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Re: What if there were no low levels on INV?
Posted: Wed Dec 30, 2009 10:12 pm
by tasty
I like the idea of putting cap limit on how high the monsters would go. But however, i am not sure whether your suggestion on monsters level target at the chances to survive with players max dr or target to survive using globe, some high numbers of adrenaline & ammo bonus?
If you are targeting at globe survival. I had personally witness the high level being the lowest at slightly above 200. Where urtho were level 400+ surviving the wave using globe. Which i thought. He might still be doing damage with energy weapons.
But if you are targeting at players max dr survival rate. I would say you would become an delicious meal inside monsters tummy. :snerd:
Now the latter is an challenging questions as well as answers. At which monster levels number would be ok for players max dr, some/near max health to deal with. Since different range of monsters does different damage. Especially with the raptors or the seekers. It would be better for these killers to remain instagib at about level 70, 80 ? Yea, dont forget about eyesball, ultima slith... :ssurprised:
Lastly, like DW Bomzin spoke. Players levels reset. OMG !
Re: What if there were no low levels on INV?
Posted: Thu Dec 31, 2009 12:01 pm
by warhead2
yes definitly, the main concern is for the future, but if this solution is a good one then it can have benefit for today also, as it could make the spike, and i mean the really high one's, a bit more managable than they are now. still, the current situation is acceptable. hmmm, now B got me curious as to what the "backup" plan could be (nOooo reset pls) :sbigsmile:
one neat thing about a cap is that it satisfies some concerns which have been raised, so that it doesn't effect the player's levels, doesn't reduce the monster strength, doesn't water down the current strength or challenge of the game, doesn't remove the team element from the game, it just puts a cap to keep the higher of the spikes down to more manageable level.
tasty thats a real good question. i would say to target neither, but rather to target at what level you can generally score a decent amount of damage using an inf mp5 +4 or an nrg flak +3, on say, the larger creatures like queens, titans, luci, etc. those i would consider to be medium weapons as far as damage goes.
i note that the stock rpg code doesn't go into any detail at all about what kind of monster it is and just does a simple manipulation on a single monster level number which is applied to all monsters, so a very simple and flat level cap is all that would be needed, just a question of what number is a good limit.
i don't think any1 minds it being lots more difficult and i think it should be lots more difficult, but the main frustration for me and what i have heard from other is not being able to score any damage (piercing weapon issue aside).
in that case, you can't even globe because your nrg flak can't get any adrenaline b/c it cant score any damage.
maybe the best test case would be at what level can all three classes still globe using a nrg flak +3. doesn't have to be strong globing, but we outta be able to keep it up if we use it well. at that level, i would assume you could also make some kinda damage headway using a mid weapon like inf mp5 or whatever.
it's not like we would have to score any big damage and certainly not normal damage, but just some modest damage, just to be able to use our inf mp5, nrg flak, etc and score some kind of significant damage would be nice to have. the damage they do score should be severaly limited of course, so you couldn't just fight normally, but have to use advanced tactics and use them wisely. using piercing of course would be one of those tactics, whr you can get even more damage, but under thise scheme, you would not be limited to piercing but could choose your tactic and then have to skillfully implement it. globing too should play a major part, but of course just be one of the many tools to use.
survival imo outta be a wise combination of all the tools in the tool belt, and being able to score at least some amount of damage with mid weapons in even the highest spike would make it more fun with more options available.
Re: What if there were no low levels on INV?
Posted: Thu Dec 31, 2009 6:42 pm
by Corky
you can also put a lvl cap on players. now the player will have to make a decision on what they should put their points into even more. say a 200 lvl cap limit. a player cant max out all stats at that level so does the player want to max out ammo at the expense of health bonus ? see what i mean. just a suggestion
Re: What if there were no low levels on INV?
Posted: Thu Dec 31, 2009 11:10 pm
by Seven_of_69
Why change what already works fine? And why put so much effort into making it easier? Wouldn't it be a lot simpler just to throw in a big I WIN button?
