- When entering the game, you'll be alive regardless if other players are dead or not. You will only be out when you've already entered the game with the same name.
Reason: It's cool to enter the server alive. - Your end game experience is determined by what percent that character appeared in the match. If you entered the at the second half of the game, you'll only gain 50% of the end game exp if you've beaten the map. If you were there for the whole game, you'll gain all end game exp. The timer begins when you enter the server, and ends when you disconnect.
Your time played is linked to your name. If you reconnect, your time played will resume from where it left off. You will begin a new timer when you enter the server as a new name.
Reason: This is the response to the first change (enter the server alive regardless if someone is dead or not). The concern is that players will often reconnect to gain additional lives. With this constraint, the player will have to make a choice. Should they die in mid game, they'll have to make a choice. Do they think that if they join as a new character, will they gain more exp because they are alive again, or will they gain more exp by staying dead because their invested time for the full end exp.
Also, this prevents late-joining players from leeching the end game exp. Achieving the 25 exp threshold to gain the end game exp is easy to do. They could do that in the last 5 minutes of the game, and gain the full benefits the original attackers worked hard for. With this constraint, the late-joiners will gain the end game exp for the portion of the map they played for. If they only played for the last 5% of the game, they will only gain 5% of the end game exp. - In response to the 2nd change, the end game exp threshold is dropped from 25 to 1.
Reason: The 25 end game threshold is obsolete compared to the new method. The 1 end game exp threshold remains to prevent idlers from gaining exp.
The following changes are regarding to player monsters...
This is a response to the general attitude against player monsters.
- Dedicated monsters will gain 60 exp per kill instead of 30.
Reason: Several players feel like their lives have been wasted only to give another player 30 exp. This will double their value.
Also, this will also increase motivation to become a dedicated monster. More frequent dedicated monsters appearances will make the attackers accustomed to dedicated monsters instead of having individuals holding grudges against the few dedicated monster players that play that side for fun.
The number of dedicated monsters per match is at risk for being dropped from 50% to 25%. - Players can use Reclamation Coins to spawn as a friendly player monster. Keep reading in how to obtain these Reclamation Coins. Some monsters with high damage (such as Lucifer and Titan) cannot be spawned as a friendly player monster. Monster Tokens cannot be used to spawn better friendly player monsters because of change number 6.
Reason: Making the server more monster-oriented. Enables more opportunities for monster vs monster combat. - When a player is killed by a player monster, the victim gains a Reclamation Coin.
Reason: Reducing the negative impact when getting slain by a player monster. Also gives the human attackers another reason to stand and fight a powerful player monster instead of running out in the middle of a large group of AI monsters to preserve their pride.
This will also encourage dead players to be more proactive in the game. They don't have to feel guilty when they slay a player, knowing that the person they killed can either choose vengeance or become a friendly player monster. - Spawn time interval is determined by which monster you spawn as. Spawning a powerful monsters will give the player a much longer spawn delay next life compared to the weak monsters where the player can spawn much more frequently.
Reason: Seeing the 180+ second timer to be able to spawn as another Krall is demotivating.
The reason why the interval was set so high when there are many dead players was because of the concerns that the server was becoming a giant deathmatch with all of the player monsters roaming around. Hopefully the Reclamation Coins will prevent a continuous deathmatch from happening. - When a player monster kills a higher leveled player, both the victim and the killer will gain a Reclamation Coin.
Reason: Give a reason to target a high level instead of low levels. - Based on the player's position on the scoreboard and the strength of the monster the player spawned as, the player will gain Monster Tokens every time they spawn as a monster. The further down the player is relative to the high score players, the greater monster tokens they'll gain.
Reason: Players often give up when they died with 5 points, and the only survivors are rank 3 and above. With this addition, they can invest their monster spawn attempts to add pressure to the attackers. The survivors should not take their sweet time if there are dead players. The longer they take, the more powerful the player monsters become. Players could spawn monsters then immediately suicide only to gain better player monsters. Because of this, Monster Tokens cannot be used to spawn better friendly player monsters. - There will be a new Player Monster Menu to be able to support all of these functions.
Reason: Making the player monsters a much more important element in the game instead of just a minor extension of it.
This new menu will also add several other features and fix several preexisting problems, too:- Since the monsters are rendered in the menu, the players may precache the monsters in the menu instead of freezing up in combat. The precaching option can be disabled via DWMenu.
- The players can learn more about the monster's attributes. Health values, speed, scoring values, and major resistances are given to them when they see the monster.
- The player can immediately see what monsters they can or cannot spawn. Not only they are immediately informed when they can spawn, but they can also see if the selected monster is available. Monster Tokens and Reclamation Coins are also shown in this menu rather than going through the console to see them. Monsters with scores that are greater than the player's are not visible.
- The player can see what the monster is before they spawn it. This reduces the chances of being disappointed by a misleading name, or reducing the chances of spawning the wrong monster.
Any questions, comments, or concerns?[/color]