![]() |
Quote:
Also pk really needs to be balanced,the slow down when hurt feature seems like a great idea to stop people running in raids. |
Quote:
|
Instead of hotkeys, what if we made some kind of quick select menu on "W" or so, and you can navigate it with the keyboard? Shows the last 3 weapons or so.
http://img97.imageshack.us/img97/262...lectmockup.png |
Quote:
Pking has been the same for a long time. 1. Buy the most expensive gun you can. 2. Use that one gun 24/7 and hold D. 3. Try to buy a more expensive gun. It'd be nice to shake it up a bit and try to make it more like other shooting games, where reloading takes more than just the time it takes you to tap the 'a' key. So that it's not possible to shoot an almost endless wall of bullets with almost any gun, and having more than 1 gun and switching mid-fight becomes viable, if not necessary to increasing your chance of surviving. So that it'll be possible to rush somebody if you catch them reloading in the middle of a raid. Or throwing a grenade around a table one way and then running around the other way to shoot your enemy, instead of just running around the table in circles forever and then giving up. |
I want quick equip hotkeys
|
nuclear bombs
|
Quote:
|
As far as hot keys go, I don't think being able to switch between any item with the press of a button is such a good idea. I definitely don't want players to be able to bind every key on their keyboard to a different item.
I'd prefer a more purposeful approach, such as having primary and secondary weapons. Of course, with this system, there would have to be something to balance it (like longer reload times). Players would be able to designate a primary and secondary weapon in their inventory and then switch between them whenever they are running low on ammo or are in a situation where one gun would be more useful than the other. You would also be able to set a grenade/explosive in your inventory which could be thrown by pressing the "G" key. We wouldn't have a limitless hot key system, but instead you would be able to easily switch between grenades (G), two guns (D; + some other key to switch), and melee (S)...a bit more organized. e: I know this idea has been floating around for quite a while, just stating that I believe it would be our best bet for a "hot key" system |
Fix the blackjack game. It doesn't recognize the Aces correctly.
Just won a hand with 25, and apparently Queen + King + 2 = 23? Is this even blackjack? |
Quote:
|
Something I would love to see is an option to add all ammo, or at least an option to add a certain# of ammo.
Instead of hitting D, you would hit F and be prompted to add all of the ammo type. It sure would beat mashing D like crazy to add like 60 boxes and at the same time be able to add a certain amount if you didnt want to add all of it. It would be smart to include in the prompt that you might hit your ammo limit if you add a large amount of boxes. IE: 100 boxes = 10k ammo, ammo cap will eat you alive. Another cool idea would be to add a gui that shows how many kinds of each flowers you have in your inventory when you have the boomerang or flower basket equipped. Like this: Red Asters: 3 Sunflowers: 4 Yellow Mums: 5 That would make flower picking a bit easier, but it's not as useful as the add all ammo idea. |
We've managed to get Sage back on the team, so Luke and Sage are working together on the tileset, which is progressing very nicely. We might be able to post some screenshots soon, though I can't guarantee anything.
|
I would really like to see a players weapons be disabled after certain lag like say 250-300....
|
To be honest, that idea isn't feasible nor worth it. Lag has been around, and will be around. I don't like it (when its forced-lag) but players who can't help it shouldn't be penalized. Era has a lower playercount already, that would just drop it further. In otherwords, that idea is silly.
Expecially to rely on ms count, its changes so quickly and sometimes becomes very inconsistant. |
Make P4s attachable to your body again.
|
Quote:
|
Quote:
|
Quote:
|
Quote:
|
You attached the bomb to your player and could detonate the bomb with the press of a key.
There was no day but that's why it was so dangerous. |
I cant say it would be that cool. But if a noob looking person were hiding it, and running towards you, and waiting for you to axe him to dead. Then it would be something worth seeing.
|
Any chance of getting a hotkey system for weapons/items?
You could make the thing in like a day, and I'm sure we'd all appreciate it.. |
It's later in the thread, but I still want helicopters back.
|
The new gmap would be smaller, according to several staff.
What the hell would be the need for helicopters? Another staff toy? They already got plenty. |
I find it hard to believe the minds are work on Era like Chris Vimes can't fix the issue with bullets disappearing when going over level links. It's annoying and allows people to cheat.
Hell, I solved it in the 2.17 client around 4 years ago by writing a simple custom bullet handler. |
Quote:
|
More creative quests, proper baddies, and some less repetitive/rectangular levels, maybe.
|
Quote:
It's easy to do, have Chris do it. The pros outweigh the cons hugely. |
Quote:
|
Quote:
You can easily sync the bullets up using timevar2 and timevar. And plus, bullets are not handled serverside anyway, so it's easy enough to work do this. And it would help boxes and barrels break/explode more reliably.. |
My list
So, Here are the ideas I liked the most and are not so complicated to do.
|
Quote:
I think Dusty's idea was the best and most important one. |
Quote:
|
Quote:
If you mean network lag, no, because they're handled exactly the same as bullets are- clientside. And you can improve synchronization over Graal's default by using timevar2 and timevar. If you mean clientside lag, the difference in performance is extremely negligable and may even be an improvement over built-in projectiles. It fixes all your problems with projectiles if you do it right :\ They won't disappear over level links, they'll actually work on barrels and boxes, and other things. Sure, it requires a bit of work, but it's not insanely difficult. The way I did it was with arrays, stored x, y, an x movement vector, a y movement vector, a creation time, and a direction to face. Sent that information via a triggerclient type deal and stored it in other players, used the creation time to synchronize them more effectively than Graal's default, and then rendered a bullet gani at x, y with the direction stored. Collision was simple enough, obviously. They didn't have to be destroyed over level links on the same overworld. Worked fabulously. If your idea was to spawn NPCs to work like bullets, forget that idea, it undoubtedly eats up network performance and clientside resources as opposed to the single system script approach described above. I see you did the separate NPC per bullet approach in one of your servers, I read a thread on it a while ago. If I can do it in 2005, when I'm 11, in GS1, without an NPCServer, in the 2.17 client, with no visible performance difference on a computer with the processing power from that same time period, surely you can do it in the present, no? I remember there was no timevar2 then, so I had to play an MP3 in the background and use musicpos to get an accurate creation time :) |
Quote:
|
Listen to 1217, his stuff is usually the best if not a really good option.
|
I want to see more pawn shops, or at least more guns moved to the existing one. The idea of being able to resell guns was genius and helps stabilize the market prices by preventing sharp shifts in value like I have seen with other guns.
Also, I really liked the katana but not everyone might agree on me with that. |
I think if there were more consumable items to buy and guns cost less it would keep the point of working but allow new players to join in faster and might raise the player count. Era could also implement weapon decay where after a while guns will break and have to be rebuilt, this would prevent the same players from holding on to rarer guns and have their prices soar to insane levels.
|
Quote:
|
Quote:
|
All times are GMT +2. The time now is 11:35 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.