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		<title><![CDATA[Latest posts for the topic "Difficulty level"]]></title>
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				<title>Difficulty level</title>
				<description><![CDATA[ I don't know if there are any forums currently discussing this. If there are, I am sorry for the repitition. There is a fine line between challenging and frustrating, and I feel that it has been crossed. I ask that the difficulty please be put back to normal.]]></description>
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				<pubDate><![CDATA[Sun, 27 Aug 2006 19:11:49]]> GMT</pubDate>
				<author><![CDATA[ the_original_moo]]></author>
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				<title>Re:Difficulty</title>
				<description><![CDATA[ I haven't seen any discussions regarding this either ... 

To be honest though, I have yet to make a definite opinion either way.  Also, I haven't played my other classes at the new setting as much as I have my AM (who usually has a rough time of it).

Early on there was quite a bit of fustration; however, there are somethings I think I can safely say (or at least partial opinions):

First, map success even more will depend on the number of players on, and the mix of classes.  No medic?  Then any AM on is going to have a very rough time of it more so now than before.  Medics are going to be more important now.

Next, you'll see very few wins without a significant number of players on - a minimum of 10 I'd guess now.

After that, those of us (and yes, to a large extent I admit I'm one of them) who rely on certain weapons (flak, rocket, link) are going to have a rougher time of it on later waves.  This much I will say - it's better now than when the difficulty was Masterful; having the Krall dodge you on wave one made flaks next to useless.

I fear that newbies who show up after wave five are going to get quickly overwhelmed and probably won't give the server a second chance.  To be honest, though, there has always, I think, been a timing risk when it comes to when someone first logs in.  I just think the bar may have been moved a little higher (er, lower? wave) now.

Certain maps (the more open ones) certainly were easy before - now they're still not all that hard.

Summary:

Well, the change in some ways hasn't changed a whole lot - it's just brought certain things into sharper relief.  I'm not all that sure how life is like for the lower levels - once an AM has Denial 3, death isn't a big deal; once a WM has LW period (particularly 5) death isn't a big deal; and once a medic can get his 10 adren and make a weapon he can heal himself with, dying may not be that big a deal either.  It's just that now, getting to that point may be a lot harder than it was.

Is this bad?  Is this good?  I'm still withholding judgement.  While I'm playing I tend to go either way.  IF I had to be pinned down, right this second I'd say it'd be nice if we could either vote on the difficulty during the map voting, or if it would auto-adjust for the number of players on (say, like < 8 it's Average, otherwise Experienced).

Any ideas if there's another level between Average and Experienced?  I'm too lazy to check right this second ...]]></description>
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				<pubDate><![CDATA[Sun, 27 Aug 2006 20:19:01]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Difficulty</title>
				<description><![CDATA[ <p></p>

		<cite>BotFodder wrote:</cite><br>
		<blockquote>
Any ideas if there's another level between Average and Experienced?  I'm too lazy to check right this second ...&nbsp;
		</blockquote>

nope]]></description>
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				<pubDate><![CDATA[Sun, 27 Aug 2006 21:05:54]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
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				<title>Difficulty level</title>
				<description><![CDATA[ Hey Bot- Thanks for replying. I totally agree with the idea of a voting system or an auto-adjuster.]]></description>
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				<pubDate><![CDATA[Sun, 27 Aug 2006 21:16:43]]> GMT</pubDate>
				<author><![CDATA[ the_original_moo]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ It is worthy to note that the difficulty level was adjusted (again) mid-day, so if you only played before it was re-adjusted, it was significantly harder at that point than it is now.]]></description>
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				<pubDate><![CDATA[Sun, 27 Aug 2006 21:21:59]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ I don't have any idea what it was like before (today was move into college day), but I just played and it was a challenge... however we did finish the map with 9 players, it seems pretty good to me. Have not been able to play my medic yet, but it may take a bit to get used to it... I like the change :) ]]></description>
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				<pubDate><![CDATA[Sun, 27 Aug 2006 21:48:44]]> GMT</pubDate>
				<author><![CDATA[ Pyramidion]]></author>
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				<title>Difficulty level</title>
				<description><![CDATA[ I played most Sunday and yes I did see a big change in game play.  The monsters were dodging the flak, but that meant I had to change my style of game play.  The games I played I think the amount of wins on 16 was fair.

