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Topic: killing mod? (Read 10357 times)
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Shabtajus
EIR Veteran
Posts: 2564
The very best player of one of the four factions.
killing mod?
«
on:
March 26, 2014, 08:22:04 am »
hey some pesimistic thoughts here and who knows maybe its true? as allways 1 or few threads pops out when player base go low in numbers so lets not break this tradition and lets see wtf is going on here?
whats is ya plan?
+make eirr balanced and a great game
is it working?
+well.. lets see what we have, hmm we banned few active players (wind, cheffarz..), some devs abusing powers, some devs insulting comunyti, we killed doctrines, that made to leave few players aswell, we released a lot of balance patches, than we reverted changes that made some players leave a game cuz meta game got stupid, we made some hot fix and game now aint even working atm.
I aint shithead trust me i like this mod and i spent too much time here to not relise how all changes is going to wrong direction. All cool with shitload of patches lately but was not that easier for you DEV team releasing smaller patches with few tweaks and do it more often instead doing ALL in 1 patch (changing units and also changing current enviroment they be used). As i said before shit goes down fast, after every patch ppls just keep leaving dem game WTF
I believe mr.tank after rage will thank me later for ma genius thoughts, aint no thx needed in adavance
- Sun-Tsu move
«
Last Edit: March 26, 2014, 08:28:24 am by Shabtajus
»
Logged
Quote from: TheWindCriesMary on April 08, 2013, 11:10:04 am
I feel like if Smokaz and Shab met up it would be a 50/50 tossup to see which one of them robbed the other first.
Quote from: Hicks58 on May 04, 2013, 01:59:39 pm
Tries to convince people he's a good guy,says things like this. Scumbag Shab.
Bear
EIR Veteran
Posts: 903
Re: killing mod?
«
Reply #1 on:
March 26, 2014, 08:26:54 am »
Quote from: Shabtajus on March 26, 2014, 08:22:04 am
hey some pesimistic thoughts here and who knows maybe its true? as allways 1 or few threads pops out when player base go low in numbers so lets not break this tradition and lets see wtf is going on here?
whats is ya plan?
+make eirr balanced and a great game
is it working?
+well.. lets see what we have, hmm we banned few active players (wind, cheffarz..), some devs abusing powers, some devs insulting comunyti, we killed doctrines, that made to leave few players aswell, we released a lot of balance patches, than we reverted changes that made some players leave a game cuz meta game got stupid, we made some hot fix and game now aint even working atm.
I aint shithead trust me i like this mod and i spent too much time here to not relise how all changes is going to wrong direction. All cool with shitload of patches lately but was not that easier for you DEV team releasing smaller patches with few tweaks and do it more often instead doing ALL in 1 patch (changing units and also changing current enviroment they be used). As i said before shit goes down fast, after every patch ppls just keep leaving dem game WTF
I believe mr.tank after rage will thank me later for ma genius thoughts, aint not thx in adavance needed
- Sun-Tsu move
+1
Quote from: chain on March 25, 2014, 02:21:10 pm
Es ist interessant zu sehen, dass je mehr gespendet wird, desto schlechter werden die Leute behandelt die gespendet haben und das Spiel wird schlechter. Auch sieht es so aus als ob manche nicht möchten das dieser Mod gespielt wird. Es wird von ihnen ein negativer Einfluss genommen und selber spielen sie gar nicht.
It is interesting to see that each more is donated, the worse the people are treated who have donated and the game developed in a worse direction. Also it looks as if some people do not want that this mod is played. It is taken from them a negative influence and them selves do not playing it.
+1
Logged
Brothers stand tall!
Erst die Heimat, dann die Ferne.
Erst die Erde, dann die Sterne.
chefarzt
EIR Veteran
Posts: 1906
Re: killing mod?
«
Reply #2 on:
March 26, 2014, 08:57:45 am »
Me, banned?
Mods just shit atm thx to superorganized dev team.
