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Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3 ... 13, 14, 15 ... 19, 20, 21 Next 
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Okinesu

Dominating
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Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
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I think it'd be cool if there was a way to re-pool all of our XP on our own (via the level-up console) so we could redistribute it if we think we messed up, instead of having to bother Dru and Shan with it.

Disastrous Consequences
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Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
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Okay, in my opinion, I think that if you want to try another take, you should reset. That's me, though. As for the occasional "Oh CRAP!", There should be a Whoops command. You may use it once, but you can use it again once you level up. Such would allow you to respend any points you have done so with during that opening of the Level Up GUI. The only trouble is that I'm not sure it's possible (without a few major tweaks) to 'undo' a point allocation. It adds, it subtracts, done. Yes, I'm sure you could reverse engineer all of your levels, but then that would contradict my first statement. Regardless, I think point reallocation should not be implemented, nor be asked of Druid.

As I've said before, that's just me.

I just think that it shouldn't be that easy. Make an uber Weapon Master and then say 'Oh, well, what if I was a Medic?' Not only does it not teach any discipline, but it also takes away replay value! You don't have to spend time levelling up that way, so there's no fun. Once you've mastered all of them, just switch in between all of your characters if you want uberness.
Okinesu

Dominating
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Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
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I'm mainly thinking of the admins here - I'm sure they have enough to deal with without the "reset me" requests, dig? Your idea of the "Whoops" command is good, though.

Disastrous Consequences
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Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
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I understand that, which is why I suggest removing that option entirely. By entirely, I mean add it in the rules: "No asking for stat reallocations." Problem solved.
FodderFigure

Wicked Sick!
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Joined: 03/31/2005 17:04:57
Messages: 508
Location: Northern Indiana
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I wouldn't mind stat reallocations within your own class. I have some abilities I purchased which I'd like to trim down and try somewhere else. As it is now is now I have to ask for a reset, wait, get all my stats back (1900 at present), distribute 98% back where I had them before then put the remaining stats in my new ability. It would be much eaisier to have a +/- button along side of each ability.

I don't think this will ever happen, but I'd sure like it.






You mean I really am important? How I feel when I'm drunk is correct?



My skin
http://www.disastrousconsequences.com/dcforum/posts/list/1093.page

My Loaded Weapon character is known as [DC]FodderFigure
My medic character is known as [DC]FodderFigure_MD
My Artifact character is known as [DC]FodderFigure_LA
FodderFigure

Wicked Sick!
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Joined: 03/31/2005 17:04:57
Messages: 508
Location: Northern Indiana
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I'd like to see a separate thread for each of the classes. In these threads people can express:
1. What skills to add first to get us on the right track
2. Why you'd think these skills are important.
3. Discuss a skill and what it does for your type of play.
4. How skills interact with other skills.
5. What exactly various skills do.
6. What each class strengths and weaknesses are
7. What each class role is in game
8. Etc...

I'm not one to start these threads because, honestly, I don't know as much as others. Don't say "read the FAQs", the FAQs don't address these concerns in depth.

I mention this because I am starting a medics class and I feel I may be buying some abilities that wont be usefull as a low level player. Maybe I should have gotten weapon speed before health bonus, I don't know.

Also I might go with Loaded Artifacts some day if I get some idea as to his role in the game.

Even with my Loaded weapons player I think I may have bought things that really don't help me, for instance retaliation.






You mean I really am important? How I feel when I'm drunk is correct?



My skin
http://www.disastrousconsequences.com/dcforum/posts/list/1093.page

My Loaded Weapon character is known as [DC]FodderFigure
My medic character is known as [DC]FodderFigure_MD
My Artifact character is known as [DC]FodderFigure_LA
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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FodderFigure wrote:
I'd like to see a separate thread for each of the classes.  

Excellent idea.
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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Hmm... But think, in any other RPGs could you undo mistakes?

Well, I just got a great idea, but then it was foiled.

I was thinking perhaps there could be an algorithm in the code that could take any stats and abilities and whatever level (and name) you were and had, and turn it into an encrypted ASCII file. That way, you couldn't modify it, but you could do it before you make a major change and save it to a text file. Then, in case you wanted to roll back, you could paste in the text as code, it would decrypt, and then set your stats back the way they were, but only if your names match, and if the level difference is less than five. This way, there are two failsafes: A) If people shared their codes, you would have to change your name to theirs, and I'm sure they would not risk the confusion, and B) You could not go 50 levels up from someone else's code, even if you did risk it. Say you had a save every five levels though, and you'd just go up through them all, keeping things legitimate.

The foil? Access to the script. Anyone can look through their cache, change the extension, and BatchExport any file that is downloaded (manually or auto) onto their computer, including via UT2004, so they could just open up the code, figure out the algorithm, and just remake one to fit the stats and abilities they want. After that, someone would probably make a program that would automate it for people.

Ah well, the bigger they are, the harder they fall.

However, if you could encrypt the script itself, but have it still compile, you'd have it made.
FodderFigure

Wicked Sick!
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Joined: 03/31/2005 17:04:57
Messages: 508
Location: Northern Indiana
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How 'bout this suggestion - use your player name when posting. I tend to give more thought to a post of someone I've seen actually playing here. If you've posted here numerous times under a different name then put your player name in your signature. (See mine below.)

Also, now that people have more than one class it is getting hard for me to know who I'm talking to in game and what class they're playing. The signature idea would help me a lot.






You mean I really am important? How I feel when I'm drunk is correct?



