Corey Posted July 5, 2011 Author Report Posted July 5, 2011 Changed the brick alive time from 1750 (17.5 seconds) to 1400 (14 seconds) to stop brickwinning. Quote
spidernl Posted July 5, 2011 Report Posted July 5, 2011 (edited) Changed the brick alive time from 1750 (17.5 seconds) to 1400 (14 seconds) to stop brickwinning. Now all you have to do is get rid of base 3. That thing's more rigged than the base 5 you just got rid of.Remember back in the old days, when bases when required to be a heck of a lot wider in ALL areas than some of the bases you've used? I'd appreciate going back to that. It makes brickwhoring just that much less plausible.Not to mention some of the bases you're using are so small/thin/tight/whatever that a simple gunline is almost unbreakable as a rusher. Make ball rewards higher (not significantly, maybe to 1.5 or 2k) Holy peanuts? 1.5 or 2k is not a significant change? That's easily 4 times the current rewards. And the current rewards are already quite profitable if you consider the fact that you can win a huge jackpot afterwards thanks to your own scoring. Edited July 5, 2011 by spidernl Quote
toxic_intruder Posted July 6, 2011 Report Posted July 6, 2011 (edited) Holy peanuts? 1.5 or 2k is not a significant change? That's easily 4 times the current rewards. And the current rewards are already quite profitable if you consider the fact that you can win a huge jackpot afterwards thanks to your own scoring. Yeah, but how often do you see flag teams balling? usually they cant cause they either try to ball through the enemy in their own base or they can't afford to lose one or two people from their defense, or people aresimply more interested in flagging than balling. Usually its a smal priv freq of 2 or 3 people balling to increase jp. Remember back in the old days, when bases when required to be a heck of a lot wider in ALL areas than some of the bases you've used?^^ Edited July 6, 2011 by toxic_intruder Quote
Corey Posted July 7, 2011 Author Report Posted July 7, 2011 As of now, I am not changing the base formula. Wider does not = better. Right now it seems that the bases are working, and working well at that. The multiple 15v15 base games we've had in the last couple of days are a good indication. Quote
spidernl Posted July 8, 2011 Report Posted July 8, 2011 As of now, I am not changing the base formula. Wider does not = better. Right now it seems that the bases are working, and working well at that. The multiple 15v15 base games we've had in the last couple of days are a good indication. Except for the games in narrow bases like base 3. Those always lead to a quick, easy victory for the defending team, unless the attacking team is remarkably stacked. If you want defenders to have such a ridiculous advantage that only heavy stacking can deal with it, I guess your 'formula' is working well. Quote
toxic_intruder Posted July 8, 2011 Report Posted July 8, 2011 wider does not = better but narrow does not = good. Super rigged holes and bomblines also do not = better. Atleast psythe and fujin are working on some new bases, maybe based off the old psi.lvl... Quote
Corey Posted July 8, 2011 Author Report Posted July 8, 2011 As of now, I am not changing the base formula. Wider does not = better. Right now it seems that the bases are working, and working well at that. The multiple 15v15 base games we've had in the last couple of days are a good indication. Except for the games in narrow bases like base 3. Those always lead to a quick, easy victory for the defending team, unless the attacking team is remarkably stacked. If you want defenders to have such a ridiculous advantage that only heavy stacking can deal with it, I guess your 'formula' is working well. I was told by Brain to make bases the exact way you are portraying them, I remember him saying a while back when he hired me, that he wants quick short base games. I don't know when this was changed. But I guess spidernl is never wrong, even when it comes to my base making field. Quote
spidernl Posted July 8, 2011 Report Posted July 8, 2011 Sigh. Nice way to interpret things badly and be hypocritical at the same time. First you claim your bases are fine and are boosting pop, and after I tell you some aren't, you defend by saying heavily defense-oriented bases cause quick flaggames (which Doc wants, we all know that) because of their sheer riggedness.I'm sure when Dr Brain told you his goals for the zone he didn't mean you should make flaggames so unfair due to base design that they end quickly. Quote
