A Possible Second MM Server? thoughts

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DW_Cheapshot
DW Clan Member
Posts: 377
Joined: Tue Dec 27, 2005 12:00 am

Zeus may be close on this. If you remove items how do you
maintain balance. IE medic is already underpowered if a medic does
not get a triple he or she cannot match any other classes at high levels now.
The monsters I don't think do much good now except on first few waves.
You would have to come up with some way of paying the medic more
for healing. Or no medic class, that would surely make things harder.
Each item is where it is for balance. Minimal adren on maps, for starting
medics, this would surly control the adren masters.
What ever you decide it should probably effect all classes uniformly or I
think it would be impossible to maintain any balance. I still hear at least 3
time a week about the double modifier.
Do not go where the path may lead, go instead where there is no path and leave a trail. Emerson
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

Playing devils advocate....

Wouldn't reducing weapon speed make monsters hard to kill. It can even be lowered to 50 max and that would make them alot harder to kill with no other changes being made. This is the part of the equation that "make the server harder" where there are so many things that can be changed to accommodate it, but everyone has their own way of doing it. We can try to make the monsters harder by upping the monster adjustment factor from .34 to .40, but hopefully they wont become 'invinci' . Lowering of the magic weapon chance should make things harder also. Having to give a regen ability involves changing the mutator outright, so that is not an option right now.

Goal 1 is to have a server that people can go to when the first is full which on the weekends can be alot of the time.

general FYI....

I don't want to have to change things by introducing new mutators because I want to use a proven combination of mutators already done to make the job simpler to do. The MM server went for a year with tinkering, and now its time for a rest in regards to mutator changes. It taken a long time and alot of work to get everything to mesh well, If there is to be a second server, I don't want to have to troubleshoot it on top of maintaining the existing one. I have a full-time job, and I really want to enjoy being a 'player' more often in addition to making maps. Alot of behind the scenes things go on that the average player can't even imagine when it comes to introducing a new mod. Most of the time people are quick to criticize it even though they know its a beta work and the person doing the code
I'm sure is feeling pretty thankless for some incredible work done. (Snaggle, WailofSuicide, and last but certainly not least Bio.) Anyhow, I hope we can get more ideas, or maybe a whole lotta people to agree on something that is doable. Just because the second server begins in one way, doesn't mean it can't change, however at this time right now, I only have the resources to do it if its using what we have now, and if my circumstances change where I have more time, then who knows what may happen.

ok, need more input people, tell everyone to come here to discuss..... :cheers:
DW_ToxicWaste
Site Admin
Posts: 1060
Joined: Tue Dec 27, 2005 12:00 am

I never get to play monsters, so take everything I say with a grain of salt.

If you start taking things away from the classes, then it almost becomes pointless to become one (i.e. globe from adren masters, weapon speed from weapon masters).


KISS
Is it as simple as taking away the secret rooms, and completely safe hiding spots? You could even leave in all the adren, just make it in an accessable area.

Without hiding spots, the adren masters can't hide for 8 waves while they make nrg weapons. They either get lucky, or they wing it. More times then not, they will only have one or two and can't be relied upon to save the wave for everyone.

Make the monsters EASIER. Yes, I said easier. If my last venture into MM was any indication, without hiding spots, we'll be lucky to get past wave 7. I'd rather have the feeling of being in the midst of 12 monsters, pounding away at me, and me pounding back, fighting for my life, and have a chance to walk away from it. To me, that's an adrenaline rush!
Instead, due to the levels and difficulty of MM, I feel like I'm often getting an instagib rocket in the face from a ludricrously powerful single monster. No fight, just let down.

Also, how about bringing back the scram cannon :drunken:

Leave everything else as is.
* > Tommo
DW_Ifondlesweaters
DW Clan Member
Posts: 326
Joined: Mon Dec 26, 2005 12:00 am

Maybe we could try adding nodes and vehicles. See how those friggin' monsters like that.

