Your comments

Well, I take it the bots are there to replace players who joined and then disconnected. As such they may be annoying when chasing you, but they're still more useful than idle players just standing there. At least the bots can be a little disruptive to the opponent so having a bot on your team is less of a handicap than having an idle, even if all they do is walk toward you like they're terminators.

Oh, FFS. How many times do I need to elaborate this? EVALUATE THE WEAPON ON ITS OWN INSTEAD OF TAKING INTO ACCOUNT WHO'S USING IT. I can kill "advanced users" with fists, that doesn't mean fists are as good as a sword.

Arrow speed is fine and reflecting them is fine. There needs to be an option to react and counter. Guaranteed damage for any attack would be a mistake. My issue is only that it takes too long to chain two shots. Further down the thread I'm getting comments like "you're wrong cause I'm awesome with the bow" from the guys missing my point. The weapon is under-powered when viewed on its own and in comparison with other weapons, but instead they're taking into account who's using it.

No, what happens is that a noob with any weapon is free bones. And a good player with any weapon is lethal against a bad player with any weapon. I'm not talking nonsense when I say the bow damage output is slow. With the staff you can do more dps with the trade-off of depleting your stamina. The bow takes too long to chain two shots. I'm not suggesting it should be turned into a machine gun, just that charging up time for the shot is reduced a bit. I'm trying to be constructive here, and you're leaving comments in the style of "git gud scrub" when I'm trying to be objective about weapon balance. I don't give a rats ass about how good you are or how good I am. I want the bow to be a viable option for everyone and not just for guys who will trade a bit of their effectiveness because they wanna role play as legolas.

Or maybe you're bad in defending against it, if that's the logic you're gonna use. I am good with the bow too, but just because a good player is using a weapon it doesn't mean it's balanced. Why do you assume I'm bad with it? I make suggestions to improve everyone's experience, not to alter the game to my preference.


And regarding you using a translator, you're self-entitled if you think everyone else should accommodate you in trying to decipher your gibberish instead of you making an effort to improve your knowledge of English. "so learn to disassemble my comments"... pfft, how bout you learn English? Why do you even bother replying when you can't be sure you fully understood what I said.

I think the map not having borders is causing problems. People can stretch it out and it starts lagging. Maybe.


EDIT: Ok, just saw in another post that the map actually has borders, it's just very big.

Ok, it's good that you're aware of it. Haven't seen you reply to the bug report so I thought maybe it went unnoticed.

This is probably due to football bone farming. Which was already reported here in detail by me and Just Bo, but hasn't been addressed by Rezoner. Which only gives people info and opportunity to keep doing the exploit. Not that it affects anything much, but it's pointless to have the ranking system then.

That solution wouldn't work cause collecting bones this way is exponential. Maybe what you mean is to put a cap on how many bones can be dropped.


Another idea for a solution: Just have the bones reset to zero after a player is killed the way it works in ruins, although that would make bones moot in football cause it would turn it into a survival game if bones was the objective. The other solution is to just have away with bones in football completely.


I'm the one who discovered this and you'll notice I posted it before Just Bo, just made the mistake of posting it in ideas instead of bugs. So don't ban me, lol. I didn't expect to get away with such a blatant exploit anyway. Just wanted to see how far it could go.


EDIT: Oh yeah, I misread your idea for the solution. Yours could work as well, but maybe it wouldn't stop the bones from cluttering the screen,.

I don't think coordination emotes should be done away with. But it will be a problem to quickly choose the right emote if there's too many of them in the wheel. Each of them needs enough area for selection. So, maybe two wheels. One for emotional stuff and the other for coordination stuff. I don't think hello and bye need to be included since people can just use the chat to greet, and bye gets used once, except for trolling. But if there's enough room for them, ok. So the emotional emotes could be: bue, vrngh, good job, nope, sorry, thanks. While the coordination ones could be: attack, defend, help, follow, pass, ok. The logical default binds would be tab and shift since they're not currently used. Alternative for the wheel could be to have a side menu pop up with a list of emotes bound to a left hand key. For example, shift brings out the following: W: bue, S: vrngh, A: nope, D: good job, Q: sorry, E: thanks. And the tab brings out: W: attack, S: defend, A: help, D: follow, Q: pass, E: ok. Or arrange them differently, whatever makes more sense. You wouldn't have to hold tab or shift, one press brings out the menu and the press of an emote bound key closes it. Or pressing the menu key again closes it if you don't want to say anything.