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hollonPM
#41
Jan 19, 2019 8:25 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 281
Some more pertinent fixes:
207K
- Fixed an issue where the mission texts would not properly align for several players on the HUD
- Fixed an issue where ghosting as the team mission handler while the team mission completed would repeatedly reward XP until the handler ghosted to their location
- Fixed an issue where using MWM on a Duality weapon under the Duality niche would cause the proficiency bonus to break
- Duality artifacts will no longer be granted after ghosting and both dual weapons have already been selected
- Magnet artifact now moves as a projectile, sucking in monsters along the way before exploding
- Fixed the damage type for the magnet artifact so that the extreme AM damage bonus will apply to it
- Removed the Giant niche from Tank subclass because of view-height issues that I didn't feel bothered to spend time on


I'll continue to tweak and balance the WM niches, but would like to start work on the AM niches. Before getting to it, I do have several artifacts in mind I'd like to create as sort of a buffer for AMs in general:
- Holograph artifact - creates a holograph model that will distract nearby monsters
- "Slag" artifact - fires a slow moving, non-damaging orb that slags nearby monsters. Slagged monsters take higher damage. The AM user can receive XP as kills made by others to slagged monsters. Inspired by BL2.
- Immobolize artifact - holds a single target frozen/nulled. While the target is immobolized, the AM user can replenish their HP. Also inspired by BL2.
- Some other artifacts with unique projectile properties including homing missiles and a heat wave similar to the fire titan

Let me know about these artifact ideas, and provide your owns as well.

Unfortunately, I've had this past month as free time since I am between studying for exams. But that'll soon be over this week, and I won't be able to work on UT as much. I'll try to aim for a few hours a week if time permits, and I'll also downsizing the scope of releases so that updates won't take as long to roll out.
Steam: hollon11
Last edited by: hollon Jan 20, 2019 1:04 PM
oldspikePM
#42
Jan 21, 2019 8:30 AM
Spike Member - Joined: Dec 15, 2013
Posts: 13
I really like the slag idea and the XP benefit. Awesome job Hollon!
Spike - Spikeneer - Dr.Spike
hollonPM
#43
Jan 24, 2019 6:30 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 281
oldspike wrote:
I really like the slag idea and the XP benefit. Awesome job Hollon!

Thanks Spike! Where have you been!?

Funny thing is, I'm probably not going to go through with that idea anymore lol. The more I think about it, the less necessary it seems. The end function is the same as Poison Blast / Remote Damage, making monsters weaker and players stronger.

Gav and I expanded on that idea a bit more and we came up with a remote double modifier artifact, boosting magic rather than just damage. You could say its similar to the remote max modifier.. but that doesn't double the magic, does it? This would probably be a thing for the Craftsman subclass. Still thinking things out loud though.
Steam: hollon11
hollonPM
#44
Feb 06, 2019 12:51 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 281
Hi folks,

The next update should be coming out soon, with some new artifacts and team missions. If anyone has any ideas for AM niches, I could use the help. I’ll be starting those after the next update.
Steam: hollon11
hollonPM
#45
Feb 07, 2019 10:43 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 281
207L

- New artifacts:
* Immobilize - freeze a single target. While the target is frozen, you will regen HP
* Remote Amplifier - Craftsman only. Temporarily amplify(double) a teammate's magic weapon modifier number
* Glow Streak - Fires six automatic homoing missiles. Great for multiple targets in medium-long range distances
* Meteor Shower - Produces meteors within the player's radius. Great while surrounded by mobs in large, outdoor maps. Also produces the heat effect. Effective against ice monsters

- New Team Missions:
* Coin Grab - more of a reward than an actual mission. Grab all the raining coins before they touch the ground! 1 xp per coin
* Portal Ball - shoot the balls into the portals. Balls will stay around after the mission is over for random fun

- Decreased the adren cost on Magnet
- Increased the max level on Energy Shield ability from 2 to 3
- Increased the max level on Adrenaline Surge fom 2 to 5
- Decreased the max level on Trap Damage from 10 to 5
- Lowered the max damage on the Rail Gun (but still higher than the original max damage), and lowered the max ammo
- Fixed an issue where a player could have multiple copies of Globe. There should just be one version now (Druids, and not original RPG)
- Fixed an issue where the team mission handler could not see the Tarydium Crystal in first person view
- Improved Heat FX. Flames will actually be set on the target
Steam: hollon11
nickgavranPM
#46
Feb 07, 2019 11:47 PM
Nickgavran Member - Joined: Feb 19, 2015
Posts: 21
hollon wrote:
207L


* Glow Streak - Fires six automatic homoing missiles. Great for multiple targets in medium-long range distances



Damn, I sure hope those 'homoing' missiles don't attack me from behind.

