[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
DruidsRPG 190?  XML
Forum Index -> Druids RPG Go to Page: 1, 2, 3, 4, 5, 6, 7, 8 Next 
Author Message
TheDruidXpawX

Wicked Sick!
[Avatar]

Joined: 12/19/2004 18:32:13
Messages: 1946
Offline

This is a list of changes that I'm intending to make to RPG:

If you feel the need to whine, pout, or flame about these changes, please forward them to bitbucket@disastrousconsequences.com and they will be dealt with appropriately.

*Useful* feedback may be posted in response to this thread. If I've missed an obvious bug, please post it. If you have a really cool idea, please post it in another post. Don't hijack this one.


Flak and RL balance adjust:

The plain Damage modifier is going to depart these beautiful high damage weapons.

Please enjoy them while they last, as they're available for a limited time only.

If this sufficiently crimps your style as an artifact master, I will offer to change you over to a weapons master for a period of a month after this code rolls out.

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.

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.

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.

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

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

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.

Adrenaline Masters wont spew artifacts
When you die as an Adrenaline Master, you wont spray a munch of artifacts.

Pet healing balance tweaks

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

Freezing will stop acting so jerky

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

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
ck

Killing Spree

Joined: 01/20/2006 17:28:27
Messages: 48
Offline

i'm pretty sure you're aware of this but booster and healing don't work together and booster usually ends up being a waste of adrenalin (unless you do your best to avoid healers) i feel like this is an important bug because i personally avoid using booster as much as i can. (what happens is once you are healed above +99 of your starting health, booster stops working, it doesn't continue to increase armor but it will keep draining adrenalin)

also, i'm not sure if this belongs here but is there a reason why LA players don't get the "damage increase" skill? when you think about the other changes (no + on flak/rl, triple using more adren) it looks like LA players could use such a boost as much as the LW players. of ourse i haven't played 1.90 so i can't do a deeper anaylsis of this issue. but then if the original idea is to nerf down LA a bit, then i wouldn't ask this quesiton in the first place.
BotFodder

Wicked Sick!
[Avatar]

Joined: 01/13/2006 15:23:41
Messages: 1239
Location: Florida
Offline

I'm a details person so some of these questions/issues may be somewhat annoying to you, Dru. If so, just say "Go away and leave me alone, BotFodder!"

TheDruidXpawX wrote:
Flak and RL balance adjust:

The plain Damage modifier is going to depart these beautiful high damage weapons.

Please enjoy them while they last, as they're available for a limited time only. 

Well, even though I don't wholly agree that this change was needed, this is the equivalent of "SHUT UP AND SIT DOWN!"

*sit* *psst* - what are the most powerful weapons on the game now?

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. 

Is it too early to ask about costs? Will you be offering short-turnaround stat adjustments for people who would like to take points from elsewhere to purchase this new wonder, much like you offered to AM's to switch to WM's?

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. 

Ack well okay - while I think it will only impact everyone equally, the net balance change is 0 I'd say. Are you saying that instead of it tripling the pre-DB/DR damage, it will triple the actual damage done to a monster? That will certainly offset (if not overrun) the quicker drain on adren. Any chance of you shortening the time that the Triple "must" be on? There are times I activate it, kill a monster, and then have to hit my space bar two or three times before it actually shuts off.

Perhaps the shortening could be considered *after* we look at the impact of the current planned changes to the Triple.

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. 

Okay, I have some questions about details about this welcome change:
  • Will you still be required to activate it?
  • Will you still be able to deactivate it?
  • Or will it be a situation of "While it's showing on your HUD, it's active"?

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

    Hey hey - I know this is probably more work for someone but: Could we get a list of mods (beyond Mysterial's, as that's made quite clear elsewhere) that are used by the server? I haven't actually seen anywhere where Satore's Monster Pack is mentioned directly, but it is required. Though it's small (as are some of the accompanying files) I did have my cache expire it recently, and had to redownload it. On RoadRunner, this was quick - but I'm all for being able to download something ahead of time to avoid waiting a second later. Or perhaps I should just shut up and set my cache to 99 - is that covered in the "Keybinds" or similar thread elsewhere?

    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. 

