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We found the cause of the wave 19 hangup!

Posted: Wed Feb 19, 2014 2:23 am
by BaronVonRotterdam
The dragons!! But it is an easy fix we think. So right now we have wave 1 as wave 19 without the dragons. We didn't have to update any code to test this. This hangup problem was the biggest issue. There are only a few tiny things left, including fixing the weapons crate, or rolling back its old code.

Re: We found the cause of the wave 19 hangup!

Posted: Wed Feb 19, 2014 9:04 am
by Mobster
The wave hang can happen on any wave. Ive seen in it on wave 6 before. So its random.

Re: We found the cause of the wave 19 hangup!

Posted: Wed Feb 19, 2014 4:04 pm
by Amy Infless
if its a monster and random, but/and mostly wave 19, could it be the rare monsters like nuke-smith, vortex or wandsmith, for example, appearing randomly every now and then, or others, which normaly not "belong" to the regular wave, but mostly appear
generally in wave 19?


btw fixing, any chance to make some "major" changings; i mean not to remove crappy things or implement new stuff.
after that long time test phase, in my opinion, some "settings" really need to be changed/finetuned before an official launch...

ats

Re: We found the cause of the wave 19 hangup!

Posted: Wed Feb 19, 2014 8:09 pm
by BaronVonRotterdam
We we still have to fine tune a lot of things amy. Based on how much you have played, what have you noticed that needs work? I have heard so far that monsters need to be harder, though they are weaker right now on purpose so we can play a whole map to test easily.

Re: We found the cause of the wave 19 hangup!

Posted: Thu Feb 20, 2014 9:11 pm
by Amy Infless
well, about monsters, sure, atm they are much easier to kill, but i dont know how they grow in power if settings were
changed to "godlike" or how much the monster adjustment factor can be increased to make them like in 179.

at least there are 4 "pi$$ing me off"-monsters which nearly dont need to be fixed.

1. blue redeemer-luzi.
wave 19 and 20 2-4 of them appear in a row or together. this bastard is very hard to kill
and it really kicks a$$ with its redeemer. ALL players really fear it! (finally a monster like that like in good old times
long time ago when one screamed "WAND" and ALL run away try to hide...(cause of no wand shields that time)
since the only telefragable (and really fearable wand-)super/elite-soldier doesnt exist anymore, its a very good alternative.

DO NOT TOUCH THIS ONE! ;) (i mean, do not "fix" that monster!)

note* redeemershields doesnt work against this one. GOOD! (maybe we can use the excuse that this luzi "cheats" ;)


2.) sawyer.
another pain i.t.a.! fast, accurate, very deadly and i´m sure 1 of 2 reasons why to buy resurection or ghost as fast as
possible. (2. reason is darth vader...) harder to kill but not impossible, with the right weapon, some speed5s and
some well placed hits while it is slowing down to try to cut you "easier" to dodge and kill after some shots.
maybe should be killable after 10 instead of 8 direct hits from a full 10 damage loaded flak with blast-pu...
(ok thats not true, just 1-3 hits more would make it more thrilling if he get a 2. chance to speed run at you...)


3.) darth vader. fast.
often deadly. but very low on health. he should be a bit more accurate.
btw, will SSR return as primary long distance weapon or is it final only having "no" damage, just pushing away
normal shock-rifle?? if it can return, maybe it should be deadly after 3-5 shots, not after 10 shots while standing
1m in front of him... (not real number, just to show he aims like a noob)


4.) obama...
fast, and ... NOT deadly. well.. you know... no weapon, no fight, but... a bit too easy to kill.

so, 2.,3.,4. maybe just a bit finetuning. (my opinion since they were "special"..
EVERY other monster from wave 1 till wave 18 needs to be MUCH harder to kill,
depending on novice or godlike settings and/or players average levels

monsters from wave 1-18 because even as level 50-100 i could kill them more or less easy with chainsaw.
wave 19 and 20 are different. even with 10dam loaded chainsaw many monsters suddenly only killable with
help of vorpal-pu! also playing with SSR some monsters in wave 19/20 hard to kill. i dont know why, maybe they
have some other settings in last waves.

btw wave 19/20. sometimes wave 20 work, most time when you manage to NOT kill last monsters from wave 15 on.
best works with titan. if titan survives as last monster alive, try to not kill it, just run around it so it shoots at you,
then run away and wait 2-3 minutes. if its timing out, good, try do the same in wave 16-19... if its still not working,
repeat 2-3 times, if waves still dont change, kill it. try again next wave. it often works. why "best" with titans, dunno.
if at least 1 monster is overleaping waves from wave 15-18 theres a good chance it also work in 19...



