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DruidsRPG188 bugs?  XML
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TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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Ok, As far as I know, this is the short list of bugs for the latest build.

1) The Monster Summon Points HUD sometimes gets swapped for another player's HUD. (Wacky wacky wacky)

2) A couple of exploits that I wont discuss here.

3) Flak and RL may need to have the raw damage modifier removed. (Bring on the debate)

Dru

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Okinesu

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Joined: 12/19/2004 20:45:34
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Really, the raw damage modifier needs to be changed? I think a better, albeit more complicated solution, would be to perhaps up the toughness of the monsters or something. That would fix the problem from the other way around.

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[KitFox]

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Joined: 11/25/2005 07:59:59
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Dont forget the Freezing effect being very jerky .

For the flak i am more for the undupable option
Okinesu

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[KitFox wrote:
]Dont forget the Freezing effect being very jerky . 


Erm, you mean if you freeze yourself and try to move, you can move forward about half a foot before it jerks you back a bit? It's always been like that from what I can tell. At one point it seemed like if I froze myself, my movements reversed (I remember one time I froze myself with a flak shard and when I tried to move forward, it backpeddled, which was befuddling but cool) which I kinda like, sort of enhances the "frozen" aspect...

Also, am I the only one who has noticed that you can freeze yourself in mid-air if you use null entropy on yourself while in the air? I've used it to get to reaaaaaally out of the way places, with some help from the trans...

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la_bomba

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I don't know if this is a bug, but it might be.

When the Medic class first came out you said that you didn't want people to be able to heal pets for XP, since they could just turn around and make another. If this is still the case, it's not 100% happening. Very rarely I heal a random monster and get XP. It's so sparadic that I can't find a pattern, and so rare that I wonder if it's really that big of a problem, but since 188 came out I have been able to get SOME xp for healing pets, but it was very little do to the low occurence.

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
[KitFox]

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you mean if you freeze yourself and try to move, you can move forward about half a foot before it jerks you back a bit?
 


Exactly, this jeks back seems to be a server correction that happens every half seconds. Because when you are frozen, you move full speed.


It's always been like that from what I can tell.
 


I can assure you that around 1.7X, freezing effect was completelly fluid.
Right now because of this jerk correction, mobs on wave 12+ are even harder to hit because they move incredibly fast wich makes them flicks very big distances.
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3 other things.

1)

I dont know if its a bug, but ghost don't trigger when you die when falling.

2)

Artifact switching when Ghosting, Redeeming or Entering a Vehicule.

3)

I dont think this one will be fixable, it must be very hard to track. But sometime, Sniper/Link Gun start shooting completelly out of aim. I still try to figure what is the reproduction steps.
v0rTeX

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[KitFox wrote:
]3 other things.

1)

I dont know if its a bug, but ghost don't trigger when you die when falling.

 


I think falling counts as a suicide, at least in some situations, and suicides wont trigger the ghost.
Pyramidion

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actually when I have suicided on purpose it's always triggered the ghost, so I was wondering if this was meant to happen by just typing it into the console?
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v0rTeX

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Oh yeah I forgot about using the suicide command. I do that too sometimes.

I just checked the source code for Ghost. The only things that are supposed to kill you without letting ghost work are kill volumes and physics volumes like that of the AS-Convoy map.

I wonder if falling too far to survive activates something like a kill volume.
320

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TheDruidXpawX wrote:
Ok, As far as I know, this is the short list of bugs for the latest build.

3) Flak and RL may need to have the raw damage modifier removed. (Bring on the debate)

Dru 


Are you referring to the plain flak +1, +2, etc. which add 10% per plus?

If so, I feel that these should have an asterisk. Not just the flak and RL, but all weps. These are the most sought after ever since the great nerf bat was swung at freezing, vamp, etc. Many people will happily dump a vamp 6 flak in favor of a vanilla +4 or +5. Magic effects are nice, but in the end, dmg > all. The only exception is vamp, but it's still a distant second a lot of the time. Piercing is gaining popularity but is only useful to a small minority.

Another option, if possible, is to make the max a +3, or adjust the bonus to 7%, etc.

I think another way to balance this equation is by adjusting the damage values on the lessar weapons, such as sturdy. I think 4 or 5% per plus would make this wep more desirable as a balance between damage and its magical effect. When a *maxed* wep is only as good, damage-wise, as a +1 or +1.5 plain, that's tough to swallow when someone is handing out a vanilla 5.

Szlat

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I agree with 320's comments.

But following on from there, once you have cut the +4 and +5s down so they can't be shared, something else will take over as the most powerful shareable weapon.

One option would be to make all magic weapons have a *. So people can give individual weapons to other people, but no mass cloning. Could still max weapons for other people, but not mass use of a single maxed weapon.

I think then that a lot of magic types could perhaps have their damage slightly increased, say by 1% or 2%, as the maxed out versions will not be so prevalent.

This way you would get more different magic types in use during the game, rather than mainly the max shareable one.
BotFodder

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Hey Dru, not that this is like, important, but I have LW 5 and one thing I've noticed is:

My shield and assault rifle aren't always magical ... and if they are, they aren't always positive!

I'm guessing either their not supposed to be covered by the LW 5 stuff, or it would be harder (since they are the start weapons) to get them to be covered by the LW 5 stuff. And, admittedly, the only reason why I want my Assault Rifle to be positively magical is so I can throw it (unless it's like healing or something).

As for my comments on the flak and RL - well I have a huge post over on Mystic's thread about the triple and flak 5. To summarize - RL 5 would just kill me faster (the only time I hold on to my RL is when it's a healing weapon), and taking the flak 5 away totally isn't, IMHO, a good option. I would rather (if they must be) they either be non-clonable (and make all +5 damage weapons that way) or have the %*+ value dropped a % point or two. For more of my ramblings on this issue, see:

My post on the "+5's and triple dmg" thread.

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FodderFigure

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v0rTeX wrote:
I wonder if falling too far to survive activates something like a kill volume. 


Falling into lava ( a couple feet) doesn't trigger ghost either.






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[KitFox]

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I just checked the source code for Ghost. The only things that are supposed to kill you without letting ghost work are kill volumes and physics volumes like that of the AS-Convoy map.
 


Why put such a constraint?

I understand Denial not triggering on Suicide, but Ghost should be 100% deaths.
 
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