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Monsters Timing Out
Posted: Fri Apr 27, 2007 5:24 am
by Bandito
I remember a few months ago when some changes were made so that maps wouldn't take forever to complete. Since the monster waves were tweaked a couple of days ago, the last couple of nights there have been maps that have gone nearly 2 hours. This is due to the fact that RM (at around level 300 now) is the last surviving player. I don't mean to rip on RM, he is a great player & I like playing with him - I'm sure he has saved all of us many, many times.
I also realize the reason monsters are not timing out are due to his high level.
Is there anything that can be done about maps taking forever? or do we just have to accept that if we are playing at night with RM that is the way it is going to be?
Thanks,
Bandito
Posted: Fri Apr 27, 2007 1:23 pm
by DW_Wraith
The timers have never worked properly when using the utcom16 mod, which was used only because of wanting to have hitsounds. Snaggle wrote a new mutator that allows hitsounds to be used on invasion, so now we can take any off the shelf hitsound mutator and have it work under invasion. I have just done this, so now the timers will be working and the creates can die out after a certain length of time. I just did it this afternoon, while on lunchbreak. When I get home tonight, I will be playing to see how long waves should last and tweak it. I hate to take the server down when theres alot of people on, so thats why I did it now when there is a handful of people.
This should make maps shorter overall.
We are working on luci now, and having it so that the players need to kill the luci's in a set amount of time, or else luci wins, we are probably going to limit it to 5 minutes needed to kill all the luci's. This will make for shorter map times as I have seen 1 player trying to kill luci while 10 other people spectate due to dying and it can really drag on at times. THis is being worked on right now, hopefully we'll have a solution to it real soon.
Please send a "thank you" to Snaggle. With him, the server wouldn't be half as good as it is, and its only going to get better.
Posted: Fri Apr 27, 2007 4:16 pm
by monsTo
when talking about snaggle, DW_Wraith wrote:With him, the server wouldn't be half as good as it is, and its only going to get better.
It's ok snaggle. . .
_I_ like you.
Posted: Fri Apr 27, 2007 4:43 pm
by SystemError
I think the self adjusting monsters to the player alive is whats makes these monsters godly.
I was on the server last night (so was bandido)when RM was the only one left. Usually Lucis are killed pretty quickly if it is continuously fired upon. But Since RM was the only one alive the luci was a level 300 luci. RM and pet titan pounded this luci for over an hour and it wouldnt die. And there was another Luci after that with fresh health waiting.
I seen RM have trouble with a level 300 queen before when he is the only one left. Queen was as hard to kill as a regualr luci.
I think taking out the set adjusting monsters to surviving player makes more sense than the time limit thing.
Posted: Tue May 01, 2007 2:51 pm
by Killsmith
That's one of the big issues with RPG. The level of the monsters is 2*wave + MAF*(lowest level alive)...I think. Also, they get stats that are evenly distributed between damage and damage reduction. I'm not sure if they're affected by stat caps.
Posted: Thu May 03, 2007 11:37 am
by DW_Wraith
Were getting very close to making the new changes to the server in regards to luci. Barring any unforseen problems, I'm hoping by Sat or possibly late Friday night to having a go at it.
Once the new luci is going, you will see a big difference in the way the boss wave executes. There will be no long dragged out scenarios anymore, where you might be waiting 30 minutes or more while the sole player left standing keeps chipping away at luci.
Posted: Mon May 07, 2007 4:04 pm
by DW_Wraith
We have the new luci going, actually new method of using luci, its not quite perfected, but at least there will be no more long dragged out waits, .....that should be a plus to everyone....