damn... just wrote only about monsters and not about what really needs a "big" finetune.



ok, trying to make it short:

dunno if that phrase is correctly translated: "Man is a custom animal", means like, if you had some things for
months or years, you wont do anything without them...

so, from what i recogniced last weeks, in my eyes 2 main reasons why players dont like to play or test more:

1.) "no" infinity-pu drop
on one side i totally agree with that. i dont know how many maps i played as "newbie",
but i could bet i saw max. 20 infs in 100 maps! and it wasnt only me who never got any inf in the "first" 18 waves....

its really not funny permanently dying as new starter with no ammo and not knowing how to get more
or where to find.

ammo bags are "useless" as long you dont have it yourself or no player is near you who runs with you
all the time only to drop ammobags for you.

the first 5 minutes you also cant count to get ammo from commanders supply crate.

also many want to play and run around and not hide and duck behind commanders supply crate
just to have allways full ammo and/or heal


well, i recogniced as alternative to have no ammo of any kind (ammobags, supplycrate, field medic ability),
chainsaw is a horrible funny and powerfull weapon which dont need ammo, but you have to learn what
most new players dont want: close combat instead of easy killing from far away.
i made now some maps till wave 19 nearly only with chainsaw
it only has 2 disadvantages: retention and/or denial lvl 2 doesnt work, till now a reg. wop or golded one
allways disappeared when beeing killed. and second, its still looping sound even when you are dead...


also having no ammo "all the time" will force many players to play more ssr and deemermaps, something
that you dont wanted to happen. i dont know if you deactivated the ssr maps or if i just came the wrong
times, but everytime when i have time to play all ssr maps were disabled to play...

thats a reason why i liked the idea to replace the ssr with the sig666, maps can stay, and instead of
too powerfull ssr a good fast firing bullet wep with scope, good for newbies, and when made powerfull
enough, a good balanced more powerfull weapon placed between a full loaded flak and a ssr


2.) "no" iron sturdy drop

i cant tell how often i had chance to get an iron or an inf but every gdmn fkn time that cheating game
put that pu in midst of 100 monsters which only have pushing-you-away-weapons..

single sturdys drop more, but (for me) nearly never in first 5 waves...


3.) "no" vorpal drop
monsters are really "easy" to kill atm, so untill you walk into that sawyer or that blue deemer-luzi
in last 2 waves, you dont need it.

problem is if difficulty settings were changed some day and only 3 of 16 players have a vorp after 20 waves
or after 2 maps it will start to piss many off when nothing can be killed anymore, esp. if these 3 players
are not the last players allive...


that "no" doesnt mean pus dont drop, they do. but if one "special" pu like infinity only drop 2 times in 5 maps
it feels like "no inf drops"... i often exaggerate to try to make it better understandable, but too pity i often fail
with that...

so, these all were "secondary" (!!!) <problems> (could describe them faster..)

3am now, i need sleep, trying to write the PRIMARY major troubles/probs down tonight

ats

Re: We found the cause of the wave 19 hangup!

Posted: Sun Feb 23, 2014 6:33 am
by BaronVonRotterdam
Thanks for the post amy! We gave darth vader the super shock rifle again. We doubled boss lucifers health and drastically increased his projectile damage. We increased obamas health and gave him a chainsaw

Re: We found the cause of the wave 19 hangup!

Posted: Sat Mar 08, 2014 2:16 pm
by Amy Infless
ok, here it is, had no time to bring it earlier, sh!t work problems...

and soooooooooooorrry its very long text, i beat bananafaces with that i bet, hehe


----------------------------------------------------------------------------------------------
wave-dont-switch-problem.
i thought its fixed...


i played a handfull maps and all ended in wave 20!!! dunno what happens, if it was fixed or not.
allways there were turrets on when others played, when i played allone i didnt use it
(or i cant since im medic and not support...)..

so now it just happend again in training day fixed, end of wave five, game over. turrets were in use!
no error message or starnge things in logfile

well but thats not what i wanted to say, i wanted to write down some things that in my eyes
are major "problems", but till now i had no time.
since bananaface made his "rant" in another topic, i totally have to agree with most of it,
so i dont need to repeat it here again, and continue instead with some things that may be
needed to be changed, fixed or tuned...


