Ghouls vs Humans: Legacy of Darkness /w Addon: v1.4b -- NEW!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#61

Post by Catastrophe » Sat Apr 06, 2013 10:28 pm

Ghoul nerf incoming

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#62

Post by Sirion » Sat Apr 06, 2013 10:31 pm

I want to thank Ivan for ruining GvH a second time.
Yes.....a FUCKING second time.

The ghouls are OP again, nothing new since NS. But the maps are also getting too complex and too large with each release (Look at the GVHNS maps,......RIDICOLOUS). And Cyborg? Jesus christ superstar, he has now to change his FUCKING weapons to use pulse and cant even use his jet!

Now let's move on to the most fucked up class: the Impaler.
The first time playing this class I thought: "Is this guy serious? Its OP AS FUCK AND RAPES EVERYTHING IMMEDIATELY".
HELL NO, he is not only OP, he also blocks his OWN FUCKING TEAM MATES.
But hey, at least Ivan didnt give him 120+ HP, right?

And the game crashes? Is it that hard to change a bit of the NS acs source to make it work properly without crashing?
RIDICOLOUS.

THANK YOU IVAN, YOU ARE MY HERO.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#63

Post by Gardevoir » Sat Apr 06, 2013 11:42 pm

I wanted to give some feedback about how stuff plays and everything, but since Ivan can't even listen to negative opinions (that unfortunately later turn into overwhelming whining because Ivan simply "blah blah you suck get some life") I decided to only tell this is the biggest piece of crap I have ever "played", because I can't really tell it's playable as is. I agree with the post above in 100%.
Last edited by Gardevoir on Sat Apr 06, 2013 11:43 pm, edited 1 time in total.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#64

Post by Slyfox » Sat Apr 06, 2013 11:47 pm

Sirion wrote: I want to thank Ivan for ruining GvH a second time.
Yes.....a FUCKING second time.
Ok
The ghouls are OP again, nothing new since NS. But the maps are also getting too complex and too large with each release (Look at the GVHNS maps,......RIDICOLOUS). And Cyborg? Jesus christ superstar, he has now to change his FUCKING weapons to use pulse and cant even use his jet!
Yo, if you didn't read the thread they said they're going to make those maps smaller; and you can still use his pulse in inventory btw [iirc]
Now let's move on to the most fucked up class: the Impaler.
The first time playing this class I thought: "Is this guy serious? Its OP AS FUCK AND RAPES EVERYTHING IMMEDIATELY".
HELL NO, he is not only OP, he also blocks his OWN FUCKING TEAM MATES.
But hey, at least Ivan didnt give him 120+ HP, right?
Hes balancing it, he even read your half-critique half reasonless-badmouthing and we told him that he was quite op as well
And the game crashes? Is it that hard to change a bit of the NS acs source to make it work properly without crashing?
RIDICOLOUS.
To be fair he said that its a bug in the port itself, and that 1.1 might be able to fix that exact problem
wrote:THANK YOU IVAN, YOU ARE MY HERO.
You are just that most annoying type of person, you know that right

Give him a chance man, its 1v BETA, not 1v Final with absolutely everything fixed.


Edit:
Gardevoir wrote: I wanted to give some feedback about how stuff plays and everything, but since Ivan can't even listen to negative opinions (that unfortunately later turn into overwhelming whining because Ivan simply "blah blah you suck get some life") I decided to only tell this is the biggest piece of crap I have ever "played", because I can't really tell it's playable as is. I agree with the post above in 100%.
Yo man, if ivan won't listen, catastrophe will! hes not the only one working on this y'know ??? you don't need this lame excuse the bash the wad without even stating any problems
Last edited by Slyfox on Sat Apr 06, 2013 11:49 pm, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#65

Post by Ivan » Sat Apr 06, 2013 11:51 pm

Well as I said before, I do care about your criticism. But when you go "hurr everything sucks ghouls op ahaha we win always you suck at balance" that is not proper criticisism. I'd love it if you gave some time, because good things don't happen instantly.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#66

Post by Gardevoir » Sat Apr 06, 2013 11:54 pm

Slyfox wrote:
Gardevoir wrote: I wanted to give some feedback about how stuff plays and everything, but since Ivan can't even listen to negative opinions (that unfortunately later turn into overwhelming whining because Ivan simply "blah blah you suck get some life") I decided to only tell this is the biggest piece of crap I have ever "played", because I can't really tell it's playable as is. I agree with the post above in 100%.
Yo man, if ivan won't listen, catastrophe will! hes not the only one working on this y'know ??? you don't need this lame excuse the bash the wad without even stating any problems
Yeah, and I hope Catastrophe can turn this mod into something decent. However, due to Ivan's attitude, I'm not going to help. Sorry but I just can't.

