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  #256  
Old 11-25-2010, 12:29 AM
Sinkler Sinkler is offline
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Quote:
Originally Posted by CharlieM View Post
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
Demisis_P2P Demisis_P2P is offline
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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
Donark Donark is offline
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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.

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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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Originally Posted by Demisis_P2P View Post
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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Quote:
Originally Posted by xAndrewx View Post
I might do this for Iphone- so it can be quite competative... thanks ng
System seems easy to flaw though.
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Last edited by TSAdmin; 12-05-2010 at 05:01 AM..
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  #264  
Old 12-04-2010, 07:54 PM
WillaWonka WillaWonka is offline
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Originally Posted by fowlplay4 View Post
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
BigBear3 BigBear3 is offline
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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
deathbarrier99 deathbarrier99 is offline
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Quote:
Originally Posted by BigBear3 View Post
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
Unkownsoldier Unkownsoldier is offline
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  #270  
Old 12-05-2010, 01:22 AM
Demisis_P2P Demisis_P2P is offline
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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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