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Profile for Anonymous -> Messages posted by Anonymous [19] Go to Page: 1, 2 Next 
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ahhhhh OK so we be talk'n about ut3 and not what we got now ok all clear in my liddle head now
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.

BattleMode wrote:
This may sound weird but I don't think RPG classes should also be UnrealScript classes. I think only abilities, artifacts and weapon magic types should be classes.

How everything is cooked up (e.g. which abilities require you to have certain other abilities, which RPG classes are there and which RPG class is needed for which abilities) should be 100% dynamic. In other words you should have a INI in which you can define all those things and the RPG Core should handle all that. This would allow server owners to decide how the RPG classes should work, and if they even want RPG classes at all.

As to classes for e.g. abilities I think there should be only 2 layers, not more. A base class in the RPG Core from which the ability class is derived. There should be as much plumbing as possible in the RPG Core to make creating and modifying abilities (etc.) as easy as possible. Preferably the ability class should have it's own private INI (or share those with a bunch of them in a package) for ability specific settings, generic settings (e.g. how many levels has the ability, what do those cost) should be handled by generic settings in the RPG Core. If certain abilities exclude each other for technical reasons (not for gameplay reasons those can be handled by the INI files of the RPG Core) perhaps there should be a system like Epic made for mutators to have them exclude each other although this is a tough one and handling it in the RPG Core INI might turn out to be the most practical solution. 


I don't know enough about RPG Core to offer any suggestions on the approach, but if the goal is to make a system that's extensible enough to suit everyone's desires then I think it's probably best to handle classes as you describe. I might even take it a step further and suggest that abilities and artifacts be named as generically as possible, and, if possible, have a configurable display name via ini.

TheElectrician wrote:
How about the key to open up the console? The demo had a console command. The key config menu doesn't even list a key for either one. 

I do believe tab to be the console button

RoadKill v3.4 wrote:

Wail wrote:

I also think it's boring to play a Medic class, since you basically buy your Medic Weapon Maker with your starting points, and then you have nothing distinctive about you for another hundred to two hundred levels, when it might be worth it to dump points into Monsters. I'm really hoping the idea of having a single "Medic Weapon" with infinite ammo is dropped -- I think forcing a class to rely on one weapon, in a game that's about wielding different weapons to kill opponents, is a critical design flaw. 


Have to strongly disagree here I love the medic class if you watch some of the mid to high range medics you will see very different styles of play and a willingness to forfeit kills to benefit all players on by healing. I believe if that classes are of utmost importance to this server as they promote teamwork amongst all players and help newer players survive and thus enjoy DC that much more 


Well, I'm not saying I haven't enjoyed playing a Medic. I do enjoy playing a Medic character in RPG, but for the same reason I enjoy playing Clerics and Healers in other games -- Because I enjoy playing support-class characters, helping my team, and like to know that we've got someone reliable filling that role.

But saying that "I enjoy this" and "I think this is well designed" are two different things. The Medic class is most definitely front loaded, and it's pretty silly that the ability every Medic should buy right off the bat is the best and most significant and defining ability you'll get in your entire playtime. Monsters are unique, but it hardly makes sense to purchase them until you've maxed out your DB/WS/DR/ADR/Health and most of the abilities you want to purchase, such as Ghost.

I also don't think it's appropriate to restrict a class to using a single weapon type. There's 19 other weapon types in RPG, but since Medics are restricted from gaining Resupply, they're effectively unable to use these weapons. At high levels of weapon speed, and with the amount of HP and monsters that may spawn in a wave, running out of ammo is inevitable. The combination of this and the above is pretty horrible.

Lets assume we bring all of this over to UT3 straight off the bat. Here you are, a level 1 Medic, buy your Medic Weapon Maker and grab a Stinger or Rocket Launcher and you'll know exactly what the next hundred levels are going to entail. At least UT3 doesn't have a Spider Mine Layer or it'd be that.
I'm not particularly fond of the idea of classes, I'd prefer a more dynamic system with ability trees based on prerequisites and exclusion from certain lines.

That said, there's nothing inherently wrong with classes. I do think, however, that any RPG conversion should not focus on replicating UT2004's classes to RPG. Each class had a lot of problems and I think it's a good idea to think about classes in the context of RPG as a whole to try and address them first.
I think adrenaline(or whatever it will be called) is an absolute must - I honestly cant imagine playing RPG without it.

