your a gurl, you wouldnt know anything about climbing the ladders of power to exercise dominion over the weak and frail in order to upbraid the common morality of society and unleash your rule over those at your feet
your a gurl, you wouldnt know anything about climbing the ladders of power to exercise dominion over the weak and frail in order to upbraid the common morality of society and unleash your rule over those at your feet
You're some hooligan you are.
Wise Chinese proverb say "He who pays for porn has failed at life."
j-co i hope your not still butt hurt over the leaked information
not to derail the thread as usually happens, im E-gar to see what desert ruin is now, sounds like it got revamped and it better then ever (is that possible, the glory of towers is mighty). but the developers did create the fun of desertruin, im sure they can out do themselves
these arent subtle changes, these are game constructing changes and its gonna be a blast on release day. servers filled to the brim with noobs and gestirs charging through them all! HAHAHA
ps. king of the hill is ok. let us not speak of pvk_hill *throws up* pardon me. as i was saying, maybe a dynamic KOTH would be better. pvk_siege-longship gives us a cool scenario but for me it got old quick. dynamic KOTH might be like the knights guarding the queen as she goes to her ship from her castle and althought its not KOTH, its dynamic objective.
pss my fav map is PVK_sky_Pirates_beta, i suppose i do like the challenge of that map unlike the one lisa presents against my steel
Walking is apparently disabled. I'm intrigued by the reasoning for this, surely the capacity to walk is rather insignificant to go to the efforts to remove, though it comes in handy when you, well, want to move somewhere slightly slower than usual for whatever reason (that sentence sort of fell apart at the end).
Steam release for AoC prevented any custom content beyond maps working for it. Please tell me it won't do the same to PVKII.
"War is the continuation of politics by other means" - Karl von Clausewitz
Walking is apparently disabled. I'm intrigued by the reasoning for this, surely the capacity to walk is rather insignificant to go to the efforts to remove, though it comes in handy when you, well, want to move somewhere slightly slower than usual for whatever reason (that sentence sort of fell apart at the end).
Steam release for AoC prevented any custom content beyond maps working for it. Please tell me it won't do the same to PVKII.
I'm interested in this as well.
Sometimes if I'm not being praticularily lucky I will walk rather than run while in a fight, and it sometimes slows my side of the combat down enough for me to get better control and concentration, leading to me getting more perfect hits and parrys (using Captian most of the time). It allowed me to survive much longer than a normal Captian should due to the fact that his parry still blocks a pretty big chunk of damage (enough to let you out-"punch for punch" an HK in 1v1 if you can keep blocking and counter attacking consistantly).
It basically had the effect of letting me get good blocks in a lot more often, while hitting better/more often, at the cost of manuverability (and I suck at avoiding hits anyway so I'm just fine with that).
I was a bit disappointed to see Friendly Fire removed. I hope it's not fully removed this was the main inspiration for my SourceMod Anti-TK script
However I finally had a chance to check out the Beta and have got SourceMod support working so it should hopefully be added prior to release just need to try and check Linux
I also need to talk to the guys about a few things and then make sure nothing is changing code-wise before I submit it.
Dawgclan Network > http://www.dawgclan.net
CustomFactor.com > Official PVK II #1 Beta 2.4 (-FF)
21 Players, 33 tick, Custom Maps & More
203.56.188.6:27019
Heiand truly did she know the name of the KongSenior
edited 7:11AM
oh shit friendly fire was removed?
But that entirely removes the idea I had to make a boxing ring map and make 2 berzerkers duke it with hooks (and also with the dual-wield rendering as invisible) to make a movie-style fight scene
The score system is a basically custom system and when it was designed none of the score options have any checks regarding friendly fire related things, so it was easier to just disable it for now.
Heiand truly did she know the name of the KongSenior
Long story short, looking forward to 2.3 (And that mentioned Gestir play vid...viking with spear goodness...) and hope everything goes smoothly for launch.
*Goes back into hiding*
"All it takes is one bad day to reduce the sanest man alive to lunacy. That's how far the world is from where I am. Just one bad day." -The Joker, The Killing Joke
"Try to relax and enjoy the crisis." - Ashleigh Brilliant
First of all, I'm thinking by releasing one class, everyone will wait at spectator to get a spot into Vikings team Secondly, I feel worried abut the big shining stars from a charged weapon. :S I know it's supposed to show players when the enemy have fully-charged their attack, but I don't know. I'm into a normal, realistic-looking medieval game and I can't stand big shiny unrealistic effects :S Is it possible to turn it off or something?
P.S, The change with the crossbow; It now deals less damage when not aiming. Eh, is that just stupid unrealistic? Why would the crossbow cause less damage when not aiming? It's a piece of machinery. It's loaded by a bolt resting in a track with a very tense rope behind held idle by the metal trigger. Why did you make it this way? I just want to understand.
I also have something nice to say. Lots of those changes are great Very good work this time. PVKII will be forever changed by this. Thank you.
According to pvkii.com/forums,
- Reaching enemies beyond your weapon model isn't a problem(you're just bad at dodging!)