My skin
http://www.disastrousconsequences.com/dcforum/posts/list/1093.page

My Loaded Weapon character is known as [DC]FodderFigure
My medic character is known as [DC]FodderFigure_MD
My Artifact character is known as [DC]FodderFigure_LA
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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Sure thing.
ck

Killing Spree

Joined: 01/20/2006 17:28:27
Messages: 48
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well here are my sugestions for medic and engineer class;

medic: I still think the medic weapon (a single wep would be nice, like link) should only do poison damage to the enemy. maybe start with +1 in the beginning and goes higher with skill - or maybe a constant poison +3 all the time. damage can adjusted but it sure won't be a killing machine, just minimal self defense. knockback is a good idea, too, but infinte knockback from a medic wep could be spammed and doesn't make so much sense (which is not the main focus i kno). i think some people suggested medics should only be given the medic gun and heal - i think this doesn't make a lot of sense because they have a disadvantage already to LW (they have everything) and LA (triple damage) people. if they wanna gain XP by killing, they'll be doing things the hard way anyway.

engineer: having played tfc for along time, the engineer sounds like a really great idea. turrets could be useful but they should be balanced; from what i assume, a turret could kill 5-10 litle bugs before they ever reach and attack it. then the the next wave the titan rock destroys the turret before it can fire. these are just assumptions, but i think this balance issue will be something to think about. in tfc, making/repairing engineer objects basically consumed ammo, which could be applied here as well (plus some adrenaline probably). i also agree that engineers should be the least fighting class. limiting some of their abilities could make sense. less damage bonus, less armor, less weps maybe, etc. one last idea could be that (taking this directly from tfc) engineers could repair armor, maybe with a default shield gun property. it can go beyond max with skill and it's slower than medic healing rate, etc.

well, i have few more suggestions but this should be more than enough for a non-existing class.
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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Okay, for the Medic, if they are at such a 'disadvantage', why do some other players say they get more EXP from their Medics than their Weapon Masters? This is one reason why I suggest we use a single medic weapon, and if they are still at a 'disadvantage', then the experience percentage for Medics healing will simply be raised. Also, you can't really call it spamming knockback if you can't do anything else except heal .

As for the Engineer... verything you said, except you said turrets. Turrets *and* vehicles will be constructable, though, I didn't think of turrets in my first thought. What's TFC?
ck

Killing Spree

Joined: 01/20/2006 17:28:27
Messages: 48
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Kohan wrote:
Okay, for the Medic, if they are at such a 'disadvantage', why do some other players say they get more EXP from their Medics than their Weapon Masters? This is one reason why I suggest we use a single medic weapon, and if they are still at a 'disadvantage', then the experience percentage for Medics healing will simply be raised. Also, you can't really call it spamming knockback if you can't do anything else except heal .

As for the Engineer... verything you said, except you said turrets. Turrets *and* vehicles will be constructable, though, I didn't think of turrets in my first thought. What's TFC? 



they get that XP from healing so if they choose to kill, they will get less XP than other classes, and far less xp than if they concentrated on healing. so taking their weps won't decrease the xp they get, they get it from healing anyways. keeping the weps won't make a lot of difference if they are seeking XP in the first place. otherwise, killing would be an option at least to those who want it.

tfc is team fortress classic for half life. you choose from 9 classes - not rpg - and you play with their specific weps, abilities armor/health levels etc. the classes did include medic, engineer, heavy machines guy and some others that wouldn't make a lot of sense in invasion-rpg. it was a ctf type of game.

vehicles might not be the best ideae in DM maps, especially smaller ones. weapon lockers and turrets are what the engineers had in tfc.

i also think that LA could be improved, maybe some oher way of gaining xp other than killing monsters could make it a more defined class. LA rite now is like a LW without the weps and survival skills (vamp, regen) but with the triple damage. i feel like it's open to changes.
the double magic modifier is also very rarely used because of triple damage. i personally never used it. i'm not gonna say it's useless with TD, but it's pretty close. it's very costy ,too.
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
Messages: 88
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Ah, you don't understand what I mean by vehicles.
Oh MAN... perhaps for actually making vehicles, there would be an awesome mod that would replace every VehicleFactory with a VehicleBase, where the engineer would have set points to make vehicles, sorta like turrets in Star Wars: Battlefront/2. The same weapon would be used, and a little progress bar thingie would be around, and once it's finished and the engineer steps away, poof! A new vehicle! 

So DM games wouldn't have any vehicles, sort of defeating the purpose of Engineers except in any games that do have them.
Tidu!

Dominating
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Joined: 12/20/2004 14:32:15
Messages: 231
Location: Hatboro, PA
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Kohan wrote:

So DM games wouldn't have any vehicles, sort of defeating the purpose of Engineers except in any games that do have them. 


Someone can correct me if I'm wrong, but I'm pretty sure DM maps don't allow vehicles in them, because of the way they're coded in the game. If I wanted to make a DM map with a vehicle in it, I would need to include the VehicleOverride actor in the map, which most DM maps don't have. You can try it yourself if you know even Unreal Editor a little: make a cube and have it be a xGame.xDeathmatch and put a vehicle in. When you test the map, it won't appear. Unless Dru can rig it or something...
I don't think it's possible; plus it'd just be silly, the vehicles are fast because they were made for the open Onslaught maps. There might be a couple deathmatch maps that are open enough, but they are of such a minority that it isn't worth rigging vehicles to work on all DM maps.

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