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deidog

Killing Spree

Joined: 12/29/2005 05:55:01
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personally I say ya shouldnt get xp for healing players. It's too easy.

LW players spend points on damage bonus and weapon speed to do more damage to monsters thereby incurring xp.

Monster/medic players spend points on pets to do additional damage and thereby incur more points.

I say leave it simple as that. Perhaps get rid of the summoning charm as well to keep the balance so the LW players are just using their weapon skills for extra damage.

The only other factor to consider is LA. I'm not too sure about them as far as the summoning. Would those that play LA say that the summon is really needed for them or do the triples , lightning and what not bring in sitable damage on their own?
[KitFox]

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Joined: 11/25/2005 07:59:59
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the only other factor to consider is LA. I'm not too sure about them as far as the summoning. Would those that play LA say that the summon is really needed for them or do the triples , lightning and what not bring in sitable damage on their own?
 


Even if LA get Tripple, LW too, Tripple is so common i see it pop off monster very often.

I really hate pets, and them being exclusive to Monster Master is imo perfect! LA dont need it (Just to not populate the level with bouncing pets/corridor blocker again) Its more fun now that there is less of them

I still think LA is the hardest class to level tough, but its fun!
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Location: UK
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deidog wrote:
personally I say ya shouldnt get xp for healing players. It's too easy.
 

I like the idea of medics, and the support role they can play keeping the LW fighters going. I don't think pets by themselves are enough to get this class going. How much talk has there been about pets in 186, compared to the talk about medics?

If medics don't get xp for healing people, there is a different option. Give medics a bonus for the number of people still alive at the end of each wave. The amount of xp can then be easily capped. It encourages medics to keep people alive.

Perhaps it needs a calculation like:
Medics get the wave number of points back at the end of each wave, for each person still alive. So ten people surviving wave 16 would be 160xp. Scale it as necessary to keep it balanced (e.g. divide by ten or the number of medics).
LW and LA players who survive get the total team score split between them (not medics).

So LW and LAs are pushing for the highest possible team score, medics are pushing for as many people alive as possible.

Radical, but would it fly?
deidog

Killing Spree

Joined: 12/29/2005 05:55:01
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I dont know splitting total team score might be a bit much especially when it comes to low lvls reaping the benefits of having someone like DD in a game. It could aslo give a bit of incentive for idling.
Szlat

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Joined: 05/18/2005 18:32:41
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Szlat wrote:
Perhaps it needs a calculation like:
Medics get the wave number of points back at the end of each wave, for each person still alive. So ten people surviving wave 16 would be 160xp. Scale it as necessary to keep it balanced (e.g. divide by ten or the number of medics).
LW and LA players who survive get the total team score split between them (not medics).
 

No, it's a silly idea. Someone who hides in a corner gets exactly the same xp as someone in the thick of it? No, LW players have to get xp based on the damage they do. Likewise, medics should get xp for the healing.

DC is the best server on the net, and DruidsRPG is the best UT mod, because Druid made them that way. He puts a massive amount of effort into creating new classes, and coding healable damage etc, and just because it's not quite perfect on day one you are whinging and whining about it, and saying 'should have done it this way'.
For Pity's sake, give the guy a chance to get it balanced! You ought to be ashamed!
My money's on Dru.
Szlat

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Szlat wrote:
You ought to be ashamed! 

I am ops:
[KitFox]

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Joined: 11/25/2005 07:59:59
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My money's on Dru.
 


Im actually trying to get some money to contribute

BTW, can you use Magic Modifier Plus One multiple time? If we can, i think it would balance out the LA people
la_bomba

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Joined: 01/07/2005 15:19:42
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You know, Ooo brought up a good point last night. The medic's have a hard timing leveling without other characters. At late night, with only a half dozen or so players, the medic's have a hard time finding someone to heal, while a LA or LW player just fights, no difference to them. Only during peak/full times do the medic's really shine.

Something someone else said too, through time they'll be more and more medics (it's already getting bad, like 4 or 5 a game somtimes) and that means less healing available per medic.

I love getting the XP, but it does need to be fair. It's Druid's call as to what's fair. Maybe, repeat maybe, the medic's should be higher levels to help provide more support, like it's intended that way.... Don't know about that though....

Noob^2: Medic..................lvl 28
Noob^3: Weapons Master...lvl 43
SilverMonkey

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Joined: 10/27/2005 11:02:14
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I think someone mentioned this already but the easiest solution would be to raise the monsters difficulty. Medics really suck when it comes to trying to defend themselves seeing as we got no/little DR or not much Health so this would encourage LW and LA players to try to protect us a bit more. I've been ambushed by a couple of warlords and a queen or skaarj and such and all the other guys just sit on the other side waiting for me to die so the monsters come to them....what's up with that? After I healed them like 10 times each? If the monster difficulty is greater medics would die off quicker so unless the other guys want to live longer they better protect the healers. And like they said...medic's exp relies on people playing and when there's only 10 people playing your bound to get very little exp.

SiLvErMoNkEy - Level 90 Weapons Master
Zangetsu - Level 37 Adrenaline Master
SiLvErSuMmOnEr - Level 22 Monster Master
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Mr.Clean(TM)

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Joined: 04/24/2005 12:12:45
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i can't really come up with anyway to balance out the whole XP fiasco other than tweaking the amount of XP givin, but i think it'd be really nice if the players name tags above their heads could be color coded for which class they are, or if the radar could be color coded, althougth that'd be less effective

Keep your stick on the ice ~ Red Green
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TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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deidog wrote:
personally I say ya shouldnt get xp for healing players. It's too easy. 

But it's only for healing damage dealt to them by enemies. Really there isn't all that much damage dealt.

I may tweak the value down a bit in the next release, as I seem to be able to earn more xp as a medic than as either other class, however...

Since we've changed the policy to not allow resets of class, I could actually care less if it's easier to level as a medic. I'm even planning to change the web page to rank the classes seperately.

Dru

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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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la_bomba wrote:
I love getting the XP, but it does need to be fair. It's Druid's call as to what's fair. Maybe, repeat maybe, the medic's should be higher levels to help provide more support, like it's intended that way.... Don't know about that though.... 


I'm confused about why... If you get to level 200 as a medic, that's great, you're on a level playing field with other medics. If you get to level 100 as a adrenaline master and it takes the same amount of time, great!

If you ask me to switch you from one to the other, I'm a gonna say no for this very reason.

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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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KitFox wrote:
can you use Magic Modifier Plus One multiple time? If we can, i think it would balance out the LA people  


Nope. And this artifact is still being considered as needed to further lessen it's ability somehow...

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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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SilverMonkey wrote:
I think someone mentioned this already but the easiest solution would be to raise the monsters difficulty. 


I'm seriously considering this very thing. Not until this class is final, and until there's enough medics around.

SilverMonkey wrote:
Medics really suck when it comes to trying to defend themselves seeing as we got no/little DR or not much Health 


You can buy it the same as anyone else...

SilverMonkey wrote:
I've been ambushed by a couple of warlords and a queen or skaarj and such and all the other guys just sit on the other side waiting for me to die so the monsters come to them....what's up with that? After I healed them like 10 times each? 


Sounds like a mob not worth healing in the future There's no rule that says you have to help big jerks.

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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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btw, I'm also considering a loaded weapons skill that would allow you to further increase your damage bonus.

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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
 
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