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+5's and triple dmg.  XML
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Chyster

Wicked Sick!
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Joined: 02/08/2005 20:26:37
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Location: Victoria, TX
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Spacey wrote:
BTW... I know about the rare vorps and vamps. Right now, I am probably averaging 20-30K adren to get just one of these lovelys. 


Haven't been on as frequently as I used to, work and school calls. And i have not tracked it by the adren count, but I can tell ya its been a week or so since I had one.

If at first you don't friccasee, fry, fry a hen.
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Smokes

Killing Spree
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Joined: 01/19/2005 13:40:56
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Spacey wrote:
Not saying that we should be playing the maps like Red, or VINV maps, but we should be playing larger maps than we normally do. 


Speaking of VINV maps, has anyone ever tried these maps besides myself? Looks interesting to anyone?

http://www.ina-community.com/forums/showthread.php?s=&threadid=413820
Warning! Looks like the guys threw them together, and it does write over some exiting files.
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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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Forgot this post, I'm dumb

Disastrous Consequences
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Ducatisto



Joined: 08/23/2005 04:43:52
Messages: 12
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Smokes wrote:

Spacey wrote:
Not saying that we should be playing the maps like Red, or VINV maps, but we should be playing larger maps than we normally do. 


Speaking of VINV maps, has anyone ever tried these maps besides myself? Looks interesting to anyone?

http://www.ina-community.com/forums/showthread.php?s=&threadid=413820
Warning! Looks like the guys threw them together, and it does write over some exiting files. 


Um that was me "throwing the maps together"! Really, all that was done was to add more random spawn points and to locate weapons and ammo pick-ups more evenly around the maps so as to enable players spawning away from cores or nodes. Apart from the maps all the other files were left intact with only maybe one custom texture file. I have to admit they are not really up to scratch but I have adapted quite a few more for use on Gameservers Vehicle Invasion server (am the admin) and all are available if requested.

Ok, sorry for getting off subject there. Some may recognise me as a more recent newcomer to your server (and a great one it is) and my angle on this subject is why advertise the actual strength of the weapon? Ok, once gotten why not just say Flak+ and leave the guessing to the player, that way there will be no (or little) hassling for that weapon. It MAY be a +5 but it could also only be a +1 so the gamble would be is it or isnt it. A more experienced player might recognise it doing that little more damage but generally most wont. Is this a bit off the mark?

Duca (Dr. in the making!)
Kohan

Killing Spree

Joined: 01/21/2006 18:53:41
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Oh that is an AWESOME idea! I love it! 110% support! Seriously! Here I am trying to figure out a way to have weapons be rationed and you just hand it out... Awesome, dude.

Oh man... Okay, all weapons should have no label, but ones with special effects will be shinier than not. By identifying once (artifact), you see the bonus type (the shader also is visible). By identifying again, you see the actual bonus amount. This will keep people from identifying normal weapons, and perhaps have people experiment with the weapon to see its effects, for lack of an identifier. Anyone like this idea?

Another random idea is to change the potency of shaders and other effects based on the strength of the effect. For example, a Vorpal +6 shader would be much less substantial than a +10. Such will also go for transparency; a weak vampiric weapon will be only slightly transparent, and slightly red, et cetera.

I leave you with one sentence to remind you of each topic; Awesome, Ducatisto, Identifying weapons, shader/trasparency potency.
Shadow-X

Rampage

Joined: 01/22/2006 13:46:46
Messages: 114
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I have played 4 of them maps one of them is very small
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
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The idea of not knowing what the modifier your gun holds is interesting. But it wont do much aside from ticking off Adrenaline Masters who will no doubt use the max modifier artifact on every weapon to be sure its the highest.

Plus all the Weapon Masters will just start asking for all weapons maxed instead of just the ones that are low modifiers.
Ducatisto



Joined: 08/23/2005 04:43:52
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v0rTeX wrote:
The idea of not knowing what the modifier your gun holds is interesting. But it wont do much aside from ticking off Adrenaline Masters who will no doubt use the max modifier artifact on every weapon to be sure its the highest.

Plus all the Weapon Masters will just start asking for all weapons maxed instead of just the ones that are low modifiers. 


v0rTeX,

I was aware of that but I was thinking of a simple general solution, any Joe or Jenny joining would be in the dark about how strong the weapon was. If you start looking at how to stop it you would have to take away all the modifiers and just have stock vanilla weapons and delete the Adrenaline Master so as to stop any maxing out and that would take away the whole perspective of what this RPG is all about.

Ok, my take on RPG. In a majority of games you have to do it all yourself, you mould your character and guide it to its goal. Here in Druids I see it as a little more relaxed, yes you do have to choose yourself in which direction you go but it it is more of a "team" RPG where everyone is helping each other to defeat the oncoming masses. The only way you are going to stop the trend of maxxing out others weapons is to make them undroppable until death.

