Re: Level Damage Adjustment
Posted: Wed Dec 25, 2013 10:35 am
First off, Merry X-Mas to all all over the Globe...
now, today, after 1 month or so, i decided to play...
I encountered the following in these 2 maps:
AS-ForgottenFaneB3
and
AS-TempleRun-beta-6
it was impossible to kill even a krall.....
I mean, according to Level Limiter Mod, its purpose was to limit the damage output of high-rank players in low-rank maps which is directly related to character's weapon masteries % .....but keeping the low-rank players damage output equal to their wep masteries %....
In addition, it was said (Ant) that Monsters' resistances will decrease the proportional amount, so that, in conclusion, it will reflect the actual masteries ...
so....if a high-rank player's damage output was reduced to half, then the monster's resistances would reduce an X amount to require the same amount of hits to kill.
which in accordance, in-directly, increases the low rank players damage output (a.k.a. doubling their masteries for the current map)
First off:
1. its pointless to have the above Mod in a low-rank map in effect, if all players are high-rank. (beats its purpose, so simple)
[offtopic]in both maps I played, the Mod was in effect, except if these 2 maps where updated with monsters having 4x the resistance they had before....[/offtopic]
2. it was impossible to kill a wave of kralls and pupaes with infinite ammo in a narrow corridor, and end up dead after 2 mins, (it felt like my masteries were decreased by 70% or more, is that even logical?!?!?!?), which shouldnt be the case since monsters have a decrease in their resistances proportional to reflect my(and any high rank's) true weapon masteries %....
[offtopic]the same happened also in temple run, it took me ages to kill a group of mantas, when last time I remember they were all instant-killed with 1 single shock-combo....[/offtopic]
while, when in a high-rank map, that this Mod won't apply in my case, like in Acatana, I could kill double the monsters in half the time.....
To sum up:
since the result must be the same for high-ranks, while for low-ranks their damage output will be enhanced (increased)...why not do the following? bear with me, it provides exactly the same result, as specified from the other posts....
a. don't touch the Monster spawners (monsters have same lives, same HP, same damage, same resistances)
b. don't touch the weapon masteries % for high-ranks,
c. make a Mod to increase weapon masteries % for low-ranks,
with:
a. you get maps unharmed (no undesired results, no need to even edit a single thing in a map, map stays as is)
a + b. you provide the same outcome for high-rank players in a low rank map (like if you decrease wep mast % and decrease Monster resistances %)
c. you increase the weapon masteries % for low-ranks to the proportion that they become competitive to high-rank player's wep masteries
I am saying all this simply because:
1. that how I would do it,
2. its easier,
3. to avoid undesired results,
4. requires less time,
5. provides the VERY SAME outcome.
so, I'm saying, that if the 2 maps I played today were NOT updated with Monsters with increased resistances or HP, then the code of the Mod is flawed......
now, today, after 1 month or so, i decided to play...
I encountered the following in these 2 maps:
AS-ForgottenFaneB3
and
AS-TempleRun-beta-6
it was impossible to kill even a krall.....
I mean, according to Level Limiter Mod, its purpose was to limit the damage output of high-rank players in low-rank maps which is directly related to character's weapon masteries % .....but keeping the low-rank players damage output equal to their wep masteries %....
In addition, it was said (Ant) that Monsters' resistances will decrease the proportional amount, so that, in conclusion, it will reflect the actual masteries ...
so....if a high-rank player's damage output was reduced to half, then the monster's resistances would reduce an X amount to require the same amount of hits to kill.
which in accordance, in-directly, increases the low rank players damage output (a.k.a. doubling their masteries for the current map)
First off:
1. its pointless to have the above Mod in a low-rank map in effect, if all players are high-rank. (beats its purpose, so simple)
[offtopic]in both maps I played, the Mod was in effect, except if these 2 maps where updated with monsters having 4x the resistance they had before....[/offtopic]
2. it was impossible to kill a wave of kralls and pupaes with infinite ammo in a narrow corridor, and end up dead after 2 mins, (it felt like my masteries were decreased by 70% or more, is that even logical?!?!?!?), which shouldnt be the case since monsters have a decrease in their resistances proportional to reflect my(and any high rank's) true weapon masteries %....
[offtopic]the same happened also in temple run, it took me ages to kill a group of mantas, when last time I remember they were all instant-killed with 1 single shock-combo....[/offtopic]
while, when in a high-rank map, that this Mod won't apply in my case, like in Acatana, I could kill double the monsters in half the time.....
To sum up:
since the result must be the same for high-ranks, while for low-ranks their damage output will be enhanced (increased)...why not do the following? bear with me, it provides exactly the same result, as specified from the other posts....
a. don't touch the Monster spawners (monsters have same lives, same HP, same damage, same resistances)
b. don't touch the weapon masteries % for high-ranks,
c. make a Mod to increase weapon masteries % for low-ranks,
with:
a. you get maps unharmed (no undesired results, no need to even edit a single thing in a map, map stays as is)
a + b. you provide the same outcome for high-rank players in a low rank map (like if you decrease wep mast % and decrease Monster resistances %)
c. you increase the weapon masteries % for low-ranks to the proportion that they become competitive to high-rank player's wep masteries
I am saying all this simply because:
1. that how I would do it,
2. its easier,
3. to avoid undesired results,
4. requires less time,
5. provides the VERY SAME outcome.
so, I'm saying, that if the 2 maps I played today were NOT updated with Monsters with increased resistances or HP, then the code of the Mod is flawed......