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Thu 09 Apr 2009, 08:45
I see, ok and I think you should run with that whole difficulty thing you were talking about earlier... cause that was really hard for just being NM lol
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Thu 09 Apr 2009, 14:28
- Chance to receive Heavy Bleeding slightly increased.

- Personal Medkit does not heal infections/diseases anymore.
- Personal Medkit renamed to Emergency Treatment.
- Emergency Treatment can now not be used on oneself.
- Emergency Treatment now heals fractured bones.
hum.... this makes the emergency treatment even more useful... early fractures were always answered by a "a few more levels and i can cure your fracture" now it'll be dealt with the treatment...

maybe there could be 2 abilities(or just one... i dunno) :
1- a 5 mins cooldown bandage
2- something that stabilises the bone for faster healing (like takes 5 mins to heal(i don't know the normal time for bones to heal in game without treatment)) and reenables a part of the downed abilities like:
-broken legs would still be slow, but the sprint would be reenabled
-broken arm would only remove half of the dmg reducer
-eye damage would still have a small sight radius but wouldn't have you miss

just an idea like that... in beta 5, the medic main use was for broken things to be healed... now he's more of an infection remover... so with this, it would make it hard for a medic-less team, but wouldn't make high-level players field medics...
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Thu 09 Apr 2009, 15:31
And again you are right. Here's Emergency Treatment v.2:
- Emergency Treatment regenerates broken limbs 3 minutes after being used.
- During this 4 minutes, the target slowly loses mana (total of 180 mana).

This basically nullifies the target's mana regeneration for 3 minutes.
A normal broken limb would heal after 10 minutes.
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Thu 09 Apr 2009, 15:38
sounds nice ^_^
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Thu 09 Apr 2009, 15:57
Phew =)
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Thu 09 Apr 2009, 19:50
hmm.. S3rius I was thinking about the lack of ammo our group faced in that one game and I was wondering if maybe you could give the Engi a bit of a boost for that skill.. maybe reduce cooldown by 10 seconds and increase mana by 25-50 or something...
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Sat 11 Apr 2009, 20:54
I'm thinking you should add some kinda training difficulty. I tried to teach DotD to my sis, who's 9 years old. She doesn't speak english very well yet (cause we live in Finland) and the playing required my own attention, so teaching her wasn't a cakewalk. Her marine got riped to pieces, because I didn't have the time to teach everything necessary about what skills to choose etc. The training (or tutorial) difficulty could give you an invincible marine, that you can learn the basics with. The game could end after finding the first civs, and of course, you wouldn't gain any rank exp from the game. I think this kind of feature would be ideal for first timers.
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Sat 11 Apr 2009, 21:01
I am not 100% sure whether this game is suited for a 9y-o anyway Very Happy
Maybe she could watch you playing a game or two. Learning by copying^^

There's no plan for a training difficulty. Maybe somewhen later. But the campaign and medals have higher priority.
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Sat 11 Apr 2009, 22:48
I understand your point of view, but actually what I should have said, was that this would be great for those inexperienced in Warcraft 3 generally. For those, watching and learning isn't all that easy. And no offence, but as far as I expect my sis to be able to survive in DotD, the game isn't really frightning in my opinion. Or maybe I just play too many horror games. Anyway I think it's best to do the important stuff first, and I trust you can set your priorities.
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Sun 12 Apr 2009, 00:33
play it in single player and use the cheats to make yourself invincible...
you can't save, but it will work...
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Sun 12 Apr 2009, 00:39
Also useable idea, but this really spoils the rest of the game.
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Sun 12 Apr 2009, 00:42
Good idea, Mish.
Also dotd isn't really meant to be a horror shooter. I haven't tried adding as many scary things as possible.
It's more like fighting the zombies with military efficiency - and in the military there is no place for the fearful zombie
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Sun 12 Apr 2009, 00:53
We'll your character's the one that's in the military, and he can be calm as a toad in the sun while the player is busy shitting his pants. Still I respect it if you don't want to make DotD as scary as possible. I guess earlier you were refering to the amount of blood and gore, when you said DotD might not be the game for 9 year-olds.
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Sun 12 Apr 2009, 01:25
Okey here's another idea. I've noticed that the civilians coming out from the buildings are looking either wounded or okey. If the appreance of the civs is random, couldn't there be also women and children? Also to boost the "every game is uniqe" effect, you could give women and children lower health and movement speed, but saving them would be worth more exp. Also, the civs would seem more wulernable if they didn't attack those zombies so vigorously.
Some kinda panic feature would be nice, when facing too many zombies (like in the cinematic, where the prof runs away)
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Sun 12 Apr 2009, 02:38
Lettijeesus wrote:I guess earlier you were refering to the amount of blood and gore, when you said DotD might not be the game for 9 year-olds.
Nah, I confronted myself with blood and gore since I was little and I'm a fully healthy psychopath Razz
I only meant that there's a lot to learn in this game and it's not really beginner-friendly (see your training-idea). I see people with more gaming experience learn the ropes much faster.