What I have not tested is a game with less then 10 people.  ]]></description>
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				<pubDate><![CDATA[Mon, 28 Aug 2006 03:58:10]]> GMT</pubDate>
				<author><![CDATA[ RadicalROM]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ With my level 48 LA player I'm experiencing a frustrating number of deaths after wave 8 or 9. With my level 102 LW player however, Im scoring as good if not better. I think maybe some people are playing less agressively with the more difficult monsters and just trying to stay alive.  In addition, more lower level players are dying allowing me to take their kills. Overall this is bad news for lower level players. However I do enjoy the challenge.

shimmyNshake
shimmy-LA]]></description>
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				<pubDate><![CDATA[Mon, 28 Aug 2006 20:08:44]]> GMT</pubDate>
				<author><![CDATA[ shimmyNshake]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ I haven't tried it yet, so can't comment how difficult it is. But if the completion bonus was upped from 80 to say 300xp, it might make players team together better and still win, despite it being more difficult.]]></description>
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				<pubDate><![CDATA[Tue, 29 Aug 2006 07:09:21]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>I haven't tried it yet, so can't comment how difficult it is.&nbsp;
		</blockquote>

Ditto, I'll cast my vote as soon as I do.

<font color='red'>B_B</font>]]></description>
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				<pubDate><![CDATA[Tue, 29 Aug 2006 09:56:59]]> GMT</pubDate>
				<author><![CDATA[ Boingo_Babe]]></author>
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				<title>Difficulty level</title>
				<description><![CDATA[ i would like to see it change back to were it was cuz right now almost any new player cant live more then a couple of waves then right away they say this it to hard and not fun so they quit and move on to another server.]]></description>
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				<pubDate><![CDATA[Tue, 29 Aug 2006 11:40:02]]> GMT</pubDate>
				<author><![CDATA[ Jschill]]></author>
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				<title>Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>Jschill wrote:</cite><br>
		<blockquote>i would like to see it change back to were it was cuz right now almost any new player cant live more then a couple of waves then right away they say this it to hard and not fun so they quit and move on to another server.&nbsp;
		</blockquote>

I agree I have also heard the complaints and yes if it is less then 10 players (unless everyone is above 60) the chances of getting to the end is slim to none.  I also understand why they are doing this, to try to make it tougher for the 40+ players.  It is a balancing act and honestly I do not know enough about the settings to say what way to set it up.

I will say this, the monsters are very good at dodging now.]]></description>
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				<pubDate><![CDATA[Tue, 29 Aug 2006 12:37:06]]> GMT</pubDate>
				<author><![CDATA[ RadicalROM]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ I like it - it is more of a challenge. You have to think and concentrate more, and yes hide more. If you don't have to hide at times, it is too easy.

People are having to group together more and work more as a team, which is good. Perhaps the medic link chains are a little too powerful, but let's see how it goes over time.

I could see how on the wrong map, or with very few people, it could be pretty difficult.]]></description>
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				<pubDate><![CDATA[Tue, 29 Aug 2006 15:40:07]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>Jschill wrote:</cite><br>
		<blockquote>i would like to see it change back to were it was cuz right now almost any new player cant live more then a couple of waves then right away they say this it to hard and not fun so they quit and move on to another server.&nbsp;
		</blockquote>

Look at it this way, as long as lower level players keep playing, they will gain levels and experience and will do better. It doesn't work that way for higher levels. I'm excited for a bit more of a challenge. It'll make me work harder.

<font color='red'>B_B</font>]]></description>
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				<pubDate><![CDATA[Tue, 29 Aug 2006 15:43:43]]> GMT</pubDate>
				<author><![CDATA[ Boingo_Babe]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ I want to clarify something. I feel that people think that surviving wave 16 every time is the norm. That is in fact part of the reason for the change- where is the challenge if you know that every time you will win the game? 

If sometimes we don't win, I think that's good. There was a time when we didn't always survive wave 5, let alone 16. Something to keep in mind while you are voting.]]></description>
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				<pubDate><![CDATA[Tue, 29 Aug 2006 21:32:15]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ I dont have any problem losing the game as a team on wave 10. I do have a problem when my low level Loaded Artifact player is dead withing 15 seconds on every wave after 10 unless I go hide in a corner somewhere or translocate like a maniac trying to survive. I might as well quit and rejoin on the next map. Its no even that I can stand off and fight from a distance with the LA player. Some Nali will spawn behind me and I'll be dead before I can even turn around. That being said, I like the challenge while playing with my high level Loaded weapons player. I think the change throws off the balance of the classes a bit.

shimmyNshake
shimmy-LA]]></description>
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				<pubDate><![CDATA[Tue, 29 Aug 2006 21:54:27]]> GMT</pubDate>
				<author><![CDATA[ shimmyNshake]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ The players of DC have become SOFT! I remember the bad old days when it was a challenge just getting to wave 16, let alone winning a map. And lets not forget UT2k3 invasion. Wave 20+ and it was basically: Wave will begin in 5...4...3...2...1.........You have been killed!