:geek:

Sorry, Wraith. I know you specifically requested no one-line, glib comments.

:dontknow:

You can delete me--I'm an ass.

:bootyshake:
zeus
1337 Haxor
Posts: 965
Joined: Wed May 03, 2006 11:00 pm
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My only problem with taking things away vs. making it harder is that you are reducing options. You are now going to hit your maxes a lot earlier.

If you really wanted to screw with people (and I know you don't), you could always go the medallion route. I always found those servers much harder because you had to collect all of that stuff and a lot of it was luck.

Picking up on what toxic said, if you don't have guys sitting in the corner making 1000 infinite link guns to pass out like candy, than I think the game will be tougher.

I think that everyone has gotten used to being uberpowerful. I went in monsters one night (before I got reset :( ), with my medic after not playing for 6 months. I was still in the top 2. It is a hard thing to balance, and I don't envy you.

I don't play MMORPG stuff. But, looking back at my RPG days on the console, you start weak. You get stuff. You get to beat up on shit. Shit gets harder. You get rewarded to beating harder stuff. Then it gets a little easier because you have new toys, then you get your ass handed to you again, etc etc.

That is easy to deal with when you are one player. The problem because wtf to do when you have multiple players with multiple abilities.
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DW_ACY
DW Clan Member
Posts: 860
Joined: Sat Jul 22, 2006 11:00 pm

DoctoR_DeatH wrote:How about the new druids rpg with the engineer class ?
Not only no but h... no, everything I have seen about that class makes it to powerful by far and they have abilities that just don't seem to fit, even though it was made by the guys at Druids.
Image

No shame, no dishonor, will run away to fight another day!
ACY
bigws
Pro but Noob
Posts: 145
Joined: Mon Aug 27, 2007 11:00 pm

i have the best way to make it harder....can you say wave 7 infernals? i think that would end all problems with it not being hard enough....a combination of that and no hiding spots would certainly make it a challenge
Inspector
1337 Haxor
Posts: 157
Joined: Sat Jun 09, 2007 11:00 pm

I don't see how taking things away from medics (the arguably "weakest" class) and adren masters would help balance when weapon masters are arguably the "strongest" class. Adren masters have already seen the loss of the double magic mod, and medics have had a large reduction in pets. I haven't really seen much of a reason to keep taking away from medics, but it's been happening.
Adrenaline Master - Inspector lvl 232
Medic - Camisado lvl 255
Weapons Master - Valor lvl 114
Kryy
Killer in Training
Posts: 22
Joined: Sun Aug 19, 2007 11:00 pm

I personally agree that the second server should be harder, yes. I also feel that things should remain the way they are with stats and stuff, but to increase the difficulty lower the max level of weapons (if possible), take out all maps with adrenaline on them, and make the starting wave equivalent to wave 6 or so on the current server.

As for myself, if a new server comes with a lesser population and an increased difficulty, count me in because I'd love to participate in that!
To be forgotten is worse than death itself...
hamburger

I do like the idea without hiding place. It brought back some invasion memories. If the server lower level adjustment is up to 0.40. When players reach higher level. 100 or more. The monsters might be near invincible. If the waves difficulty, monsters appearance in waves, health, db and dr remain the same.

Current adjustment of 0.34 the wave 10 raptor start bite near 100 health when monster level is at 50+. Not much players will invest in more health when they have to spend it on other stats or abilities.

You can bring back wave 10 to 15 to early waves after wave 5, take away hiding place map, up adjustment to 0.40. But that might be balance if you increase player firing damage or reduction.

Or have monsters easier, no hiding spots and lesser firing damage.

Im sure most would want to have chance when monster over 100+ level. I admit i do get alittle sad when i have to depend on lower level to be alive before i could get some score and live alittle longer or get lucky when monster timeout.

Karma alway said this word : Low level, please hide !

Surely there will be some time when there isn't low level playing in server.

:flower:
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