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		<title><![CDATA[Latest posts for the topic "DruidsRPG186 is now up"]]></title>
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				<title>DruidsRPG186 is now up</title>
				<description><![CDATA[ Please post bugs here now.

I believe all crashing issues are fixed now.

Currently the bugs are as follows:

Under no circumstances should you summon more than 4 pets. If you do I'll get very grumpy with you. The server cant take the pain. I'll probably have to limit players to no more than 4 pets, and maybe only 3. Unless anyone has any ideas to improve the performance of FriendlyMonsterController.

When pets are killed using the kill one or kill all pets "artifacts", they need  to set their health to 0 and then deal a point of damage to them or something. Destory() seems to really increase the pain for the server.

The special Monster Summon Charm's text needs to appear somewhere else. (Probably below) It sits on top of the HUD for speaking players.

Some of the pets could use some coding love. Titans shouldn't bounce team mates, queens and giant gasbags shouldn't spit out children, and the tentacle needs a special trick to spawn properly.

The Monster Points HUD appears on top of the "Press L for level" It probably should just be moved down for simplicity.

The Monster Points HUD doesn't work after you die once. This needs to check to make sure the MInv has a valid instigator still and if not, re-query for it.

I think that healing weapons should not deal additional damage to enemies... and maybe shouldn't deal damage at all.

There is a limit in the exp healing rules that caps the max healing at max health + 50. This needs to be increased (dynamically) to 150 since a skilled medic can now do this.

Future ideas:

Possiblity for the healing weapon to knockback enemies instead of dealing damage to them.

Possiblity for the healing weapon (with an additional skill) to bring back to life a player's corpse.]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 10:14:52]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>
Possiblity for the healing weapon (with an additional skill) to bring back to life a player's corpse. 
&nbsp;
		</blockquote>

Wow thats a wonderfull idea. But corpses disapear no?]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 10:32:14]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ yes, but that can be prevented.
with a bunch of code, you can make them disapear when the new wave countdown begins. (so when the players get respawnd)
that way, it is very well possible, getting the code done, to resseruct the player is a bit harder i think. ;)]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 11:25:39]]> GMT</pubDate>
				<author><![CDATA[ Drago'Nish]]></author>
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				<title>DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>
Possiblity for the healing weapon (with an additional skill) to bring back to life a player's corpse.&nbsp;
		</blockquote>

Personally, I don't think this would be a good Idea. Imho the fear of "dying" is a motivator. It's like putting god mode on. (I know, it prob wouldn't be that dramatic of a necromatic raising, or wouldn't be able to be done often. But still, the fear of dying spurs people to be smart in their playing. Run when you got too, fight if you can.)
 Perhaps an arty or wep that raises a players health all the way to the top, but only if their health was , say, below 25? Or, mayhap a wep or arty that would allow the medic to give shield. (seperate from a healing art or wep. like a shock of give protection or something. And they could gain exp from that too, just like the exp they get from healing someone. ]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 11:30:42]]> GMT</pubDate>
				<author><![CDATA[ emetakleze]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Drago'Nish wrote:</cite><br>
		<blockquote>yes, but that can be prevented.
with a bunch of code, you can make them disapear when the new wave countdown begins. (so when the players get respawnd)
that way, it is very well possible, getting the code done, to resseruct the player is a bit harder i think. ;)&nbsp;
		</blockquote>

Ugh, I don't want to have to deal with all the extra polys.  After a while, the Dynamic Mesh LOD would even start to put a strain on some systems, especially on a large map.  Perhaps if there was a way to bring up a menu of dead players and bring them back that way... or replace the bodies with tombstones or something.]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 12:44:14]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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				<title>DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>I think that healing weapons should not deal additional damage to enemies... and maybe shouldn't deal damage at all.

Future ideas:

Possiblity for the healing weapon to knockback enemies instead of dealing damage to them.

Possiblity for the healing weapon (with an additional skill) to bring back to life a player's corpse.&nbsp;
		</blockquote>

Hmmm, I was interested by the idea of a medic being half support half offensive, but with these it'd be like full support, I think that's more appropriate.  Interesting....  Granted they can switch weapons, but they're sole purpose is to help and not fight themselves.  I like this, forces more teamwork on the players.

Teamwork=a good thing

Besides, there's a lot of medic characters coming up, and the fact that they get an ifinite +6 weapon, can heal themselves at any given moment, can summon monsters to help themselves, and the fact that I still feel the exp rate is a little fast; I've been thinking that the medic class is a little stronger in the long run (eventually, when the newer characters get high enough to compete with the already established high level players) and have an advantage.  (All this coming from a Medic character too, I ain't complainin'.)

Although, could you add a little null entropy into the medic guns though?  I'm tired of chasing peole all over the map.  (just kidding)]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 13:05:03]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ wel, the poly count on a corpse is same as on a living player.
so that way it doesnt mether.
and like i said, make em disapear when the wave counter starts, and players respawn.

dindt forgot about the performance ;)
ive been a C&C Generals modder. (i no, nothing special..)
and thats what i know modeling from. :D (and improved over the time..)]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 13:06:48]]> GMT</pubDate>
				<author><![CDATA[ Drago'Nish]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>
I'm tired of chasing peole all over the map. (just kidding) 
&nbsp;
		</blockquote>

Bear did a good job last time healing. He stayed in one spot all the time and everyone were coming to him to get heal.

I often ask if theres an healer on map and where but i never get answer :/]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 14:17:47]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ I like to heal, and I think half the time I wasn't getting xp for those.  As long as you guys stay alive, the more you'll need healing, which makes my job.  Goes back to when I started playing EQ, I started a cleric and loved it.  So healing here, is nice to just watch after others.  So if you're 1 health off, or 300, I'll heal ya, to keep you in the game.]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 15:21:02]]> GMT</pubDate>
				<author><![CDATA[ Teddy_Bear]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ I came to Unreal from Planetside. Played it about 3 years solid. Amazing game if you've never heard of it. Planetside.com Anyway, Medic is one of the three support skills and I thought I'd share a little of how it works there. The medic tool only works point blank and you have to be stationary to use it. It is alot slower of a game so it works there, I don't think that would be appropriate here. It heals others or yourself at level 1. Level 2 allows you to resurrect fallen mates. It takes a little time, you're standing by the corpse, and he wouldn't have fallen if he wasn't in the line of fire. It all adds up to not being the easiest job in the world, but very much appreciated if the nearest spawn point is over a kilometer away and no vehicles. ]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 16:03:41]]> GMT</pubDate>
				<author><![CDATA[ Sour_Grape]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ I know this sounds wierd but everybody is having a problem with finding someone that heals you..Is there a way to have the healers come on the radar a different color like the monster and pets are now.Or a different color becon over there head like yellow or something..Would be easier to go to them then them come to u..After all there healing you ]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 19:15:49]]> GMT</pubDate>
				<author><![CDATA[ Frost_Byte]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ I highly doubt that's a problem when I'm playing seeing as I don't stop moving for more than 20 seconds. If the medic is camping it's also very easy to access him/her since he'll be in the same place. Unless the medic likes hiding from you I doubt you'll have any trouble getting healed....now if there was only 1 medic playing that would make it difficult seeing as he would have to heal 19 people. Other than that I don't think it's necessary. And you shouldn't do that "no damage" with the medic weapons thing for a few reasons

1)We will pretty much be helpless when we're on our own since we can't buy resupply

2)It would make the game very boring JUST healing and not even shooting down an annoying mosquito.

3)Unless everyone just stands in the way of fire we won't really have anything to do since sometimes no one needs healing.