I voted to increase the difficulty.]]></description>
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				<pubDate><![CDATA[Wed, 30 Aug 2006 01:47:26]]> GMT</pubDate>
				<author><![CDATA[ Mac_Knife]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ I have now played 2 full maps on the new difficulty ( LA lvl 78 ), one after the other. We won both of them, relatively easily, with I think about 10-12 people on. 

One of them (BR-Anubis) I picked up a redeemer in wave 1, but never found myself in a situation where it would take out more than one monster if I fired it, so I didn't. If I can go 16 waves without needing to fire a redeemer, it's not too difficult yet.

(To be fair, I did have a poison shock and a vorpal LG, which helped, but I ended about the middle of the scoresheet, so the wins can't be put down to those weapons)]]></description>
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				<pubDate><![CDATA[Wed, 30 Aug 2006 04:59:27]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>Shantara wrote:</cite><br>
		<blockquote>I want to clarify something. I feel that people think that surviving wave 16 every time is the norm. That is in fact part of the reason for the change- where is the challenge if you know that every time you will win the game? 

If sometimes we don't win, I think that's good. There was a time when we didn't always survive wave 5, let alone 16. Something to keep in mind while you are voting.&nbsp;
		</blockquote>

I totally agree.  The games I have played, it has been fair on the amount of wins.  I would say if there are more then 10 players 20% of the time you do not win.  Thats fair.  Yes I might be laying on the ground or my face stuck in a rock, but hey atleast we win as a team.  

]]></description>
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				<pubDate><![CDATA[Wed, 30 Aug 2006 06:17:54]]> GMT</pubDate>
				<author><![CDATA[ RadicalROM]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>Shantara wrote:</cite><br>
		<blockquote>I feel that people think that surviving wave 16 every time is the norm.&nbsp;
		</blockquote>
I certainly don't think that.  From a personal point of view, I considered my AM lucky to survive through 12 (though 13-15 I was pretty safe on previously) or 16.  Even my 115th level WM (and my Medic) would find 16 a challenge before.  I haven't played him on the new difficulty setting, but I'm fairly certain he'd find it more challenging now.  Now, my AM still gives the top scorers a run for their money - until he starts dying solidly on most maps, usually from wave 11 on up, and usually has had a bad time of it before then.  My Medic has had not a horrible time, but I find myself running away shooting at my feet more now than I used to.  I will admit that as a group someone was usually winning the map, and from that raw data aspect, the new difficulty level may have been needed.
<p></p>

		<cite>shimmyNshake wrote:</cite><br>
		<blockquote>I think the change throws off the balance of the classes a bit.&nbsp;
		</blockquote>
This has been my experience so far.  I would ask that the PTB at least give this idea repectable consideration.
<p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>If I can go 16 waves without needing to fire a redeemer, it's not too difficult yet.&nbsp;
		</blockquote>
This experience from my point of view is very map dependent, and, to borrow a line from many a commercial: "Results not typical."  First off, I find myself equally capable of dying to one monster one certain waves, let alone 10.  Second, the more open the map, the better off everyone tends to be - less likely to find yourself cornered (not "unlikely", just "less likely").

It just seems that previously we had a great balance where, while there was an issue with how well a group would do with certain maps, it's more sharply defined that before, and where the classes appeared more balanced, there appears to be less balance than before.

But again, I've also said <a href="http://www.disastrousconsequences.com/dcforum/posts/list/2423.page#20582" target="_new" rel="nofollow"> :arrow: other things that may be more true</a> than my subjective observations.]]></description>
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				<pubDate><![CDATA[Wed, 30 Aug 2006 06:25:13]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ One thing I have noticed, it is more difficult to hand out weapons.

It used to be you could stand at a weapon spawn point for a whole wave handing out a weapon. Not now. Stand still that long, and you're dead!

And between rounds there isn't time - not if you want to start the next wave with a reasonable amount of health.]]></description>
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				<pubDate><![CDATA[Wed, 30 Aug 2006 09:30:59]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>shimmyNshake wrote:</cite><br>
		<blockquote>   	
I dont have any problem losing the game as a team on wave 10. I do have a problem when my low level Loaded Artifact player is dead withing 15 seconds on every wave after 10 unless I go hide in a corner somewhere or translocate like a maniac trying to survive. I might as well quit and rejoin on the next map. Its no even that I can stand off and fight from a distance with the LA player. Some Nali will spawn behind me and I'll be dead before I can even turn around. That being said, I like the challenge while playing with my high level Loaded weapons player. I think the change throws off the balance of the classes a bit. &nbsp;
		</blockquote>

We've all been there shimmy, I hid many times as a low level player... I still do when I play medic.


