SamsaraHold Resurrection + Enhancer

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Untitled
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#181

Post by Untitled » Sat Feb 28, 2015 10:02 pm

bruiserdaemon wrote: Well that happens if only parias is playing the game, against the strongest bosses you just need to use another one of your ( many ) items, like the quadded terminator, the smart bomb, the flying drones, or the quadded AXE ( parias axe does something like 800 per hit when quadded, you can axe down a terminator with just 9-10 hits! ). So much about parias.

Now to the guard spheres, when coupled with 400 health and 200 armor it acts like a sort of invulnerability, i hope you can figure out what to do in order to make it less worth than an actual invulnerability ( which frankly i rarely use, i just need the guard spheres! ).

There's something inerhently wrong about the money too... rich players with all the items get even richer and restock, players who didn't get much money will get poorer because they don't kill enough demons.... again, you should do something for this ( but do not increase the amount of money for everyone, that'll make the game so much easier... you should make people carry less items instead, so that a player without money has a fair chance to make some ). The difference between a rich player and a poor player is WAY too much i hope you understand ).

Remember that the best solutions are often the simpler ones, there's absolutely no need to strain yourself with complicated solutions!
Yeah, but if I have to item-use every time a boss monster shows up, something is wrong.

While you are right that Stronghold suffers from "Rich get richer" problems (and that programmatically is really really hard to avoid), 2/3rds of the money, on average, comes from things that aren't killing demons: The mission completion bonuses and then the mission bonuses (such as Godlike (no damage taken, worth $5000) or team bonuses such as Core Perfector (core doesn't take any damage)).

Also, if you're good enough, you can catch up - as long as the richest guy isn't also the best player (in which case he's up top from earning it), you can actually out-race him; unless he's been on server for 4 straight tiers, accumulating cash (which he might have; but it's unlikely), you most likely can catch up.

Oh right, that's another thing: You lose all cash when you leave the server or even when you switch classes, so most of the time people don't accumulate that much; because most of the people aren't playing to win - they're playing to enjoy themselves, and if they aren't good enough to take up they're 0.95 of the monster quota, I don't want to shut them down because of that.

The Max Health Bonus and Max Armor Bonus are two items I've wanted to plain nuke out of the game entirely - because they are
A: POTENTIALLY unbalanced,
B: Have bad interactions with the game in multiplayer, and most importantly,
C: Are buggy in multiplayer.

In multiplayer, half the time the thing gives you 5%, then you enter the battlefield and it becomes 1% - 200% becomes 120%

And I can't even tell you how it works because ******* strife native functions.

And actually, I was talking with dekw (brother, tester, and other half of the dev team), and here's one of the things we've found is that the ideology of being able to cheese any mission through item use, while somewhat cheap, does have a plus side: It means that if the team (which is, again, usually composed of both good players and not-so-good ones) gets stuck, they can actually still get through via farming a few missions first, then trying the hard one:
http://tvtropes.org/pmwiki/pmwiki.php/M ... onFeatures
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#182

Post by bruiserdaemon » Sat Feb 28, 2015 11:36 pm

Well ok... i totally agree on nuking out the health upgrade, not only it is buggy but having to replenish it everytime you die is kinda frustrating. It'd be so much better and simpler to make everyone's base health 200, which coupled with 200 armor from the shop makes a nice 400 and that's enough. 9 lives however becomes too much and it should be less than that. 10 large medikits also are a bit too much, and remember you can buy 3 regen spheres too.

The guard spheres... for just 300$ they are amazing and you can carry 5. Originally it was 3 and in fact 3 are enough...

The quads however are the real gamebreaking items compared to the immense power for just 500$. It's be much better if the quad became a sort of rare and costly item like the morph sphere, and carry a max of 2. To counterbalance this however, some slot 2,3 and 4 need to be powered up ( and we return to the previous argument, cheap weapons like ranger's double barrel but useless, quadded 7 slots OP ), so you end up with a both more challenging but also balanced game... do you agree with me?