Edit: Ivan, if you could only listen to me, and not start a flamewar, I could tell you everything, but since you take everything as "hurr everything sucks ghouls op ahaha we win always you suck at balance" (I never said such thing) then good job.

Quick Edit2: not to mention your clan buddies only making it worse.

Edit of edit : oh I just noticed you "care" about my criticism Ivan, good to know, too bad you didn't before.
Last edited by Gardevoir on Sun Apr 07, 2013 12:04 am, edited 1 time in total.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#67

Post by Catastrophe » Sat Apr 06, 2013 11:58 pm

Sirion wrote: I want to thank Ivan for ruining GvH a second time.
Yes.....a FUCKING second time.
Yet, you are still playing as we speak.
Sirion wrote: The ghouls are OP again, nothing new since NS.
Thank you for not telling us what we need to nerf.
Sirion wrote: But the maps are also getting too complex and too large with each release
You do realize that there are no new maps, and ALL of ivans maps were either removed, or shrunk.

Sirion wrote: (Look at the GVHNS maps,......RIDICOLOUS). And Cyborg? Jesus christ superstar, he has now to change his FUCKING weapons to use pulse and cant even use his jet!
You realize being able to pulse during flight was a bug to begin with. So yes, you're spoiled.
Sirion wrote: Now let's move on to the most fucked up class: the Impaler.
The first time playing this class I thought: "Is this guy serious? Its OP AS FUCK AND RAPES EVERYTHING IMMEDIATELY".
HELL NO, he is not only OP, he also blocks his OWN FUCKING TEAM MATES.
AS I SAID BEFORE HES GETTING NERFED MR. ALL CAPS
Sirion wrote: And the game crashes? Is it that hard to change a bit of the NS acs source to make it work properly without crashing?
RIDICOLOUS.
It's a bug with Zandronum itself, also if you had half a brain you'd realize it's DECORATE related.
Last edited by Catastrophe on Sat Apr 06, 2013 11:58 pm, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#68

Post by Ariados » Sun Apr 07, 2013 12:00 am

Horrible.....just.....horrible.....please fix this mod soon. It hurts to play.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#69

Post by Slyfox » Sun Apr 07, 2013 12:05 am

Ariados wrote: Horrible.....just.....horrible.....please fix this mod soon. It hurts to play.
Nice, love the explanation of why
very ensuring indeed

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#70

Post by Ariados » Sun Apr 07, 2013 12:12 am

Slyfox wrote:
Ariados wrote: Horrible.....just.....horrible.....please fix this mod soon. It hurts to play.
Nice, love the explanation of why
very ensuring indeed
- It sucks that you are now forced to switch between weapons just to use the "item", that only existed in NS. For example: Choke (has now to change weapons to use vomit.). This makes it more difficult for ghouls to use the whole attack variety.

- The class Impaler ruins the whole gameplay with his pillars blocking his own team mates. He is also too quiet and too hard to see. He can easily camp on stairs and rape everyone who passes by. Make him more visible.
He has no chance against 3D floors or Cyborgs that camp on other objects/actors.
But the health is ok.

- Why did you remove the barbarian? He had a good concept, but was kinda poor programmed. (Buggy GLDefs, left SFX actors on floor ect. ect.)

- I dont know what causes the server crashes, but try to fix them. It sucks to play and crashing every 5 or 10 minutes.

You want moar?
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#71

Post by Catastrophe » Sun Apr 07, 2013 12:26 am

Ariados wrote: - It sucks that you are now forced to switch between weapons just to use the "item", that only existed in NS. For example: Choke (has now to change weapons to use vomit.). This makes it more difficult for ghouls to use the whole attack variety.
That was made because not everyone has gaming mice, using weapon switching on a mouse is actually a lot better than inventory. Just get used to it.
Ariados wrote: - The class Impaler ruins the whole gameplay with his pillars blocking his own team mates. He is also too quiet and too hard to see. He can easily camp on stairs and rape everyone who passes by. Make him more visible.
He has no chance against 3D floors or Cyborgs that camp on other objects/actors.
But the health is ok.
-Ok the nerf patch makes impalers spikes pass through.

