Author Topic: Developer Blog 28 - Napoleonic Wars Patch 1.2  (Read 50609 times)

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Offline Thunderstormer

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #105 on: January 18, 2018, 10:35:04 pm »
I actually did mention that to Caskie when he said he got the problem, he was the first one, then another, then I managed to get it. Can confirm that holding it for a few seconds didn't work. Remember this is just when you pick up the shots for a normal Cannon, didn't test the howitzer.

Also I still have to hold it for 2-3 seconds to perform the arty processes. I put it down to a laggy server though.

We tried it on 2 servers.
Hmmm i'll talk to vince about it and  see what he says.   problem is i can't really simulate a laggy server on my end to try and recreate what people would experience on a live server.   ill see if i can find some busy CB servers.   
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Offline William

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #106 on: January 18, 2018, 11:26:22 pm »
Just out of curiosity, will these issues be patched or this is the end of the road (again)?
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Offline Thunderstormer

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #107 on: January 18, 2018, 11:49:37 pm »
Just out of curiosity, will these issues be patched or this is the end of the road (again)?
as vince said in this thread, we are doing a hotfix. 

if you know of any bugs, please post them, and how to recreate them.   if you fixed any bugs, feel free to give them to Vince.  the more help we get, the faster and better the hotfix will be. 
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Offline SillyWilly

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #108 on: January 19, 2018, 12:39:49 am »
Thank you for letting the knockback on cav be disabled by server. However, i would also recommend removing it on an official server like NA1 as well. My reasoning is because it is too RNG based. Which means, random number generator. Its an acronym given to things in games that replace skill with a certain degree of randomness. Before, if a full health cav player met another full health cav player in battle on NA1, it was something really spectacular and fun to look forward to. I always enjoyed finding either you Thunder or Xethos or other PLG in battle and having a nice fair fight and we see who comes out on top. But with a degree of randomness introduced, it is not all entirely skill based. Because we cannot account and play around something that relies on chance. Devs, take what you will from what i say, but, i hope you understand what my point is here.

Offline Thunderstormer

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #109 on: January 19, 2018, 01:03:08 am »
Thank you for letting the knockback on cav be disabled by server. However, i would also recommend removing it on an official server like NA1 as well. My reasoning is because it is too RNG based. Which means, random number generator. Its an acronym given to things in games that replace skill with a certain degree of randomness. Before, if a full health cav player met another full health cav player in battle on NA1, it was something really spectacular and fun to look forward to. I always enjoyed finding either you Thunder or Xethos or other PLG in battle and having a nice fair fight and we see who comes out on top. But with a degree of randomness introduced, it is not all entirely skill based. Because we cannot account and play around something that relies on chance. Devs, take what you will from what i say, but, i hope you understand what my point is here.
i disabled it when i got on NW earlier today for the official NA servers. 
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Offline lonedoge

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #110 on: January 19, 2018, 01:52:26 am »
everyone tanks alot more when someone slays they get a kill when you suicide you dont get a death (on competitive score mode havent tested on other modes) there seems to be alot more pokes

thats everything i have to say thanks!!!!
« Last Edit: January 19, 2018, 02:06:11 am by lonedoge123 »

Offline Mohawky

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #111 on: January 19, 2018, 03:51:51 am »
Is it possible to disable bots being able to cap the flag in siege mode?

Oh - and thanks for the different textured ground squares / rectangles - they are making mapping so much easier. Can I suggest another?  Ice.

Offline Tywin

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #112 on: January 19, 2018, 06:10:05 am »
I believe this is a minor bug in the troop selection screen:

When a unit is limited to a certain % of players, like cavalry on NA1, the unit button is grayed out when no more players can choose that unit.

Previously, when more players joined a team and allowed for more cavalry units to be played, the unit button would update to being selectable. After the patch, the unit button only updates after switching to a different tab like Infantry or Specialists and going back to cavalry.

This is minor but it would be nice if it could changed to how it was before.

Offline Thunderstormer

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #113 on: January 19, 2018, 09:19:27 am »
Is it possible to disable bots being able to cap the flag in siege mode?

Oh - and thanks for the different textured ground squares / rectangles - they are making mapping so much easier. Can I suggest another?  Ice.
I believe the game looks for all human agents near the flag, not just players.  you might be able to change it to only human players?

i would say that is probably better left to any one server to decide if they want or not rather than us changing it on all servers in a hotfix. 

I believe this is a minor bug in the troop selection screen:

When a unit is limited to a certain % of players, like cavalry on NA1, the unit button is grayed out when no more players can choose that unit.

Previously, when more players joined a team and allowed for more cavalry units to be played, the unit button would update to being selectable. After the patch, the unit button only updates after switching to a different tab like Infantry or Specialists and going back to cavalry.

This is minor but it would be nice if it could changed to how it was before.
something weird is happening to the class limits and the unit selection screen.  it is on the list of things to look at. 
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Offline Keita

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #114 on: January 19, 2018, 12:50:36 pm »
so when do we fix this melee
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Offline John Price

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #115 on: January 19, 2018, 12:54:44 pm »
Its either fix it to closer to what it was and fix the stupid poking situation.

Or

Every server uses Faster instead.

Faster = Old Medium
Current Medium = Old Slower

and we still get a fix for the fact that at perfect ranges, we still poke 60-75% of the stabs we make. This should be the priority, the only reason the EU competitive community still survived all this time was because of that melee.
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Offline Maurice

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #116 on: January 19, 2018, 02:10:55 pm »
Its either fix it to closer to what it was and fix the stupid poking situation.

Or

Every server uses Faster instead.

Faster = Old Medium
Current Medium = Old Slower

and we still get a fix for the fact that at perfect ranges, we still poke 60-75% of the stabs we make. This should be the priority, the only reason the EU competitive community still survived all this time was because of that melee.

I'd say the increased amount of pokes proves that the melee is slower. Obviously people have different opinions on this but I'm sticking to my view of it being slower and feeling like V-Sync is on.

I'm trying to persuade Bob to change Groupfighting Server speed settings to faster, although, people have told me that I still move very fast to the point of where they can't see what I'm doing (without God Mode on) so I'm not sure how fair this would be.

Offline John Price

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #117 on: January 19, 2018, 02:29:06 pm »
You're a speed demon!
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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #118 on: January 19, 2018, 02:32:23 pm »
There seems to be some bug with the deaths on the scoreboard (Slashs deaths in this case) :P

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Offline John Price

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Re: Developer Blog 28 - Napoleonic Wars Patch 1.2
« Reply #119 on: January 19, 2018, 02:36:51 pm »
There seems to be some bug with the deaths on the scoreboard (Slashs deaths in this case) :P

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Yeah thats just a bug with the patch and the score mode.
Knightmare is from Albania, no?
Sorry, I can't accept this team.