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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
188722 Posts in 10898 Topics by 17973 Members
Latest Member: Rudders
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1  Savage XR / Mapping & Modding Forum / Re: old maps need remade on: December 24, 2017, 06:06:00 pm
I check out the map ingame, and I think it looks good abeit a little bit darkish! Get some more brightness and color in there for maximum looks!

As for the subject of remakes, always a good idea!
2  Off Topic / Chat / Re: there is love to be found in every meeting on: December 21, 2017, 02:09:14 pm
crap i was drunk yesterday
3  Off Topic / Chat / there is love to be found in every meeting on: December 20, 2017, 11:50:58 pm
1. Meeting a guy across the street as you lock eyes and see eachtoher, fully aware the other guys lives a full and not a Half Life of Consequences. This is a love that has found meaning in itsself andf not in external conflicticimo. Notice the icimo, that makes the word sound more pronounced in euro fasion.

2. Going to the movies and sitting next to a person who makes money selling audio equipment. You notice he's fully versed in the SKRRET pop POP, BOM. Skibbidabdbduee. you done now

3. Seeing yourself in the mirror and noticing how you're absolutuely disconnected from the world as google limits your view to the outside world as you're a pawn in the great sceme of giant corporations

4. Eh fok it

5. Why not play ts_obstaclecourse_fixed becouse it's fixed and an obstaclecourse, eh, whats not to like

6. Whenever eating steak, dont use sauce
NO sauce, raw sause, as the thing goes squad

7. Realising the world goes round by people believing they make the world go round, but at the same time people.believe the world goes round by people who profit off those people, but really: the world goes round anyway, so why not stop for a second from time to time and enjoy the vies

whos your classics
4  Off Topic / Hi! My name is .. / Re: Hi People on: December 13, 2017, 08:41:45 pm
my name is TJΞNS
5  Savage XR / Bug Reports / Re: newtiny blocks server on: November 30, 2017, 07:14:31 pm
Thanks for posting your feedback Mutan!

This is proberly a synchronisation error, and differs from client to client. I think the issue is being worked on!



In the meanwhile, try the following:

1. Download the map file from here

2. Goto your world folder (default is C:\Program Files (x86\Savage XR\game\world) and overwrite the file.
6  Savage XR / Re-balancing Suggestions / Re: Read 1st :: Post here your 2nd generation re-balancing suggestions on: November 18, 2017, 07:49:49 pm
I NEED A GIFD OF MICHEAL JACKSON AS A MONKIT DOING THE MOONWALK ASAP
7  Savage XR / General Savage XR Discussion / Savage being mentioned in Project Offset investigation! on: November 06, 2017, 06:57:43 pm
We got an honorabler mention at the start of the video! Sweet!

https://www.youtube.com/watch?v=TWNokSt_DjA

I think this is an intresting video showcasing the different developmentstages Porject Offset went through, a game I was interested in when it was first released. I was also drawn in by the cool looking map editor. Too bad it got cancelled by dat filthy corporate greed!
8  Savage XR / General Savage XR Discussion / Re: Weekly Sunday evening PUG on: September 17, 2017, 06:35:49 pm
Tjens
Player!
9  Savage XR / General Savage XR Discussion / Re: Last attempt for Savage XR on steam? on: September 14, 2017, 09:33:39 pm
Oh Necro bro it's absolutely a priority! Maybe we could use a list of priorities for a game to be added to steam, and a way to get more community people involved into making this happen!

I don't think anyone seriously reached out to Maliken yet but I have a couple hints people are working on it. The more people advocating bringing Savage to steam the better!
10  Off Topic / Hi! My name is .. / Re: Hi People on: September 05, 2017, 12:49:22 pm
Whatsuuuuup
11  Savage XR / General Savage XR Discussion / Re: Shuffle Teams vote should be banned on: August 26, 2017, 09:42:05 pm
It was posted in the archive! You're not supposed to post anything new in archieves!  Tongue

You might want to post here on one of these server forums:

Groentjuh's Server Forum

Pulse's Server Forums



I think someone somewhere at some time proposed two different votes:

Shuffle teams - only calleble at startup, shuffles teams
Even teams - Switches the lowest xp players to even the team to even players

What do you think about this Savagebeard?
12  Announcements / Main Page News / Re: Gameplay changes test month on: August 23, 2017, 10:31:26 am
I was pestered by some team mates who wanted the buff, but it was unclear what it actually did and was very short lived, and also

That would be me trying to explain to you what the new skill does Tongue
Tip: You can actually see the weapon's discription when you hover on top of it in the loadout screen.

I agree that it's a little short lived, but it's supposed to encourage teammates to stick around and protect you. By making the energy weapons buff ranged you'll encourage siege camping again, as you can safely buff and attack people from a safe distance, isntead of going forward.

Removing buffs on ranged shot impact might be a little too much gamechanging, as you're basicly nullifying buffs on only one of the opposing sides of the team! I guess you can apply it to both ballista's and summoner shots, but then we'll land on the fact it will only encourage siegecamping more, as staying back and trying to shoot down buffed fighterunits would be a better option that say, actually trying to push towers!



