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Proposal: Low level player skills  XML
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Szlat

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Health and Adrenaline Regen might not be essential if they have Vampire and leech.
TheDruidXpawX

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I think I'm just going to fix this today.

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TheDruidXpawX

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I've got the weapons master done. I'll do the others when I get back from lunch.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
TheDruidXpawX

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Yeah, yeah, what I checked in was half baked. I'm working on it.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
TheDruidXpawX

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Ok, the stuff should be more fully baked. If I made an idiot compile error, just fix it

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
Moof

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TheDruidXpawX wrote:
Yeah, yeah, what I checked in was half baked. I'm working on it. 


I didn't say anything.

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Szlat

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In ClassWeaponsMaster, you have Code:
static function HandleDamage(int Damage, Pawn Injured, Pawn Instigator, out vector Momentum, class<DamageType> DamageType, bool bOwnedByInstigator, int AbilityLevel)
 {
 	local RPGStatsInv StatsInv;
 	
 	StatsInv = RPGStatsInv(Injured.FindInventoryType(class'RPGStatsInv'));
  	if (StatsInv != None && StatsInv.DataObject.Level <= default.MediumLevel)
 

As this is dealing with Vampire, should the RPGStatsInv(Injured.FindInventoryType.... be RPGStatsInv(Instigator.FindInventoryType.... ?
BotFodder

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Ack! That's my fault.

Sorry about that ... someone fix! I'm at work now! No access to code!

Now, the reason it's my fault is because Dru's a fan of cutting and pasting and "RPGStatsInv(Injured." was originally "RPGStatsInv(Killed." and when I went to compile, it bombed.

So without actually trying to understand the code, I just picked the first Pawn out of the function's passed vars I saw.

It wasn't the first or last one I had to do *but* I'm pretty sure the other changes were for instances of "Other" pawns, and no other pawn had been passed to the function.

Sorry!

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Szlat

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And what about the poor Engineers?
What sort of bonus should they get?

Just LowLevelRegen like the Medics?
Or should they get a bit of ArmorVampire as well?
BotFodder

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BotFodder wrote:
Ack! That's my fault.

Sorry about that ... someone fix! I'm at work now! No access to code! 

Fixed in CVS

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TheDruidXpawX

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I say give them some armor regen.

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The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
Szlat

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To be fair, when we add the low-level help for the existing three classes, we ought to add the ClassEngineer at the same time.
There are a number of players starting new characters with the intention of making them into Engineers. It would be a bit unfair for them to get no help while the other classes do. (For example, Fro-gineer is already level 40)
Szlat

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I have been thinking about this. The game is very unbalanced against low level players.
Monsters take their level based upon the lowest level player. So the low level and the high level player both fight against monsters geared to match the low level players.

We know how difficult it gets for high level players when there are no low levels on - well, the low levels are fighting like that all the time. So in the later waves, with the monsters being an extra 30 levels higher, it gets even more difficult for the low levels than the high levels.

I think the current suggestion of giving low levels extra skills to make them slightly higher level is one way, and will help.

We could also add a weighting factor based upon the difference between the monsters level and the players level. Not too extreme - just to balance things a bit. So if the monster is a higher level than the player, give the player damage bonus and reduction. And perhaps on a much gentler scale, if the player is significantly higher, help the monster a bit. Not too much - it should still be easier as a high level than a low level.

Assuming of course we can determine what the monster's level is.

(It's a shame really we can't easily override RPGRules NetDamage )
Szlat

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Szlat wrote:
(It's a shame really we can't easily override RPGRules NetDamage

Actually, we could check it is a monster we are battling. If so, we have the monster level, attack and defense within the stats. We could:
  • adjust the damage for low level monsters
  • put an adjustment in for the case when only high levels are in, and the monster dr gets impossibly high

    Could be worth it?
  • Szlat

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    TheDruidXpawX wrote:
    I say give them some armor regen. 

    Done
     
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