Logged
Quote from: tank130 on April 22, 2014, 06:20:09 pm
This community is full of a bunch of mindless idiots with memories like two year olds.
https://www.etsy.com/de/shop/ShitGlitter?ref=l2-shop-header-avatar
I'm not sure what you're so defensive about Tank.
he makes shab look like a princess giving food to the poor.
aeroblade56
Development
Posts: 3871
Re: killing mod?
«
Reply #3 on:
March 26, 2014, 09:12:31 am »
it might be nice if that wipe that was supposed to happen ages ago did happen so we dont have reward unit armies around.
but yeah, since the last couple patches eirr has enjoyed a nice decline in playerbase which is probably because doctrines aren't in as that is one of the selling points in the mod.
when bearsoul and chaindivision stop playing it hits you right in the feels.
Logged
Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
You are welcome to your opinion.
You are also welcome to be wrong.
shockcoil
griefer & spammer
EIR Veteran
Posts: 1566
Re: killing mod?
«
Reply #4 on:
March 26, 2014, 09:45:21 am »
You know I always thought it was no co-incidence EIR was more active when we had powerful doctrines. Sure sometimes they were OP but they were fun first and foremost and both sides had cool shit to abuse.
Logged
narref
EIR Regular
Posts: 41
Re: killing mod?
«
Reply #5 on:
March 26, 2014, 10:25:30 am »
Quote from: Shabtajus on March 26, 2014, 08:22:04 am
hey some pesimistic thoughts here and who knows maybe its true? as allways 1 or few threads pops out when player base go low in numbers so lets not break this tradition and lets see wtf is going on here?
whats is ya plan?
+make eirr balanced and a great game
is it working?
+well.. lets see what we have, hmm we banned few active players (wind, cheffarz..), some devs abusing powers, some devs insulting comunyti, we killed doctrines, that made to leave few players aswell, we released a lot of balance patches, than we reverted changes that made some players leave a game cuz meta game got stupid, we made some hot fix and game now aint even working atm.
I aint shithead trust me i like this mod and i spent too much time here to not relise how all changes is going to wrong direction. All cool with shitload of patches lately but was not that easier for you DEV team releasing smaller patches with few tweaks and do it more often instead doing ALL in 1 patch (changing units and also changing current enviroment they be used). As i said before shit goes down fast, after every patch ppls just keep leaving dem game WTF
I believe mr.tank after rage will thank me later for ma genius thoughts, aint no thx needed in adavance
- Sun-Tsu move
As horrible as it sounds I totally agree with Shab.
It's been quite some months since doctrines were disabled and it was done properly balance the units.
But the results have not been good at all, too many huge changes back and forward the metagame has changed totally and the playerbase has decreased.
Some of the changes/ideas were cool indeed but from a player point of view it seems more like the dev team is "playing around" with the stats rather than aiming for a proper balance.
Logged
GrayWolf
Development
Posts: 1590
Re: killing mod?
«
Reply #6 on:
March 26, 2014, 10:29:56 am »
Quote from: shockcoil on March 26, 2014, 09:45:21 am
You know I always thought it was no co-incidence EIR was more active when we had powerful doctrines. Sure sometimes they were OP but they were fun first and foremost and both sides had cool shit to abuse.
That's the main problem
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: killing mod?
«
Reply #7 on:
March 26, 2014, 10:34:12 am »
Quote from: narref on March 26, 2014, 10:25:30 am
Some of the changes/ideas were cool indeed but from a player point of view it seems more like the dev team is "playing around" with the stats rather than aiming for a proper balance.
The main goal is proper balance. And most changes are aimed at that goal.
If something seems 'played around' with - then its to see an effect, or change an existing problem.
With such a small team, and limited time - its how we have to do it.
Logged
Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
XIIcorps
Donator
Posts: 2558
Re: killing mod?
«
Reply #8 on:
March 26, 2014, 01:46:49 pm »
Fuck off and make ya own mod shab.
The amount of work EIR has received in the last couple weeks is more then it got for some months in years past.
the mods actually getting somewhere balance wise. Adding docs back in as is would just undo all the current work.
like tanks said numerous times they plan on bring them back as unlocks not tiers
Logged
Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
Bear
EIR Veteran
Posts: 903
Re: killing mod?
