(06/2008 - 08/2008 ) General Discussions [Closed]

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Wed 09 Jul 2008, 09:08
@mishotaki: The primary Weapons give a damage and an att speed bonus as far as i know. And a few (like the HK) have a secondary weapon ability.

@s3rius:
I can carry more than one secondary weapon. Maybe change that?

And the engineer refill weapon skill can reload the weapons to an infinite amount, unlike reloading with ammo packs (had a 78 round shotgun ^^)
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Wed 09 Jul 2008, 09:27
whats the ETA on the beta 2?
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Wed 09 Jul 2008, 14:14
B2 will take more time. I am fighting with server splits and I have no idea what causes them. I can hardly release something that fucks up sooner or later.

The fact that one can carry more than one secondary weapon is intended.
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Wed 09 Jul 2008, 14:20
hmmmm... but i hardly can imagine a soldier carrying a grenade launcher, a shotgun and a mac10 (+primary weapon), sprinting around without dieing of exhaustion :/

And what about the refill weapon skill?
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Wed 09 Jul 2008, 15:02
Well, I'll think about something with the refill skill. But first and foremost I need to get the splits under control.
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Wed 09 Jul 2008, 15:08
didn't have time to try the whole game but at the start it looks great...

Got an idea, how about making something that can distract the zombies away ( or rather attract them to it ), making it a skill maybe pretty gay... nevertheless it can be balanced by longer cooldown... perhaps make it item might be good too... both sounds fine to me...
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Wed 09 Jul 2008, 18:09
btw, as you have customized the AI recently - it would probably a nice skill for the scout that he is noticed less by the zombies (less chance they choose him as target). I don't have the details about your AI system ofc, so I don't know if that's technically possible, but that could probably be considered.

On a sidenote, I have played a 6.0 game yesterday with full house, and it lagged pretty much after the first mission. Is this a known issue? Maybe it was only the host though... I will see if I can test that again in time.
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Wed 09 Jul 2008, 19:10
Yes, I can change the targeting behavior in such a way, but from Beta 2 on the Scout has a cloaking device. Let's first see how this impacts.

The lag is a common issue, unfortunately. It is caused by the use of Flare gun (item), but is also fixed for Beta 2.
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Thu 10 Jul 2008, 02:16
Excellent map! I love it. I went back and played 5.X after playing 6.0 first... just wasn't as much fun with the camping and people starting at level 140 +shock

Zombies are about camping a *little* bit, with alot of screaming and running and chaos. Thanks for bringing back the screaming and running in 6.0 Very Happy

I had a few suggestions, but you pretty much have already thought of them or are about to implement them.

Rez items, very few is a good idea. Sometimes stuff just goes wrong early, I don't think it would detract from the medic. Glad this is coming!
I'm not sure if Demolitions needs disarm, I haven't seen much use for it, unless it's new players plopping down satchels anywhere.
I don't think barricades themselves are a bad idea, but limiting them somehow would be good, raw materials, or a build item might work, and no zombies favoring attacking them (I thought I saw somebody in 5.X putting down barricades and the zombies all run to the barracades and kill them first)
The only other thing I can think of is please make autoheal heal more, but with more of a cooldown. When the medic turns it on they completely stop shooting. I think a slightly bigger heal with an even larger increase in cool down would be good... Unless you want to have the medic completely out of commission until he actually learns to turn off autocast lol.


Anyway, enough with the suggestions. I'm having a halla fun time playing this map! Good job!
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Thu 10 Jul 2008, 08:52
Found a typo in the P.D.A. Rank list: Missing "e" in Lieutenant General.

Switching from single shot to rapid fire when using secondary weapon skill of prim weapon is intended?

And two questions:

1. Do Steroid Item and Medic Steroid Skill stack on each other, or not?

2. Maybe the visual AOE of the Grenade Launcher does not fit the real AOE? I died several times, but im really sure i aimed well.
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Thu 10 Jul 2008, 15:55
The Demo's Disarm is actually very useful if you know how to play him well. You can plant and stack explosives until you have enough to blow every boss into nirvana.
In beta 2, Auto-heal is about 3 times as powerful as it was in beta1, but also costs more mana.

Single/Rapid Fire mode is bugged. It shouldn't switch back but it seems I can't change that.
Steroids should stack.
The Grenade's AoE should be exact since the ability is untriggered. It's based of flamestrike and should be as accurate as flamestrike is.
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Thu 10 Jul 2008, 18:14
Are you shure demo's diarm makes you stack explosives?Cuz last time I played him it did not stack them,or do you need lvl 5 for that,or mabye it doesent stack all kind of explosives,or he can't stack over 4 in one inventory slot:-P...as u can see im prety confused. +shock
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Thu 10 Jul 2008, 19:22
he can stack them up to 20. Disarm lvl 1 allows you to pick up and stack explosive charges. At level 2 you can also stack Satchels.
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Fri 11 Jul 2008, 08:42
s3rius, what about subdividing the officer ranks into

1. officers (Second Lieutenant - Captain)
2. staff officers (Major - Colonel)
3. general ranks (Brigadier - General)

by different colors?
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Fri 11 Jul 2008, 12:48
Skavenslayer wrote:s3rius, what about subdividing the officer ranks into

1. officers (Second Lieutenant - Captain)
2. staff officers (Major - Colonel)
3. general ranks (Brigadier - General)

by different colors?

sounds good to me. Very Happy
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Fri 11 Jul 2008, 13:53
Nice idea. I'll keep it in mind.
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Sun 13 Jul 2008, 20:46
serius, when do you think you will solve the server split problem Question
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Sun 13 Jul 2008, 20:48
Wow, I wanna give him some kind of award for that question.
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Sun 13 Jul 2008, 20:50
Lisianthus wrote:Wow, I wanna give him some kind of award for that question.


Thanks. Smile

I don't got any rewards (yet), so I would be happy to get one Smile
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Mon 14 Jul 2008, 02:32
Oh, I bring happy news.
It seems that me and my tester team were able to locate the cause of the malicious server splits. We'll do some additional tests and modifications to be sure to have this problem perished from the world.
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Mon 14 Jul 2008, 02:59
s3rius wrote:Oh, I bring happy news.
It seems that me and my tester team were able to locate the cause of the malicious server splits. We'll do some additional tests and modifications to be sure to have this problem perished from the world.
yeah baby! perish it from the world! Razz
LOL it just sounds cool and weird at the same time ^_^

good to know that it's coming along nicely, i'll look forward playing the new version when you get it out... i hope we'll have it for me to grind ranks in my vacation ^_^ only 1 week till vacation! ^_^
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Mon 14 Jul 2008, 12:34
Yippie!

A new version means a lot of fun Laughing

great job serius thumleft
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Mon 14 Jul 2008, 16:42
I just got around to test the new version. There was one thing bugging me and that was that none of the items I found said what they did. Like how much damage or how much armor you get.
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Mon 14 Jul 2008, 16:55
[sub]
parad0x wrote:I just got around to test the new version. There was one thing bugging me and that was that none of the items I found said what they did. Like how much damage or how much armor you get.

Yes I wanted to point that out my self and I especialy want tooltips for the ammo tipe of each weapons.I mean like :grenades(this is used as ammo for grenade launcher);or something like that,I dont eaven know the names right:-P
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Mon 14 Jul 2008, 18:10
- Items now have a description which explains what they're good for. The description does not contain exact values.

Players will still need to find out how much damage an item does or how much health a kit heals by themselves.
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