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Re: Change Logs
Posted: Wed Jan 02, 2013 8:50 pm
by DW_Ant
SomethingToSay wrote:So they gain NOTHING? Why would anyone ever be a dedi then?
Not all players find their entertainment by watching some numbers increment on a scoreboard.
Re: Change Logs
Posted: Thu Jan 03, 2013 4:44 pm
by SomethingToSay
DW_Ant wrote:SomethingToSay wrote:So they gain NOTHING? Why would anyone ever be a dedi then?
Not all players find their entertainment by watching some numbers increment on a scoreboard.
well... if you say so. i won't comment on that further xD
Re: Change Logs
Posted: Fri Jan 04, 2013 11:13 am
by warhead2
Hi, really like the changes to acatana. It's a hard map and now we actually get rewarded xp for it which reflects the effort. Not being spawn killed at the blueprint area is also a welcome change.
On the flip side, resident unreal is now a really hard map, and yet our xp on that map was nerfed. All that hard work for low xp is a turn off. I love the difficulty changes, map is much more fun and challenging and that's a plus, and the weapons we now have to use i am finding incredible fun to use, but pls consider increasing the xp we get from it so when we are done and wipe the sweat from our virtual brow, we see xp that better reflects the work we put in.
divine fortress. glad to see it back. not sure i like the objective based rewards (yet). It's new to me so i need time for it to grow on me. I can see the appeal for it, but perhaps divine isn't the map for that. there are so many monsters on that map and not getting xp for shooting them doesn't feel quite right. perhaps on another map it would be better. people i play with seem generally negative about the changes. i think objective based stuff however is worth a try and we should try to make it a success. we gotta start somewhere, after all, and you've chosen divine. divine used to be a big xp map and now it's small xp, perhaps increasing the xp will help everyone to like it. would you consider increasing the cut scene reward by 50%, ie from 50 to 75 for example? i'm not asking that divine be a huge xp map like it was, just better than it currently is.
Re: Change Logs
Posted: Fri Jan 04, 2013 12:12 pm
by Azmodan
I think the objective based devine is an improvement in gameplay. Suddenly there are people who heal tanks and noone is trying to lose the tanks outside to get some quick exp. But warhead is right, the exp reward is a bit low. We were at 700 pph yesterday which isn't that much. Since the map still seems hard as ever and very hard to win, I think you shouldn't consider the win exp at all and set the objective exp to a suitable pph value by itself.
And the amril ammo spawn is far too slow. With all the eyes, seekers and waillords its hard enough to fight with the new amril. As it is, only players who can go on air watch are rank 3-4 supports with inf or reloading amrils. (At least I thin that was the new amril, didn't take a second look)
Re: Change Logs
Posted: Fri Jan 04, 2013 12:31 pm
by Taries
i must agree that Amril ammo is slow and for Medics wich dont have much ammo its really hard fight seekers and wails. About xp i think it might be increassed too the map seems to be almost same hard. Btw. the skeletal mages was attacking other ppl they very annoying they push me around so i cant even pickup health.
Re: Change Logs
Posted: Fri Jan 04, 2013 3:07 pm
by DW_Ant
Divine will go through another update, but it wont be for another experience increase (most of the experience is given at the end instead of the beginning). The difficulty will drop again (such as doubled health for the main door).
Re: Change Logs
Posted: Fri Jan 04, 2013 4:05 pm
by SomethingToSay
I do think that's a good point by warhead that while Argento may work as really XP based, Divine doesn't so much, the reason being the # of enemies. Blasting a few and doing objectives makes sense for objective based, but blasting tons of enemies combined with your main objective being to hold off/kill those enemies and not getting XP for it just feels odd
I've been wanting Abyss back but I'm hoping XP won't be hurt, that map seemed to be one of the better rounded ones other than sometimes crash problems, were you changing anything else but the hiding spot behind conveyor belts at the end of it?
Re: Change Logs
Posted: Fri Jan 04, 2013 4:26 pm
by DW_Ant
SomethingToSay wrote:I do think that's a good point by warhead that while Argento may work as really XP based, Divine doesn't so much, the reason being the # of enemies. Blasting a few and doing objectives makes sense for objective based, but blasting tons of enemies combined with your main objective being to hold off/kill those enemies and not getting XP for it just feels odd
I'm not sure what is the concern here. In Divine Fortress, an objective is considered by surviving a wave. A wave is completed once every 5 minutes or sooner. In a way, this map has more 'objectives' than any other map on the server.
This is what was requested awhile ago by a thread you've created, and objective-based experience is what we'll try out. I personally chose Divine Fortress to be objective-based experience primarily because I see multiple issues coming from Divine Fortress that all revolved around the experience points. I prefer to see players fight as a team instead of seeing players striving for their own goals (ie: get the hurricane to wrack up some exp). I received numerous complaints about people taking the key vehicles, or people stealing each other vehicles, or people getting upset because people are camping the tanks/mantas. It's not only vehicle related, I've seen people yell at each other because one chose to sniper on that ledge instead of sniping in front of the door. Or people yelling at those who snipe from the deemer spawn. The list goes on. . .
I haven't heard any those complaints in this new version. The scoreboard doesn't reflect what the person is doing. From my perspective, players are more focused on the door instead of finding strategies to maximize points.
Yes, there are some issues, but that was to be expected. I've redone the AI monsters so that they are much more aggressive than the previous version. So far, I'm fairly happy how they are behaving. After several more test runs, I'll do another update to counter-balance the difficulty. This is not a map I can test properly in single player. That is why I intentionally underestimated the strength of the monsters.
Overtime, I believe you'll get comfortable with the experience-based objective maps. I plan on making more maps like this.
Re: Change Logs
Posted: Fri Jan 04, 2013 5:58 pm
by SomethingToSay
That was kinda the main thing I was thinking as I played it the first time after the update tbh, was that divine should've been left the way it was, then make an entirely new map for the format you have it in now, since now we will instinctively compare new divine to old divine (some still even compare it to the really old divine before it got uber hard)
It does need to be fixed though, because one of the waves everyone was on top of the Fortress we're protecting sniping and i was actually on the ground by the gate, but I died and I missed out on points, so you say you want teamwork but when I died trying to actually defend the objective and do what the map asks, I get penalized and didn't get any points when the wave was completed :/ very frustrating. So me 'focusing on the door' like you said led to me getting screwed over.
I'd only ever heard vehicle complaints on the last one, never sniper stuff, but oh well, I agree with that being a problem, it was a point whoring map, but now it's a bit unfair since many players who are rank 4 got thousands and thousands and thousands of points off the old map that new players literally can't get :(
Re: Change Logs
Posted: Fri Jan 04, 2013 8:20 pm
by Thwart
I don't like the fact that you can't get Exp if you do not survive the wave, and as Captain America has said, that will encourage people to camp away from the action for others to fight for them. A lower level will have to be concerned in staying away instead of trying to help in some capacity. Also, I thought objective based experience should have been based on a percentage of how much it would take for that player to level up to their next level, and the percentage could increase as you see fit as the map progresses. Right now it is the same for every player and so a rank 4 character getting 100 is practically junk change.
I can understand the logic that higher levels will be getting more experience because they can survive the later waves, but if you were to have the exp based on the player's level, then it would be okay to give the experience to even a dead player. This will insure that everyone will stay in involved.