IMO the only thing that needs changing is players' tactics and attitudes. :sevilgrin:
Re: What if there were no low levels on INV?
Posted: Fri Jan 01, 2010 7:10 am
by floppydick
Corky wrote:you can also put a lvl cap on players. now the player will have to make a decision on what they should put their points into even more. say a 200 lvl cap limit. a player cant max out all stats at that level so does the player want to max out ammo at the expense of health bonus ? see what i mean. just a suggestion
this is good after a server reset
Re: What if there were no low levels on INV?
Posted: Fri Jan 01, 2010 10:08 am
by jesuslovesmic
i would hope i never see a sever reset...lol
i would litterally stop playing...thats the beauty of making new heros
Re: What if there were no low levels on INV?
Posted: Fri Jan 01, 2010 11:55 am
by WHIPperSNAPper
My concern is that it will get to the point where the server no longer retains new players. I came on last night and saw Queens on Level 4 and wondered what new players are supposed to do for the 13 levels from 4-16. Hide and try to keep from being kicked by the server? If you die instantly at Level 25 on Wave 3 or Wave 4 why waste so much time on a server where you cannot play?
I certainly understand the need and desire to keep it interesting for Level 250+ players. What if new players started out at Level 50 instead of Level 25 or if the amount of experience needed to level up at the lower levels were cut in half?
(Not complaining, just putting it out there.)
Re: What if there were no low levels on INV?
Posted: Fri Jan 01, 2010 8:49 pm
by Seven_of_69
Whipper's comments gave me some ideas which could help new/low level players.
Maybe the monsters could do less damage on the earlier (or all?) waves but only to low level players, based on each player's level. E.g. a level 25 player gets a damage reduction break of 50-100% and each new level reduces that by 2-4% so by level 50 the player receives full damage from monsters.
Also maybe low level players could get a free ghost. It probably won't help them in later waves when they ghost into a raptor or volcanic slith's ultima but it would help in earlier waves to give them a second chance to continue fighting and earn XP. The ghost level could be variable such that for each 5 levels the player gains, the ghost level reduces. E.g. they get ghost 5 up to level 30, ghost 4 from levels 31-35, ghost 3 from levels 36-40, ghost 2 from levels 41-45, ghost 1 from levels 46-50, and no free ghost above level 50.
Of course, to avoid confusion (and hopefully not cause more!) there might need to be some kind of documented indication that players are getting these bonus abilities only temporarily to help them at low levels. E.g., the very first time they level up they see something like "You have temporarily earned ghost 5 until you reach level 31." and/or "Your temporary damage reduction is now X%."
Finally maybe there could be an in-game link to the character building guide(s) so players could build stronger characters from the start. :ssmile:
Re: What if there were no low levels on INV?
Posted: Sat Jan 02, 2010 4:05 pm
by krneki
hehe lol I love reading this :D
Re: What if there were no low levels on INV?
Posted: Mon Jan 04, 2010 1:01 pm
by warhead2
my only concern has not been making it easier but just turning impossible to at least possible. when creature level is so high that you can't even score damage, that imo is too much and a simple cap on them fixes it. a cap that allows you to at least globe (even if barely) with nrg flak is a fine enough cap imo. most level spikes are not so outrageous and you can manage it just fine and globe and etc and i'm okay with that, but i've seen spikes that go so high you can't globe or get damage or anything. this would not only relieve some frustration in the present, but also address the question about future and special situations, which is the main concern of the original thread topic. granted there's still some things i gotta figure out about piercing weapons, but even granted some effectivness with those, i still don't think the game should be stripped down to just that, and that other strategies should be available also even at the highest spike, especially the nrg/globe (notwithstanding the am might be able to vorpal but other's cant use it like him). no i do not agree that it's fine the way it is, but to each his own, and i respect the other opinions. no matter what happens, this is a freaking nice server giving us tons of funs. much thanks to the server creators.