WhoDunIt - Finally Released!
RE: Who Dun It: RC Testing begins...
Also, I'd like to add that I'd like to see the xbow on wdi02 back, and see one of the guns disappear instead. One of the reasons is that it's a really good xbow map. The other is kinda silly, but I want my memories when I destroyed an entire row of pots with only one bolt back! D:
Also, I think wdi06 needs some bolt spawns. If you only get one you're more or less fucked.
Also, I think wdi06 needs some bolt spawns. If you only get one you're more or less fucked.
RE: Who Dun It: RC Testing begins...
I remember a guy tossing a molv on me in asylum's crossbow room and permalocking the door with use.. I was out of the bound and laughed at his attempt to kill me with the weapon.. suddenly door opened, a second molv hit me and the door remained permalocked.. yea keep penalty its an effective troll weapon :P
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RE: Who Dun It: RC Testing begins...
Another thing I'd like to suggest would be to still heal the murd if someone dies via molotov. Some people can throw molotov, grab another weapon, and when they're low, suicide in the molly, effectively negating you the healing effect.
RE: Who Dun It: RC Testing begins...
Actually I think denying murd kills could be a good tactic to balance things a bit.. also anyone else finds suddenly tking while fighting murd in a group irritating and unfair? (The murd finds joy in having people steal his kills?)
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RE: Who Dun It: RC Testing begins...
The no-tk penalty on Molotovs must stay. I'd rather have people figure out inventive ways to try and intentionally TK with the short supply of molotovs, than for someone to throw it as a defensive move against the murd and some jerk deliberately jumps in it to penalize you.
RE: Who Dun It: RC Testing begins...
Shooter is right, Molotovs MUST NOT have penalty. It can be really balls when you fight the murd with the molotov, he gets away, and suddenly, a wild aura appears, then a wild murd appears again, and you are dead in 2 stabs, or if the community acts extremely trollish, you get 3 kills with the molly and you are out of the game. Remember, you are not the idiot if you throw the molotov, you are the idiot if you walk into it deliberately and die. I know, we all did it, but it's just not right. It doesn't make sense anyway. However, I agree with murderer getting HP and sanity when a TK appears, even the game says "Cause panic! Letting the players kill eachother saves you the trouble." so why not just make that actually happen.
Last edited by Jigsaw on Wed Sep 12, 2012 4:20 pm, edited 1 time in total.
RE: Who Dun It: RC Testing begins...
To be fair most people just lob them randomly at the start of the round, but in any case it's probably better off without the penalty.
RE: Who Dun It: RC Testing begins...
I think the molotovs shouldn't spawn until the safety period wears off.
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RE: Who Dun It: RC Testing begins...
Sorry if I'm not being specific enough, but there's a bad murd hole in Slaughter Seminar, where the players can pretty much pile up inside and knock the murd to death.
Last edited by BloodyAcid on Wed Sep 12, 2012 8:57 pm, edited 1 time in total.
RE: Who Dun It: RC Testing begins...
I think we may need something more specific (a location description, a screenshot maybe).
RE: Who Dun It: RC Testing begins...
Some maps (like museum) are bad displayed in OpenGL renderer in 640x480 resolution. Like you float in skybox in cyberdemon area.
I know 640x480 is not much used on nowadays PCs, but some VGA video glasses use that resolution.
I know 640x480 is not much used on nowadays PCs, but some VGA video glasses use that resolution.
Last edited by quasist on Thu Sep 13, 2012 2:37 pm, edited 1 time in total.
- Sicamore
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RE: Who Dun It: RC Testing begins...
Quasist the ogl renderer of zandronum is out of our control, however I know how annoying it is, trust me.
Last edited by Sicamore on Thu Sep 13, 2012 4:53 pm, edited 1 time in total.
RE: Who Dun It: RC Testing begins...
Ok, this is something that has been bugging me for a fairly long time now. Does anyone know why the server is full during a period of the day, while it's completely empty during other periods of the day?
RE: Who Dun It: RC Testing begins...
People tend to play this rather at night. (I mean, night in here, Hungary, GMT + 1) It's cool because playing this at night is badass. xD
RE: Who Dun It: RC Testing begins...
Because schedules? If it's empty, join and wait and maybe some other people will join. Otherwise it's just a bad time to play and the people who are currently playing at that time don't want to play this, they want to play something else.Killer2 wrote: Ok, this is something that has been bugging me for a fairly long time now. Does anyone know why the server is full during a period of the day, while it's completely empty during other periods of the day?
RE: Who Dun It: RC Testing begins...
Got some ideas, let's see how you like it.