----------------------------------------------------------------------------------------------
infinity-pu-discussion:

if you really want to make it so rare that only hiding at comanders supply crate gives you ammo
or supporters ammo-bags, then it will cause drama like in good old times when i started to play
some years ago, when it also was very rare, or why you think i have this forum-name???

anyways, since it allways would be the same player who gets that one and only inf dropping in
first 10 waves, (same like with ss, ssr and summons), and going rambo and getting 20k every map,
i would suggest completely REMOVE infinity-pu!!!

instead make the resupply-ability very expensive and 10 levels:

level 1 costs 10 statspoints
level 2 costs 20 stats
.
.
level 10 max. costs 100 stat-points = reloads a bullet weapon like minigun from 0 ammo to 1000 ammo
in 2 seconds , so a bit closer to infinity-pu, but at least not beeing able to fire 100% of the game....

if someone really wants to run and gun forever, he should "waste" his stats on that ability!

guess thats a better compromise that having only 5 infs for 16 players in 10 waves...
--------------------------------------------------------------------------------------------
monsters:

"monsters will hunt you down"... it looks like many wont work if you are out of sight.
they nearly all start to look into a wall or up in the air to a fixed point. sometimes when
beeing in a huge map, no player in sight, all monsters stay around all over the place,
like in circles, and all look up in the air at one point in center of the map, why is that?


"vortex-luzi"
still doing nothing than running around after releasing vortex.
what about let it shoot these glass-balls at you, pushing you back that way EVEN WITH IRON and cause you
lose health 33% each hit you get from these glassballs, no matter what your primary heal is, if you have 1000hp
you lose 333hp, if you only have 150hp cause of beeing rank10 you only lose 50hp...
at least that would make the vortexluzi a bit more fearable monster till its vortex is reloaded...
maybe let glassballs explode when they hit you or miss and hit walls with similar effect like from cutter rifle,
since thses look glass-like too, i think it would sound and optically fit perfect


"vortex-twins"
i liked that idea to spawn monsters at places where players idle or hide tooo long without doing nothing.
i would like to see "vortex-twins" beeing spawned at such pleaces to make players freak out and learn to
move and not hide or idle or not shooting for longer than one minute.

i love that name, since vortex and luzi is a bad a$$-combination, think about having them as "twins" :)
one in front of you, one behind you, or both left and right, just to be out of sight in first moment!

---------------------------------------------------------------------------------------------
the "roles":

what not fits together is medic and support role. so:

as medic you can NOT buy support
as support you can NOT buy medic

but as support you can buy field medic and FMExp. WHY? it makes no sense to me when you cant
buy medic but the field medic option, which is in my eyes a much stronger feature in combination
with support.

so please scratch that possibility, make it single unique style, support role OR medic role,
and implement the "medic"-ability into a field medic lvl 1,2,3,4,x. but see ideas some lines later!

next what doesnt "fit" is commander AND supply crate, supply crate should be feature of support,
commander should be for the "big stuff". also see some ideas later!

also it doesnt fit that the commanders supply crate is healing players. i feel useless as medic player
if all hide there and i chose to become medic player and noone is there to heal!
so remove healing option from supply crate and see the ideas behind later!



btw commander:

you can have MORE than 2 broken arrows in ONE MAP! since you made broken arrow a drop/tossable
artifact, all i have to do is

toss broken arrow pu
enter mutate resign in console
repick broken arrow pu

vote for new commander and the new commander, if higher than 200 atm, will get another broken
arrow pu, we tried that in 2 waves releasing one after another and it works... so i guess if the second
player with BA does the same, and a 3. 4. 5.th player doing that you could have 5 broken arrows in
the last waves by different players and easy win that way.

i think thats not to be supposed to work that way!!

bananaface also said its an easy to win option, which i remember isnt a thing that joey wanted.
he allways wanted make it hard to play, but winable, "as team"...(ha-ha, zound "vfunny"...)

so, in my eyes loosing a game doesnt matter, if it happens in wave 20. not to get into wave makes
it allways look like we are noobs, not willing to work together cause of to many "unique" players who
only care for own scores...and so it feels allways like a disaster not getting into last wave...

to make it worth having artillerie, broken arrow and nuke, and not beeing removed from game, i think a good
compromise would be some of them not usable in last wave, like broken arrow only beeing usable till wave 19,
(since wave 18 and 19 are still harder than last wave, it would be good option..)

time to use artillerie again should be higher, also the ranks when you get all these goodies should
be set higher, also not all at once from beginning.


btw if you repick the broken arrow pu, sound appears with "artillerie", but isnt broken arrow
some bombing planes??



what else doesnt fit in a "fair game", if allways 10 hours a day allways the same player is commander
because of beeing highest level.

i would like to see beeing commander only 2-3 maps in a row, and a "penalty time" like at least 3 maps waiting
till it can be voted from "that" player again, so others have chance to become it.

same goes for turrets. these most time in spectator mode horrible much errors causing things are useless
for all players as long theres allways one player who wants place them all for himself... make it 1 turret
per player, or with lvls, like if someone reaches rank 300, he can place 2 turrets... the one with that high
rank should be experienced enough to use it more as defence lines in last waves instead of toss and idle
next 10 waves from first wave on...