Great stuff regardless!
hollonPM
#47
Feb 08, 2019 11:26 AM
Hollon Admin - Joined: Sep 12, 2010
Posts: 281
Oops. That typo couldn’t have been more fitting... rainbow artifact lol.
Steam: hollon11
ghostrebelPM
#48
Feb 12, 2019 11:17 AM
Non-member Joined: Feb 12, 2019
Posts: 1
You should give engineers body armor in addition to shields. Then we could stay out of turrets and repair base during the heat of invasions instead of hiding in turrets while everything falls apart. Small change. Maybe it could heal with armor regeneration?
hollonPM
#49
Feb 16, 2019 5:03 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 281
ghostrebel wrote:
You should give engineers body armor in addition to shields. Then we could stay out of turrets and repair base during the heat of invasions instead of hiding in turrets while everything falls apart. Small change. Maybe it could heal with armor regeneration?

It's reasonable to suggest that engineers get higher DR since they are weaker compared to WM and AM. Bases are self-sustaining for the most part however. Invest in defense sentinel healing and construction HP, and it'll mostly be tech monsters that can take bases down. I would also suggest putting defense sentinels directly behind blocks, and not behind meshes or walls. If you hide defense sentinels behind a wall or mesh, they don't stop projectiles and don't heal blocks as much. They work on a line-of-sight command.

Some preliminary ideas for AM niches:
Extreme AM niches: (EAM does higher damage with artifacts, but lower damage with weapons and vehicles)
- Wizard - Further reduces adren cost on artifacts, but also reduces max modifier on magic weapons. Net effect: More adren for Energy shield, as artifacts cost less
- Deadly Adren/Blood Magic - do more artifact damage the lower the HP. Net effect: choose between conserving adren for energy shield or using adren for damage
- Maxed - increases max adren, decreases max HP. Net effect: longer string of adren attacks as long as energy shield doesn't take over

Craftsman niches: (Craftsman subclass doesn't have offensive artifacts and has lower DR, but are efficient in team artifacts and magic weapon-based artifacts)
- Priest - receive x% of kills from all team members as adrenaline. Basically team adrenaline surge. Lower weapon damage. Net effect: encourages team boosts with spheres and remotes. It will be up to team players to help keep spheres and remotes going.
- Paladin - effectively protect one player. Active remote invulnerability on a pre-selected teammate when their HP is low
- Enchanter - increase the max modifier on all magic weapons, decrease max adren. Net effect: focuses more on MWM and enchanter artifacts
Steam: hollon11
Last edited by: hollon Feb 16, 2019 5:11 PM
hollonPM
#50
Feb 28, 2019 10:16 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 281
207M

AM Niches:
Extreme AM:
- Wizard - Further reduces adren cost and cooldown time on artifacts, but also reduces max modifier on magic weapons
- Power - further increases artifact damage, but at a higher adrenaline cost
- Maxed - increases max adrenaline, decreases max HP

Craftsman:
- Priest - receive adrenaline from kills made by teammates who have been boosted with Damage or Invulnerability (remote or sphere). Lower weapon damage
- Paladin - effectively protect one player by automatically activating Invulnerability/Safety when that player is about to die
- Enchanter - increases the max modifier on all magic weapons, but decreases adrenaline max

- Fixed an issue where completing a team mission a consecutive time with the same handler would prevent the XP from being rewarded. This is because of a previous fix for when the team mission handler ghosted while the team mission completed
- Users are now rewarded with XP for the remote damage artifact for kills made with the player that received the boost
- Added HUD timer message for team player that has been boosted with remote invulnerability and amplifier
- Fixed an issue where Guardian Heal breaks if the Healer ghosts
- Pets now ignore Nali and cows
- Reduced goal on Portal Ball
- Doom and possess artifacts no longer work with Nali and cows
- Allowed defense drones on Auto Engineers to heal all vehicle and sentinel constructions rather than just auto sentinels
- Reintroduced visual trails on the drones, but this time shortened to reduce the visual effects load


Already I am seeing some balance issues, particularly the EAM Power niche. Will modify accordingly.

Next up, medic niches! I've mentioned before that I want to redo the Summoner niches. Healer niches may still stay the same but I will try to improve on those features. Please let me know of any ideas.
Steam: hollon11
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