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Sat 28 Jun 2008, 18:03
I unfortunately can't test the map since the i-net of my father got some probs and is downloading like a 56k-modem (we got dsl 6000). And from next week on I'm in Shanghai visiting a friend. Will test it in about 3 weeks.
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Sun 29 Jun 2008, 11:43
OK the ammo thing i didnt know but appriciate the info. the mags im also convinced that your right about. no trubbels by distribution the map... got autorefresh and a 10mbit upload... besides might as well do that when the computer is idle... i thought about the timing between missions... sometimes theres alot of "dead" time where ppl just run around asking what now? and the tentacles from below are great! just not when they come like 10-15 spawns at a time... dunno if its a bug or supposed to be like that... seen many groups wipe cus of that. another thing i thought about, with the tentacles. would be nice if there were some places where they couldnt penetrate the ground. other than that great going!!!
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Sun 29 Jun 2008, 11:46
Other than that have you thought about temporary upgrades? thinking bout the aimassistant in ua2 and also about the visual weponsupgrade from the same map. i really like the chance to upgrade your wepons visually. another thing i thought about are sort of temporary upgrades. might have that as an award? say when you hit a certain rank you gain an endo/exo skeleton that allows you to use temporary bionics that you might find on the battlefield, thus giving you a further edge.
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Sun 29 Jun 2008, 12:22
oh yea btw read in another of your posts about the total darkness and generators... streetlights wouldnt be wrong but else the total map would be horrid intense to play in almost total darkness... untill you fix the generators and SOME streetlights come on... in my experience vision is the key to survival in this kind of maps ^^
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Sun 29 Jun 2008, 13:36
Swe_Ironfist wrote:in my experience vision is the key to survival in this kind of maps ^^
Indeed. I won't let the players run around in absolute darkness. At least not for too long.

The sudden tentacle spawns are no bug. Lurker becomes angry if you attack him +bucktooth

I won't make the Bionics temporary upgrades, but things like the aim assistant doesn't sound too bad.
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Sun 29 Jun 2008, 13:44
yea and plz plz plz move the medic revive down the level ladder ^^
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Sun 29 Jun 2008, 14:00
Hmmm moving it down to much would just be imbalanced, most people either die at level 1-2 or at 6-7 so I think just moving it down one level would be great. Though it really fits as an ultimate so I think you should leave it as it is.

@Ironfist. Please next time don't post 3 replies in a row, just edit the first one, If it wasn't for that you had posted info/sugestions I'd call it spam.

And also Ironfist. Remember I AM THE MEDIC!!!! NOONE ELSE!
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Sun 29 Jun 2008, 14:02
Sir YES Sir!

some times my mind races ahead of my common sence and i forget some things

and besides i suck as a medic... im more adept in killing things... lotta things... fast...


Last edited by Swe_Ironfist on Sun 29 Jun 2008, 14:03; edited 1 time in total (Reason for editing : Above stated reason)
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Sun 29 Jun 2008, 14:05
- Medic now learns revive with Battlefield Medicine level 4 (hero level 7).
- Medic's Revive's cooldown and mana cost slightly reduced.

I agree with you, Lis that it should not moved lower than BM lvl 4. It really is a nice "ultimate", but experience has shown that players often don't have time to revive when the Medic finally reached level 9, provided that he survives until then.
Maybe I'll move it to lvl5 again when I've added a revive item. Time will tell.
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Sun 29 Jun 2008, 14:07
Good boy.
Btw, if you wanna play something get on either Skype, B.net or garena
B.net: Lisianthus
Skype: Lisianthus12345
Garena: Eustoma (though that is the b.net account I use but Lisianthus is my bot that I use to have online all the time.)
This applies to you too s3rius.

Noes! don't add an revive item, that will make the medic less important.


