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Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3 ... 12, 13, 14 ... 19, 20, 21 Next 
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SilverMonkey

Killing Spree
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Joined: 10/27/2005 11:02:14
Messages: 35
Location: Tucson, Arizona
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A Vorpal maker...haha, as if...then it would make LA way too easy. Not to mention that specifiying each weapon choice would totally unbalance the whole game with every junkie running around with either a Vamp, Vorpal, and Energy.

We get a few extra guns sure but we aren't able to customize them like the junkies can. I'm more eager to find out how the whole Monster Summon path will work out since I'm a big pet enthusiast.

SiLvErMoNkEy - Level 90 Weapons Master
Zangetsu - Level 37 Adrenaline Master
SiLvErSuMmOnEr - Level 22 Monster Master
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Timo_Tolkki1337

Killing Spree
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Joined: 09/22/2005 14:22:58
Messages: 41
Location: Green Bay, WI
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I would probably switch to artifacts if I could get a vorpal maker.
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Maximus

Killing Spree

Joined: 02/26/2005 00:15:05
Messages: 30
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Timo_Tolkki1337 wrote:
I would probably switch to artifacts if I could get a vorpal maker. 


We all would.
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Don't forget that when you vorpal something, you only get 1 exp point regardless of how much health it had left. So it would only serve to elevate your point total but lower your experience total.

Vorpals are great when you desparately need to survive but they are horrible when you just plain need to gain exp and level up more.
Maximus

Killing Spree

Joined: 02/26/2005 00:15:05
Messages: 30
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You seem to forget that server uses Invasion Spree mod that rewards killing and scoring points with experience so you WILL get both with vorpal.
[KitFox]

Dominating
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Joined: 11/25/2005 07:59:59
Messages: 232
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Vorpal? Its not that good.

I Like Null Entropy / Freezing far more.

Yesterday i had a Vorpal 10 Shock, and i had to switch to the Infinite Mini with Tripple. Shock did not killed fast enough. I got my first Holy Crap kill since i started playing with mini

Now imagine a Null Mini with Resuply 30 when i will have 4 more levels
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Yes I am aware of what Invasion Spree does as I use it as well.

You will still get bonuses if you pull off multi kills and sprees as well as flak monkey and combo whore, etc.
What I am talking about is that for each kill individually you will only get 1 experience point for each monster. If a titan normally gives you 15 experience if you damage it for all health then it only gives 1 experience when you vorpal one on the first shot. It happens for the same reason that if you push a monster off the edge of a map you don't get the full experience you would have if you had damaged him to death.

RPG was designed to give experience based on DAMAGE and not the final shot that kills something. RPG was however designed to award 1 point for whoever scores the final shot on a monster as a way to ensure that whoever kills it gets at least one point. The scoreboard only reflects the score points given in full to whoever delivers the kill shot. Therefore, if you cause a form of instant death to a monster, such as Lava, falling off a map, or Vorpal, you get credit on the scoreboard for the full points but you only receive 1 EXP point in the RPG system.

Your only hope for gaining alot of experience with vorpal is A) hope it does damage but never "pops" or B) kill alot really fast in a chain and rely solely on the Invasion Spree awards. I personally prefer using something like Null or Freezing since they are almost as powerful and never "pop" and rob you of experience points.

Granted that all of this is less relavent on DC as it is on our server because we use several waves with monsters above 15 points of experience.
Maximus

Killing Spree

Joined: 02/26/2005 00:15:05
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Yes, but freezing and null has been 'nerfed' so they only do 2% damage for each +. Vorpals still do 10% more damage for each + and they go as high as +10. At least that's what Dru posted. Vorpal still has most damage potential (which is fine since it?s very rare).
Also, you don't have to hope that vorpal never 'pops' since it does it rarely anyway and you will get more then enough damage (and experience) from vorpal in between 'pops' to get yourself enough experience not to care. So, the best path is somewhere in between what you said.
'Pops' are very usefull to get some big monster kills in waves like titan waves are.
[KitFox]

Dominating
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Joined: 11/25/2005 07:59:59
Messages: 232
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Vorpals are only on selected weapons that dont have splash damage.