Acer Posted July 8, 2011 Report Posted July 8, 2011 Rechargeable AD icon. When AD is recharged it will be lit up, when it is not it is dim. it could go under antiwarp. Also under antiwarp parasite kills and nano kills could be. P: Kills, N: Kills. When you die your nano count goes up so the kills goes up, and parasite will just decrease for 1000 kills or increases from 0 to 1000. That's what I would really like to see. Quote
Corey Posted July 8, 2011 Author Report Posted July 8, 2011 See, the way you are making my bases out to be are...-Completely overpowered for defense-Have never been able to be taken over from defenders-My bases basically suck Look, I'm not going to change anything I am doing. These bases are no where near as overpowered as you portray them.I've been making bases for 2-3 years now, I've seen bases games from 4-5 years ago, and I've been watching closely at base games since then. which brings me to when you said this..."Remember back in the old days, when bases when required to be a heck of a lot wider in ALL areas than some of the bases you've used?"If we are talking about the same 'old days' then the bases I remember are a lot smaller then the current bases we have now. Quote
spidernl Posted July 8, 2011 Report Posted July 8, 2011 (edited) Yeah, yeah. Basemaking is a skill that requires years of experience which you have and I don't (at least, that is what you assume), therefore you are right and I am wrong. Protips: stop taking this personally, and I didn't say ALL your bases are too narrow. I said some are, and that games in wider bases generally: 1) are harder to brick entire corridors in, 2) allow for more dynamic, back-and-forth flaggames, 3) favour fielding less as fields are more easily moved out of.What's wrong with all those benefits that makes you attempt to avoid them as much as possible? And yes, my definition of 'old days' is more recent, because I prefer sensible comparisons (similar settings) over silly ones (the start of the zone vs now). Edit: if you want personal bashing, I'll mention base 7 is wallhack heaven due to the 1-tile walls. Fix it. Edited July 8, 2011 by spidernl Quote
Corey Posted July 8, 2011 Author Report Posted July 8, 2011 (edited) Edit: if you want personal bashing, I'll mention base 7 is wallhack heaven due to the 1-tile walls. Fix it. So we're going to go there? I would have dropped it, and maybe asked for your help in making a "perfect base" in your view.Buuuuuut since you had to go there. Cerium found a bug where you can wallhack on a 2 tile thick wall with Dili. Fix it.Zone is down, and has been down for near an hour. Fix it.Zone keeps crashing cause of your balancer. Fix it. P.S. I'm pretty sure you can't even wallhack the way you are purposing. Edited July 8, 2011 by Corey Quote
spidernl Posted July 8, 2011 Report Posted July 8, 2011 (edited) How did Cerium get Dilithium in the first place. Also, that's an easy fix. Just a matter of making the collision detection grab the end destination a little further from walls. Wallhacking 'my' way? Rockets+ports seem to work fine throughout the entire base. Anyway, I'm incapable of fixing the crash myself, which is why I messaged Dr Brain. But since you can't objectively look at my suggestions (you've held a grudge against me for SOME reason for a while anyway) and you seem to be steering towards a flame war, I'll leave you and your thread to people who only post things you like to hear. Edit: btw it helps if you don't lie or twist facts in your argumentation. You are fully aware the crashes during balance were caused by Pointdefense (not through coding error but simply incompatible methods). Not to mention I already fixed it. Keep up. Edited July 8, 2011 by spidernl Quote
Acer Posted July 8, 2011 Report Posted July 8, 2011 (edited) Stop Fighting - fixed it. Bases are fine, but take out all of the old ones. Also make a map and make sure it's FINAL, I'm pretty sure no one wants to download more then once a week. Make sure the map is final, make sure all of the bases are new before you put it in pub. If you need more bases tell someone. Message people, make a zone message in game. I will gladly make a base, might not be good, but I will make a base to help out, if more help is needed, and I assure you all that if someone sent out a message in game to everyone someone will help out.. Edited July 8, 2011 by Acer Quote