If you would do that then reduce the damage done by like 50%. That way we'll have something to defend ourselves with but nothing too strong to take down 5 titans by ourselves. Or you could just avoid that idea in the first place :D]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 20:18:19]]> GMT</pubDate>
				<author><![CDATA[ SilverMonkey]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ I'm learning more and more that healing people on the run is an acquired skill.  Sorry about the comment, 'twas a joke anyways.

A medic is also a monster master, so saying that they can't defend themselves isn't totally acurate.  Assuming you're beyond lvl 25 or so you can start buying monster skills while already having maxed the medic skills.  These could defend you.

Just an idea?

Also, anyone know if Damage Bonus influences Medic guns?  I THINK it did with the normal healing guns, but have no clue if it does now.  IF so, my summoning skills will have to wait a few more days.]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 20:42:35]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>SilverMonkey wrote:</cite><br>
		<blockquote>And you shouldn't do that "no damage" with the medic weapons thing for a few reasons

2)It would make the game very boring JUST healing and not even shooting down an annoying mosquito.
&nbsp;
		</blockquote>

Actually since only the healing weapons wouldnt do damage under that idea, the only way you couldnt hurt anything would be if ALL your weapons were healing or medic weapons.]]></description>
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				<pubDate><![CDATA[Thu, 19 Jan 2006 21:18:18]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ From what I can tell (and what la bomba is telling me) medics are making a <b>ton</b> of XP per game. Makes the LW people feel kinda nerfed, ya know?  Also, its a hassle trying to jump over people who are healing you so you can go kill things...]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 00:28:52]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Frost_Byte wrote:</cite><br>
		<blockquote>I know this sounds wierd but everybody is having a problem with finding someone that heals you..Is there a way to have the healers come on the radar a different color like the monster and pets are now.Or a different color becon over there head like yellow or something..Would be easier to go to them then them come to u..After all there healing you &nbsp;
		</blockquote>

Seconded, like tiny Ms or + signs on the radar...]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 00:29:36]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Okinesu wrote:</cite><br>
		<blockquote>From what I can tell (and what la bomba is telling me) medics are making a <b>ton</b> of XP per game. Makes the LW people feel kinda nerfed, ya know?  Also, its a hassle trying to jump over people who are healing you so you can go kill things...&nbsp;
		</blockquote>

Yeah, I don't know if I'm over-exagerating, but is 3k xp too much for a map?]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 01:05:27]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Okinesu wrote:</cite><br>
		<blockquote>From what I can tell (and what la bomba is telling me) medics are making a <b>ton</b> of XP per game. Makes the LW people feel kinda nerfed, ya know?  Also, its a hassle trying to jump over people who are healing you so you can go kill things...&nbsp;
		</blockquote>
I feel the Experienced Healing is just a little too powerful. Last night, I had level 4 Experienced Healing and was raking in over 1500 XP per map from my level 24 medic (Splat). This is shed loads more than I get as a level 62 LA player. LW get slightly more XP than LA, because they can keep in the thick of the action longer, but you'd have to be a pretty high level to get that much XP in a map.
Once I get up to level 8 Experienced Healing, that will be 10+(8*5) = 50% of healing as XP. So, then I will be getting between 3000 and 4500XP per map. That feels way out of balance to me. 
I know things will change as more and more medics appear on the scene, but it is still too much. 
Perhaps a base of 5%, and 2% per level may be better, or cap at level 4 rather than 8. Or make the Exp Healing levels a lot more expensive to buy, so you would have to be level 60+ to get to level 8.

But that's all about getting the balance right. I just love the medic class. Well done Druid. :) ]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 01:08:16]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ With the addition of medics, do people feel the waves are easier to complete?
As a medic, I find it a lot easier to stay alive than I did as a LA. But medics help other people to stay alive too - are more people completing waves now? Last night, all the games I was on completed level 16 - without DD!
Do the monsters need to go up a skill level?]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 01:34:58]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Do the monsters need to go up a skill level?&nbsp;
		</blockquote>

I was saying this exact thing last night.  Medic's don't always survivie, but they do more than most people their level.  Plus, I'm noticing a kind of partnership between medics, almost as if they heal each other before they'll heal a LW or LA player (which isn't necessarilly a bad thing, the more medic's the higher the game's HP is).  I'd have to agree with you, not only are the medic's lasting longer than one would think, but EVERYONE is doing better as well.

I love my medic, I always preferred healing over fighting looooong before the medic class, this just let's me do it full time now, but even I'll admit it's kind of thrown the game's balance off.  This happens though; first they took care of the bugs, now it's just some tweaking left to do.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 02:50:28]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ Hey Druid ...

How hard would it be to make the medic weapons not "infinite", but more like "resupplied"?

Just the medic weapon, not all of them ...

This might slow the xp rate they're getting - or at least make them be a little more picky about healing people.

Perhaps have the weapon react as if it's being resupplied at their exp healing level ...

If you can't easily do just one weapon, then it's a bad idea. ;) Because otherwise they aren't supposed to have resupply.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 03:22:30]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ Crashed twice while repairing a vehicle with a Medic Link Gun.. (also happened on Torlan)

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3395 MHz with 1022MB RAM
Video: NVIDIA GeForce 6800  (7189)

RPGLinkGun ONS-Primeval.RPGLinkGun (Function Engine.Weapon.GetFireMode:0000) Infinite script recursion (250 calls) detected

History: FFrame::Serialize <- UObject::ProcessEvent <- (RW_SuperHealer ONS-Primeval.RW_SuperHealer, Function UT2004RPG.RPGWeapon.ClientStopFire) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Primeval <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

-------------------

Also, a Medic Link Gun's secondary doesn't heal players, but maybe that's intentional..]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 05:37:16]]> GMT</pubDate>
				<author><![CDATA[ Kidani]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Kidani wrote:</cite><br>
		<blockquote>(also happened on <b>Torlan</b>)

...

RPGLinkGun <b>ONS-Primeval</b>RPGLinkGun (Function Engine.Weapon.GetFireMode:0000) Infinite script recursion (250 calls) detected&nbsp;
		</blockquote>

You mean Primeval? Plus, that's a kind of "out-there" situation...
I had an idea: maybe create an ettiquite-type thing (like people saying "Handing out %w at %L") medics in the beginning of the game could call a spot on the map (if it's big enough) and say "I'm healing at %L, come near if you need healing" or something along those lines. Like someone said before, it's hard running after people and healing them.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 06:07:35]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Tidu! wrote:</cite><br>
		<blockquote>You mean Primeval?&nbsp;
		</blockquote>
The report is about Primeval, but it also happened on Torlan. (note how I put that nifty also in there ;) ) I had the Link Gun as Medic because that also gives you Infinity, and not having to run back to pick up more link charges to continue healing this Goliath is pretty nice :)

(<-- Joined: Jun 1, 2007?)]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 06:30:59]]> GMT</pubDate>
				<author><![CDATA[ Kidani]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>
So, then I will be getting between 3000 and 4500XP per map. That feels way out of balance to me. 
&nbsp;
		</blockquote>

I dont just feel its out of balance. It IS out of balance. Im lvl 55 and never get close to 1500 xp, and thats when i score around 1000. i always get my HeadHunter and Flak Monkey. Going above 2500 would be crazy for me :)

I can be healed easylly for 4000 hp per game. I generate a lot of xp because im not a good dodger :P]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 07:03:30]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ Um, yeah ... it takes me an evening usually to make it to the next level these days - that's usually 6-8 maps, and it's only occasionally that I break 1000xp on a map (I'm 38th today, aiming for 39, but I have company coming this weekend :wink: ).

