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NinjaServe.org Forums » Ninjaserve Infodesk » Suggestion Box » WCS - Issues/Tweaks/Fixes

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Old 08-11-2008, 02:08 AM   #31 (permalink)
CorrosionX
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Quote:
Originally Posted by Darkwind View Post
I think most of these ideas are fine and all. However, I have a slight issue with the Orc. It seems that the critical skills, even when maxed, have very little impact on your attacks. The orc's entire strength comes from being able to do insane amounts of damage with only a few bullets or even one nade. Every other WCS server I have played on, including your old FT server, had orcs that could do that. As the orcs are now they do very little extra damage if any. The only skill that works properly at all is the resurrect. Also, the chain lightning needs a longer range and more damage for it per skill level. I know it can be difficult to figure what is too powerful sometimes. but Orc is just too sad right now.
Oh yeah, Shadow Hunter shouldn't have weapon restrictions. What you need is to have the wards disappear after a set time of about 30 seconds, no matter if he is dead or not. And the invuln should only be 2 seconds at max level with a cooldown of 30 seconds as well. This way it can't be over used. SH is a defensive race and limiting his arsenal kinda defeats the purpose a little.
Now the human. I'm not sure what it is about the WCS mod, but unlike the FT mod, that damn teleport can't do shit. Whatever happened to pointing at a wall 300 ft away and instantly blinking there with maybe a half second blindness afterwards? The teleport actually was useful and fun to use. Is there anyway to change the coding to where it can be like it was? Or is that just what it is, and I should just get used to it?

Thanks.
Lots of stuff still have to be tweaked...so most of the stuff you mentioned will be fixed. If you noticed in the first post a list of current issues..I believe is says need to fix: and one of the items is teleport. There is currently coding for teleport but it gets your stuck we are currently trying to fix that until then have to live with the working current code. I look at orcs crit when i get a chance. It needs wep respawn...not the current player respawn crap (which i believe it is as of now).

SH WILL lose its weapons other than knife. As you said it is a defensive race and as such doesnt need weapons to defend people if it has god mode. People abuse it and use it as an offensive race because it can have weapons thus killing the point of the race.

Quote:
Originally Posted by faded-exile View Post
-moling with the warden(fan of knives) sometimes puts you into random places like in the middle of the map, or it puts you into the middle of the map for like 3 seconds THEN puts you into the spawn. (not sure if this happens when you buy mole, not even sure if you can still buy it o.0)
-fan of knives percentage needs to be decresed.. 33% is wayy to high i find myself moling every round and eventually people just start waiting for me >.>
Yea, noticed this already added to the list of things to tweak. Didnt know about the teleport to middle of map issue...as ive never had that problem before.
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Old 08-14-2008, 08:39 PM   #32 (permalink)
Brift
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Quote:
SH WILL lose its weapons other than knife.
Srsly? That's good cause I've been harping on this one for awhile. There is just no reason they should have anything to fire while invincible. One second of invul per rank, knife only for duration. That way it's either balls to the wall committed to knife, or run the hell away. You're going to regen health for this duration AND you can drop wards as well. There is simply no reason they should have something to fire. This one makes me very happy.

There are a LOT of races and skills on the mod right now that are fun. They are fun because they give you disgusting advantages. I know there are plans to tweak them so it isn't so bad but we really all need to keep in mind that we need to do our best to keep things balanced.

A large part of this is directed at arch mage. I know flying is fun, I agree. I know it's being nerfed with a timer. Big whoop. Wont do jack. You thought having to deal with camping humans who could tele to out of the way areas was bad? Wait till you have to take forever to move into a room because a cloaked mage is sitting in a near invisible spot with a silenced colt. Wait till there are bunches of them. There will be maps where it will be impossible to win for the other team. *cough*cbble*cough* There currently is no counter balance to expose them. Until there is that race should not be on our server.

I have zero desire to give the tools of abuse to douchebags that regularly come to our server, then have to babysit them because of these skills. That's just not fun for any admin.

On top of that, I don't want to see this server become another op'd cracked out server flooded with a bunch of ADD kids that aren't worth our time to try and recruit. We had quality people on a quality server that was decently balanced. Let's make sure we can find that ground again.