1. Random punishments for TKs. Rendering the player deaf (this could last through the whole round)
-Rendering the player blind (this must have a time limit or else it will cause extreme amounts of RQ)
-Rendering the player mute (disabling chat, again, this could last a full round)
-Slowing down the player to the speed of a crippled player, but no cure by using meds
-Forcing the player to drop his/her weapon and make him/her unable to pick up any item
-Making the players' weapons do half the damage or be half accurate.
-Making the player instantly marked for the murderer (or even all players!) like in finales
-Give the player a reverse effect of the drain rune - if he damages players further, he suffers some damage.
-Give the player a constant colored tint. Why is that a punishment? It's annoying.
-And of course, the effects used now - dropping meds, getting no-regen, aura.
I think these should be categorized and used respectively to the Warning level which is going to be implemented in WDI 6, or just give them randomly like AOW2's crates.
2. Fix pick-up messages. The most out of hand message is "You picked up a flare". I like the ones starting with "Found", I think all should start with it. The other thing about messages, is that the shovel and the brick got these notes "Classy!" "Good for throwing!". Personally I think these don't fit very well in this kind of game, but if we want them at all costs, make all the weapons have them.
3. Alt-firing
Most weapons don't have an Alt-fire. I think they all could have, which could be THROWING. It could make for nice animated, rotating projectiles, and it could be also realistic (imagine chasing a twisted guy who killed your buddies, but he runs faster than you do, and you can't hit him with your pipe you just found in the backyard, might as well just throw it at the guy). This could have a nice balance, because heavier weapons won't fly as far as lighter ones do.
4.) If possible through some hack, make dead/spectating players unable to change name. It's exploited an awful lot to circumvent chat disabling while dead.
5.) Sounds.
Some coughing pain sounds would be nice for bertholite-poisoned players, and instead of "thick" and "wimpy" sounds there could be male and female.
This is it for now, I hope I helped. Also, not to make anyone hurry, just asking, how is the development progressing? Can we help somehow other than giving ideas?
1. Random punishments for TKs. Rendering the player deaf (this could last through the whole round)
-Rendering the player blind (this must have a time limit or else it will cause extreme amounts of RQ)
-Rendering the player mute (disabling chat, again, this could last a full round)
-Slowing down the player to the speed of a crippled player, but no cure by using meds
-Forcing the player to drop his/her weapon and make him/her unable to pick up any item
-Making the players' weapons do half the damage or be half accurate.
-Making the player instantly marked for the murderer (or even all players!) like in finales
-Give the player a reverse effect of the drain rune - if he damages players further, he suffers some damage.
-Give the player a constant colored tint. Why is that a punishment? It's annoying.
-And of course, the effects used now - dropping meds, getting no-regen, aura.
I think these should be categorized and used respectively to the Warning level which is going to be implemented in WDI 6, or just give them randomly like AOW2's crates.
2. Fix pick-up messages. The most out of hand message is "You picked up a flare". I like the ones starting with "Found", I think all should start with it. The other thing about messages, is that the shovel and the brick got these notes "Classy!" "Good for throwing!". Personally I think these don't fit very well in this kind of game, but if we want them at all costs, make all the weapons have them.
3. Alt-firing
Most weapons don't have an Alt-fire. I think they all could have, which could be THROWING. It could make for nice animated, rotating projectiles, and it could be also realistic (imagine chasing a twisted guy who killed your buddies, but he runs faster than you do, and you can't hit him with your pipe you just found in the backyard, might as well just throw it at the guy). This could have a nice balance, because heavier weapons won't fly as far as lighter ones do.
4.) If possible through some hack, make dead/spectating players unable to change name. It's exploited an awful lot to circumvent chat disabling while dead.
5.) Sounds.
Some coughing pain sounds would be nice for bertholite-poisoned players, and instead of "thick" and "wimpy" sounds there could be male and female.
This is it for now, I hope I helped. Also, not to make anyone hurry, just asking, how is the development progressing? Can we help somehow other than giving ideas?
Last edited by Jigsaw on Mon Sep 24, 2012 8:17 pm, edited 1 time in total.
RE: Who Dun It: RC Testing begins...
This would somewhat encourage TKing, which would be kind of bad (think of it like this:Wha, I wonder what effect I'll get for my next tk!Jigsaw wrote: Got some ideas, let's see how you like it.
1. Random punishments for TKs. Rendering the player deaf (this could last through the whole round)
-Rendering the player blind (this must have a time limit or else it will cause extreme amounts of RQ)
-Rendering the player mute (disabling chat, again, this could last a full round)
-Slowing down the player to the speed of a crippled player, but no cure by using meds
-Forcing the player to drop his/her weapon and make him/her unable to pick up any item
-Making the players' weapons do half the damage or be half accurate.
