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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/07/2008 09:13:09
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Loki
Joined: 09/07/2008 09:05:47
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I'm looking for the adrinalin combo Resurecct ->(SSWW). I don't find enything in the web. Some servers have this mutaor. I think it was an older druid version. Is it true?
Please help me q.q
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/07/2008 10:03:06
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BotFodder
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Not to my knowledge. However, we've discussed it at length, not as a combo, but as a Medic Skill. We could never come up with the best way to implement it.
Doesn't help you much, I know ... but that's a summary of it's "history" as far as these forums and this mod, as far as I know.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/07/2008 10:20:55
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Loki
Joined: 09/07/2008 09:05:47
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Found:
http://www.utzone.de/include.php?path=content/download.php&contentid=5779
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/07/2008 10:22:18
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Spike
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I've heard of some servers that have this feature but I have not experienced it myself - DC doesn't have it.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/07/2008 14:54:04
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(DC)DEMONSLAYER
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Spike wrote:
I've heard of some servers that have this feature but I have not experienced it myself - DC doesn't have it.
I've played on servers that does have it and it was coded to resurrect a player on a random basis so the same player could not have multiple resurrections by other players, but have to wait his/her turn for resurrection.
However, using this combo, even if limited to high level medics, would change the outcome of a map dramaticaly since we usually have lots of medics on. My fear would be that we would win 99%+ of the maps played.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/07/2008 16:17:12
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Thè-Hättêr
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dont like it... however a life switch maybe..
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Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
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thanks road
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/07/2008 22:26:27
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RoadKill v3.4
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(DC)DEMONSLAYER wrote:
However, using this combo, even if limited to high level medics, would change the outcome of a map dramaticaly since we usually have lots of medics on. My fear would be that we would win 99%+ of the maps played.
agreed would probably decrease the difficulty of the server overall which is at a nice level right now
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/08/2008 09:52:14
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Wail
Rampage
Joined: 09/20/2007 21:14:41
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I can't see any way that this skill would not cause major disruptions in game balance.
The only balancing factor that makes any sense to me is if the Medic must sacrifice themselves to resurrect someone else. Frankly, I don't think that's a good thing from a social perspective -- I think it would create pressure on players of Medic characters to [stop playing] so [someone else can play]. And as much as that may be a benefit to overall team's results, it's unfair to create a situation where less skilled players are socially pressured into not playing the game. That undermines the spirit of cooperation and encouragement that team play should have.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/08/2008 11:34:41
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Thè-Hättêr
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Wail wrote:
I can't see any way that this skill would not cause major disruptions in game balance.
The only balancing factor that makes any sense to me is if the Medic must sacrifice themselves to resurrect someone else. Frankly, I don't think that's a good thing from a social perspective -- I think it would create pressure on players of Medic characters to [stop playing] so [someone else can play]. And as much as that may be a benefit to overall team's results, it's unfair to create a situation where less skilled players are socially pressured into not playing the game. That undermines the spirit of cooperation and encouragement that team play should have.
which means
Thè-Hättêr wrote:
dont like it... however a life switch maybe
thanks those are the words i was looking for... meh...
best tactic ever. stay alive then you dont need a "priest"
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"Only a few find the way, some don't recognise it when they do, some don't ever want to."
Cheshire, The Cat
Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.
HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--
thanks road
working on a new skill please support and advice would be great |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/08/2008 15:42:10
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cribbage
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Wail wrote:
I can't see any way that this skill would not cause major disruptions in game balance.
The only balancing factor that makes any sense to me is if the Medic must sacrifice themselves to resurrect someone else. Frankly, I don't think that's a good thing from a social perspective -- I think it would create pressure on players of Medic characters to [stop playing] so [someone else can play]. And as much as that may be a benefit to overall team's results, it's unfair to create a situation where less skilled players are socially pressured into not playing the game. That undermines the spirit of cooperation and encouragement that team play should have.
Wail makes a good point. We wouldn't want undue pressure brought to bear on the "less skilled" to quit playing a wave in deference to the team.
Perhaps if the medic was rewarded with a percentage of the resurrected player's xp during the remainder of the wave. That way a lower level medic might actually *want* to give a life in exchange for rooting on a player who could rake in more points than they could in some of the tougher waves.
It would have to be at some cost, though. Maybe 250 adren and show up as a suicide with an initial loss of points.
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31 for 2 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/09/2008 14:04:31
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Grizzled_Imposter
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Instead of bringing someone back from the dead, would it be easier to just pick someone that we wished to keep alive and somehow make it so that the medics and that persons life totals were shared? or that half of damage taken was shared as well as half of healing?
That would allow a medic to have a chance to keep someone alive, but also give the risk that they would be killed in the bargain. it would need a few limits, and I think that it would have to be played and tried out before adding it but it would allow medics to keep lower level people in the game, which in turn makes it easier for higher level people to kill the last few waves.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/09/2008 14:27:01
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Dracos
Rampage
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Heh I can see that now Grizzled.
Medic grants Player Spirit Link
Player gets Rocked by Titan
Medic gets rocked by feedback
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/09/2008 19:09:57
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(DC)DEMONSLAYER
Wicked Sick!
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Grizzled_Imposter wrote:
Instead of bringing someone back from the dead, would it be easier to just pick someone that we wished to keep alive and somehow make it so that the medics and that persons life totals were shared? or that half of damage taken was shared as well as half of healing?
That would allow a medic to have a chance to keep someone alive, but also give the risk that they would be killed in the bargain. it would need a few limits, and I think that it would have to be played and tried out before adding it but it would allow medics to keep lower level people in the game, which in turn makes it easier for higher level people to kill the last few waves.
That's what I would like to avoid. Granted, it would be helpful, but players that are not resurrected and bypassed several times would start to resent the players that are constantly being resurrected.
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Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson
Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown
UT2004
LW-DEMONSLAYER-ACTIVE
LM-DEMONMEDIC-ACTIVE
LA-DEMONMAGIC-ACTIVE
LE-DEMONEER-ACTIVE
LG-DEMONJACK-ACTIVE
UT3
LW-DEMONSLAYERII
LM-KNIGHTMAGIC
My skin is Graah, a reincarnation of an ancient African warrior mixed with the soul of a lion,
download: http://www.disastrousconsequences.com/dcforum/posts/list/2843.page |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/09/2008 20:21:15
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Trooper
Godlike
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I like the life link.... dmg gets shared between the 2. example:
player 1 is medic, player 2 is wm. player 2 gets hit for 10 dmg. life link splits the dmg 5 and 5 between both. player 2 shoots the monster and gets 5 xp. medic gets 2.5 or whatever. makes it so the player can take more dmg but also makes it so too much will kill both if they are both taking dmg.
2nd example:
this is more of an idea. link the 2 not just in dmg but also in damage reduction and damage bonus, kind of like linking a turret makes it double its damage. now wm has dmg redux of his + medic's. makes the wm tank like it was designed to.
question: should the medic healing split as well? medic with medic rocket shoots feet while in a "safe" corner. medic weapon heals for 10 health per hit normally. link makes it do 5 per person. thoughts?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/10/2008 04:27:56
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BotFodder
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Sharing life was never one of the alternatives we discussed. We did discuss combining it with ghost (which had strong pros and cons code wise, not to mention fair shares of proponents and detractors) as well as requiring the medic to be full health (although there's actually two definitions of that) and full adren, losing 1/2 health for the target and all of their adren ...
But in the end, when it came to resurrection, it was never a matter of balance at that point - simply a matter of implementation, and I don't think Dru ever weighed into the conversation with a "It should be done X way." Hence, it never got coded, and probably won't any time soon.
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