    Thank you Jeebus. I know you guys llike your cows but if they can't hurt any of the monsters, they are nothing more than annoyances to the players. If Titans aren't a CPU issue, I think a maxed out M/MM should be able to summon the weakest version at least (only one though I'd say - any more than that and the rocks could become a CPU issue).

    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 

    As Dru didn't expressly state it, I'm guessing what he means by this is that it will damage monsters as a regular +0 infinite weapon, but heal like a +6 healing weapon (or does it now heal point for point?).

    I know some of the Medics will be up in arms over that one, but hey - just be glad it's still doing damage, as it was previously discussed that, as a "medic" weapon, it was meant to heal, not damage, and could have been tweaked so it did *nothing* to monsters. We lost our Flak 5 - you loose your 6%. .

    Dru: One of the bugs I've mentioned previously that you may have missed and didn't addressed here:

    LW 5 players still end up with normal or possibly negative Assault Rifles and Shield Guns. Is this known? Is it by design? If not, is it fixable? I've started using my shield more lately - scored well on a couple of maps with a vamp 7 and a vorp 9 ...

    And the only other bug I've noticed is the one ck mentions about booster and medic healing.

    ck wrote:
    s there a reason why LA players don't get the "damage increase" skill? when you think about the other changes (no + on flak/rl, triple using more adren) it looks like LA players could use such a boost as much as the LW players 

    For a minute I was getting my threads mixed up there, but I swear I saw Dru mention the potential for a plan where AM's won't be pinatas any more; maybe in 191 or 192?

    I'm guessing that that might be the case in the future (reducing the chances of a WM's chances of getting a Triple), and the fact that you guys can start with a Triple (quite cheaply last I saw), Dru might be hoping that this will keep the playing field between AM and WM level.

    Okay - I'll shut up and go back to work now.

  • 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]
    [KitFox]

    Dominating
    [Avatar]

    Joined: 11/25/2005 07:59:59
    Messages: 232
    Offline


    but then if the original idea is to nerf down LA a bit,
     


    Seriously im Shocked. I will try how it looks first before stopping completelly but drastic changes like this always turned me down in every RPG that exist.

    Tripple nerf.
    Flak nerf.
    LW Boost to compensate damage.

    Thats like:
    if(LW > LA)
    LW++, LA--;

    LA dont deserve that nerf. I just dont understand.
    TheDruidXpawX

    Wicked Sick!
    [Avatar]

    Joined: 12/19/2004 18:32:13
    Messages: 1946
    Offline

    ck wrote:
    (what happens is once you are healed above +99 of your starting health, booster stops working, it doesn't continue to increase armor but it will keep draining adrenalin) 

    I'll see if there's anything I can do about it. This is coded into the game itself so it may be difficult to overcome. It might be something I'm doing though, so I'll look into it.

    ck wrote:
    i'm not sure if this belongs here but is there a reason why LA players don't get the "damage increase" skill? 


    Yes. AM players are supposed to be mages. My intent was never for them to be fighting on the front line as much as they are. That's why I'm tweaking the LR to give them some other skills.


    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.

    If you like to be in our face going toe to toe with baddies, you ought to pick a weapons master route.

    This is why I'm offering players who may have switched from WM to AM an opportunity to switch back after this rolls out.

    Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

    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

    Wicked Sick!
    [Avatar]

    Joined: 12/19/2004 18:32:13
    Messages: 1946
    Offline

    BotFodder wrote:
    New Weapons master skill: Increased overall damage.

    Is it too early to ask about costs? Will you be offering short-turnaround stat adjustments for people who would like to take points from elsewhere to purchase this new wonder, much like you offered to AM's to switch to WM's? 


    You can request a reset (short of your class) at any time. We try to do these every weekend, but lately it's been more like every other weekend.

    This is intended to be a higher level skill though, so it may be more spendy than you're expecting. I don't know the cost yet.


    BotFodder wrote:
    Triple Damage balance adjust.

    Ack well okay - while I think it will only impact everyone equally, the net balance change is 0 I'd say. Are you saying that instead of it tripling the pre-DB/DR damage, it will triple the actual damage done to a monster? That will certainly offset (if not overrun) the quicker drain on adren. Any chance of you shortening the time that the Triple "must" be on? There are times I activate it, kill a monster, and then have to hit my space bar two or three times before it actually shuts off. 


    Yes, no, maybe. I'm undecided on the outcome, It's just overwhelmingly apparent something has to be done.

    note: There is currently a minimum amount of time you have to run the triple before you can turn it off.

