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xscarletPM
#51
Mar 03, 2019 11:51 AM
Non-member Joined: Jan 26, 2017
Posts: 11
Hey there!

It's been so long since my last post, but at last here i am
first i want to say amazing work on the newest patches! It's good that adrenaline masters get abit of attention, same goes for weapon masters.

I'll adress some idea's and hope you might take them into consideration.
for missions, i was wondering if it might be an idea to add reward stages, with this i mean that alot of missions reward 50xp or even less.
the idea would be that once you hit a certain level, rewards will gain more xp, lvl 30 players gain 50xp per missions while lvl 50 players gain 100xp for example.
(for me personally i only find it worth grinding out a mission if it gives a certain reward, like a charm or the magnet etc..)

as for the summoner niche idea i got a personal message from you for the directions (in case you forgot or if somebody wants to know what it included: http://prntscr.com/msmbbj)
I personally think it would be a waste if some of the pets are not available anymore so ill begin with that, the ice krall is one of my favorite
pets as ice summoner to use and i would love to see it in the normal summons list (if you are even willing to do anything like that in the first place if not skip to the "--")
and some other pets i would like to see in the normal lists are the redeemer fire/icelord (one of the 2) the NORMAL queen, i've been missing her for a while and the ice brute.
I think it would be good if the cosmic skaarj and laser brute is a pet too, I still want the cosmic titan as pet, even if it's 20 monsterpoints
--
as for the niches, the idea's are awesome and i love the "more summons" idea alot! i was obviously thinking in the extremes and have like 10 pupue's running around.
I figured having 5 or 6 would be plenty already
I wasnt really sure if you ment with "tank version of summoner" if that included that the pets had more damage reduction aswell?
and with the % chance to steal a pet idea sounds fun too, depending on how it will unfold ofcourse. maybe it would be cool to have a artifact that targets an enemy monster
and then make it yours, with a % chance to it becoming gold/fire/ice/ghost etc.. etc.. and the downside would be to disallow the entire normal summoning side
(and the price of the captured pet would be based on how strong the pet is, titan = 200, krall is 20 etc. etc.)

Further more, i had some rediculess ideas for a niche that would make you specialize into a catagory like warlord summoner or skaarj summoner and that way allowing
that niche to obtain ALL forms of that exclusive kind and the downside would be to not being able to summon anything other than the niche type.


I also found a bugg with the giant razor flies, I guess nobody noticed cuz they are abit too expensive, but the visuals shows them as if they dead.
the 2nd bugg I found is that the Lynx car blades dont work. and minelayer mines still attack nali's
for balance changes with the normal summoner, I think the tech warlord should be cheaper because in my experience they come nowhere as close as the cosmic warlords.
so I suggest that the monsterpoint cost is lowered for the tech warlord and the gold skaarj should be more expensive since its the same price as the normal fire skaarj.

recently I caught myself enjoying fighting in vehicles alot, but I couldnt help to notice how poorly they perform in higher rounds. then I read about how the subclass
discription explained that it's a subclass with as core function to have automatic sentinels. which suprised me because that means we have no soul class for vehicle engineers
I actually hoped you could change that and make the auto-engineer based on vehicle warfare rather than a weaponmaster-ish with drones, I have alot of fun ideas that could
help make the vehicle engineer class more relevant. some ideas are abit sceptical but I hope you understand what I mean, the first idea I had is to add
advanced vehicle damage reduction, take alot less damage in vehicles. the 2nd idea I had is to add more vehicles, there are plenty of vehicles that could be added
(excluding the rediculess strong ones, although the engineer weaponry has a turret that oneshots titans), the Paladin, the Hellbender, the SPMA, (as legendary-->) the IonTank
the Leviathan (<--maybe for the extremely open maps) and a 2nd aircraft the Cicada. and the last idea i had to improve the survivability is to remove the feature to get shot while inside a vehicle* (like with the scorpion and the manta)

(btw this took me 2 hours to write, I hope it's helpful!)

