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Mystic

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Joined: 12/21/2004 21:36:56
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been playing some other classes .was wondering if giving vampirism or ressuply to loaded artifacts was in the near future,, it seemd kinda hard, to play that class,at low lvls. . was fun thoe . i always love a good challenge..


all the changes seems good . i see good things ahead.great work guys.
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BotFodder

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From what Dru has said, no on Vamp ...

First off, most folks don't actually get Vamp that early - it's 15 points for level 1 that should probably be put elsewhere until like level 15 or so. Second, the only class that should be close enough to monsters (in Dru's class concepts) that should need it is WM.

AMs can already get resupply, according to the write up.

If you were referring to Regen, M/MM's can get that already, too.

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A short list of my opinions on the proposed changes:

TheDruidXpawX wrote:
Flak and RL balance adjust:
The plain Damage modifier is going to depart these beautiful high damage weapons.  

I dislike this idea. Mostly because I run a very different setup on our server. But, I can always continue to use the original RW_Damage class so I'm unaffected by it.

TheDruidXpawX wrote:
New Weapons master skill: Increased overall damage.
This will give a cumulative percentage damage boost to weapons masters. This is to compensate for the removal of the high damage flak and rl. This *will stack cumulative* with triple damage. 

I like this one alot.

TheDruidXpawX wrote:
Triple Damage balance adjust.
The triple will shortly be draining adrenaline faster than it used to. Sorry kids. I may tie it directly to how much damage is done. 

I like this one too. I think there are too many ways to make TD last too long as it is now. Especially for LA players.

TheDruidXpawX wrote:
Lightning rod balance adjust
The LR will ignore damage reduction, so it will _actually_ do damage to monsters.

The LR will only drain adrenaline for the damage that you do, not over time. It will deactivate once you run out.
 

I like this one too. Although when LR is combined with TD and you have a decent DB stat, it can be lethal as is. But if the TD is going to be changed downward a bit then this can be thought of as the balance to those who love to use 'Triple Lightning" attacks.

TheDruidXpawX wrote:
Recompile with latest RPG
Mysterial released a new RPG core with fixes for ghosting into outer space, and some exploit hole closing. 

Well I guess we can't really have an opinion on this one can we? It needs to be done.

TheDruidXpawX wrote:
Monster points bug
Somehow sometimes you get a spectator's monster points in your monster points display. EEP! 

I'm assuming this is posted because you have a workaround for it planned. Yay!

TheDruidXpawX wrote:
Nali cows, Rabbits, Queens, and Giant Gasbags are off the monster summon list
You can not imagine the amount of processor these take. If someone wants to submit some extended patched versions of these monsters to address performance and child spawning issues, I'll accept them. Titans may go too. 

I've never allowed these pets. In fact, recently pets on our server have become a faster way to die because we use Death Bombs and Team Damage. I might have to remove some of the larger death bombs when the Monster Master class is ready to roll.

TheDruidXpawX wrote:
Adrenaline Masters wont spew artifacts
When you die as an Adrenaline Master, you wont spray a bunch of artifacts. 

I like this.

TheDruidXpawX wrote:
Medic weapon wont show a + anymore
This is really pointless anyway. The modifier will be 0 and it will do the same things it used to 

I guess I'll have to get rid of my medic class weapon that anyone could pick up so I can use this one instead.
Good change though.
cplmac

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I'm really glad to see the lightning rod adressed. That is one of the coolest yet most useless artifacts. Can you explain the specifics on the cumulative damage percentage increase? Do you mean it will be something along the lines of
Damage Master Skill
Level 1 5%
Level 2 10%
Level 3 15%
etc. etc.?
The standard Damage Bonus will still reamain in play right?
Obviousely I love the triple just the way it is. Seems like right now I basically only use it on 6,12,14 the rest of the waves I am saving up adrenaline for it. Hopefully the new Damage Master Skill will help make up for it. I didn't realize titans and queens were back in the mix. Good riddance to them. And LA players going pinata is the best way for me to get my mits on a triple. Don't want to see that change. All other changes look exellent and I'm looking forward to the new version. To help clear up any confusion, what Dru is saying about the Flak and RL is only the straight plus versions are going away. You will still be able to get poison, freezing, null, vamp etc. etc. .

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I waited a while after reading this to think about all the hard decisions that you are making here, and after some play, with some reletively high level characters (to me, I only have a level 25 AM) the changes you are going to make will have a positive overall effect on the higher level characters that are
playing.

However, lvl 20 to maybe 50 are going to be a different story. Paticularly because, if most of the players are LW, and they are up in the face of the monsters, they are going to pick maps (voting) that fit that play style. I have been on several times where I was doing ok, (not good yet!) and when the map changed to a smaller tight map, it was all I could do to survive for 1 minute, much less a round.