Untitled
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#183

Post by Untitled » Sun Mar 01, 2015 3:39 am

bruiserdaemon wrote: Well ok... i totally agree on nuking out the health upgrade, not only it is buggy but having to replenish it everytime you die is kinda frustrating. It'd be so much better and simpler to make everyone's base health 200, which coupled with 200 armor from the shop makes a nice 400 and that's enough. 9 lives however becomes too much and it should be less than that. 10 large medikits also are a bit too much, and remember you can buy 3 regen spheres too.
It's not nuking the powerup that's hard - it's doing it without it being obvious that I nuked a powerup - if I remove it badly, there's going to be a lot of comments from every single new player about "what powerup was here that required you nuke it?", and answering that has about a 50% chance of inducing more problems, so I have a delicate procedure here.

As I said earlier, 9 lives are mostly so people with 9 lives can start giving lives to players who aren't as fortunate - making every life count for more means that the pressure to not give them away, especially if you're like me and prone to a couple stupid deaths is - ugh.
bruiserdaemon wrote: The guard spheres... for just 300$ they are amazing and you can carry 5. Originally it was 3 and in fact 3 are enough...
If you play smartly, like you do, then yes - they're pseudo-invulns. Good for you, but I'm balancing for those who don't play that well - in which they help but they aren't suddenly a tool for becoming a god for 45 seconds.

Combined with the fact that the bonuses might get removed - suddenly, your max of 400 becomes a max of 200 - the difference between 1600 effective health (400*4) and 800 (200*4) effective health is HUGE.
bruiserdaemon wrote: The quads however are the real gamebreaking items compared to the immense power for just 500$. It's be much better if the quad became a sort of rare and costly item like the morph sphere, and carry a max of 2. To counterbalance this however, some slot 2,3 and 4 need to be powered up ( and we return to the previous argument, cheap weapons like ranger's double barrel but useless, quadded 7 slots OP ), so you end up with a both more challenging but also balanced game... do you agree with me?
The issue is that it requires rebalancing most of the maps (tiers 1-3 will be even easier than before, as most of those are slot 2-4 missions, and STR34-STR35 and STR54 become near-impossible as they're designed with explicit item spamming in mind); not an impossible feat; but not one that's coming in the next few alphas; each alpha stage, at least for the time being, is for *small* features, *small* balance changes and *small* bugfixes, at this point

(The no alpha this week is not in anticipation for what's to come; I'm just busy with real life right now).

Hence why the Wraithverge will remain broken for a couple patches - I don't know what to do with it, because, well, you can read the last post.

Also, I need to be careful with the 'verge; Parias might suddenly get useless-er since in the ideal world there would be little compensation for being 100% unable to fight terminators without items, since, you know, 20 Wraithverge shots to kill a single terminator, which puts Parias at a distinct disadvantage - something I'd like to avoid in the Slot VII tier.

So, in the immortal words of the internet, what do
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#184

Post by bruiserdaemon » Sun Mar 01, 2015 2:13 pm

You don't need to rebalance the maps at all after nerfing the quad damage, all you have to do is increase players survivability and pump up some of the cheap weapons ( which compared to higher slots are totally useless ). The game should be like, every weapon has a mean to be used, but as it is, it is one weapon wins it all ( slot 7 in this case ). Franly it is a bit dumb, that when you grab up your 7 slot every other weapon becomes useless.

And remember that i still can axe down an overmind with parias with just one quad... maybe instead of focusing on small details you should pay more attention to the game breaking issues.
Last edited by bruiserdaemon on Sun Mar 01, 2015 2:22 pm, edited 1 time in total.

Untitled
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#185

Post by Untitled » Sun Mar 01, 2015 3:02 pm

bruiserdaemon wrote: You don't need to rebalance the maps at all after nerfing the quad damage, all you have to do is increase players survivability and pump up some of the cheap weapons ( which compared to higher slots are totally useless ). The game should be like, every weapon has a mean to be used, but as it is, it is one weapon wins it all ( slot 7 in this case ). Franly it is a bit dumb, that when you grab up your 7 slot every other weapon becomes useless.
Play corvus, then; his ultimate is 7 ultimates in one, heh.

The thing is that the Slot VII weapons are the only ones that have a chance at clearing the harder waves, for example:
https://www.youtube.com/watch?v=863ex1NuG6U&t=30m30s
(This was from a Japanese Doomer who's also one of the best players ever, it's using an enhancer pack, so that's why the music is different and why he has some different weapons)

If you think that was remotely possible without the BFG, you're kind of crazy; because that's the thing: Overpoweredness on the player's side has been there forever; as such, maps are balanced towards them.