<p></p>

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

		<cite>Shantara wrote:</cite><br>
		<blockquote>I feel that people think that surviving wave 16 every time is the norm.&nbsp;
		</blockquote>
I certainly don't think that.  From a personal point of view, I considered my AM lucky to survive through 12 (though 13-15 I was pretty safe on previously) or 16.  &nbsp;
		</blockquote>

I think she was talking about good players can survive that long :) not everyone.]]></description>
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				<pubDate><![CDATA[Wed, 30 Aug 2006 09:46:38]]> GMT</pubDate>
				<author><![CDATA[ FodderFigure]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>FodderFigure wrote:</cite><br>
		<blockquote>I think she was talking about good players can survive that long :) not everyone.&nbsp;
		</blockquote>
:(]]></description>
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				<pubDate><![CDATA[Wed, 30 Aug 2006 11:11:42]]> GMT</pubDate>
				<author><![CDATA[ BotFodder]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ i like the new difficulty setting........coz it actually makes me a bit careful while playing with my WM and it also makes me hustle when i'm playing as my medic (i have exp healing 9 which makes me lazy every now and then :D) B4 this adjustment in difficulty, ALOT and i mean ALOT of times ppl win the game, like 90% winning percentage, This actually makes it a tad more challenging. It's just not dat friendly to low-level players but oh well, everyone has been there........and if they don't want to do the exp grind, then its their problem.]]></description>
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				<pubDate><![CDATA[Wed, 30 Aug 2006 14:11:05]]> GMT</pubDate>
				<author><![CDATA[ TIMMY]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ Is there any information stored about the result of games - is it possible to find out what percentage of games have completed wave 16 since the difficulty level was increased?]]></description>
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				<pubDate><![CDATA[Thu, 31 Aug 2006 10:12:48]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ The difficulty level was increased??   Gee, I really have to lay off the rum and coke when I play. >:) ]]></description>
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				<pubDate><![CDATA[Thu, 31 Aug 2006 19:39:24]]> GMT</pubDate>
				<author><![CDATA[ STRIKER]]></author>
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				<title>Re:Difficulty level</title>
				<description><![CDATA[ It seems fairly clear that we need to do something for the low level players to keep them alive, and keep things fun. That has always been a problem. This change has brought that problem to light more.

We'll see what we can do about the low level players, and deal with it in a seperate thread.

For players above level 40, how do you feel about this change?]]></description>
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				<pubDate><![CDATA[Sun, 3 Sep 2006 10:51:44]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ I really like the harder monsters my lower lvl characters arnt set up to handle it (0 health bonus) but eventually that will change. One thing I did notice was that certain maps are going to be very hard to beat due to lack of pickups or just bad layout / flow which isnt something that adjusting skill level of the monsters will do anything about. Also LA is at a severe disadvantage as far as getting healed, maybe a booster type artifact that could be turned on/off but put a serious dent in their precious adren would help out there.

]]></description>
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				<pubDate><![CDATA[Sun, 3 Sep 2006 11:21:56]]> GMT</pubDate>
				<author><![CDATA[ Continuum]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>Continuum wrote:</cite><br>
		<blockquote>LA is at a severe disadvantage as far as getting healed, maybe a booster type artifact that could be turned on/off but put a serious dent in their precious adren would help out there.&nbsp;
		</blockquote>

Beyond booster, AMs aren't going to get a mechanic to heal themselves. That's quite simply the end of this story.

I am discussing things in the developers forum to enhance medics and AMs.]]></description>
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				<pubDate><![CDATA[Sun, 3 Sep 2006 11:41:19]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
			</item>
			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>
For players above level 40, how do you feel about this change?&nbsp;
		</blockquote>

I've played several maps now on the new diff lvl. IMO, winning the match is greatly dependent upon the map being played. Won a couple matches with only 5 or 6 people on, with me being the highest lvl player (85). 

Some maps lend themselves to helping the players and some don't (just as those same maps did pre-change). It seems to me, however, that the difficulty of the map itself is now magnified significantly post-adjustment. Particularly waves 11,12,13. Splash damage from enemy rockets on tight maps, for instance, is pretty rough. Also, it's tougher to get out of a tight spot with how the monsters are spawning. 

By contrast, some of the skaarj dodging skills are nullified by tighter maps. Titan waves are about the same.....big, slow hunks of meat to mow down.  :&gt;   I really haven't noticed much, if any, decline in the overall scores of the higher level players either. 

FWIW, I happen to like the new diff lvl. It used to be pretty commonplace to win a match if there were at least one or two higher lvl players on. Not to mention that it is refreshing to have to change my tactics as well as rethink what I will spend skill points on next. 