-Go take a screenshot of the supposed "3d floor", and tell me if it actually happens.

-He can climb on top of trees and such, so there's no problem there.
Ariados wrote: - Why did you remove the barbarian? He had a good concept, but was kinda poor programmed. (Buggy GLDefs, left SFX actors on floor ect. ect.)
He's a melee human, which makes absolute no sense since the entire balance of GvH is range vs melee.
Ariados wrote: - I dont know what causes the server crashes, but try to fix them. It sucks to play and crashing every 5 or 10 minutes.
I think this patch *might* fix it.
Ariados wrote: You want moar?
Go ahead.

@everyone else, yo I'm completely open to suggestions as long as you can elaborate on what we should do. So no, "GHOULS OP XDXD HURR DURR", instead go "Ghouls are op, because...."
Last edited by Catastrophe on Sun Apr 07, 2013 12:32 am, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#72

Post by EnsaladaDeTomate » Sun Apr 07, 2013 12:32 am

Hmm i was specting something better in this "Continuation of the Nordic Saga", but since i saw how is this going, i have to say that i want the Nordic Saga back....... The impaler was a very dissapointing thing for me, the Defiler looks much better than it atm, it shouldnt been removed, n the only good thing from the Impaler is the Gb's upgrade weapon (looks better n realisitc :P)

Well, atm the Ghoustbuster still with 135 ammo (sucks for me), i stopped from playing gvh ns since they ruined it (i was a gb player at that time).... i hope to see him with 150 ammo back.

Hope this mod will get better soon, since no1 could make a REAL revival of GVH.

Btw i hope u guys like my criticism (sorry for my horrible english btw)
Last edited by EnsaladaDeTomate on Sun Apr 07, 2013 12:33 am, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#73

Post by Catastrophe » Sun Apr 07, 2013 12:38 am

Ok, we should be getting new defiler sprites soon.

Ghost buster now has 150 ammo :)

Speaking of changes, here are the changes so far. Please post if you disagree or need something else added.

* Hunter super lightning arrow damage reduced by 10.
* Cyborg cell recharge speed increased by 2 tics.
* Ghostbuster has 150 cells again.
* Ghostbuster rock cannon projectile speed has been increased by 2.
* Engineer's Pulverizer damage increased by 2.
* Santa starts with 6 star ammo now.
* Fixed a bug with Warlock not getting any souls for kills with new alt fire of lightning hands.
* Void sphere direct hit damage increased by 5.
* Void sphere lightning damage has been increased by 3.
* Warlock's big fire ball speed increased by 5.
* Warlock's small fire ball speed increased by 1.
* Warlock's big fire ball can go through humans now.
* Fixed a dispenser message related to PW.
* Fixed a bug with PW's blades that made them do no damage sometimes.
* Moved cooldown messages of PW to center.
* Updated weapon tip for PW to reflect how much Energy Point his abilities required.
* Buffed PW's shotgun damage per pellet by 1.

* Jitterskull's health reduced to 130.
* Creeper's stun ball duration reduced by 8 tics.
* Choke's health is reduced to 125.
* Choke heals 1 point less now.
* Frostbite's ice rain has been removed.
* His breath recharge amount is now 2.
* Impaler's spikes are no longer solid.
* Impaler health reduced to 75.

* Fixed a bug with achievement list resetting your achievements when you spectate.
* Moved achievement display a bit higher on screen.
* Fixed some animation bugs. (GVHNS08)
Last edited by Catastrophe on Sun Apr 07, 2013 12:43 am, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#74

Post by katZune » Sun Apr 07, 2013 12:46 am

I feel this is better than NS, they are FIXING, don't want a new beta each hour, that's dumb, all classes are ok, i mean it dont need a lot of new classes,
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#75

Post by Catastrophe » Sun Apr 07, 2013 12:48 am

It'll be a patch, not an entire new core.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#76

Post by Ariados » Sun Apr 07, 2013 12:57 am

Catastrophe wrote: * Santa starts with 6 star ammo now.
* Warlock's big fire ball can go through humans now.
* Buffed PW's shotgun damage per pellet by 1.
* Jitterskull's health reduced to 130.
* Choke's health is reduced to 125.
* Creeper's stun ball duration reduced by 8 tics.
I am not ok with those points:

- Santa has already enough star ammo + dispenser from each engineer.
You shouldnt encourage spamming, because the star launcher is also quite strong.