If I, say, remove the Quad Damage, what happens is that missions that are designed with the expectation that you do this become impossible - it means that I have to make it so players *can* go overkill mode if it becomes necessary.

When I said a lot of missions are literally impossible without item use; I wasn't exaggerating; many missions are "You MUST have items to have a chance of clearing this".

Also, Parias - the Quad Damage is his only means of killing bosses (remember, 20+ Wraithverge shots for a single Terminator); and you've read the problem with Wraithverge - 1/12th damage is a completely pathetic amount (for reference, in the current dev build, even a single Hell Knight would survive 1/12th damage), and while I don't mind individual weapons being unbalanced, not having the ability to kill bosses is kind of a big issue.
bruiserdaemon wrote: And remember that i still can axe down an overmind with parias with just one quad... maybe instead of focusing on small details you should pay more attention to the game breaking issues.
Well, I'm taking suggestions for the overmind - no, seriously, I am!

What should I do?
Last edited by Untitled on Sun Mar 01, 2015 3:06 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
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Posts: 151
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#186

Post by bruiserdaemon » Sun Mar 01, 2015 3:21 pm

Untitled wrote: If I, say, remove the Quad Damage, what happens is that missions that are designed with the expectation that you do this become impossible - it means that I have to make it so players *can* go overkill mode if it becomes necessary.
Never said to remove it, make it just double the damage! And the BFG can remain for what i'm concerned, it's not nearly as overkill as the wraithverge ( which is the nr. 1 game breaking weapon ). Duke's devastator however needs to be pumped up a bit in terms of damage. BJ's spear of destiny for example is very powerful even without the quad.

Players should never find themselves in the situation where without a quadded 7 slot they are totally helpless... please avoid this kind of retarded thing.

As for the overmind, do the following... every 10% health you take away from him, he gains a momentary invulnerability of 30 seconds ( yes 30 ). The players should then be supposed to defend themselves against the waves until they can take down another 10% and so on until he dies. When you manage to chop away 90% of his health, his invuln time will last 60 secs.

If you think that by that time the cores will already be all destroyed, just incease core's health or decrease a little the damage of the overmind!
Last edited by bruiserdaemon on Sun Mar 01, 2015 3:24 pm, edited 1 time in total.

Untitled
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#187

Post by Untitled » Sun Mar 01, 2015 9:13 pm

bruiserdaemon wrote:
Untitled wrote: If I, say, remove the Quad Damage, what happens is that missions that are designed with the expectation that you do this become impossible - it means that I have to make it so players *can* go overkill mode if it becomes necessary.
Never said to remove it, make it just double the damage! And the BFG can remain for what i'm concerned, it's not nearly as overkill as the wraithverge ( which is the nr. 1 game breaking weapon ). Duke's devastator however needs to be pumped up a bit in terms of damage. BJ's spear of destiny for example is very powerful even without the quad.

Players should never find themselves in the situation where without a quadded 7 slot they are totally helpless... please avoid this kind of retarded thing.
Exactly. And the thing is, after the next update, the Wraithverge will be that - It will wreck weaker monsters, but bosses will completely ruin Parias, because he has nothing that works against them as well.

What do?
bruiserdaemon wrote: As for the overmind, do the following... every 10% health you take away from him, he gains a momentary invulnerability of 30 seconds ( yes 30 ). The players should then be supposed to defend themselves against the waves until they can take down another 10% and so on until he dies. When you manage to chop away 90% of his health, his invuln time will last 60 secs.

If you think that by that time the cores will already be all destroyed, just incease core's health or decrease a little the damage of the overmind!
That's actually exactly what I've done - There's actually a formula for how long the overmind goes invulnerable:

T=W*P

T is time in seconds, W is the current wave, P is player count.

The cores problem isn't a problem - the cores go invincible whenever the overmind does, easy fix.

I think you're right - some of this needs an increase, though it's not a flat 30 seconds - some waves take longer, and that should be reflected.

Parias' Axe (Along with a few select other weapons) gets a special mention for piercing invulnerability, so it's a tricky problem.

