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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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So, a thread to discuss what artifacts we want. It of course depends on what we are doing about the Lack of Adrenaline issue. However, I like Artifacts, so I hope we can preserve them in some form.

So, which ones, in what order of implementation?

  • Priority ones would be the Double Damage (triple was too powerful), Globe of Invulnerability, Magic Weapon Maker
  • Medic Weapon Maker when we implement Loaded Healing
  • Max modifier and Max plus one when we get Loaded Artifacts?

    Questions:
  • Do we want the Double Magic Modifier, or does it give too many complications (not with vorpal, rage, triple etc)?
  • Do we want the attacking artifacts - rod, blast, beam, bolt, poison, repulsion etc?
  • Do we want the spheres and the other team artifacts?
  • Do we want flight, electromagnet, Teleporter?
  • What other ones do we want?

    Once we have decided what we want, and the order we want them in, and how we are going to implement them, then we need to balance the costs and effects of them.
  • FogRaider(_MM)

    Killing Spree

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    Anyone is allowed to post here (in this forum) right? No one has any specific rules posted.

    Anyhow, IMO, get rid of Electromagnet. As cool as the idea sounds on paper, it causes to much vertigo and aiming issues to really be useful.
    Boots of flight are OK, but should be greatly improved; higher flight speed, and if applicable, less adrenaline cost and allow drip/leech/etc to work while flying.
    Teleporter is redundant with Translocator, but it could be useful if it actually put you down somewhere where you wanted to go. That would be either in front of you a set distance (like the Blink spell found in some other games), or at a spawn point, or near another player.

    You say Triple is overpowered, but if that artifact is being nerfed, it might be appropriate to slightly nerf the Globe as well. For example, make every hit while invulnerable sap away some adrenaline.

    Some direct damage artifacts are something I definitely support, but the forms could be changed (they wouldn't have to be though). Like, you could have a damaging pulse that emanates from the user repulsion style or whatever.

    Good luck with all this anyway. Hopefully in the next few years I'll be taking a Computer Science major, and be able to help out with coding.
    Szlat

    Wicked Sick!

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    FogRaider(_MM) wrote:
    Anyone is allowed to post here (in this forum) right? No one has any specific rules posted. 
    The more input the better. Everyone has an opinion, and ideas.
    -Jason_x-

    Wicked Sick!
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    So you can psot here..hmm?..
    koolness..

    Well I 2nd the motion of the EM..with 'sticky feet' you cant dodge...and if you're wall crawling its gets confusing...o.0...

    Currently theEM's uses
    (IMO) are translocator retrieval (if broken) and to get to heal sents (not gonna be added in UT3 for a while..if at all)
    Not to mention the EM without adren would be..weird on a time limit...

    Boots of flight for sure..they can rlly help in drop off maps...DEF keep it

    The healing spheres arent used much.....I see most medics only use them on miss fires or as low lvls..(may be more effective at higher lvls with more adren)

    Teleporter
    If teleporters worked by spawning you at the spawn point furtherest..Id have no prob.....As they are now...I usually toss....

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    -Jas@n_X-: lvl 42 Adren. Master

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    (DC)DEMONSLAYER

    Wicked Sick!
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    Is there a way to see which artifacts were used the most in UT2004? If there is, it might be the answer. Otherwise, I use the MWM the most and rarely used any of the others (except by accident).

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    Wonko The Sane

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    Wow, so we can post here even if we know nothing about nothing? That qualifies me, yay!

    I'd say in the following order of implementation:
    - MWM
    - Double (I think it should work with all weapons, since its a double only)
    - Globe of Invulnerability
    - Rod

    With the now class specific artifacts made when the according ability is implemented including summons.

    I'd get rid of: electromagnet, translocator and flying thingie. Also get rid of the summon artifact for those that don't have the summon ability (if there will be one at all), similar to engineer building artifacts now.

    ----------------------------------------------------
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    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

    Rampage

    Joined: 09/20/2007 21:14:41
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    Szlat wrote:
    So, a thread to discuss what artifacts we want. It of course depends on what we are doing about the Lack of Adrenaline issue. However, I like Artifacts, so I hope we can preserve them in some form.

    So, which ones, in what order of implementation?

  • Priority ones would be the Double Damage (triple was too powerful), Globe of Invulnerability, Magic Weapon Maker
  • Medic Weapon Maker when we implement Loaded Healing
  • Max modifier and Max plus one when we get Loaded Artifacts?

