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Calling all nit-picky, detail oriented types (with nothing better to do)!  XML
Forum Index -> UT2004 DisastrousConsequences.com Go to Page: Previous  1, 2, 3 Next 
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v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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I don't know how picky you wanted us to be but here goes.

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

Experienced Healing
Allows you to gain additional experience for healing others with the Medic Gun.|Each level allows you to gain an additional 1% experience from healing. (Max Level: 9)
You must be a Monster Master and have Loaded Medic to purchase this skill. 


Formatting character between sentences.

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

I think a semicolon would work better here:

Loaded Medic
Gives you bonuses towards healing.
...
...
Medic Weapon Maker
Requires 10 adrenaline. This artifact changes the currently selected weapon into a "super healing" weapon- an infinite +6 healing weapon.
If you change a second weapon into a super healing weapon, the first one is destroyed.  


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

Resupply
Adds 1 ammo per level to each ammo type you own every 3 seconds.
...
...
 


This statment is true about most weapons, but the weapons that have an ammo capacity of more than 100 by default (assault, link, and mini) will gain more ammo than 1 per 3 seconds.

For link and mini the formula is :

Code:
				W.AddAmmo(RegenAmount * (1 + W.AmmoClass[0].default.MaxAmmo / 100), 0);
 


I'd have to double check but I believe the link is 3 per level per 3 seconds and the mini is 4 per level per 3 seconds. I'd probably add a note about these guns.

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

Also, on the skill costs page, (and Im just very detail oriented so it's probably just me) I think it would look better if Monster Points, Loaded Monsters, Retaliation, and Vampirism were top justified in the left column. As it is now the skill name doesnt line up with the line on the right that says Level 1 = xx... etc

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

From the Weapon Info page,


All magical weapon types, with the exceptions of vorpal and rage, are available on all types of weapons. Vorpal only occurs on lightning guns, sniper rifles, avrils, shield guns, and shock rifles. Rage occurs on all types of weapons except super weapons (e.g. redeemer). 


Don't forgot about Force and Penetrating. Force is Projectile fire modes only and Penetrating is Hitscan fire modes only.

But then there is the Shock Rifle and Assault Rifle which can be either Force or Penetrating since they have both fire modes.

v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Harm
Range: -3 to -1
Each minus deals an additional 1% damage to you.
 


This bit sounds a little unclear. It almost sounds like they are dealt damage for shooting or holding it.

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

Healing
Range: 1 to 3
(Max Healing is +50)
This weapon heals teammates (including pets and yourself in the case of weapons such as the bio rifle). A message is displayed showing you who has healed you. You can now also gain 10% experience for healing others. You do not gain exp for healing yourself, for healing self-damage (e.g. if Arcadun hits himself with his own flak, you can heal him but you do not gain exp for healing that portion of the damage), or for healing damage done by rage weapons. 


Didn't Druid make it so you only get 1% experience for healing?

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

Luck
Range: 2 to 7
While holding this weapon, fortune smiles upon you. Useful pickups seem to materialize out of thin air in front of you! Each + deals an additional 1% damage.
 


I just discovered recently that any health or adrenaline pickups that are spawned by a lucky weapon will be double strength. So a lucky weapon holder can spawn adrenaline pills that give +4 adrenaline, health vials that give +10 health, etc...

EDIT: I updated the above paragraph with the correct info that it only affects items spawned BY a lucky weapon.

Code:
			if (MiniHealthPack(P) != None)
 				MiniHealthPack(P).HealingAmount *= 2;
 			else if (AdrenalinePickup(P) != None)
 				AdrenalinePickup(P).AdrenalineAmount *= 2;
 


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

Penetrating
Range: -2 to 4
Shots fired by this weapon go through any players they hit (like the zoom instagib beam does). NOTE: This does not apply to monsters, only to human players. Each + (or -) does 2% more (or less) damage.
 


This is not true, Penetrating does go through monsters. I have proven it by combining the effects of Penetrating and Null Entropy into a single gun and I can 'pause' whole groups of monsters in a line.

If you'd like to see me prove it with a demo just say the word.


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

Piercing
Range: -2 to 6
Damage from this weapon ignores damage reduction. Each + or - deals 2% more (or less) damage. 


This is no longer 100% accurate. The code now ignores the DB and DR stats ONLY if they would deal more damage than the weapon normally would.

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

Reflection
Range: 1 to 7
This weapon has a chance to reflect damage dealt to you by energy weapons (such as Skaarj energy). Each + increases your chance of reflecting the damage. Each + adds 2% more damage.
 


I've also discovered recently that Reflecting works the exact same way a Shield Gun does(i.e., it will only reflect if the damage is in a 68 degree 3-dimensional radius directly in front of you, so any damage from behind you will never be reflected). Not sure if you want to include new info about this or not.

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

Lastly, you don't have summon charm info that reflects the summon charms a M/MM player gets.

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

Aren't you absoultely sick of my nit-picking now?
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Excellent post v0rTeX. The only minor comment I have is on the Piercing bit.

v0rTeX wrote:
Piercing
Range: -2 to 6
Damage from this weapon ignores damage reduction. Each + or - deals 2% more (or less) damage. 


This is no longer 100% accurate. The code now ignores the DB and DR stats ONLY if they would deal more damage than the weapon normally would.
 

Obviously you know it takes the maximum of the damage with stats and the damage without stats. To me it would perhaps read better if the
The code now ignores the DB and DR stats ONLY if they would deal more damage than the weapon normally would. 

read like
The code now ignores the DB and DR stats if the weapon will do more damage without them. 

Any post that long is bound to have a few typos in.
But you picked up on the fact that the description was wrong, which I hadn't noticed.

And thanks for the extra info on Reflecting and Luck weapons
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Well yeah I didn't mean it should be phrased like I put it, just better than it was. Your description is better I must say.

Also, an update on the Luck part. I realize now what that code means after having tested it first hand.
Not ALL health and adrenaline pickups will be doubled for the holder of a luck weapon, but rather, any health or adrenaline pickups that are spawned BY a luck weapon will be double strength.

Honestly the only reason I know all of this is because I spent alot of time staring at the code while I was trying to figure out what new things I could make without having to write any of my own original code.
edomingox

Dominating

Joined: 05/22/2005 16:57:45
Messages: 247
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Slow Motion:
Range: -5 to -1
Each - does 2% less damage and shoots the ammo more slowly. 


When I shoot slow mo weapons, the ammo actually freezes and stops right in front of me, a la Matrix style. I don't know if that is the desired effect but that is what happens.

My character skin -
http://skincity.beyondunreal.com/?section=skins&action=show_infos&id=1513
or
http://www.utzone.de/include.php? path=content/download.php&contentid=4280
http://friends.GameFly.com/r/5c9eec123614102a919d
Shantara

Wicked Sick!
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Joined: 12/19/2004 18:35:28
Messages: 861
Location: SLC, Utah
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More examined:

--For clarification, making non-LA players have an adren max of 200 vs the LA max of 250 was something we looked at a long time ago and concluded that coding-wise it was just close enough to impossible to not bother.

--Updated site to indicate that MM can have both regen and adren drip at the same time.

--As for formatting-type things, I'm not interested in whether or not it looks pretty. If something is disorganized enough that it does not make sense, let me know, otherwise I'm just going to leave it be.

I'm wondering what it will take for my country to rise,
First we admit our mistakes, then we open our eyes
--Ani Difranco

My skin: http://www.ut2003hq.com/pafiledb2/pafiledb.php?action=file&id=5094
320

Wicked Sick!

Joined: 10/11/2005 21:28:38
Messages: 605
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edomingox wrote:
Slow Motion:
Range: -5 to -1
Each - does 2% less damage and shoots the ammo more slowly. 


When I shoot slow mo weapons, the ammo actually freezes and stops right in front of me, a la Matrix style. I don't know if that is the desired effect but that is what happens.  


Yes, that's how it's supposed to work. In fact, if a loaded artifact player uses the double magic artifact with a slow mo, the shots will go backwards!
v0rTeX

Wicked Sick!
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320 wrote:

edomingox wrote:
Slow Motion:
Range: -5 to -1
Each - does 2% less damage and shoots the ammo more slowly. 


When I shoot slow mo weapons, the ammo actually freezes and stops right in front of me, a la Matrix style. I don't know if that is the desired effect but that is what happens.  


Yes, that's how it's supposed to work. In fact, if a loaded artifact player uses the double magic artifact with a slow mo, the shots will go backwards! 


Well the only one that should keep the shots from moving at all is Slow Motion - 5. All others should have some movement to them in one direction or the other.

Also, the Bio Rifle and Flak Secondary act differently than the shock balls, rockets, and link primary. On these particular weapons, Slow Motion has less to do with how fast they travel and more to do with how far they travel before hitting the ground. I haven't tested it but I would imagine that bio and flak canisters don't freeze midair like the rockets can. And I suppose Assault Rifle grenades would fall under this category as well.
v0rTeX

Wicked Sick!
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Shantara wrote:
--As for formatting-type things, I'm not interested in whether or not it looks pretty. If something is disorganized enough that it does not make sense, let me know, otherwise I'm just going to leave it be. 


Understood. But are you still planning to fix the errors where the information is wrong/incomplete/missing? I listed at least 6 of these types of errors.

Shantara

Wicked Sick!
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Joined: 12/19/2004 18:35:28
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v0rTeX wrote:

Understood. But are you still planning to fix the errors where the information is wrong/incomplete/missing? I listed at least 6 of these types of errors.

 


Well, I *was* planning on fixing errors from everyone else but you, but since you mentioned it, I supposed I'll do those as well . J/k

Of the top of my head, I think I fixed everything from your original response (i.e. the one before my first fixes) with the exception of resupply, which I need to look into further. The little blurb about that came directly from Mysterial's code, which I never bothered to question or think about, so I'll get back to you on that one. Any errors mentioned after my first fixes have been added to my to-do queue.

I'm wondering what it will take for my country to rise,
First we admit our mistakes, then we open our eyes
--Ani Difranco

My skin: http://www.ut2003hq.com/pafiledb2/pafiledb.php?action=file&id=5094
Icey

Killing Spree
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Joined: 06/15/2006 11:28:24
Messages: 56
Location: Orlando, FL
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One thing I've noticed as a rather large error is the Experience table. Where my Medic character: Doctor_Icey is level 28, he only needs 2300 experience to level up, whereas on the experience chart here at DC.com says that he should need a whopping 4713, almost double of what is required of my character at the moment.

I think that's good for now, I'm off to nitpick at the site some more!

*waves banner of the BotDoctor Inquisition* Viva la Bot!

If Tom has 5 Apples and Suzie has 7 apples, how tall is Matt? (There is a real answer to this question)

Extra Credit: How much wood can a peckled pepper picker chuck on a seashore?
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Fro13

Dominating
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Joined: 04/04/2005 17:36:13
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Location: Spokane, WA
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Icey wrote:

*waves banner of the BotDoctor Inquisition* Viva la Bot! 

rofl
Looks like bots building himself an army or maybe a cult .
I wonder what his intentions are....

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BotFodder

Wicked Sick!
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Joined: 01/13/2006 15:23:41
Messages: 1239
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Icey wrote:
One thing I've noticed as a rather large error is the Experience table. Where my Medic character: Doctor_Icey is level 28, he only needs 2300 experience to level up, whereas on the experience chart here at DC.com says that he should need a whopping 4713, almost double of what is required of my character at the moment. 

In defense of what you read vs. what you experience, I think we're still under the reduced requirements for leveling for levels 5-35, as per the server's unfortunate early April vacation. I think Dru has either forgotten (as I'm fairly certain it's been more than 40 days) or just hasn't had the opportunity to put things back the way they are intended to be.

Icey wrote:
*waves banner of the BotDoctor Inquisition* Viva la Bot! 

Ah, the underground arm of the public face ... keeping those in authority on their toes, and providing the unknowing with information containing way too much detail (and the occasional accidental error).

I use the Futurama Prof. Farnsworth Skin: http://www.disastrousconsequences.com/dcforum/posts/list/1595.page
WM: (DC)BotFodder 170
MM: (DC)BotDoctor 141
AM: (DC)BotBooster 147
http://ericdives.com/ - My DC Newbie FAQ: http://tinyurl.com/lz229
Twitter: http://twitter.com/ericdives
[WWW] aim icon [MSN]
BotFodder

Wicked Sick!
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Joined: 01/13/2006 15:23:41
Messages: 1239
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Fro13 wrote:

Icey wrote:

*waves banner of the BotDoctor Inquisition* Viva la Bot! 

rofl
Looks like bots building himself an army or maybe a cult .
I wonder what his intentions are.... 

Well, you know ... the whole "Kneel Before Zod" thing hasn't seem to have taken off yet.

My intentions are a secret! Even to me!

I use the Futurama Prof. Farnsworth Skin: http://www.disastrousconsequences.com/dcforum/posts/list/1595.page
WM: (DC)BotFodder 170
MM: (DC)BotDoctor 141
AM: (DC)BotBooster 147
http://ericdives.com/ - My DC Newbie FAQ: http://tinyurl.com/lz229
Twitter: http://twitter.com/ericdives
[WWW] aim icon [MSN]
Icey

Killing Spree
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Joined: 06/15/2006 11:28:24
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Ahhh, didn't know that the server had been offline for a month, I apologize that I was incorrect in my post. Then again, this just means I get to find more things to point out! *evil grin*

Let's see.... Ooh! There's no screenshots of people writing things in the air with the Slow Motion -5 Shock Rifles or Link Guns! I have triumphed over the odds yet again.... or.... something like that.... Muaha!

To BotFodder: I'm working on a warchant for the cult right now, would it be all right if cow kites and trojan kegs were involved?

If Tom has 5 Apples and Suzie has 7 apples, how tall is Matt? (There is a real answer to this question)

Extra Credit: How much wood can a peckled pepper picker chuck on a seashore?
[Email] [MSN]
 
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