Also remember, I've got the latest dev build, where some of the problems are fixed.

If anyone else has ideas for what to do, spread them out here.
Last edited by Untitled on Sun Mar 01, 2015 9:13 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
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Posts: 151
Joined: Sun Dec 28, 2014 2:42 pm

RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#188

Post by bruiserdaemon » Sun Mar 01, 2015 11:25 pm

Frankly considering the uber power of the wraithverge against non bosses, the fact that it does little damage to bosses should simple considered a counterbalance. If Parias breaks havoc through the lesser demons with the verge, then it is the other players who must finish down the bosses, so a Parias + Duke ( with his bonus against bosses ) would make a nice couple. Frankly, no need to worry about Parias...

About the overmind, the formula is no good, it makes it too easy when alone or coop and barely possible with a lot of players. Please screw the formula and make a standard 30 sec of invulnerability for the overmind every 10% chopped health, regardless of the wave and the numbe of players ( expect for the last 10% health, which should trigge a 60 secs shield ).

bruiserdaemon
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#189

Post by bruiserdaemon » Tue Mar 03, 2015 5:25 pm

Oh and last but not least :D there is a lag problem in the final map, where a òpt of space marines are there to help, the lag decreases however when they get killed, finally turning into normal when they all die. Honestly, how is it that some space marines will lag the game so much? Complex AI??

Untitled
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#190

Post by Untitled » Tue Mar 03, 2015 10:35 pm

bruiserdaemon wrote: Oh and last but not least :D there is a lag problem in the final map, where a òpt of space marines are there to help, the lag decreases however when they get killed, finally turning into normal when they all die. Honestly, how is it that some space marines will lag the game so much? Complex AI??
If it's framerate lag, then yeah, but it shouldn't be that bad - I can run the final mission just fine now, so I dunno.

If it's server lag, WELL

For reasons I really can't explain, when things move non-set amounts (such as marine dodges), serverside movement prediction/detection gets, uh, iffy.

The preceding effects, from that point onwards...

Of course, this is cemented by a second, unrelated problem: SamsaraHold is pretty much the mortal nemesis of Zandronum - Zandronum servers pretty much melt, so the problem is that we get to the final mission, and by the time we get there, the server's already dying.

Then, if that wasn't bad enough, the Final Boss comes in and deals the lethal damage to the server, usually resulting in a segfault.

I'm trying to fix it! I swear!

(there just happens to not be much that protects you against segfaults)

(no seriously what the hell do I do to stop segfaults)
Last edited by Untitled on Tue Mar 03, 2015 10:35 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
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Joined: Sun Dec 28, 2014 2:42 pm

RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#191

Post by bruiserdaemon » Wed Mar 04, 2015 10:11 pm

After thinking about it a little, i decided to download Slade and edit samsarahold by myself, so... forst, i ask the permission to the modder for uploading the files, and second, maybe someone is gentle and can explain me how to upload these files? I made some nice changes i wish you could try them and let me know, thanks in anticipation.

Untitled
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Location: it is a mystery

RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#192

Post by Untitled » Wed Mar 04, 2015 10:37 pm

bruiserdaemon wrote: After thinking about it a little, i decided to download Slade and edit samsarahold by myself, so... forst, i ask the permission to the modder for uploading the files, and second, maybe someone is gentle and can explain me how to upload these files? I made some nice changes i wish you could try them and let me know, thanks in anticipation.
I personally upload them to http://www.[bad site]/upload

You will need an account to upload files.

On the flipside, if you get an account, you can also then start hosting servers; though, as a warning, server hosting is best left to me.

Also, as a warning, samsarahold's codebase is not very user friendly.

I wish you the best of luck, though!
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
Forum Regular
Posts: 151
Joined: Sun Dec 28, 2014 2:42 pm

RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#193

Post by bruiserdaemon » Thu Mar 05, 2015 7:14 pm

How do i sign in?? When i click the sign in button it doesn't move from the page, it keeps saying i must login first. Any other ways to upload them?

