Drygord's Replies

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Viewing 15 posts - 1 through 15 (of 17 total)
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  • in reply to: Issue logging in from steam #16617
    Avatar photoDrygord
    Participant

    cant save log.html as a file, heres the log

    22:19:10

    Core

    A critical exception occured.

    22:19:10

    Core

    Modules & Application Stacktrace:
    OS-Version: 6.1.7601 (Service Pack 1) 0x300-0x1
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 07CE021B)
    07CE021B (atioglxx): (filename not available): atiPS
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 072BB5C7)
    072BB5C7 (atioglxx): (filename not available): DrvPresentBuffers
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 072B4E54)
    072B4E54 (atioglxx): (filename not available): DrvPresentBuffers
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 072B83FE)
    072B83FE (atioglxx): (filename not available): DrvPresentBuffers
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 07C02648)
    07C02648 (atioglxx): (filename not available): atiPS
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 072B6DDB)
    072B6DDB (atioglxx): (filename not available): DrvPresentBuffers
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 072AE68E)
    072AE68E (atioglxx): (filename not available): DrvPresentBuffers
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0729C468)
    0729C468 (atioglxx): (filename not available): DrvPresentBuffers
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 075D410C)
    075D410C (atioglxx): (filename not available): atiPS
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 07640638)
    07640638 (atioglxx): (filename not available): atiPS

    22:19:10

    Attachments:
    in reply to: Interesting "Bastard" tactics I've developed #11011
    Avatar photoDrygord
    Participant

    This is basically the Goblin’s stratagem without the heavy archer support. I think against equal or less number of opponents it would work out and certainly be enjoyable being such a bastard, but against heavy armored orcs and 20+ enemies you would be toast.

    Avatar photoDrygord
    Participant

    Thanks for throwing in your thoughts and I’m glad we are on the same page! I hope the Devs really will implement this.

    The more I think about it, the more crucial it is. BB absolutely needs to have a definitive end game/ “final boss” in order to make it worthwhile to the player to keep playing. A really, reaaaally hard boss that will require at least 80 hours of gameplay to beat as well as well thought strategy. Otherwise it becomes a beat-down or mop-up as you put it, which I completely agree with.

    Here is to “Final dungeon”!

    in reply to: Ragnar The Destroyer's Triple Decapitation #7280
    Avatar photoDrygord
    Participant

    Glad you enjoyed it ;) I’m still trying to get 6 decapitations in 1 swing lol

    in reply to: Ideas for a Multiplayer Mode #7010
    Avatar photoDrygord
    Participant

    Those are pretty good ideas for PvP but you know what I think would really be epic is a Multiplay mode where you all use the same worldmap, walk by the other players just as if they were another raiding party and have the option to engage them in PvP battles. Players would be fighting for resources and raids and contracts, competing for gear and legendaries, joining opposing factions or all ending up on the same side. If you are being chased by another player trying to kill you, you can lure a huge pack of werewolves from the woods onto them.
    Imagine getting your beginning merc team still wearing leather and knives and bludgeons wiped out by some bully in chain mail and tier 2 and 3 items. You recover, play strategically and eventually become more powerful than him and strike your sweet revenge.
    It could be hosted on a server 24/7. 4-10 player multiplay would be nice but what would really be epic is a 50+ player map. Eventually throw in some sandbox elements like building your own castle or fort etc or giving out contracts of your own to other mercenaries to kill your opponents. Now THAT would be something.