And I'll admit that when I get a healing gun (as a Weapon Master) I usually use it to heal a medic.  But I'm still thinkin you all are leeches!

Seriously, the math is a little closer to realistic (at least you guys aren't jumping from 5 to 50 within a couple of hours) but I'm sure Dru is going to tweak it a bit more.  I just hope non-Medics still get a little xp here and there for using healing weapons.

It may also be that there's a bug somewhere that still allows Medics to get xp for healing someone over their starting.

Maybe something else to look at, because we do have a few people (myself included) with more than 100 pts in health bonus, that maybe xp to starting isn't quite the limit that should be there.  Maybe the xp bonuses should get lessened (or maybe even go away) when you heal someone past 100.

IOW, the more damaged someone is (and even newbies less than 100 is something to panic about), the more xp you get.

Get your calculator, Dru! :wink:]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 07:14:54]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ 3k exp at 16 is sick. I'm 36 with damage bonus and weapon speed maxed and I only average about 600 or 700 exp a map. I'm also generally in the top 5 scorers when I play so I imagine I typically am doing pretty good exp wise per game.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 07:29:42]]> GMT</pubDate>
				<author><![CDATA[ deidog]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ One other thing I have noticed. It is very easy for a medic just to sit on a ledge out of the action, continually streaming rockets, flaks, link etc into the central area. 
If it hits a monster, it does damage, and gives XP.
If it hits a player, it heals, and gives xp.
If you get damaged, fire into the wall and heal yourself.
So, no skill, but lots of xp.

So, what can be done about it?

One option would be for medics not to be able to heal themselves. Easy to code, and means medics can't just hide away. But I am not sure - reduce the effectiveness perhaps, but not remove it.

Another option, which I prefer, would be for the super healing weapons to do just that. Heal whatever they hit. So, if they hit a monster, they heal the monster and the medic gets negative xp. That would force the user to use the medic gun for healing and other weapons for attacking monsters, and so would cut out the indiscriminate firing into the central area. To set it so the medic gun does no damage to monsters rather than healing will only cut out part of the problem.

What do you reckon?]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 09:39:53]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ I dont think healing monster is a good idea. /:) ]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 09:45:49]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>How hard would it be to make the medic weapons not "infinite", but more like "resupplied"?
...
This might slow the xp rate they're getting - or at least make them be a little more picky about healing people.
&nbsp;
		</blockquote>
I am not sure. Medics would have to choose who to heal, which would go against the 'all part of the same team' spirit. Should the medic heal the high level player, who already has vampire and regeneration, or the low level player who needs all the help necessary in order to survive the round? And how is the medic supposed to know which category each person fits in to?

I think if the problem is too much xp, then lets reduce the xp they get. Only reduce the ammo if they are healing too many people.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 09:50:27]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ 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?]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 09:59:12]]> GMT</pubDate>
				<author><![CDATA[ deidog]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>
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? 
&nbsp;
		</blockquote>

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!]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 10:06:25]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>deidog wrote:</cite><br>
		<blockquote>personally I say ya shouldnt get xp for healing players. It's too easy.
&nbsp;
		</blockquote>
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?]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 10:16:03]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 10:28:00]]> GMT</pubDate>
				<author><![CDATA[ deidog]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>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).
&nbsp;
		</blockquote>
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.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 11:02:56]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote> You ought to be ashamed!&nbsp;
		</blockquote>
I am  :oops: ]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 11:03:44]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>
My money's on Dru. 
&nbsp;
		</blockquote>

Im actually trying to get some money to contribute :)

BTW, can you use <b>Magic Modifier Plus One</b> multiple time? If we can, i think it would balance out the LA people  :? ]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 11:41:49]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ 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....]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 13:01:27]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 13:12:09]]> GMT</pubDate>
				<author><![CDATA[ SilverMonkey]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ 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]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 16:46:32]]> GMT</pubDate>
				<author><![CDATA[ Mr.Clean(TM)]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>deidog wrote:</cite><br>
		<blockquote>personally I say ya shouldnt get xp for healing players. It's too easy.&nbsp;
		</blockquote>
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]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 16:57:37]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>la_bomba wrote:</cite><br>
		<blockquote>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....&nbsp;
		</blockquote>

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.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 17:00:44]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>KitFox wrote:</cite><br>
		<blockquote> can you use <b>Magic Modifier Plus One</b> multiple time? If we can, i think it would balance out the LA people  :? &nbsp;
		</blockquote>

Nope. And this artifact is still being considered as needed to further lessen it's ability somehow...]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 17:02:10]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>SilverMonkey wrote:</cite><br>
		<blockquote>I think someone mentioned this already but the easiest solution would be to raise the monsters difficulty.&nbsp;
		</blockquote>

I'm seriously considering this very thing. Not until this class is final, and until there's enough medics around.

<p></p>

		<cite>SilverMonkey wrote:</cite><br>
		<blockquote>Medics really suck when it comes to trying to defend themselves seeing as we got no/little DR or not much Health&nbsp;
		</blockquote>

You can buy it the same as anyone else...  /:)

<p></p>

		<cite>SilverMonkey wrote:</cite><br>
		<blockquote>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?&nbsp;
		</blockquote>

Sounds like a mob not worth healing in the future >:) There's no rule that says you have to help big jerks. :lol: ]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 17:05:42]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ btw, I'm also considering a loaded weapons skill that would allow you to further increase your damage bonus.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 17:09:12]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>
I think someone mentioned this already but the easiest solution would be to raise the monsters difficulty
&nbsp;
		</blockquote>

Monsters difficulty is pretty high right now. when we are only 5-6 on the server its impossible to get past wave 12

<blockquote>
Nope. And this artifact is still being considered as needed to further lessen it's ability somehow... &nbsp;
		</blockquote>

You know Druid, even if LA is fun to play, when a LW is in the game, its impossible to do as much xp. With all the field fulled with mines and more Super Weapon explosions than the number of mobs... I think LA needs something "unique" to make the class more attractive. Its not for nothing that no one is LA.
That Magic Weapon +1 was a good idea !

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?

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!]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 17:24:51]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>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! &nbsp;
		</blockquote>

this is really not the best way to look at it, because of this;

<blockquote>You can buy it the same as anyone else...  &nbsp;
		</blockquote>

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)]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 17:32:40]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>There's no rule that says you have to help big jerks. :lol: &nbsp;
		</blockquote>

Hehe, I've learned that the hard way....]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 17:34:19]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>Future ideas: 

Possiblity for the healing weapon to knockback enemies instead of dealing damage to them. &nbsp;
		</blockquote>

i think a weapon that heals your allies, should poison the enemy. if you played tfc in the past you might know what i mean. this is really the best I can think of - serves primary purpose and does little damage (and makes sense I guess)]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 17:36:25]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>You know Druid, even if LA is fun to play, when a LW is in the game, its impossible to do as much xp. With all the field fulled with mines and more Super Weapon explosions than the number of mobs... I think LA needs something "unique" to make the class more attractive. Its not for nothing that no one is LA. 
That Magic Weapon +1 was a good idea ! &nbsp;
		</blockquote>


LA definitely has the least incentive. there are not a lot of reasons to play LA. it has benefits, but they come after `a lot` of leveling. (denial 3 + LA is nice, but that's really not happening anytime soon on a solid build)

max +1 is a good step forward (it also requires high levels with 150 more points in adrenalin) but I think there should be some things that are useful in lower levels. can't think of much right now but the summon creature charm could do the trick. that might be too good, but can't think of anything else atm.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 17:45:25]]> GMT</pubDate>
				<author><![CDATA[ ck]]></author>
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			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ regardless of xp and leveling and all that I have only found one thing and one thing only that annoys me so far and its more of a player common sense thing then a game build thing...