Oh, and low lvl players are definitely having a harder time staying alive. ]]></description>
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				<pubDate><![CDATA[Sun, 3 Sep 2006 12:42:47]]> GMT</pubDate>
				<author><![CDATA[ TheElectrician]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ TheDruidXpawX<blockquote> For players above level 40, how do you feel about this change?&nbsp;
		</blockquote>

I like the change pretty well now. Some of the tactics that I have used previously are pretty null now tho. The most difficult things to adapt to have been the way that some of the bad guys use their teleportation in an agressive fashon, and the accuracy of lightning gun using guys. 

The difficulty does not seem to be as big of a deal on A Saturday when there are a good number of experianced players on, but on Wednesday night when there are 3 of you the bet is on the bad guys.

Vehicle invasion on master difficulty is insane. I tried several times and could not survive more than a wave, and thats with my LW character. I was able to survive 1 or 2 with my medic when there were a lot of people on.

All in All, it is more challenging, and honestly it is more of a rush when you succesfully complete a map.]]></description>
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				<pubDate><![CDATA[Sun, 3 Sep 2006 14:42:29]]> GMT</pubDate>
				<author><![CDATA[ Grizzled_Imposter]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ My AM at level 39 currently is having problems staying alive, but that was also the case before the difficulty change. It's a pain to level the AM for me regardless of the difficulty level.

My level 46 medic is doing just fine, some waves I have to trans more than kill monsters, but that is to be expected. It doesn't hurt that I was working on health bonus and DR when new difficulty came into effect.

With my level 104 WM I love the new challenge. I had just gotten into doing combos so the new difficulty has not affected me negatively, if anything I am scoring more thanks to more monsters being around and less players alive on some of the high scoring waves. I can definitly feel the challenge though now, usually I could go until wave 16 or a brain fart on 6 or 14 before ghosting, now I can get bombarded and ghost from wave 11 on.]]></description>
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				<pubDate><![CDATA[Mon, 4 Sep 2006 16:06:16]]> GMT</pubDate>
				<author><![CDATA[ Mach]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ Ditto--I like the more challenging level of play and I'm only a level 95.  However, masterful level on the ons maps is crazy--rarely survive more than a couple of waves.]]></description>
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				<pubDate><![CDATA[Mon, 4 Sep 2006 18:23:37]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ The masterful VINV is unreal (no pun intended). I was the last one left on wave 9 or 10 or somesuch yesterday, flying around in a Raptor and trying to blast some of the Gasbags out of the way. They blew me up and <b>before I started to fall</b> - instantly - three lightning Sniper Skaarj hit me simultaneously and killed me.]]></description>
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				<pubDate><![CDATA[Mon, 4 Sep 2006 19:24:47]]> GMT</pubDate>
				<author><![CDATA[ Moof]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ hmmm.......i'm gonna hav to play the new VINV on the new difficulty setting..........the regular VINV dat i used to play was quite boring and i didn't rly need ghost or teammates at all on regular vehicle invasion as long as i have my trusty manta........dat might change with the new difficulty......i'm looking forward to it since i love VINV.]]></description>
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				<pubDate><![CDATA[Tue, 5 Sep 2006 01:19:17]]> GMT</pubDate>
				<author><![CDATA[ TIMMY]]></author>
			</item>
			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ <span style="font-size: 11px; line-height: normal">I have to admit, I'm finding this increased difficulty much more challenging than I would like. There are several things I liked about this server in the lower (normal) difficulty level.

Firstly, I could always have fun, while never being so challenged that the game felt like I was taking a pounding just to stay alive. I actually liked that I could see/hear some people chatting a bit as I played, lending itself to a "community" kind of gaming feel... like someone could actually have enough of a conversation (over time) with someone to strike up a friendship or two... or some kind of camaraderie. Jokes even! I noticed that now, there is so much "challenge" in the game that people don't have time to type anything in chat, or to joke or comment with each other. Even the voice chatting has declined so much I sometimes wonder if I've accidentally turned my sound too far down to hear it. The sound or sight of REAL people talking with each other in the game makes it more fun, like you're not just playing with a bunch of bots. I think the server has lost a bit of that "feel" it had in that respect. I've actually decided to allow my character to get killed a few times just so I could have enough time to spout off a funny comment or something just to break the silence. We used to be able to duck into a long corridor and get a few words off without getting killed for it. ;-)

Secondly, I'll have to admit, that I'm not the best player of the bunch here, or even average for all I know, but the difficulty is making me seriously think of visiting some other servers, or just not playing anymore at all. When I have to struggle to stay alive more than 30 seconds on any wave over 7, I have found myself getting discouraged with it. I'm not one to quit easily, but I don't really crave getting beat down into oblivion by my entertainment in the late evenings... I can get that from my job! (-; Because of the increased difficulty, I've noticed there are fewer players online too, always, than there used to be... adding to the difficulty level by itself. Seems that raising the difficulty level can work exponentially, as the difficulty increases, much of the help decreases at the same time, making the added difficulty even more pronounced. Lately, I never see more than about 9 players on late at night, and sometimes it gets to be only a few of us on at once. It used to be full all the time, and more fun because of it.