Deathmonger Posted July 9, 2011 Report Posted July 9, 2011 http://www.youtube.com/watch?v=hf_XpLOYfog Quote
kevinz000 Posted July 9, 2011 Report Posted July 9, 2011 Rechargeable AD icon. When AD is recharged it will be lit up, when it is not it is dim. it could go under antiwarp. Also under antiwarp parasite kills and nano kills could be. P: Kills, N: Kills. When you die your nano count goes up so the kills goes up, and parasite will just decrease for 1000 kills or increases from 0 to 1000. That's what I would really like to see. I agree a lot i always think my ad recharged but it wasnt so i rushed for nothing,maybe have a ad countdownparasite-make it like this: kills/required killsnanomite(or whatever) make it like this plz: kills/required kills but decrease 1 kill for each deathput ad,parasite,nanomite icons in this order under antiwarpid very much like that how about this?(dont complainim bad at coding cloaker's pack-terrier-gives you just enough abilities to be a basic cloakergun,bomb,reactor,sublight,addonshredderspace minesedisonion drivecloak shaper cloaker's pack-advanced-terriersignature,gun,bomb,reactor,sublight,armor,2 addon,2 emitterquad coreshredderspace minesion drivecloak shaperglow coverpower stripcombat sensors Quote
Corey Posted July 9, 2011 Author Report Posted July 9, 2011 I'm not saying I have it out for you, its just the way you say somethings. Your ideas of improving the zone are attacking me. I put up this thread so that the both of us could get some ideas of how to improve the zone. I would appreciate if you would have maybe talked to me in zone, instead of trying to make me look like an idiot on the forums. The type of ideas i would like to have on here are the kind that Unix has put. Simple and not attacking anyone.How about we keep this garbage off the forums? You can talk to me in-game if you like. Quote
Corey Posted July 9, 2011 Author Report Posted July 9, 2011 Added private frequency to the zone, just do =(any number over 100) to make a priv. Spid, if you notice this getting out of hand in anyway. You can change it back.It is located under "team" then "MaxFrequency" set it from 9999 to 92 Quote
spidernl Posted July 9, 2011 Report Posted July 9, 2011 (edited) Added private frequency to the zone, just do =(any number over 100) to make a priv. Spid, if you notice this getting out of hand in anyway. You can change it back.It is located under "team" then "MaxFrequency" set it from 9999 to 92 Lol. Those 'priv freqs' you changed the limit of aren't what you think they are.Reverted changes. Flagging freqs (the ?flag ones) are back to normal (90 and 91) rather than 90 up to 9998. Corey, ask me ingame if you need details. Edited July 9, 2011 by spidernl Quote
Unix Posted July 9, 2011 Report Posted July 9, 2011 Then can we get priv freqs so that way if we wanna be alone or dont wanna be with specific people we can do something about it? Right now there's zero recourse if that were to happen. Easiest solution since we cant do ?changeteam because of ?flag would be to make flag teams a much higher number, say 5000 and 5001, and all freqs below that would be ok. Quote
ArcticxWolf Posted July 12, 2011 Report Posted July 12, 2011 (edited) like to see an option to turn ad off and on when you wantlike?ad on?ad off command only applicable when ad not on cooldown yar Edited July 12, 2011 by ArcticxWolf Quote
Unix Posted July 12, 2011 Report Posted July 12, 2011 Would be op, would have to make it where you can only do it once per AD or something. Quote
Corey Posted July 16, 2011 Author Report Posted July 16, 2011 Set the periodic rewards from 14 (players playing to receive reward) to 8 Quote
Corey Posted July 16, 2011 Author Report Posted July 16, 2011 Added private frequency to the zone, just do =(any number over 100) to make a priv. Spid, if you notice this getting out of hand in anyway. You can change it back.It is located under "team" then "MaxFrequency" set it from 9999 to 92 Lol. Those 'priv freqs' you changed the limit of aren't what you think they are.Reverted changes. Flagging freqs (the ?flag ones) are back to normal (90 and 91) rather than 90 up to 9998. Corey, ask me ingame if you need details. Just realized lol you thought that all freqs over 90 can pick up flags? Its only 90 and 91 that can touch flags. after 91, the flags cannot be touched. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.