 Healers ...listen ... I don't start with much xp. My method of staying alive is don't get shot. So when ya see me fighting  a monster, strafing around it and fighting with just over a hundred health..... 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.
]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 17:54:10]]> GMT</pubDate>
				<author><![CDATA[ deidog]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ But heals dont knock...]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 17:55:36]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]But heals dont knock...&nbsp;
		</blockquote>

 then between last night and tonight I've had two crazy people running me with a regular alt flak for some cooky reason. I had just assumed they were trying to heal me as I got slaughtered trying to figure out wich way I was giong as flak shells exploded on me head.

 Dunno gonna try to play a bit agaon in a few. Shall see then]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 18:10:26]]> GMT</pubDate>
				<author><![CDATA[ deidog]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ Normal Flak knock yep. But healing weapons dont :)]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 18:27:37]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>btw, I'm also considering a loaded weapons skill that would allow you to further increase your damage bonus.&nbsp;
		</blockquote>

Yea!!! I've purchased everything I care to purchase. I've begun buying things I don't think will help me the way I play just to spend my stats. An increase in some of my present maxed skills would be great.

<p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>There's no rule that says you have to help big jerks. :lol: &nbsp;
		</blockquote>

Yes, but for people like me it helps.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 18:30:00]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ TheDruidXpawX wrote: 
btw, I'm also considering a loaded weapons skill that would allow you to further increase your damage bonus.   

oooh, that sounds great... I hope I won't reach where fodder is for some time, but eventually that'd be nice ]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 18:34:40]]> GMT</pubDate>
				<author><![CDATA[ Pyramidion]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ I have 3 charactors for my skill class one weapon, other medic,other adrin.I started the medic last night and its fun to play for awhile but after that it gets boring b/c your not working toward your exp...I mostly use the artifact player i like a challange at a low level -=]]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 19:13:25]]> GMT</pubDate>
				<author><![CDATA[ Frost_Byte]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ 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 (I used my monster tongue points I had been refunded). 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...

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 :D
]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 20:47:44]]> GMT</pubDate>
				<author><![CDATA[ SilverMonkey]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>
they got mostly everything
&nbsp;
		</blockquote>

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.]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 21:56:49]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ I'd almost go as far as saying, you shouldn't allow slash damage weapons to be used as healing wepaons ( Flak, Rocket, Shock is stretching it, avril, mines, grenade)  Pretty much just leave it to Minis, Links, Sniper, Lightning, Assualt Rifle.  Reason being is that medics, must believe and trust their other medics to heal them if they are in need.  I only use Mini's and Link's cause, I like to help out other medic level when I'm hurt.  It's bad to rely only on just healing yourself to stay alive.  

Someone did mention in game earlier, that where when you have a link gun in hand your name turns green, medic could be blue above their head.  Mix that in with having blips show up on radar if a medic is near you, was another good suggestion, as it was posted here also. ]]></description>
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				<pubDate><![CDATA[Fri, 20 Jan 2006 22:54:14]]> GMT</pubDate>
				<author><![CDATA[ Teddy_Bear]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ Loaded Weapons skill with more damage? Sounds good to me! 

/still slowly trying to climb the XP ladder]]></description>
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				<pubDate><![CDATA[Sat, 21 Jan 2006 07:31:57]]> GMT</pubDate>
				<author><![CDATA[ {NYA}ViCorp:S]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Sat, 21 Jan 2006 18:17:24]]> GMT</pubDate>
				<author><![CDATA[ Drago'Nish]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]Normal Flak knock yep. But healing weapons dont :)&nbsp;
		</blockquote>

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..]]></description>
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				<pubDate><![CDATA[Sat, 21 Jan 2006 19:34:28]]> GMT</pubDate>
				<author><![CDATA[ Kidani]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]You know Druid, even if LA is fun to play, when a LW is in the game, its impossible to do as much xp.&nbsp;
		</blockquote>

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.

<p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]That Magic Weapon +1 was a good idea !&nbsp;
		</blockquote>

Thanks

<p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]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?&nbsp;
		</blockquote>

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 ;)

<p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]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!&nbsp;
		</blockquote>

Thanks. I appreciate it.  :)]]></description>
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				<pubDate><![CDATA[Sat, 21 Jan 2006 23:53:30]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>ck wrote:</cite><br>
		<blockquote>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)&nbsp;
		</blockquote>

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.]]></description>
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				<pubDate><![CDATA[Sat, 21 Jan 2006 23:55:19]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>deidog wrote:</cite><br>
		<blockquote> 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.&nbsp;
		</blockquote>

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.]]></description>
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				<pubDate><![CDATA[Sat, 21 Jan 2006 23:58:18]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>SilverMonkey wrote:</cite><br>
		<blockquote>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&nbsp;
		</blockquote>

Sorry, this one isn't going to be cheap, as more damage equates directly to more xp.

<p></p>

		<cite>SilverMonkey wrote:</cite><br>
		<blockquote>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...&nbsp;
		</blockquote>

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.


<p></p>

		<cite>SilverMonkey wrote:</cite><br>
		<blockquote>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 :D
&nbsp;
		</blockquote>

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.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 00:07:30]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>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. &nbsp;
		</blockquote>

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.

<p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>
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.&nbsp;
		</blockquote>

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.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 00:54:04]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]<blockquote>
they got mostly everything
&nbsp;
		</blockquote>

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.&nbsp;
		</blockquote>

Yeah, but who is really showing up on <b>this</b> server to level their char up?]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 02:41:02]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ 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.  8) ]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 09:03:54]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ 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! ]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 10:10:23]]> GMT</pubDate>
				<author><![CDATA[ FRAGaLOT]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>
1. Dr.Ooo has noted that sometimes he gets xp for healing people past their max, sometimes he doesn't.  &nbsp;
		</blockquote>
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.

<p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>
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.&nbsp;
		</blockquote>
Health Bonus has always been buy one get one free.

<p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>
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 &nbsp;
		</blockquote>
Yes, rage gives self damage so it falls under the rules of the first point. There's a tradeoff for that much power.

]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 10:19:34]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>FRAGaLOT wrote:</cite><br>
		<blockquote>Okay so what's the difference between someone who simply has a healing weapon, and the healing class, or "medic"?
&nbsp;
		</blockquote>

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.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 10:21:07]]> GMT</pubDate>
				<author><![CDATA[ v0rTeX]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ 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 ]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 11:09:46]]> GMT</pubDate>
				<author><![CDATA[ Frost_Byte]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Frost_Byte wrote:</cite><br>
		<blockquote>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 &nbsp;
		</blockquote>

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.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 11:48:49]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ It is somewhat clear to me that some people just don't like how easily Medics get xp.  Some people run away from me if I start to heal them, and the only time they'll actually try to sit still is if they go below 100.  They don't even stop between waves, sometimes.

But those people are really a minority.  Most poeple will sit still, especially the lower levels.  Lots of people say "thanks" even if I only heal them 50 or 100.  I don't mind chasing people if I have a medic mini, but with rockets or something that takes a little longer to hit the target I get a little annoyed and sometimes give up.

When I was the only medic in the game, I got 6000 xp in one map (I leveled up twice).  Once another medic entered the next game, I got 2000, maybe 3000 xp.  I guess having multiple medics sort of balances it out, but still the LW and LA people never get that much, at least not easily.