    EDIT: the option could be there, just as if you encounter a caravan next to werewolves and can enter battle with both of them, to have more than 1 player in the same “battle” either fighting together against the AI or in a free for all truly roleplaying skirmish. Imagine betraying or being betrayed by your allies mid battle and having a real story to play upon. You can have large masses of squads all in a big war and some people might jump in just for the excitement, or maybe to change the tide of battle or slaughter everyone to steal their loot.

    in reply to: More in-depth, multi-dimensional attributes #7009
    Avatar photoDrygord
    Participant

    I see what you mean, having a really strong brute who is clumsy with a sword but does incredible damage with a huge mace. Let’s see what the Devs have to say

    in reply to: Super Awesome Ninja Goblin Fun Time! #6982
    Avatar photoDrygord
    Participant

    Against high armor Orcs have a squad of daggermen with puncture and crossbowmen in the back :) Why bash thru hundreds upon hundreds of armor points when you can go right to the source? I swear this works- zero casualties and zero weapon breaks- unless they flee and you break your daggers on their colossal armor XD

    in reply to: Weapon Swap control bug #6978
    Avatar photoDrygord
    Participant

    Still happening to me. It’s not just weapons, I think it has to do with the game client lagging. Sometimes I will hire a merc and find that two mercs have been hired in a row. Or purchase an item and then purchase the next item on the list from a store.

    in reply to: More in-depth, multi-dimensional attributes #6974
    Avatar photoDrygord
    Participant

    I personally think the stats are good as they stand. It is simple and direct and a battle brother with +5 melee skill is impactful. If I would change anything it would be to add the possibility of higher rolls per stat on level up so you don’t always get 2, 2, 2 etc.

    in reply to: Paul´s Art Corner #6970
    Avatar photoDrygord
    Participant

    Hey Paulsen,

    Let me know what you think about my pattern welded steel idea for weapons: http://battlebrothersgame.com/forums/topic/wootz-damascus-and-pattern-welden-blades/

    If you send me the jpeg file for a basic sword like arming sword I can try design one of the patterns onto the blade and see what you guys think of it. Here is my artwork resume: http://steamcommunity.com/sharedfiles/filedetails/?id=519618098

    in reply to: Wootz Damascus and Pattern-Welded blades #6969
    Avatar photoDrygord
    Participant

    Also, make it available only through consignment. It should take the Blacksmiths at least 4 few weeks to craft a pattern welded blade. If the town gets razed or ambushed during that time, the timer resets.
    Ah, and while I’m at it, different text colors for the super rare and legendary item names. A deep crimson red or even purple colored text would remind you that you are wielding something priceless.

    Also, jeweled pommels, custom grips and grip upgrades and guard designs.

    in reply to: Wootz Damascus and Pattern-Welded blades #6967
    Avatar photoDrygord
    Participant

    This is true Wootz Steel:
    The pattern is formed in the creation of the steel itself and is not pattern welded. Vikings and other Europeans sought to reproduce the legendary wootz but created Pattern Welded steel instead, an artform in and of itself that also enhances the strength of the steel, but never matched the performance of Wootz.
    True wootz is made in a crucible with special ingredients thrown in and a precise amount of carbon. In the right conditions, Vanadium-Carbide bands separate out from the steel and make it super hard yet strong at the same time- a living contradiction in the nature of steel. Strength and hardness are inversely proportionate, which is why Sanmai/Sanmei from the Chinese and later Japanese blacksmiths had a flexible iron core with sharp hardened edges (Katana).

    Avatar photoDrygord
    Participant

    Okay I was able to reproduce it. As you can see Hanke is “acting now” while Einar is stunned and has his portrait and skills in the available active slot.
    char bug

    Sent you the log.html due to file size being too large to attach here.

    Attachments:
    in reply to: Paul´s Art Corner #6830
    Avatar photoDrygord
    Participant

    Love your artwork, especially the armor. It gives the loot so much value

    in reply to: Multiplayer? #6827
    Avatar photoDrygord
    Participant

    This is the one thing I would love to see more than anything else.

    There can be two modes: 1) War to the Death with full loot and permadeath of characters. You can only win the most awesome stuff from other players by risking it all. 2) Arena where each player is given a random drawn party of characters and gear to assemble before battle kind of like hearthstone’s system. Or a base of crowns to purchase and hire an optimal party from a standard selection available to both players.

    As for 2v2s, FFAs, 5v5s, coop multiplayer etc…. A man can dream :)

Viewing 15 posts - 1 through 15 (of 17 total)