------------------------------------------------------------------------------------------
you asked for ideas for the "roles" in some earlier "updates"

i thought much about "commander" and other "classes" stuff, problem is often, most only want to play
"the best class"

also many players want and dont want "classes". here we have nothing half and nothing whole, just some
compromisses, more or less good/bad/ugly ones ;-)


many players only want just to play, some others like the medic things, in new patch many like commander stuff.


heres what i came across, i saw bananaface had some nice ideas going into same direction,
but first i have to make a rant, first because of the overpowerdness (is that word correct?) of beeing
commander, second because of the "unfairness", beeing a unique single player feature.

just imagine: now you can be/buy

"commander level 3" + "support level 4" + "field medic level 3" + "field med.exp level9"

=

supply crate + vehicle drop + artilleriestrike + nuke + broken arrow + small ammo-box +
+ submachine gun + minelayer + turret-launcher + medic-weapon-maker-"pu" + healing players 150hp higher

= totally overpowered most advantaged player. isnt that a bit much for only one player???


so.. when i first wrote the long rant, similar to bananafaces, i had suddenly some ideas about the roles
and scratched that loooooooong text, since banana wrote nearly the same...



------------------------------------------------------------------------------
just to remember, here the "normal" roles we have NOW:


========
offense
========

"commander level 1"
supply crate + vehicle drop + artilleriestrike (bugged, more than 3 times in 10 minutes possible!)

"commander level 2"
supply crate + vehicle drop + artilleriestrike + nuke

"commander level 3"
supply crate + vehicle drop + artilleriestrike + nuke + broken arrow ("bugged", more than 2 possible!)






"support level 1"
small ammo-box

"support level 2"
small ammo-box + submachine gun

"support level 3"
small ammo-box + submachine gun + TWO minelayers !!! (why??? is one supposed to become a weaponspawn
when beeing tossed? )

"support level 4"
small ammo-box + submachine gun + ONE minelayer + turret-launcher



========
defense
========

"medic level 1"
medic bag

"medic level 2"
medic bag + medic xm8 of infinity

"medic level 3"
---nothing---

"medic level 4"
---nothing---



"field medic level 1"
medic-weapon-maker-"pu", healing players with mediced wep

"field medic level 2"
medic-weapon-maker-"pu", healing players 100hp higher than their regular max. health

"field medic level 3"
medic-weapon-maker-"pu", healing players 150hp higher than their regular max. health


-------------------------------------------------------------------------------------------
now i had an idea to implement many classes in a special way:

why ONLY voting for commander?

isnt it unfair and single sided having only ONE unique feature and see one and teh same player 10 maps
in a row as commander??

here the ideas for 5 unique VOTABLE roles: (at least 5 player who can do "other" stuff than regular,
since its often half and half, half like classes, half dont like it and just run around and kill mobs..)

in short words:

mutate commander
mutate medic
mutate support
mutate engineer
mutate sniper


explanation for some "new" single "features" after level-descritpion!


=============
commander: the one who should order the BIG stuff (not a lil small sized supply crate...)
all levels just depending on how fast you can reach it... if it needs 3 yeasr to get
rank 300, its no fun havin "no" broken arrow that long time...
=============

#commander level 1# (level 1-50)
"tank-vehicle drop"

#commander level 2# (level 51-100)
"tank-vehicle drop"
"artillerie-strike"

#commander level 3# (level 101-180)
"tank-vehicle drop"
"artillerie-strike"
"ion-plasma-tank-vehicle-drop"

#commander level 4# (level 181-240)
"tank-vehicle drop"
"artillerie-strike"
"ion-plasma-tank-vehicle-drop"
"nuke

#commander level 5# (level 241-300)
"tank-vehicle drop"
"artillerie-strike"
"ion-plasma-tank-vehicle-drop"
"nuke"
"leviathan-vehicle-drop"

#commander level 6# (level 300+)
"tank-vehicle drop"
"artillerie-strike"
"ion-plasma-tank-vehicle-drop"
"nuke"
"leviathan-vehicle-drop"
"broken arrow" (broken arrow not usable in wave 20)

