Vorp shock +22 : how to prevent abuse without losing it

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DW_FrankyTheFly
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Recently I notice some AM abusing the vorpal shock +22. For players that wasn't there 2 years ago I want to explain that this is not new issue. 2 years ago Wraith had the double magic modifier removed for the AM class because some players was abusing it. I'm sure alot of AM (me included) don't want that to happend again.

So I'm wondering if they would be a way to make things balance while keeping the vorpal weapon and the double magic on the server. It seem that the fact that when the vorp effect is trigger and only give 1 XP is not sufficient to prvent some people to abusing it. Lowering the vorp effect from 17% to 12% like we did on the summer update on +22 cause a major problem too since only 17% vorp will keep an AM life when the monster lvl increase when all the low level die.

So I'm proposing this solution (if its possible) :

1.Vorpal modifier could not be double passed a certain player lvl.
For example, only player with 200+ level could able to use it

2.Vorpal modifier could not be double if the lvl of Monsters is too low. For Example, DMM could only be use on vorpal if the current lvl of the monsters is 150+.

That way we could keep the DMM, keep the vorpal +22 at 17% vorp effect for survival tactics and prevent abuse, all at the same time. If there is a way to code it, i think it should be done.
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DW_ACY
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Franky may I ask what brought this on. I was in yesterday and I did not see any abuse going on in server 1. Were there people complaining? The tony monsters and the Raptors make the vorp 22 almost a necessity and higher levels. especially when the low levels die off. Not to mention the fact that it takes several waves to roll a vorp. At which time an AM's full concentration is not on killing but damaging enough monsters to get the adren needed to roll. The balancing act you propose is something that keeps worrying me. We need to have more balanced maps, with less fast spawning adren not keep messing with weapon modifiers.
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ACY
DW_Cheapshot
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Frankie can you explain to me what you feel is vorp abuse. The rules seem to change depending on who is using it at the time. When is it abuse and when is it not in your opinion.
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DW_FrankyTheFly
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The tony monsters and the Raptors make the vorp 22 almost a necessity and higher levels. especially when the low levels die off. Not to mention the fact that it takes several waves to roll a vorp.
I totally agree with that, That's why i don't want the vorp +22 to disapear.
Frankie can you explain to me what you feel is vorp abuse. The rules seem to change depending on who is using it at the time. When is it abuse and when is it not in your opinion.
Well some people on the servers told me some AM are using the vorpal shock +22 from wave 2 to 15 non-stop, vorping every monsters at the point that the other players have nothing to kill, at least that's what I've heard. I'm just trying to find a solution that will accomodate everyonne that's all.
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Blood Asp
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Hiya Pirotess here

Well my idea is: If it can be done:

Make Vorpal a Non-Regenerating weapon no matter what, like a super weapon, have it at a set rate e.g. 10% vorpal rate and then have it's + rates giving a ammo bonus e.g. Vorpal Shock (no +) normal ammo amount, vorpal +1 10% ammo bonus, +2 20% ammo bonus etc

Just my idea for you but i am sure many people could find you ideas that probably could be alot better, thanks anyway :)

Pirotess
Seven_of_69
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One option to consider might be to make the chance of vorpalling a factor of the monster level. With a low monster level, vorpalling should still be possible but with a much lower probability and therefore frequency than with high level monsters.

As an example, assume that as of now, a vorpal+22 gives 17% chance of vorpalling. With low monster levels, maybe it should be 1/10 that percentage. Then a vorpal+22 would have a 1.7% chance of vorpalling while a vorpal +10 would have a 1% chance. Hmmm, that's too drastic so maybe 1/5, 1/4, or 1/3 would be a better factor.

As the monster levels increases, so does the adjustment factor. Eventually the factor increases to a max value of 1 and therefore the vorpal+22 will still be giving a 17% chance of vorpalling as it does now.
DW_FrankyTheFly
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Seven of 69 just got a great idea there. Totaly aggree with you. Having a "dynamic" vorpal chance that auto adjust itself depending of the monster lvl could resolve any abuse easily :)
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Seven_of_69
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DW_FrankyTheFly wrote:Seven of 69 just got a great idea there.
:ssurprised: :sblush:

Just so there's no confusion, this idea should only affect the chance of vorpalling, not the damage done by a vorpal weapon.
krneki
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DW_FrankyTheFly wrote:The tony monsters and the Raptors make the vorp 22 almost a necessity and higher levels. especially when the low levels die off.
I miss Fury Titans :ssmile:
packinsheet
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developers should test their stuff thoroughly for balance/bugs before implementing to prevent occasional problems like this.

but i don't see any vorpal+22 abuse going on (maybe the only people whining are those who took a titan's health down to red only to be vorped by an AM below level200). what i see are players using aimbots/scripts and denying it, but that's another topic.
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