Hello)
I am a representative of the clan SAPAJ. We have long been playing on your server. And I would like to clarify whether to introduce new profession?)
At least one could enter profession Engineer Master. Specialist installation of turrets, call tanks, jeeps, explosives and other.
PS Do not write in their native language, so forgive me if it's not clear)))
A new profession for MM?
Greetings Firinor! I'm pleased to see you on the forums. Earlier, I've express interest in learning more about your clan, but Google isn't helping me much.
As for the Engineer class, we did consider it multiple times in Monster Mash, but there are just too many conflicts when adding this class. From my experience of using the Engineer Class, I can recall the main problems:
As for the Engineer class, we did consider it multiple times in Monster Mash, but there are just too many conflicts when adding this class. From my experience of using the Engineer Class, I can recall the main problems:
- The ability to setup your own forts by adding a few meshes and turrets will make the gameplay not unique. You can customize your own hiding spots in a similar structure. This diminishes the diversity in difficulty (could make a difficult map into another easy map).
- This class has great potential in griefing other players. Ranging from spawning meshes in front of populated areas or blocking key items to using vehicles to push/annoy other players.
- Small maps will leave this class to a disadvantage since there's little room to drive a vehicle (forcing them to use standard weapons or just turrets).
- Maps with multiple movers leaves room for glitching. Since most movers don't block Karma actors by default, I'm certain that there will be many maps where anyone could simply drive a vehicle through a mover or a myleveled mesh.
- This class is overpowered. We already have enough debates about balancing the other three classes, adding another to the mix will only contribute to the endless debates.
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}
Hi Ant) About our clan very little that can be found, because we just team of friends who love to play different games))
Let's look at the problems that you said:
* The ability to setup your own forts by adding a few meshes and turrets will make the gameplay not unique. You can customize your own hiding spots in a similar structure. This diminishes the diversity in difficulty (could make a difficult map into another easy map).
I guess I do not fully understand what you mean ... But now at various maps to different classes easier to. Where there is a lot of adrenaline easier to AM, where there is no racks of weapons easier to WM, and MM like maps with small refuge(I do not know how this word correctly, where it is easier to use mass treatment.
Therefore, there is nothing bad in that engineers ones maps will be more like than others =)
* This class has great potential in griefing other players. Ranging from spawning meshes in front of populated areas or blocking key items to using vehicles to push/annoy other players.
Already, players can pass through each other. If the register is the same thing on vehitsles there will be no problems with blocking passages) And you can make the property to the vehicle pick up items to the driver)
* Small maps will leave this class to a disadvantage since there's little room to drive a vehicle (forcing them to use standard weapons or just turrets).
It's the same situation as with the Summon medics) Personally, I very rarely meet a doctor who would be actively used golems. This means that the EM is also in the majority will not use the massive machines. Basic will be universal turret, explosive and a couple of skills.
* Maps with multiple movers leaves room for glitching. Since most movers don't block Karma actors by default, I'm certain that there will be many maps where anyone could simply drive a vehicle through a mover or a myleveled mesh.
I do not know ... You can of course to ban vehicles on some maps as they are now banned board on some maps. But of course it will be necessary to edit a map with the expectation of the EM.
This is a really difficult thing (
* This class is overpowered. We already have enough debates about balancing the other three classes, adding another to the mix will only contribute to the endless debates.
Variety is always better =) The balance is not then when people are nothing to complain about, but then when on server by 33% each of the 3 classes (or 25% of each of 4 classes;) ) So to make a balance must not quarrel with the players but look at the statistics)
So I very much look forward to any innovations in on server =) And especially the introduction of a new master)
Let's look at the problems that you said:
* The ability to setup your own forts by adding a few meshes and turrets will make the gameplay not unique. You can customize your own hiding spots in a similar structure. This diminishes the diversity in difficulty (could make a difficult map into another easy map).
I guess I do not fully understand what you mean ... But now at various maps to different classes easier to. Where there is a lot of adrenaline easier to AM, where there is no racks of weapons easier to WM, and MM like maps with small refuge(I do not know how this word correctly, where it is easier to use mass treatment.