#commander level 7# (level 375+)
"tank-vehicle drop"
"artillerie-strike"
"ion-plasma-tank-vehicle-drop"
"nuke"
"leviathan-vehicle-drop"
"broken arrow" (broken arrow not usable in wave 20)
mobile version of engineers twin-SSR-minigun, if commander needs to make
his hands dirty, only usable when beeing last player allive ;)


=============
medic: powerfull defense opposite of commander
=============

#medic level 1# (level 1-50)
"medic crate"
"medic toilet car vehicle drop"

#medic level 2# (level 51-100)
"medic crate"
"medic toilet car vehicle drop"
"medic tent"

#medic level 3# (level 101-200)
"medic crate"
"medic toilet car vehicle drop"
"medic tent"
"medic L-ROD"

#medic level 4# (level 200+)
"medic crate"
"medic toilet car vehicle drop"
"medic tent"
"medic L-ROD"
"medic-thunder"

#medic level 5# (level 250+)
"medic crate"
"medic toilet car vehicle drop"
"medic tent"
"medic L-ROD"
"medic thunder"
"medic revive"

#medic level 6# (level 300+)
"medic crate"
"medic toilet car vehicle drop"
"medic tent"
"medic L-ROD"
"medic thunder"
"medic revive"
"E-PPK" (Enhanced PPK) (need to be diskussed if usable in wave 20 or not)

#medic level 7# (level 350+)
"medic crate"
"medic toilet car vehicle drop"
"medic tent"
"medic L-ROD"
"medic thunder"
"medic revive"
"E-PPK"
amys private 5-star-combat-medic-weapon: medic combat shotgun of infinity
when you need to kill as medic :)

============
support: (suprting team with ammo crates/bags, weaponspawns and "runaway vehicles")
(weaponspawns not really a "must".. just if possible, so at least other players with other
classes could try these guns too)
============

#support level 1# (level 1-50)
"supply crate/ammo bags"
"frag grenades-weaponspawn"

#support level 2# (level 51-100)
"supply crate/ammo bags"
"frag grenades-weaponspawn"
"minelayer-weaponspawn"

#support level 3# (level 101-150)
"supply crate/ammo bags"
"frag grenades-weaponspawn"
"minelayer-weaponspawn"
"manta-vehicle-drop"

#support level 4# (level 151-200)
"supply crate/ammo bags"
"frag grenades-weaponspawn"
"minelayer-weaponspawn"
"manta-vehicle-drop"
"submachine gun-weaponspawn"

#support level 5# (level 200+)
"supply crate/ammo bags"
"frag grenades-weaponspawn"
"minelayer-weaponspawn"
"manta-vehicle-drop"
"submachine gun-weaponspawn"
"scorpion-vehicle-drop"
(scorpion is buggy . with getting it not randomized, but with that unique "high level" you have enough
time to fix it ;) )


#support level 6# (level 250+)
"supply crate/ammo bags"
"frag grenades-weaponspawn"
"minelayer-weaponspawn"
"manta-vehicle-drop"
"submachine gun-weaponspawn"
"scorpion-vehicle-drop"
"hellbender-vehicle-drop"

#support level 6# (level 275+)
"supply crate/ammo bags"
"frag grenades-weaponspawn"
"minelayer-weaponspawn"
"manta-vehicle-drop"
"submachine gun-weaponspawn"
"scorpion-vehicle-drop"
"hellbender-vehicle-drop"
all other flying-vehicles-drop (just didnt remember the names)

=============
engineer (the one who can "built" things):
=============

#engineer level 1# (level 1-40)
minigun-turret
teamshield

#engineer level 2# (level 41-85)
minigun-turret
teamshield
glasshield

#engineer level 3# (level 86-130)
minigun-turret
teamshield
glasshield
defense wall

#engineer level 4# (level 141-200)
minigun-turret
teamshield
glasshield
defense wall
bunker

#engineer level 5# (level 200+)
minigun-turret
teamshield
glasshield
defense wall
bunker
turretlauncher

#engineer level 6# (level 300+)
minigun-turret
teamshield
glasshield
defense wall
bunker
turretlauncher
stationary (new) strong shielded twin-SSR-minigun-turret, fast firing red ssr-beams from supershockrifle,
usable only for low levels till 50-75. reduce regular SSR-beam damage to 33%, at least 3 hits needed and not instakill,
with high firerate its so or so overkill for lowlevels... usable in wave 20 and to avoid lowlevels whining
about they cant do anything...



