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Post by |'L0.| on Oct 20, 2009 11:58:39 GMT
Hey All! I'm writing this in admin section but i guess we can move it to public after we get first opinions here. As you know we always asked for opinions although not always putted them in. This time may be different So i wonder, does any1 had any ideas what we could put in mod? Any new features, fixes or other ideas etc..? Bare in mind, it's AvP mod and we have no intentions to make it totally different from what it already is, although options can be added that leave the choices to each owner how to configure it etc.. ---------------------- Currently i'm thinking to add more rewards and maybe rewrite the way how ppl get them...add more class based and less common based style to get them. Let me explain it: Leuts now get rewards with kills and revives. I am thinking to add more class based rewarding system which would mean that leut could get most rewards with task that is more specific to his class- give ammo to team, give ammo on demand (i need ammo) in etc 15 sec. after request was issued and so on...ofc some rewards would still be earned with kills and revives but it just wouldn't be as it is now, a primary focus to gain it. As any thing that's done in a game it requires good thought and has to be balanced right...some rewards like getting needle should be easy to earn but others like full revive etc. should be less accessible to other classes besides medic (well whole job of med is to revive..) etc.. I'm thinking also to add more rewards which should along with extending areas to get them give more choice to people to play different way styles of game to achieve them. Any idea for a reward for all or a class specific reward? -like smoke reward where leut can gain reward to drop smoke etc.. -------------------------- Any thoughts, opinions, ideas? P.S. Yes i'm also working on fix for flamer bug, tempban when bypassing ban and getting 3 lives when kicking lagged player issue....any other bugs i missed ?
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Post by abracadabra on Oct 20, 2009 13:27:30 GMT
I know that Christmas period, you the Custom Axis and Allies with a hat and reindeer antlers for each other.
Is it possible for example to unlock a "uniform" special "one may as principle Kickle Nades? or unlock a customize gun .....
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Post by |'L0.| on Oct 20, 2009 13:32:22 GMT
Customized gun can be brought from SP (ones that are unlocked) and skins can only be used as a spy...otherwise there's no way to get custom skin without massive client side coding which is not an option.
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Post by HeRMe! on Oct 20, 2009 16:17:09 GMT
maybe some sort of command like /showrewards that does... that... it shows how many rewards you can get and how. Or maybe /rewardsmedic if you want to make them class specific. Also one of the rewards could be have more than weapon ;D So we start all with just standard smg and then you gain the hability of picking all guns. Also a !rename command edit fokkewolf.proboards.com/index.cgi?board=admintalk&action=display&thread=2294Just throwing that out there
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Post by |'L0.| on Oct 20, 2009 17:47:24 GMT
Rewards command already exists, it's there since final release of 1.20. Dunno why exactly is not on in AvP but i copied the mod from AvP 1 to abra's dm server and every time you join you get spammed with "....type /rewards..." and once you type it you get class specific cvars like i.e. "/rewards med" which prints you then what are rewards and how to achieve them. Feel free to check on: 213.108.31.21:27060 As for the single weapon...rewarding game was a future i had in mind since months and me and Richard also talked about it way before it was implemented in. One of the ideas that was pondering was to create a completely main game with which you then progress thru rewards and come closer and closer to AvP specific game and features like ability to hold multiple weapons. Problem i realized is that game becomes very unbalanced that way. Cause on one hand you have a player that just joined and can't drop weapons and nothing and on the other hand you have a player that has like 5 weapons at once etc...even if dropping a weapon isn't locked and all can do it, it's still a matter of being unbalanced. Problem is that the code like unlocking weapons and which class can pick what weapon code is done in bg_ (both games) parts which relays on client and server side, generally some stuff can be done there but to many of the stuff can't seriously compromise stability of game and kick players on random bases cause code expects to get info from client as well and client simply doesn't have that info to give etc.. Generally there's lots of stuff that can be done or added, i can add sticky grenades, dynamite that can be shooted, mines, invisible clock or what ever etc..it's just a matter to add the functions that don't unbalance game to much and i'm not keen to add supernatural functions like players clocking neither for that matter.. P.S. The post you linked is for mapping not coding
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Post by HeRMe! on Oct 20, 2009 19:12:48 GMT
Well I'm no expert but im pretty sure the changes i suggest require coding of some sort as well as being part of improving avp. But back to the rewards: It worked for ET, as simple as that. Maybe make the rewards easier to get or something. And it's nice to see the commands i said already exist Ill check them but is there a a palce where it says how long till you get each reward? Later.
