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Newest version of DWRPG

Posted: Thu May 28, 2009 1:07 pm
by DW_WailofSuicide
One of the actual objectives with this latest version of DWRPG has been to provide a completely transparent change for players. In this thread, please post any changes you notice in actual play that are directly related to your character (ie, don't tell me about Sliths, because that is a monster feature and not related to your character specifically).

Franky brought up an Energy weapon issue the other night. After looking into it I realized what I had said was incorrect, so we should be seeing a change there this afternoon.

Is anyone still experiencing Resupply glitches? Anything else?

Re: Newest version of DWRPG

Posted: Thu May 28, 2009 2:49 pm
by Seven_of_69
While flak and mines resupply didn't work two nights ago, it was fine last night.

There is a visual issue with triple damage where the triple weapon color changer is the inverse of the triple's state. E.g. triple can be on but weapon appears normal. At other times triple is not on but weapon is purple. It is not consistent. Sometimes it appears fine, other times not.

Another visual issue is that when I use the globe, its visual spinning appearance sometimes dances around in front of me from left to right. It's like its location loses sync with my character's position and is drawn elsewhere.

I'm not certain about this one but firing a redeemer and switching to an energy weapon no longer seems to regenerate adren.

Re: Newest version of DWRPG

Posted: Thu May 28, 2009 3:11 pm
by DW_WailofSuicide
Seven_of_69 wrote: There is a visual issue with triple damage where the triple weapon color changer is the inverse of the triple's state. E.g. triple can be on but weapon appears normal. At other times triple is not on but weapon is purple. It is not consistent. Sometimes it appears fine, other times not.
Thanks, yeah, I did notice that after ghosting the overlay was not properly being reset. One thing I also am not sure about is what should happen with regard to Vorpal/Immolation/Piercing weapons. I wanted to allow Triple to be used with these weapons, because it was pretty dumb to have it so you can't activate your artifact if you're holding the wrong weapon, or scroll through your weapons and one of these types comes up and your Triple turns off.

But there's also a confusion factor for people who don't know that these weapons won't be affected by Triple. The general principle is simple: Weapons whose maximum is +10 cannot be Tripled. However I'm not quite sure how it's possible to convey this information effectively to players.
Seven_of_69 wrote: Another visual issue is that when I use the globe, its visual spinning appearance sometimes dances around in front of me from left to right. It's like its location loses sync with my character's position and is drawn elsewhere.
Yep, this is actually common to all these effects that get centered on your character (Globe / Rod / Immolation). I think I have a fair idea how to fix this but unfortunately it is a lot harder to replicate the whole effect disconnect issue in testing than it is on the server, so this is not quite so easy to deal with.
Seven_of_69 wrote:I'm not certain about this one but firing a redeemer and switching to an energy weapon no longer seems to regenerate adren.
Yup that's what I was referring to, should be back to normal now if Wraith has updated the config today.

Re: Newest version of DWRPG

Posted: Thu May 28, 2009 3:50 pm
by Seven_of_69
WailofSuicide wrote:... One thing I also am not sure about is what should happen with regard to Vorpal/Immolation/Piercing weapons. I wanted to allow Triple to be used with these weapons, because it was pretty dumb to have it so you can't activate your artifact if you're holding the wrong weapon, or scroll through your weapons and one of these types comes up and your Triple turns off.

But there's also a confusion factor for people who don't know that these weapons won't be affected by Triple. The general principle is simple: Weapons whose maximum is +10 cannot be Tripled. However I'm not quite sure how it's possible to convey this information effectively to players.
Many times in-game I thought it would be nice to disengage, but not disable, the triple while using those select weapons. E.g. if I'm using energy flak with triple and switch to a vorpal shock to pop an electric slith, then switch back to flak, it would be nice for the triple to reactivate itself.

But yeah, it could be confusing. Maybe keep the old message saying "this weapon cannot be used with triple damage" while at the same time just disengaging the triple, and when a triple-able weapon is switched to, provide a cue like the amp sound.

Btw I like how the onscreen display shows the amount of triple time remaining. That's a nice touch.

Re: Newest version of DWRPG

Posted: Thu May 28, 2009 4:34 pm
by DW_WailofSuicide
Seven_of_69 wrote:
WailofSuicide wrote:... One thing I also am not sure about is what should happen with regard to Vorpal/Immolation/Piercing weapons. I wanted to allow Triple to be used with these weapons, because it was pretty dumb to have it so you can't activate your artifact if you're holding the wrong weapon, or scroll through your weapons and one of these types comes up and your Triple turns off.