Untitled
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Location: it is a mystery

RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#194

Post by Untitled » Thu Mar 05, 2015 9:33 pm

To quote the BestEver front page:
Getting started

At the moment, BE servers are started and managed through IRC. We plan to add a web interface in the future, but for now you'll need to use the old IRC commands. The full guide with all options can be viewed here, a quick guide is provided below.
1. Get an IRC client, connect to Zandronum's IRC server: irc.zandronum.com:6667, and join the #bestever channel. If you're unsure on how to connect, or which client to use, you can take a look at Zandronum's IRC guide here.
2. Type /msg nickserv register <password> <email>
3. Check your email, and follow the instructions to finish registering with Zandronum IRC
4. After you have validated your account, register with BE by typing /msg BestBot register <password>
5. Type .host iwad="doom2.wad" gamemode="duel" wad="dwango5.wad" hostname="My first server" in the #bestever channel to start your server
6. This will start a duel server named "My first server" with the wad dwango5.wad. Please see this guide for all hosting options.
* Please note that you'll need to re-identify each time you connect to IRC. You need to type /msg nickserv identify <username> <password> (using your Zandronum IRC account information) each time you connect.
So, you need IRC connections. Personally I use HexChat. Once you /msg BestBot register <password> it should give you a BE account, using your IRC username, and whatever password you put in the <password> field.
Last edited by Untitled on Thu Mar 05, 2015 9:44 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

Untitled
Forum Regular
Posts: 519
Joined: Sat Dec 29, 2012 4:41 pm
Location: it is a mystery

RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#195

Post by Untitled » Fri Mar 06, 2015 4:13 pm

And with Friday, comes a new alpha - as I promised earlier.

This alpha contains bugfixes and balance changes; so have fun!
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
Forum Regular
Posts: 151
Joined: Sun Dec 28, 2014 2:42 pm

RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#196

Post by bruiserdaemon » Sun Mar 08, 2015 1:00 pm

After thinking about it, it is probably better to post my personal changelog, hoping you take a look at it and maybe integrate my suggestions in you next alpha, if you deem them worthy. They are all simple changes, some of them are more of a FIX rather than a change, such as the hellstaff's extreme weakness, wraithverge's extreme power, and the hateful FOILINVULN weaps, which now do not foil it anymore ( just delete the +FOILINVULN line ).

What are basically the changes for you ask? They are basically about making the weak weapons less weak, the OP weapons weaker, ammo unefficient weapons more efficient. Quad damage lasts a little less and carry max 2, carry max 1 super sentry, 3 max guard spheres, player's health can be pumped at max 200% instead of 400% etc.... you are less reliant on your items but have more chances with your weapons. Many more changes though, this is just a part of it
Spoiler: title (Open)
1-PLAYERS

Blazcko: normalized all damage taken factor (1)
Chex: takes 10% less damage from all attacks, moves 10% slower (0.9)
Corvus: normalized all damage taken factor (1), moves 10% faster (1.1)
Doomguy: normalized all damage taken factor (1)
Duke: normalized all damage taken factor (1), speed is now (1)
Parias: takes normal damage from all attacks except 10% protection against normal and explosive (0.9)
Ranger: takes normal damage from all attacks except 10% less against explosions, speed is (0.95)
Marathon: takes normal damage from all attacks, moves 10% faster (1.1)

2- WEAPONS

Blazcko - pistol 2 tics faster
- machinegun gives 30 ammo on pickup, chaingun 50
- rocket gives 10 ammo on pickup
- flawethrower shoots 2 tics faster
- Spear of Destiny eats 60 cells instead of 40, shoots a bit slower, gives 60 cells on pickup
- carry max 4 unique item lives instead of 16

Chex - basic zorcher shoots 3 tics faster
- large zorcher shoots 3 tics faster
- rapid zorcher shoots 3 tics faster
- launcher zorcher gives 10 on pickup, rocket object radius from 11 to 8, radius damage range is 120
- very large zorcher shoots 5 tics faster ( was very slow )

Corvus - firemace damage from 1,8 *3 to 1,2 *3 per mace ( was more powerful than the crossbow! )
- phoenix rod gives 10 on pickup
- hellstaff's ridicolous damage now is 10-50 random per shot ( was 3-4 per shot )
- tome of power duration from 90 to 30 secs ( was quite OP )