I personally love this RPG the way it is because it promotes gamesmanship and team spirit, as long as no cheating or exploiting goes on, I stand by my simple solution as we can only go so far before we end up back where we started with a simple RPG mod and that is not where Dru was aiming to go (I assume )

Shadow-X wrote:
have played 4 of them maps one of them is very small 
Probably Icybo, but they are all ONS maps. You will find they do cross the spectrum regarding size

Duca
fujoubou



Joined: 01/04/2006 17:14:35
Messages: 18
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My 2ยข...

LW = choice of weapons
LA = Makes there weapons

Flak +5 = deadly close combat.
flak +3 energy = many many possibilities
TRiple = verrry good artifact but that gives adventage to hight lv player and to any LA player.

Solution i would bring:
make the flak 5 not clonable
once you use a triple artifact. reduce the capability of the weapon by -1.
ex: use a flak 5 that can't be clone and a triple will result at the end to a flak 4 that can't be cloned and you keep the triple dmg artifact.

that would bring the bug: starts the triple with a assault rifle or end it with a assault rifle so that weapon get's the bonus reduction.
Solution to the bug: any weapon you will use that interact with the triple dmg artifact will get the minus dmg bonus.
[KitFox]

Dominating
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Joined: 11/25/2005 07:59:59
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make the flak 5 not clonable
once you use a triple artifact. reduce the capability of the weapon by -1.
 


Too complicated for nothing. Why even allow +5 on flak then?

Why do a tripple when its changed to a "half tripple" if you have a +5 and zillions of other reasons.

2 solutions:
1) +4 and +5 non clonable.
2) Tripple breaks when you stop it.

Its simple..
crabman2

Killing Spree

Joined: 11/28/2005 07:31:18
Messages: 42
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Leave these things alone. Eventually you guys will become high level players, and then you'll be complaining that the "high score" table was populated by players who used the flak 5 and triple and you'll :
  • want them to rescore in order to prove themselves.
  • want their exp reduced
  • complain because flak 4s are too powerfull
  • complain because flak 3s are too powerfull
  • complain because flak 2s are too powerfull
  • complain because flak 1s are too powerfull
  • complain because any weapon is too powerfull
  • complain because people are giving away stared weapons to other high level players
  • complain because vanilla weapons are being shared
  • complain because players weapon damage is too high
  • complain because you started on level 5 of a map while others started on level 1 and you want a map to start over whenever a new player enters or you want x number of points for every level you missed

    I could go on and on, but I think we should just play the game, because this thread is played out.

    Now back to my caraf of coffee.
  • 320

    Wicked Sick!

    Joined: 10/11/2005 21:28:38
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    crabman2 wrote:
    Leave these things alone. Eventually you guys will become high level players, and then you'll be complaining that the "high score" table was populated by players who used the flak 5 and triple and you'll :
  • want them to rescore in order to prove themselves.
  • want their exp reduced
  • complain because flak 4s are too powerfull
  • complain because flak 3s are too powerfull
  • complain because flak 2s are too powerfull
  • complain because flak 1s are too powerfull
  • complain because any weapon is too powerfull
  • complain because people are giving away stared weapons to other high level players
  • complain because vanilla weapons are being shared
  • complain because players weapon damage is too high
  • complain because you started on level 5 of a map while others started on level 1 and you want a map to start over whenever a new player enters or you want x number of points for every level you missed

    I could go on and on, but I think we should just play the game, because this thread is played out.

    Now back to my caraf of coffee. 


  • WISDOM.

    What's interesting to me is a few months back we still had "super weapons" like +6 Freezing and +6 Vamp that were much more powerful than their current incarnations. These weapons were almost exclusively traded around the high-level players. No one complained. A flak 5, at that time, was considered strictly "decent". NO ONE went out of their way to hand one out because nobody wanted one. In addition, at that time, I believe the monsters were easier to kill.

    In the last few months, the level of player knowledge has improved a lot and people just plain play harder and faster. People are more aware of the good weapon combinations and understand how to use the artifacts. Now that people are using this knowledge to great effect, certain weapons are supposedly "crutches."


    emetakleze

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    Joined: 01/02/2005 18:15:15
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    crabman2 wrote:

    I think we should just play the game

    Now back to my caraf of coffee. 


    Sage advice, and well put. <Jean-Luc imitaiton> Make it so...

    ****"All those moments will be lost in time, like tears in rain."**** -Batty

    ****On a hot summer night would you offer your throat to the wolf with the red roses?****

    ***Though I cannot corrupt that which is by nature already corrupt, I can and do change the nature of the corruption***

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    [KitFox]

    Dominating
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    Joined: 11/25/2005 07:59:59
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    I think we should just play the game
     


    Completelly agree on that one. BTW im not complaining, i just hope nothing will change, because right now this server is incredibly fun.
    Kohan

    Killing Spree

    Joined: 01/21/2006 18:53:41
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    My take on things is why are people complaining about +5 Flaks? If they're complaning about those, why not complain about +5 Rocket Launchers, or +5 Shock Rifles? If it's more powerful than all the other weapons at +5, wouldn't it be more powerful than all the other weapons at +0? Yet no one is complaining about +0's. It's how the game was made, people. I restate: If it's cheaper than others at +5, it's cheaper than others at +0. Balance shall remain until the Malcolm Effect comes into play.
     
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