The artifacts, however need to be looked at as there are a lot of them that are rarely, if ever, used.
Mysterial released Slaughterhouse...kinda invasion theme as it currently sits with stock monsters.

http://forums.epicgames.com/showpost.php?p=25105653&postcount=1
OK. Color me silly. Mystic has thrown sand in my face by finding the real UT3 name thread. Consider me chastised. O:)
well I got a new video card (ati2600xt 512 pcie)

only got to try a coupla minutes this morning got to go to work , but had everything maxed and it looks AWESOME runs smoothly .

now I can play this thing more impressions when I get online tonight :)

Pyramidion wrote:
That's really funny, I wonder how they get that many people to do that... 
Mailing list

Too bad I never get any emails like that..

Continuum wrote:
Yeah, I'll try to make a couple more this weekend. What kind of animation did you have in mind?

Maybe one with 3 rings that alternate colors ? (outside color becomes middle color, middle color becomes center color, center becomes outside.... ) that way your eye should be pulled to the center which with the 3 different colors should contrast almost anything.. 


That idea sounds pretty cool! Take a look at this one in the KAus crosshair pack.



This one is pretty good for flak at a large scale. The blue stuff around the edges rotates around the circle in the direction I drew arrows. But the problem is when it is scaled down very small, for use with sniping weps, the motion is no longer visible or usuable.

So I junked the above crosshair and went for the circle in circle one, which has no animation but is still very easy to spot. Now if that one had motion, I think it would be awesome. But you can never tell until you actually see one in action.

I think if you want to design an effective crosshair that is very small, it probably won't work when scaled large, and vice versa. In other words, there's no one-size-fits-all crosshair out there. But a very small circle-in-circle with distinctive animation might do it. I don't know about three circles, because again, the size. But who knows!

Metal_Dragune wrote:
I like mapes where there is a lot of secrets and hidy-holes

also i like mapes where there are trap you can lead people to and just kill them (such as the preser chamber in the original UT.

i dont realy like ulta detaled maps there is just some thing missing like you spend all your time making the map look good so you crap out at the desine

 



Another thing about INV maps is that they are extremely fast-paced. Designing a map that "flows" would be big on my list. Having a ton of stuff to 'snag' on just makes the experience annoying.

Generally speaking, maps with two ends (CTF) aren't the best for INV in my opinion. The action tends to bunch up in a couple key places. A good INV map should encourage players to be constantly moving and use the whole map. Take Bridge of Fate, for example. Most of the action occurs in the two large rooms with only the occasional spawn happening out on the bridge. But the relative danger from falling means that's where a good portion of spawns should happen. Risk vs. reward. BoF isn't a bad map but it could be better, IMO.

I think a spoked-wheel design might work, but not if too big. So you can move about the outer-edge of the 'wheel' or along the spokes.

Within hallways I think some overhangs would be cool, as useful spots when fighting airborn warlords. And maybe small uprights that conceal you when you duck, for use against titans. Perhaps some 'mirrored' surfaces that reflect energy fire from skaarj.

Multi-level maps should have many access points between the levels, almost a swiss-cheese arrangment. That rewards players that can pull out their trans quickly. When you know the monster is directly overhead but know that you have zero chance of getting there before another player, that is simply frustrating. Point distribution should be based on skill, not on who happens to luck out with a monster spawning right next to him/her.

Another thing that annoys me about certain maps is when you can see a monster on radar two feet away from you but it's nowhere to be found because it's on the other side of a 2mm thick wall. But to actually get there you have to do rat-in-the-maze thing.
Very cool. I've found the ones that work best for me are the multi-colored. Like a black dot inside a pink circle, as long as the pink circle has enough thickness.

I also really like the animated ones. I think the "ultimate" crosshair would be a dot-in circle, like I described above, but also animated and with the ability to 'color-shift' depending on what's it on top of of. So if it's a pink crosshair and happens to run across something pink, the color shifts negative.
Okay, so you mean you are getting all of the files and their data, but the loop it's in only remembers the last one accessed, and so all of them say they're from rage.upl?

If that is the case, when setting all of the attributes of one of the spreadsheet rows, set the file to the one currently opened as well, and not after the loop is done. You may want to post a bit of code relating to the problem.
 
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