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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/21/2008 20:29:28
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Elite
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Good idea, but not that good in the other hand. Cuz what if a good player finds a way to survive and kill them all off on his own which would be kinda selfish, anything is possible all it involves is strategy... Then the teamplay would be kinda redundant while the survivor or the one with the most skill gets all the kills. Any thoughts?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/21/2008 23:39:57
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Szlat
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The new gametype was just an off the cuff thought, and really ought to have been in a separate thread. But all players would get xp at the end if anyone survived. If only survivors got xp, then people naturally would put their own survival above team play.
And I think you are right in that a skillful player and the correct strategies will make a big difference. But if for instance some of the other players are just focusing on surviving to keep the monster level low, and others are trying to heal and enhance that player as much as possible, then it would help a lot.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/22/2008 09:53:03
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Trooper
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I like the ironmode idea but I agree that the xp from killing everything would be a problem... so here's my suggestion... cut all monster damage and monster killing XP by half. that would make it so you get much less xp for killing and much more for surviving
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/22/2008 15:31:56
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Szlat
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An alternative way for getting xp for sharing weapons. Whenever a magic weapon is dropped, we note who dropped it. Then if someone else picks up the weapon we periodically give xp back to the person who dropped it, but only for the current weapon.
So, every minute the picked-up weapon checks if it is the current weapon. If so, it gives 1xp back to the person who dropped it. Max xp would thus be 30xp, assuming a 30 min map. However, because everyone uses different weapons, and people die, it is likely to be significantly less.
At this stage, I am not sure what will happen when the player who dropped the weapon dies. The xp sharing will probably have to stop, but it would require testing.
Nice and simple and easy to understand. And relativevly easy to code.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/22/2008 16:08:16
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Dracos
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Szlat wrote:
An alternative way for getting xp for sharing weapons. Whenever a magic weapon is dropped, we note who dropped it. Then if someone else picks up the weapon we periodically give xp back to the person who dropped it, but only for the current weapon.
So, every minute the picked-up weapon checks if it is the current weapon. If so, it gives 1xp back to the person who dropped it. Max xp would thus be 30xp, assuming a 30 min map. However, because everyone uses different weapons, and people die, it is likely to be significantly less.
At this stage, I am not sure what will happen when the player who dropped the weapon dies. The xp sharing will probably have to stop, but it would require testing.
Nice and simple and easy to understand. And relativevly easy to code.
That way actually does sound a lot better but however it will have a much smaller xp return the your other suggestion.
Assuming you pass it out to 6 people who dont really die until the later waves (just say 18mins) your looking at about 150xp per map. However as you said, not everyone uses that weapon all the time.
Medics and Engineers dont use other weapons much outside their medic and link of infinity weapons and turrets.
Weapon masters change their current weapon pretty often and use various weapons (Avril/Flak/Shock for combo) and if its piercing they dont use much till the later waves.
AM's are a bit like weapon masters but they would tend to stick to an Energy Weapon like Flak of Energy 3 more often which would give a little more.
So that 150 turns into maybe 30-50 to as much as 70ish at the very most but 30-50 would be the norm i would think.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/22/2008 17:16:48
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Thè-Hättêr
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Scenario 1. An AM spends the first 4 waves using his adrenaline to make himself a Vorpal shock, and then maxes it. The AM should not get any xp for that. The weapon cannot be shared, so it is not team beneficial (unless he gives the shock to someone else).
*must agree
Scenario 2. An AM MWMs a piercing 6 flak and hands it out. High level players benefit a lot from that. The AM should get a share of the xp the high level players are getting.
*agree
Scenario 3. A WM spawns with a percing 6 flak and hands it out. Shouldn't he get the same benefit as the AM in 2 above?
*he is helping mates.. same as abvoe
Scenario 4. A WM shares a Piercing 5 flak. An AM takes it and maxes and shares it. Who gets the xp from the piercing 6 - the AM or the WM?
*both,.
Scenario 5. An AM gives me a piercing 6 flak. I throw it away. I go back to the spawn point and pick up a new piercing 6 flak. Does the AM still get xp?
*yes ( that not team spirit, people that do that should die by a huge ( i mean COLOSSAL) rock of a titan!)
Scenario 6. An AM gives me a Vorpal 10 shock. I max+1 it to +11. Does the AM still get the xp?
*a little % its given to me since AM did all the job... ( however it sounds hard to code so, to make things easier i would give the exp to the AM
Scenario 7. An AM does a remote max on a negative weapon. Should the AM get xp for that weapons damage? (note that currently the AM gets 15 xp for doing the remote max - or should that now be dropped in favour of damage related xp?)
* both a little for max a little for damage
Scenario 8. An AM does a remote Max on a negative weapon. The player then throws it away so he can pick up the piercing 6 a WM is handing out. If no xp for doing the remote max, then the AM gets nothing.
*see above
Scenario 9. An AM makes a piercing 6 and hands it out to one person. That person spends a whole wave standing handing out the piercing 6. Who gets the xp - the creator of the weapon or the one that shared it?
*handler the AM sould gave it to me so i can share
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/22/2008 18:04:05
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Trooper
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modify my idea a little... ironmode only gives XP to those alive... but make it something like 500 xp per person alive. if there is 10 people alive, 5000 xp per person. if its just them... they get 500... whoopty freaken do.... keep your friends alive and you get more xp!
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/22/2008 18:40:37
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Lt.Crumpet
Joined: 12/22/2005 09:48:41
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I dont like this idea at all. Mostly because its super complicated (like those times Person A hands out a flak to 8 different people, and everyone except person E dies, and person E then redistributes the flak. Try and work that one out), but also because it either buffs EVERYONE by giving them xp for passing weapons (unlikely) or it gives junkies special treatment. Because, you know, they need more of it.