Another take on countering buffs:
Chaplain rays and Shaman protection rays reduce enemy targets buff's efficiency down to 50%.

  • This is a way to effecively counter buffs without touching their core essence, or dumbing them down without having healers around. Buffs need to feel special and pack and punch!
  • Gives healers more presense on the battlefield ergo;
  • Gives commanders more incentive to rechearch healing units, which everybody loves
  • Makes sense in lue of shamans and chaplains being supportive units
  • Makes chaplains somewhat more viable early game, as they actually start off with their firebuff-dehancing ability
  • Finally gives healers a (countering) offensive ability, without losing their supportive core
  • Could lead to stalemates as buffs are (or should be used as) tiebreakers
  • Makes shamans camp buildings in case a legionnaire comes by
  • Chaplains still won't help against gates, beast's third "buff" pool

What are your thoughts on this Savagebeard?



Nope, I'm very much against these incremental effects or hidden/hard to percieve effects. It should be very obvious what something does. I.e. either buff vanishes or it doesnt, not a hard-to-appreciate % reduction.

Ofcourse any effects or buff reductions should be accompanied by some sort of visual indicator, just like any other feature in the game! This can be done by changing the color, size and shape of any buffs being targeted. Mag buffs de-buffs can be communicated by reducing the number of rings hovering around the unit, adding more transparency and even changing the red hue to have more saturation for instance.

Maybe debuffed units should be given a second indicator to further communicate it's effectiveness is being halved, like also adding the current shaman ray-hit indicator on friendly units to effected enemies aswell. I agree it should always be clear when any effect is active in the visual gameworld, hidden effects are the worst! So you're totally right about that.


13  Announcements / Main Page News / Re: Gameplay changes test month on: August 22, 2017, 03:19:05 pm
nullifying buffs
maybe worth trying out in a future test week: give underused items like immob and snare the ability to nullify buffs Wink

Hmmm! Snare is a little bit underused, yes, but Immobilizers are lifesavers when dealing with a beherush, or even stopping a maraunding Shagroth or two! Snare is a little underused but giving it a buff-dissabilitating feature might do the opposite. When you think of being immobilised or snared is annoying right now, imagine being unable to move AND being buffless! Everybody will start packing those damned things, the factories won't be able to keep up with demand!
14  Announcements / Main Page News / Re: Gameplay changes test month on: August 21, 2017, 10:38:49 am
I was pestered by some team mates who wanted the buff, but it was unclear what it actually did and was very short lived, and also

That would be me trying to explain to you what the new skill does Tongue
Tip: You can actually see the weapon's discription when you hover on top of it in the loadout screen.

I agree that it's a little short lived, but it's supposed to encourage teammates to stick around and protect you. By making the energy weapons buff ranged you'll encourage siege camping again, as you can safely buff and attack people from a safe distance, isntead of going forward.

Removing buffs on ranged shot impact might be a little too much gamechanging, as you're basicly nullifying buffs on only one of the opposing sides of the team! I guess you can apply it to both ballista's and summoner shots, but then we'll land on the fact it will only encourage siegecamping more, as staying back and trying to shoot down buffed fighterunits would be a better option that say, actually trying to push towers!



Another take on countering buffs:
Chaplain rays and Shaman protection rays reduce enemy targets buff's efficiency down to 50%.

  • This is a way to effecively counter buffs without touching their core essence, or dumbing them down without having healers around. Buffs need to feel special and pack and punch!
  • Gives healers more presense on the battlefield ergo;
  • Gives commanders more incentive to rechearch healing units, which everybody loves
  • Makes sense in lue of shamans and chaplains being supportive units
  • Makes chaplains somewhat more viable early game, as they actually start off with their firebuff-dehancing ability
  • Finally gives healers a (countering) offensive ability, without losing their supportive core
  • Could lead to stalemates as buffs are (or should be used as) tiebreakers
  • Makes shamans camp buildings in case a legionnaire comes by
  • Chaplains still won't help against gates, beast's third "buff" pool

What are your thoughts on this Savagebeard?

15  Savage XR / Re-balancing Suggestions / Re: Nerfing Siege Camping on: August 14, 2017, 10:16:22 am
Summoner and ballista should both be range-based damage instead, i.e. if the enemy is reasonably close(like 50-70) the damage is lowered (like it is in the current patch, not one-shot), if it is far away, it will be a one shot kill for those juicy skillfull shots. Good idea?

To give some feedback to your idea Savagebeard, I think it's a good idea to reduce closeby 1hitkill shots against a fully armored legionnaire from nearby, but it does'nt tackle the issue of summoners not actually advancing, as staying back and trying to score some of those (admittedly juicy) one hit kills - while not actually trying target buildings - only embolstering the camping game!



Another variant of this is something I heard someone suggesting:

Quote from: lose translation
Giving the ranged strike a wind up time like the fireball - at the start of the charge it's magical missile transfers less damage to units, but while fully charged damage is just enough to kill a not-full health legionnaire. Damage to buildings should be always full!

This will make it harder to defend yourself from close range, as you can't give someone a suprise ball-o-death, as people will see exactly when your shots are coming. Also imagine the panic of the summoner trying to deciding when it's the best time to actually fire a shot! What are your thoughts on this?
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