Welcome, Guest. Please login or register.
Did you miss your activation email?
September 28, 2020, 09:32:39 am

Login with username, password and session length
Search:     Advanced search
Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
190045 Posts in 11004 Topics by 18533 Members
Latest Member: Skuzie
* Home Forum Wiki Help Search Login Register
  Show Posts
Pages: [1] 2 3 ... 9
1  Announcements / Development News / Re: XR Last pre-1.4 Patch on: April 01, 2018, 12:33:30 pm
I assume you mean without starting the game?

I occasionally visit the front page to see if the server is well populated, but it usually isn't and so I don't launch the game. But I might be more inclined to join a server with 10 people if I knew there's something new to try out.

And once you get someone to launch the game once, they might move to a period of more activity, until again finding some other use for their time. Anyone who's played the game for a decade or two should have noticed this phenomenom. When ever I have one of these "periods of activity" I always notice there are regulars, but who the regulars are changes. There is a "hard core" of players who are around in most of these periods, but a large portion are like me, they occasionally activate and play often, and then won't be seen in months.


On a related note, and I've suggested this before, but cleaning up the forum in an effort to make it appear less dead might help in getting a stray visitor into downloading the game. Removing most of those sticky posts that haven't seen a new message in several years would already help the nuggets of life stand out from the graveyard.

This latter one might take too much work to be worth it, but restructuring the forum to match its current activity by combining most of the sections and condensing the activity to only a couple would also be helpful in this regard. There's 26 different sections of the forum, and only seven have seen activity in the last month. Most haven't seen a new post in years. Cutting off the dead weight would definitely make the forum appear more alive, and might even help it actually be more alive, since it would make new messages both easier and more pleasant to find.

To paraphrase Bilbo, there is butter here, but it's spread over too large a piece of bread.

Perhaps these seem like irrelevant details, but to me this looks similar to the case of a great, well-made Skyrim mod that goes ignored because the description page wasn't on the level of the actual content.


Well that's just how I see things, feel free to ignore if you see things differently, I've said my piece. And will probably say it again in a couple of years because I'm stubborn and forgetful.

2  Announcements / Development News / Re: XR Last pre-1.4 Patch on: March 31, 2018, 12:16:03 pm
I think the sac rush nerf, chaplain survivability increase and chaos bolt buff are all much needed, though haven't seen them in action yet. Will be curious to see how chaos bolt spam from full team would look like.

Wonder if Chaplain pot effectiveness being dependent on whether or not target is officer was ever fixed/removed? Pot on officer ballista was indeed very strong, but on non-officer ballista very weak. That was a bit annoying, I'd prefer it if officer was only about communication, not about giving buffs to the players who probably are already the best anyway.

If it's not too much trouble, might be a good idea to mention the updates on Newerth front page, I can't be the only one who occasionally visits it to see if anything new is going on with the game, and deems that there isn't. Is there any public information about what those hero units (?) in 1.4 are?
3  Savage XR / Mapping & Modding Forum / Re: SUPPORT: Ask for mapping help here! on: April 09, 2017, 01:27:14 pm
But on that note, maybe someone should simply add:
!random null 0 100

if only there was such a someone  Smiley
4  Savage XR / Mapping & Modding Forum / Re: SUPPORT: Ask for mapping help here! on: April 09, 2017, 12:54:58 pm
Does anyone know of a method to get random numbers for use in trigger scripts? Couldn't find anything. I could create randomness with the aid of the random intervals on interval triggers, but perhaps someone knows of a better way.
5  Announcements / Patch Notes / Re: XR 1.3 Followup Patches (3-4-2017 to 5-4-2017) on: April 07, 2017, 05:55:07 pm

Pretty sure you could never do this.

There are a lot of files in the map (open with WinRAR) that arent renamed by doing it manually, need to save it in the editor.

Yeah, my memory was off there, already apologized for this confusion.

Anyway, for the issue of the day, I'm assuming the plan changed about me testing the mining stuff and I can stop staring at my inbox like a lost puppy since I got other things to do, as long as the voice of the mining community is heard I am happy Smiley
6  Announcements / Patch Notes / Re: XR 1.3 Followup Patches (3-4-2017 to 6-4-2017) on: April 07, 2017, 02:36:52 pm
Cheaters will cheat anyway.

Yeah, but I'd rather have the rare guy mining faster than Shagroth than the several guys mining faster than everyone else, with no one being able to say if they used a macro for that or not. You may see a rapid fire hotkey for mining as cheating, and after some consideration I'll agree with you (though I reserve the right to change my mind), but many people will not see it as cheating, and so they don't need to be willing to cheat to do it.
7  Announcements / Patch Notes / Re: XR 1.3 Followup Patches (3-4-2017 to 6-4-2017) on: April 07, 2017, 01:32:47 pm
Remember when I said I will say no more? I lied.

