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Okinesu

Dominating
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Joined: 12/19/2004 20:45:34
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Frost_Byte wrote:
I know this sounds wierd but everybody is having a problem with finding someone that heals you..Is there a way to have the healers come on the radar a different color like the monster and pets are now.Or a different color becon over there head like yellow or something..Would be easier to go to them then them come to u..After all there healing you  


Seconded, like tiny Ms or + signs on the radar...

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la_bomba

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Joined: 01/07/2005 15:19:42
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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?

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
Szlat

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Joined: 05/18/2005 18:32:41
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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... 

I feel the Experienced Healing is just a little too powerful. Last night, I had level 4 Experienced Healing and was raking in over 1500 XP per map from my level 24 medic (Splat). This is shed loads more than I get as a level 62 LA player. LW get slightly more XP than LA, because they can keep in the thick of the action longer, but you'd have to be a pretty high level to get that much XP in a map.
Once I get up to level 8 Experienced Healing, that will be 10+(8*5) = 50% of healing as XP. So, then I will be getting between 3000 and 4500XP per map. That feels way out of balance to me.
I know things will change as more and more medics appear on the scene, but it is still too much.
Perhaps a base of 5%, and 2% per level may be better, or cap at level 4 rather than 8. Or make the Exp Healing levels a lot more expensive to buy, so you would have to be level 60+ to get to level 8.

But that's all about getting the balance right. I just love the medic class. Well done Druid.
Szlat

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Joined: 05/18/2005 18:32:41
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With the addition of medics, do people feel the waves are easier to complete?
As a medic, I find it a lot easier to stay alive than I did as a LA. But medics help other people to stay alive too - are more people completing waves now? Last night, all the games I was on completed level 16 - without DD!
Do the monsters need to go up a skill level?
la_bomba

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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.

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
BotFodder

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Joined: 01/13/2006 15:23:41
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Hey Druid ...

How hard would it be to make the medic weapons not "infinite", but more like "resupplied"?

Just the medic weapon, not all of them ...

This might slow the xp rate they're getting - or at least make them be a little more picky about healing people.

Perhaps have the weapon react as if it's being resupplied at their exp healing level ...

If you can't easily do just one weapon, then it's a bad idea. Because otherwise they aren't supposed to have resupply.

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Kidani



Joined: 01/18/2006 09:34:19
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Crashed twice while repairing a vehicle with a Medic Link Gun.. (also happened on Torlan)

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3395 MHz with 1022MB RAM
Video: NVIDIA GeForce 6800 (7189)

RPGLinkGun ONS-Primeval.RPGLinkGun (Function Engine.Weapon.GetFireMode:0000) Infinite script recursion (250 calls) detected

History: FFrame::Serialize <- UObject::ProcessEvent <- (RW_SuperHealer ONS-Primeval.RW_SuperHealer, Function UT2004RPG.RPGWeapon.ClientStopFire) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Primeval <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

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

Also, a Medic Link Gun's secondary doesn't heal players, but maybe that's intentional..
Tidu!

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Kidani wrote:
(also happened on Torlan)

...

RPGLinkGun ONS-PrimevalRPGLinkGun (Function Engine.Weapon.GetFireMode:0000) Infinite script recursion (250 calls) detected 


You mean Primeval? Plus, that's a kind of "out-there" situation...
I had an idea: maybe create an ettiquite-type thing (like people saying "Handing out %w at %L") medics in the beginning of the game could call a spot on the map (if it's big enough) and say "I'm healing at %L, come near if you need healing" or something along those lines. Like someone said before, it's hard running after people and healing them.

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Kidani



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Tidu! wrote:
You mean Primeval? 

The report is about Primeval, but it also happened on Torlan. (note how I put that nifty also in there ) I had the Link Gun as Medic because that also gives you Infinity, and not having to run back to pick up more link charges to continue healing this Goliath is pretty nice

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[KitFox]

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Joined: 11/25/2005 07:59:59
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So, then I will be getting between 3000 and 4500XP per map. That feels way out of balance to me.
 


I dont just feel its out of balance. It IS out of balance. Im lvl 55 and never get close to 1500 xp, and thats when i score around 1000. i always get my HeadHunter and Flak Monkey. Going above 2500 would be crazy for me

I can be healed easylly for 4000 hp per game. I generate a lot of xp because im not a good dodger
BotFodder

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Um, yeah ... it takes me an evening usually to make it to the next level these days - that's usually 6-8 maps, and it's only occasionally that I break 1000xp on a map (I'm 38th today, aiming for 39, but I have company coming this weekend ).

And I'll admit that when I get a healing gun (as a Weapon Master) I usually use it to heal a medic. But I'm still thinkin you all are leeches!

Seriously, the math is a little closer to realistic (at least you guys aren't jumping from 5 to 50 within a couple of hours) but I'm sure Dru is going to tweak it a bit more. I just hope non-Medics still get a little xp here and there for using healing weapons.

It may also be that there's a bug somewhere that still allows Medics to get xp for healing someone over their starting.

Maybe something else to look at, because we do have a few people (myself included) with more than 100 pts in health bonus, that maybe xp to starting isn't quite the limit that should be there. Maybe the xp bonuses should get lessened (or maybe even go away) when you heal someone past 100.

IOW, the more damaged someone is (and even newbies less than 100 is something to panic about), the more xp you get.

Get your calculator, Dru!

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deidog

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Joined: 12/29/2005 05:55:01
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3k exp at 16 is sick. I'm 36 with damage bonus and weapon speed maxed and I only average about 600 or 700 exp a map. I'm also generally in the top 5 scorers when I play so I imagine I typically am doing pretty good exp wise per game.
Szlat

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One other thing I have noticed. It is very easy for a medic just to sit on a ledge out of the action, continually streaming rockets, flaks, link etc into the central area.
If it hits a monster, it does damage, and gives XP.
If it hits a player, it heals, and gives xp.
If you get damaged, fire into the wall and heal yourself.
So, no skill, but lots of xp.

So, what can be done about it?

One option would be for medics not to be able to heal themselves. Easy to code, and means medics can't just hide away. But I am not sure - reduce the effectiveness perhaps, but not remove it.

Another option, which I prefer, would be for the super healing weapons to do just that. Heal whatever they hit. So, if they hit a monster, they heal the monster and the medic gets negative xp. That would force the user to use the medic gun for healing and other weapons for attacking monsters, and so would cut out the indiscriminate firing into the central area. To set it so the medic gun does no damage to monsters rather than healing will only cut out part of the problem.

What do you reckon?
[KitFox]

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I dont think healing monster is a good idea.
Szlat

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BotFodder wrote:
How hard would it be to make the medic weapons not "infinite", but more like "resupplied"?
...
This might slow the xp rate they're getting - or at least make them be a little more picky about healing people.
 

I am not sure. Medics would have to choose who to heal, which would go against the 'all part of the same team' spirit. Should the medic heal the high level player, who already has vampire and regeneration, or the low level player who needs all the help necessary in order to survive the round? And how is the medic supposed to know which category each person fits in to?

I think if the problem is too much xp, then lets reduce the xp they get. Only reduce the ammo if they are healing too many people.
 
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