Lastly, I've been paying for a reserved slot, which I only use about 40 minutes every few days. With the added difficulty, the fewer people on, and my perceived "less fun" time I'm having here, I can't justify paying for a reserved slot after my time here expires again. Maybe if I get better, faster, or younger, I might have more fun at this level of difficulty. But, I'm sorry to say, I'm really not enjoying this (server) as much as I used to. Call me a wimp, call me lazy, call me unskilled, or whatever... the bottom line is money and time are at a premium for me now with another (#2) baby on the way, so last August may end up being the last time I pay into the server, unless things change. Don't consider this a threat or anything, I'm just telling it like it is. The main reason I stuck with this server in the first place was it's dedication to keeping it "kid friendly," but now it appears I need more like "unskilled friendly" to make it worth it. :-)

So, I'll be around off and on, but I'll have to see what happens when my reserved slot runs out to decide whether I'll re-up or not at this level. Anyway, thanks for listening to me ramble. Hopefully I haven't offended anyone who likes it more difficult.

PS: MAYBE a good way to help the lower level people, or the people who just don't play well, to do better with the high difficulty would be to remove or reduce the anti-camper mutator to allow people to hide a little better. Nothing like telling new or bad swimmers that you've decided to make the whole pool 5 feet deeper, and still not letting them stand on the deck to boot. (-;  (Sorry this post is so long BTW)</span>]]></description>
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				<pubDate><![CDATA[Sun, 8 Oct 2006 01:05:10]]> GMT</pubDate>
				<author><![CDATA[ Piper]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ I am around lvl 60 WM now.

VINV was my favourite, but now i dont like it at all (was a manta freak, but now with all the dodging it is getting very hard). This isnt so important, since people rarely vote for VINV.

I have a lot more problems with plain invasion too, as I usually play at times where there are 4 to 6 people on. But it is still plenty of fun, so its ok for me. I noticed that since the skaar and the like are dodging like crazy I am using mine layer A LOT more now. I always had the most kills with the flak or shield and close to none with mines. Now my mine layer is always on top. Lay  the mines and let the spiders chase the dodging skaars. Looking at the statistics of other players, I found a lot of them use ML as a primary weapon too. This puts players skill to less importance than it was before. Another problem is that medics for majority of time have to heal themselves -> less healing for others, although we would actually need more now.

And I strongly agree with the first part of pipers post. Less chat, feels less friendly. Fewer weapons and artifact giveaways too.]]></description>
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				<pubDate><![CDATA[Sun, 8 Oct 2006 01:54:03]]> GMT</pubDate>
				<author><![CDATA[ Wonko The Sane]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ I definitely agree with Wonko's observation of mine layer usage. I'm level 67 and I think my shot with the shock is ok, but yesterday I had to waste at least 12 shots with a vorpal 10 on this single skaarj because it was jumping and rolling all over the place. Like many others, I just give up and start using the mine layer because it's often the only effective weapon. And personally, sometimes I don't bother to give out good weapons because hardly anyone has time to respond. Everyone is too busy killing to do much else.

Piper's minimalized anti-camper solution sounds great for low level players.]]></description>
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				<pubDate><![CDATA[Sun, 8 Oct 2006 12:55:04]]> GMT</pubDate>
				<author><![CDATA[ ECHO]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ I hear that several of you feel that the new difficulty level is taking away from the social aspects of the game. Here is my struggle with this:

The new difficulty level was implemented because so many people complained how easy the game was, and that there was no challenge to it. In addition, the poll clearly shows the vast majority of people prefer the new difficulty level. 

I personally play this game entirely for the social aspects, so I would certainly like to achieve a good balance between challenging and socially fun. I have not noticed a marked decrease in social banter, but if many others see this as a problem we are willing to look into it. 

However, changing the anti-camper is not something we are willing to consider at this point. The anti-camper only triggers when you cannot see or be seen by monsters, and are either out of bounds, or near a super weapon. This means that people can go hide and not be hit by monsters, in essence, like a semi-permanent Globe of Invulnerability. 

Other thoughts on achieving this balance are welcome.]]></description>
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				<pubDate><![CDATA[Sun, 8 Oct 2006 14:38:18]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
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			<item>
				<title>Difficulty level</title>
				<description><![CDATA[ While that's all well and good that the anti-camper is supposed to work like that, it quite often doesn't.