Scarlet














Last edited by: xscarlet Mar 03, 2019 11:58 AM
hollonPM
#52
Mar 03, 2019 7:22 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 276
Thanks for the suggestions Scar.
xscarlet wrote:
I'll adress some idea's and hope you might take them into consideration.
for missions, i was wondering if it might be an idea to add reward stages, with this i mean that alot of missions reward 50xp or even less.
the idea would be that once you hit a certain level, rewards will gain more xp, lvl 30 players gain 50xp per missions while lvl 50 players gain 100xp for example.
(for me personally i only find it worth grinding out a mission if it gives a certain reward, like a charm or the magnet etc..)

I certainly plan on staggering mission goals and reward by player level. For example, players levels 40 and under have low mission goals with low rewards, players levels 41 - 70 have slightly higher goals and rewards, and high level players have even higher goals and rewards.

I'd rather not increase the XP on mission rewards than what they are now, and would like the current settings to serve as the upper bound for high level players.

xscarlet wrote:
as for the summoner niche idea i got a personal message from you for the directions (in case you forgot or if somebody wants to know what it included: http://prntscr.com/msmbbj)
I personally think it would be a waste if some of the pets are not available anymore so ill begin with that, the ice krall is one of my favorite
pets as ice summoner to use and i would love to see it in the normal summons list (if you are even willing to do anything like that in the first place if not skip to the "--")
and some other pets i would like to see in the normal lists are the redeemer fire/icelord (one of the 2) the NORMAL queen, i've been missing her for a while and the ice brute.
I think it would be good if the cosmic skaarj and laser brute is a pet too, I still want the cosmic titan as pet, even if it's 20 monsterpoints

We can certainly add more pets to the regular loaded monsters list, but I want to refrain from adding too much to the list because of clutter issues. Currently there are about 44 monsters on the list.. this is a lot. We can remove unpopular or unused pets, such as pupaes and razorflies in exchange.

Another idea to downsize the list is to remove all gold and ghost monsters and just have their normal counterparts. When summoning these normal monsters, they will have a % chance to become ghost or gold. The downside to this is you'll have to spend a little adrenaline to re-summon pets into a ghost or gold if you want those attributes, but that adds in a risk-reward element that I like to see more of.

In any case, I do have a proposed niche that let's you summon monsters outside of the loaded monsters list. This niche will give you a % chance to "steal" a monster as a pet. See below post for more details.

xscarlet wrote:

and with the % chance to steal a pet idea sounds fun too, depending on how it will unfold ofcourse. maybe it would be cool to have a artifact that targets an enemy monster
and then make it yours, with a % chance to it becoming gold/fire/ice/ghost etc.. etc.. and the downside would be to disallow the entire normal summoning side

Further more, i had some rediculess ideas for a niche that would make you specialize into a catagory like warlord summoner or skaarj summoner and that way allowing
that niche to obtain ALL forms of that exclusive kind and the downside would be to not being able to summon anything other than the niche type.

Niches should inherit all subclass abilities. So, disallowing the normal summoning side or species-exclusive pets could not work, for example. This is why ice and fire pets will be going. I haven't gotten into details of the summoner niches yet, just coming up with concept ideas.
xscarlet wrote:
I also found a bugg with the giant razor flies, I guess nobody noticed cuz they are abit too expensive, but the visuals shows them as if they dead.
the 2nd bugg I found is that the Lynx car blades dont work. and minelayer mines still attack nali's

I've been aware of the razorflies but just haven't gotten round to fixing them. Will try to do that for next update. I'll have to look into the Lynx blades. They were modified to be unbreakable, so those are my suspicions.

Mines, and any homing missiles will attack Nali and cows. They are technically not on the player team, which is how Nali and cows target players. Is it annoying? Yes.. is there an easy fix? Not exactly. I'd either have to modify the projectiles, or set the Nali and cows to be part of the player team and figure another way for them to aid players.
xscarlet wrote:
I actually hoped you could change that and make the auto-engineer based on vehicle warfare rather than a weaponmaster-ish with drones, I have alot of fun ideas that could
help make the vehicle engineer class more relevant. some ideas are abit sceptical but I hope you understand what I mean, the first idea I had is to add
advanced vehicle damage reduction, take alot less damage in vehicles. the 2nd idea I had is to add more vehicles, there are plenty of vehicles that could be added
(excluding the rediculess strong ones, although the engineer weaponry has a turret that oneshots titans), the Paladin, the Hellbender, the SPMA, (as legendary-->) the IonTank
the Leviathan (<--maybe for the extremely open maps) and a 2nd aircraft the Cicada. and the last idea i had to improve the survivability is to remove the feature to get shot while inside a vehicle* (like with the scorpion and the manta)

The drones were added to support Auto Engineers with mobile-based play, so it can aid them for both on foot and vehicle play.