-Making the player instantly marked for the murderer (or even all players!) like in finales
-Give the player a reverse effect of the drain rune - if he damages players further, he suffers some damage.
-Give the player a constant colored tint. Why is that a punishment? It's annoying.
-And of course, the effects used now - dropping meds, getting no-regen, aura.
I like the pickup messages the way they are, particularly the shovel and brick ones. They're funny!Jigsaw wrote: 2. Fix pick-up messages. The most out of hand message is "You picked up a flare". I like the ones starting with "Found", I think all should start with it. The other thing about messages, is that the shovel and the brick got these notes "Classy!" "Good for throwing!". Personally I think these don't fit very well in this kind of game, but if we want them at all costs, make all the weapons have them.
Not to say that I'm against it, but this would require a HUGE amount of tweaking and rebalancing. Not worth it IMO.Jigsaw wrote: 3. Alt-firing
Most weapons don't have an Alt-fire. I think they all could have, which could be THROWING. It could make for nice animated, rotating projectiles, and it could be also realistic (imagine chasing a twisted guy who killed your buddies, but he runs faster than you do, and you can't hit him with your pipe you just found in the backyard, might as well just throw it at the guy). This could have a nice balance, because heavier weapons won't fly as far as lighter ones do.
I totally agree with this! I hate the people that do that.Jigsaw wrote: 4.) If possible through some hack, make dead/spectating players unable to change name. It's exploited an awful lot to circumvent chat disabling while dead.
I like the coughing idea. Implementing female sounds could be tricky, as this could make the sound emitters almost useless if someone uses a single sound class. The "thick" and "wimpy" sounds could be traded for female sounds though (as in, having a single sound for man and one for woman).Jigsaw wrote: 5.) Sounds.
Some coughing pain sounds would be nice for bertholite-poisoned players, and instead of "thick" and "wimpy" sounds there could be male and female.
RE: Who Dun It: RC Testing begins...
1. I don't think it would encourage TK. It is true that people will be curious about the effects, but it won't worth it. They maybe TK at the first few days, and when they find out all or get a heavier one such as blinding, they would calm. Also, with Shooter's warning level system, they will be removed from the game for too mucg TKing.
2. They are indeed funny, but they just don't fit in this dark, scary nature of WDI. But as I said, I don't have a major problem against them, so if we decide to keep them, add them to every weapon.
3. It would need new projectile types, and a few lines in Decorate to add the Altfire. About the balancing itself, that's an other thing, I think the power should depend on the heaviness of the object. For example, a wooden pool cue is pretty light, it would be pretty low damge when throwing, but due to it's light weight it could fly far. Power can be also compared to normal fire. Pipe isn't very strong when hitting, but it slides nicely out of your hand, flies pretty fast, but due to its weight, it doesn't go as far as a cue. The brick should have the same thing, move throwing to altfire and add a very short-ranged hit to prim fire. It might take some work indeed, but would create new tactics, not just "lol, i got shovel, lets bash his ass in with 3 hits". And as I said, I would gladly help with these ideas.
2. They are indeed funny, but they just don't fit in this dark, scary nature of WDI. But as I said, I don't have a major problem against them, so if we decide to keep them, add them to every weapon.
3. It would need new projectile types, and a few lines in Decorate to add the Altfire. About the balancing itself, that's an other thing, I think the power should depend on the heaviness of the object. For example, a wooden pool cue is pretty light, it would be pretty low damge when throwing, but due to it's light weight it could fly far. Power can be also compared to normal fire. Pipe isn't very strong when hitting, but it slides nicely out of your hand, flies pretty fast, but due to its weight, it doesn't go as far as a cue. The brick should have the same thing, move throwing to altfire and add a very short-ranged hit to prim fire. It might take some work indeed, but would create new tactics, not just "lol, i got shovel, lets bash his ass in with 3 hits". And as I said, I would gladly help with these ideas.
RE: Who Dun It: RC Testing begins...
2. WDI isn't so serious, think about the rave boxes, the easter eggs and other kind of funny stuff. I think the mix of funny with realistic blends pretty well. If they were removed, all things would be somewhat boring to pick up. If they were added to more weapons, it would just be too over the top.
3. Maybe it's doable, but just why? That would add a lot of weapons with the same function. There's already the brick,guns and xbow for ranged and the pipe for close range fast attacks. They do their job well enough on their own. We don't need too many weapons that do the same thing.
3. Maybe it's doable, but just why? That would add a lot of weapons with the same function. There's already the brick,guns and xbow for ranged and the pipe for close range fast attacks. They do their job well enough on their own. We don't need too many weapons that do the same thing.