sensitive - more like button-sensitive jumping. You'd have say the same overhead swipe animation - but it would be say 4 frames. A quick button tap would play 1 frame - so basically an overhead tap of the sword - not a jab. A longer button tap would then be 2 frames and the sword again swung overhead and stops midway; longer almost a full swipe; longest is full swipe and most powerful swing, plus you could attach a swipe graphic overtop so it looks like the sword was swung faster. To me this would look cool as you could have clashing swords and would have to use good timing and skill to get a hit. In Soldat for instance, jumping and tossing are button sensitive like this and they need to be in order to survive in Soldat. It's such a fast game that if you can't toss a knife or jump with the right timing and at the right power, you're hooped.

    So, that's just an idea not a suggestion as the next build is not out yet. But, do keep it in mind and out of curiosity, what does anyone else think about that?
     
  20. Monsteri

    Monsteri Slower Than Light Tester

    Messages:
    1,916
    II reaally think that the votekick should be get rid of in this next build, the abuse of it is veryvery annoying when it happens, and especially that I've had a change to play KAG for a long time now. The match was epic yes. TAB kick will be used if it's explained better, and it's harder to abuse as it needs couple of dudes to do it.