The last update cut down the booster ability of the support class massively. If you booster while fighting you lose more adren then just the booster cost itself and you end up with like 75HP for the 100 adren you boostered with, and lose another 100 adren in the meantime because you can't gain adren while using a combo. Giving the adren to a medic for healthpacks is far more important now and that's where the paladins can get some threat. Last time I played Coco I had to take like 20 health packs to be full again :PSomethingToSay wrote:The support class by rank 3 can easily have enough adren(300) to trigger booster just from adren drip, so all they'd have to do is wait as well and can just sit back for x amount of time and be healed up.
Change Logs
Nano Clean changes:SomethingToSay wrote:Are the nano torlan and nocturne changes big?
- Rubber ducks are invulnerable.
- The Team Progress volumes for the pipes and laundry basket are set on a timer. After x many seconds, they will automatically trigger regardless if the team is there or not.
- Toilet bowl does poison damage.
- -200 adrenaline amount for one of the adrenaline pills in toilet area to reduce time rolling weapons.
- Skeletons at first wave bath tub are replaced by DWSkeletons
- Kralls cast the Fatigue curse spell (makes players slower and deal less damage).
- Added isolated area to enable player monsters to spawn in bath tub.
- Players lose their RPG movement abilities (Haste, Airborne, PowerJump, etc...) for the shower section.
- You cannot trans back once you've entered the laundry basket.
- Redeemer is replaced by 3X Super Shields, infinite ammo, and 3X Keg Health.
- Resurrection event added at the end of laundry basket to get the dead players ready for the next section before it happens.
- When Lucifer's army spawns, all surviving players will continuously be cursed by Iron Maiden and Decay until the game ends.
- Shower door completely closes.
- Relic added.
- Added blocking volume over elevated positions so that players wont become completely safe from Strykers.
- Players will lose their RPG movement for the crane section until they've made it across.
- Added collision for Exploding Barrel for the Bio Rifle.
- Scorpions have auto eject.
- Blue adren pills now give 20 adren per pill instead of 9999.
- Blue adren pills respawn in 9999 seconds instead of 20.
- 2 more lockers are added at the portal section to decrease time to copy weapons.
- Resurrection event after the second wave of monsters is at a delay to allow any late projectiles to finish before resurrecting players.
- Reduced end game xp.
- Relic added.
Both parts of Utopia were uploaded. Unfortunately, Utopia part 1 is encountering several problems, and it must be removed from the server, again.SomethingToSay wrote:Lol why is Utopia part 2 back before part 1 :P
I beg to differ. Thrust is currently my favorite map on the server.SomethingToSay wrote:Wail pls stop making single jump maps, nobody likes them :( lol just sayin, I always see those 2 near the bottom of the lists regardless of updates or how long theyve been around compared to other maps x_x
At the time I've made this post, Thrust's Seq value is 4x better as Use of Weaps level 1, nearly 3x better than Frigate and Forgotten Fane, and is doing better than several other maps including Iguazu.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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- 1337 Haxor
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DW_Ant wrote:Nano Clean changes:SomethingToSay wrote:Are the nano torlan and nocturne changes big?
Nocturne changes:
- The Team Progress volumes for the pipes and laundry basket are set on a timer. After x many seconds, they will automatically trigger regardless if the team is there or not.
- Toilet bowl does poison damage.
- -200 adrenaline amount for one of the adrenaline pills in toilet area to reduce time rolling weapons.
- Skeletons at first wave bath tub are replaced by DWSkeletons
- Kralls cast the Fatigue curse spell (makes players slower and deal less damage).
- Added isolated area to enable player monsters to spawn in bath tub.
- Players lose their RPG movement abilities (Haste, Airborne, PowerJump, etc...) for the shower section.
- You cannot trans back once you've entered the laundry basket.
- Redeemer is replaced by 3X Super Shields, infinite ammo, and 3X Keg Health.
- Resurrection event added at the end of laundry basket to get the dead players ready for the next section before it happens.
- When Lucifer's army spawns, all surviving players will continuously be cursed by Iron Maiden and Decay until the game ends.
- Shower door completely closes.
- Relic added.
[/color]
- Added blocking volume over elevated positions so that players wont become completely safe from Strykers.
- Players will lose their RPG movement for the crane section until they've made it across.
- Added collision for Exploding Barrel for the Bio Rifle.
- Scorpions have auto eject.
- Blue adren pills now give 20 adren per pill instead of 9999.
- Blue adren pills respawn in 9999 seconds instead of 20.
- 2 more lockers are added at the portal section to decrease time to copy weapons.
- Resurrection event after the second wave of monsters is at a delay to allow any late projectiles to finish before resurrecting players.
- Reduced end game xp.
- Relic added.
I beg to differ. Thrust is currently my favorite map on the server.SomethingToSay wrote:Wail pls stop making single jump maps, nobody likes them :( lol just sayin, I always see those 2 near the bottom of the lists regardless of updates or how long theyve been around compared to other maps x_x
At the time I've made this post, Thrust's Seq value is 4x better as Use of Weaps level 1, nearly 3x better than Frigate and Forgotten Fane, and is doing better than several other maps including Iguazu.
