I was thinking about how much the relic system is unbalanced for duel, and came up with a solution. Say that there was a separate relics system for duel. In this separate system, the relics would be tweaked for balance. The vengeance could be replaced by a smaller radius electrical storm that would only severly weaken the opponent who killed you by bringing him down to, say, 30 to 50 health. For kicks you could have it follow him at a slow rate of speed. Or you could have something like a Doom spell in Final Fantasy, where a counter appears above their head, and in 60 seconds (or less, depending on what the server has it set to), 99 damage is dealt to you, either killing you, or leaving you with a laughable 1 hp. You could set regen to only regenerate you to 60 hp, at a slower rate (something like 3 hp per second). You could replace the vampire relic with some other special function relic, like a toggle-able magnetism relic that only works from x UU's away, and can bring in powerups, the proverbial bacon of the game. Or a one use only bullet time relic, that makes everything slomo for five seconds, somewhat similar to the slomo command in Ryth's Admin Plus mutator, that would be relatively rare, and have a slow respawn rate. I've been bugging Clam to set a bullet time key (Admin Slomo .4|OnRelease Admin Slomo 1
Duel Relics
Duel Relics
I don't know if this idea has been suggested before, but here goes.
I was thinking about how much the relic system is unbalanced for duel, and came up with a solution. Say that there was a separate relics system for duel. In this separate system, the relics would be tweaked for balance. The vengeance could be replaced by a smaller radius electrical storm that would only severly weaken the opponent who killed you by bringing him down to, say, 30 to 50 health. For kicks you could have it follow him at a slow rate of speed. Or you could have something like a Doom spell in Final Fantasy, where a counter appears above their head, and in 60 seconds (or less, depending on what the server has it set to), 99 damage is dealt to you, either killing you, or leaving you with a laughable 1 hp. You could set regen to only regenerate you to 60 hp, at a slower rate (something like 3 hp per second). You could replace the vampire relic with some other special function relic, like a toggle-able magnetism relic that only works from x UU's away, and can bring in powerups, the proverbial bacon of the game. Or a one use only bullet time relic, that makes everything slomo for five seconds, somewhat similar to the slomo command in Ryth's Admin Plus mutator, that would be relatively rare, and have a slow respawn rate. I've been bugging Clam to set a bullet time key (Admin Slomo .4|OnRelease Admin Slomo 1
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I was thinking about how much the relic system is unbalanced for duel, and came up with a solution. Say that there was a separate relics system for duel. In this separate system, the relics would be tweaked for balance. The vengeance could be replaced by a smaller radius electrical storm that would only severly weaken the opponent who killed you by bringing him down to, say, 30 to 50 health. For kicks you could have it follow him at a slow rate of speed. Or you could have something like a Doom spell in Final Fantasy, where a counter appears above their head, and in 60 seconds (or less, depending on what the server has it set to), 99 damage is dealt to you, either killing you, or leaving you with a laughable 1 hp. You could set regen to only regenerate you to 60 hp, at a slower rate (something like 3 hp per second). You could replace the vampire relic with some other special function relic, like a toggle-able magnetism relic that only works from x UU's away, and can bring in powerups, the proverbial bacon of the game. Or a one use only bullet time relic, that makes everything slomo for five seconds, somewhat similar to the slomo command in Ryth's Admin Plus mutator, that would be relatively rare, and have a slow respawn rate. I've been bugging Clam to set a bullet time key (Admin Slomo .4|OnRelease Admin Slomo 1
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General_Sun
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General_Sun
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I think relics are nice in duel,atleast for offline....
could imagine some abuse online
and i think that regen+veng has to be removed from duel(veng is already out) becouse theyre so prone to abuse
BTW Do you want to have a option to have relics not drop?respawn upon carriers death?(that would mean no more 20 veng blasts at the same spot via picking the relic up on the warning time)
could imagine some abuse online
and i think that regen+veng has to be removed from duel(veng is already out) becouse theyre so prone to abuse
BTW Do you want to have a option to have relics not drop?respawn upon carriers death?(that would mean no more 20 veng blasts at the same spot via picking the relic up on the warning time)
But..., you have already reported a bug about that, and we were even still waiting to hear back from you about it:Rythmix wrote:Veng is already out? hmm works fine in my duel....
Yes, there is no vengeance in Duel. As I explained in the bug thread, when you reported that vengeance wasn't working right in your Duel. I even checked it myself based on your bug report, and I was even shown the exact line of code for it as well.Rythmix wrote:I too saw something like this.. while playing duel the vengeance relic, after being used multiple times, just disappeared. i thought it was kicked off the edge and fell to its death, but when i tried kicking other relics off, they respawned back up top again, but that vengeance one just never came back.
I said already that you most likely have some sort of compatibility issue with a mut or a util you are running, and that w/o more info, there's not much these guys can do to help you. You said you were gonna check it out, and afaik we haven't heard from you on that.
