- We don't want too many different types of monsters in one wave. Unless there's a mutator that precaches the Miniboss and the Lucifer, the players will have to precache the monsters when the spawn (this causes that freeze frame whenever you see a new monster). The more new monsters you see all at once, the less available memory you have for the rest of the match (because it stores this info in your RAM until the end of the game), and this will happen too frequent on such a critical wave where you can get the smoothest performance as possible.
- Lucifer and the Miniboss combined are nearly unstoppable unless you're in a wide open map.
- It defeats the definition of a Boss. We need to keep the miniboss wave and the Lucifer wave unique.
- The Miniboss cannot spawn in every map.
- More types of monsters means less monsters of each type.
- If you're planning on making one Lucifer or one Miniboss in response to the previous bullet, then you're just adding monsters to an army of monsters that already takes the players' frame rates at the borderline. We need to make sure frame rates are at best possible performance on a wave like this.
- Some maps already come with a Miniboss on various waves, we shouldn't have to worry about potentially having two minibosses.
Death Wave - Insane Idea
Multiple reasons:
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}
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 Clan Member
- Posts: 117
- Joined: Tue Feb 10, 2009 7:16 pm
There have been rare cases of Mini Boss fighting with Lucifer. When this happen, winning becomes impossible. Main problem with the mini is too many people go directly for it. So the end result is always the same. They forget about the other monsters and end up dead.
The Death Wave is already on another playing field. So Lucifer and the Mini don't need to added to the picture.
The Death Wave is already on another playing field. So Lucifer and the Mini don't need to added to the picture.
-
- DW Clan Member
- Posts: 905
- Joined: Sat Aug 18, 2007 11:00 pm
- Location: Montreal, Canada
Thx for your concerns @ant, it's already in motion. Sorry I havn't any time to answer to you because we were busy removing the trashs caused by floopyDouche.
1. Most important, know your ennemy (in this case the monsters of MM) and know yourself (your class capabality and limits). Information is the #1 key success.
2. Improve your aiming skill and your dodging skill (by doing target practice or DM/TAM with real player). This can make a HUDGE difference in scoring.
3. Tweak your graphic and game settings to obtain maximum performance/FPS.
4. Maintain your computer hardware and software up-to-date.
And don't forget, never doubt yourself:
[tab=30]What are you waiting for? You're faster than this. Don't think you are, know you are. Come on. Stop trying to hit me and hit me. (Morpheus, The Matrix)
No no no, don't say such things. Not be aware of someting don't mean you suck at it. Their is always many ways to improve yourself in any game. The winning recepie for all First person Shooter game goes like this:@nt wrote:Then that means I absolutely suck using WM. Right?
1. Most important, know your ennemy (in this case the monsters of MM) and know yourself (your class capabality and limits). Information is the #1 key success.
2. Improve your aiming skill and your dodging skill (by doing target practice or DM/TAM with real player). This can make a HUDGE difference in scoring.
3. Tweak your graphic and game settings to obtain maximum performance/FPS.
4. Maintain your computer hardware and software up-to-date.
And don't forget, never doubt yourself:
[tab=30]What are you waiting for? You're faster than this. Don't think you are, know you are. Come on. Stop trying to hit me and hit me. (Morpheus, The Matrix)
I got the reflex of the fly, now catch me if you can!
-
- DW Clan Member
- Posts: 905
- Joined: Sat Aug 18, 2007 11:00 pm
- Location: Montreal, Canada
I think it should be wise to prevent the death wave to happend on lower waves, let's say wave 1-4, to at least give the new players and low level a chance. Also a reward in XP should be eraned for surviving it. Besides that it's a great idea, i just love the concept. With the custom wave engine already in place I think it could be easily implemented.
So basicly:
1. Death wave should consist on deadly and powerfull monsters (seekers, raptor, ranbow queen etc.)
2. The chance to trigger it should augment with the average level on the team.
3. It should be possible to be triggered between wave 5-15.
4. A big message should announce the incoming of a death wave (like the mini-boss). (for instance it could be: "WARNING! MONSTERS HAVE ESCAPED FROM THE BREADING RESERCH FACILITY AND ARE NOW ON THE RUN...)
