My problem with WhoDunIt

General discussion of the port and Doom-related chat.
Catastrophe
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RE: My problem with WhoDunIt

#21

Post by Catastrophe » Sat Jun 14, 2014 10:41 pm

On another note I'd like to mention that a lot of weapons are clunky as hell, notably the chainsaw and the crossbow. Please revert the crossbow's decorate code back to how it worked when it was that strife crossbow. Right now it's pathetic.

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RE: My problem with WhoDunIt

#22

Post by Svperstar » Sat Jun 14, 2014 10:48 pm

Cruduxy wrote: itions will just mean the player has to memorize more spots so I don't have a clue how that solves that problem -in fact it makes it even worse. It also just means rushing the weapons is now even more luck-based than before. So you just have to mad dash multiple places instead of the same one.
The difference would be with random weapon placements any place a weapon spawns would have a chance to be a gun. You wouldn't have to memorize anything. Just run around and check items spots. It would even things out a lot and not have a handful of people getting the guns every time and everyone else using pipe/wrench
Conflagrated wrote:
It would be really simple, actually; But I feel more comfortable editing the maps themselves to include better placements, and more spawns.

Way more spawns.
But then wouldnt you need the permission from map authors to mod the wad file? Where as some mod would not change anything?
Last edited by Svperstar on Sun Jun 15, 2014 12:15 am, edited 1 time in total.

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Conflagrated
 
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RE: My problem with WhoDunIt

#23

Post by Conflagrated » Sat Jun 14, 2014 11:00 pm

Untitled wrote: Both of these could be solved by NERFING THE SHOTGUN, but I have a feeling everyone would complain.

What do?
You got it.

I'll look at reimplementing randomspawners (which we used to have) and some more creative solutions we have on the table; One of which spawns weapons, health, and other items depending on how the game is progressing.
Last edited by Conflagrated on Sat Jun 14, 2014 11:02 pm, edited 1 time in total.

Deadon
 
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RE: My problem with WhoDunIt

#24

Post by Deadon » Sat Jun 14, 2014 11:04 pm

I'll look at reimplementing randomspawners (which we used to have) and some more creative solutions we have on the table; One of which spawns weapons, health, and other items depending on how the game is progressing.
[/quote]

HOLY SHIT! Great Idea! Please put the download here!
:biggrin:
Oh and also, BECAUSE I am making a map I will consider your shit! About all the spawners and shit.
But personally I'd prefer High-Rank-Weapons having 2 or more spawns and choosing one (That's how i'm doing it!)
Last edited by Deadon on Sat Jun 14, 2014 11:16 pm, edited 1 time in total.
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Catastrophe
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RE: My problem with WhoDunIt

#25

Post by Catastrophe » Sat Jun 14, 2014 11:30 pm

God, why. Don't nerf the shotgun it's fine. Honestly you should just run polls or something, instead of listening to one random dude.
Last edited by Catastrophe on Sat Jun 14, 2014 11:30 pm, edited 1 time in total.

Gardevoir
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RE: My problem with WhoDunIt

#26

Post by Gardevoir » Sat Jun 14, 2014 11:59 pm

Untitled wrote:What do?
Put ACStris in WDI?
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Theshooter7
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RE: My problem with WhoDunIt

#27

Post by Theshooter7 » Sun Jun 15, 2014 1:59 am

Catastrophe wrote: On another note I'd like to mention that a lot of weapons are clunky as hell, notably the chainsaw and the crossbow. Please revert the crossbow's decorate code back to how it worked when it was that strife crossbow. Right now it's pathetic.
You realize the crossbow's code is exactly the same as it's always been since it was created? Other than an offset change to prevent an ammo dupe bug, changes to the arrow so they fall down after some time and can be retrieved, and new graphics provided by a community member, it's literally the same crossbow since it's introduction.
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Deadon
 
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RE: My problem with WhoDunIt

#28

Post by Deadon » Sun Jun 15, 2014 3:29 am

Welp, That's good, 'Cus i had no fuckin' idea what he was talking about!
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Catastrophe
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RE: My problem with WhoDunIt

#29

Post by Catastrophe » Sun Jun 15, 2014 4:51 am

Time to go hunt some older wdi builds.