Therefore, there is nothing bad in that engineers ones maps will be more like than others =)
* This class has great potential in griefing other players. Ranging from spawning meshes in front of populated areas or blocking key items to using vehicles to push/annoy other players.
Already, players can pass through each other. If the register is the same thing on vehitsles there will be no problems with blocking passages) And you can make the property to the vehicle pick up items to the driver)
* Small maps will leave this class to a disadvantage since there's little room to drive a vehicle (forcing them to use standard weapons or just turrets).
It's the same situation as with the Summon medics) Personally, I very rarely meet a doctor who would be actively used golems. This means that the EM is also in the majority will not use the massive machines. Basic will be universal turret, explosive and a couple of skills.
* Maps with multiple movers leaves room for glitching. Since most movers don't block Karma actors by default, I'm certain that there will be many maps where anyone could simply drive a vehicle through a mover or a myleveled mesh.
I do not know ... You can of course to ban vehicles on some maps as they are now banned board on some maps. But of course it will be necessary to edit a map with the expectation of the EM.
This is a really difficult thing (
* This class is overpowered. We already have enough debates about balancing the other three classes, adding another to the mix will only contribute to the endless debates.
Variety is always better =) The balance is not then when people are nothing to complain about, but then when on server by 33% each of the 3 classes (or 25% of each of 4 classes;) ) So to make a balance must not quarrel with the players but look at the statistics)
So I very much look forward to any innovations in on server =) And especially the introduction of a new master)
My apologies for the confusion. I'll try to clarify in what I'm trying to say.Firinor wrote:I guess I do not fully understand what you mean ... But now at various maps to different classes easier to. Where there is a lot of adrenaline easier to AM, where there is no racks of weapons easier to WM, and MM like maps with small refuge(I do not know how this word correctly, where it is easier to use mass treatment.
Therefore, there is nothing bad in that engineers ones maps will be more like than others =)
Being able to build your own fort means you can build your own fort anywhere. It disregards the map's difficulty since you can make that same fort anywhere (just find some corner with a dead-end and you're good to go).
I don't think the Game is currently structured for players to walk through vehicles. At the same time, I also think it can be changed so this may not be an issue. What about the potential that the class may summon a wall in front a redeemer or some doorway trapping several players.Firinor wrote:Already, players can pass through each other. If the register is the same thing on vehitsles there will be no problems with blocking passages) And you can make the property to the vehicle pick up items to the driver)
You got a point there, but I forgot to mention that the vehicles could easily get in the way with other players in small maps. Even if you are able to walk through them, you cannot shoot through them. Spawn a Goliath in Devils Den will ruin anyone's day.Firinor wrote:It's the same situation as with the Summon medics) Personally, I very rarely meet a doctor who would be actively used golems. This means that the EM is also in the majority will not use the massive machines. Basic will be universal turret, explosive and a couple of skills.
Yes, this is one of my biggest concerns here. We can either edit all individual maps for a cost of time and bandwidth.Firinor wrote:I do not know ... You can of course to ban vehicles on some maps as they are now banned board on some maps. But of course it will be necessary to edit a map with the expectation of the EM.
This is a really difficult thing (
Or we could limit the class to use the vehicles in a few maps (like the Hoverboard). The problem with this that that players will be upset that they cannot use the vehicles in 90% of the maps. Practically defeating the purpose of the class.
There are several die hard Monster Mashers that demand for 'equality.' Many people take scores very seriously for some reason. It's going to take quite a bit of time finding a happy medium for all four classes.Firinor wrote:Variety is always better =) The balance is not then when people are nothing to complain about, but then when on server by 33% each of the 3 classes (or 25% of each of 4 classes;) ) So to make a balance must not quarrel with the players but look at the statistics)
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}
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- DW Clan Member
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Monster Mash maps are simply not fit to handle vehicles (except for a very few one that are big enough). If we want to have an EM class, I think we should simply remove the vehicle feature and only have the turrets. The EM class should also be the one equiped with the shield sphere that is currently in the test artifacts.
I got the reflex of the fly, now catch me if you can!
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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
I don't really like the Engineer class and here's why:
1. Their only offensive tools are the engineer link gun and turrets. Well, that link gun is just dandy on wave 16, but being limited to an infinite link gun only is really restrictive. And the turrets are nice until the rocks start flying (which is - most of the waves on MM).
