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  #241  
Old 06-28-2010, 11:13 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by Donark View Post
So will it be possible to have 160 hp for those who have the bounty hunter bonus?
Yes.
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  #242  
Old 06-29-2010, 12:31 AM
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tl;dr: If not cookies, it will be something else...all you will accomplish in the end is to remove something that creates a great deal of entertainment for a lot of players.
-------------

Something to consider before you make everything fun in the game useless...

I owned a food business back when food was changed from working like cookies (instant health) to heal-over-time, so I personally saw how much of a difference that change made, and it wasn't all good.

Instant heal:
  • Pro: Food businesses were poppin' off, and everyone wanted to work there.
  • Pro: I made a ****-load of money
  • Pro: Huge money sink (50% tax usually)
  • Pro: Pking was more exciting (in my opinion)
  • Pro: Reason to make money, and spread out/pk on the gmap
    • Everyone used to carry A LOT of food on them at all times in order to keep up with everyone else. Because of this, players were always spending money. To spend money, you need to go out and make it first. Boring, yeah, but from making money came competition and pking. Parties were formed to control certain areas on the beach or areas with the best flowers, and people pked.
  • Con: Pking could be very, very lame when food was abused

Heal-over-time:
  • Pro: Pking is more fair
  • Con: Food businesses are pretty much useless, and believe it or not, food businesses were fun for a lot of people
  • Con: Removed one of the server's biggest money sinks
  • Con: Raiding and pking are less exciting (in my opinion)
  • Con: People still find ways to have an unfair advantage, so what did it solve?

To be more specific, messing with cookies is going to do more than just make raiding "fair", and the consequences are something that need to be considered. For example, I'm sure a lot of people join every event they can just to get two more cookies. With cookies useless, they might not even bother joining events anymore.

Cookies probably do a need to be balanced a little bit, but don't go overboard to the point where they become useless.
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  #243  
Old 06-29-2010, 01:59 AM
cbk1994 cbk1994 is offline
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I've added a 60 second timer between cookie uses. I don't think this will cripple them too much.
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  #244  
Old 06-29-2010, 07:39 PM
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I liked the other unstick me, I forget who was manager at the time but it was just a square green little park in the center.
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  #245  
Old 06-30-2010, 12:38 AM
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I liked the other unstick me, I forget who was manager at the time but it was just a square green little park in the center.
How long ago was that? :O
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  #246  
Old 06-30-2010, 07:54 AM
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How long ago was that? :O
I think it was maybe during Smu era ? I'm most likely wrong but it didnt last for a long time. It was pretty small and was always populated

Graal Ghetto (lol) had it for it's duration too.
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  #247  
Old 06-30-2010, 01:02 PM
cbk1994 cbk1994 is offline
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I didn't mind the smaller bushed-in unstick me but I don't see any reason the go back to it. The current one is nicer.
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  #248  
Old 07-01-2010, 09:59 AM
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I agree, and when the playercount goes up due to summer, re-add a third gang too.
Terisu
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  #249  
Old 07-01-2010, 12:34 PM
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Terisu
hey good idea, or you could try reviving morano for the 19th time.
or try something original, maybe? nah.
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  #250  
Old 07-01-2010, 05:05 PM
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too bad it's summer and the player count didn't rise -_-, or not enough for a third gang in my opionion
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  #251  
Old 07-02-2010, 07:41 AM
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Take a page from Salesman's book and try doing something like removing all that timer bull**** on healing items.

You've done step 1 by redesigning the way HP is earned in the game, redesign the way healing is done and remove the timers.

Era seems to lose what once made it so fun to play once all these "features" and innovations come into play to try to make the server much more balanced. In reality all that's needed is:

-fair prices on weapons - all (save for a very, very, very, very limited few weapons - PL9 Log. for example) should be available equally to all players.

-healing restrictions removed

-the weight system scrapped - let's take it back to the old school times where you were able to carry about 9,999 of Kuji's hacked ammo boxes.

-revive limitations removed

-weapon taglocks removed

-new plan for southridge, houses aren't needed for ****. make SR the quest island, or provide different pay in terms of digging/flower picking, etc.