Edit: Looks like I'm wrong, hmm. Why have people stopped using the crossbow after the sprite change?
Last edited by Catastrophe on Sun Jun 15, 2014 5:06 am, edited 1 time in total.

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RE: My problem with WhoDunIt

#30

Post by ForrestMarkX » Sun Jun 15, 2014 6:23 am

I could work up a random spawner for every weapon but I'd need a list of what's good and bad so I can setup how rare a item is but sadly I feel like I'd be wasting my time as no one would probably use it

Plus I bet the WDI people would probably be able to do it more creatively or more optimized
Last edited by ForrestMarkX on Sun Jun 15, 2014 6:25 am, edited 1 time in total.
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Cruduxy
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RE: My problem with WhoDunIt

#31

Post by Cruduxy » Sun Jun 15, 2014 6:50 am

What does ease to finding of the shotgun has to do with playability? It is supposed to be the top-tier innocent chance, I'd rather the same rusher who manages to hit the murder with it to get it over those guys who get tk'd or lose the shotgun within seconds when the murder attacks them.

When I saw the thread name I thought it'd be about something important like bad maps or stim spammage but instead it was about "I cant rush the ranged weapon I hate melee weapons fix this broken bs". Randomizing the weapon drop areas will do nothing you'll have each rusher rush the nearest weapon spot. Putting ranged weapons to spawn anywhere would be an even more stupid solution.
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Svperstar
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RE: My problem with WhoDunIt

#32

Post by Svperstar » Sun Jun 15, 2014 8:37 am

Cruduxy wrote: What does ease to finding of the shotgun has to do with playability?
Not just the shotgun, all guns. Imagine playing normal Doom, and only 3 people were allowed to get the plasma rifle, rocket launcher, and super shotgun, and these 3 people are never you.
Cruduxy wrote: Putting ranged weapons to spawn anywhere would be an even more stupid solution.
WDI is so popular that even with random item spawns your chances are low but at least there is a chance to get the good weapons. Also it makes exploring the map a bit less pointless.
Last edited by Svperstar on Sun Jun 15, 2014 8:38 am, edited 1 time in total.

Cruduxy
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RE: My problem with WhoDunIt

#33

Post by Cruduxy » Sun Jun 15, 2014 8:55 am

Thats caused by the spawn spots if anything. Some spawnspots give you 3 stims on top of a weapon while some others consider yourself lucky to even find a pipe\brick. If they do that randomization am sure a lot of players will start complaining about shitty spawn items while now its just a complain about getting one or two weapons in the map.

Edit : Beside ranged weapons are supposed to be that way, even the tips say that "Ammo is scarce, opt to use melee weapons instead." that tip carries over to the weapons themselves.
Last edited by Cruduxy on Sun Jun 15, 2014 9:00 am, edited 1 time in total.
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RE: My problem with WhoDunIt

#34

Post by Gardevoir » Sun Jun 15, 2014 11:28 am

Catastrophe wrote:God, why. Don't nerf the shotgun it's fine. Honestly you should just run polls or something, instead of listening to one random dude.
It all really depends on how many Shells you will manage to find. Finding like only 3 might not be enough to kill the murderer but if you have like 6 or more stacked then it's probably going to be the end for murd.
Catastrophe wrote:Looks like I'm wrong, hmm. Why have people stopped using the crossbow after the sprite change?
It had its damage reduced.
Last edited by Gardevoir on Sun Jun 15, 2014 11:32 am, edited 1 time in total.
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Zeberpal
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RE: My problem with WhoDunIt

#35

Post by Zeberpal » Sun Jun 15, 2014 12:49 pm

Cruduxy wrote:I know almost all key positions without trying WDI in single player a single time. Found them by asking players where they found them and many of them happily answer it.
And I think it's fair. You want a better weapon - you take a small effort on looking for them in singleplayer, asking players or just find them in doom builder. I still don't know exact weapon/key locations on half of maps.
Catastrophe wrote: Themistercat's map is overdetailed, awful, lags on my recently built computer, and barely has any spawns. Get rid of it along with that gay ass snow map that no one plays because it's waaaay too fucking big. Like, if there is a big map being played, half the time it gets call voted out even on a populated server.