The problem with vehicles is that they are not optimized for the majority of maps on the server, which are mostly smaller maps for DM, CTF, BR and DOM. Smaller maps mean less maneuvering with vehicles and more chances to get hit. I do agree that engineers in general could utilize vehicles more, but this is more of a map problem. Damage reduction for vehicles is a possibility to counteract this. Another idea is to have the defense drones(that currently heals constructions and vehicles) shoot down projectiles, so this would be like a personal defense sentinel. This also would encourage the Auto engineer to take on a mobile-based play rather than camp with defense sentinels.

Adding other vehicles is a yes/no... if it's any bigger than a Paladin/Goliath, it's probably a no go for obvious reasons. The Hellbender was removed because it is OP. Same for Ion Tank. The Odin Turret on Weaponry has been nerfed and doesn't one-shot Titans unless linked, but I am thinking of disbanding this subclass altogether.
Steam: hollon11
Last edited by: hollon Mar 03, 2019 7:57 PM
hollonPM
#53
Mar 03, 2019 7:43 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 276
To follow up on the last post, some preliminary ideas for Medic niches:

Summoners:
- Horde: increases the max number of pets and increases monster points, but increases adrenaline cost on healing artifacts. This allows for more combination of pets.
- Beast: further increases pet damage bonus, but decreases monster points and/or number of pets. Allows for a player that likes to specialize in just one or two pets.
- Mind Control: allows a % chance to steal a monster as a pet, but increases adrenaline cost on regular pets. This allows for a player to have pets outside of the normal loaded monsters list. Pets will still be subject to the 4 max limit, so there is a bit of a risk-reward element here. You can decide to summon all 4 pets from loaded monsters at a higher adrenaline cost, or you can choose to summon only 2-3 from the normal list and bet on stealing a monster to cut on cost.

Healers:
- Guardian: as is now. Select one player to automatically cast Heal Blast on when their HP is low.
- Mass Heal: this will be changed so that the Healer gives away his/her HP to 3 players with the lowest HP. So there is still an element of efficient multi-healing, but on a more balanced scale than what it is now.
- Nali Priest: cast Remote Booster on a Nali. The Nali will summon a pre-timed healing sphere at its location, for which you are rewarded XP for the healing. This allows for the player to have a bit of field manipulation like Engineers, but with less control since it is based on the Nali's location. Also adds a bit more interactivity with the Nali.

Again, just some preliminary ideas and I welcome others. I will have to come up with some downsides to Healer niches.

For Necromancers, I'm thinking of eventually removing them as subclasses from Medics and creating an entirely new class for them, with their own subclasses and niches. So I won't be working on their niches for this update.
Steam: hollon11
hollonPM
#54
Mar 11, 2019 7:50 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 276
207N
This update is primarily a fix for an issue I've discovered recently. I have a pretty high degree of confidence that players who have not purchased a class crash the server. I can confirm this for multiple occasions.

In this update, new players will be prompted to buy a class via HUD message similar to the "You have stat points" message. Each time they open the stats menu, the 'buy class' page will automatically display. For their convenience, I've added an Info button on this page so players can read up on class descriptions. Players who have not bought a class can not purchase other stats or abilities - those buttons will be disabled until a class is bought. This should encourage new players to quickly buy a class, but they are still not forced to do so.