    Questions:
  • Do we want the Double Magic Modifier, or does it give too many complications (not with vorpal, rage, triple etc)?
  • Do we want the attacking artifacts - rod, blast, beam, bolt, poison, repulsion etc?
  • Do we want the spheres and the other team artifacts?
  • Do we want flight, electromagnet, Teleporter?
  • What other ones do we want?

    Once we have decided what we want, and the order we want them in, and how we are going to implement them, then we need to balance the costs and effects of them. 


  • Double damage is fine, though I wouldn't mind seeing a range of powerups from say 110% damage to 200% damage.

    I'd say get rid of the Globe entirely. I really don't like the idea of time-based invulnerability, and particularly when the timing of it can be infinite due to map features and the positive feedback loop of killing monsters and gaining the resource it consumes. The system needs to be ablative in some way such that activating the Globe doesn't become easy mode where you can completely forget about evasion and tactics.

    I'd much rather see an Unreal 1 type of approach to armor. I don't know who has played the game here, but in that you had access to Asbestos Suit and Toxin Suits that would prevent damage from fire (lava) and tarydium slime, but had a time / armor limitation. Something like, defined broadly enough to be useful but not as a blanket invulnerability, could be much more interesting.

    Medic Weapon Maker -- No, for reasons I've mentioned elsewhere.
    Max Modifier and Plus One Modifier -- No.
    Double Magic Modifier -- If this were a timed pickup, I would like it. I'm not in favor of it as an at-will item.
    Attacking Artifacts -- Yes.
    Team Artifacts -- Yes.
    Flight/Magnet/Teleporter -- Yes, but potentially improve functionality.

    New artifact ideas when I have more time to commit thoughts to keyboard...
    -Jason_x-

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    I disagree with Demon...as MM I use the MWM if I happen to get one and enough adren (and live)..Adren masters use it to create the magic weps sometimes..(but if adren is gone no masters so usability plummets)

    -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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    FogRaider(_MM)

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    I'd like to request also that the new boots of flight would have a raptor-like control system, where jump is up, crouch is down, forward, back, left and right are all on a two-dimensional plane.
    -Jason_x-

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    FogRaider(_MM) wrote:
    I'd like to request also that the new boots of flight would have a raptor-like control system, where jump is up, crouch is down, forward, back, left and right are all on a two-dimensional plane. 

    That would be ideal.....
    but running off the current boots (which just do the equivalent of 'fly' in console) would be easier...raptor type boots would drastically increase useablity

    -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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    Anonymous



    Being a WM, I dont get a lot of artifacts...so I can only speak about those I get.

    MWM, I use when I get if I have any junk I wanna change.

    Sommoning. I use when I get, but I wish the monster stayed as long as he had health (it may be that way now, but I cant heal him if I dont have a healing weapon)

    Tripple - I use less now that I have been using the Berzerk combo more and more, but thats in 2K4, I havnt tried any combos in the Demo yet.

    I dont use the rod that much, I tend to just nuke an area and try to duck the blast.

    Globe, I would use more often if I would bind it to a key, but I dont always have one. ( I need to bind the USE butting better than U to make it more...well...usable. :-/)

    I usually toss the Boots, elecromagnet and teleporter. Now, agreeably, each artifact has it's degree of usefulness. It just depends on the playing style of the individual. SO should we just transfer all of them? Maybe, cuz at least one person is going to miss (then mention the absence of) something, you know it's going to happen. I know it will be alot of work...so, my most used is MWM and summoning charm in a nutshell. Globe and tripple, sometimes, but they drain my adrenilin so fast that I sometimes shy away unless I really need to.

    Wonko The Sane

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    How about an amo artifact? Gives amo to your current or perhaps every weapon. Usefull for those without resuply.

    Or a set of dropable piercing/poison/null/vorpal/etc artifacts, which turn your weapon you are holding into the according weapon type (but perhaps randoms the +level and can only be used once). Another possibility is it would only apply when the artifact is in use (like rod or triple) and drains adrenaline.

    ----------------------------------------------------
    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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    -Jason_x-

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    Ive always wondered about an ammo resuplly for non AM's and WM's that relies on Adren..(sorta like how AM's regen via the regen combo...)
    Like this 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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    Dracos

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    I think the only ones that would really either need an overhaul or chucked completly are the magnet and teleporter. Fly is good in maps where theres a void below (rooftops) and you get sent flying faster then you can translocate.

    Also It would be nice to add icons somewhere to show what artifacts are currently active on you, like how DD and Trip works.

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    Szlat

    Wicked Sick!

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    Dracos wrote:
    Also It would be nice to add icons somewhere to show what artifacts are currently active on you, like how DD and Trip works. 
    I like it .
     
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