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An idea for a mod (possible addon for druidsrpg?)  XML
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Cazius

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Joined: 07/10/2005 21:19:20
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I thought of this as a way to add a little more variation to the gameplay. The idea is, whenever the map changes, the difficulty level changes as well. So one map, you might be playing experienced invasion, and when it switches to the next map, you might be playing godlike invasion.

This also could be configurable as to what the lowest and highest difficulty levels would be. So for DC, it could be set to go no lower than average and no higher than godlike.

Also, there could be settings to make it favor certain skill levels over others, possibly on a percentage basis. This could be taken a step further and have it favor lower skill levels when 4 players are on (still random, so godlike is not out of the question) and higher skill levels when 15 players are on.

It could also vary the win bonus based on what skill level is being played. If the team wins at experienced, it gives 80 exp per player. If the team wins at godlike, it gives 150 per player.

This would add an interesting dynamic to the game, especially for those times when we seem to be winning every round.
Cazius

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It would be even cooler if the difficulty level was removed from the high score list, so we wouldn't know which difficulty level we were in.
Szlat

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Sounds like it could be interesting.

What will happen to the high score table tho? You will only have a chance on average maps.
-Jason_x-

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GODLIKE is a bit high to end on........Also wouldnt this mean that Higgh scores woudl occur more on avg maps.......so if so someone got a high score of lets 3k by some unearthly means on godlike..that they can get topped out by avg game play very easily...

Also I think itd need to have a way to set this according to how many players/ highest/ lowest lvlv players on..cus imgine..3 lvl 20 players..on GODLIKE..o_O.....

Or lvl 200+ players on avg......either way someone gets to mop the floor wether it be the monsters or the players..someone is gettin their clock cleaned

So you coudl have it random..but not random at same time..ie ...have it randomly chose between avg/exp/adpet with lots of lows lvls on....
Random choose between exp/adept/masterful with mid lvls on
Random choose between adept/masterful/Godlike with high lvls on...and with a 'equal mix'
have it so it choose anywhere inbetween......

Btw 150 for GODLIKE ...isnt much of reward...bump it up to 150 for masterful...and 200 or even 250 for Godlike...thats much better....(cus a lvl 20....living through Godlike...they maaay want to gain a lil more xp..after all that ..)

-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master

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Grizzled_Imposter

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-Jason_x- wrote:
GODLIKE is a bit high to end on........Also wouldnt this mean that Higgh scores woudl occur more on avg maps.......so if so someone got a high score of lets 3k by some unearthly means on godlike..that they can get topped out by avg game play very easily...

Also I think itd need to have a way to set this according to how many players/ highest/ lowest lvlv players on..cus imgine..3 lvl 20 players..on GODLIKE..o_O.....

Or lvl 200+ players on avg......either way someone gets to mop the floor wether it be the monsters or the players..someone is gettin their clock cleaned

So you coudl have it random..but not random at same time..ie ...have it randomly chose between avg/exp/adpet with lots of lows lvls on....
Random choose between exp/adept/masterful with mid lvls on
Random choose between adept/masterful/Godlike with high lvls on...and with a 'equal mix'
have it so it choose anywhere inbetween......

Btw 150 for GODLIKE ...isnt much of reward...bump it up to 150 for masterful...and 200 or even 250 for Godlike...thats much better....(cus a lvl 20....living through Godlike...they maaay want to gain a lil more xp..after all that ..) 


The thing is that scores started getting broken more often when the difficulty was upped to the current experienced, as opposed to average as it used to be.

we voted a while back to keep the exp for winning the same.

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Cazius

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I understand the concern regarding throwing in higher skill levels, but that's why you put in controls for percentage chance of hitting those modes. And having finally found a list of the skill levels, I'll agree Godlike should probably be left out. It could be set up something like this:

Average happens 8% of the time.
Adept happens 25% of the time.
Experienced happens 40% of the time.
Skilled happens 15% of the time.
Masterful happens 10% of the time.
Inhuman happens 2% of the time.

And these numbers could automatically adjust (something like up to +/- 10%, keeping all modes at minimum 2%) to adapt to the number of players that were present at the end of the last map. The average level of those players could work into it as well.

The main idea isn't to make it impossible all the time. It's just to make it highly difficult once every 10 maps in an attempt to break out of every game being a repeat of the last. Having it not tell you what skill level it's on just makes it that much more fun.
Wonko The Sane

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I like the idea. I'd love to play more difficult maps at times.

I would loose the average difficulty, there are pretty skilled folks playing on DC. The majority of maps should still be experienced, just a harder or a bit easier map here and there. And in the rare chance of inhuman, add a big mean boss (like the lucifer some servers have) at the end of wave 16. Than see which team finishes that first.

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-Jason_x-

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Yeah Avg was once the defautl for the sever so i read...so that be regress...see ur point....
Dont think Bosses is too grand an idea....