It is a little fun to ignore the fact that people need healing and start acting like a LW'er.  Except then I feel guilty when I let them die, and it's not as good for xp...]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 12:28:36]]> GMT</pubDate>
				<author><![CDATA[ kyraeu]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>kyraeu wrote:</cite><br>
		<blockquote>
When I was the only medic in the game, I got 6000 xp in one map (I leveled up twice).&nbsp;
		</blockquote>

Ok, that's just insane....]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 12:41:40]]> GMT</pubDate>
				<author><![CDATA[ {NYA}ViCorp:S]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>kyraeu wrote:</cite><br>
		<blockquote>It is somewhat clear to me that some people just don't like how easily Medics get xp.  Some people run away from me if I start to heal them, and the only time they'll actually try to sit still is if they go below 100.  They don't even stop between waves, sometimes.
&nbsp;
		</blockquote>

I don't think that's too bad; if people don't want to be healed then they just keep going to where they want to go. I'm afraid it'll turn into people yelling "I need a medic!" when they're down 10hp from their max. It should be a privledge, not a guarantee. If you're near a medic, fine, but don't yell at one to heal you or come to where you are.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 12:48:26]]> GMT</pubDate>
				<author><![CDATA[ Tidu!]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>
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.&nbsp;
		</blockquote> Im talking about in the intro of a new wave as they have 10 sec to heal people that don't sit still i like the little challange to run after them....]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 13:01:04]]> GMT</pubDate>
				<author><![CDATA[ Frost_Byte]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>la_bomba wrote:</cite><br>
		<blockquote><p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>Do the monsters need to go up a skill level?&nbsp;
		</blockquote>

I was saying this exact thing last night.  Medic's don't always survivie, but they do more than most people their level.  Plus, I'm noticing a kind of partnership between medics, almost as if they heal each other before they'll heal a LW or LA player (which isn't necessarilly a bad thing, the more medic's the higher the game's HP is).  I'd have to agree with you, not only are the medic's lasting longer than one would think, but EVERYONE is doing better as well.&nbsp;
		</blockquote>

Odd... Ooo and I had a great thing going the other night.  On the map with the jet in the middle (sorry, I cannot remember the name, but you know which one I mean ;) ), I got lucky and made myself a rage +10 rocket launcher.  With my stats, I was going around during the waves with the titans, warlords or queens hammering them (sometimes with the triple damage going, sometimes without), and I had Ooo following me making sure I was always in good health.  This was a Very Good Thing (TM), as by wave 16, I had those titans hunting me. :lol: 

I think this was the very sort of thing Dru was wanting to happen.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 13:31:01]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Chyster wrote:</cite><br>
		<blockquote>To infinity and beyond would be quewl. I don't understand placing parameters such as this on something like what you have here.&nbsp;
		</blockquote>

There's a point of diminishing returns for those above 150, as not many players are above level 150, so in a way I'm targeting the masses.

The problem is that once you're 150, I really dont know what kind of skills to give you that wouldn't dramatically unbalance your abilities against the abilities of lower level players, and to make it simple, I'd really rather make a new class to encourage multiple play styles ;)

<p></p>

		<cite>Chyster wrote:</cite><br>
		<blockquote>Ya, well now I feel bad because I switched around lvl 100 and didn't realize your thoughts toward 'capping' the classes. &nbsp;
		</blockquote>

I didn't know at the time either. If you remember, I switched too. It's one of those hindsight 20/20 things. If I had thought about it I'd have realized that you'd get more play time building up a new character.

<p></p>

		<cite>Chyster wrote:</cite><br>
		<blockquote>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.&nbsp;
		</blockquote>

Clearly I'm going to have to change something. I do intend for the ladders to be different ladders, and not judged against each-other, but I didn't plan on having level 50 players after a week. 

Thanks for your positive comments and support Chyster. I appreciate them ;)

Dru]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 14:52:10]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ As for the complaints of medic's leveling faster, I've started to get the feeling that you can't judge them on the same basis as LW or LA characters.  From what Druid's said, I get the idea that a lvl 100 Medic does not equal a lvl 100 LA character, nor a lvl 100 LW character.  Our jobs are different, our stats are different, so we sould be judged differently as well.  Think about it, take a lvl 100 Medic and a level 50 LW character, who would win in a battle?

Another note:  The Medic's have more skills with all the monster stuff (intelligence, health, points, loaded) and the two medic skills when LW only has two or three big name skills to level (specific to them).

And besides, our job is to HEAL YOU GUYS.  Who doesn't want help to get more xp?  I hate to use the "J" word, but is it jealousy?  DON'T BE.  We can't fight very well, and personally I die at the drop of a hat.  Everyone else can fight, get hurt, keep going; our job is back-up.  We can't do anything awesome, but you can.  We aren't the ones who will be the last one on wave 16 (and if we are, don't hold your breath).  Yes we can buy stats, buy you can do that and then some.  If we die you guys can still survive, if you die, we're dead.

Random Question: Would a medic avril lock onto players?

Disclaimer:  I could always be wrong, I'm not God.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 14:55:35]]> GMT</pubDate>
				<author><![CDATA[ la_bomba]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote><p></p>

		<cite>SilverMonkey wrote:</cite><br>
		<blockquote>I think someone mentioned this already but the easiest solution would be to raise the monsters difficulty.&nbsp;
		</blockquote>

I'm seriously considering this very thing. Not until this class is final, and until there's enough medics around.

<p></p>

		<cite>SilverMonkey wrote:</cite><br>
		<blockquote>Medics really suck when it comes to trying to defend themselves seeing as we got no/little DR or not much Health&nbsp;
		</blockquote>

You can buy it the same as anyone else...  /:)

<p></p>

		<cite>SilverMonkey wrote:</cite><br>
		<blockquote>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?&nbsp;
		</blockquote>

Sounds like a mob not worth healing in the future >:) There's no rule that says you have to help big jerks. :lol: &nbsp;
		</blockquote>

Regarding the monster levels, like Dru, I think that once he gets things polished a bit more and the dust settles, a bump might be in order.  While the scores are no where like they were in 2K3, where half of us were 1K or more on kill scores, we are definitely starting to go up.  Of course, there is also the effect that the higher level players are scoring much higher on both the kill score and XP, gaining more levels, and producing a feedback look while the middle and lower players fall further and further behind.  Unfortunately, there is no good solution that I can see, as changing the monster's effective level based on its target opens up a whole mess of problems (such as do you attack a lvl 200 medic at the same level that you do a lvl 200 LW person, or what if a bug misses and hits that poor lvl 6 player with the splash).  Oh well, it is still fun.

On the bozos just standing there watching while you get hammered, I would have to agree with Dru that it sounds like a mob not worth healing.  There have been a number of things said in what I have read so far, and no doubt the remaining pages may make this redundant, etc.  But...  As a LA person, who spawns with 300 health, has ghost, denial, resupply and can have 199 adren, but cannot regen at all. I have developed a style of inter-player gameplay which seems, at least from my PoV to be working out.  It all comes down to what is called the Principle of Enlightened Self Interest, or simply put...you scratch my back, I will scratch yours.  There are players who know that I generally like to get certain weapons which are missing on some maps (like the flak on Face, the sniper or LG on others), and they will say "Hey E, want this?".  Or, knowing how vamp or energy weapons help out a LA person, they will want those weapons as well.  When they do, they earn bonus points in my book, and I will even max out their weapons, or try to make a good weapon for them before/while trying to work on one of my own.  No XP (more about this in a moment), just an increased chance that they might do the same in some later wave or game.  A medic heals me, I am still trying to figure out how they work, but would tend to do the same, and **may** even offer my globe if they asked. 