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Post by Rai|EST| on Oct 20, 2009 19:18:07 GMT
About that idea to unlock guns, maybe it's possible to add some targets on map for players that joined, so if the new player shots random targets at spawn he can get a new weapon, and it wouldn't be so unbalanced.
Just an idea =)
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Post by |'L0.| on Oct 20, 2009 19:33:43 GMT
Well I'm no expert but im pretty sure the changes i suggest require coding of some sort as well as being part of improving avp. But back to the rewards: It worked for ET, as simple as that. Maybe make the rewards easier to get or something. And it's nice to see the commands i said already exist Ill check them but is there a a palce where it says how long till you get each reward? Later. *1: Nope, all mapping. Ofc it can be done via mod but no use and waste of time. *2: img38.imageshack.us/img38/5940/shot0000dy.jpgimg38.imageshack.us/img38/6409/rewk.jpgimg38.imageshack.us/img38/8536/rew2.jpg @rai: I have no idea what you're talking about What targets. like chicken hunt ? Hit it and you get a reward...if smth as that then no, no use, hard to do cause it requires server and map logic not just coding a function and pretty much useless. You can not give "hit a cow and get sten" function just like that ;D
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Post by AvP Police on Oct 21, 2009 18:59:39 GMT
I have moved this to public section so we get some feedback from community.
Anyone having any thoughts, suggestions or ideas about AvP mod feel free to post..no spamming and useless unrelated chit chats pls and no sci fi ideas cause we're limited with server side coding only.
Use opportunity now cause i wont replay on pm's later on...
// L0
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Post by LegendE on Oct 22, 2009 1:39:04 GMT
Just few things I can think. As HeRme said 2nd gun issue. That give as reward when you kill x number of players. You can carry 2+ guns. Same with nades as playes collect nades and keep throwing until they finish then collect more. Or limitation of nades like panzer. Then unlock/collect 4 more as reward etc. So playes wont just collect nades and keep throwing in every corner. Body dragging does not work with activate button should I use +salute? Use syring to heal poisoned team mate before he fall down. As in warmup everyone try to poison others as soon as they unlocked. So if teammate stuck needle I will stop shaking. ;D Lastly that centerview issue. As it was spread to everyone as this is cheat. Now many players use it coz they know about it now. Atleast they will stop blaming eachother (including me) of using centerview.
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Post by |'L0.| on Oct 22, 2009 12:12:17 GMT
The centerview sadly can't be fixed with server side at least by command it self, what i can do is add some kinda detection that kicks player for it, like s4ndmod used to have but only working for Y axis as the downfall of s4ndmod's version was the high sensitivity mouse issue, i got killed all the time for centerviewing cause i play with high sensitivity. But limiting it so vertical check only may do a trick, need to rethink it cause it pretty much came to my mind about 1 min ago ;D Tho what i found out is that lots of rewards are undiscovered cause ppl either don't play the class or didn't achieve them, only class that has all rewards discovered is naturally medic. Let me give the list of all rewards for dm (on obj it's the same but more kills and revives needed to unlock them): Rewards: ____________________________________ Medic: -Revives: --4 revives unlocks poison, --7 revives unlocks full recovery (you recover team mate to full hp) --12 revives unlocks live healing (you can heal live team mates with sticking syringe into them., works only for team mates that have hp lower then 80%, usually under 90hp if there's enough medics to boost team health to 140hp etc..)
-Kills --5 kills unlocks ability to kick grenades (any grenade) --10 kills unlocks body dragging (via +salute) --15 kills unlocks ability to playdead
Leut: -Kills: --5 unlocks Syringe (5 in bank) --9 kills unlocks ability to regenerate health --12 kills unlocks extra 5 syringes in stock (all together 10) --16 kills unlocks ability to use poison.
