|
xeno's ideas for graal zones
(thinking mostly about the ilricia)
bounty:
flaw: resets to 0 on death. which means that 2 really good people fighting each other will get minimal exp, but if they seperate, go kill a bunch of people,
then come back and fight, the victor gets hordes of exp. so exp is relative.. but its too relative.
idea:
bounty based from hp plus. YES i know its still relative.. but not as much! with the current system, death=0 bounty. so you died, your not worth any exp?
bah. idea: every 50hp plus you have = 1 bounty. simple, effective. i know its easy to code to, just change one line in the formula and add 'if hpplus/50 < 1
then exptoget = 0' after the formula 'hpplus/50 = exptoget
btw, whoever thought of the hp plus system, and to score based on it is genius. it has no flaws, is tilted towards more recent fighting.. medpacs dont
disrupt the system.. its not based on kills. genius.
or.. keep the current bounty system, but when you die your bounty is reduced
whiteflag:
let people surrender! and make them worth not killing.. if i see someone actually surendering (not surendering surrounded by mines.. heh) and they have any bounty, i just kill them. so its almost useless, except for tricking people / it looks funny (especially winning a deathmatch with the whiteflag on the statue.. yes its possible. think about it.)
so: if your surrendering, decrease your bounty by 17 or something. or:: (i like this idea if your killed with a white flag, you spawn at the enemy base, with a timer for 60seconds cannot use teleporters. the idea is, with enough people in the world people die/respawn often, so they should encounter enemies
when they get 'captured'
endgame:
if people are in the dropship, they should teleport to the uh.. "celebrations" (massacre). cause people can easily avoid losing hpplus (and a death) by not respawning when the enemy has all bases.. and the people on winning side, say they fought a whole bunch then get killed near the end, too bad you dont get in the celebrations.
OR :: cant go to dropship if the -enemy- has all bases
bluerifle:
way too good. i saw a post, someguy was illogicaly defending the bluerifle saying "i love the bluerifle, i can get chased by 4 people, i just pull out the bluerifle, and most of the time easily win! its not too powerful". HELLO!? if you can "easily win" against FOUR people.. either they are complete noobs or
your gun is too strong. zones should not sell weapons that let you slaughter people just cause you got a paid account / played enough to get the money..
why its too good: damage isnt insane, but the rate of fire is. rate of fire is too fast and the stopping power too high that if you get caught.. its disastrous. especially close range, where the enemy doesnt have enough space to dodge. rate of fire: strafing and then you run into a wall and the superfastbullets come and you CANT FIND A HOLE THROUGH THE STREAM is VERY annoying / unbalanced. shoot as fast as the, irpulsar but more power? and itd be good. reloading time is almost nothing too.. whats the max ammo for the thing anyways? (update: i checked on a friends account who has 250 bullets.. ....
thatd ridiculous. max at 200 or 150 for its current pwoer i think) it lasts longer then the chaingun.. not good. im guessing 50shots a clip, maybe 250
bullets would be good?
trial accounts:
first, whoever thinks 'trial kills shouldnt count cause i paid for mine' should be slapped hard. if you died, YA DIED. so dont complain ok? leave the saving
system as it is!
hp: 80 is too low. i know the point is to get people into the game, it just pisses us off! maybe 85? at 80 its death in 2 apripper hits (all bullets).. a few
bluerifle hits.. its crazy. if you want to make people buy, someone suggested: decrease max ammo? good idea. 150 does sound good (their suggestion). another:
decrease medpack carrying amount to 2 (i think 3 is better though, so it not TOO restricting..)
paid accounts:
the idea is, paid accounts are more fun / have more stuff that people want to use so they pay yeah?
why i dont want to pay:
the hp, theoretically should make me want to pay. but it just pisses me off like 'why should i give them my money! they rip my trial off!'. as mentioned
earlier, 85 hp i think would be somewhat better, and still a reduction.
why you should pay:
jetpack - im not a coward. i dont like having the ability to run from battles.. and its really stupid looking when 5 people assault a guy, and he jetpacks..
away over walls that take 30 seconds to get around..
ok, so you can get to places faster, but you can get AWAY from people too. its a cool idea though, so dont get rid of it. how about: start up time?: takes 5 seconds to activate, if you get hit the activation stops, cant equip/use any other items while doing so.
and/or how about automatic 0 energy when you land? so you dont just lift off again.. the start up time makes more sense i think, i think that will work.
sword things - i dont like the swords. i like guns. for some people, im sure they'll pay for this, but this is my opinion. if you like close range, its cool.
bluerifle - a gun for those who like guns.. except its too good. as mentioned above, bluerifle is cheap except in the hands of noobs (in which, any gun dooms its user to a hilarious death). make it not as fast shooting/reloading time less or less max ammo or 2 of these 3 things.. and then it wont be "cheap" and id consider using it if i had a paid accout.
stats saved - its not a huge deal to me. i kinda like having to fight for the money back each session, and since i / most people almost always have a
positive money change.. money would just keep accumulating.. and accumulating.. im sure its not a huge deal to a lot of people or, duh they would be paying.
make trial AND paid fun.. and youll get a lot of people playing, who then see what paid accounts can do, and want to pay.
speed
speed beats power in zones. ok so your a defender, and can move like a arthiritic turtle, but you have a CHAINGUN! woot, more power for you. of course people
run if they hear it starting up, and if you wait for people to come close without shooting.. oops! too slow to dodge the bullets! and if you do get to chase
someone, they just spin around and spray some fire in your direction, blam yer hit..
idea: make all class fast speed. fast speed is more fun then regular speed, cause dodging bullets is awesome. scout and commando (and medic, for other
reasons) are the best because of their speed. even if people like the other weapons better, speed beats weapon use, power, etc. all weapons kill fast, so
speed is what you need to avoid death.
now im sure the guy who made up the different speed classes is going "WTF NO THAT IS THE STUPID", so if this is too much change for the dev team, limit the
speed classes in some other way. even with less weapons, speed STILL beats power, i repeat. how about.. no strafing? now THAT'd be interesting. damn thats a
very intersting idea. im sure everyone besides me who uses these classes is wanting to gripe, but THINK about it.. why do you USE those classes.. they are
BETTER then the others. the classes should be equal but different. and speed beats weapons. |