About regen in Duel - whatever the Team wants, of course - but is it fair to have no regen relic, but still have a shied relic, for example?
And perhaps even more important - if we are going to make an INI or GUI option for players/admins to choose their relics anyway, do we even need to make any further changes? Pretty much anybody can see the logic behind removing the vengeance relic, but there doesn't seem to be any such agreement about the regen. Perhaps the idea of INI/GUI option is the answer to that one.
Hmm, Im referring to two different things
1. In response to TKATK's comment about veng is already out, I think i confused myself because I think I tested it with TeamDM and melee only enabled, which i just thought of as "duel". So I will have to try it with true duel.
-edit-2. The point about vengeance relic 'disappearing' was something that occurred once and I haven't got it to reproduce yet, even with all the same muts running. I've played the same map quite a few times trying to get it to happen and the vengeance relic never disappeared, none of them did. It was just that one time. Im not going to say that the muts dont have anything to do with it, but TKATK saw it also with no muts running according to his serverlog. But as I said, I think I was running TeamDM with melee only when i was testing it. So I dont know if it was in Duel or not, but its in TeamDM that I first saw the bug. I will test more later. havent had the chance all weekend. sry for the confusion.
1. In response to TKATK's comment about veng is already out, I think i confused myself because I think I tested it with TeamDM and melee only enabled, which i just thought of as "duel". So I will have to try it with true duel.
-edit-2. The point about vengeance relic 'disappearing' was something that occurred once and I haven't got it to reproduce yet, even with all the same muts running. I've played the same map quite a few times trying to get it to happen and the vengeance relic never disappeared, none of them did. It was just that one time. Im not going to say that the muts dont have anything to do with it, but TKATK saw it also with no muts running according to his serverlog. But as I said, I think I was running TeamDM with melee only when i was testing it. So I dont know if it was in Duel or not, but its in TeamDM that I first saw the bug. I will test more later. havent had the chance all weekend. sry for the confusion.
Last edited by Rythmix on Mon Sep 20, 2004 3:47 pm, edited 1 time in total.
Rythm is Gonna Get Ya!
Ok, 1st off, you might want to re-read my previous posts, to better understand this one.
But more info was already requested. Maybe it's an online bug, maybe it's compatibility issue....
There's your bug, right there. One of them at least.Rythmix wrote:So yes vengeance IS in duel
But more info was already requested. Maybe it's an online bug, maybe it's compatibility issue....
Well, we have already confirmed that there is a bug with any one of the 5 relics used in Duel sometimes dissappearing. We could however still use your help resolving the other issue, as I mentioned earlier;Rythmix wrote:2. The point about vengeance relic 'disappearing' was something that occurred once and I haven't got it to reproduce yet, even with all the same muts running.
You replied that you were gonna try that. If you do, let us know what happens please.R.Flagg wrote:... 1st step to proper testing would be to remove extras. Have you tried it w/o all those other things?
Guessing it's a compatiblity issue here guys.
Why i think its ok to have all except Veng and Reg in duelR.Flagg wrote:Rythmix wrote: About regen in Duel - whatever the Team wants, of course - but is it fair to have no regen relic, but still have a shied relic, for example?
Veng:it makes People fear the one with the skull,and the only way to kill him is via melee,meaning suicide...badbadbad
Regen:Rewards people for fleeing,BADBADBAD
Shield:Helps shrug off damage,allows longer battles,goody
basicly i think that the other relics arent too bad to add if the admin wants to,but Regen and veng DO make the user feared/prone to flee,which both is pretty much bad
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Shadowstar
- Chaotic Dreams Team
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One cool idea might be to change the way relics work in duel, and remove the "anti-duel" relics, like regen and venge.
Basically, there are 2 settings: consistent, and random.
with consistent, one relic is picked at random and EVERYONE gets it. So if it ends up being shield, then everyone gets shield for that round. It could end up being speed, and would be a really fast paced game. I somewhat think venge might be ok here, since everyone would get one. It would be alot of explosions tho, and some very chaotic chain reactions possible. Heh, probably too excessive.
with random, everyone gets a random relic. Maybe not as fair as consistent, but at least everyone gets one, instead of only a few people getting a relic and having to run around and find one.
Basically, there are 2 settings: consistent, and random.
with consistent, one relic is picked at random and EVERYONE gets it. So if it ends up being shield, then everyone gets shield for that round. It could end up being speed, and would be a really fast paced game. I somewhat think venge might be ok here, since everyone would get one. It would be alot of explosions tho, and some very chaotic chain reactions possible. Heh, probably too excessive.
with random, everyone gets a random relic. Maybe not as fair as consistent, but at least everyone gets one, instead of only a few people getting a relic and having to run around and find one.
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
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General_Sun
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