It's kicked in before when I've just been standing in a normal part of a map healing people. A possible solution might be to make the countdown longer then 10 seconds if possible? That could be a useful thing. It would still move you if you are there far too long, but would give that few extra seconds to hide that might make a big difference.]]></description>
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				<pubDate><![CDATA[Sun, 8 Oct 2006 15:15:56]]> GMT</pubDate>
				<author><![CDATA[ supertoast]]></author>
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			<item>
				<title>Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>supertoast wrote:</cite><br>
		<blockquote>While that's all well and good that the anti-camper is supposed to work like that, it quite often doesn't.
It's kicked in before when I've just been standing in a normal part of a map...&nbsp;
		</blockquote>

That has been my experience with it quite often as well. I've even been threatened with the out-of-bounds message as I was shooting and being hit by monsters! :) The out-of-bounds message pops up many times while in plain view (and under fire) from monsters on many maps.

Does the anti-camper kick in when you are in a place monsters can't <i>go</i> or where they can't <i>fire</i>? I would think being able to run away or jump to a place where they can't necessarily go should be fine if they can still fire their projectiles to you. Many of the monsters can fly where <i>we</i> can't go, but they aren't forced to the ground where we can get them easier like we are forced out of more defendable areas. (-;

Also, monsters can trans to you ANYwhere as well, giving them an even more unfair advantage IMHO. I've seen Queens falling from the sky after transing over-and-over to someone flying high in a vehicle -- and they neve seemt o get falling damage either. I think monsters should have to find us by walking/running/flying rather than trans-ing directly beside us when they are in the advantage, and trans-ing away from us when they are being shot at.
]]></description>
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				<pubDate><![CDATA[Sun, 8 Oct 2006 15:36:04]]> GMT</pubDate>
				<author><![CDATA[ Piper]]></author>
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				<title>Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>Piper wrote:</cite><br>
		<blockquote>I've even been threatened with the out-of-bounds message as I was shooting and being hit by monsters! :) &nbsp;
		</blockquote>This is not my experience. It's been though extensive testing, and I've yet to see a situation at any time where it appeared and was not valid. If you have discovered a bug, please start a separate post about it.

<p></p>

		<cite>Piper wrote:</cite><br>
		<blockquote>Does the anti-camper kick in when you are in a place monsters can't <i>go</i> or where they can't <i>fire</i>? I would think being able to run away or jump to a place where they can't necessarily go should be fine if they can still fire their projectiles to you.&nbsp;
		</blockquote>It triggers when you're somewhere they can't go, unless you can see them, and more importantly, they can see you, in which case the countdown is suspended.


<p></p>

		<cite>Piper wrote:</cite><br>
		<blockquote>Many of the monsters can fly where <i>we</i> can't go, but they aren't forced to the ground where we can get them easier like we are forced out of more defendable areas. (-;&nbsp;
		</blockquote>I suggest you vote in maps where there are defendable areas <i>in bounds</i> BR-Bifrost is a prime example.

<p></p>

		<cite>Piper wrote:</cite><br>
		<blockquote>Also, monsters can trans to you ANYwhere as well&nbsp;
		</blockquote>This is incorrect. If you're out of bounds, no monster will attempt to fly to you and no monster will be move there by the monster mover. The queens teleport will also not work to that location. <i>Sometimes</i> when you're out of bounds, if a monster can see you, it will make an attempt to go to you.

<p></p>

		<cite>Piper wrote:</cite><br>
		<blockquote>I think monsters should have to find us by walking/running/flying rather than trans-ing directly beside us when they are in the advantage, and trans-ing away from us when they are being shot at.&nbsp;
		</blockquote>With the exception of queens, the monster mover is responsible for moving the monsters within a reasonable distance of the players. This is in direct response to players combing huge maps in an attempt to find the last razor fly, or missing pupae. That reasonable distance is neither directly near, nor too far. just a safe visible distance away.

If we were to remove this mod, we will have to delete all large maps of any kind. If you would like, we can start a poll about whether people would rather have the monster mover or large maps.