2. Medic have a small enough niche as it is, Engineers step on that role and I don't like that.
3. Even though Engineers would hardly be what I consider "overpowered" on a personal level in terms of killing power/survivability, their ability to build block forts anywhere is kind of overpowered in how much it affects the game. It's one thing to have people building forts in say, DM-Rankin, a map that's designed to emphasize "flow" and every area has multiple routes of attack. But a large number of maps on MM already have built in "forts" and maps that don't have them are designed that way on purpose. You can easily eliminate all risk on many maps, and substantially reduce the challenge of very hard maps using this kind of power.
1. Their only offensive tools are the engineer link gun and turrets. Well, that link gun is just dandy on wave 16, but being limited to an infinite link gun only is really restrictive. And the turrets are nice until the rocks start flying (which is - most of the waves on MM).
2. Medic have a small enough niche as it is, Engineers step on that role and I don't like that.
3. Even though Engineers would hardly be what I consider "overpowered" on a personal level in terms of killing power/survivability, their ability to build block forts anywhere is kind of overpowered in how much it affects the game. It's one thing to have people building forts in say, DM-Rankin, a map that's designed to emphasize "flow" and every area has multiple routes of attack. But a large number of maps on MM already have built in "forts" and maps that don't have them are designed that way on purpose. You can easily eliminate all risk on many maps, and substantially reduce the challenge of very hard maps using this kind of power.
I'm kind of against the EM idea. I think its a really cool concept, but it would cause serious issues in the game such as.
1. They might threaten AMs that if they don't make them good weapons, they'll spawn a Leviathan on them. Making them unable to move.
2. Mantas, having insta-kill if they run over an enemy will just be really cheap in MM. You'll literally be able to plow through the monsters and get a Wicked Sick in just 2 minutes.
3. I'm against the spawning safespots idea. It'll defeat the purpose of hard maps like AbsoluteHell and AkBal. Plus, after making a safespot, they can spawn a Leviathan in the safespot and continuouslly spam the ion cannon that leviathans have.
4. It'll be even easier for Gata to save the waves.
5. Flying vehicles will be nearly invincible. They'll dodge titan rocks way too easily.
6. Link Turret + Max WS + Linkers + Max DB + Luci = 5 levels
I really like the concept of a this EM. It could make MM really fun, but it can also cause major problems. If DW is going to try doing this, they'll have to make all sorts of codes, extra mods which take an even longer time to load if you lost all the stuff in the cache, and all other stuff that's way too complicated for me.
1. They might threaten AMs that if they don't make them good weapons, they'll spawn a Leviathan on them. Making them unable to move.
2. Mantas, having insta-kill if they run over an enemy will just be really cheap in MM. You'll literally be able to plow through the monsters and get a Wicked Sick in just 2 minutes.
3. I'm against the spawning safespots idea. It'll defeat the purpose of hard maps like AbsoluteHell and AkBal. Plus, after making a safespot, they can spawn a Leviathan in the safespot and continuouslly spam the ion cannon that leviathans have.
4. It'll be even easier for Gata to save the waves.
5. Flying vehicles will be nearly invincible. They'll dodge titan rocks way too easily.
6. Link Turret + Max WS + Linkers + Max DB + Luci = 5 levels
I really like the concept of a this EM. It could make MM really fun, but it can also cause major problems. If DW is going to try doing this, they'll have to make all sorts of codes, extra mods which take an even longer time to load if you lost all the stuff in the cache, and all other stuff that's way too complicated for me.
I like cookies...
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- DW Clan Member
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- Xfire: apokalypse86
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- Contact:
How about this new class?
I just create a new one on paper.
The new class will call MagicMaster.
The abilities of the MagicMaster:
-can build Weapons (randomized):
The MagicMaster can generate a link gun for example on the map DW-TicTacToe for support. The MagicMaster can generate new Weapons every 2 Minutes.