But there's also a confusion factor for people who don't know that these weapons won't be affected by Triple. The general principle is simple: Weapons whose maximum is +10 cannot be Tripled. However I'm not quite sure how it's possible to convey this information effectively to players.
Many times in-game I thought it would be nice to disengage, but not disable, the triple while using those select weapons. E.g. if I'm using energy flak with triple and switch to a vorpal shock to pop an electric slith, then switch back to flak, it would be nice for the triple to reactivate itself.
Well, it remains active now, which certainly allows for that behavior. This also doesn't do anything for the rod, which remains "untriple-able."
Seven_of_69 wrote:But yeah, it could be confusing. Maybe keep the old message saying "this weapon cannot be used with triple damage" while at the same time just disengaging the triple, and when a triple-able weapon is switched to, provide a cue like the amp sound.

Btw I like how the onscreen display shows the amount of triple time remaining. That's a nice touch.
The main thing I worry about with the timer thing is that the way it's set up is kind of inefficient (although, there's no other way to get a truly accurate time). I am not sure the benefit there is worth the extra processing that is going on in the background. But that could also just me being a little overcautious about potentially expensive operations.

Re: Newest version of DWRPG

Posted: Fri May 29, 2009 7:00 am
by Jon!
I noticed something similar to seven with the triple, I tripled my MP5 shortly after my flak, and when I went back to flak it had the triple effect on it.

Re: Newest version of DWRPG

Posted: Fri May 29, 2009 11:15 am
by Rizith
yeah couple small things,
1. as most people know you can lose all of your weapons when you get packetloss issues, well i haven't seen in a long while till this patch and to be more exact about the issue whatever weapon u spawnd with, for me its always the redeamer or rocket launcher (this is always mid game too) u can use that weapon but will not see yourself firing it but can hear the hit noises, you cant switch weapons at all, but given enough time you can get some of the weapons back takes about 2 waves to see them.

2.seems like the chances of getting vorpal,eng,inf weapons from the magic weapons maker is decreased quite a bit took me nearly to wave 8 to get a vorpal with a good adren pill spot

Re: Newest version of DWRPG

Posted: Fri May 29, 2009 1:14 pm
by Bandito
One thing I noticed - the awareness bar over some of the monster was appearing 2-3 times larger than normal - not on all of the monsters in a given wave, just some of them & intermitingly at that.

Bandito :flower:

Re: Newest version of DWRPG

Posted: Fri May 29, 2009 3:12 pm
by DW_WailofSuicide
Rizith wrote:yeah couple small things,
1. as most people know you can lose all of your weapons when you get packetloss issues, well i haven't seen in a long while till this patch and to be more exact about the issue whatever weapon u spawnd with, for me its always the redeamer or rocket launcher (this is always mid game too) u can use that weapon but will not see yourself firing it but can hear the hit noises, you cant switch weapons at all, but given enough time you can get some of the weapons back takes about 2 waves to see them.

2.seems like the chances of getting vorpal,eng,inf weapons from the magic weapons maker is decreased quite a bit took me nearly to wave 8 to get a vorpal with a good adren pill spot
Not sure about the PacketLoss thing, that is quite weird - Especially the ability to keep firing and hearing hit sounds.

As for chances of weapons - It's possible that Wraith changed the frequency of some weapon modifiers, but more likely is that you are just imagining this.
Bandit-fs wrote:One thing I noticed - the awareness bar over some of the monster was appearing 2-3 times larger than normal - not on all of the monsters in a given wave, just some of them & intermitingly at that.
Yeah, this probably has something to do with the new interaction effects that are used for status indicators (e.g. Triple, Life Shield, Protection Sphere). I've noticed on several occasions that my console text (Chat messages and such) gets reduced to about half size. Choco also mentioned this affecting Awareness health indicators the other day.

Re: Newest version of DWRPG

Posted: Sun May 31, 2009 11:10 pm
by Watty
Here's my input from what I have seen so far.
1. The Elemental weapon maker is rolling weapons instantly, and only costing 10 adren per roll.
2. Remote max is gone. Don't know much about this, but just something I noticed.
3. Double magic and triple are both having visual issues. For example, with the triple the purple glaze on the weapons are inconstistant. Purple shows with trip is not running, no purple when triple is running, or it works fine. The same problem happens with the double magic, but instead of the purple, it is the changed name. However, when the artifact s not running, there is no actual effect, so it is not a big problem.
4. Force weapons are insane. A maxed force trans will bounce all over like crazy, and the force mines will fly clear accross a map without losing any height.