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TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
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This one fixes the following:

Artifact HUD for MonsterMaster
Text shouldn't overwrite the text of who is talking on voice chat.

MonsterPoints HUD for MonsterMaster
Text shouldn't conflict with "Press L for level up menu"
After dying and respawning, the HUD should work.

MonsterMaster
Monster limit is now capped at 3. No more heard of cows.

Healing for EXP has undergone a major revamp. It is now 1/2% of damage to xp instead of 1% for the base healing weapon, and each level you purchase of EXP Healing increases that by 1/2% to a max level of 5.

Sorry kids, no more mass exp for healing. This might be an over-correction in the other direction, so I'd like to know what you all are able to make in any given game. If you can break 2000 xp, I've got something very wrong still. If you cant get very much compared to other people your level, I've got it broken in the other direction.

Please please please let me know about how much xp you can earn in any given game.

Also, damage now registers for health all the way up to 450, so if they recieve damage after you've healed them above their max health, you'll earn xp for it.

All Medics with Exp Healing that were above level 20 have been changed to level 20. It's the fairest thing I could think to do. If you disagree, you can PM me with your idea of the fairest thing to do.


Things coming soon:
I intend to give score on the scoreboard for healing in invasion games.

Weapon Master skill to increase total damage AFTER all modifiers, and damage bonuses have been applies.

Resurrection Skill for medics.


Things coming not so soon:

New class called Engineer that will be able to build turrets, vehicles, and possibly obstructions.

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
la_bomba

Killing Spree
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Joined: 01/07/2005 15:19:42
Messages: 66
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TheDruidXpawX wrote:
Please please please let me know about how much xp you can earn in any given game. 


Well, just finished a game, start to finish, where there were no more than five players in at any time (but we won!). I only got about 530xp. I was tired though, and am only lvl 20.

I did notice that throughout the game, roughly 4/5 of my xp was coming form fighting and NOT healing, even though I tried to heal whenever I saw someone down on HP. I don't know if this was your intent or not. I just know that this is what happened.

Just my experience. I'll come back tomorrow to try on a full server and see if that makes a difference, personally.

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
SilverMonkey

Killing Spree
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Joined: 10/27/2005 11:02:14
Messages: 35
Location: Tucson, Arizona
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New class! Woooo! Haha...you bearly finish the medic/monster class and I'm already getting worked up on the next one...sorry, I just don't like the mundane too much

Anyway, I guess going down 13 levels isin't too bad...even thought it's a couple days of play...

I got between 300-500 exp in one game...that's because I tried killing more than healing so it's not very accurate...

SiLvErMoNkEy - Level 90 Weapons Master
Zangetsu - Level 37 Adrenaline Master
SiLvErSuMmOnEr - Level 22 Monster Master
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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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TheDruidXpawX wrote:
New class called Engineer that will be able to build turrets, vehicles, and possibly obstructions. 


wow... if you need any meshes, I could make a few, and there are others on here that can too if I remember correctly. Great job

===============
this is tidu
Thanks to KohanX for the avatar
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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TheDruidXpawX wrote:
Healing for EXP has undergone a major revamp. It is now 1/2% of damage to xp instead of 1% for the base healing weapon, and each level you purchase of EXP Healing increases that by 1/2% to a max level of 5. 

I was just thinking that for the healing xp to be balanced, the medic needs to get about the same amount of xp as a LW player would get in the same time period fighting monsters.

So, ignoring DB/DR, a player takes about 5 flak shells to kill a warlord. I think this gives 10xp.
A medic can heal about 150 health with 5 flak shells (30% of damage). A fully maxed out medic would get 5% as xp, or 7.5xp. And that is assuming all the healing is not self-inflicted, and so generates xp. So the medic is better off killing monsters rather than healing others.
I think 1% base plus 1% per level, giving 10% in total would be a better solution. It encourages medics to heal, but would still be balanced because
(a) the medic gets more xp yes, but the maxed out LW player would also get 250 health from vampire, 10 adrenaline, plus a chance of an artifact - which I think fairly balances the extra 5xp.
(b) what nobody seems to have considered is the extra xp a LW player gets because he has been healed. Instead of hiding in a corner waiting for regen to boost his health, or dying on the next monster and sitting out the wave, he can get back into monster killing straight away.

(In passing, I notice that you have released v188 now, and the defaults there are 1% +1%/level. You are ahead of me again!).

As an aside, an extra skill for medics might be 'Healing Efficiency', where as the level increases, the %damage that gets healed increases up from 30%.
Szlat

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Joined: 05/18/2005 18:32:41
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The LW is supposed to be the main fighter, getting xp from killing bugs. The medic can get xp from healing people. It would be balanced if LA players could somehow get xp other than from bug killing.
I don't think maxing weapons for others etc could count. Too exploitable.

