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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

DW_WailofSuicide wrote:From the looks of it updating the collision is a ~45MB file download for everyone joining the server so I'd prefer not to have to do that more than once.
I don't mind listening to one extra short 30 second song while downloading this file to improve gameplay for the next 365 days (my cache expiration date).
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_TigerRaptorFX
DW Clan Member
Posts: 117
Joined: Tue Feb 10, 2009 7:16 pm

Ok maybe I was being a little harsh when I said boring. If any thing I do like the Spinosaurus as it does bring something complete different to the table. Dryosaurus, Triceratops and the Dilophosaurus I really don't have problem with. But to many of these Dinosaurs feels like its watering down effect of what is Monster Mash. Sorry Wail, but I guess you will always have people like me still attached to many of old monsters. :P Losing monsters like the Blood Queen, Badger, Angus, Gold Angus, and now the Advance Warlords again. The game does not have that same feeling as it once did. I remember you saying the Adv. Warlords where removed because many people wouldn't come out. If that is the case remove its ability to drain adrenaline.

Now on a positive note! I do like your other ideas to MM servers. The Gasbag is now a deadlier foe and not overwhelming to lower level players. The Brutes new gun fire variety is very cool. The Skaarj now play a much larger roll, rather then a few waves.
warhead2
1337 Haxor
Posts: 166
Joined: Tue Nov 10, 2009 9:55 am
Location: Indiana

r u sure about the anko-whatever-saurus (greenback)? when i hit his -heavly- armored back, i do get regular damage (high hit sounds), but when i -dont- hit the armor and hit the exposed legs, i get heavy (low pitch) damage just like when a triple is active, and triple actually has no effect as if i'm scoring 'hunter' damage, but with any weapon. this seems to be by design. whether by design or not, i like it because it rewards your ability to aim and allows you to turn off your triple.

another thingy i miss about pre-dino setup is having these huge, and i mean huuuge, hoards of mech queens. was funner than heck to deemer, ion, or just flak/mine spam them to death. what can i say imma simple player and i like to mash stuff....lots of stuff... :banana:

another thingy i like about new setup is the nrg draining waillords. they help keep the AM's in check and sure make a nice challenge to us all no matter what class we r :thumbright:

i hope we can get best of both worlds here but know this: whatever happens, i'm playing, i'm staying, i'm mashing and having a blast. thanks.
Warning: Incoming Warhead!!
Wanted on 1000 planets for mass destruction of alien life forms!
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

warhead2 wrote:another thingy i miss about pre-dino setup is having these huge, and i mean huuuge, hoards of mech queens. was funner than heck to deemer, ion, or just flak/mine spam them to death. what can i say imma simple player and i like to mash stuff....lots of stuff... :banana:
The problem with mech queens is that they are resource consuming. When they shoot out 12 mines that don't blow up until a player nears it, and their heath is set to 234k hp, while they never put their shield down...That increases channel counts and reduce player's frames per second. We want to minimize the mech queens.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Every time I fight through wave 15, I get this itch to check out the Fury Titan's fire balls. At times, their projectile's explosion radius stretches will over 1200 uu (farthest I've tested). That's a big number for a projectile that does a bunch of damage.

I was reviewing this function from the fire ball.

Code: Select all

simulated function ScaleBall()
{
    Damage *= 0.7 + (Scaling / 3.333333);
    MomentumTransfer *= Scaling;

    DamageRadius *= 0.5 + (Scaling / 2);
    //Velocity /= 0.5 + (Scaling / 2);
    SetCollisionSize(CollisionRadius * (0.5 + (Scaling / 2)), CollisionHeight * (0.5 + (Scaling / 2)));

    ForceScale *= 0.5 + (Scaling / 2);
    ForceRadius *= 0.5 + (Scaling / 2);

    LightBrightness *= 0.5 + (Scaling / 2);

    if(Flame != None)
    {
        FuryFireBallEmitter(Flame).Scale(Scaling);

        if(Level.Netmode != NM_DedicatedServer && !Level.bDropDetail && Level.DetailMode != DM_Low)
        {
            FlameTrail = spawn(FlameTrailClass, self);
            FlameTrail.SetBase(Flame);
            FuryFireBallEmitter(FlameTrail).Scale(Scaling);
        }
    }

    bScaled = true;
}
We are left with two options.
A. We leave a simple cap (if DamageRadius > 512 or some number) then do this and this.
However I don't like just giving it a cap, it sounds a bit too easy of a solution. If you are okay with this solution, then so be it.

B. The other approach is to adjust the formula so the fire ball scales at a reasonable rate. Right now It's certain that the projectile is scaling too fast for the short time period it has. The problem with this approach is that it's hard to imagine/calculate it's real values. My best guess that things will be done through Trial and Error and that could eat up some time.

What are you thoughts?
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
warhead2
1337 Haxor
Posts: 166
Joined: Tue Nov 10, 2009 9:55 am
Location: Indiana

my 2 cents: i would vote for the cap. at top of routine, if damage radius >= cap then just exit routine.
reason: i would suggest thinking of the ball as something that has a mature form, and it takes a short time to reach that form but do so very quickly, and then stays at maturity until it expires. that way the damage it generally dolls out is easier to deal with, you would think in general terms of how much damage the mature ball does, and b/c it forms quickly, generally you can count on it giving that damage. but if you slow the rate then you would have to deal with damage at varying stages of maturity and have to deal more with issues like the ball being underpowered at short range, overpowered at long, etc etc and yuk.
Warning: Incoming Warhead!!
Wanted on 1000 planets for mass destruction of alien life forms!
Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

Or leave the code as is and use a globe if you need to. :stongue:

Fury Titans are supposed to be a threat. :swink:
warhead2
1337 Haxor
Posts: 166
Joined: Tue Nov 10, 2009 9:55 am
Location: Indiana

i think he's concerned about resource consumption by such a large radius. base damage can be set elsewhr
Warning: Incoming Warhead!!
Wanted on 1000 planets for mass destruction of alien life forms!
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Na, it the difference in memory is unnoticeable if the radius is 64 uu and 4096 uu.

The concern is the damage radius seems unrealistically large compare to the size of the fireball. The fire ball stretches up to an average of 128 uu (guessing), but the blast radius is up to 1200 (that's slightly less than the length of the Akbal's double damage room across).

I guess the question should be, do you want the radius (not damage) to be turned down?
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

DW_Ant wrote:Na, it the difference in memory is unnoticeable if the radius is 64 uu and 4096 uu.

The concern is the damage radius seems unrealistically large compare to the size of the fireball. The fire ball stretches up to an average of 128 uu (guessing), but the blast radius is up to 1200 (that's slightly less than the length of the Akbal's double damage room across).

I guess the question should be, do you want the radius (not damage) to be turned down?
TBH I don't see the point of scaling the damage radius at all. Or the damage for that matter. As long as it's reasonable values throughout, seems fine.
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