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{NYA}ViCorp:S

Killing Spree

Joined: 08/21/2005 14:26:22
Messages: 30
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Loaded Weapons skill with more damage? Sounds good to me!

/still slowly trying to climb the XP ladder
Drago'Nish

Dominating
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Joined: 08/10/2005 18:38:46
Messages: 205
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i just summoned a gasbag, (loaded medic/monster master)
but it did not count towards the Monster Points.
neither did it show up on my Hud as a pet.

Zenas: Weapons Master - lvl 26
Kidani



Joined: 01/18/2006 09:34:19
Messages: 4
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[KitFox wrote:
]Normal Flak knock yep. But healing weapons dont  


I have no idea if Healing Weapons don't, but Medic Weapons do if the person you're shooting can't be healed any further..
TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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[KitFox wrote:
]You know Druid, even if LA is fun to play, when a LW is in the game, its impossible to do as much xp. 


I wonder if you're playing the class wrong... I couldn't disagree more. On average, I can level at the same speed as a LW person of similar level, as long as I get in in the beginning of a game. If I get in late, it's hard to catch up.

Look at how well ooo does, and he's a LA character. He's leveling at least as fast or faster than LW people, to the point that I feel like I need to help out the LW peoples.

Now I agree that at the lower levels that wasn't possible in the past, but I believe we've corrected that in this release. The lower level skills are a lot easier to purchase.

[KitFox wrote:
]That Magic Weapon +1 was a good idea ! 


Thanks

[KitFox wrote:
]LW is really powerfull. 95% of the time, a LW guy survive all waves to the end. The only LA player ive seen able to survive is DaRedEye, and hes lvl 240? 


It's true that the last few waves are more difficult for an adrenaline master, especially if they get in late... although if I focus, I can survive all the time. I'm hopeful that having medics around will help with this. Really, the adrenaline master class is supposed to be more like a mage.... You dont throw your mage out on the front lines... They aren't designed for it

[KitFox wrote:
]I want you to know tough that i never had so much fun in a game as on your server. Not even in WoW or Everquest. Its wonderfull, and thanks! 


Thanks. I appreciate it.

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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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Joined: 12/19/2004 18:32:13
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ck wrote:
i know the numbers are not exact, but those extra 700 points gained in the same amount of time will mean more damage reduction, more damage bonus, more wep speed, more skills etc. on the short run, this might not be very important. but considering meds are lvl'ing fast, the long run is shorter, too. (i dunno what that means) 


It may mean that I change the class. As a reminder this class is beta, and we may have to reset all medics to a lower level to balance things.

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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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Joined: 12/19/2004 18:32:13
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deidog wrote:
chasing me and hitting me with the alt fire of the flak is not helping me as much as its making it really hard for me to dodge and getting me shot more because your knocking me. 


While healing, the momentum of the shot is nulled out, so it wont bounce you around.

Originally, I intended this to be a helpful sign when the healing was finished, that it would bump the player... Clearly this is a mistake on my part. I'll null out the momentum from healing shots on friendlies at all times so this stops.

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

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Joined: 12/19/2004 18:32:13
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SilverMonkey wrote:
More damage bonus eh? Hopefully it won't be like 100 stat points to purchase...I almost had a heart attack using 40 points for ghost and an extra 25 for level 2 


Sorry, this one isn't going to be cheap, as more damage equates directly to more xp.

SilverMonkey wrote:
I like that idea but then I think it would only be fair for LA players to get more adrenaline which you can also make it a skill seeing as they all complain LW have ALL the advantage or maybe a skill for their damage bonus since they usually die first... 


Dont worry, the LW people feel the same about the LA people.

Realistically, as a LW person if you're putting points into adrenaline, you're probably doing the wrong thing. That's why I increased the cap to 250, as it's silly for a lw person to do this...

If it was up to me, the max for weapons masters would be 150 and adrenaline would be 250; however this requires changes to the RPG core that I'm just not willing to make.


SilverMonkey wrote:
This may be way off topic and too soon to mention with you finishing the new class, but I've noticed a lot of higher level players have no definite goal anymore with what they'll purchase since they got mostly everything. Maybe if you added a few skills for players over level 100 it would spark that interest again. Just some thoughts
 


Honestly, I originally intended the levels to max out at around 100. It seems as we've gone along that it's moved more towards 150. I'm sure that there's not much to buy beyond that, other than skills which while cool, really aren't all that meaningful...

I'd really rather encourage players to create new characters along the different classes. To the point that I wish when I had created LA, that I hadn't let people on the server switch from one conceptual class to another.

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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
Chyster

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Joined: 02/08/2005 20:26:37
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Location: Victoria, TX
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TheDruidXpawX wrote:
Honestly, I originally intended the levels to max out at around 100. It seems as we've gone along that it's moved more towards 150.  


To infinity and beyond would be quewl. I don't understand placing parameters such as this on something like what you have here. I honestly don't know what others are doing elsewhere, but as far as I am concerned, you have taken this game far far beyond what it was originally designed for. Why put it in a box now?? I am sure you could use a break from all of this, but dude, you have seriously scored here. I wish I had half your ability 'cause I would be awesome.

TheDruidXpawX wrote:

I'd really rather encourage players to create new characters along the different classes. To the point that I wish when I had created LA, that I hadn't let people on the server switch from one conceptual class to another. 