Now, I know much has been said about the XP for healing, and it is almost certainly out of balance.  After all, between the higher level players, etc., it is probably a rare game where I do 1000xp, even as a level 93 LA player.  And I still need more adren to use one of my artifacts, and more DB/DR, and cautionness as well.  But, there are two ways we could help ballance things out.  They are:

a) Lower the rate at which points are awarded for healing.

or, more difficult...

b) Add more ways that LW and LA folks could gain a few xp here and there by using their skills and aiding other players.

Yep...you heard correctly.  I said give the LW and LA folks more ways to gain a few XP.  I get no xp for maxing someone's weapon, and someone like Fro or Dirty would get no points for giving me their flak in a map such as face, where there is no flak.  Likewise, I get no XP if I hand out one of my artifacts and have no guarentee of getting it back.  But those acts are just like healing, and in some regards, are even more generous (especially if you hand out a weapon you may normally use on a map which does not have it).  In an ideal world, if someone tosses someone a weapon, there should be some token amount of xp awarded.  If it is a weapon not on the map (ideal world, the server could find this out quite easily), there would be more xp awarded.  Weapon is a + weapon, even more XP, and if it was a one-off , starred weapon (like vamp), even more.  So if someone passed me a +10 flak of rage on face, we could have something say like: 

     10xp * (150% for plus) * (150% for one-off rage) * (200% for no flak on map) = 45xp

Perhaps it could be scaled even more for just this situation of one-off on a map where that weapon does not spawn.

Anyways, there are some issues involved (such as trading weapons so that one person can max the other's weapon, or weapons passes where a good weapon is handed out, but the other person failed to pick it up, or thrown away weapons) which could make this a real PITA to code.  But perhaps part of the solution would be to add another attribute to the weapons just as the plus/type was added, and when the weapon is passed out and is either picked up or fades out,  the XP could be awarded.  And if the XP is relatively small, perhaps the trade and trade back side-effect could be considered to be a non-issue, since after all, the LA person is accepting some risk of losing their great weapon to max someone elses weapon.  Of course, there might also need to be another attibute such as one holding the previous owner to keep folks from just standing there passing a weapon back and forth and back and forth.  That is yet another one of those PITA coding issues.

Is the lack of XP for maxing folks weapons or handing out artifacts going to stop me from doing it?  Nope?  I still have fun.  But it was something I wanted to bring up which had apparently not been said yet.  And given the complexity of it, I don't expect Dru to spend time he could be playing coding it.  Instead, I brought it up so that two of his brain cells could be talking away while he does the many other things he does, and perhaps, at some point in the future, the lightbulb will go on and we could see this sort of feature, say in RPG 861 ;)]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 14:56:57]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
			</item>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>kyraeu wrote:</cite><br>
		<blockquote>When I was the only medic in the game, I got 6000 xp in one map (I leveled up twice).  Once another medic entered the next game, I got 2000, maybe 3000 xp.  I guess having multiple medics sort of balances it out, but still the LW and LA people never get that much, at least not easily.&nbsp;
		</blockquote>

Clearly I've got something broken.. you realistically shouldn't be able to break 2000 even if you're playing at the TOP of your game.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 14:58:12]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote> 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.&nbsp;
		</blockquote>

That's not where the issue lies.

If I understand what I've heard previously properly, at *no* time are medics supposed to get XP for healing someone past their start health.  According to Ooo, sometimes he does.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 15:01:37]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]
You know Druid, even if LA is fun to play, when a LW is in the game, its impossible to do as much xp. With all the field fulled with mines and more Super Weapon explosions than the number of mobs... I think LA needs something "unique" to make the class more attractive. Its not for nothing that no one is LA.
That Magic Weapon +1 was a good idea !

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?
&nbsp;
		</blockquote>

I don't think that is entirely true.  Depending on what weapons I get/make, how I get hammered in relationship to ghost, etc.  I can sometimes make it through with no true death, and I am below lvl 100.  Ooo probably can even more easily at lvl 151.  (gee...I remember when he passed me, not so long ago.  Just goes to show what playing on the server 24x7 can do for ya ;) )  But I will agree that it is much harder for me to have the scores and xp I had as a lower level LW player.  The number of hours I am spending leveling now is way up since going to LA, and my scores are probably where they were when I was back around lvl 20-30, if not lower.  And I am not a lightweight.  After a few days of shaking the RPG skewing, I can still star getting Godlike and Wicked Sick playing single person or on one of the CTF or DM servers where I used to play.  The diff is that we have more folks with levels in the 150+ range, and I am playing LA.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 15:08:32]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <blockquote>That's not where the issue lies.

If I understand what I've heard previously properly, at *no* time are medics supposed to get XP for healing someone past their start health.  According to Ooo, sometimes he does.&nbsp;
		</blockquote>

I don't think they do i have notice after i start to heal past there start health it stops giving me exp...]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 16:49:57]]> GMT</pubDate>
				<author><![CDATA[ Shadow-X]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote><p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]You know Druid, even if LA is fun to play, when a LW is in the game, its impossible to do as much xp.&nbsp;
		</blockquote>

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.

<p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]That Magic Weapon +1 was a good idea !&nbsp;
		</blockquote>

Thanks

<p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]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?&nbsp;
		</blockquote>

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 ;)
&nbsp;
		</blockquote>

And I would have to disagree with you Dru, much as I hate to have to say it, on several points.  First, while I have nothing against Ooo or yourself, but I think neither he nor you are a good choice to use as an example, just as using Dirty would not be a good choice for an example as a LW player.  There are issues like how much time does player X spend playing (measured in terms of clock time as well as games/waves), as well as statistics for things like relative player levels for a game, and somehow player class would have to enter into this as well.  

To put it another way, the one thing I think we are really missing here meaningful stats, collected on a per-game (or yes, even a per-wave) basis, which can be measured over time for all players and as needed, normalized or plotted against other stats.  This would include things like the time played, kills, XP, RPG level, who else was in the game, and could also include things like time entered, bugs killed, etc.  In other words, pretty much like UTstats, but with RPG added in.  But at a minimum, it would have things like a end-of-game log dumped with per-player summaries of times, kills, deaths, starting lvl/xp and xp gained, for all players.   I think if you had those stats on at least a per game, you would find that higher level players are on average probably dominating the game when compared to the more average levels, and that LW players do this at much lower levels than LA players.   And it would not even have to be collected as the game proceeds, but perhaps could be logged at the end of each wave or game.



Now, regarding the LA folks not supposed to be on the front lines like a mage... I have a bit of a problem (well, more than a bit, but I will forgive you for it ;) ;) ) with that analogy.  Indeed, this pretty much pushes a button, as you will see.....  