Doom - pistol 4 tics faster
- shotgun 4 tics faster, super shotgun 2 tics faster, auto shotgun 2 tics faster. Each gives 20 on pickup.
- chaingun 5 tics faster, gives 50 ammo on pickup

Duke - riot shotgun 2 tics faster
- explosive shotgun 6 tics faster, eats 3 shells instead of 1 rocket, deals a bit less damage and has a bit less radius ( came out quite a cool weapon )
- duke's rocket deals 80 impact damage, 120 radius damage, 140 radius range. Rocket object radius is from 12 to 8 ( it collided too early, resulting in inconsistent damage to some enemies ). Gives 10 on pickup.
- freezethrower damage from 20 to 25
- devastator missile damage from 40 to 45.

Parias - Sapphire wand 2 tics faster
- Axe doesn't foil invuln any more
- Wraithverge ghost damage reduced by some 30% ( don't remember the actual value ), shoots 3 tics slower ( but gives 40 both ammo on pickup )
- carry max 8 mistic ambit instead of 16

Ranger - double shotgun shoots 20 pellets x 4 dmg ( was 14 x 4 )
- granade damage from 64 + 64 to 80 + 80 dmg, radius range is 110. Tiny grenades do 40 dmg x 80 radius range.
- nail and lavanail damage from 9 to 10
- supernail and superlava nail damage from 18 to 20
- rocket dmg is 85 + 85, radius range 115. Cluster rockets do 45 + 45 x 90 radius range.
- lasergun does 5 more points on both min and max damage ( was weak )

Marathon - spanker too slow on select and deselect, select and deselect are now 5 tics faster, and reload is 3 tics faster. Rocket damage from 300 to 250, radius range is 200.

3-ITEMS

- quad damage lasts 25 secs, max carry is 2
- sentry gun plasma dmg from 3 to 2, supersentry dmg from 5 to 4. Supersentry max carry is 1, normal sentry max carry remains 5
- large medikit max carry from 10 to 5
- guard sphere max carry from 5 to 3
- morph sphere max carry from 2 to 1, lasts 60 seconds
- autodrone dmg per shot from 40 to 20 ( was quite OP )
- max pumpable health from 400 to 200 max, armor remains 50
- I win item damage multiplier from 4 to 3 ( was OP )

4-MONSTERS

- hectebus health from 1500 to 2500, pain chance is a little less. Moves 8 speed instead of 10.
- cybruiser health from 1500 to 2000
- bruiserdaemon health from 1500 to 2000, and doesn't hurt species anymore, now takes radius dmg ( delete the +NORADIUSDMG line )
- zombie tank has 20% protection against normal and explosive attack
- Overmind health from 50.000 to 100.000, moves 8 speed, has 5 multiplier damage against cores instead of 10
Last edited by bruiserdaemon on Sun Mar 08, 2015 5:07 pm, edited 1 time in total.

Untitled
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#197

Post by Untitled » Sun Mar 08, 2015 2:43 pm

bruiserdaemon wrote: After thinking about it, it is probably better to post my personal changelog, hoping you take a look at it and maybe integrate my suggestions in you next alpha, if you deem them worthy. They are all simple changes, some of them are more of a FIX rather than a change, such as the hellstaff's extreme weakness, wraithverge's extreme power, and the hateful FOILINVULN weaps, which now do not foil it anymore ( just delete the +FOILINVULN line ).
Re: Hellstaff (Also known as heckstick or "omg satan gun"): Yeah, it does considerably less damage, but currently it's an in-between gun:

In terms of Damage Per Second: Doom Plasma Rifle > Corvus Hellstaff > Wolfen Flamethrower (262.5, 227.5, 210, respectively)

In terms of Efficiency (Damage per cell): Wolfen Flamethrower > Corvus Hellstaff > Doom Plasma Rifle (Average 30, 26, 22.5 respectively)

It's weaker-than-plasma is a deliberate design choice, as it's more efficient and runs out of ammo slower, which is one of corvus' specialties: Ammo efficiency.
Gotta give Corvus some weaknesses (given he has, at least in the first beta, the best early game).

Re: Wraithverge: Don't worry, I'm nerfing it.

Re: FOILINVUL: The foil invulns have a special purpose, though: Giving the player weapons that work against those god-damn hell warriors.