«
Reply #9 on:
March 26, 2014, 01:53:26 pm »
Quote from: XIIcorps on March 26, 2014, 01:46:49 pm
Fuck off and make ya own mod shab.
The amount of work EIR has received in the last couple weeks is more then it got for some months in years past.
the mods actually getting somewhere balance wise. Adding docs back in as is would just undo all the current work.
like tanks said numerous times they plan on bring them back as unlocks not tiers
-1
Quote from: Bear on July 23, 2013, 12:41:49 pm
Its seems that allied be not longer op and because this is eirr dying.
....but the balance feels fair now and its sad that now the allied player dont come and all days waiting axis player in eirr.
ufeelme?
«
Last Edit: March 26, 2014, 02:00:41 pm by Bear
»
Logged
PonySlaystation
EIR Veteran
Posts: 4136
Re: killing mod?
«
Reply #10 on:
March 26, 2014, 01:58:36 pm »
Quote from: XIIcorps on March 26, 2014, 01:46:49 pm
The amount of work EIR has received in the last couple weeks is more then it got for some months in years past.
True but there was no a reason to ban Wind and Chefartz, two of the most active players in a mod with an already miniscule playerbase. Even criminals get a chance to appeal for a time based sentence. I think they deserve a second chance.
Logged
Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
XIIcorps
Donator
Posts: 2558
Re: killing mod?
«
Reply #11 on:
March 26, 2014, 02:26:44 pm »
Quote from: PonySlaystation on March 26, 2014, 01:58:36 pm
True but there was no a reason to ban Wind and Chefartz, two of the most active players in a mod with an already miniscule playerbase. Even criminals get a chance to appeal for a time based sentence. I think they deserve a second chance.
well look the rules are in black and white viewable by everyone.
Both players had numerous warnings and still habitually crossed the line.
Not banning them would set a precedent for anarchy
Logged
aeroblade56
Development
Posts: 3871
Re: killing mod?
«
Reply #12 on:
March 26, 2014, 03:08:04 pm »
I think everyone needs to realize that bearsoul just used ufeelme and a +1.
imo when bearsoul starts seeing shit is wrong we need to listen, the guy has been stomped into dust and back .he never backs down and never complains.
«
Last Edit: March 26, 2014, 03:25:51 pm by aeroblade56
»
Logged
Bear
EIR Veteran
Posts: 903
Re: killing mod?
«
Reply #13 on:
March 26, 2014, 03:52:31 pm »
Quote from: aeroblade56 on March 26, 2014, 03:08:04 pm
I think everyone needs to realize that bearsoul just used ufeelme and a +1.
imo when bearsoul starts seeing shit is wrong we need to listen, the guy has been stomped into dust and back .he never backs down and never complains.
aeroblade you be just a dazzler
and I have said in the last 12 month all what it give to say about this theme.
Logged
Uglysori
EIR Veteran
Posts: 301
The very best player of one of the four factions.
Re: killing mod?
«
Reply #14 on:
March 26, 2014, 04:01:42 pm »
Quote from: Shabtajus on March 26, 2014, 08:22:04 am
hey some pesimistic thoughts here and who knows maybe its true? as allways 1 or few threads pops out when player base go low in numbers so lets not break this tradition and lets see wtf is going on here?
whats is ya plan?
+make eirr balanced and a great game
is it working?
+well.. lets see what we have, hmm we banned few active players (wind, cheffarz..), some devs abusing powers, some devs insulting comunyti, we killed doctrines, that made to leave few players aswell, we released a lot of balance patches, than we reverted changes that made some players leave a game cuz meta game got stupid, we made some hot fix and game now aint even working atm.
I aint shithead trust me i like this mod and i spent too much time here to not relise how all changes is going to wrong direction. All cool with shitload of patches lately but was not that easier for you DEV team releasing smaller patches with few tweaks and do it more often instead doing ALL in 1 patch (changing units and also changing current enviroment they be used). As i said before shit goes down fast, after every patch ppls just keep leaving dem game WTF
I believe mr.tank after rage will thank me later for ma genius thoughts, aint no thx needed in adavance
- Sun-Tsu move
I personally think a lot of these points are inane. Balance is a whole different animal to tackle but lets go through these other points first.
