WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: Final5 Beta is out!

#421

Post by Theshooter7 » Tue Aug 28, 2012 12:21 am

Dynomic wrote: TheShooter7, did you get the PM I sent you?
I tried to download the map but the link expired.
Image

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: Final5 Beta is out!

#422

Post by Killer2 » Tue Aug 28, 2012 10:02 am

I suggest moving all murd items to hotkeys, so the users can map all of them. I personally wanted Berth binded, but with nothing in the menu I had to search for it in dumpclasses or dumpmapthings. For anyone who wants to know, you can bind it to a key with bind <key> "use chlorinegas.
Also, Shooter, I know a lot of people are probably bugging you with this lately but...when do you expect the new version to arrive?

EDIT:I would also like to suggest making the number of free points dependant of the number of players. The murd isn't supposed to use too many tools when there are 5 players, but he's supposed to use a load of tools and meds when there are, say, 20 players. Example (not a very good one): free points=number of players divided by 3, rounded to the closest value.
Last edited by Killer2 on Tue Aug 28, 2012 12:28 pm, edited 1 time in total.

User avatar
Lord_of_D:
Posts a lot
Posts: 691
Joined: Sun Aug 26, 2012 5:31 am
Location: Mexico
Contact:

RE: Who Dun It: Final5 Beta is out!

#423

Post by Lord_of_D: » Wed Aug 29, 2012 12:49 am

btw, as a little hint, please make the Bertholite unrespawnneable. Theres some people who abuse of its opness and use ONLY the Berth instead of the knife for attack.
Image

Dynomic
 
Posts: 30
Joined: Sun Jun 10, 2012 7:16 pm

RE: Who Dun It: Final5 Beta is out!

#424

Post by Dynomic » Wed Aug 29, 2012 12:50 am

Theshooter7 wrote:
Dynomic wrote: TheShooter7, did you get the PM I sent you?
I tried to download the map but the link expired.
Alright, you should have a legit, fixed version in your PM box now.

Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: Final5 Beta is out!

#425

Post by Theshooter7 » Wed Aug 29, 2012 1:32 am

Lord_of_D: wrote: btw, as a little hint, please make the Bertholite unrespawnneable. Theres some people who abuse of its opness and use ONLY the Berth instead of the knife for attack.
I can nerf it so it doesn't start doing damage immediately after bursting (much like how the Molotov flames only start to hurt a short time after they ignite). This will reduce it's effectiveness as an offensive item. Sound fair? (The wait time will be really short though, so it's not entirely unfair)
Image

Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

RE: Who Dun It: Final5 Beta is out!

#426

Post by Cruduxy » Wed Aug 29, 2012 1:47 am

Heh people are now racing to break the high scores of items used, time spent on games and other stuff.. it is really rare to find murderers relying on knife anymore (beside the ones who have been playing wdi since it came out :P)

Image
Useless murderer is useless -why didn't he used trips too-
Image
Another bertholiter.. people are increasingly learning to fully
survive any berth you bother to throw tbh
Image
20 stims in a small game is overkill
Image
A lot of people miss this map! so random action shot ;)

Edit : No idea why I hid their nicks in the images heh
Please remake a more punishing score system for those players! A lot of people beg for these because a 89% with high usages makes them keep spamming.. a 26% mixed with player's laughing at them should be enough to end it :razz:
Last edited by Cruduxy on Wed Aug 29, 2012 1:48 am, edited 1 time in total.
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: Final5 Beta is out!

#427

Post by Theshooter7 » Wed Aug 29, 2012 1:55 am

Again though, I have yet to receive a good suggestion on how to balance the score system. As you can see though, a lot of people in those games have really low scores, though it is high for the amount of items they used.

There are some small bits of ideas in the past suggestions but nothing that I can use for a complete overhaul. And I don't want anything mega complex, either. Understand that the only items that need any sort of score changing from how it is now (as in, in the next version) are: Bertholite, Medkits, and Trip Shotguns (maybe).
Image

Catastrophe
Retired Staff / Community Team Member
Posts: 2569
Joined: Sat Jun 02, 2012 2:44 am

RE: Who Dun It: Final5 Beta is out!

#428

Post by Catastrophe » Wed Aug 29, 2012 1:59 am

They aren't doing it for the score, only to get an easy win lol. Just make breth unrespawnable.

Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: Final5 Beta is out!

#429

Post by Theshooter7 » Wed Aug 29, 2012 2:34 am

Catastrophe wrote: They aren't doing it for the score, only to get an easy win lol. Just make breth unrespawnable.
I can't do that, or you'll end up like before where the murderer would get screwed over by some guy camping about. Increasing the respawn time should be fair enough but it'll likely stall the game.

In other news, RC testing is about to begin. If you received a PM with the download link, look for the Canadian Bacon server hosting the new PK3. Join up any time and play with other testers.
Image

Jigsaw
Forum Regular
Posts: 180
Joined: Sun Jun 24, 2012 9:43 am

RE: Who Dun It: Final5 Beta is out!

#430

Post by Jigsaw » Wed Aug 29, 2012 5:40 am

Theshooter7 wrote:
Lord_of_D: wrote: btw, as a little hint, please make the Bertholite unrespawnneable. Theres some people who abuse of its opness and use ONLY the Berth instead of the knife for attack.
I can nerf it so it doesn't start doing damage immediately after bursting (much like how the Molotov flames only start to hurt a short time after they ignite). This will reduce it's effectiveness as an offensive item. Sound fair? (The wait time will be really short though, so it's not entirely unfair)
Please don't do that, it will make berth useless. It's for quickly killing and trapping a group, and I don't think we want to lose this property. It would be even better if the bottle exploded right when it hits something - like Molotov. Also, in my opinion, the pistol needs not extra damage, but extra stun.
EDIT: What do we need to get in the testing team? I'd like to test.
Last edited by Jigsaw on Wed Aug 29, 2012 5:43 am, edited 1 time in total.

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#431

Post by Killer2 » Wed Aug 29, 2012 7:39 am

The pistol doesn't need extra anything. It's incredibly powerful as it is.

User avatar
Zeberpal
Forum Regular
Posts: 476
Joined: Mon Jun 04, 2012 6:55 am

RE: Who Dun It: Final5 Beta is out!

#432

Post by Zeberpal » Wed Aug 29, 2012 7:39 am

Jigsaw wrote: EDIT: What do we need to get in the testing team? I'd like to test.
I would like to be a tester this time too.
Image ImageImage

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#433

Post by Killer2 » Wed Aug 29, 2012 7:44 am

I generally like beta testing stuff too.

Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: RC Testing begins...

#434

Post by Theshooter7 » Wed Aug 29, 2012 3:00 pm

I apologize to anyone who believes they should be a tester (particularly Zeberpal: Of course you're always welcome to be a tester!). Having some trouble with getting our testing server up, if you receive a PM about testing within the next couple days, then you'll know for sure. :)
Image

Gardevoir
Forum Regular
Posts: 184
Joined: Mon Jun 18, 2012 6:30 am
Location: Tekwall4

RE: Who Dun It: RC Testing begins...

#435

Post by Gardevoir » Wed Aug 29, 2012 6:44 pm

I'd like to report a bug. It's about backstabbing corpses... well, sometimes you're able to do that. And then, stuff like frontal backstabs happen. Kinda sucky, to get a killing stab into face before you will do anything.

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#436

Post by Killer2 » Wed Aug 29, 2012 7:24 pm

I think normal weapons in hands of murd should do the same damage as in the hands of innocents (except for guns of course). This way, the murd can join tk's and play innocent without instantly being caught for dealing higher damage.

Jigsaw
Forum Regular
Posts: 180
Joined: Sun Jun 24, 2012 9:43 am

RE: Who Dun It: RC Testing begins...

#437

Post by Jigsaw » Wed Aug 29, 2012 8:04 pm

Killer2 wrote: I think normal weapons in hands of murd should do the same damage as in the hands of innocents (except for guns of course). This way, the murd can join tk's and play innocent without instantly being caught for dealing higher damage.
^ This. If murd won't get the same damage, the good old punchcheck syndrome will return in other weapons checks. This community learns exploits very fast, so huge differences like this should be all eliminated. Besides weapon damage, my opinion is that the vulnerabilities/HP nerfs that the murderer gets should be given ONLY to red aura guys -- or give him less and barely noticeable, because he gets extra HP for a reason, and it shouldn't be countered with these vulnerabilities. In normal sized games, his HP can even drain faster than if he had 100 HP as innocent.