-rebuild the highway leading up to chukungai (the northern part of Era that is forgotten) and make that northern portion the industrial part where weapons can be bought among other things

-give people a speed of 1.13 in game ~ 14/16 px per tile.

////////

Create a backup of the current server and at the very least attempt the "no-healing-timer" crap on the server for a day or two. You'd be surprised to see the activity on many fronts rise for Era.
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  #252  
Old 07-04-2010, 07:04 PM
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Observer mode has been removed. We will have some 4th of July celebrations later tonight.
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  #253  
Old 09-11-2010, 05:33 PM
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i want to see BMX bikes and bmx rink to do tricks
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  #254  
Old 10-05-2010, 01:21 AM
WillaWonka WillaWonka is offline
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i want to see BMX bikes and bmx rink to do tricks

That was gunna happen but no one pulled through awhile ago
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  #255  
Old 11-25-2010, 12:25 AM
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stock market if a proper way to implement it was found
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  #256  
Old 11-25-2010, 12:29 AM
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stock market if a proper way to implement it was found
I would so be awesome at that game.
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  #257  
Old 11-27-2010, 01:02 PM
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I'd like to see Era stop turning into Unholy Nation with guns and turn back into a 2D third person shooter game.
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  #258  
Old 11-27-2010, 04:15 PM
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We need a betspar system. So we don't need to wait for inactive prs to get on and possibly watch our spars.
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  #259  
Old 11-27-2010, 08:54 PM
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Quote:
Originally Posted by Tim_Rocks View Post
What all did you change, could you be a little more specific?
There's three different types of healing (each business sells a different type).
  1. Instant healing with a short "diet" period between food.
  2. Heal over time where you frozen in place (this one heals the most)
  3. Heal over time where you can run around (very slow, small increases in HP over a longer period of time)
Some food also has a chance of healing wounds. Wasser might be able to provide a list of what each food does exactly...I just set up the system.

Quote:
Originally Posted by Donark View Post
We need a betspar system. So we don't need to wait for inactive prs to get on and possibly watch our spars.
This has been tried (twice?) before, but hasn't ever worked out. I'd like to say it failed because of poor implementation, and that it can be done, but I have a few other projects I need to finish before giving this a shot again.

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I'd like to see Era stop turning into Unholy Nation with guns and turn back into a 2D third person shooter game.
Elaborate?
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  #260  
Old 12-04-2010, 02:25 AM
WillaWonka WillaWonka is offline
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I wish we got paid for general pking instead of contracts. Like its all based off a skill factor, both your K/d (mostly affects) and your score (Given score ranges on killing higher skilled players) The higher the skill the more it pays out which will promote more activity to all players, and all players want money. Right?

It would be something like this:
Player A: 10:0 K/D Ratio = Score 100 (Highest for negative K/D, 200 is highest for positive K/D)
Player B: 10:1 K/D Ratio = Score 90 (11:1 would average back to 100 and so on, based on if they have more then 10 kills compared to deaths)
Player C: 1:10 K/D Ratio = Score -90 (Highest is -100 Regardless)
Player D: 5:5 K/D Ratio = Score 0

Those with 200 Score (100 for negative K/D) get paid the most, compared to those with -100 who sparsely gets paid.
If Player C were to somehow kill Player A, Their K/D will change to 2:10 + The new score (-80) + 1/4 of Player A's Score (25) = Overall score is -55. (Capped at 100 unless they become positive in K/D)

Now on a bigger scale, one would have 45,000:2,000 K/D, the ratio would average to 45:2, which would award good players (Only up to 200 Score Regardless), but this high wouldn't be counted right off the bat, the scores are all set at 0:0.

This system can be arranged more wide spread so that instead of 10:0 its 100:0:
Player A: 100:0 K/D = 100 Score
Player B: 100:10 K/D = 90 Score
Player C: 10:100 K/D = -90 Score
Player D: 50:50 K/D = 0 Score
Player E: 45000:2000 = 200 score

Regardless They must have either 20 (small scale) or 200(Large scale) more kills then death to be 200 Score, Vise Versa if they have less then 100 kills to deaths (0:100) it would cap at -100 Score.

