Page 3 of 5 FirstFirst 12345 LastLast
Results 21 to 30 of 44
  1. #21
    GeorgeGFX's Avatar secret.club

    Join Date
    Nov 2010
    Country
    Posts
    15,459
    Thanked
    2,332
    Thanks
    5,080
    Originally Posted by Qwin View Post
    I helped suggesting balance FG in the past with weapon classes, but since v8 this server has gone downhill completely in many ways.

    For years glads had told the staff about a bug that made someone looking 90 degrees up completely invincible and this was never fixed until the glad community as a whole had already abandoned FG. I bring that up because now glads were giving the server a chance again, but now starting to talk about dropping FG again due to word of mouth of this NEW problem caused by the staff and the bias (yet again).


    This year in April FG gave everyone 23+ dmg swords and kodachis, (only part of that has been addressed) and introduced a completely busted version of 'daggers'. These 'daggers' are toxic in every way imaginable to the community as a whole and this is FGs fault, and yet players on both ends have to suffer because of it for no good reason. Well now we're at a boiling point where people are being kicked or IP banned over it because its OK to punish glads for wanting to play glad according to FGs GMs.


    Gladiator Players have always kicked or barred something toxic to the gameplay. Is this a hard concept to understand?
    • 200+ ping -> Kicked or barred
    • Spike -> Kicked or barred
    • Flip -> Kicked or barred
    • OP Element -> Kicked or barred
    • Excessive Pedal -> Kicked or barred
    • Running -> Kicked or barred
    • Lsword -> Kicked or barred
    • TK -> Kicked or barred
    • Nonbow -> Kicked or barred
    • Piss/Donor -> Kicked or barred
    • FGs new long-range hyper-fast super-powered 'daggers' now get the same treatment -> Kicked or barred




    1. Either fix these 'daggers' and re-balance them as they are inherently broken
    2. Give them the ability to be banned from game creation like SGO, and how Glad mode disables elements and flips
    3. or stop abiding by favoritism with whining donors and rein in your staff with this clear bias bending the rules to ban glads. People have been kicked from glad rooms for all of the above and not a single one of them ever reported anyone, until now with obnoxious 'dagger' trolls who have no respect for community rules and overblown ego since April.
    https://freestylersworld.com/showthr...95#post1075695

    >>> Credits to Sikk408 @ DevaintArt <<<

  2. #22
    Junior Member

    Join Date
    Apr 2014
    Posts
    170
    Thanked
    9
    Thanks
    48
    Originally Posted by Bulba View Post
    Hi Qwin,

    Thank you for your suggestion. I understand your frustration at this point so please be patient for now. The staff will come with some kind of solution so that both parties can be happy. For now, as MrMister has mentioned, please try to include what kind of glad room you would like if you create the room.
    The range is too long from whats been seen, which is where a lot of the problems come from. This has been a reoccurring problem with changes servers make regardless of what weapons, as range always has very big ripple effects. Long range / high damage daggers are a very old concept, but did not have the very low delay as FGs so they had some balance to them. If they are fast and hit hard then they should not be overly long on top of it.

    For now a compromise that Moh suggested with a 15 damage rusty dagger can be trialed. As that would be the easiest to implement with just a zitem change if people using them abide by the community rules. Beyond that, if it's still too busted then a Katana/Kodachi only option would be beneficial going forward which I suggested in the first post and title. "Give glads the ability to ban them in game creation".

    If FG wanted to do anything further to enforce standardization that glads use that would take extra coding like the now defunct server CG to override HP/AP values and damages for all players to have the same equal footing, similar to how vanilla mode works
    Last edited by Qwin; 05-19-2020 at 07:55 AM.

  3. #23
    Bunny's Avatar woof.

    Join Date
    Mar 2014
    Country
    Posts
    5,299
    Thanked
    2,875
    Thanks
    1,247
    Originally Posted by Malikb0ss View Post
    But they now go against core tenants of gladiator, besides just TTK imbalance issue. I.e, poke someone 6 times to death vs requiring 17 slashes.
    care to explain how you came up with this marvelous math?

  4. #24
    New Member

    Join Date
    Jun 2013
    Posts
    47
    Thanked
    5
    Thanks
    28
    Originally Posted by Bunny View Post
    care to explain how you came up with this marvelous math?
    I know right, 6 pokes = death, gosh i swore swords can block making the daggers use more pokes to kill someone off, gosh can a dagger block too so they don't get hit 100% of the time too and die quicker than sword users.

  5. #25
    Bunny's Avatar woof.