Catastrophe
Retired Staff / Community Team Member
Posts: 2569
Joined: Sat Jun 02, 2012 2:44 am

RE: Who Dun It: RC Testing begins...

#438

Post by Catastrophe » Wed Aug 29, 2012 9:19 pm

If breth isn't going to be unrespawnable then fix the sanity, the 22 medkit games are bullshit.

Jigsaw
Forum Regular
Posts: 180
Joined: Sun Jun 24, 2012 9:43 am

RE: Who Dun It: Final5 Beta is out!

#439

Post by Jigsaw » Thu Aug 30, 2012 7:26 am

Theshooter7 wrote: Again though, I have yet to receive a good suggestion on how to balance the score system. As you can see though, a lot of people in those games have really low scores, though it is high for the amount of items they used.

There are some small bits of ideas in the past suggestions but nothing that I can use for a complete overhaul. And I don't want anything mega complex, either. Understand that the only items that need any sort of score changing from how it is now (as in, in the next version) are: Bertholite, Medkits, and Trip Shotguns (maybe).
Well, here's a suggestion, tell your opinions about it.
I think that the entire score thing should be depending on the size of the game, and the score of items should be depending on their success or failure. For example, say we are in a game of 5 people. The murderer killed everyone, using only knife and no meds. That's clearly an S rank. Same game, next round. The murderer again kills everyone, 1 with tripwire shotgun, the rest with knife. No meds used, just one trip SG. Here comes the weird part: He gets an S here too! Why? Because his trap succeeded. If his traps would fail, it should substract score as it does now. And of course, substract tons of score if it hits the murd himself! Next round. Murderer kills everyone, but used 3 meds. That's not an S obviously. But if there were 10 people, it's an S - my idea is that meds won't take away score until you use as much meds as half -1 of the people in the server. So in a 10-sized game, you can use 4 meds and still get an S. Also, to make things more fair, substract the murderer from the player count when doing this, or make a fixed limit of useable meds without punishment in games bigger than e.g. 12. The point of all this stuff is to not necessarily take away score for using meds and traps - they are part of the game and there's nothing more satisfying than watching your victim through camera while he gets a few extra holes by your SG trap. If the murd placed it rather stupid, and it didn't go off, if the berth didn't kill anyone and faded away, or if nobody picked up the rigged stimpacks, then the murderer deserves to get his score taken - but keep in mind that in smaller games, the chances someone falling victim to the trap is smaller, so it needs less score to take. Well that's it, the amount of score taken should depend on its success and the amount of players. I still don't know how to score the sound emitter and smoke bomb though. Also, how about an ingame score meter for murd, for example in the upper right corner of the screen, that would keep track of the score he currently has.
Hate it or love it?
Last edited by Jigsaw on Thu Aug 30, 2012 7:33 am, edited 1 time in total.

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: Final5 Beta is out!

#440

Post by Killer2 » Thu Aug 30, 2012 12:16 pm

Jig, thank you for the positive feedback.

As for your post, I really like your meds system. Very good idea. For the traps, while I agree it should substract less points in a small map, it should also give less points in a big map (for the reasons you mentioned).
Fake stims shouldn't really give score (since they're really easy to put in places where normal meds were) unless the puff checks come back. As for the sound emitters and smokebombs, I have a reply some pages back that takes those into account.
The score meter sounds like a great idea (it should be a toggle though). Doesn't sound that hard to code either. Also, what about my idea a while back to have more bindable items?
I'd like to report a bug. You can stack multiple fake meds on top of each other. This hasn't been reported yet because of the lack of usage I guess (heh).

Also, I'd like to suggest a feature for the murd. Since the altfire for knife isn't used, I suggest it being a drop weapon function. Since the murd has to use knife and might benefit for having a weapon (wrench, pipe etc.), he should have the option to immediately drop the weapon for those cases when you kill someone with a pistol, bow etc. This would make murd and innocent weapon dropping times the same, since innocents don't have to change the weapon a lot when trying to drop, while the murderer does have to change to the weapon he has, drop it, then change BACK to knife to attack/use the speed boost. So, what do ya guys think?

Post Reply