To keep it interesting there should be a "Overall Score Leaderboards", so those who have 200 Score don't get bored other then competing for the top position. (Friend Board, Daily Board, Weekly Board, Monthly Board, Overall Board)
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  #261  
Old 12-04-2010, 06:12 PM
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Okay, after some heavy moderation, I have literally halved this thread's page count and got it back into a respectably clean suggestions-only looking thread. It is to be kept this way. The minute this thread veers off-topic or breaks forum rules further, it's locked.

Don't even reply to this post, just get back to suggesting ideas.
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  #262  
Old 12-04-2010, 06:13 PM
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Quote:
Originally Posted by WillaWonka View Post
I wish we got paid for general pking instead of contracts. Like its all based off a skill factor, both your K/d (mostly affects) and your score (Given score ranges on killing higher skilled players) The higher the skill the more it pays out which will promote more activity to all players, and all players want money. Right?

It would be something like this:
Player A: 10:0 K/D Ratio = Score 100 (Highest for negative K/D, 200 is highest for positive K/D)
Player B: 10:1 K/D Ratio = Score 90 (11:1 would average back to 100 and so on, based on if they have more then 10 kills compared to deaths)
Player C: 1:10 K/D Ratio = Score -90 (Highest is -100 Regardless)
Player D: 5:5 K/D Ratio = Score 0

Those with 200 Score (100 for negative K/D) get paid the most, compared to those with -100 who sparsely gets paid.
If Player C were to somehow kill Player A, Their K/D will change to 2:10 + The new score (-80) + 1/4 of Player A's Score (25) = Overall score is -55. (Capped at 100 unless they become positive in K/D)

Now on a bigger scale, one would have 45,000:2,000 K/D, the ratio would average to 45:2, which would award good players (Only up to 200 Score Regardless), but this high wouldn't be counted right off the bat, the scores are all set at 0:0.

This system can be arranged more wide spread so that instead of 10:0 its 100:0:
Player A: 100:0 K/D = 100 Score
Player B: 100:10 K/D = 90 Score
Player C: 10:100 K/D = -90 Score
Player D: 50:50 K/D = 0 Score
Player E: 45000:2000 = 200 score

Regardless They must have either 20 (small scale) or 200(Large scale) more kills then death to be 200 Score, Vise Versa if they have less then 100 kills to deaths (0:100) it would cap at -100 Score.

To keep it interesting there should be a "Overall Score Leaderboards", so those who have 200 Score don't get bored other then competing for the top position. (Friend Board, Daily Board, Weekly Board, Monthly Board, Overall Board)
I might do this for Iphone- so it can be quite competative... thanks ng
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  #263  
Old 12-04-2010, 07:13 PM
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I might do this for Iphone- so it can be quite competative... thanks ng
System seems easy to flaw though.
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  #264  
Old 12-04-2010, 07:54 PM
WillaWonka WillaWonka is offline
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System seems easy to flaw though..
If there are kinks to iron out that can be done but usually under testing.
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  #265  
Old 12-04-2010, 08:53 PM
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Require staff to actually log on.

There's 66 people on and only 2 RCs. It's completely disheartening.
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  #266  
Old 12-04-2010, 08:59 PM
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Better than logging on UN where there's like 12 players 83 RCs.
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  #267  
Old 12-04-2010, 09:42 PM
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Quote:
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Better than logging on UN where there's like 12 players 83 RCs.
At least that means staff are somewhat involved.

When you barely see the Manager or Co-Manager on for several days, it sucks. I hope it'll change soon.
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  #268  
Old 12-04-2010, 10:51 PM
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Quote:
Originally Posted by deathbarrier99 View Post
At least that means staff are somewhat involved.

When you barely see the Manager or Co-Manager on for several days, it sucks. I hope it'll change soon.
Kinetaro's internet has been out for like a month, but I'm not sure what Darg's excuse is. Kinetaro is supposed to get his internet back on the 9th, so we'll see what happens.
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  #269  
Old 12-04-2010, 11:41 PM
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Create a gun that kills you in one shot and has no delay.
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  #270  
Old 12-05-2010, 01:22 AM
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When Graal v6 is officially released the minimum timeout will be decreased from 0.05 to 0.01 seconds, which makes a lot of things possible.

At the moment bullet speed is at its limit because in the 0.05 second timeout that bullets check for onwall a faster bullet could travel over a whole blocking tile and seem like it is going over the wall. So with a 0.01 second timeout bullets could be made up to 5 times faster without becoming glitchy.

