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You know, Ooo brought up a good point last night. The medic's have a hard timing leveling without other characters. At late night, with only a half dozen or so players, the medic's have a hard time finding someone to heal, while a LA or LW player just fights, no difference to them. Only during peak/full times do the medic's really shine.
Something someone else said too, through time they'll be more and more medics (it's already getting bad, like 4 or 5 a game somtimes) and that means less healing available per medic.
I love getting the XP, but it does need to be fair. It's Druid's call as to what's fair. Maybe, repeat maybe, the medic's should be higher levels to help provide more support, like it's intended that way.... Don't know about that though....
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Szlat wrote:
Do the monsters need to go up a skill level?
I was saying this exact thing last night. Medic's don't always survivie, but they do more than most people their level. Plus, I'm noticing a kind of partnership between medics, almost as if they heal each other before they'll heal a LW or LA player (which isn't necessarilly a bad thing, the more medic's the higher the game's HP is). I'd have to agree with you, not only are the medic's lasting longer than one would think, but EVERYONE is doing better as well.
I love my medic, I always preferred healing over fighting looooong before the medic class, this just let's me do it full time now, but even I'll admit it's kind of thrown the game's balance off. This happens though; first they took care of the bugs, now it's just some tweaking left to do.
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Okinesu wrote:
From what I can tell (and what la bomba is telling me) medics are making a ton of XP per game. Makes the LW people feel kinda nerfed, ya know? Also, its a hassle trying to jump over people who are healing you so you can go kill things...
Yeah, I don't know if I'm over-exagerating, but is 3k xp too much for a map?
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I'm learning more and more that healing people on the run is an acquired skill. Sorry about the comment, 'twas a joke anyways.
A medic is also a monster master, so saying that they can't defend themselves isn't totally acurate. Assuming you're beyond lvl 25 or so you can start buying monster skills while already having maxed the medic skills. These could defend you.
Just an idea?
Also, anyone know if Damage Bonus influences Medic guns? I THINK it did with the normal healing guns, but have no clue if it does now. IF so, my summoning skills will have to wait a few more days.
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TheDruidXpawX wrote:
I think that healing weapons should not deal additional damage to enemies... and maybe shouldn't deal damage at all.
Future ideas:
Possiblity for the healing weapon to knockback enemies instead of dealing damage to them.
Possiblity for the healing weapon (with an additional skill) to bring back to life a player's corpse.
Hmmm, I was interested by the idea of a medic being half support half offensive, but with these it'd be like full support, I think that's more appropriate. Interesting.... Granted they can switch weapons, but they're sole purpose is to help and not fight themselves. I like this, forces more teamwork on the players.
Teamwork=a good thing
Besides, there's a lot of medic characters coming up, and the fact that they get an ifinite +6 weapon, can heal themselves at any given moment, can summon monsters to help themselves, and the fact that I still feel the exp rate is a little fast; I've been thinking that the medic class is a little stronger in the long run (eventually, when the newer characters get high enough to compete with the already established high level players) and have an advantage. (All this coming from a Medic character too, I ain't complainin'.)
Although, could you add a little null entropy into the medic guns though? I'm tired of chasing peole all over the map. (just kidding)
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Okay Druid, while you've put up DruidRPG186, you haven't started a new thread, so I'll post my comment here.
Personally, I've TRIED to find bugs this time, but I've failed. Everything looks great, seems to be working right, and I haven't crashed since the new rpg. Of course, I don't do much monster summoning yet, so there may be some there.
I do have a question though, the first night you started the medic class, I was able to get XP by healing my summoned mosnters. I'm not sure if this WAS a bug, or is NOW a bug. I just noticed a discrepency (although, it COULD be that my low summoning level can't produce monsters strong enough to take damage and survive in order to allow me to heal, Nali's cow's don't have too many health points ya know).
The ONLY thing I can find is basically a nit picky thing. It's concerning the HUD that I mentioned in game. The Monster points bar is still in the same space as "Press L for stat info" or whatever it is. It's still readable, so no biggie. Like I said, I'm actually digging for things wrong and am coming up short. Other than that it's flawless!
Unrelated, I did see a few of the skills in the in game menu not list their prices for each level. They're on the main site so no big worry, I just noticed that going through the menu's today. (I think Iron Legs and Quickfoot were a couple, can't remember for sure).
Shan, Driud, you guys are great. The game's awesome, and you guys deserve a six pack (or twelve).
Thanks!
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cplmac wrote:
I use a logitech Z-680 5.1 speaker setup ....
When I'm not using my headset or am playing other games/listening to music, that's what I've got. They're nothing less then kick ***, I've even had neighbor's complain about em'. Was an upgrade from some old set of Altec Lansing 2.1 speakers that had 20watt peak, and I thought those were good, lol.