- Why should exactly this projectile fly through the humans but not the other ones? This makes no sense at all, dont turn the big fire ball into a ripper. It's strong too, and it would just make it too strong, especially in a small room with many players.

- I'd say the damage dealt by the PW's shotgun is ok like it is right now, so dont change it, it may unbalance important stuff related to the PW class.

- Why dou want to reduce the Jitterskulls health by 20 (TWENTY) points ??? It's way too much, let it be 150 hp or make it 140/145 hp.
Jitterskull is already weak enough in wide open areas.

- Same goes for Choke. Seriously? 30 HP ??? Do it the same as Jitter.

- 8 tics are a quarter of a second. Thats too much. The duration how it is, is fine. Let it stay like it is.

It seems like you guys just randomly change values of the each classes to hope the result will be a balanced patch, but it wont be unless you take care of the feedback of the players.

And please dont change too much stuff at once. Those changes need a lot of time until you can say: "Heh, we shouldnt have done this / It was a good idea to do this". The less you change at once, the better the view on the overall replayability and fun of GvH.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#77

Post by Catastrophe » Sun Apr 07, 2013 1:20 am

Ariados wrote: - Santa has already enough star ammo + dispenser from each engineer.
You shouldnt encourage spamming, because the star launcher is also quite strong.
Back to 5.
Ariados wrote: - Why should exactly this projectile fly through the humans but not the other ones? This makes no sense at all, dont turn the big fire ball into a ripper. It's strong too, and it would just make it too strong, especially in a small room with many players.
No, it only passes through humans, so it'll still explode on the first ghoul it touches.
Ariados wrote: - I'd say the damage dealt by the PW's shotgun is ok like it is right now, so dont change it, it may unbalance important stuff related to the PW class.
Well a majority of the server said it was too weak. Plus, it's only one point.
Ariados wrote: - Why dou want to reduce the Jitterskulls health by 20 (TWENTY) points ??? It's way too much, let it be 150 hp or make it 140/145 hp.
Jitterskull is already weak enough in wide open areas.
Jiterskull's health is now 135, the health nerf will stay.
Ariados wrote: - Same goes for Choke. Seriously? 30 HP ??? Do it the same as Jitter.
You gotta keep in mind that choke instantly heals on every munch, so his health can be easily replenished.
Ariados wrote: - 8 tics are a quarter of a second. Thats too much. The duration how it is, is fine. Let it stay like it is.
Ok.
Ariados wrote: It seems like you guys just randomly change values of the each classes to hope the result will be a balanced patch, but it wont be unless you take care of the feedback of the players.
Nah, we change it based on our experiences, and for quality purposes we both HAVE to agree on the change.
Ariados wrote: And please dont change too much stuff at once. Those changes need a lot of time until you can say: "Heh, we shouldnt have done this / It was a good idea to do this". The less you change at once, the better the view on the overall replayability and fun of GvH.
It's fine, tbh we can easily undo anything with a 10KB or less patch.
Last edited by Catastrophe on Sun Apr 07, 2013 1:20 am, edited 1 time in total.

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#78

Post by katZune » Sun Apr 07, 2013 2:53 am

just one thing, i feel the chaingun so useless, maybe more damage but less ammo? is too slow to attack but maybe can be compensated for be stronger
Whitout a good PC ATM, i will back when 2.0 come out, :)
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Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#79

Post by Ivan » Sun Apr 07, 2013 4:46 am

I urge everyone to join our testing session on BE server with the new patch. I'm pretty sure it's better now.
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RE: Ghouls vs Humans: Legacy of Darkness v1.0

#80

Post by CloudFlash » Sun Apr 07, 2013 2:56 pm

I don't like that NS map with tabadam music. Tyrade of War, I think. That might be because of lack of the realism. Maps in cities, fine. Maps in forest, fine. Map in the realm of Gods, with no real reason for ghouls to appear in, and even less reasons for humans to live in, not fine. Maps shouldn't be all about the looks, they are better when they make sense. On most maps even something as small as adding empty graves adds to the realism and the gravity of the situation. ...the.
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