The Fusion Pistol, in particular, I can't remove +FOILINVUL from because, in the original Marathon: 2/Marathon: Infinity where it's from, 40% of the point of the fustol is that it pierced invulnerability; there was nothing you could do to negate the damage if you got hit (the other 60% is that it deals double damage to mechanical monsters).

I really get the feeling you never played the original samsara; Playing around with it actually will give a lot of insight to what samsarahold is: a fusion.

http://www.[bad site]/download?file= ... 40d110.pk3

Also, I fixed the FOILINVUL via modifying the means of invincibility that the overmind uses. All of this is fixed for the first beta.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#198

Post by bruiserdaemon » Sun Mar 08, 2015 2:58 pm

Well ok... the hellstaff took 20 shots to kill an imp, that's not weak, that's more like making a weapon totally useless and making unaware players waste ammo with it. A weakness shoul be a weakness not a way to troll the player, but still...

Now the changelog is updated, please take a look at what i've done. I enjoyed the modifications i made, so will probably anyone else, please take at least int consideration my changelog for your upcoming beta. Feel free to add the values you want, but keep in mind the spirit of my change, which is increasing the fun of the game.

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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#199

Post by Untitled » Sun Mar 08, 2015 4:07 pm

bruiserdaemon wrote: Well ok... the hellstaff took 20 shots to kill an imp, that's not weak, that's more like making a weapon totally useless and making unaware players waste ammo with it. A weakness shoul be a weakness not a way to troll the player, but still...

Now the changelog is updated, please take a look at what i've done. I enjoyed the modifications i made, so will probably anyone else, please take at least int consideration my changelog for your upcoming beta. Feel free to add the values you want, but keep in mind the spirit of my change, which is increasing the fun of the game.
What the hell!?

Actually, I don't know what that is - the Doom Pseudo RNG shouldn't give you 2-3 damage 20 times in a row (Imps have 60 health, they SHOULD die in 3 shots of hellstaff).

Yeah, I cannot replicate this at all. Imps die in 2-4 shots consistently for me.

God damn.

EDIT: Just tested - imps die in 2-4 shots. I don't know what happened to you - but it's not happening to me, and more importantly, it's not happening on server.

EDIT 2: Doing some shot counting, it took 29 shots to kill 10 imps. Yeah, I don't know what's up with your version.

EDIT 3: And as I said (and keep saying to everyone), you REALLY should pop online sometime; servers are hosted on best ever, right now, in fact!

EDIT 4: Where have you posted your hypothetical changelog? I can't find it anywhere - it's not in my private messages, and it doesn't appear to be on the thread (link to the post if it is and I'm just failing to find it).

Also, when you make theoretical balance changes, give me exact numbers - Not "buff this" or "nerf that", but "buffed damage from 10 to 20" or "nerfed damage from Random(150,200) to Random(100,150)" exact numbers give me a much better sense of what you're trying to do.
Last edited by Untitled on Sun Mar 08, 2015 4:19 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

bruiserdaemon
Forum Regular
Posts: 151
Joined: Sun Dec 28, 2014 2:42 pm

RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!

#200

Post by bruiserdaemon » Sun Mar 08, 2015 5:17 pm

Here is the spoilerized full changelog with the exact values of changes ( speed is in TICS ), take a look

[spoiler]1-PLAYERS

Blazcko: normalized all damage taken factor (1)
Chex: takes 10% less damage from all attacks, moves 10% slower (0.9)
Corvus: normalized all damage taken factor (1), moves 10% faster (1.1)
Doomguy: normalized all damage taken factor (1)
Duke: normalized all damage taken factor (1), speed is now (1)
Parias: takes normal damage from all attacks except 10% protection against normal and explosive (0.9)
Ranger: takes normal damage from all attacks except 10% less against explosions, speed is (0.95)
Marathon: takes normal damage from all attacks, moves 10% faster (1.1)

2- WEAPONS

Blazcko - pistol 2 tics faster
- machinegun gives 30 ammo on pickup, chaingun 50
- rocket gives 10 ammo on pickup
- flawethrower shoots 2 tics faster
- Spear of Destiny eats 60 cells instead of 40, shoots a bit slower, gives 60 cells on pickup
- carry max 4 unique item lives instead of 16