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Seems like every time I die with a medic weapon I crash now. But, if I don't have a medic gun yet, then I just die and respawn without problems.
UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 1197 MHz with 255MB RAM
Video: NVIDIA GeForce4 MX 4000 (8185)
General protection fault!
History: AWeapon::CleanupSubObjects <- FinishDestroyedActors <- ULevel::CleanupDestroyed <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Lava Giant Classic <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
----------------------------------------------------------
I'm getting the same problem from my laptop as well, and here's it's log...
UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 2533 MHz with 446MB RAM
Video: RADEON IGP 345M (6436)
General protection fault!
History: AWeapon::CleanupSubObjects <- FinishDestroyedActors <- ULevel::CleanupDestroyed <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level DM-UCMP-BloodRun <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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Okay, stupid topic, I'm a little bored.
I had been going off on and with this little cheapo my father used to use....
http://images.amazon.com/images/P/B0000512JG.01.LZZZZZZZ.jpg
But finally got the nerve to upgrade to the Logitech 350 USB headset....
http://www.balta.pl/katalog/img/16429_1128173885_0.jpg
Yeah it's expensive, but man it's so much more comfortable on my head. And the sound's not bad either. But, mainly I got it for the USB connection and not the old standard 3.5mm. Didn't even know it worked with my ps2 until I tried it out of curiosity.
What do ya'all use?
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Okay, I didn't even know about the ut2004.log file, so I cleared it, played, and crashed. It's attached.
Also below is the crirical error window.
I was on Asbestos, and had JUST reset my character (at this point in all the chaos, it's no big deal). I had died and when the new wave attempted to start my client froze. I had made a magic weapon and had used the new summon monster charm's. No, I didn't use any adrenaline combos, but I did use adrenaline to summon those monsters.
-------------------------------------------------------
UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 1197 MHz with 255MB RAM
Video: NVIDIA GeForce4 MX 4000 (8185)
General protection fault!
History: UObject: rocessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine: raw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Asbestos <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
Hope this helps....
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BigDaddy wrote:
I did try and buy loaded monsters and once I purchased it I couldnt get to the medic weaponmaker
I thought this too, but it's there. The charm's aren't labeled, so went you click "[" or "]" it's rotating through the charm's but we can't see any difference in them. Just hold down the artifact rotation button and the medic weapon maker charm will come up again.
Careful though, it's quick.
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I made a joke character just to goof around. Got Monster Master but didn't touch ANY of the healing skills. No medic no nothing, just monster points and loaded monsters, and it just locked up again. While they were low level, I did spawn plenty of monsters. So, there must be a bug outside of the medic weapons.
The more information the better I believe...
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TheDruidXpawX wrote:
Is this crash happening all the time? Does it happen on a specific thing every time? Are you running patch 3369?
Also, is anyone else who is a Weapons Master experiencing this?
I was originally running patch 3355 (sorry), but I thought this may be the problem so I ran the new patch and it continued to happen.
For me it's happening every 5-10 minutes constantly. Splicer and I were trying to figure it out and he wasn't having nearly as much trouble as I was. He only locked up two or three times an hour, while I was seven or eight. Don't know why, other than his computer spec's far outweigh mine.
Someone suggested clearing my cache, and Splicer said it helped him, but it didn't do anything for me.
We tried pinpointing the problem time wise, and the best I can figure is it happens when something changes (ya, I know, vague). Sometimes a new wave/respawn from death would send it off, sometimes the death animation of my corpse flying off would do it, but I'm not 100% this is always the case. I'm about to jump on and investigate more.
Still, even buggy, this is awesome guys. Thanks a lot!
P.S. Out of curiosity I polled out up my laptop and tried to play on it, and it crashed as well. All while using Noob^2, my monster master character.
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Oops, forgot about that. Here's mine....
UT2004 Build UT2004_Build_[2005-02-15_17.02]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 1197 MHz with 255MB RAM
Video: NVIDIA GeForce4 MX 4000 (8185)
General protection fault!
History: UObject: rocessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine: raw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level DayDreams <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
Edited to add: Alright, my slow comp can't reload the game fast enough for me. I'm done for the night, but I thought I'd drop ya a line and say that the last time I tridd, I was simply disconnected, no client crash. When I reconnected, the HUD was correct and not messed up like what I previously told you about.
Don't know what's up with that, but thought I'd let ya know.
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Great addition Druid, I've very happy with it.
But, there's about six of us trying to play right now, and three or four of us keep having our UT clients crash. I'm trying to see if we're all mosnter mashers and if it's a bug with the class, but I can never stay on long enough to find out, lol.
I know it'll be fixed though, I've got faith in the devo team. Like you said, it's Beta. Thanks a million!
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