1. As far as I can tell only Wind has been banned and seemingly out of his own volition through his various actions. This sucks as he was very active and I personally liked playing with him but this is not a mod killing action or precedent.
2. Devs abusing powers. Seriously this is pretty much bullshit. Every example I have seen at its root is a non-issue. I understand not everyone who plays is an adult but a large number of you react like 5 year olds on the forums. Like shit that simply wouldn't fly on official game forums, ie racial insults, for a game that you actually paid said company for. Yet somehow in the mod it becomes a social justice issue that you should be able to act like an unreasonable ass in launcher or in the forums run by in essence volunteers who have laid out pretty simple rules.
Get over yourselves. I am not a moderator and its tiring even for me to read. Accusations of reward unit generation... who cares? There are plenty of legitimate companies chock full of reward units currently anyway. Is this really a mod breaking issue? Also don't try to accuse me of favoritism as I have never gotten anything from the Devs except some reward points for winning a game challenge with my old SE company.
3. See above. Now it isn't ideal to have some of the past back and forth between the devs and the certain members on the open forum. But its understandable given how some members act on the forum. Frankly again I see this as a non-issue. Those threads aren't the ones driving newbies away from or joining the mod. Most new guys could hardly be bothered to go through the tutorials than to go through some of our more snarky threads. And frankly the ones that get into fights with the devs continue to play anyway cause they like pissing off devs.
4. The doctrine removal I agree seriously put a damper on the mod. I've put in a lot of games of SE so I would imagine that I don't get bored that easily. I am pretty bored with SE and PE in general since the docs have been killed. I know ppl that have stopped playing because of lack of docs and I can understand some frustration around this since the announcement had implied that this would be a few week loss of doctrines coupled with a war reset. Really there is nothing strongly differentiating EiRR vs OMG right now without docs. OMG probably has more unit variety frankly despite EiRR reward units. I know ppl that quit before because of the doctrine balance but if you want to look at the dwindling number of hardcore players that had stuck with the mod it is probably related strongly to the doc removal and length of its ongoing removal.
5. The balance patches have shown initiative and I am sure have revealed some interesting aspects of balance for the mod. However, I am not sure the length and scope of changes were needed. It was nice to move away from VCoH balance but as I said when it was put to an informal vote, why did we need to reinvent the wheel instead of focusing on a few underpowered units. Frankly some sort of sandboxing should have prevented some of the changes from making it off the paper and then these changes seem to persist for an inordinate amount of time despite agreement that it was a bad change. This can drive players away.
Logged
ick312
EIR Veteran
Posts: 534
Re: killing mod?
«
Reply #15 on:
March 26, 2014, 04:22:04 pm »
few thoughts:
-docs add the spice.
-last balance changes were
obviously right!
. No philosophical discussion! Removing rambo RR blobs was just right!
-dev abusing their status: that was in the past the case, where especially 2 of the younger devs poisoned the atmosphere without penalty.
-its good that there is any progression!
-information policy is now very good. (it was terrible in the past time, but now its really "adequate" <=idk if that word works)
-there are brutal balance issues through the unlocks, even without the docs
-The harsh critics the devs are earning now, even they do now a better job then in the past, is also cause they are too easy going on the behaviour of their own community.
Logged
Quote from: tank130 on April 18, 2013, 10:06:07 pm
I don't know Wind, that whole 21 virgins thing kinda peaked my interest a little .......
Quote from: EliteGren on December 08, 2013, 06:10:28 pm
From fucking kids to fucking christ, jesus heartmann. Just stop already you filthy monster, you are only making it worse
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: killing mod?
«
Reply #16 on:
March 26, 2014, 04:51:26 pm »
Make the game fun, regardless of balance and you get the community back.