5. Everyonne should get, lets say 1000XP, for surviving a death wave at the end of it.
So basicly:
1. Death wave should consist on deadly and powerfull monsters (seekers, raptor, ranbow queen etc.)
2. The chance to trigger it should augment with the average level on the team.
3. It should be possible to be triggered between wave 5-15.
4. A big message should announce the incoming of a death wave (like the mini-boss). (for instance it could be: "WARNING! MONSTERS HAVE ESCAPED FROM THE BREADING RESERCH FACILITY AND ARE NOW ON THE RUN...)
5. Everyonne should get, lets say 1000XP, for surviving a death wave at the end of it.
I got the reflex of the fly, now catch me if you can!
-
- 1337 Haxor
- Posts: 321
- Joined: Wed Jul 09, 2008 11:00 pm
Raptors, ok but please not the green single chomp, you're dead variety. And any queens but rainbow. They just throw too much all at once and are nasty enough as it is, let alone in a death wave.DW_FrankyTheFly wrote:1. Death wave should consist on deadly and powerful monsters (seekers, raptor, rainbow queen etc.)
IMO even wave 5 or 6 is too early for a difficult wave. AMs may still be rolling survival weapons (energy, piercing, etc.) and currently the harder waves are already 7-15. Giving players 6 easy waves would be good.DW_FrankyTheFly wrote:3. It should be possible to be triggered between wave 5-15.
Can you please clarify if this means:DW_FrankyTheFly wrote:5. Everyone should get, lets say 1000XP, for surviving a death wave at the end of it.
- Everyone who plays the death wave gets XP even if they die (but no XP for late joinees, i.e. players who join after at least one player has died)
- Everyone who survives the death wave gets XP
- A combination of 1 & 2 where players who survive the wave get bonus XP (some XP for playing the wave plus some for surviving).
For another idea, there should be no XP reward for camping/hiding and waiting for the end-of-wave monster self-destruct sequence. At the same time, failing to kill all the monsters in the allotted wave should NOT result in losing the map, just no XP bonus.
Also, is there going to be extra time to prepare for this wave, e.g. 30 seconds?
-
- DW Clan Member
- Posts: 905
- Joined: Sat Aug 18, 2007 11:00 pm
- Location: Montreal, Canada
I think everyonne (dead or alive) should get XP (like luci wave). But of course to actually get the bonus XP, ALL the monster in the wave would have to be killed in the time limit (4 mins for instance). Simply waiting for the monster to die should not give any bonus XP to anyonne. So yes, I agree with this system.Seven_of_69 wrote:Can you please clarify if this means:
1.Everyone who plays the death wave gets XP even if they die (but no XP for late joinees, i.e. players who join after at least one player has died)
2.Everyone who survives the death wave gets XP
3.A combination of 1 & 2 where players who survive the wave get bonus XP (some XP for playing the wave plus some for surviving).
I presume yes, like in the miniboss wave where it give 15 sec to prepare. We could give more time for the deadth wave or less.Seven_of_69 wrote:Also, is there going to be extra time to prepare for this wave, e.g. 30 seconds?
I got the reflex of the fly, now catch me if you can!
I'll go for #1.Seven_of_69 wrote: :senvy: #1 rewards XP leechers. #2 rewards only players who survive. #3 gives more reward for players who survive without punishing those who died trying to survive.
It's going to be hard to leech experience if it's going to be random on the match and on the wave number.
I do understand where you are coming from. Yes, it is boring to camp to victory. But this can't distinguish between surviving/running to victory. I do find it intense when there's only one player left running for his life waiting for the bell to ring.Seven_of_69 wrote:For another idea, there should be no XP reward for camping/hiding and waiting for the end-of-wave monster self-destruct sequence. At the same time, failing to kill all the monsters in the allotted wave should NOT result in losing the map, just no XP bonus.
If the monster level is 250+ then, we lose that intensity if there's no hope for victory. I know there are piercing weapons and vorpals but those aren't available all of the time.
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}
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}
What if luci wave was replaced with the death wave and kept the same xp reward for a 1 or 2 week trial period. That way we could get a better idea of what would work and what changes would need to be made.
NahasapeemapetiloN wrote: DONT HATE THE PLAYER HATE THE GAME