Also, if you lower the damage bonuses of magic weapons, you are going to change the ability of lower level characters to gain experiance. Correct me if I am wrong, but: DR of monsters is based on average level? experiance is based on damage you deal (after dr?). Even now I am getting less experiance playing with a decent number of high level characters and winning a map than I am when I play with just a couple of lower level people and am erradicated in one of the earlier rounds.

I think, I have talked enough here. I appreciate your work DRU

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cplmac

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Grizzled_Imposter wrote:

Also, if you lower the damage bonuses of magic weapons, you are going to change the ability of lower level characters to gain experiance. Correct me if I am wrong, but: DR of monsters is based on average level? 

Couple quick things, damage bonus is not being lowered for any magic weapons, the Flak and RL that have straight damage bonuses are being removed. That is to say the Flak +5 and the Rocket Launcher +4. The poisoned Flak +2 and Sturdy Rocket Launcher +3 will still be around. At least that is how I understand it. Second, the monster level is calculated off the lowest level player who is not OUT. If it were any different than that, us high level players would never get anywhere either. I have awareness 2 which allows me to see a health bar that shrinks for the monsters, I have blasted away at a Warlord with a straight plus three mini until it ran out of ammo at point blank range, and seen his health bar not move at all. This is when I am the last person alive. And when my mini is full I have 540 rounds, I also have resupply level 4. If you were alive on the map when I was shooting that Warlord it would have been dead in maybe 5-6 seconds.

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320

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Hmm...

I'll wait to see how all this plays out. On the surface, I can't see the aggresive LA players playing differently, since they have very little to lose if they die.

Sidenote: Mystic, LA gets resupply.
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Mystic wrote:
been playing some other classes .was wondering if giving vampirism or ressuply to loaded artifacts was in the near future,, it seemd kinda hard, to play that class,at low lvls. . was fun thoe . i always love a good challenge..


all the changes seems good . i see good things ahead.great work guys. 


No vamp. That's the advantage of a WM player

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TheDruidXpawX

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Grizzled_Imposter wrote:

However, lvl 20 to maybe 50 are going to be a different story. Paticularly because, if most of the players are LW, and they are up in the face of the monsters, they are going to pick maps (voting) that fit that play style. I have been on several times where I was doing ok, (not good yet!) and when the map changed to a smaller tight map, it was all I could do to survive for 1 minute, much less a round. 


I'd like to address which maps in the maps forum. Nominate them for deletion along with your reasoning and we'll consider it.


Grizzled_Imposter wrote:

Correct me if I am wrong, but: DR of monsters is based on average level? 


On the lowest level surviving player.

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TheDruidXpawX

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320 wrote:

I'll wait to see how all this plays out. On the surface, I can't see the aggresive LA players playing differently, since they have very little to lose if they die.  


Exp & adrenaline for the rest of the wave I think are sufficent to keep them from dying...

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cplmac wrote:
Can you explain the specifics on the cumulative damage percentage increase?  


Not yet.

cplmac wrote:

The standard Damage Bonus will still reamain in play right? 


Yes

cplmac wrote:

And LA players going pinata is the best way for me to get my mits on a triple. Don't want to see that change.  


That's the advantage of being a LA player is you always get one

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For all those that are overly anxious for a release for their own servers, the official release version will be 2.00 (or DruidsRPG200)

I'll do a public beta once the rest of the changes are in place and I think everything is working.

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TheDruidXpawX wrote:
*Useful* feedback may be posted in response... 


Dru,

Is there a way to hide or do away with the scoreboard? Seems to be a whole lot of static revolving around this one point. Without it, peeps would look at what gets more exp instead of braggin' rights.

Chys


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Spacey

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TheDruidXpawX wrote:

Mystic wrote:
been playing some other classes .was wondering if giving vampirism or ressuply to loaded artifacts was in the near future,, it seemd kinda hard, to play that class,at low lvls. . was fun thoe . i always love a good challenge..


all the changes seems good . i see good things ahead.great work guys. 


No vamp. That's the advantage of a WM player 


Right along with the fact that they also get regen, and don't have to go hunting to find weapons when they first start out.

(back to my other, larger and must stronger reply).

