Update Preview: Change of Game Rules

Anything and everything related to the Evolution server.
SomethingToSay
1337 Haxor
Posts: 159
Joined: Fri Jul 27, 2012 9:25 am

DW_Ant wrote: Switching names is not frowned on. I don't want to give long-term veterans that have 4+ characters a huge advantage over anyone else on the server.
Ah, I see. I guess that makes sense @_@ It's not AS big a problem when the server is busy, since under these rules by the time a lot of people(in particular, veterans) die, they can't come back anyway, so they'll be used to it. But I've had times at night I've been on my paladin playing with newer people and it's just 2 or 3, and if I die I switch to support so I can help them and give them adren/ammo.
DW_Ant wrote: Not always the case, I rarely play my strongest characters. If I'm going to change my name, I'll be bringing something much stronger than my dead character.
Haha, I haven't seen you use your paladin in forever :P By this point is your necro your 2nd strongest? I've seen you use BulletAnt, but I think that's weaker than Prom. But in the case of Viper and myself off the top of my head, we have "main" accounts and then backups, I think he usually starts with his berserk unless it really doesn't fit the map.
DW_Ant wrote: People still can change their class in mid game.
But at a heavy cost, the maps barely give end game XP as it is, now restricting it like that will likely stop people from switching unless they don't think they'll win the map anyway. My example earlier this post was Cubes where I switch probably the most, but that map doesn't give much end game XP, and rather than help the new people with my support, I may just stay dead @_@

It just feels like it could be penalizing to do it name-based rather than IP, unless there are at least modest bumps in end-game XP.

I think making it time based rather than 25 points is a fantastic idea, it's annoying when we're near the end of maps and they stop so people can get 25 points, but I just think it should be IP rather than name based :) I support switching names, I think it more often than not is done to help the team, and can be a beneficial big plus to the team
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

SomethingToSay wrote:Haha, I haven't seen you use your paladin in forever :P By this point is your necro your 2nd strongest? I've seen you use BulletAnt, but I think that's weaker than Prom. But in the case of Viper and myself off the top of my head, we have "main" accounts and then backups, I think he usually starts with his berserk unless it really doesn't fit the map.
My publicly known alias from strongest to weakest
1. DW>Ant (Paladin)
2. MEA>Disdained_Bliss (Support)
3. DW>Protomognathus (Skeletal Necro)
4. DW>FireAnt (Berserker)
5. DW>BulletAnt (Poison Necro)

I know there are several other vets that use their high levels as backups.


SomethingToSay wrote:But at a heavy cost, the maps barely give end game XP as it is, now restricting it like that will likely stop people from switching unless they don't think they'll win the map anyway. My example earlier this post was Cubes where I switch probably the most, but that map doesn't give much end game XP, and rather than help the new people with my support, I may just stay dead @_@
If the map doesn't give much end game experience to begin with, then I guess there is little consequence when you change class.

SomethingToSay wrote:It just feels like it could be penalizing to do it name-based rather than IP, unless there are at least modest bumps in end-game XP.
It is a penalty to be given an additional life. I don't want to see 8+ players cycling through characters every time they die while there are 1-2 dead players waiting for the map to end. Although it will still happen from time-to-time, this penalty is to demotivate players from changing names frequently.

If players don't want to lose a portion of their end game experience, but they want back into the game, they can resurrect themselves through player monsters. If they're afraid to hurt someone's feelings by being a player monster, then they can wait patiently for next resurrection. I'm just enabling more options the player can choose when they are dead.
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

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{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Adidaz
Killer in Training
Posts: 15
Joined: Sat Jul 16, 2011 12:06 am
Location: Jamaica

So what happens if you crash on iguazu or near the end of a map when you go back in like the last part of it you get like 5% of the win exp? or none?
*Adidaz*
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Adidaz wrote:So what happens if you crash on iguazu or near the end of a map when you go back in like the last part of it you get like 5% of the win exp? or none?
DW>Ant wrote:If you reconnect, your time played will resume from where it left off.
When you crash, the timer will pause while you're disconnected from the server. The timer will immediately resume from where it left off when you join back in (regardless if you come back in dead or alive).

You only gain 0-exp if you don't have an RPGStats Inventory item. You can easily obtain one by spawning as a player monster.
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}
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

The following monsters cannot be a friendly player monster:

  • Ghost Krall
  • Ghost Gasbag
  • Nali Cow
  • Nali Rabbit
  • Sabaoth
  • Hell Knight
  • Adv Nali Cow
  • Earth Dragon
  • Ion Dragon
  • Carcharodontosaurus
  • Spinosaurus
  • Stone Titan
  • Tyrannosaurus
  • Fury Titan
  • Alien Queen
  • Lucifer
For one of these three reasons:
1. 0-score monsters shouldn't be a friendly player monster since they can distract enemy AI monsters (ie: Ghost Krall and Adv Nali Cows are excellent tankers). Also, the player shouldn't waste a friendly reclamation coin if they accidentally spawned as a 0-score monster.

2. The monster's high offense is too high for the amount of points required to spawn as it. This goes to the Sabaoth and Hell Knight. Their minimum points required to spawn as one is very low. They are there to give a low scoring dead player a good 1-time chance to resurrect themselves. They are not there to make one lucky player become a powerful friendly player monster.

3. The monster's damage is too great to be a friendly player monster.[/color]
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}
Apocalypse
Killer in Training
Posts: 39
Joined: Tue Dec 04, 2012 9:40 pm

i have a suggestion/question. its it possible if you could change the rules a bit for the reclamation coin? i mean that if you get killed so many times as a pm from an attacker, can the player gain the reclamation coin? becuz i get killed so many times and i just want the reclamation coin :banana:
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