    BotFodder wrote:
    Lightning rod balance adjust
    Okay, I have some questions about details about this welcome change:
  • Will you still be required to activate it?
  • Will you still be able to deactivate it?
  • Or will it be a situation of "While it's showing on your HUD, it's active"? 

  • Yes
    Yes
    No

    BotFodder wrote:
    Hey hey - I know this is probably more work for someone but: Could we get a list of mods (beyond Mysterial's, as that's made quite clear elsewhere) that are used by the server? 


    Will you put up another post about this? This is directly off topic to this post.

    BotFodder wrote:
    Medic weapon wont show a + anymore
    it will damage monsters as a regular +0 infinite weapon, but heal like a +6 healing weapon (or does it now heal point for point?). 


    Yes, mostly. It's *never* damaged as a +6 anyway, and it's never healed as a +6, as that changes with your level of loaded healing.

    BotFodder wrote:
    LW 5 players still end up with normal or possibly negative Assault Rifles and Shield Guns. Is this known? Is it by design? If not, is it fixable? I've started using my shield more lately - scored well on a couple of maps with a vamp 7 and a vorp 9 ... 


    It's fixable. It's probably 4 hours work to fix, and on the list of things I could do with that 4 hours, it scores really low. If someone else has fixed this, or wants to try, I'll accept patches. The problem is not just with this skill but also with denial. They need to destroy the weapon already in your inventory if there is one.


    BotFodder wrote:
    I'm guessing that that might be the case in the future (reducing the chances of a WM's chances of getting a Triple), and the fact that you guys can start with a Triple (quite cheaply last I saw), Dru might be hoping that this will keep the playing field between AM and WM level. 


    I've taken the point to heart: When I die as a WM, I don't throw all my guns, why should I throw all my artifacts as a AM?

    Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

    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
    v0rTeX

    Wicked Sick!
    [Avatar]

    Joined: 12/19/2004 20:59:52
    Messages: 562
    Offline

    The problem with the Booster combo is persistent to any mutator that allows you to have Health > (Starting Health + 99) so I think the fix to it would be to make a new booster combo to use.

    Epic apparently made the code say something to the effect of

    "Give health if Health < (StartingHealth + 99)
    Give Shield if Health = (StartingHealth + 99)"

    so that when the health reaches that point it can start giving you shield. So if it were changed to

    "Give heatlh if Health < (StartingHealth + 99)
    Give Shield if Health >= (StartingHealth + 99)"

    Epic just didn't foresee anyone making a mutator that allowed health over 99 above starting health. So all you have to do is carbon copy the code and add a > sign in there somewhere most likely.
    BotFodder

    Wicked Sick!
    [Avatar]

    Joined: 01/13/2006 15:23:41
    Messages: 1239
    Location: Florida
    Offline

    TheDruidXpawX wrote:

    BotFodder wrote:
    Triple Damage balance adjust.

    Are you saying that instead of it tripling the pre-DB/DR damage, it will triple the actual damage done to a monster? That will certainly offset (if not overrun) the quicker drain on adren. 

    Yes, no, maybe. I'm undecided on the outcome, It's just overwhelmingly apparent something has to be done. 


    "Vait a minut. If I haf done my mas correctly ... " (that's a German accent):

    Depending on implementation, this may harm lower levels, if I understand how the math is done, and my assumption previously on the benefit to players was incorrect (or correct, depending on your point of view).

    Sample case: Player has DB 30, Monster has DR 50, weapon does 100:

    PreDB/DR: 100*3=300 + 30 - 50=280
    PostDB/DR: 100 + 30 - 50=80*3=240

    In this case, the higher the monsters DR, or the lower the players DB, the less a weaker player will do to a stronger monster if the triple kicks in after the fact.

    Reverse the values: Player has DB 50, monster has DR 30, weapon does 100:

    PreDB/DR: 100*3=300 + 50 - 30=320 (accident, I assure you)
    PostDB/DR: 100 + 50 - 30=120*3=360 (how's that for circular reasoning)

    The stronger the player or the weaker the monster, the worse off it is for the monster if the Triple kicks in after DB/DR.

