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 King Arthur's Gold - A 2D Minecraft-like 
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Joined: Mon Sep 28, 2009 2:15 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
when the master server is back up i will resume hosting my server with the map i just posted.


Mon May 23, 2011 3:17 am
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Dude, host yer server and post the IP. I'm pretty sure we can bypass the master server and join up directly.


Mon May 23, 2011 3:34 am
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Yeah as long as we have IP:Port information we can connect.

Glad there's a mapping trend. As Contrary said, it'd be awesome to have some more competitive maps. I'm leaning towards far less gold in the offical maps fwiw so that each sack is worth far more but we'll have to see how that works from a gameplay perspective.
Yoman987 wrote:
Geti, your map looks like it's masquerading as a CC scene, it's so yummy.
Glad you like it :) Try it out! It'll be better if Line-of-Sight gets implemented but there you go.


Mon May 23, 2011 3:53 am
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Okay guys I'm throwing up a server with the Competition based map posted by Urch

edit: Join here
68.149.101.95:3333


Mon May 23, 2011 4:02 am
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the castles have been successfully bombspammed into oblivion.


Mon May 23, 2011 5:56 am
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I wonder where Geti got his inspiration for KAG's art style...?



Mon May 23, 2011 6:53 am
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those are both his games ._.


Mon May 23, 2011 7:17 am
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I hate how since I suck at the game I can't enjoy it at all, because anything I make can get destroyed at any point.
I can make a super awesome fortress but if one dude comes alone he can go LOL BOMBS or LOL HAMMER and I can't do a thing about it.

Also knights are goddamn overpowered.


Mon May 23, 2011 7:19 am
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CrazyMLC wrote:
I hate how since I suck at the game I can't enjoy it at all, because anything I make can get destroyed at any point.
I can make a super awesome fortress but if one dude comes alone he can go LOL BOMBS or LOL HAMMER and I can't do a thing about it.

Also knights are goddamn overpowered.


What, archers are like the most controversial class.


Mon May 23, 2011 7:26 am
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Urch wrote:
the castles have been successfully bombspammed into oblivion.

I think knights should be the new most controversial class.


Mon May 23, 2011 7:54 am
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Urch wrote:
those are both his games ._.

That was the point >_<


Mon May 23, 2011 8:06 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
I think archers and knights can't really be compared directly as they occupy entirely different roles.

I mean, the knight does have killing ability, don't get me wrong. but really the archer is much better and more versatile at killing. In fact it is a simple matter to pick the archer class and kite knights forever; they are slowed down considerably by shielding (where you can move at full speed while charging/firing your bow) and you both move at the same speed. I'd even venture as far as to say that the archer will best the knight even in close combat. However, killing isn't what the knight is best at. The knight is demolition. Shields are ineffective in duels with other knights and even workers due to how you cannot cover yourself quickly after a sword swing and how little enemies are stunned by being blocked. In addition, they are pretty trivial for archers to get around in close quarters combat (the only range at which the knight can attack); their worth is in getting close to fortified positions where they can wap on doors with their swords.

Simply for the fact that archers cannot break fortification knights have always been a valuable asset, and there is no raid without the knight. Well one could bring workers instead, but those are quite vulnerable target. They do have the advantage of instantaneous building, but that's a matter for another post.

Anyways I think that prior to the bomb patch knights were in a good place. Not perfect; they were undoubtedly a little underpowered, but they occupied a large enough niche to remain important. They are especially good for people with little aptitude for the bow, and even amongst players skilled with the bow the fulfilled the roles of 1. Getting through archer defense and 2. Breaking ♥♥♥♥. But I think with the bomb patch they may have been pushed a little too far into power for several reasons.

1. Bombs can be stocked up quickly through the combo of suicide and looting
2. Bombs can be deployed quickly and in rapid succession
3. Bombs have massive range
4. Bombs are an instant kill, not that big of a deal in open areas but they are difficult to dodge in corridors
and the most important reasons
5. Bombs can be used while shielding

This last point has changed the knight on a fundamental level, allowing the knight to destroy while defending himself. Very difficult to beat as shields cannot be penetrated and if your back is covered by a wall it is very difficult for the enemy to hit you.

oh man im hella nerding out about this game


Mon May 23, 2011 8:11 am
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Post Re: King Arthur's Gold - A 2D Minecraft-like
You have no idea how much i love people nerding out about my games :)

Ramble inbound.

I think that the fairly fundamental changes to the knight introduced by the bomb will be toned back to a very comfortable level with the advent of user funds, a system we've been pondering. My take on the system is that players will get a set percentage of any gold delivered or looted converted into personal funds to spend on more complicated items (like bombs and furniture and mechanism parts and other things that might bestow power-ups upon the carrier. The rest of the gold brought back (the taxed proportion) would get converted to team wealth that would be stored as usual.

A teams total worth then, would be calculated from all its participants property, as well as its stored gold. This would lead to far more complex looting, with people literally stripping the enemy's castle bare. I think that's much more fun.

However, this system requires an inventory. I'm not sure whether everything should go into the inventory (including stacks of resources) or if it should just be item stacks. Regardless, I think it would be cool to have different numbers of inventory slots per class. 1 or 2 for the two combat classes and maybe 5 for the workers. Workers could then carry a variety of mechanism parts and tiles into battle, or go and fetch a large number of resources.

There would be Class specific items of course, bombs for knights being one of them, maybe fire arrows for archers.

The reason such a system hasn't been implemented already is that its a lot of work. We have to discuss whether that kind of thing is in the spirit of the game we want to male, too. Still, feedback would be great.

Oh yeah, also, building mechanisms out of parts, good idea? It'd work more or less like infinite-sized-crafting-grid in minecraft where you'd probably need to get blueprints for very large machines (I want a trebuchet) and everything is made of the same 3-4 mechanism parts (+ special parts, like boiling oil baths or magic contrail crystals). I think it would be a very powerful system but I'd love thoughts on that too.


Mon May 23, 2011 12:38 pm
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Post Re: King Arthur's Gold - A 2D Minecraft-like
Geti wrote:
Oh yeah, also, building mechanisms out of parts, good idea? It'd work more or less like infinite-sized-crafting-grid in minecraft where you'd probably need to get blueprints for very large machines (I want a trebuchet) and everything is made of the same 3-4 mechanism parts (+ special parts, like boiling oil baths or magic contrail crystals). I think it would be a very powerful system but I'd love thoughts on that too.

This so much.


Mon May 23, 2011 1:47 pm
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I heard you mention contrails before but didn't quite get it. What are they exactly?

I know a contrail is like a residue or leftover from something moving fast, like a bullet or jet plane, but I couldn't figure out how that functionality would work in KAG. Obviously I'm missing something.


Mon May 23, 2011 2:58 pm
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