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Hi Franky,
Thanks for the feedback. Here's some thoughts that have come up when some of your ideas have been discussed previously:
FrankyTheFly wrote:
1. The double magic modifier for Adren Master should not be applied on Rage and Vorpal gun. Alot of player like me agree that vorpal +22 is overpowered, +11 should be the maximun, same for rage.
There are a few balancing factors here: First is how much adrenaline the double magic modifier uses. At most a high-level LA can keep it going for a wave or so. Second, for rage the damage done is balanced by how much damage you take. Third, for vorpal, when you vorpal a monster, you only get one xp, not the full amount of exp. So you're saving everyone from dying by killing off the big monsters.
FrankyTheFly wrote:
2. If a medic made a medic gun of inf, he should respawn with is medic gun after he die.
Many medics may not like that option, but also it is not that difficult for her or him to make a new medic weapon.
FrankyTheFly wrote:
3. An ability called "artifact denial" (only appliable to medic and wep master) could be used for keeping at least the used/selected artifact medic and wep master have collected.
The different classes are designed to focus on what their class does best- allowing other classes to keep their artifacts would decrease the power of the LA character, and distract from the primary purpose of the other classes.
FrankyTheFly wrote:
4. Wep master should have an ability called "weapon pickup" that allow them to never obtain negative weapon on pickup. The ability could have 2 level : level 1 - all pickup wep cannot be cursed, level 2 - all pickup wep are 100% magical and cannot be cursed.
Loaded Weapons level 5 already gives the character all weapons and makes them all positive.
FrankyTheFly wrote:
5. Adren Master should have an ability called "suicide proof" that make denial work even for a suicide (that way they dont lose their weapon by suicide).
The reason that denial functions this way is because it is exploitable otherwise.
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{AW}Violator wrote:
There was once a discussion on these forums to discourage "camping" by adding mods to influence players to not hide. and to keep moving. Now, camping is promoted with the Engineer Class.
To clarify the rules of the server, "camping" refers to camping on the super weapons, not just standing in one place. Being in a place where monsters cannot get you is considered cheating, and so the anti-camper will take care of those individuals as well. Idling is also not allowed, so you need to move at least somewhat to demonstrate that you are not idling. However, there is no rule against staying in one general area.
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I would certainly wait more than a couple of days before determining whether or not he will respond.
Regardless, though, no one here can help you. You should try to find another modding forum where perhaps someone else has already done this.
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Very cool pic!
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Mysterial's site:
http://mysterial.linuxgangster.org/UTRPG/
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Fire, it is difficult to trouble-shoot this without knowing what exactly the error is. Please paste a copy of the error.
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You need to read this post first to understand how things work:
http://www.disastrousconsequences.com/dcforum/posts/list/1238.page
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Szlat, what would gets blocks to the point where you are happy with them? I think we can wait on a release for that if you'd feel better about it, but other than the blocks (and the invuln update), I think we're good to go.
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Just to be clear,
Mysterial created the base UT2004RPG code. If there is a problem with your mod interfacing with Mysterial's code (not the Druids RPG add-ons) you would have to discuss it with him.
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Viper,
Next time it occurs on your server if you could check your server's error log it might shed some light on the matter, particularly whether or not the bug is related to another mod.
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Whenever you post about a bug, here are some things to keep in mind. First, check to make sure that no one else has posted about the bug already. If you see a post about a similar bug and you have additional information, respond to that post rather than creating a new post. Also, be sure to state whether this bug happened on DC or on another server.
Please include the following information:
For bugs that occur on the DC server:
1) The day and time (approximately- and include your TIME ZONE) that the bug occurred
2) The map name on which the bug occurred
3) What exactly you were doing at the moment you noticed the bug (for example, did you have any artifacts running, had you just ghosted, etc.)
4) The bug itself (what happened)
For bugs that occur on other servers:
1) What exactly you were doing at the moment you noticed the bug (for example, did you have any artifacts running, had you just ghosted, etc.)
2) The bug itself (what happened)
3) Any relevant configuration information from that server that might impact the bug
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Jason, do you happen to recall the map it occurred on? That would be immensely helpful in finding the bug.
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What do you think of the modified vampire gnats' difficulty?
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Great idea. Here's my vote:
1) Either way, the shield blast should match the medic's healing blast. Therefore, it should not heal vehicles (which don't really have "shields" anyway). If vehicles could be given shields, then I think it could work on those shields.
2) I think making medic healing blast heal pets (but not giving exp) is a good idea. If this were implemented, giving pets shield should be done as well.
3) An armor blast might be cool as well, but the cost would have to balance out how much healing it does.
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Happy (late) birthday. Yay something fun instead of a weedeater!
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