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 (09/2008 - 01/2009 ) General Discussions [Closed]

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SecreT_WeaponS


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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Mon 08 Dec 2008, 19:07

Maybe, but i rather die anonylingly cause i was to dumb to click on the zombie than just running around like aclick shift and alt+tab afterwards.
Is there no possibilty to just enter at the beginning a command like -w/e to disable the a-click so everone could choose themselfes.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Thu 18 Dec 2008, 18:33

Hi guys, nice to see that boring dotd 5.2 evolving into something more interesting and fun Smile
I started to play it sometimes on Garena Night of the dead room, if anyone can't play on Bnet - come join me.
I have a few things to propose, Serius. First, about cinematics, please make an Esc button working on it for red player. Or global cinematics shutdown option in the begining of the game. I heard about triggers and such, so if you can't avoid pauses, at least make them last shorter.
Second, and it's main topic for me, about number of players. In wc3 maps i appreciate a lot, when they have an adjusting difficulty settings (apart of normal-hard trigger) for different number of players. For example, notd AM and UA have it and notd SO don't. You stated, that only a team of 5+ good players can beat the game. And it's only on normal difficulty i guess. I hate maps, that simply impossible to complete with 2-3 men, but very easy with full bunch of ppl. Map must be equally hard to beat with any number of players. So please think about dynamic difficulty after you'll finish campaign Smile
P.S. Btw, regarding single player cheating issue. Notd AM allows you to play and save in Lan and Bnet games, and for single player only, it have special setting, that even if you beat game with cheats, you will get very little exp, about 10-20% of normal. Dunno how do they did so, but it also can be implemented into dotd, i mean dividing it on single player part and multi, where is no cheats
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Thu 18 Dec 2008, 22:11

Ok, I've cut away a few seconds here and there, mainly from the Science Lab cinematic. The Esc function maybe follows later - not now at least. Think of the rest as some sort of pause before the slaugter begins again.

Making a map equally hard to finishs no matter how many players you have is not easy. There is already a dynamic difficulty that adjusts hitpoints and damage of zombies depending on the number of players and they rank. All other factors are only influenced by the selected difficulty, though.
The reason why you should need a bunch of players to finish the game is not because it's too hard for less players, but to be able to combine the classes' abilities to the fullest and having more fire support and man power for completing missions.
For skilled players, finishing Normal mode alone or with just a single mate is not that hard (well.. not finishing.. but getting as far as possible).

Well, atm dotd simply doesn't allow you to save in singleplayer.. the thing is that cheats cannot be detected accurately. Blizzard bakka.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Mon 22 Dec 2008, 17:41

I agree with Expa, although i have already discussed this with s3rius.

well i think s3rius read all my ideas, i will keep you guys posted on any new crazy ones i have because i usually have quite a few.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Fri 26 Dec 2008, 18:13

I wanted to inject antivirus to zombies coz i was without ammo but it dont work ..
I think this should be cool with a % of success , and seriously damage the targeted zombie and making it immobile for some seconds.
Liquify necrotic tissues or somthing like this o_O

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Last edited by DarkSath on Sat 27 Dec 2008, 13:34; edited 1 time in total (Reason for editing : removed ugly typos :D)
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sat 27 Dec 2008, 12:09

DarkSath wrote:
I wanted to inject antivirus to zombies coz i was without ammo but it dont work ..
I think this should be cool with a % of success , and seriously damage the targeted zombie and making it immobile for some seconds.
Liquify necrotic tissues or somthing like this o_O

lol maybe u could b*s* ur way through that by saying that an element increases the rate of organic decomposition =)

*EDIT*
i was playing with some guys just beffore that were saying that although dotd is fun, the repetitiveness of the misions and bosses gets boring sometimes. i know that this is only a beta and that there is definately way more misions to come if there are gonna be 3 chapters, but i thought (if your not already doing it) that throughout points in the game that the missions could vary. for example at the start when you have to evac cits, there could be 50% chance for that to happen, and a 50% chance for another mission to be given to you (like hunt something or find something), and for bosses like a 75%cahnce for a fatty and a 25% chance for an air boss or a faster more agile boss. obviously parts of the game like saving the prof may be vital to missions that are to come therefore u cant get rid of them unless u want to change pretty much the entire game. i understand that this could result in shizloads more work for all involved in the process, but everyone in the game thought it was a rlly good idea and i thought id mention it +smile

wow long message, peace
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sat 27 Dec 2008, 13:41

+1 Big_Red , Yes repetitive stuff is killing the gameplay . A random system would be a plus in that kind of map . As u said random bosse type , then random mission etc.. as it is still a beta i think this should be better to create this before too many mission will be done with a linear scenario .
btw the actual intro (rescue mission) is good to plan a global tactic with team , where to regroup at end , collect equipment , etc but a bit long for my taste ... maybe 2-3 pings at the same time to accomplish it faster.

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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sat 27 Dec 2008, 20:23

DarkSath wrote:
btw the actual intro (rescue mission) is good to plan a global tactic with team , where to regroup at end , collect equipment , etc but a bit long for my taste ... maybe 2-3 pings at the same time to accomplish it faster.

If I ping several locations at once, good teams will have the mission done within 2 minutes max.. that doesn't go well with my ideas for the chapter medals. And I can hardly let the soldiers say "You have 2 minutes to run accross the whole darn city and get the lazy asses of the civs back here".^^

Yees, randomness. A nice, but troublesome thought. I'll pick up the idea and make the bosses a little more random, but having random missions it an ass full of work. I barely get enough good missions together for the complete story line. .