The reason why people played the game back in the old days was that it was fun, people would complain about OP crap all the time on every side, Anything from the Terror officer, carbines, No speed reduction lockdown ists, Mark 4 tank spam and so many more.
it may have not been balanced and would have been given shit from game reviwers if it were a real game but holy shit it was fun.
Well thats what i want anyways
Just look at OMG mod, it has always been way better balanced than EIR in many aspects and that is its major downfall at most parts, it then decided to add units like the combat engi, jackson, and other units which made it !!Fun!! to play, then they removed it for balance and the mod died again.
Here as i have nothing to do right now im gonna make a list of things that are fun.
1. Rambo officers, it may have been idiotic for 2 Ami officers to beat a Volsk squad with m40s but damn it was fun.
2. Cloaking stormies, it may have made little sence in the game and in the hands of a skilled player they slaughterd most things alive(even tough they were easy to counter if you werent so closed minded(yes, i am talking about you, you know who you are))
3. Defencive officer, having them blobbing around with the dual t3 and vet 3 blobs was OP to a certain point but there were other doctrine abilitys on the allied that counterd it(exept the 200 Dam zreck, that thing was hilarious)
4. Main gun cali, i have to admit i was against it but damn it was fun to use.
5. Scout car spam, it wasnt really removed but it got a pretty heavy kick in the balls when it was boosted to 20 fule and its vet was nerfed.
6. G43 Falls, not really op as the mid t4 already gave the Pgrens the cloak buff without the cloak at vet2 but still fun.
7. Grenadier marksman, the 4 man squad that could snipe everything was one hell of a blast even tough it rarely paid off to buy the upgrade but yet again, !!FUN!!.
8. The Old AVRE, havent checked it lately but there was a clear diffrence in the AVRE after its change, it may have been given the ability to kill units behind the green cover but it just woulnt kill units outright anymore.
9. Passive sprint lightning war, Running around with 2000 volks, oh man i miss that.
10. 4 man PGren MG, not op , just fun.
11. FOO spam , sure when pudding figured out that bug that enabled no cooldown it turned into a mess but it was semi easy to counter as long as it wasnt against 3 players spamming them.
12. Asswarefare, oh man that was epic, dropping 5 squads of AB rifles in the back , Zooking and nading the fuck out of everything, good times.
13. Button, nothing more fun than locking down a tank that some idiot rushed in.
«
Last Edit: March 26, 2014, 05:15:15 pm by TheIcelandicManiac
»
Logged
Quote from: Grundwaffe
Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
gj icelandic i am proud of u
Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
Sometimes its like PQ doesnt carrot all.
Work Harder
Hicks58
Development
Posts: 5343
Re: killing mod?
«
Reply #17 on:
March 26, 2014, 05:13:03 pm »
You know, this is a mod for the community. It's a multiplayer mod, it'll fall short without the people.
Ideally, we would have wanted to make doctrines work right with the new launcher.
But, the code is all there for the previous doctrines. After the current issue is resolved to get the mod working, why not make a public vote? If people want the doctrines back in their current form so bad, after the changes that have been made, then let the community decide.
There would have to be spot balance fixes, addressing shit as it comes up, but that'd be part of the parcel. As they say, you'd have to deal with it.
So long as it's RGD stuff it'd be fixable quickly (Ingame stats, nothing fancy like airborne call in timers, blow the bridges, etc).
I try to think I'm not a totally unreasonable person, you guys know what you want, so tell us.
To iterate, if people want this, we'd reactivate the doctrines and have a total wipe (Except people's gold reserves, any cards or companies would go poof) and the poll would run for one week.
You people interested?
Logged
Quote from: brn4meplz on November 05, 2012, 10:45:05 am
I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
Quote from: Mysthalin on March 27, 2014, 04:57:09 pm
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: killing mod?
«
Reply #18 on:
March 26, 2014, 05:30:01 pm »
Would be neat to try but a clusterfuck to put into effect.
Logged
Hicks58
Development
Posts: 5343
Re: killing mod?
«
Reply #19 on:
March 26, 2014, 05:39:00 pm »
Let me worry about the logistics.
As the community, the responsibility for you is the choice.
Logged
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