I thought the toilet bowl already did poison damage, I fall in there and die all the time lol
The no trans back out part on the laundry basket should certainly ramp up the difficulty @_@ but thank you for adding a thing after the laundry basket so players can prepare, I thought it was insane everyones trapped at the start with just the starting weapons vs this big army
Will all the maps eventually get relics?
Use of weaps 1 is hardly even a map though, other than the relic there's about 0 reason for anyone to ever play that unless you literally just joined the game. I'd almost say just cut UOW1 from the server and make UOW2 the new UOW1, I think it'd be played more
Frigate doesn't give a ton of XP which is why people don't play it, though I personally do like it other than the XP thing, I'd like to see it played more, but most of the time players over level 60 or so are on, so they don't wanna play a low XP map, and Forgotten is for even lower level players, and the odds that they'd get to play it are very low.
Iguazu is just incredibly long and most people find it pointless to try without a pretty strong team. So Thrust and Argento are still in the very bottom group of maps in terms of what people like and want to play :(
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SomethingToSay wrote:Are the nano torlan and nocturne changes big? Lol why is Utopia part 2 back before part 1 :P
Yay argento can come back and be at the bottom of the sequence and # of times played again with thrust -_-
Wail pls stop making single jump maps, nobody likes them :( lol just sayin, I always see those 2 near the bottom of the lists regardless of updates or how long theyve been around compared to other maps x_x
I don't mind if people don't like them. I like them. Having only the single jump removes a lot of the annoyance to me as a mapmaker where you end up having to distort the proportions of the map and make everything substantially larger just to compensate for player's double jumping capabilities. In Argento for example, with double jump it's entirely possible to skip whole sections of the map and do sequence-breaking maneuvers. So it pretty much had to be single jump or spend substantially more time futzing with the geometry of the map.
It also happens to alter the gameplay in ways that I like, bringing it back to Unreal 1 roots, and makes it more practical to incorporate movement-based environmental challenges. Many players can't handle environmental challenges that utilize double jumping and dodge jumping, but single jumping is necessarily more straightforward. It's just really weird to have situations like Forgotten Fane where a good portion of players can't even do the basic dodge and double jump movements, but then other players can cruise through due to experience and/or RPG abilities.
Ultimately it's just another element of the map to learn and adapt to.
I have no problem when is double jump disabled i just dont like that iron legs not work iron legs cant let ya skip parts of map its for reducing fall dmg i bought them esepically for Thrust now when they not work i feel its waste of points. About Argento the map is nice but i think maybe its only my feeling that monsters there do too much damage especially Sliths.
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I'm strongly considering changing that in my next update of Thrust/Argento. (Although the point about Iron Legs isn't totally correct. Iron Legs can certainly let you skip parts of a map - See Temple Run. But I don't think that's a real danger for Thrust or Argento.)Taries wrote:I have no problem when is double jump disabled i just dont like that iron legs not work iron legs cant let ya skip parts of map its for reducing fall dmg i bought them esepically for Thrust now when they not work i feel its waste of points. About Argento the map is nice but i think maybe its only my feeling that monsters there do too much damage especially Sliths.
I'll add my vote in for adding iron legs back. It's potentially deadly to dodge down a lot of the hills in Argento, you'd have to be low on health already for it to be truly deadly, but that's a common occurrence and I do remember cratering from a simple dodge down a hill.
I bought max iron legs mostly due to my clumsiness, I tend to fall a lot. Especially with the translocator.
The only map I could see it helping (to bypass parts) is Temple Run, but I'm fairly certain that with full health, full shield, and a well timed wall dodge on the way down could survive. The shield gun would help too, but I can't recall if it's included.
I bought max iron legs mostly due to my clumsiness, I tend to fall a lot. Especially with the translocator.
The only map I could see it helping (to bypass parts) is Temple Run, but I'm fairly certain that with full health, full shield, and a well timed wall dodge on the way down could survive. The shield gun would help too, but I can't recall if it's included.
If i remember correctly from back in my trials days (unless updates to server / game have changed it), back in the day, as long as you had 100HP, or maybe its 199, you could survive a fall of any height. At least when u have your shield up on your shield gun.
3D Modeler, Texture Artist, Level Designer
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The point isn't about TempleRun per se, but on the general idea of whether allowing players to fall further with no damage alters how they navigate maps. Elevation changes are pretty frequently used in games to encourage players to take certain paths, but falling doesn't have much deterrence value if players can safely fall from pretty much any point of the map to another. I can think of plenty of scenes from other games that would be diminished if players in those games could routinely take 50ft falls with no ill effects. It does tend to make me unhappy when the solution to making a cool scene play out the way I want is "exaggerate everything by 4-8x to compensate for UT movement."Azmodan wrote:On TempleRun everything you don't kill on the way down you have to kill on the way back up or am I wrong about that? So in what way would that skip anything. Back when the flies downstairs gave exp ok, but now?