Those weapons are not as good as Flak and Mini.

Its a question of Choice, I hate Vorpals.

My #1 Effect is Infinity right now because i dont have Resupply.

#2: Null/Freezing

#3: Energy

Also i never been able to kill a lot with vorpal. The best i did is with a Mini of Infinity + Tripple. But thats my play style :/
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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I dunno if any of these have been suggested (I really, really did not want to go through 18 pages of suggestions), but a few:
(Edit: bolded titles for easier skimming)
  • Ability Organization: Now that classes have been implemented, abilities that cannot be learned should not be visible on the list, or at least color-code them. I have made such a mod (not showing abilities you can't get) to the original UTRPG, if anyone cares.
  • More Vanilla: As was said before, make vanilla+ weapons more common. Example, 25% normal, 25% vanilla, 50% other bonus.
  • Class GUIs: Make custom GUIs (in the level-up screen) for each class. This would make things tidier. For example, the Medic has a few common powers, namely, Loaded Medic, Experienced Medic, Monster Summon, Monster Intelligence, Monster Points, etc, which, instead of being abilities, are inherent skills, and are in a different section of the level up window, so it wouldn't take up Ability-Box space.

    Um... I can't think of anything else, but there.


    Edit: Okay, I read through it all, and gathered a list of things.
  • Vs. Monster Bonuses: Mentioned quite a few pages ago was bonuses vs. certain monsters. This not only could give a damage bonus, but a homing capability as well. The only downside to the latter is that if two monsters are next to each other, one that your weapon homes against, if you fire at the other, it will swerve off and hit the first. I don't know how much of a setback that would be. Although a weapon that simply locked on to a given monster until you roll over another one would be kinda cool.
  • Genocide: As for Genocide stuff, I was inspired by Prince of Egypt to think up a 'Plague'. It's an artifact, and when activated, will select a monster, the same way the Summon artifact selects them, and it will send out a will-o-the-wisp, like the one shown whenever you hit M or N in most games, or automatically in Assault games. This WotW will follow bot paths at a quick speed, and if it finds a monster of the given type, it will possess and, shortly after, kill it instantly. It will then go back to the path and continue through the level for a minute or so.
  • Poison Graphics: In my opinion, poisoning needs better graphics. Or should I say, *some* graphics. A very, very cool effect is displayed in ChaosUT2 in the case of poisoning. It looks like there are little green air blobules floating around your screen, all with trails. Cool-looking and sight-hindering at the same time. If you can't get that, at least get some sort of green border to display.
  • Quests: I think that the personal quest system mentioned a few times before is a very cool idea. You could have something like 'gain X artifacts' or whatever. However, you could make it more general just by saying 'Get Artifacts', and then get an EXP bonus at the end of the level formulated from such. Either linear or exponential, is up to you.
  • Too Many RPG Weapons: Though all of the types of RPG weapons suggested are great, think about the cons. People often complain about how inoften such-and-such appears on a weapon. If you have more possibilities, then it lowers the chance of getting the one you want.
  • Raptors: A couple times I saw Raptors being mentioned in this topic, and though it was being used in an Onslaught context, it got me thinking (btw, I've been reading Jurassic Park the past few days), a Raptor Invasin enemy would rule arse. Slender, agile, and deadly. A good idea for supporters of the 'Veteran-level Monsters' suggestion, which I think is a good idea as well.
  • Weapon Sacrificing: I got a very strange idea, that if you got a weapon, you could sacrifice it for EXP. You would perhaps get an amount based on the bonus of the weapon, multiplied by how many waves are left (munchkins would abuse getting lots of EXP just before the game ends). By sacrificing a weapon, you cannot get another one for the rest of the level. The only loophole in this is people who only use one or two different weapons, and combine that with Loaded Weapons.
  • EXP System: There has been a lot of controversy about an EXP system, so I thought I'd add my two cents. Personally, I couldn't care less what EXP system you use, but here's one I've devised, based on the Coda system. So, there's a set amount of experience points for each level, that is left unchanged. So 20, 20, 20, 20, ect. Now, people may say 'but then veterans get huge levels!' Perhaps. But stat points are not worth as much to them. At level one, 20 points in a stat is a semi-big deal. At level 70, 20 points is bantha fodder (random Star Wars relation). So it ends up semi-balancing out. But like I said before, do whatever you want. Oh, and people who host their own servers or do single-player RPG, just set the infinity levels to add and set the number to 0, so it will just stay at whatever the last level you listed.
  • Team Invasion: Noted before was a sort of Team Invasion. I think that idea would rock everyone's socks. It would involve creating a new gametype, but it would not seem to be *too* difficult. I mean, how many changes are there from DM to Team DM? Just copy-paste the changes into Invasion, I assume. I'm a novice UnrealScripter, but I haven't taken much of a look into GameTypes, so I can't be sure.
  • Last Men Standing Bonus: Also noted before was an experience bonus based on how many people were left at the end of the game. I think that there should be a universal EXP gift that should be given to all players based on how many players *never* died through the entire Invasion. This will promote teamwork, because I'm sure everyone wants EXP, and so lots of people will be running frantically around in packs, making sure no one else died, etc.
  • Ability System: This idea is quite unique. To UTRPG, at least. If anyone's played FF7 a bit, you'll understand what I mean much easier. So, if you want an ability, you purchase it with points, and then it is gone. Your player has a given number of 'slots', probably based on your level. You place the ability into a slot to activate it. While it is in there, it gains its own experience points (not hindering yours, just a separate value). Once the experience points hit a number, the ability is levelled up, and it becomes more powerful.