-Revives: --5 revives unlocks ability to kick nades --8 revives unlocks ability to drag bodies --12 revives unlocks playdead
Engineer: -Kills --5 kills unlocks ability to regenerate health --9 kills unlocks ability to use syringe --12 kills unlocks sniper as a side weapon --16 kills unlocks ability to poison enemy
-Revives --4 revives unlocks ability to kick nades --8 revives unlocks body dragging --10 revives unlocks ability to play dead
Soldier:
-Kills --5 kills unlocks health regeneration --9 kills unlocks sten as a side weapon --12 kills unlocks ability to kick grenades --15 kills unlocks ability to drag bodies --18 kills unlocks ability to use play dead ____________________________________
This are the main rewards, there's some rewards done in background that automatically active once player is on certain "skill" level, for example- when leut unlocks syringe he also unlocks syringe in ammo packs, every time he throws a pack and player that picks it up is either a medic or has unlocked syringes he gets 1 syringe with it, if leut didn't unlock it then there's no syringe in ammo pack..ain't sure in which level is it but if i recall right it's activated once Leut unlocks 10 syringes in stock. ------------- Basically some of rewards mention it posts are already in, they just weren't discovered cause no1 plays that class...one of the reasons why not to kick other classes are also the rewards...player can unlock lots of things with them so that's why there's no need to kick some1 cause he's an eng etc... rewards are persistent as well...if you gain a reward as medic and then change class to leut you wont lose them, once you switch back to med you will still have the rewards you unlock etc... Also when you check now you see there's lots of shared rewards like playdead/salute/nade kick are shared between all classes, since those are not class specific rewards all classes should have them, while poison is easy to unlock as medic but hardly possible as leut, that's cause leut's primary task is not to revive but to give ammo etc....what i have in mind is to separate some rewards and set them specific to their classes with ability to achieve them by doing their tasks, atm it's all based on kills and revives...imo it would be better focus more on class specific stuff....leut rewards should be primary achieved by tossing ammo to team and maybe count double in back end count when it's giving on demand, etc. team mates uses "i need ammo" and leut has 15sec to supply him to gain a bonus point and get closer to earning a reward etc.. I want to balance all classes so all classes can be played and bring something to table. Ofc each class should have it's advantages as well as disadvantages, makes game more diverse. There's bunch of "med only" dm servers around and that's boring, AvP was always known to promote more classes in DM but primary where always med and leut which is fine but why not make more use of other 2 classes as well. Anyhow, to sum it all up, rewards suggested from this thread and conversations i had about is, so far are: - Extra side weapon - Decrease playdead time so it's done faster - Brining some weapons from SP - Extra ammo reward - Extra grenade - Limitations of grenades Ones i am thinking about on my own as well (relax, just thinking ) - Locking initial Air Strike (player can't throw AS until they score at least 1 kill so we avoid air strike spam once game starts) until the reward is gained. - Smoke grenade - Heavy weapons lock (players can't pick panzers until they earn a reward that will enable them to use it) - Spies maybe? P.S. You can reset poison by taking or steeping on any medic pack, it doesn't work in warmup cause damage is disabled but that doesn't effect the actual game. I'll add the "use" function for body dragging, it was already in but i guess i may take it out or smth... Well that's it so far lol, any suggestions are still welcomed
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Post by Rai|EST| on Oct 22, 2009 15:09:55 GMT
I think about the rewards, you said to make them more class specified. So I'm thinking example for leut not get rewards only for throwing ammo packs, but maybe it could be made that you gain a reward example when you give 4 ammo packs and get 1 kill or something.
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Post by |'L0.| on Oct 22, 2009 15:53:12 GMT
You mean mixed rewards, that's smth i tried to implement before but had problem with math. Example- if you get one reward for 8 kills and 3 revives and another for 6 revives and 3 kills stuff doesn't add up fine cause you can't earn the 2nd reward in this case as when you already earned a reward your skill level is upgraded from 0 to 1 etc.. and you need to have 0 to earn 2nd award. It can be solved with adding more sessions that can be 0 but that would overall lag the game cause of the load time...i already filled sessions so much... Although it can be done partially, at that time i was thinking about 2 or more different rewards running parallel at same time, now i can make special rewards only, where one session (just imagine it as progressing linear bar) can be used for mixed reward, make it a special reward. It's worth a thought just need to do the math so you don't earn to much rewards at same time. example: normal reward = 6 kills normal reward = 6 revives Special reward = 8 kills + 2 revives Makes it a reward fest I'll do some math and see what can i get out from it P.S. Progress: Fixed the "use" button drag, fixed the flamer bug (hopefully), lagged out player bug (where player that specs it gains back all lives once lagged out player is moved to specs), fixed tempban bypass when using password to bypass banned range, added Individual list of players (all rewards player earned) and centralized special shared rewards (grenade kicking, body dragging, playdead) to all classes. once you earn a reward you have it in any class and it's the same amount for each class to gain, updated playdead in rewarding game- player now instantly stands up with no freeze time and few other bugs here and there but that's it so far. =)
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