- Fixed an issue where purchasing Wizard and Power AM niches did not apply the proper stats
- Reduced the max damage on Beam and Bolt artifacts for Power niche
- Mission goal requirements and XP rewards are now staggered according to player levels. Players levels 40 and under are considered low level and are given lower goals and rewards, and players levels 70 and under are considered medium level and are given slightly higher goals and rewards. High level players beyond level 70 are not affected by the new staggering
- Reduced the visual effect load on blasts(healing, shield, mega, poison) in a continuing effort to improve game performance without compromising effects and details
- AVRiL will no longer lock on to Nalis and cows
- Updated the F12 menu for AM niches
Steam: hollon11
Last edited by: hollon Mar 11, 2019 9:50 PM
jefejefejefePM
#55
Mar 14, 2019 3:52 AM
Jefe Co-Owner - Joined: Jul 05, 2010
Posts: 410
I really liked the weapon upgrades on "classic rpg." While the vanilla idea makes sense as the main version of the class, those of us playing and enjoying the class as it was should still have access to it. Please add the old configuration on to a subclass of classic.
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Last edited by: jefejefejefe Mar 14, 2019 4:00 AM
hollonPM
#56
Mar 24, 2019 2:04 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 276
207O
Healer niches:
- Guardian: select one teammate to automatically set a heal blast on when their HP is low
- Shaman: use the Sacrificial Heal artifact to provide a booster to three teammates with the lowest HP. The healing will come directly from the caster's health

Summoner niches:
- Horde: increases max pets by one and monster points by 5. Increases the adrenaline cost on healing artifacts
- Beast: increases pet damage by 25%. Decreases max monster points by 5.

- Readded weapon upgrade abilities to ClassicRPG

Unfortunately some of the proposed niches for medics could not be made. I will see if they can be done at a later time.
Steam: hollon11
hollonPM
#57
May 25, 2019 12:19 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 276
Hi folks,

I'm starting to return to working on the server after a bit of a break.

Some ideas for Engineer niches:
Base Builders:
- Linked: increases the range and healing output of the link sentinel, and also increases turret linking damage with the Engineer Link Gun. Reduces turret and vehicle damage.
- Manned: increases max turret points and max turrets summonable by one. Decreases sentinel damage.

Auto Engineers:
- Robotics: increases max sentinel points and max sentinels summonable by one. Decreases weapon damage.
- Companion: adds defense bolts to the healing drone. Decreases max construction HP on all constructions.

Explosives Engineers:
- Bombardier: decreases the time between trap explosions. Decreases the maximum sentinels summonable by one.
- Nuclear: increases the explosion radius of traps. Increases the time between trap explosions.

I plan on dismantling the Engineer Weaponry subclass. I'm not sure yet with what to do with those exclusive turrets and sentinels.

Let me know of additional niche ideas.
Steam: hollon11
hollonPM
#58
May 26, 2019 12:27 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 276
I also plan on dismantling the Necromancer subclass from medics and creating its own independent class for the next update. The subclass and niches may come a bit later though as I want to get the framework for the class down.

Start making and leveling up a new character
Steam: hollon11
hollonPM
#59
Jul 10, 2019 6:27 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 276
207P and 207Q have been released:

- Engineer niches:
Base Builder:
- Linked - increases the range and healing of link sentinels, and the damage boost provided with your link gun; reduces turret damage
- Manned - increases max turret points and max turrets summonable, decreases sentinel damage

Auto Engineer:
- Companion - adds defense bolts to your healing drone, reduces the max health of constructions
- Robotics - increases max sentinel points and max sentinels summonable, decreases weapon damage

Explosives:
- Bombardier - decreases the interval time between trap explosions. Decreases maximum sentinels summonable
- Nuclear - increases the damage radius of traps. Increases the interval time between trap explosions

- Disbanded Weaponry subclass from Engineers
* Moved Odin and Solar turret to Base Builders - 20 point turrets, only achievable with the Manned niche
* Created Auto Mercury from Mercury sentinel and added to Auto Engineers

- Added an adrenaline cost to Sacrificial heal artifact for the Shaman Healer niche
- Necromancer subclass disbanded from Medics
- Added lifespan on tech titan, slith, and slug spider mines, and they now destroy when the monster is killed
- Killing green ghosts for the Emerald Shatter mission now counts as two points
- Updated F12 menu for Engineer niches and Necromancer class, and an updated keybinds page(mostly removal of Necromancer artifacts)
- New independent Necromancer class
Steam: hollon11
nemesis_-PM
#60
Jul 11, 2019 11:31 AM
Non-member Joined: Sep 11, 2017
Posts: 12
hollon wrote:
- Robotics - increases max sentinel points and max sentinels summonable, decreases weapon damage



This means i can spawn more sentinels but at the cost of reduced weapon damage, right? If so then that's a pretty good update
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