Last edited by Lisianthus on Sun 29 Jun 2008, 14:16; edited 1 time in total (Reason for editing : TO YELL AT S3RIUS!)
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Sun 29 Jun 2008, 15:09
Lisianthus wrote:

Noes! don't add an revive item, that will make the medic less important.
for gods sake dont implement a revive item!!!
Does that apply to me too? ^^ im on northend bnet and mostly play late in the day since i have 2 kids and a wife^^

Added you Lisianthus on bnet... gonna pester you abit later...
sorry you didnt like my exoskeleton idea ^^ might be alot of work but i think it would be nice


Last edited by Swe_Ironfist on Sun 29 Jun 2008, 15:15; edited 1 time in total (Reason for editing : loads of ideas... just not at once)
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Mon 30 Jun 2008, 17:18
Uh, true, if I was you, I'd scratch that idea rapido! Or probably an item that only the medic can use - just a rare item like artemis that allows you to revive ppl even without the level restriction (high cooldown ofc)? Probably an option that restricts reanimation per player (you can e.g. only revived once) should be considered imo.
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Mon 30 Jun 2008, 21:02
ehmm s3rius , u should put the barricades.. that is the special thing about dotd .. Very Happy besides.. when u are only 2 guys running like hell with no shotgun, or something.. is kind of hard to take the zombies out of ur ass Very Happy btw, the farthest thing i could get was after the lurker, then.. the dogs raped our ass Very Happy make them weaker too , is pretty hard to kill zombies with 1200 of hp, the dogs, and gargs around Very Happy
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Mon 30 Jun 2008, 22:14
RainBird wrote:ehmm s3rius , u should put the barricades.. that is the special thing about dotd .. Very Happy besides.. when u are only 2 guys running like hell with no shotgun, or something.. is kind of hard to take the zombies out of ur ass Very Happy btw, the farthest thing i could get was after the lurker, then.. the dogs raped our ass Very Happy make them weaker too , is pretty hard to kill zombies with 1200 of hp, the dogs, and gargs around Very Happy

I could agree with you about the dog thing, but, I thing 6.0 with no barricades is funnier than 5.3 with barricades, but thats only my thought Smile
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Tue 01 Jul 2008, 09:28
Ok first of all, I love the new Dotd. I also agree that revive items should not be put into the game, as that would leave the medic to not be as useful. I dont agree with lowering the difficulty of the dogs as well as other things. This is a team game, and it should be difficult if you want to try and beat this with a small group. I do however think that the damage on certain characters need to be changed up. I believe the riflemans damage should be increased, or the machine gunners damage decreased. It is unfair for them both to have similar damage, when one shoots so much faster than the other. The demo's damage should be increased because of its short range. The scout overall seems very weak, but I dont really have any suggestions for it. The sniper, medic, and engineer are all balanced in my opinion. Lastly, this is a question to s3rius, does the game ever end? I got to the point where the UPC's build a few sentrys and a base, and the we killed all the zombies, so i waited about 10 mins, but nothing else came up so I left. I figured there would be an ending because one of the guys says "Deep Striking Available" but nothing happened. If there isnt an ending, I think it would be cool to have to run to an ending point (possibly the train), and then have the city get nuked or something. But anyways thats all my suggestions! Thank you for creating such a great game!
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Tue 01 Jul 2008, 11:07
personally i wouldnt mind if you beefed up the zombies abit.... hard maps are more fun in the long run. besides the damage on the rifleman and the machinegunner are ok in my mind... as in the real world often the only diffrence is in ROF not the caliber of the bullet.
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Tue 01 Jul 2008, 15:17
Thanks for your comments.
Firstly, the revive item would be unique, or very very rare. It's main purpose could be to revive the Medic when he died. I already saw some games where it went "Oh, medic is dead. Game is as good as lost Sad" It would make the medic less important, but also a bit less necessary. Else there should be another way to integrate dead players into the game.

The difficulty won't be lowered. The opposite is the case. The current version I am working on (beta2) proved to be way too easy because of some changes in the code.. I try to raise the difficulty to slightly above Beta1's standards. The game should no be won every time a rather experienced team plays it.
Dogs have good health. They can easily be taken down by two men focusing on it.