Ya, well now I feel bad because I switched around lvl 100 and didn't realize your thoughts toward 'capping' the classes. I do hope you change your mind though. New abilities that cost a gazillion dollars each for the higher levels would be sweet.

Also, I'm glad to hear the "Beta" info regarding resets for the clerics. I worked hard for my levels (if ya wanna call it work) and somebody who has only been around a short time running up the ladder just doesn't sound right. Leveling should be tough IMO. My first 50 were gotten back when we had the UT2K3 stuff on and brother that was tough. Everybody wanted to play that because the monsters would hunt YOU instead of the other way around. There is something to be said about the rush of being hunted like that.

Not complaining mind you, just venting my 2cW for whatever the market value is.

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Okinesu

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Joined: 12/19/2004 20:45:34
Messages: 234
Location: San Marcos, TX
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[KitFox wrote:
]

they got mostly everything
 


That have always been the problem of all RPGs. You cannot do anything about it. Unless releasing an Expansion, but you cannot really do that here, since there is only one area. 


Yeah, but who is really showing up on this server to level their char up?

Disastrous Consequences
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BotFodder

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Joined: 01/13/2006 15:23:41
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New bug, maybe two:

1. Dr.Ooo has noted that sometimes he gets xp for healing people past their max, sometimes he doesn't. I'm guessing there may be some code issues with things like the "change" in max since a healer can heal up past it, and also possibly a conflict between "monster damage" and "max health level". Basically, the first time he heals someone up to their "med max", he doesn't seem to get xp past their start level (or if they do self damage, of course). But if they come back after getting pounded by monsters at like 50, he gets xp all the way up to their "med max".

2. I've noticed since I've been declared a weapon's master, for every point I put into health bonus, I get two points of health bonus. Prior to the classes, I did not (IIRC). If this is by design, I don't think I've seen anything that documents it. And if I've let a secret out, well, sorry.

Finally, this is probably by design (and I agree that at least conceptually, it should be) - he gets no XP for "damage" done by Rage weapons. The damage a player takes when using a rage weapon is (and I could easily argue that it should be) self damage. However, this makes rage weapons on other players a bane to medics (not that they don't deserve one :wink.

I'd be tempted to start a medic to look at this from a coder's point of view (I haven't actually written code for anything in a long time, and then it's only been java, perl, php, and ages ago some LPC) but I figure there are enough medics out there already. Besides, I have goals for BotFodder (which include no expendature of level points between 44 and 55 - wanna get LW 3 - 5 all at once :wink.

Now mind you, all the medic stuff is second hand, and the source I got it from lives in Convict Land. But I still think he's a stand up fellow.

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FRAGaLOT

Killing Spree
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Joined: 01/23/2005 11:32:54
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Okay so what's the difference between someone who simply has a healing weapon, and the healing class, or "medic"?

<-------
Whoa what the heck? Why does it say I joined this forum November 1st 2006? That hasn't happened yet!

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v0rTeX

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Joined: 12/19/2004 20:59:52
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BotFodder wrote:

1. Dr.Ooo has noted that sometimes he gets xp for healing people past their max, sometimes he doesn't.  

Druid made it so you only get experience for healing people when they have taken monster damage. If you were allowed to get experience for healing self damage then it could exploited for free experience.

BotFodder wrote:

2. I've noticed since I've been declared a weapon's master, for every point I put into health bonus, I get two points of health bonus. Prior to the classes, I did not (IIRC). If this is by design, I don't think I've seen anything that documents it. And if I've let a secret out, well, sorry. 

Health Bonus has always been buy one get one free.

BotFodder wrote:

Finally, this is probably by design (and I agree that at least conceptually, it should be) - he gets no XP for "damage" done by Rage weapons. The damage a player takes when using a rage weapon is (and I could easily argue that it should be) self damage. However, this makes rage weapons on other players a bane to medics (not that they don't deserve one  

Yes, rage gives self damage so it falls under the rules of the first point. There's a tradeoff for that much power.

v0rTeX

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FRAGaLOT wrote:
Okay so what's the difference between someone who simply has a healing weapon, and the healing class, or "medic"?
 


The difference is like someone who is a temp and someone who does the job full time. Medics get more benefits when they heal people. They can do a better job by healing past the max health and they will get more experience for it.
Frost_Byte



Joined: 01/17/2006 19:09:30
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I was playing last night and this guy brought up a good point.He said if there going to get xp of me then im going to make them work for it.I thought to myself hmmmm...so this means he isn't going to come to me and sit still he i have to find him and run around with him b/c he won't sit still.An yes this gets very hard b/c there on the run non stop....When there is other people that need to be healed

Here to have fun.
FodderFigure

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Joined: 03/31/2005 17:04:57
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Frost_Byte wrote:
I was playing last night and this guy brought up a good point.He said if there going to get xp of me then im going to make them work for it.I thought to myself hmmmm...so this means he isn't going to come to me and sit still he i have to find him and run around with him b/c he won't sit still.An yes this gets very hard b/c there on the run non stop....When there is other people that need to be healed  


Let him think about his statement as he lies face down in the dirt. As a LW player I'm always on the move, don't take it personally if I don't stop, I've learned if I stop I die.






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



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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
 
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