As we know, the purpose of this game is to have everyone kill bugs so that we make it through the game.  Yes, our LW folks are the big, "dumb" fighters, shining knights, etc.  And our medics are like the clerics in some games (or medics in some others).  But the only real way that the LA player can get XP is by killing bugs, **just like the LW folks**.  And, to gain adren at any real rate, the LA person has to kill bugs.  And just like the LW player, the LA player has to do it with the range of the weapons being used.  But unlike a LW player, a LA player has no guarentee of vamp (LW can get the kill while LA has to have the weapon, and I have gone entire nights without vamp or energy weapons unless I was given one, typically by some LW5 person), no regen, and  I have to go around picking up weapons.  The end result is that the LW player generally get the first kill (a AR is no match for a RL, flak, mini, etc.), stay in better health, do more damage,  and generally get higher scores when compared to a LA player.  And no, in this I did not forget about things like booster, the globe, etc.  Like a LA player, the LW player gets adren for damage, and with their DB/WS, the pickups, etc., they could fire off the booster just like the LA person, but they would have less of a need for it, with regen/vamp combined into the picture.  Yes, LA player can buy DB/WS just as well, but they have the need for adren, drip, surge, etc. as well, which the LW person does not.  But in the meantime, the LA person using booster in the early/mid rounds is not getting rid of any negative weapons or getting the really good weapons which the LW person may have spawned with from time 0 (I have lost track of the number of times I have picked up all normal, negative or cursed weapons).  Combine in other factors like all positive magical weapons from the beginning, the fact that they can pick up most of the artifacts they want by being around a LA person when they are killed, the fact that their regen/vamp is a no-action-needed (as opposed to our having to switch artifacts around, and activating it) and such, the LA person actually ends up with multiple disadvantages when compared to LW, particularly when at mid levels (e.g. about the time you can get LW5).  The only real bonuses at mid levels for LA as I see it are that if I have dumped 50 into my adren bonus instead of DB, DR or WS, I can max a weapon, and once I get denial 3, I can keep all of my weapons.  Of course, this all depends on whether or not  I have managed to somehow get that nice weapon.  Some games, all I seem to be able to come up with is a poison, freezing or null weapon (near suicidal for a LA person given no vamp or regen), a penetrating/piercing/sturdy weapon (nearly useless), or some weapon I already have (e.g. a +5 RL/flak when I already have a +5 weapon).  Or how about that now nearly useless healing +3 mini.  No spash so no self heal, and nobody really needs it in many games.

So, will this keep me from handing out weapons?  No.  But I will say that since the medics showed up, I have pretty much stopped wasting time asking about whether folks want a healing weapon.   Indeed, there are some weapons where if I am at a point in my adren usage where I started at 199, I will re-make the weapon a few seconds later when I cross the 100 adren point again.

So, will this keep me from giving out an artifact at times?  Not really.  But I will say that given how hard it is to pick up a new MWM after giving one out, and the fact that I get no XP, it is far and few between that I will give it out.

Will it change any other ways in which I play?  Naa.

But I will continue to think that perhaps some if not most artifacts should behave differently (such as using adren say 5x slower while giving the same effect, or always making maxed-out weapons), that perhaps LA folks should not drop their artifacts when they die (but not prevent their intentionally dropping them or giving them away), and that perhaps XP is warranted when other players benefit from your using adren to max their weapon or to make one.  Or that we should have a much higher chance to make a such as a vamp or vorpal?  Nope! 
Nor will I stop thinking that perhaps LA still costs to much for what we get.

But I will also not stop playing my LA player as my main player.

Nor will it keep me from saying Thanks Dru!.  As much as things are unballanced at times, you have still done a very good job!

Well...I want to play some, so I better wrap this up so that I can get dinner taken care of, and on to playing all the sooner. :D]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 17:20:43]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>The problem is that once you're 150, I really dont know what kind of skills to give you that wouldn't dramatically unbalance your abilities against the abilities of lower level players...&nbsp;
		</blockquote>

Well the idea would be to create something that is VERY expensive, worth while, and worth working toward. An example would be

Kamikaze

This requires the purchase of both levels of retaliation plus one hundred skill points. At the purchase of this skill you LOSE the ability to re-buy retaliation.

Effectively kills EVERYTHING in line of sight, monsters, players and pets alike. This would encourage team play in the sense that the person with the ability is <u><i><b>severely</b></i></u> penalized for team kills.

OR

Since the LA class is basically a mage, find a way to resurrect the old 'Black Hole Gun' mod and give them the ability to generate and disperse this weapon.

Well that is definitely a shot in the dark, but a shot none-the-less. You're probably right in it being easier to just build a new class. This is more along the lines of a suggestion, so move it to that thread if you deem it appropriate.
]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 18:39:21]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Chyster wrote:</cite><br>
		<blockquote>Since the LA class is basically a mage, find a way to resurrect the old 'Black Hole Gun' mod and give them the ability to generate and disperse this weapon.&nbsp;
		</blockquote>

I'm sorry, I missed out on that.  Which gun is that?]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 19:00:33]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ If I am not mistaken, and I usually am, it was a UK2K3 or 4 mod. A special weapon that when fired, sucked everything that can move off the map. Basically, if you weren't behind a wall when the 'black hole' opened, you were toast. The wall did give protection, but the force of the gravity of the weapon was known to cause major damage to you by slamming you into the wall because of the gravity well.

Can't remember exactly what it was called, but it was one awesome weapon. You know, now that I think about it, this may have been a Tribes2 weapon, oh well its the thought that counts. They say that something goes first with age, but I can't remember what it was. :D ]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 20:12:05]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ Chyster thats all we need is a bunch of people killing people witha black hole gun  :-o ]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1535.page#12089</guid>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 20:55:12]]> GMT</pubDate>
				<author><![CDATA[ Shadow-X]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ The ChaosUT2 Gravity Vortex is good enough for a job like that, and sounds right, except the whole pressure against walls thing.]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 21:42:31]]> GMT</pubDate>
				<author><![CDATA[ Kohan]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ RPG 187 is now up, please post comments on that thread:

http://www.disastrousconsequences.com/dcforum/posts/list/1546.page#12094

]]></description>
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				<pubDate><![CDATA[Sun, 22 Jan 2006 23:30:23]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ Spacey you explained it correctly. Thats exactly what i think. Sometime im unable to clearly express myself in english. (Sometime even in my own language :P )

<blockquote>
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. 
&nbsp;
		</blockquote>

One of the main problem is i dont have Denial, Resupply, or Ghost.
If i die on wave 6, and i seem to misteriously receive a rock from nowhere 95% of the time, i pretty much destroyed my game and end up trying to survive until next map.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 07:42:33]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote><p></p>

		<cite>deidog wrote:</cite><br>
		<blockquote> 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.&nbsp;
		</blockquote>

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.&nbsp;
		</blockquote>

 I'm so happy to have read that!

 After KitFox's response and having people heal me in game (when low on hp) I thought I was going crazy because I knew they were bouncing me despite the fact that they didnt while actually healing.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 07:49:59]]> GMT</pubDate>
				<author><![CDATA[ deidog]]></author>
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			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ Ohhh i never noticed.

Maybe because once i hit full HP, i instantly flee to find mobs :P

My mistake sorry!]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1535.page#12105</guid>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 07:52:46]]> GMT</pubDate>
				<author><![CDATA[ [KitFox]]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>[KitFox wrote:</cite><br>
		<blockquote>]Ohhh i never noticed.

Maybe because once i hit full HP, i instantly flee to find mobs :P

My mistake sorry!&nbsp;
		</blockquote>

 It's all good. I'm the same way. Personally I rarely bother to stop and get healed. I'll usually just switch to the mini for a moment and let vamp do its work. So I would have never noticed either if it wasn't for some rather aggressive healers running me down and splashing me while I was fighting. 

 I'm just glad that it seems to have been an easy solution because I realize the intent of the medics were good. They were trying to help ... it just didnt work out that way.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 07:59:14]]> GMT</pubDate>
				<author><![CDATA[ deidog]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Chyster wrote:</cite><br>
		<blockquote>If I am not mistaken, and I usually am, it was a UK2K3 or 4 mod. A special weapon that when fired, sucked everything that can move off the map. Basically, if you weren't behind a wall when the 'black hole' opened, you were toast. The wall did give protection, but the force of the gravity of the weapon was known to cause major damage to you by slamming you into the wall because of the gravity well.