===========
sniper:
===========

#sniper level 1# (level 1-40)
lighninggun-weaponspawn
sniper-weaponspawn

#sniper level 2# (level 41-85)
lighninggun-weaponspawn
sniper-weaponspawn

#sniper level 3# (level 86-130)
lighninggun-weaponspawn
sniper-weaponspawn
widowmaker-weaponspawn


#sniper level 4# (level 141-200)
lighninggun-weaponspawn
sniper-weaponspawn
widowmaker-weaponspawn
green laser-rifle-weaponspawn

#sniper level 5# (level 200+)
lighninggun-weaponspawn
sniper-weaponspawn
widowmaker-weaponspawn
green laser-rifle-weaponspawn
tossable essr - no weaponspawn


#sniper level 6# (level 300+)
lightninggun-weaponspawn
sniper-weaponspawn
widowmaker-weaponspawn
green laser-rifle-weaponspawn
tossable essr - no weaponspawn
tossable sig666 - no weaponspawn




----------------------------------------------------
description of single unique features:

medic crate:
same size like commanders supply crate, colour white, with red cross, or blue cross, like the heal-pu.
heals players near it, same effect like commanders crate, beeing destroyed after a while,
max. 2-4 crates at once. shields up working too.


medic toilet car:
till now it was just a funny but useless joke, since we all grow older and older it just make sense
to have these "things" on the battlefield, esp. when it heals you to your full health in a moderate
time (after you have done ""that" "big business"" (german phrase for ... well, w/e you call it when
sitting there 1 hour ;-) )


medic tent:
self explained... but still: where are the 2 healthkegs in it? or is medic tent in future supposed
to autoheal players when they inside tent??


"medic L-ROD" or "lighning bolts":
same like the regular "l-rod", just not killing monsters, but healing every player with lighning bolt hits
in same range like reg. -lrod. lasts as long you have adrenaline, max. for one wave, not overleaping waves.
since it should not kill monsters it should have block/shield/or monsters-getting-pushed-away-ability,
when beeing in range of the bolts



"medic-thunder"
similar to artillerie-strike, can be placed at one position (where many players hide for example)
blue instead of red, sounds like from a rising thunderstorm, flash, then a mix between vortex and
lighnting bolts, aiming towards players instead of monsters and healing them for same time like
artilleriestrike runs (20-30secs?)
maybe as "incantation time"-"sound" the beginning of Ac/DC´s "thunderstruck", like 5 seconds the guitars
and when you hear the first "thunder"-voice the healing thundersflashes starts its action...
same feature with medic l-rod, not killing monsters, pushing them away when to close, so it can work like
a shield too



"medic-revive"
the revive heart. gives THAT single medic player the option to revive ONE player PER wave
with that feature you avoid having 10 official regular (field-)medic players, all having revive
option and ressurect all dead players in last wave.... makes no sense, s it would be nice/good to have only
one player with that option. revive heart pu that drops from monsters should stay.




"PPK", "E-PPK" or "PPK-Ultima"

(i know for sure you ask "what?", why "PPK"... think about the zound we have on server...
explanation later ;-) )


since ultima-ability still isnt working and i didnt found a fitting name i called it ultima,
atm a very good oposite thing to the broken arrow. broken arrow is killing all monsters in a
wave one time per map for x seconds.
since THIS one should be a ultimative unique medic ability, its not meant for killing monsters.
but what "feature" could be equal to broken arrow?

i only found one thing: "Resurection"
(and thats why "PPK": "ppk"-zound is from "russian trance group", and the title of that track is "Resurection"

guess you know what comes now.

since broken arrow kills all monsters, "resurection" should revive ALL players (one time per map)!!!
and instead of same time running like broken arrow, i thought about a 5-15sec-matrix-spell-effect
with the "ppk"-sound, so players have some seconds time in last wave to "omg wtf im alive"-find
the headphones, mouse and keybord, which were tossed away after beeing killed :-)

well, need to be discussed if its also a 1-19 wave -feature only and not beeing usable in wave 20...



and the last thing:

blue wrench for "real" medics is useless, since you automatic get a medic wep
when you join, you cant use blue wrench because of that. i still dont know if
thats on purpose or more a "small" bug (like the wrong adrenalin-message you get
when you try to toss your own NON-toss blue wrench)

also when you ghost (pu or ability) while having a medic minigun of infinity in weapon-inventory, instead
of the medic-xm8, the medic xm8 of infinity will return after ghosting, also with the medic minigun of infinity.
so that way you can get 2 medic weps of infinity, not that its bad or good, just think its not supposed to be like that...



ok. thats it. sorry for that loooooong text, hope you understood all that things...

cheers, ats

Re: We found the cause of the wave 19 hangup!