About the antidote idea.. if the skill allows me to do this, I'll add it (some skills cannot be used on enemies, no matter how hard you try).
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 04:45

honestly s3rius? finsh the game blandly first with maybe 1 or 2 boss changes. id rather have a full game of missions to play then a first chapter that changes.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 04:58

yarp =) That is my goal.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 05:20

I started playing once again today... some stuff to report:
scout invis has been reported to me to not work very well... didn't try it first hand, but i know that i've seen many scouts telling me "wtf i still got killed even tough i pressed the invis button!"

when a firebat dies, his ammo drops, but his gold doesn't dissapear... so it's free ammo! lol... i was kinda pissed when my alies were looting my body and taking all my ammo, but when i revived i was wondering how i could still shoot.. what when i noticed that my ammo never went back to 0, my clips fell on the ground but my gold counter never fell to 0

it could be exploited... but who would kill their firebat to revive him just to get ammo? that would be kinda stupid Razz
i usually report the stuff that can be exploited like that to S3rious direcly and not publicly.... but i'd get a good laugh if i would see it happen Razz
"hey man! take all our ammo, we'll kill you and revive you to have more ammo, we're running out!!"
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 06:21

The Scout's (and the Sniper's) invisibility works fine - the thing that most players don't seem to recognize is that there are some enemies that can see invisible units (gargoyles, cerberus, reaper) and when they've spotted you, all nearby zombies will also see you.
I've now added a note about that in the tooltip of the cloaking spell. Let's hope people will actually read it.

I've fixed the thing about Firebat's ammo just two days ago. He'll now properly drop his ammunition (I think earlier he only dropped 2 clips, no matter what).
I'd actually be funny to see people trying to abuse this =]
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 07:57

so, with the scout invis, if u get seen by a garg or w/e and everything chases u, if u kill the garg then will everything lose their sight of u or will they continue to see u after the garg is dead?
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 14:57

i think normally they lose sigh of you if u are still invis
in older vers. some 'spells' made u visib again like first aid kid or else (i dont rmb)

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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 15:45

I will never forget the moment when the noob scout said i will run with invis to take the share parts u stay here.... 10 secs later he was killed and screamed WTF?! That was so fucking hilarious..
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 15:55

SecreT_WeaponS wrote:
I will never forget the moment when the noob scout said i will run with invis to take the share parts u stay here.... 10 secs later he was killed and screamed WTF?! That was so fucking hilarious..
but you got a point there.... to get the parts you need to either move the whole team, wich takes a hell of a lot of time... or you go with one guy, wich should be the Scout...

The problem is that you can't really get it that much safely, you get mobbed and your invis doesn't work all the time because of those units that can see you...

the only character that can handle his own in that situation is the only unit that isn't affected by the darkness: the firebat
all because his firing range isn't smaller, he can kill creeps when they are coming to him, therefore he can run to the parts through the creeps and come back....
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 18:29

z want to blow something up with a gun lol!
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 19:05

Well, missions should be solves by the team, not a single character. Scout has obvious disadvantages during the darkness, so the team should move as a whole to get the items.
Next version will have one or two nasty surprises for campers, btw Razz

PS: Oh, and yes, all enemies lose the sight of you when the units with true sight are dead.

PPS: Check out my post count! From now on I'll only edit my posts - neva make new ones xD
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 19:48

the number of the beast Very Happy
Mishotaki wrote:

The problem is that you can't really get it that much safely, you get mobbed and your invis doesn't work all the time because of those units that can see you...
Thats why if i need solo for mission with scout i prefer keep a shotgun and steroids with me in case of air attack , majority of ground unit dont see invisib
scout+armor+shotgun+steroids = gg .

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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Sun 28 Dec 2008, 23:55

Quote :
Well, missions should be solves by the team, not a single character.

But it would be rather cool if u need for the different missions different classes to solve them faster with much more Teamwork.
Example: u got a Scout, Engineer, Machine Gunner, and a Medic for the power plant mission. In my opinion it should be like this while Machinegunner defs the plant Scout getting the Parts the Medic heals the injured and the powerplant should probably have a faster repairrate if the engineer drops the parts into the plant.
So you could do missions where a medic, rifleman or etc... is of a higher use to solve the problem faster.
Like this u would animate the ppl to pick different classes and not only mass firebats/snipers.
This is just an idea.
Sry for the bad english, i gave my best Smile
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Mon 29 Dec 2008, 01:16

well massing firebat and snipers would be pretty hard... as it could only be done with a 3 person team Razz

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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Mon 29 Dec 2008, 06:27

Lol, sweet no campers, im loving it.
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Wed 31 Dec 2008, 08:25

Hello! I am nationality thai[asia], I not excellent language Eng. want to present that medic if use skill heal should + Exp otherwise , , have no a person plays because Exp it slowness . ^ ^
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Wed 31 Dec 2008, 08:28

Again , skill Engineer skill build sentry sentry should have no the time is finished but build get 1 ^^
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PostSubject: Re: (09/2008 - 01/2009 ) General Discussions [Closed]   Wed 31 Dec 2008, 08:33

Again , the electricity switches off should have skill night scope because be a soldier
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