About the game's ending: I haven't finished the waves that come after the Special Forces gather at a certain point. The game is not over at this point - it just doesn't go on at the moment :p The Deep Striking is a reference to Warhammer 40k and means that the US HQ is now able to bring marines directly to the battlefield through the use of a teleporting device. I'll add some further explaination on it later.
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Tue 01 Jul 2008, 17:25
Well first of all congratulations on your release,I think that by turning the game from a camping one to a army tipe one its the best thing that hapened to DotD.I have only played it 3 times(2 times soloed and 1 time playes a 2 man game and died when the red hellspawn killed those marine guys with the tank:p).
The game looks promicing it's kinda similar to notd now but the thing that boteres me is the medics resurect ability(I know that one is in UA as well but I prefer NOTD over UA anytime:P),so I was thinking mabye remove that skill and give the dead players reinforcements from time to time(like notdam when u get the mini's),just my opinion.
Also if you would replace the road texture with a custom one it will be a good improvement:P
Well I wish you the best of luck s3rius and mabye we could play some games on Garena(notd room) since I saw you there the day earlyer but I think you where afk-ing.Chears +^^
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Tue 01 Jul 2008, 17:44
NOONE removes my revive! NOONE! Very Happy
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Tue 01 Jul 2008, 17:52
I like it actually, it doesn't make the game more easy - it just adds another element. Solved well in my opinion. Wink

The idea with the road texture is great though, I was about to suggest that as well a while ago, but forgot about it again. silent
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Tue 01 Jul 2008, 18:56
Sunny_D wrote:I like it actually, it doesn't make the game more easy - it just adds another element. Solved well in my opinion. Wink

silent

Well like I said,I did not play it that much to know if it has a major efect on making the game to easy.If its balanced then its ok with me:D
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Tue 01 Jul 2008, 21:01
decrease reloading time and i think that more dmg will be ok, but the damage is not a problem, the problem is the reloading time.. i think the sniper reloads faster than the infantry guy +blank
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Wed 02 Jul 2008, 11:47
RainBird wrote:decrease reloading time and i think that more dmg will be ok, but the damage is not a problem, the problem is the reloading time.. i think the sniper reloads faster than the infantry guy +blank

ofc he does... thats his skills. says so in the tooltip too =) I thought about the revive item. if it can ONLY revive the medic it would be something to think about... and you could let it spawn late in the game too so ppl didnt go looking for it at lvl 3-4 cus the medics dead.
as player i wouldnt mind more damage but id prefer to go looking for damageboosting items or have a skillpoint that raises the damage rather than just upping the base damage of a marine. the road texture... to be honest i dont think its the most important to think about just now... and besides idd be very glad to get my slimy hands on the beta2 map...

oh ive got awards ^^ thanks gentlemen!


Last edited by Swe_Ironfist on Wed 02 Jul 2008, 11:48; edited 1 time in total (Reason for editing : brain too fast for fingers!!! arrrrgggghhhh)
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Wed 02 Jul 2008, 13:50
Well, I do not know any nice road textures.. If one of you passes me some or bothers to make one (I don't know how to) I'll consider putting it in. But only if it adds to the atmosphere.. otherwise it's wasted space.

Making the revive item revive only medic would be kind of silly. If it's just not enough items to constantly keep reviving players that will do, won't it. Just one or two. And it should be dropped early in the game. If the medic is already lvl 9 (lvl 7 for beta2) he can revive and the item is not needed.
If he dies early and the team cannot revive him for another 30 minutes or so he will be so far behind with his experience that its hard for him to reach lvl 9.

@Rainbird: The sniper has an ability to reduce loading time - so does the Rifleman. At max level it allows them to reload in about 2-3 seconds. Nevertheless:

- Reduced reloading time for each hero by one second.
- Machine Gunner's Ammunition Link will now show that it increases reload time (which it did before, also).

@LordPicolo:
Mini marines are a funny idea, but if I add more and more stuff from NOTD:A it'll be just a lousy spin-off with different terrain What the fuck ?!?
I also don't want the players to be in control of more than one marine at the same time. Maybe only in special situations.
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Wed 02 Jul 2008, 17:37
sorry about the rifleman, u are right =) didnt saw the skill before (i used the skill yesterday.. Very Happy on ggc) but.. the reloading thing was pretty annoying, cuz u dont have something to keep the zombies far from urself, (try to develope the desert eagle for the beta 2 Very Happy )
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