Other than shitty maps, the core gameplay is very good and I wouldn't change that. Perhaps consider adding additional svars for extremely random spawns or something.
That big open space area outside snow hotel should be cut in my opinion. It's both no usage for gameplay and a huge usage for PC resources.
I never found TheMisterCat's map to be laggy for me, so I can't say. I think it's fine as it is.
Cruduxy wrote:
1) The ranking system and stims respawn time :
Every damn round its the same score screen. The murder either dies because they are useless or win because they have a trillion hp and stims respawn very fast compared to sanity decay time -See all those murderers who get A with 20 stims used.
The old ranking system was way more strict but it made the rank deserved..
Yes, please.

Also rebalancing weapons might be just a bad idea.
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elmo
 
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RE: My problem with WhoDunIt

#36

Post by elmo » Sun Jun 15, 2014 2:20 pm

i have very old versions of wdi. as far back as the lugar
I haz a gun

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RE: My problem with WhoDunIt

#37

Post by Conflagrated » Mon Jun 16, 2014 2:37 am

Zeberpal wrote: Also rebalancing weapons might be just a bad idea.
Maybe; But that hasn't stopped us before.
Combat overhaul incoming!
Last edited by Conflagrated on Mon Jun 16, 2014 4:41 am, edited 1 time in total.

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RE: My problem with WhoDunIt

#38

Post by Fluttershy » Tue Jun 17, 2014 7:00 am

Having 'fake' weapons being implemented in the common areas where the more formidable weapons spawn could turn the tide.

For instance, a player who has memorized the location of a shotgun on a map goes to that spot, but they pick up a 'fake' one instead. The 'fake' shotgun could just have a random issue with it... the pump is jammed, chamber is clogged, old, rusty piece of metal that serves no purpose except for bashing skulls... which in turn, renders it useless for the stopping power it would possess, but it can be used as a potential, and weak, melee weapon.

Meanwhile, a fully-functional shotgun can be placed in a strategic location, which would either involve risk, wits, or both even, in order for the players to try and get it. Same goes for the Luger and that rifle I've heard about; creating 'fake' versions of them will technically add more melee-based weapons into the game, as well as not having players horde the loot.

One of the reasons I got so frustrated at the game back when I played it two years back, was due to the fact that every time I would get a "good" weapon, everyone around me would just teamkill me for it. Annoying as hell, but I just learned to live with the fact that there will always be that one jackass who has to have their way when it comes to be trapped in a blood-splattered mansion with a ruthless BFF.

But, it would be interesting if ACS codes could be implemented that monitors all the clients, and rates them based off of how they play. If they're known for teamkilling and just being a complete asshole to everyone around them, then they can be deemed "not worthy" of the stronger weapons and therefore, cannot pick them up. However, a player that has been known to hunt the murderer well with a keen eye, and help out other players by killing a teamkiller or stopping a quarral between innocents, then the game could "guide" them to a stronger weapon, as a reward for their actions.

I dunno, I'm just throwing out ideas here. Until I get off this craptop, the only thing I can do nowadays is make HUDs or small modifications behind the screen. Attempting to play this, despite how much of an awesome mod it is, would make my laptop cry... Heck, it cries enough just trying to run Spiral Knights with some decency.

EDIT: I probably should've posted this in the other thread, but doing this from my phone was a pain and eugh.
Last edited by Fluttershy on Sat Jun 21, 2014 8:36 am, edited 1 time in total.
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