Chex - basic zorcher shoots 3 tics faster
- large zorcher shoots 3 tics faster
- rapid zorcher shoots 3 tics faster
- launcher zorcher gives 10 on pickup, rocket object radius from 11 to 8, radius damage range is 120
- very large zorcher shoots 5 tics faster ( was very slow )

Corvus - firemace damage from 1,8 *3 to 1,2 *3 per mace ( was more powerful than the crossbow! )
- phoenix rod gives 10 on pickup
- hellstaff's ridicolous damage now is 10-50 random per shot ( was 3-4 per shot )
- tome of power duration from 90 to 30 secs ( was quite OP )

Doom - pistol 4 tics faster
- shotgun 4 tics faster, super shotgun 2 tics faster, auto shotgun 2 tics faster. Each gives 20 on pickup.
- chaingun 5 tics faster, gives 50 ammo on pickup

Duke - riot shotgun 2 tics faster
- explosive shotgun 6 tics faster, eats 3 shells instead of 1 rocket, deals a bit less damage and has a bit less radius ( came out quite a cool weapon )
- duke's rocket deals 80 impact damage, 120 radius damage, 140 radius range. Rocket object radius is from 12 to 8 ( it collided too early, resulting in inconsistent damage to some enemies ). Gives 10 on pickup.
- freezethrower damage from 20 to 25
- devastator missile damage from 40 to 45.

Parias - Sapphire wand 2 tics faster
- Axe doesn't foil invuln any more
- Wraithverge ghost damage reduced by some 30% ( don't remember the actual value ), shoots 3 tics slower ( but gives 40 both ammo on pickup )
- carry max 8 mistic ambit instead of 16

Ranger - double shotgun shoots 20 pellets x 4 dmg ( was 14 x 4 )
- granade damage from 64 + 64 to 80 + 80 dmg, radius range is 110. Tiny grenades do 40 dmg x 80 radius range.
- nail and lavanail damage from 9 to 10
- supernail and superlava nail damage from 18 to 20
- rocket dmg is 85 + 85, radius range 115. Cluster rockets do 45 + 45 x 90 radius range.
- lasergun does 5 more points on both min and max damage ( was weak )

Marathon - spanker too slow on select and deselect, select and deselect are now 5 tics faster, and reload is 3 tics faster. Rocket damage from 300 to 250, radius range is 200.

3-ITEMS

- quad damage lasts 25 secs, max carry is 2
- sentry gun plasma dmg from 3 to 2, supersentry dmg from 5 to 4. Supersentry max carry is 1, normal sentry max carry remains 5
- large medikit max carry from 10 to 5
- guard sphere max carry from 5 to 3
- morph sphere max carry from 2 to 1, lasts 60 seconds
- autodrone dmg per shot from 40 to 20 ( was quite OP )
- max pumpable health from 400 to 200 max, armor remains 50
- I win item damage multiplier from 4 to 3 ( was OP )

4-MONSTERS

- hectebus health from 1500 to 2500, pain chance is a little less. Moves 8 speed instead of 10.
- cybruiser health from 1500 to 2000
- bruiserdaemon health from 1500 to 2000, and doesn't hurt species anymore, now takes radius dmg ( delete the +NORADIUSDMG line )
- zombie tank has 20% protection against normal and explosive attack
- Overmind health from 50.000 to 100.000, moves 8 speed, has 5 multiplier damage against cores instead of 10[/spoiler]

I don't know what to say about the hellstaff, it was extremely weak on my version, dunno. Maybe it is because i playtested it offline.

Aside from the changes, which you should really anyway take into consideration because they are quite pondered and playtested multiple times.... another thing i wish to talk of are the maps, which are starting to feel old and obsolete. We need both some new maps and to improve some of the existent ones. Many of them feel too simplistic and devoid of things and stuff ( for example, STR secret map accessable with the blue disk is AWESOME, both challenging and fun, the marines you added, the new monsters, the hard waves and generous item spawn ). Map 5 tier 5 is also a lot of fun, the waves are tough and the cyberdemon MKII is awesome.

Some maps REALLY feel like they need some sort of boss, too, not just the usual final ( sometimes weak ) wave.

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