Posted: Sat Mar 08, 2014 6:17 pm
by bananaface
Great post but I won't comment on everything since part of my opinion on things is in one of my posts ;)
Amy Infless wrote:ok, here it is, had no time to bring it earlier, sh!t work problems...

and soooooooooooorrry its very long text, i beat bananafaces with that i bet, hehe
You sure did!
wave-dont-switch-problem.
i thought its fixed...

i played a handfull maps and all ended in wave 20!!! dunno what happens, if it was fixed or not.
allways there were turrets on when others played, when i played allone i didnt use it
(or i cant since im medic and not support...)..

so now it just happend again in training day fixed, end of wave five, game over. turrets were in use!
no error message or starnge things in logfile
Bugged again today in one of few maps i played (forgot the maps name) no turrets in use, stuck at wave 19.

the "roles":

what not fits together is medic and support role. so:

as medic you can NOT buy support
as support you can NOT buy medic

but as support you can buy field medic and FMExp. WHY? it makes no sense to me when you cant
buy medic but the field medic option, which is in my eyes a much stronger feature in combination
with support.

so please scratch that possibility, make it single unique style, support role OR medic role,
and implement the "medic"-ability into a field medic lvl 1,2,3,4,x. but see ideas some lines later!

next what doesnt "fit" is commander AND supply crate, supply crate should be feature of support,
commander should be for the "big stuff". also see some ideas later!

also it doesnt fit that the commanders supply crate is healing players. i feel useless as medic player
if all hide there and i chose to become medic player and noone is there to heal!
so remove healing option from supply crate and see the ideas behind later!
Everyone should be limited to 1 class idd, you can't specialize in multiple things.


what else doesnt fit in a "fair game", if allways 10 hours a day allways the same player is commander
because of beeing highest level.

i would like to see beeing commander only 2-3 maps in a row, and a "penalty time" like at least 3 maps waiting
till it can be voted from "that" player again, so others have chance to become it.
I think commander should be a randomly chosen level x+ player (minimum level so newbies who have no clue what to do can't get it) but with a command so you can chose to pass on it, I personally don't like being one.


you asked for ideas for the "roles" in some earlier "updates"

i thought much about "commander" and other "classes" stuff, problem is often, most only want to play
"the best class"

also many players want and dont want "classes". here we have nothing half and nothing whole, just some
compromisses, more or less good/bad/ugly ones ;-)


many players only want just to play, some others like the medic things, in new patch many like commander stuff.
Had a little discussion with Mobster about this the other day, I think classes should be a small bonus but not crucial so that any class works and having no class works aswell. Would also avoid balance issues.



here the ideas for 5 unique VOTABLE roles: (at least 5 player who can do "other" stuff than regular,
since its often half and half, half like classes, half dont like it and just run around and kill mobs..)

in short words:

mutate commander
mutate medic
mutate support
mutate engineer
mutate sniper
I think this idea is a good alternative to passively always being the same class, keeps things fresh and fun.

=============
commander: the one who should order the BIG stuff (not a lil small sized supply crate...)
all levels just depending on how fast you can reach it... if it needs 3 yeasr to get
rank 300, its no fun havin "no" broken arrow that long time...
=============

#commander level 1# (level 1-50)
"tank-vehicle drop"

#commander level 2# (level 51-100)
"tank-vehicle drop"
"artillerie-strike"

#commander level 3# (level 101-180)
"tank-vehicle drop"
"artillerie-strike"
"ion-plasma-tank-vehicle-drop"

#commander level 4# (level 181-240)
"tank-vehicle drop"
"artillerie-strike"
"ion-plasma-tank-vehicle-drop"
"nuke

#commander level 5# (level 241-300)
"tank-vehicle drop"
"artillerie-strike"
"ion-plasma-tank-vehicle-drop"
"nuke"
"leviathan-vehicle-drop"

#commander level 6# (level 300+)
"tank-vehicle drop"
"artillerie-strike"
"ion-plasma-tank-vehicle-drop"
"nuke"
"leviathan-vehicle-drop"
"broken arrow" (broken arrow not usable in wave 20)

#commander level 7# (level 375+)
"tank-vehicle drop"
"artillerie-strike"
"ion-plasma-tank-vehicle-drop"
"nuke"
"leviathan-vehicle-drop"
"broken arrow" (broken arrow not usable in wave 20)
mobile version of engineers twin-SSR-minigun, if commander needs to make
his hands dirty, only usable when beeing last player allive ;)
I personally think it's to much good stuff in a single class, especially art strike + nuke + broken arrow unless broken arrow gets a huge nerf and all these abilities can be used only 1x per map or other serious limitations.
stationary (new) strong shielded twin-SSR-minigun-turret, fast firing red ssr-beams from supershockrifle,
usable only for low levels till 50-75. reduce regular SSR-beam damage to 33%, at least 3 hits needed and not instakill,
with high firerate its so or so overkill for lowlevels... usable in wave 20 and to avoid lowlevels whining
about they cant do anything...
I prefer to see no overpowered things at any level, even at lower levels.