Every weapon has the same possibilities
(Level:1 Cost:20, Level:2 Cost:40, Level:3 Cost:60, Level:4 Cost:80)
MP5 (Level:2)
Bio Rifle (Level:1)
Mine Layer (Level:3)
Shock Rifle (Level:2)
Link Gun (Level:3)
Flak Cannon (Level:3)
Grenade Launcher (Level:2)
Rocket Launcher (Level:2)
AMril (Level:1)
Sniper Rifle (Level:1)
Lightning Gun (Level:1)
Redeemer (Level:4)
Ion Pointer (Level:4)
Need 250 Adrenaline to build new weapon. After he made a weapon, the WeaponMaker will be disabled for 5 minutes.
----------------------------------------------------------------------
-can build Artifacts (randomized):
possibility for Globe = 5 to 100 (5%) (Level:6 Cost:60)
possibility for TripleDamage = 5 to 100 (5%) (Level:5 Cost:50)
possibility for Enhanced Weapon Charm = 10 to 100 (10%) (Level:4 Cost:40)
possibility for Fiendish Relic = 20 to 100 (20%) (Level:3 Cost:30)
possibility for Summon Charm = 30 to 100 (30%) (Level:2 Cost:20)
possibility for MagicWeaponMaker = 30 to 100 (30%) (Level:1 Cost:10)
Need 500 Adrenaline to build new artifact. After he made an artifact, the ArtifactMaker will be disabled for 2 minutes.
It´s only an idea for a new weapon class :ssmile: .
Apo :sbigsmile:
I just create a new one on paper.
The new class will call MagicMaster.
The abilities of the MagicMaster:
-can build Weapons (randomized):
The MagicMaster can generate a link gun for example on the map DW-TicTacToe for support. The MagicMaster can generate new Weapons every 2 Minutes.
Every weapon has the same possibilities
(Level:1 Cost:20, Level:2 Cost:40, Level:3 Cost:60, Level:4 Cost:80)
MP5 (Level:2)
Bio Rifle (Level:1)
Mine Layer (Level:3)
Shock Rifle (Level:2)
Link Gun (Level:3)
Flak Cannon (Level:3)
Grenade Launcher (Level:2)
Rocket Launcher (Level:2)
AMril (Level:1)
Sniper Rifle (Level:1)
Lightning Gun (Level:1)
Redeemer (Level:4)
Ion Pointer (Level:4)
Need 250 Adrenaline to build new weapon. After he made a weapon, the WeaponMaker will be disabled for 5 minutes.
----------------------------------------------------------------------
-can build Artifacts (randomized):
possibility for Globe = 5 to 100 (5%) (Level:6 Cost:60)
possibility for TripleDamage = 5 to 100 (5%) (Level:5 Cost:50)
possibility for Enhanced Weapon Charm = 10 to 100 (10%) (Level:4 Cost:40)
possibility for Fiendish Relic = 20 to 100 (20%) (Level:3 Cost:30)
possibility for Summon Charm = 30 to 100 (30%) (Level:2 Cost:20)
possibility for MagicWeaponMaker = 30 to 100 (30%) (Level:1 Cost:10)
Need 500 Adrenaline to build new artifact. After he made an artifact, the ArtifactMaker will be disabled for 2 minutes.
It´s only an idea for a new weapon class :ssmile: .
Apo :sbigsmile:
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->(Next Map Fall 2016) Survive
Nano-Technics -> Choco-Wars -> Dragon-Tower ->(Next Map Fall 2016) Survive
I'm not sure players will have fun just generating weapons and artifacts.
Your class may need some more interesting abilities to make players want to play it.
Your class may need some more interesting abilities to make players want to play it.
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: 356
- Joined: Wed Apr 22, 2009 5:09 am
- Xfire: apokalypse86
- Location: Leonberg, Germany
- Contact:
What about a reloading sphere and the reloading blast?
If the MagicMaster reload a players ammo, he will earn xp :swink: .
If the MagicMaster reload a players ammo, he will earn xp :swink: .
Energy-Plant -> Elimination-Chamber -> Crossfire-Xtreme -> Anniversary
Nano-Technics -> Choco-Wars -> Dragon-Tower ->(Next Map Fall 2016) Survive
Nano-Technics -> Choco-Wars -> Dragon-Tower ->(Next Map Fall 2016) Survive