    Join Date
    Mar 2014
    Country
    Posts
    5,299
    Thanked
    2,875
    Thanks
    1,247
    Originally Posted by AnnaLOVESYOU View Post
    I know right, 6 pokes = death, gosh i swore swords can block making the daggers use more pokes to kill someone off, gosh can a dagger block too so they don't get hit 100% of the time too and die quicker than sword users.
    its not that, looking at the damage, dagger clearly doesn't almost 3x dmg than a sword.

  6. The following user said thank you to Bunny for this useful post:

    Buddhism (05-19-2020)

  7. #26
    New Member

    Join Date
    Jun 2013
    Posts
    47
    Thanked
    5
    Thanks
    28
    The dmg is not my point. If you don't want to die from a dagger just God damn use your block function. And most of the time when that happens dagger users get massive then die right after.

  8. #27
    McSic's Avatar L e a d e r

    Join Date
    Dec 2007
    Posts
    8,962
    Thanked
    555
    Thanks
    7,975
    - Decrease piercing ratio of daggers to be equal to all melee weapons (0.7 -> 0.6)
    - Add a Rusty dagger with lower damage
    - Decrease dagger range
    - Change [V] tag to force 15 damage on all melee weapons

    From all these ideas I think it's probably enough to add a Rusty Dagger with 18 damage and change the piercing rate to 0.6 (all daggers are slightly OP due to the higher piercing rate, so I think that nerf is needed). 15 damage is probably too low because daggers do not have the ability to block or counter slashes, unlike swords. So forcing the same damage on both does not really level the playing field for them.

  9. The following 2 users say thank you to McSic for this useful post:

    GeorgeGFX (05-19-2020), Moh (05-19-2020)

  10. #28
    Moh's Avatar Loyal Pirate

    Join Date
    Feb 2011
    Posts
    1,521
    Thanked
    895
    Thanks
    509
    Originally Posted by McSic View Post
    - Decrease piercing ratio of daggers to be equal to all melee weapons (0.7 -> 0.6)
    - Add a Rusty dagger with lower damage
    - Decrease dagger range
    - Change [V] tag to force 15 damage on all melee weapons

    From all these ideas I think it's probably enough to add a Rusty Dagger with 18 damage and change the piercing rate to 0.6 (all daggers are slightly OP due to the higher piercing rate, so I think that nerf is needed). 15 damage is probably too low because daggers do not have the ability to block or counter slashes, unlike swords. So forcing the same damage on both does not really level the playing field for them.
    I trust McSic's opinion,i look forward to this dagger nerf.

    With that being said i agree 15 may be too low.
    Also are you saying keep the peircing range the same for all daggers and only change rusty dagger?

    Alot of tdms use [V] so if it limits all melee weapons to 15 damage its essentially completely different game because the max sword damage is nearly twice that.
    Last edited by Moh; 05-19-2020 at 11:20 AM.

    Originally Posted by McSic View Post
    How dare we buff daggers to be a viable option in glad rooms. Bad, bad developers. Gladiators are going to the barricades.


  11. #29
    McSic's Avatar L e a d e r

    Join Date
    Dec 2007
    Posts
    8,962
    Thanked
    555
    Thanks
    7,975
    Originally Posted by Moh View Post
    I trust McSic's opinion,i look forward to this dagger nerf.

    With that being said i agree 15 may be too low.
    Also are you saying keep the peircing range the same for all daggers and only change rusty dagger?

    Alot of tdms use [V] so if it limits all melee weapons to 15 damage its essentially completely different game because the max sword damage is nearly twice that.
    Piercing ratio of all daggers (0.7 -> 0.6). I think the increased damage with the high piercing rate is the main reason why all daggers are seen as OP at the moment.

    Yeah currently I'm not planning to implement that [V] change.

  12. #30
    Moh's Avatar Loyal Pirate

    Join Date
    Feb 2011
    Posts
    1,521
    Thanked
    895
    Thanks
    509
    Originally Posted by McSic View Post
    Piercing ratio of all daggers (0.7 -> 0.6). I think the increased damage with the high piercing rate is the main reason why all daggers are seen as OP at the moment.

    Yeah currently I'm not planning to implement that [V] change.
    Oh okay gotcha.

    Other than myself,has there been posts even videos regarding how "over powered" daggers are?
    I guess what i'm asking is,where are all the other cries for daggers being broken.

    Who else is playing daggers and doing their best in gladiator matches with them? Because i truly believe im the only person winning consistently.

    I stream it everyday and it's great content.

    Not many people now can say they've streaked with a rusty dagger.

    Originally Posted by McSic View Post
    How dare we buff daggers to be a viable option in glad rooms. Bad, bad developers. Gladiators are going to the barricades.


Page 3 of 5 FirstFirst 12345 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)