The lower timeout means that it'll also be possible to speed up ammo being deducted from your clip when firing, so now wallers won't be able to hold D and create a wall of 70 bullets from what should be a 32 bullet clip.

And gun stats will be able to be a lot more diverse than just the standard 0.10 freeze, 0.20 fire rate.

Shotguns will be able to shoot a cloud of bullets, which wasn't possible before because when we tried it just looked like 1 row of bullets and then another row 0.05 seconds later. And instead of just getting hit by 1 bullet out of the 5 and taking 20 damage, it could be made so that each bullet does 4 damage and if you get hit by 4 of them you take 16 damage, but if you get hit at point blank range by all 12 of them you take 48 dmg.

There are a lot of possibilities that could make PKing really fast paced CoD style action, rather than the slow paced run-fest that we have now.
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  #271  
Old 12-05-2010, 01:28 AM
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Being able to cause timeouts at a 0.01 won't help that much when everything else still runs/draws at 20 FPS / 1F per 0.05 S.
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  #272  
Old 12-05-2010, 01:29 AM
WillaWonka WillaWonka is offline
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The idea of 0.01 will just make era lame and will never be played again.

unless you make every gun 0.01 freeze....

then it would be bad for a 0.01 freeze gun against a average .13 freeze gun.

And increased laming will be a result of 0.01 rate of fire..
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  #273  
Old 12-05-2010, 01:30 AM
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Quote:
Originally Posted by Demisis_P2P View Post
When Graal v6 is officially released the minimum timeout will be decreased from 0.05 to 0.01 seconds, which makes a lot of things possible.
You sure? I know Stefan said "it is possible", but can you link me to something where he says that this feature is certain?

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Originally Posted by Demisis_P2P View Post
At the moment bullet speed is at its limit because in the 0.05 second timeout that bullets check for onwall a faster bullet could travel over a whole blocking tile and seem like it is going over the wall. So with a 0.01 second timeout bullets could be made up to 5 times faster without becoming glitchy.
Faster speed is already possible with custom projectiles (which I've already made with the help of cvimes), you just have to check for walls between the bullets current location and where it will move to before the next frame. The only difference is that the bullets are still only drawing every .05 seconds.

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Originally Posted by Demisis_P2P View Post
The lower timeout means that it'll also be possible to speed up ammo being deducted from your clip when firing, so now wallers won't be able to hold D and create a wall of 70 bullets from what should be a 32 bullet clip.

And gun stats will be able to be a lot more diverse than just the standard 0.10 freeze, 0.20 fire rate.
All of the .17s and .18s that noobies put will actually mean something!


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Originally Posted by fowlplay4 View Post
Being able to cause timeouts at a 0.01 won't help that much when everything else still runs/draws at 20 FPS / 1F per 0.05 S.
I'm assuming you'd set a serveroption to adjust the frame rate so that everything would run at 100FPS
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  #274  
Old 12-05-2010, 02:04 AM
Demisis_P2P Demisis_P2P is offline
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Originally Posted by salesman View Post
You sure? I know Stefan said "it is possible", but can you link me to something where he says that this feature is certain?
I can't remember where the post was. But the feeling that I got was that it'll be possible in v6 but it won't be enabled on every server by default.
I image it'll be introduced the same way as gmaps and GS2, where you need to ask Stefan to enable them on your server at first and then eventually it gets pushed out to all servers.
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  #275  
Old 12-05-2010, 08:27 AM
jkldogg jkldogg is offline
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Talking my thoughts

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Originally Posted by Demisis_P2P View Post
Shotguns will be able to shoot a cloud of bullets, which wasn't possible before because when we tried it just looked like 1 row of bullets and then another row 0.05 seconds later. And instead of just getting hit by 1 bullet out of the 5 and taking 20 damage, it could be made so that each bullet does 4 damage and if you get hit by 4 of them you take 16 damage, but if you get hit at point blank range by all 12 of them you take 48 dmg.
I don't like the idea of multiple bullets hitting at once doing damage for each bullet. It's extremely lame and becomes very tiresome. For example, shotguns such as the PBP and PL9 shoot say 8 bullets, and do 8 damage each, that's 64 damage. Players would die extremely fast when lamed.

my thoughts:

1.) make unstick me completely PK-mode, and make many more buildings pk zones. Make only a select few buildings no-pk mode, and after 10 minutes you're automatically put into pk-mode. Graal disconnects players after roughly 12-14 minutes I think, so you'd be able to kill them before they were disconnected, and this would get rid of a lot of idlers that just lag up the place, and take up space.