If they are supposed to be a mage type class, then their extra abilities would come from studying rather than fighting. You could have a study artifact, which would directly convert say 200 adrenaline into 50 xp.

Or you could have a timed one like double damage, called double xp, which while active doubles the xp LAs get from damaging monsters.

Or give the LAs a mage type attack that doesn't use a weapon. One shot per wave, damage similar to a redeemer, called Thunderbolt or something. Perhaps difficult to direct where it would strike?

Or modify the lightning rod artifact to be a single very powerful hit, available only to LAs. Will take out whatever it hits - presumably the closest monster. I think I like this one best - fits in best with the mage idea. At least they are not using weapons to kill monsters.

Just thoughts.
Szlat

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It looks like you get xp for healing your own pet, but not for healing other people's pets?
Why is that?
I presume that healing damage to pets only gets xp if the damage was done by the opposition?
Szlat

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Joined: 05/18/2005 18:32:41
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Szlat wrote:
Or modify the lightning rod artifact to be a single very powerful hit, available only to LAs. Will take out whatever it hits - presumably the closest monster. I think I like this one best - fits in best with the mage idea. At least they are not using weapons to kill monsters.
 


And perhaps the equivalent of the Jedi 'Force push' - an artifact that implements knockback.

Or a 'null entropy within a certain distance while the adrenaline lasts'.

Get the LAs away from weapons.
Szlat

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Joined: 05/18/2005 18:32:41
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Interesting that a fully loaded LW player can get back health nearly twice as fast using vampire as a medic can heal him.
FodderFigure

Wicked Sick!
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Joined: 03/31/2005 17:04:57
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Location: Northern Indiana
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[DC]FodderMedic

I only lost 2 levels when we all went down to level 20, so no big loss. I did notice though that I and everyone else kept their skills that they bought. Someone who was level 40 and is now level 20 has MANY more skills than me who is also level 20. This seems not right considering you felt we got our XP too easily, but you let us keep all the stat points we earned through that easy XP, we became level 20 in name only.

I think everyone above level 20 should have been knocked down to level 20, reset all skills, and given the stat points of a level 20 player to redistribute. Otherwise you might as well left us where we were, same difference.






You mean I really am important? How I feel when I'm drunk is correct?



My skin
http://www.disastrousconsequences.com/dcforum/posts/list/1093.page

My Loaded Weapon character is known as [DC]FodderFigure
My medic character is known as [DC]FodderFigure_MD
My Artifact character is known as [DC]FodderFigure_LA
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
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Szlat wrote:
I think 1% base plus 1% per level, giving 10% in total would be a better solution. It encourages medics to heal, but would still be balanced because 


Yup, within about 10 minutes of testing I could see it needed a little more.


Szlat wrote:
(In passing, I notice that you have released v188 now, and the defaults there are 1% +1%/level. You are ahead of me again!). 


Except the max level is 9, making the total amount 10%

Szlat wrote:
As an aside, an extra skill for medics might be 'Healing Efficiency', where as the level increases, the %damage that gets healed increases up from 30%. 


That is an interesting idea


Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
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Szlat wrote:
It looks like you get xp for healing your own pet, but not for healing other people's pets?
Why is that?
I presume that healing damage to pets only gets xp if the damage was done by the opposition? 


Actually, I'm thinking about removing the xp for healing pets alltogether. You can heal a titan way way too much... the xp gained would be rather large. That and you can always just remake your pet.

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
FRAGaLOT

Killing Spree
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Joined: 01/23/2005 11:32:54
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Wow feels like Team Fortress is comming back. LOL

I'd love to see the Engineer class be able to rebuild armor, or drop armor powerups. Engineers could build weapon lockers, drop them anywhere. I'd also like to see medics drop/give adrenaline to another player.

__ FRAGaLOT
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deidog

Killing Spree

Joined: 12/29/2005 05:55:01
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FRAGaLOT wrote:
Wow feels like Team Fortress is comming back. LOL

I'd love to see the Engineer class be able to rebuild armor, or drop armor powerups. Engineers could build weapon lockers, drop them anywhere. I'd also like to see medics drop/give adrenaline to another player. 


weapon lovkers scare me. Would make one wonder why bother with LW. Unless the lockers could only contain weapons that already exist as pickups on that map.
super_sonic



Joined: 01/22/2006 13:05:59
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will there be anything new in the .ini file for the addon? if so what? (just curious)
 
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