Can't remember exactly what it was called, but it was one awesome weapon. You know, now that I think about it, this may have been a Tribes2 weapon, oh well its the thought that counts. They say that something goes first with age, but I can't remember what it was. :D &nbsp;
		</blockquote>

 Actually I played on UT4K server that was running the UT3 invasion mod witht he vortex gun enabled and it worked pretty good. Ya just had to be a bit of a distance away from it when it went ... or have a trans beacon somewhere safe to port to right quick]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 08:05:30]]> GMT</pubDate>
				<author><![CDATA[ deidog]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Chyster wrote:</cite><br>
		<blockquote>If I am not mistaken, and I usually am, it was a UK2K3 or 4 mod. A special weapon that when fired, sucked everything that can move off the map. Basically, if you weren't behind a wall when the 'black hole' opened, you were toast. The wall did give protection, but the force of the gravity of the weapon was known to cause major damage to you by slamming you into the wall because of the gravity well.

Can't remember exactly what it was called, but it was one awesome weapon. You know, now that I think about it, this may have been a Tribes2 weapon, oh well its the thought that counts. They say that something goes first with age, but I can't remember what it was. :D &nbsp;
		</blockquote>

Oh yes I'd like that very much :D]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 11:38:59]]> GMT</pubDate>
				<author><![CDATA[ Okinesu]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Chyster wrote:</cite><br>
		<blockquote>If I am not mistaken, and I usually am, it was a UK2K3 or 4 mod. A special weapon that when fired, sucked everything that can move off the map. Basically, if you weren't behind a wall when the 'black hole' opened, you were toast. The wall did give protection, but the force of the gravity of the weapon was known to cause major damage to you by slamming you into the wall because of the gravity well.

Can't remember exactly what it was called, but it was one awesome weapon. You know, now that I think about it, this may have been a Tribes2 weapon, oh well its the thought that counts. They say that something goes first with age, but I can't remember what it was. :D &nbsp;
		</blockquote>

As has been pointed out, it is the Gravity Vortex, and it is part of the chaos mods.  I used to play quite extensively on a CTF server (It is listed as Wicked Game Server on my clan homepage), and it was a particularly nasty weapon.  And you were not always safe hiding behind even mid-sized obstructions like large, square columns, even discounting the slam your flying past it..  There were times when it was just a bit off to the side relative to where you were, and even if you were firmly up against the obstruction, you could find yourself going sideways and then straight into oblivion.  

As I mentioned in several posts over the past few months, this weapon is about as spammy as they come.  The 80% kill zone on this weapon is probably in excess of 200' in diameter at peak (think the **entire** goal room on BR-Anubis), and the duration is more than 10 seconds.  There are some CTF maps we played where in just one shot, I could go from no kills to getting both the max kills without dying notice ("Wicked Sick", 30 kills w/o dying) and the top spree message ("Holy S***" for 8 rapid kills) with folks still dying.  So, unless you can tweek this weapon, I think that even a level 150 LA person should not be getting this, unless the xp/level starts going way up when you can have it.  As for handing them out, dropping when dying, etc.  NO WAY! :wink: ]]></description>
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				<pubDate><![CDATA[Mon, 23 Jan 2006 19:28:24]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ EEEEP!! 

Sorry I brought it up.  I'll just put you down for a 'no' then, huh.  :D ]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1535.page#12204</guid>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 19:05:42]]> GMT</pubDate>
				<author><![CDATA[ Chyster]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Spacey wrote:</cite><br>
		<blockquote>I think that even a level 150 LA person should not be getting this, &nbsp;
		</blockquote>


I think 250 level player should  :wink: ]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 19:24:36]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Chyster wrote:</cite><br>
		<blockquote>EEEEP!! 

Sorry I brought it up.  I'll just put you down for a 'no' then, huh.  :D &nbsp;
		</blockquote>

Not entirely. ;):D While I view it as a spammy weapon, it can still be quite fun.  Perhaps as a real oddity, we could have a weapon which awarded points in inverse proportion to your level, relative to a moderate xp level (say 100).  If done this way, then drops or gives would even be OK with me.  Of course, we could take it further, and have it tagged with the creator's/summoner's ID (to give them some XP for when it is used), and perhaps even have it tagged according to their level.  That way, such a weapon created by a level 150 player does more than a level 120 player, and a level 20 player (and the creator/summoner) would get more XP than if it were used by a level 40 player.   But the key should be that it is rare, and expensive to create/summon.]]></description>
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				<pubDate><![CDATA[Tue, 24 Jan 2006 20:05:56]]> GMT</pubDate>
				<author><![CDATA[ Spacey]]></author>
			</item>
			<item>
				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ <p></p>

		<cite>Spacey wrote:</cite><br>
		<blockquote>...perhaps LA folks should not drop their artifacts when they die (but not prevent their intentionally dropping them or giving them away), and that perhaps XP is warranted when other players benefit from your using adren to max their weapon or to make one...&nbsp;
		</blockquote>
I think you have two good ideas here Spacey, which I must admit I missed on the first read through.

LAs not dropping artifacts when they die. It makes their artifact use slightly more specialised. A LW player doesn't drop all his weapons when he dies does he?

One of the most helpful things that any player can do is provide good weapons for other people to use. LAs obviously do a lot of this due to the MWM and the maxmodifier, but others like DD hand out loads of weapons. Why not remember in code who made the weapon, and give an extra 1% xp of all xp generated by that weapon back to the original owner? So, if for example DD gives me a vampire flak (yes plz), then I score xp as normal with it, but he gets 1% extra as well. If a LA maxes a weapon and hands it back, the LA gets 1% extra of the xp. Reward the team players I say.  :) 

If the original person dies or exits and comes back in again, the extra xp will no longer count.]]></description>
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				<pubDate><![CDATA[Wed, 25 Jan 2006 01:19:33]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:DruidsRPG186 is now up</title>
				<description><![CDATA[ Don't get me wrong on this comment, and it is a good idea for the exp for the originator of a handed out weapon, but (speaking for myself) I will hand out anything I can to help out the other peeps out there and have never expected a reward for doing so. It's a team thing I guess, Trying to do my part to help keep us alive and maybe help someone else bump a few exp for themselves in the bargin. Being that this is an rpg I pose to you this question - does everything you have ever done for someone else, or given to someone else, always produce a material reward beyond perhapse making you feel you have helped said person out? -
The base premis of the game is kill a critter get some points and have fun doing it.  Now, with the extra classes created there are a few things (like medics and LA's ) that need to be addressed to help them gain exp for their main obgective, but those things imo should be class specific. I'm a LW player, to tell you the  trueth I'd rather gain a few extra exp for smokin a critter, and drop the exp I gained from healing someone with the +2 healing flak I got in my inventory at the start. Yah, I healed ya, it took some time away from me killin something, but thats the nature of the game for me. Maybe some day you'll see me at only 34 health and be kind enough to bump my health, but I don't expect to get any exp from it because I tossed you my healing mini early in the game because I know I won't use the mini that often. (don't know if I'm explaining my point of view very well, so I'll stop here.)]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/1535.page#12223</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/1535.page#12223</link>
				<pubDate><![CDATA[Wed, 25 Jan 2006 03:17:02]]> GMT</pubDate>
				<author><![CDATA[ emetakleze]]></author>
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