If you would like us to remove the anticamper, we can start another poll about removing it, but be warned. Removal of the anticamper means that we will likely remove <b>all non-standard maps.</b> I know you weren't around for the last time this discussion came up, so I will give you the abbreviated version. Before we instigated the anticamper, Shantara and I were unable to play much because we had to constantly police the people who would go out of bounds for extended periods of time. That's not fun for us, and we are unwilling to do so again in the future.]]></description>
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				<pubDate><![CDATA[Sun, 8 Oct 2006 16:27:28]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ I do have the intention of providing some basic skills to new players to help keep them alive up through level 35 or 40. Things like additional damage reduction, or ghost, etc... depending on their level. I just haven't had time to code it.]]></description>
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				<pubDate><![CDATA[Sun, 8 Oct 2006 16:30:52]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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			<item>
				<title>Difficulty level</title>
				<description><![CDATA[ <p></p>

		<cite>TheDruidXpawX wrote:</cite><br>
		<blockquote>With the exception of queens, the monster mover is responsible for moving the monsters within a reasonable distance of the players. This is in direct response to players combing huge maps in an attempt to find the last razor fly, or missing pupae. That reasonable distance is neither directly near, nor too far. just a safe visible distance away.

If we were to remove this mod, we will have to delete all large maps of any kind. If you would like, we can start a poll about whether people would rather have the monster mover or large maps.&nbsp;
		</blockquote>

I guess maybe the "safe visible distance away" might need to be further away due to the increased ability of the monsters to immediately run you down with this new difficulty level. Seems logical that increasing the monsters' abilities would also cause a needed adjustment in this distance? Nali and Skaarg seem to be the most noticable offenders in this area due to their speed.

It also seems like the monster-mover kicks in whenever the mosters are far enough away from the nearest player. If this is true, maybe it would be better if the monster-mover kicked in only when there was only a few monsters left in the wave?

I do think the anti-camper and the monster-mover are useful mods, and shouldn't be removed. I just think maybe there are some (simple?) tweaks that possibly could be applied to make them more friendly in light of the new difficulty level.
]]></description>
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				<pubDate><![CDATA[Sun, 8 Oct 2006 17:05:18]]> GMT</pubDate>
				<author><![CDATA[ Piper]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ I appreciate and openly welcome the higher difficulty. A higher difficulty adds a new degree to playing, allowing players to try and develop new techniques/strategies to improve their overall skill. The learning curve is nothing to laugh at, I'll admit when I first started playing that I wanted a less difficult experience. But I decided to stick with it. Whether a person be a WM, AM, or Medic. Each person has unique challenges and obstacles that their going to have to overcome. In my opinion, with the higher difficulty curve, your going to be that better of a player overall in the long run. Rather than trying to think I could go head to head with a Titan and a flak each and every match. The idea that I can take down a titan as simple as 1, 2, 3 is not very appealing. After a certain period of time, it will start going to my head. 

Thinking that I am some invincible player that can take anything and everything down with the flak. What happens when I go onto another server and I am not as good as I thought I was?  I'd rather have that new degree of difficult and game play rather than continuously fire away with my flak each and every wave. It becomes repetitive. Having the difficulty stay one step ahead of a person is going to keep their mind sharp and learn to develop newer techniques/strategies that they never thought of before. 

Being able to survive all 16 waves would be a blessing, but knowing that you have the ability to adapt, develop, and overall survive is a better game play experience rather than just knowing and being able to predict what each monster is going to do wave after wave. I admit I have some gripes about the higher difficulty, but I know I have become a better overall player because of the difficulty. 
]]></description>
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				<pubDate><![CDATA[Mon, 9 Oct 2006 15:12:56]]> GMT</pubDate>
				<author><![CDATA[ InsaneManiac]]></author>
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			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ I agree with Insane.  With the understanding that lower level players are having a difficult time (not to mention their frustration), I feel that Dru's proposal is fair for those players who are under 40.  Personally, I feel that it's a triumph for me to survive the full 16 waves without dying, especially with my style (face to face) of play.  ]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2417.page#21888</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2417.page#21888</link>
				<pubDate><![CDATA[Mon, 9 Oct 2006 15:55:39]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
			</item>
			<item>
				<title>Re:Difficulty level</title>
				<description><![CDATA[ I also agree with insane, I found myself in the old difficulty level simply spamming with the flak every wave and basically running into groups of monsters. With the new difficulty I can't do that on the later waves, I have to be resourceful.

As insane alluded to I think my overall skill level has improved dramatically since the new difficulty was instituted, no longer do i simply spam with the flak but I have introduced combos with the avril and the LG so i can sit back and make kills. I can't simply run into groups of monsters anymore on later waves because I can't afford to waste ghost. I have no problem with lower level players getting a boost in stats, etc. but I am worried about a potential drop-off after they get that ghost or extra DR taken away. Level 40 to about 70 is a real grind and not having that pillar you had as a low level player is tough.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2417.page#21893</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2417.page#21893</link>
				<pubDate><![CDATA[Mon, 9 Oct 2006 18:30:48]]> GMT</pubDate>
				<author><![CDATA[ Mach]]></author>
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