===========
sniper:
===========

#sniper level 1# (level 1-40)
lighninggun-weaponspawn
sniper-weaponspawn

#sniper level 2# (level 41-85)
lighninggun-weaponspawn
sniper-weaponspawn

#sniper level 3# (level 86-130)
lighninggun-weaponspawn
sniper-weaponspawn
widowmaker-weaponspawn


#sniper level 4# (level 141-200)
lighninggun-weaponspawn
sniper-weaponspawn
widowmaker-weaponspawn
green laser-rifle-weaponspawn

#sniper level 5# (level 200+)
lighninggun-weaponspawn
sniper-weaponspawn
widowmaker-weaponspawn
green laser-rifle-weaponspawn
tossable essr - no weaponspawn


#sniper level 6# (level 300+)
lightninggun-weaponspawn
sniper-weaponspawn
widowmaker-weaponspawn
green laser-rifle-weaponspawn
tossable essr - no weaponspawn
tossable sig666 - no weaponspawn
Gief! Though I'd still never use the scope on any gun xD + lightning gun and sniper rifle need to be rebalanced to be put in line with the rest of the guns.




"PPK", "E-PPK" or "PPK-Ultima"

(i know for sure you ask "what?", why "PPK"... think about the zound we have on server...
explanation later ;-) )


since ultima-ability still isnt working and i didnt found a fitting name i called it ultima,
atm a very good oposite thing to the broken arrow. broken arrow is killing all monsters in a
wave one time per map for x seconds.
since THIS one should be a ultimative unique medic ability, its not meant for killing monsters.
but what "feature" could be equal to broken arrow?

i only found one thing: "Resurection"
(and thats why "PPK": "ppk"-zound is from "russian trance group", and the title of that track is "Resurection"

guess you know what comes now.

since broken arrow kills all monsters, "resurection" should revive ALL players (one time per map)!!!
and instead of same time running like broken arrow, i thought about a 5-15sec-matrix-spell-effect
with the "ppk"-sound, so players have some seconds time in last wave to "omg wtf im alive"-find
the headphones, mouse and keybord, which were tossed away after beeing killed :-)

well, need to be discussed if its also a 1-19 wave -feature only and not beeing usable in wave 20...
Or even better, no matrix effect (cause I hate having it xD) and let ressurected players last for about 3mins and play children of the grave instead of that awfull PPK song, would be the sole reason for me to be medic.
Else if there is a high level medic on I'll leave to avoid hearing that song (and getting in the matrix shizzel). :P

Re: We found the cause of the wave 19 hangup!

Posted: Sat Mar 08, 2014 8:10 pm
by Mobster
bananaface wrote:i would like to see beeing commander only 2-3 maps in a row, and a "penalty time" like at least 3 maps waiting
till it can be voted from "that" player again, so others have chance to become it.


I think commander should be a randomly chosen level x+ player (minimum level so newbies who have no clue what to do can't get it) but with a command so you can chose to pass on it, I personally don't like being one.
You can resign by typing: mutate resign
Or people can vote out a crappy commander by typing: mutate mutiny

Re: We found the cause of the wave 19 hangup!

Posted: Sun Mar 09, 2014 4:56 am
by Amy Infless
its about seeing the one and only player beeing commander 24/7, even if hes the "best" commander ever. i thought this new feature is for "every" player and not for one and the same player 24/7, just because hes highest level...

sure you can vote out the crappiest who dont do the job, dont like the job and just vote only to be commander
because he dont like commander goodies so noone can use it. same like i would collect wand letter and letting noone know
i have any just because i want to play with my summoned superweapon, minissr, full loaded phised flak+10 ext or w/e i need
to finish game with a 22k+ score every map in 179 like some like to do...

but to vote out a commander needs many players to know the voting out command, just dont know if its majority mode or
if one player is enough to vote him out, anyways, a commander beeing voted out can cast a vote again just to be commander again and not using stuff...

also a commander who dont like using that stuff and dont want any other to use ut wont use resign command...

ats