- Archer isn't overpowered
- Higher post count is equivalent to higher skill, experience and knowledge in-game
Heiand truly did she know the name of the KongSenior
P.S, The change with the crossbow; It now deals less damage when not aiming. Eh, is that just stupid unrealistic? Why would the crossbow cause less damage when not aiming? It's a piece of machinery. It's loaded by a bolt resting in a track with a very tense rope behind held idle by the metal trigger. Why did you make it this way? I just want to understand.
Probably to avoid "change to xbow -> shot" kills without aiming and "reducing the archer defense"
Comments
your a gurl, you wouldnt know anything about climbing the ladders of power to exercise dominion over the weak and frail in order to upbraid the common morality of society and unleash your rule over those at your feet
You're some hooligan you are.
I have an aristocratic smile and like to punch people
not to derail the thread as usually happens, im E-gar to see what desert ruin is now, sounds like it got revamped and it better then ever (is that possible, the glory of towers is mighty). but the developers did create the fun of desertruin, im sure they can out do themselves
these arent subtle changes, these are game constructing changes and its gonna be a blast on release day. servers filled to the brim with noobs and gestirs charging through them all! HAHAHA
ps. king of the hill is ok. let us not speak of pvk_hill *throws up* pardon me. as i was saying, maybe a dynamic KOTH would be better. pvk_siege-longship gives us a cool scenario but for me it got old quick. dynamic KOTH might be like the knights guarding the queen as she goes to her ship from her castle and althought its not KOTH, its dynamic objective.
pss my fav map is PVK_sky_Pirates_beta, i suppose i do like the challenge of that map unlike the one lisa presents against my steel
Walking is apparently disabled. I'm intrigued by the reasoning for this, surely the capacity to walk is rather insignificant to go to the efforts to remove, though it comes in handy when you, well, want to move somewhere slightly slower than usual for whatever reason (that sentence sort of fell apart at the end).
Steam release for AoC prevented any custom content beyond maps working for it. Please tell me it won't do the same to PVKII.
Walking is apparently disabled. I'm intrigued by the reasoning for this, surely the capacity to walk is rather insignificant to go to the efforts to remove, though it comes in handy when you, well, want to move somewhere slightly slower than usual for whatever reason (that sentence sort of fell apart at the end).
Steam release for AoC prevented any custom content beyond maps working for it. Please tell me it won't do the same to PVKII.
I'm interested in this as well.
Sometimes if I'm not being praticularily lucky I will walk rather than run while in a fight, and it sometimes slows my side of the combat down enough for me to get better control and concentration, leading to me getting more perfect hits and parrys (using Captian most of the time). It allowed me to survive much longer than a normal Captian should due to the fact that his parry still blocks a pretty big chunk of damage (enough to let you out-"punch for punch" an HK in 1v1 if you can keep blocking and counter attacking consistantly).
It basically had the effect of letting me get good blocks in a lot more often, while hitting better/more often, at the cost of manuverability (and I suck at avoiding hits anyway so I'm just fine with that).
I'm interested in why it was removed.
I was a bit disappointed to see Friendly Fire removed. I hope it's not fully removed this was the main inspiration for my SourceMod Anti-TK script
However I finally had a chance to check out the Beta and have got SourceMod support working so it should hopefully be added prior to release just need to try and check Linux
I also need to talk to the guys about a few things and then make sure nothing is changing code-wise before I submit it.
CustomFactor.com > Official PVK II #1 Beta 2.4 (-FF)
21 Players, 33 tick, Custom Maps & More
203.56.188.6:27019
But that entirely removes the idea I had to make a boxing ring map and make 2 berzerkers duke it with hooks (and also with the dual-wield rendering as invisible) to make a movie-style fight scene
What should we do without Skirmisher special fights with low gravity?
Leave it to me not to view the full change log
Long story short, looking forward to 2.3 (And that mentioned Gestir play vid...viking with spear goodness...) and hope everything goes smoothly for launch.
*Goes back into hiding*
-The Joker, The Killing Joke
"Try to relax and enjoy the crisis."
- Ashleigh Brilliant
First of all, I'm thinking by releasing one class, everyone will wait at spectator to get a spot into Vikings team
Secondly, I feel worried abut the big shining stars from a charged weapon. :S I know it's supposed to show players when the enemy have fully-charged their attack, but I don't know.
I'm into a normal, realistic-looking medieval game and I can't stand big shiny unrealistic effects :S Is it possible to turn it off or something?
P.S, The change with the crossbow; It now deals less damage when not aiming. Eh, is that just stupid unrealistic? Why would the crossbow cause less damage when not aiming?
It's a piece of machinery. It's loaded by a bolt resting in a track with a very tense rope behind held idle by the metal trigger. Why did you make it this way? I just want to understand.
I also have something nice to say. Lots of those changes are great
- Reaching enemies beyond your weapon model isn't a problem(you're just bad at dodging!)
- Archer isn't overpowered
- Higher post count is equivalent to higher skill, experience and knowledge in-game
that will be a nice change from waiting to NOT be vikings
It's a piece of machinery. It's loaded by a bolt resting in a track with a very tense rope behind held idle by the metal trigger. Why did you make it this way? I just want to understand.
Probably to avoid "change to xbow -> shot" kills without aiming and "reducing the archer defense"
whats more importent for a game?
balanced gameplay...