2 make gmap smaller, or just get rid of all the empty space and buildings that aren't being used
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  #276  
Old 12-05-2010, 08:45 AM
DustyPorViva DustyPorViva is offline
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Eh, shotguns SHOULD shoot out a spread. I mean, that's how shotguns work. And yes, damage should be a matter of how much of the spread hits the player. The farther away the player, the less amount of the spread is going to connect. If you're close enough for a full spread to hit you, you SHOULD take heavy damage. Again, that's the purpose of shotguns -- close combat.

Though that said, the spread should be high. High enough so that you need to be relatively close to take heavy damage. Otherwise you could just calculate the distance the bullets travel so you could make the damage fade over a distance. Also, the spread shouldn't travel too far.

That's just my opinion.
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  #277  
Old 12-05-2010, 10:38 AM
Demisis_P2P Demisis_P2P is offline
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Originally Posted by DustyPorViva View Post
Eh, shotguns SHOULD shoot out a spread. I mean, that's how shotguns work. And yes, damage should be a matter of how much of the spread hits the player. The farther away the player, the less amount of the spread is going to connect. If you're close enough for a full spread to hit you, you SHOULD take heavy damage. Again, that's the purpose of shotguns -- close combat.

Though that said, the spread should be high. High enough so that you need to be relatively close to take heavy damage. Otherwise you could just calculate the distance the bullets travel so you could make the damage fade over a distance. Also, the spread shouldn't travel too far.

That's just my opinion.
Yep, he was assuming that guns like the PBP would stay the same as they are now, but they're only like this because it was the only way to make a kind-of-decent shotgun with the existing system.

Giving shotguns a limited range is something that I've always wanted to do as well, but I think they need to be brought up to par with other guns before adding more limitations to them again.
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  #278  
Old 12-05-2010, 03:17 PM
WillaWonka WillaWonka is offline
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Quote:
Originally Posted by DustyPorViva View Post
Eh, shotguns SHOULD shoot out a spread. I mean, that's how shotguns work.
So he should also make the Famas shoot roughly 1000 shot per minute since thats how famas should work. Same with M4, M16, P90, Mp5, etc.

Everything is slowed down and leveled to make the game fair, even when its not.

The spread that is already present is good enough because it covers a larger radius of tiles then any other gun.

Either people would start using shotguns cause they are good at laming or shotguns would not be used because they are useless as hell, no one cares about the back side of the shots because of we successfully dodge the first line of bullets then no worries about the others.

And it would become lame if say a PBP shoots 24 dmg, and its a player five times because they tried dodging, adding up to a instant death.

If your gunna do the spread with each bullet counting lower the guns damage before anything.

But each bullet counting per hit then the osiris minigun would become the ultimate laming weapon.

In my opinion.
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  #279  
Old 12-05-2010, 04:50 PM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by WillaWonka View Post
0.01 rate of fire.. QQ
I believe they mean intervals of .01. Currently only every .05 registers, making .14 and .16 technically the same freeze. If it were to be with .01's then .14 and .16 would have a slight difference.

They don't mean every gun would be .01 freeze.

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Originally Posted by WillaWonka View Post
In my opinion.
I couldn't understand the point you were trying to make with this. You just said 'if this... then this... and that's lame... imo"


I agree with dem/dusty/jkl's posts on shotguns, lets do it!
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  #280  
Old 12-05-2010, 07:40 PM
WillaWonka WillaWonka is offline
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Quote:
Originally Posted by Supaman771 View Post
I couldn't understand the point you were trying to make with this. You just said 'if this... then this... and that's lame... imo"

The whole post was based on my opinion just to clarify so nobody QQs about what i just posted.

But it was all about what things may happen if each bullet were counted towards damage. Example if you were to spray someone with m16 they only get hit once every 2-3 bullets.
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