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Re: Monster Level Adjuster System?

Posted: Tue Nov 23, 2010 3:53 pm
by Anonymouse
TigerRaptorFX wrote:I honestly see no reason to change the monster levels.
This.
Maybe in the HUD there could be a blinking light when its 3 or less alive.

Re: Monster Level Adjuster System?

Posted: Wed Nov 24, 2010 3:04 pm
by warhead2
heh, good catch and that's a good point: number of people alive. after playing a real hard match in drac's house last night with just a few playas(but yay we won after a hard fite), a count of how many's left woulda been real helpful. i was pretty aware of the monster level by listening to hit sounds, but i still was having to constantly hit f1 to see how many were left.

fancy things lke colors, bars, messages and etc are nice and i woundn't mind em, but they are also more work for our hard working coders. for me, just a simple number for monster level and a simple number for how many's alive would be super noice (and ya the number for my score too that would be noice *wink*).

Re: Monster Level Adjuster System?

Posted: Wed Nov 24, 2010 6:22 pm
by Seven_of_69
I'd rather not see blinking lights nor hear bells and whistles.

To simplify, the monster level itself could be displayed in color - no need for a separate bar - though even just the level # would be fine.

The live player count should also include the total players as a fraction, e.g. 3/20.

Even without all that, a good indicator of what's going on is knowing who's playing, their level, and their probability of survival. :swink:
warhead2 wrote:... i still was having to constantly hit f1 to see how many were left.
FWIW I have an alias to to show the score screen only when TAB is pressed. It's much easier and more convenient than toggling F1 on and off in the fray.

Code: Select all

[Engine.Input]
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Aliases[25]=(Command="ShowScores|OnRelease ShowScores",Alias="ScoreToggle")
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Tab=ScoreToggle
:sbigsmile:

Re: Monster Level Adjuster System?

Posted: Wed Nov 24, 2010 9:17 pm
by Anonymouse
Last class to notice the hit sounds would be AM busy with weapons. Hit sounds just are not enough.

Re: Monster Level Adjuster System?

Posted: Thu Nov 25, 2010 6:31 pm
by ethanlima058
The HUD should look something like this, in top right corner of screen:

Wave Number = X
Monster Level = X
Players Alive = X

(X = number (obviously))

I may not be a coder, but seriously... this isn't rocket science and I don't see the difficulty in coding this. These are the 3 basic things we need in order to form a strategy. It's not like it's giving an unfair advantage, it's simply a matter of convenience.