-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master

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5p33d0fD4rk

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I've thought about bosses a lot and there's a huge problem with them, they can be telefragged, they can be killed easily by high level players, they tend to have spawning problems and can just die at random so they end up being kind of a wasted wave.

on another note to further "liven up" each play could have different possible waves
for example there could be 3 setups and at the begining of each game one is chosen(or maybe even different setups for each wave)

just a thought I imagine it would require to go around a lot of invasion preset stuff
Wonko The Sane

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5p33d0fD4rk wrote:
I've thought about bosses a lot and there's a huge problem with them, they can be telefragged, they can be killed easily by high level players, they tend to have spawning problems and can just die at random so they end up being kind of a wasted wave.
 


I only saw one boss, it was lucifer at unrealinsanity server. It certainly was not killed easily by high level players (this guy was big, red, well built, could take a dozen of deemers, one shot killed you and he could wipe out 10 high level players. It took ages to kill him if they managed to. Think 10 players constantly shooting him with for 2 minutes + couple of deemers + huge amount of luck). It comes at the end of wave 16 there (At least it did, haven't played there awhile. Basically when you kill most monsters there are in wave 16, he shows up). Noone tried to telefrag him, although there were experienced players on (they play on godlike all the time I think), so I guess he couldn't be telefragged either.

----------------------------------------------------
Technology is a word that describes something that doesn't work yet. [D. N. Adams]

I do not know with what weapons World War III will be fought, but World War IV will be fought with sticks and stones. [A. Einstein]

I think that a particle must have a separate reality independent of the measurements. That is an electron has spin, location and so forth even when it is not being measured. I like to think that the moon is there even if I am not looking at it. [A. Einstein]

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Wail

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Joined: 09/20/2007 21:14:41
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BossMonstersNS (any version) fixes Lucifer being telefragged or suiciding ("dying randomly). More recent versions running on the DW Monster Mash server fix him from being bugged by Vorpal weapons.

There are still some spawning problems on the smallest maps.

Personally, I like the idea of boss monsters, but in practical terms he ends up becoming an experience cow. He's easily abused by the Globe, for example, and once you can become invulnerable to his attacks then it's just a matter of herding him into a small area he won't move from while you pound on him with energy weapons.
Grizzled_Imposter

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I donno, perhaps a very small random chance of a boss. The few other servers that I have played with bosses have the stat and skill caps alot higher. On one of them I was able to make level 54 in less than a week and was still having trouble surviving the early waves.

The boss that they used was a "bin laden" that threw poisoned deemers super fast. He wasn't big but he was fast and hard to hit with a load of hitpoints.

But when you think about it, I still play here, I was done with that server after a week.......

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-Jason_x-

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Exactly..The DC sever is different than other sever...not all sever particular want the bosses or need them...

I think, if anything, the sever may just need random switching between adept and experienced.....cus there are some maps where we still loose experienced lvl inv....if thats the case....one/two lvsl up form Experienced should should be more challenging.....sever is for fun not for frustration..which some players get if they die ever wave..and lose every map....

While a challenge is needed for fun...so is a balance of not too much of challenge cus then it just becomes a random luck of the draw win...or no wins at all...which then gives a whole pointless struggle so it looses its fun......
Welll IMO that is....

But in the end its the admins who decided for boost in difficulty....
my 2¢...diffuclty yesish....incredibly difficult bosses.....eeh..not so much....

-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master

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5p33d0fD4rk

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since everyone seemed enthralled by the idea of bosses and my other idea got unnoticed I'll clarify it

each play could have different possible waves
for example there could be 3 setups and at the begining of each game one is chosen(or maybe even different setups for each wave)

this means you can't really prepare for any wave you have to be ready for anything.(so while wave 6 might be titans one game the next it could switch to warlords)

add this to the difficulty changing and you get a very wide variety of different games.

P.S.(I just got me wisdom teeth pulled today and I'm a little out of it so if I need to clarify any of that please tell me)
Wonko The Sane

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5p33d0fD4rk wrote:

each play could have different possible waves
for example there could be 3 setups and at the begining of each game one is chosen(or maybe even different setups for each wave)

this means you can't really prepare for any wave you have to be ready for anything.(so while wave 6 might be titans one game the next it could switch to warlords)
 


The idea is good and would probobly be fun for most characters. Engineers would have problems with it though, because they have to prepare the right sentinels in the right spots before each wave starts (if you start building defense sentinels when you see there are titans out there it is too late alredy, because of the long building cooldown time).

----------------------------------------------------
Technology is a word that describes something that doesn't work yet. [D. N. Adams]

I do not know with what weapons World War III will be fought, but World War IV will be fought with sticks and stones. [A. Einstein]

I think that a particle must have a separate reality independent of the measurements. That is an electron has spin, location and so forth even when it is not being measured. I like to think that the moon is there even if I am not looking at it. [A. Einstein]

[ MY PHOTOS ] [MY SKIN]
 
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