About the civilians:
The models of women and kids in wc3 don't have a attack animation, so seeing them attacking would look a little stupid. Not giving them an attack would also result in unwanted side effects.
And it'd also require some recoding. I might do that in case I overhaul the first mission to get rid of some nasty bugs.
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Sun 12 Apr 2009, 12:02
hmm... well how about make them "attack" but they would't do much anything, and also wouldn't do any damage. You could say they're blocking the zombies in order to help or something Very Happy Then you wouldn't have to worrie about the attack models, cause blocking really doesn't require any punching

Ugh, this starts to seem little forced even to me Confused maybe it's just fine the way it is
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Sun 12 Apr 2009, 13:59
Soldier: Get the women and kids secured!"
Woman (jumps onto a zombie): "Hey zombie, eat me!" Laughing
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Sun 12 Apr 2009, 14:57
"Save the others! Leave me behind!"
Well when you think about it you can probably find this from any zombie movie Very Happy
But yeah, when everybody becomes a martyr, in the end, nobody is a martyr
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Mon 13 Apr 2009, 00:04
or Everybody is but they all die lol Smile in which case its willing Genocide! hahahahaha... HOWEVER... S3rius... there are many models for Civilians.. or atleast 2 that I can think of, (older and younger) , perhaps you could use 2 differant sets of civs the younger with less hp and less damage (or more w/e).
You fixed the finally thing so good... there are a few type-o's in the new Beta but I'm sure your working on those so listing them wouldnt do any good lol...

hmm... oh ok! this is a flaw I've noticed kinda... the Item spawns in the Lab are now pointless... what if a good item drops in there? You will NEVER be able to get it UNLESS you have a short cinimatic after you kill the plant where the military Napalms the giant plant in the lab! OMG that would be amazing!!!! lol

anyway to the scary factor... I dont think they exist in wc3... lol Starcraft could be like that but... only because it didnt have much else to work with except sound effects.. Ideas though... well.. I'll have to see the completed Beta Wink
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Mon 13 Apr 2009, 02:08
Umm... are you saying that, when you get the prof from the lab, you can't get items that spawned there? Confused I've been always able to just waltz right in after the cinematic and get items from the lab, if I saw any on the cinematic.

Also about s3rius's plan to reduce spawning ammo in the next beta: I don't think that's necessary, cause I've played multiple games with a team of only 3 (or so) people, where we still run out of ammo in mission 2 already, just cause we didn't find almost any ammo, though we did rumage through half of the map when trying to save the civs.
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Mon 13 Apr 2009, 03:55
Psssst Omni, remember that others don't know what you know Wink

Don't worry about item spawns in the lab. We'll figure something out when it's still a problem in the finalized version.

Both male civilian models are already in use. The one is the standard civ and the other one is the blood stained guy.

Well, there might be a little ammo shortage for smaller teams. Hm. I won't cut down the basic spawn too much then.
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Mon 13 Apr 2009, 19:49
Ah right, my bad! lol still I think it would be cool if after the plant dies, *Random Player* calls in an Air Strike from HQ to Napalm the hell out of *Set creature that im not allowed to name* lol just so we know its not there anymore xD I dont remember much from when I used to fiddle with sc maps but I thought there was a command you could enter that when one unit died another one would randomly explode as well... you wouldnt even need a cinimatic just have the conversation with the HQ and bam its done.
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Wed 15 Apr 2009, 17:31
I have some ideias for the game storyline:

1 Idea) First of all... since some of the ppl we rescue are wounded... you could make something like.... the heli full of marines and mens, but some men are infected with the virus... then the heli falls and only 1 marine and 1 pilot survive... u gotta rescue them in the Docks, that will be FULL of zombies, then, had to take them to the water station, wich is where they will be removed by another Heli, but, ur team gets there too early, and now have to wait for the heli arrive. But it will take 5 minutes for it to come and get out the marine and the pilot, this will be the sickiest, hardest, and killest 5 minutes of your life... Hordes, and Hordes of Zombies and maybe a boss come to you... and when the Heli leaves... he let you out with a box of suppliement, which has Ammo and Healing Items.

2 Idea) Since there's the Bob Gun's store, there could be a mission to save Bob inside a back of a truck ( any reminder of a called "Resident Evil 3" ) but when you get to him... he says he will not leave until he gets his daughter, soo... you look in the city for the little girl wich will be hided inside a school, after that... get the girl and Bob and leave them to the safety of the damned city, the rewars are ammo modifiers and guns for all players, it ends when bob says this: "Take this, won't need it anymore..." and then "POOF" gives weapons and ammo mods ^^
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Wed 15 Apr 2009, 19:23
So are you thinking that the Bob quest would be kinda optional, cause I'd love to see more side quests
Also in the later versions, there could be two or three different endigs for the campaing, depeding on what quest you choose to do at some point Smile
But seriously I'm not sure if these kind of ideas will be used anytime soon. But can't be sure before we hear what s3rius thinks...
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Thu 16 Apr 2009, 00:16
GabrielLF wrote:it ends when bob says this: "Take this, won't need it anymore..." and then "POOF" gives weapons and ammo mods ^^
Take this.
xD
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