    There's my list. I dno't know about anyone else, but I think that last one was godly. Seriously think about revamping RPG that way... it just seems awesome...

    OAN, love the mutator, Druid.
  • TheDruidXpawX

    Wicked Sick!
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    Joined: 12/19/2004 18:32:13
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    [KitFox wrote:
    ]Those weapons are not as good as Flak and Mini. 


    IMO, the shock rifle is the most powerful gun in the game, vorpal or no. Just get shock combos down, and you'll never turn away.

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    kyraeu

    Rampage
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    Joined: 08/20/2005 18:13:53
    Messages: 110
    Location: Edmonds, WA
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    The Medic shock is also very effective at healing, combo-wise, I've found.

    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
    Kohan

    Killing Spree

    Joined: 01/21/2006 18:53:41
    Messages: 88
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    Yes. Via code, the combos do either 230 damage or 300. I once made a concussion rifle based off of the shock rifle. The primary fire was as fast as a minigun's primary fire, did three damage, and knocked them about 100 yards away, at least. The alternate fire was no different (than the original alt-fire), except for, oh, I don't know, auto-combos upon hitting anything .

    The only problem I have with shock combos is that it is difficult to aim them for lack of depth perception. You don't know if the ball will hit them first or if it comes too short (usually the case), or even go too far. Too much thinking when you can triple-braid with a rocket launcher. By the way, whichever RPG Weapon goes through enemies (piercing or penetrating?), try firing a few balls and do one primary fire .
    Tidu!

    Dominating
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    Joined: 12/20/2004 14:32:15
    Messages: 231
    Location: Hatboro, PA
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    I probably said this before, but.. I was just playing another RPG server the other day since DC was full, and it had a mut that when you did damage to an enemy, the amount of damage was displayed for a second. It sounds like it would be just a nuisance, but it really wasn't to me. It could help us by showing how much damage each weapon does so we can get the most out of our weapons...

    ===============
    this is tidu
    Thanks to KohanX for the avatar
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    Kohan

    Killing Spree

    Joined: 01/21/2006 18:53:41
    Messages: 88
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    But is that the best way of doing things? Maybe it would give a bit *too* much power to the player. We do not want weapon favorites to be governed by their strength. I personally like the Link Gun and dual ARs. I mean, come on, if players want to be that technical, they can go right on ahead and look through the source.
     
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