I suggest reporting and/or kicking them.

Simply setting the hotkey to fire at a rate that is humanly possible with spamming gives a large advantage, and is not detectable, can't be reported/kicked. Sure, it gave an advantage before too, but now that "safe cheating" is more beneficial than before. Half the people who read this topic will probably do it, but obviously they won't tell you that.

8  Announcements / Patch Notes / Re: XR 1.3 Followup Patches (3-4-2017 to 6-4-2017) on: April 07, 2017, 01:00:31 pm
I tested on devworld, I assume the changes are the same there and in real servers.

With automining (as beast), I got 500 stone a minute.

With spamming left click, I got 600 stone a minute. My finger was already tired for all the spamming I did in the games before, so someone else would probably get more. I admit the difference is smaller than what it felt like in game, but 20% faster with spamming (or probably more with a rapid fire hotkey) is still larger than I'd like.

Would be interesting to know if the gap is wider or narrower with a block-mining human, but now my hand hurts and I won't test more.

If you put in more effort, you're rewarded more.

The only effort this will reward is the effort in implementing rapid fire hotkeys. I doubt anyone will break their mouses (or fingers) for a game. Anyway, I've bitched about this enough and will say no more.
9  Announcements / Patch Notes / Re: XR 1.3 Followup Patches (3-4-2017 to 6-4-2017) on: April 07, 2017, 12:32:19 pm
To add to that, the latest change nerfs beast mining much harder than human mining. There's like a second cooldown (edit: 1.5 second) after 4th swing that doesn't affect human because human block mines.

Gap between automated mining and spam clicking is way too wide now, especially for beast.

If once every 25 or so loads of 5 stone mined, you lose one so you can just eat until level 4, it's okay for now.

This sounds to me like you don't know how much you slowed it. I will test properly and give you numbers.
10  Announcements / Patch Notes / Re: XR 1.3 Followup Patches (3-4-2017 to 6-4-2017) on: April 07, 2017, 12:05:32 pm
Yeah, I was mining next to Shagroth when he observed them. Anyway, just played a game with the current change, and seems auto_mining has been slowed down a lot, when it was already slower than spamming mouse. I'd say automining isn't viable anymore. I have two options, spam mouse button for minutes at the start of every game, or cheat. This is testing me hard.
11  Announcements / Patch Notes / Re: XR 1.3 Followup Patches (3-4-2017 to 6-4-2017) on: April 07, 2017, 11:20:08 am
Faster hits use auto attack ranging from default to hacked.

Oh, wasn't aware of this.

We're considering our options.

Just consider the impact on normal gameplay, which includes a lot of pming at the start of games. Listening to these prominent players, who probably don't pmine a lot at the start of games like most, you might not get an accurate idea of the size of the shitstorm removing automated pmining would cause. A solution that doesn't kill automated mining is needed.
12  Announcements / Patch Notes / Re: XR 1.3 Followup Patches (3-4-2017 to 6-4-2017) on: April 07, 2017, 10:45:18 am
If we dont manage to alleviate the imbalance problems it causes, we might end up removibg it for fairplay reasons.

Not going to lie, I would automate the spamming if pmining required manual clicking. That would make the game unplayable. A possible solution would be to completely separate mining/building from attacking, allow auto attack with one and disallow for other.

Though I don't quite understand what the problem is, since auto_attack is slower than manual spamming, even when manual spamming is done poorly. And I don't see how removing auto_attack would do anything towards stopping rapid fire hotkeys.
13  Announcements / Patch Notes / Re: XR 1.3 Followup Patches (3-4-2017 to 6-4-2017) on: April 07, 2017, 09:15:19 am
_auto_attack adjustment

What's this? Increase auto attack speed to match the speed of spamming attack button?
14  Savage XR / Support Forum / Re: Rebinding the console key on: April 06, 2017, 01:57:33 pm
"If nothing helps" I can suggest a very simple way to try to remap your key with, for example ahk script:
It helped me a lot to remap and automate simple actions for the other games in the past.

Yeah, I'll do this. Thanks.
15  Announcements / Patch Notes / Re: XR 1.3 Followup Patches (3-4-2017 to 6-4-2017) on: April 06, 2017, 01:22:06 pm

I don't know if I'd call the game making sure you have proper keys set up a bug. Grin

They get rebinded even if you have something else set to next and previous item. Quite inconvenient if you have a sensitive mousewheel. But since there's an easy way to get around this, it's not a very meaningful issue. I replied about the consolekeys in the topic in Support Section.
Pages: [1] 2 3 ... 9
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2007, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.017 seconds with 18 queries.