On a similiar note, Succubus should just go as well. Crappy race aside from Assault Tackle, and that skill needs to be nerfed anyways. Rap was essentially what was envisioned for ninja, so let's rename it, keep the vanish and slightly lower the speed/keep levi the same, make the damage increase perm instead of random and let's get cats paw in there at 14k and it lowers speed to be slightly faster then normal run speed. Undead is a ninja's nemesis and should be kept that way. With armor being 2k it'll be max cost, easy since you wont buy weapons. Hard enough that you really have to commit to it.

As far as the rest of the stuff, I know the most of the classic races are returning to their roots. I'm really looking foward to that.
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Old 08-28-2008, 03:44 PM   #33 (permalink)
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If you havent been on guys... lots have been updated.

- Ninja Races have been added...tho still having a small issue with Dark Ninja.
- Tons of tweaks, sounds, fx have been added to ultimates and small amount of skills...thanks to negative.
- Succ is nerfed aswell as Rap, and we have elemental back and is fixed. (yay)
- Undead you have to activated..and when you die..no more "bottle rocket". I will eventually fix this to use same explosion as bomb.

To Change or add:
- Fix max HP allowed for anything.
- Nelf and orc are next on the list to fixing their ults... (having to aim at someone to activate).
- Master Architect (my builder race) will be finished. Only ultimate to add.
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Old 08-28-2008, 04:12 PM   #34 (permalink)
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Can we get rid of Rap? It's essentially our light ninja, I see no reason to have it.
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Old 08-28-2008, 04:27 PM   #35 (permalink)
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Rapscallion and Succubus have been taken out completely. I did that over the weekend I think. I believe we only have 12 races on the server right now.

Elemental is not fixed yet... There is only one thing that seems to be going wrong which will be addressed.
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Old 08-28-2008, 09:13 PM   #36 (permalink)
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HP Caps for all races. This cap will include items bought as well.

Undead - 130
Human - 200
Orc - 150
Night Elf - 125
Shadow Hunter - 125
Warden - 130
Crypt Lord - 150
Blood Mage - 130
Archmage - 150
Elemental - 150
Cursed Ninja - 125
Holy Ninja - 125

We're going to work on getting these set, but we might have to do some work arounds. This is because every time there is code to give you HP, we will have to put a check or two in before giving the HP. This could potentially cause some "lag" so we will have to test this a bit.
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Old 08-30-2008, 02:56 PM   #37 (permalink)
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Found a few bugs:

Holy Ninja: When you're invisible and an ultimate is used on you, you stay invisible for that round.

Elemental: When using ultimate on an invisible Holy Ninja, invis is transferred to Elemental. Also, Magnetism is really high. After doing a little footwork, it never failed to go off after the second shot. That's 50%. I'm sure the real number isn't that high but it's quite silly now.

Cursed Ninja: Leech does not work and the ultimate is still iffy. If you're hit with an ultimate while using yours it'll break and you need to reconnect to the server to get it to work again.

When knifing a NE, 55 dmg is mirrored to you every time. This needs to be a % chance.

SH: Voodoo is still iffy on wether or not it ceases.
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Old 08-31-2008, 12:22 AM   #38 (permalink)
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I think undead's hp cap should be higher more like 150 it is def not wat it use to be. It pretty much sux now. And I think human is alittle over powered. More to add when I think of stuff. But yeah disappointed in Undead as of now.
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Old 08-31-2008, 02:38 PM   #39 (permalink)
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Quote:
Originally Posted by Brift View Post
Found a few bugs:

Holy Ninja: When you're invisible and an ultimate is used on you, you stay invisible for that round.

Elemental: When using ultimate on an invisible Holy Ninja, invis is transferred to Elemental. Also, Magnetism is really high. After doing a little footwork, it never failed to go off after the second shot. That's 50%. I'm sure the real number isn't that high but it's quite silly now.

Cursed Ninja: Leech does not work and the ultimate is still iffy. If you're hit with an ultimate while using yours it'll break and you need to reconnect to the server to get it to work again.

When knifing a NE, 55 dmg is mirrored to you every time. This needs to be a % chance.

SH: Voodoo is still iffy on wether or not it ceases.
Voodoo, And both ninjas are having issues...for some odd reason their duration is being mixed and combined with each other. I will fix this. Its one of the worse problems.

I know about the leech...and it was fixed, server was never restarted tho. Was testing a hp cap for it and it didnt work right...so didnt give you the hp.

IDK about elemental...Ill put that down and look into it.

NE skills are all chance. Ill add that aswell..dont know why it would do that.
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