    Dru - it depends on your goal here (and if I've done my math right and understand certain game mechanics properly). If you want to not harm the newbs so much and not let the stronger players run over the monsters (as I think some folks feel it should be), then the Triple should take effect before DB and DR is figured into the damage.

    Admittedly I'm talking out of my butt here but at least at work I'm right 95% of the time when I do that.

    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]
    [KitFox]

    Dominating
    [Avatar]

    Joined: 11/25/2005 07:59:59
    Messages: 232
    Offline

    The DB and DR are Percentages . Its not constant values added to the damage or else it would make the Assault Riffle a godlike weapon when you think about it.

    The maths are a bit off

    Szlat already wrote:

    Damage = Damage * (1 + (InstigatedData.Attack - InjuredData.Defense)/200))
     


    So since the Damage are percentages, applying Tripple before or after have no effect. Proof:

    PreDB/DR: (100*3) * (1 + (0.3-0.5))/200 = 1.2
    PostDB/DR: 100 * (1 + (0.3-0.5)/200*3) = 1.2
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
    Location: UK
    Offline

    TheDruidXpawX wrote:
    The triple will shortly be draining adrenaline faster than it used to.  

    How about making all artifacts drain adrenaline faster, but removing the restriction about adrenal surge/adrenal drip/energy leech not working whilst an artifact is running? (I think surge might already work, but I am not sure)

    TheDruidXpawX wrote:
    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 

    I like the idea of AMs being able to do things without involving weapons. More power to the LR!!

    kyraeu

    Rampage
    [Avatar]

    Joined: 08/20/2005 18:13:53
    Messages: 110
    Location: Edmonds, WA
    Offline

    TheDruidXpawX wrote:
    It's fixable. It's probably 4 hours work to fix, and on the list of things I could do with that 4 hours, it scores really low. If someone else has fixed this, or wants to try, I'll accept patches. The problem is not just with this skill but also with denial. They need to destroy the weapon already in your inventory if there is one. 


    Bushbomb fixed this a long time ago on DAWGA. Maybe ask him.

    My Players: Junkie: Kyraeu 85 -- Medic: Excuses 68 -- Weapon: Fyruse 40
    Saving for: Ghost 1, 2, 3, then adren skills -- Ghost 3 -- max DB, then some HB
    Celor



    Joined: 01/10/2006 16:10:36
    Messages: 28
    Offline

    If LA players (when they have denial 3, and LA 3) neverdrop heir weapons or artifacts and respawn with both but LW players can only get denial 2 and still drop artifacts where is the balance? The LA players can retain all their magic weapons with denial 3 and get a fresh set of artifacts every time they respawn with LA ability. While LW player can only retain the last weapon that they were using with denial 2 and has to search and pray for artifacts to pop out of a monster.

    If the LA players are not going to drop their artifacts at death why should any player? Besides its not like they dont get the artifacts they droped back if they got them from the LA ability.

    There could be a random drop of one or two regular artifacts when a LA player dies rather than dropping them all.

    I am just concerned because i can go an entire map without seeing anything other than boots of flight for artifacts.
    TheDruidXpawX

    Wicked Sick!
    [Avatar]

    Joined: 12/19/2004 18:32:13
    Messages: 1946
    Offline

    Celor wrote:
    If the LA players are not going to drop their artifacts at death why should any player? Besides its not like they dont get the artifacts they droped back if they got them from the LA ability. 


    Because they're supposed to be rare. Right now they're available all the time

    Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

    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

    Wicked Sick!
    [Avatar]

    Joined: 12/19/2004 18:32:13
    Messages: 1946
    Offline

    Szlat wrote:
    How about making all artifacts drain adrenaline faster, but removing the restriction about adrenal surge/adrenal drip/energy leech not working whilst an artifact is running? (I think surge might already work, but I am not sure) 


    This is mostly off topic for this post...

    Regrettably, no. You cannot imagine the number of exploits this prevents.

    Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

    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

    Wicked Sick!
    [Avatar]

    Joined: 12/19/2004 18:32:13
    Messages: 1946
    Offline

    As a reminder. This is not a topic to post ideas. I'm asking for constructive feedback on what was posted at the top. Posts along those lines will be kept and responded to. Posts about unrelated stuff will mostly be deleted.

    Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

    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
     
    Forum Index -> Druids RPG Go to Page: 1, 2, 3, 4, 5, 6, 7, 8 Next 
    Go to: