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Is the DC server getting too easy?  XML
Forum Index -> UT2004 DisastrousConsequences.com Go to Page: Previous  1, 2
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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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A while ago I remember seeing people as OUT all of the time... maybe past wave 10 mroe than half of the people would die. Now, on 14-16 or so, I'll die and look at the scoreboard only to see a few people dead. It is getting a little too easy imo. I think extending the waves by adding more monsters per wave would be a good idea. The endurance part would be hard because those without resupply will have to use a weapon, then would have to switch when they run out of ammo. The only problem would be a longer waiting time for the players who have died.

Another idea to combat that would to be have maybe 24-32 faster waves. This would get the players back in faster instead of having a lnog waiting time. A third idea would be to have 1-16 standard, then harder waves afterward. Everyone would get 25exp or so after finishing a wave above 16, and we'd keep going until 32 or until everyone dies.

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crispycritters



Joined: 03/12/2006 00:26:35
Messages: 13
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when I can get 1000 with a level 25 medic you know something's up.

My suggestion: random handicap rounds. 3 random rounds out of 16, we have rounds in which you are handicapped. Example:
-start with no ammo
-start with no weapons (besides shield)
-you lose 1 health/second
-you move at half speed
-you can't jump
-everyone gets an assault rifle and nothing else
or
- Friendly fire is on


(in fact, I think FF should be on all the time, but thats another thread).
Fro13

Dominating
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Joined: 04/04/2005 17:36:13
Messages: 210
Location: Spokane, WA
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We could put 2003 invasion back in. Those games always got tough. I'd like to play one of these matches with all the new stuff that has been added since it left. I'm sure there would be more team play too with the medics. I can see it now, everyone huddled in a tiny room fending off the hoard of warlords fighting their way in.

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Chyster

Wicked Sick!
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Joined: 02/08/2005 20:26:37
Messages: 573
Location: Victoria, TX
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The 2K3 thing has been beaten up before in other threads a couple of times now. Though I enjoy it also, there were two main reasons I remember from the previous discussions that it was taken out.

One was that it is VERY taxing on the server and two is that it was too hard on the new players.

Maybe if we all chip in and help get an upgraded server, we could repetition this to Dru. Otherwise, I think it is a waste of time talking about it.

If at first you don't friccasee, fry, fry a hen.
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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
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Location: Hatboro, PA
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I never played the UT2003 invasion. What was different about it, and why wouldn't Dru just be able to change the existing invasion to fit the 2003 form?

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Chyster

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Joined: 02/08/2005 20:26:37
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The translocater is better for telefragging and the monsters seek out, chase, hound (or what ever) the players. It is more aggresive and was set up with more waves. In order to complete maps, people really had to work as a team. Lone wolves were hunted down and killed early in waves.

Dru could (and did in the past) have it running, but took it off for reasons stated in the post above yours. From what I understood, it was killing the server.

If at first you don't friccasee, fry, fry a hen.
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Continuum

Wicked Sick!
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Joined: 03/09/2005 05:20:36
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Location: Indianapolis, Indiana
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I had fun with 2003 invasion even as a low level back then who didn't even know why we didn't win after 16 waves... I did spend most of the waves spectating but I still liked it. CTF-Bridge (probably got the name wrong and not talking of bridgeoffate ) became particularly well suited for the tactics necesary for the later waves.

Would be interesting to see it back even if it were for only one weekend a month or something like that but I do remember it causing some lag issues that would probably be worse now.

[edit]
Although the later waves would take care of too many players being alive at the end of a map
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Mac_Knife

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Joined: 01/25/2005 21:31:29
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Yeah i remember the later waves in UT2003 invasion, there were ALOT of monsters and they would basically form groups and go hunt down players. Now its like the second a monster spawns, 3 players jump on it and its dead in a matter of seconds, in UT2003 invasion it was the other way around. The second a player came within reach, the player would get mobbed by like 10 monsters. Not only this but the monsters would take ALOT of damage before they would die, like 9 direct hits from a RL to kill a skaarj.
But there were so many mobs, i could understand why it was such a burden on the server.

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Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
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Mac_Knife wrote:
Now its like the second a monster spawns, 3 players jump on it and its dead in a matter of seconds... 


I feel that it's like this on the higher waves. Last night on breakfast I couldn't kill an enemy alone; I just ran around, started shooting and it died (if I was lucky I got a shot in before he died) and then looked for the next one. I know it's a fairly open map, but I experience it a lot in other maps. I think making the monsters stronger or increasing their difficulty would be a good idea and it wouldn't hurt the server.

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BotFodder

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Joined: 01/13/2006 15:23:41
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First off, this issue won't be avoidable on some maps - Titans on Oceanic will always have this problem.

But maybe we don't need an increase in the number of monsters - just the number that spawn at a given time. And if their intelligence (no so much their difficulty) can be increased, that'd be great too ...

Thing is, I've found myself facing four Nali or 3-5 Skaarj at the same time on wave 16. Even as my 105th level WM, it's not an easy task. As my other characters (all below 45 at the moment) it's usually certain death.

I'd object to anything that might end up making all but the shock and mini useless on open maps. And I think there needs to be a bit more of a curve when it comes to monsters dodging flak or link shots. It just seems that they start doing it automatically on wave 16 - there's no "buildup" in this "skill" that they develop.

Finally - I think this percieved easiness of the server is more of an issue of the number of people on at a given time. Come on when there's only ten or so people on - it gets challenging, even when one of those people is Fro or Blade. We don't *always* win maps.

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