If you want to give junkies more of an incentive to be team players, I'd say focus on spheres and remote double d. It would make perfect sense to me if junkies got half of the xp gotten during the duration of a remote double D. It helps the recipient by getting them more points, and helps the junkie by giving him loads of xp.
@Trooper's idea: That would reward higher level players who dont need the xp, and hurt lower level player who have a very small chance of being alive at the end of wave 16, teamwork or not.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/22/2008 19:32:29
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Dracos
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Lt.Crumpet wrote:
I dont like this idea at all. Mostly because its super complicated (like those times Person A hands out a flak to 8 different people, and everyone except person E dies, and person E then redistributes the flak. Try and work that one out), but also because it either buffs EVERYONE by giving them xp for passing weapons (unlikely) or it gives junkies special treatment. Because, you know, they need more of it.
If you want to give junkies more of an incentive to be team players, I'd say focus on spheres and remote double d. It would make perfect sense to me if junkies got half of the xp gotten during the duration of a remote double D. It helps the recipient by getting them more points, and helps the junkie by giving him loads of xp.
@Trooper's idea: That would reward higher level players who dont need the xp, and hurt lower level player who have a very small chance of being alive at the end of wave 16, teamwork or not.
Modifying Trooper's Idea. Same 500xp per person alive. However, all members on the team whether alive or dead get that value. I mean isnt the current ironman the way where as long as 1 person makes it through the match the entire team does not lose all the XP gained regardless who's left alive.
Example.
6 people playing, Map is potentially worth 3000xp for winning. If all players die at any time, entire round is worth 0 and all xp gained from kills is reset.
Players make it to wave 16. 4 people die due to low levels, bad breaks, etc. Last 2 are able to complete the map. Entire Team (all 6 players) gain 1000 xp for winning on top of what they got for kills.
The thing that would need balancing is the the xp gain. Obvisouly it has to be a good bit higher then what Normal Invasion gains (what like 2k) since theres a possiblity of everyone dying and 0 xp gained for the entire match including the kills. Any levels gained are lost, etc. But the bonus is you take a 12 man match and have all 12 survive wave 16, everyone will gain 6000xp + 1-2k from kills.
Anyone see what I'm saying here.
Also, this topic really does need its own thread Szlat as it is a possible good idea since it is off topic of the AM activities.
Thread for it here
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/22/2008 22:18:15
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greg11
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Szlat wrote:
Scenario 1. An AM spends the first 4 waves using his adrenaline to make himself a Vorpal shock, and then maxes it. The AM should not get any xp for that. The weapon cannot be shared, so it is not team beneficial (unless he gives the shock to someone else).
Doesn't the vorpal weps rob the user of xp anyway by only awarding 1 xp?
Szlat wrote:
Scenario 3. A WM spawns with a percing 6 flak and hands it out. Shouldn't he get the same benefit as the AM in 2 above?
A non-medic using a healing wep doesn't get exp.
Scenarios 2, 4-6: coding nightmare and lots of opportunities for exploitation.
Szlat wrote:
Scenario 7. An AM does a remote max on a negative weapon. Should the AM get xp for that weapons damage? (note that currently the AM gets 15 xp for doing the remote max - or should that now be dropped in favour of damage related xp?)
If we are taking xp from the maxed player then no. The reason is that the AM's will tend to leach xp from players if they remote max players without their request.
Szlat wrote:
So, all very complicated with lots of odd conditions to think about. We would need a simple ruling, that is easy to implement, and is fair.
Agreed. Although there were are some interesting ideas, many of them seem like coding nightmares.
I don't see what is wrong with a AM getting a small amount of xp for using the MWM regardless of if he shares it.
What if an AM never rolls a weapon that anyone wants...should his xp be based on the luck of the draw...If multiple AMs were playing wouldn't that cause a turf war between AMs. I can also imagine all the chat spam: " I have P-Blah+6 get it now...blah blah." Although the regulars are good about not spamming, during the weekends this will be all we hear.
I think getting a small amount of xp per upgrade would be the equivalent of a player in other rpg type games gaining xp in a blacksmithing skill.
I haven't played a AM on DC yet, but I figure a AM should get 3xp per upgrade. If they upgrade 10 weps in a map they get 30xp. We can put a cap on it so that after 10 upgrades they don't get anymore xp. Without the cap, a player that spends an entire wave upgrading weps will not really benefit from it since they could have used the 100 adren gaining more xp.
On the other hand without the cap, a player could write a keybind to exploit it without playing.
I think the same reasoning can be applied to the max and max+1.
As far as the max+1 goes: sure it is selfish, but I always thought of the AM as a mage, able to use the most powerful of magic weapons.
I think by giving xp for sharing weps, we are opening a door to alot of issues. What about sharing health or adren by dropping them? Should players get xp if a AM uses adren that was dropped by them? This is a good example of team play. I think part of the fun of the game is due to the players that play as a team because they want to and not because of greed...I really appreciate the players that sacrifice their health to heal me from immanent death.
I may sound like a hypocrite from my xp for def sent thread, but with both of my ideas call for a small amount of xp gain...not enough to promote greed, but enough for a player to feel like they are not wasting their time using their skills.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/23/2008 00:55:01
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Szlat
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greg11 wrote:
Doesn't the vorpal weps rob the user of xp anyway by only awarding 1 xp?
When it vorpals you get one xp for the kill. When it doesn't vorpal, a +10 acts just like any other double damage weapon.
greg11 wrote:
If we are taking xp from the maxed player then no. The reason is that the AM's will tend to leach xp from players if they remote max players without their request.
I can just see the queue of AMs behind Elite trying to remote double/max/inv him.
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