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LA -- *BEL*_e (level 283 - Extreme AM), LW -- *BEL*_o (level 26) MM - ?? ( *BEL*_Rolaids ?? *BEL*DrWho??, Engineer... *BEL*BS_E_E [BSEE '89, Ohio U] (level 22)

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While some of them, like the LR actually doing damage would be a welcome sight, it looks like the LA class is once again getting NERFED! Clint, if I said what I think how I would like to, I know I would be banned, and quite justifiably. But please realize that it has taken me the better part of several hours to write this without resorting to all the words and phrases this military brat grew up knowing (imagine a 3rd grader telling a teacher that the class situation was a SNAFU, and when asked to explain, used the Anglo-Saxon F). But I will leave this part with the question of when do you plan on nerfing the rest of the weapons that you are leaving, such as the mini (~112/sec per MinigunFire.uc for 3339), the link (90/sec secondary), and others?? They are not far off the damage rate for the RL (100/sec on primary, 117/sec on secondary) or flak (130/sec on primary, 81/sec on secondary, again per 3339 code). But hey, I am wasting my time/breath, am I not???

Well, you wanted "constructive feedback", here it is, in question form...

1) I can see having a LW player use adren faster with something like the triple, but since a LA player, or to use the current phrasing... ARTIFACT MASTER, is supposed to be a master of the artifacts, then where is the mastery, other than the fact that I get the ability to max and do not run the risk of breaking my MWM? Then there is that MAX+1 artifact, which is probably totally useless to all but a very small number of players like Ooo and Chyster. I cannot see any mastery! Care to show me the mastery??? And the fact that I can have upto 204 adren is not really a mastery item...shoot, there are LW players around level 120 who have more adren than I have. IMNSHO, because a player is LA, they should use adren slower than a LW player, have things like making a weapon occur faster, and have higher chances of the good stuff.

2) When can the ARTIFACT MASTER expect to be able to select a particular artifact with a single key press? Huh?? Gee, guess this is yet another on the long list of disadvantages that the artifacts players have in relationship to the loaded weapons folks. Particularly when combined with that bug that rotates our artifacts when we fire the deemer, ghost, etc.

3) How about the things that come from damage dealt to the monsters, like XP and adren (after all, the ARTIFACT MASTER gets more adren at the higher levels from things like energy leach and adren surge than drip can give them)?? Are the LA players going to be able to do as much damage (almost certainly not, at least in the near/mid term), or are the costs of those going to adjust so that we can still get adren, and then have us able to get XP from doing things other than killing. All I know is that I won't be holding my breath...

Druid wrote:

ck wrote:

but then if the original idea is to nerf down LA a bit, then i wouldn't ask this quesiton in the first place.  


This isn't the intent. The intent is to change the AM play style a bit more.

Adrenaline masters were always intended to have cool mage like skills, and to an extent, exploit the different weapon modifiers to do things other people can't do.

If you like to sit back, manipulate the game, snipe with a wicked sick gun, this is the class for you.
 


OK...this brings up two more points...the second relates to my first point, but first

4) Wicked sick gun? WHAT WICKED SICK GUN?? I keep getting squat for weapons. That Prot+1 sure ain't it, nor is that freezing, healing, etc. etc. The best weapon out there that would not nearly kill me in the process was the +5, as I almost never can pick up or make a vorpal (not to mention the fact that I have to worry about killing myself with the reflected shot) or nearly useless nerf gun...um...vamp.

5) As for sitting back and manipulating by sniping with that most wonderfull and fabled WSG...Ripley, PAINkiller and Spammy will tell you that I was really nasty at picking spots where I could wait a brief period of time until you came into my sights, and then BAM! You're dead! One shot! So yes, I would love to do that, and have enjoyed the head-hunter combo since it showed back up to the point where I can headshot a nali at the keg from the top of a tower in face w/o zooming in about 2/3 the time. But wait! I can only do that until the (SELF-CENSORED) anti-camper mod kicks in. Also, as someone who has close friends and relatives who have or have had sniper training, I can tell you the last thing they are going to do is to stand up and allow the other side to fire back, or do lots of moving around. Instead, they are going to eval the settings, slowly get into a carefully selected position offering significant cover/protection, and wait to pop the melon of the target by putting one someplace right between the ears. But no! Cannot do that, can we? Instead, we have to be someplace where the bugs can see us, fire at us, and where the nali or some other bug can appear right behind us and punch our ticket.

Well, I could go on, and would really love to drill sergeant here, but BotFodder was probably correct in the assessment of the the first portion being the equivalent of "SHUT UP AND SIT DOWN". So I will head over and sit down by the door...and BotFodder, look at the earlier part of my message for your answer.


*BEL*_e (spacey), BEL Clan General -- You Frag em, I'll Slag em!
LA -- *BEL*_e (level 283 - Extreme AM), LW -- *BEL*_o (level 26) MM - ?? ( *BEL*_Rolaids ?? *BEL*DrWho??, Engineer... *BEL*BS_E_E [BSEE '89, Ohio U] (level 22)

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