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May I ask, will the Kid Icarus "Stage Clear" theme be added in as your side's victory theme?If I recall, we wanted something like this, but I think we only used the Kid Icarus defeat theme since there wasn't an appropriate one in core.Overall, I didn't really like playing the mod myself, considering the life drain aspect Origin Duo and Evil Robot receive (even if it was a part of the original game). I do like the concept especially I'm all for porting game modes from other games, but this execution leaves something to be desired, in my tastes.Well said. We wanted to push a release without the weapons because, with development becoming super stagnant, we wanted to put something out for folks to play. This would give us the incentive we need to get back to it, in addition to livening up the server list.The mod could deviate from being a straight-up port of Light vs. Dark and be altered in various aspects to overall improve the game experience, making it more enjoyable in this different type of gameplay style, with more "Light" and "Wily" characters to morph into, different soundtracks, and making O.Duo and E.Robot (and any other "leader" characters) feel more like powerhouses.The name Light vs Wily came naturally when I wanted to port Light vs Dark over to MM8BDM. Initially my plan was to have Skull Suit Wily and that suited Light skin as the bosses, but then it occurred to me that there were super-powered alien robots at our disposal with more interesting potential, so we went that route. Other bosses probably aren't going to happen because that would deviate too drastically from what we had in mind. However, giga weapons should suffice once we have those ready to ship.
I mentioned it in the server and I brought it up to the devs themselves but I may as well post it here for discussion's sakeWhat if the HP drain's cap (which normally stops at 1 HP) scaled with the amount of players in the server? That way, fuller servers could allow the boss a buffer to escape if his team's dying left and right (which would likely happen due to player saturation).I'm thinking something along these lines -- drain stops at a certain point and the gauge begins to flash to indicate the boss is near death. I think it would work well.That said, this is a total blast to play. I feel like a lot of people are forgetting that bosses aren't always self-sufficient-- in this instance, teamwork is required to keep the boss alive, and having a large team dissolve will only harm the boss. Grouping up and moving around to take down enemies in tandem with the boss is the key to making comebacks happen.This is what we had hoped for. Admittedly in crowded servers it's pretty hard to keep your team together, and with the boss's instagib movement, even more so, but we're mulling ideas around.
The initial build here is interesting, but seems like it could use polish/tweaking in areas. Throwing out some random thoughts I had after that first session;-Thunder mentioned it earlier but the HP drain can get a little crazy, especially in packed servers. Having it either cap at a point or act in a logarithmic fashion might help that, and encourage and reward boss hunting rather than just deathmatching each other still. We'll definitely put forth some incentive. That's in the works.-Boss bots can be really frustrating to fight due to their increased speed. It may be due to their current lack of firepower making them flee all the time but it seems like the best strategy once the boss appears is to flat ignore them and focus on killing their allies to damage them that way. All the better if the map has a weapon that's easy to tag them just once with to finish them off once they hit 1 HP from ally deaths. I'm pretty sure the majority of the matches I saw ended with the boss at one HP via teammate deaths and then getting hit by something.For the time I was there, I saw similar things happen. That's something we'll be looking at.-Bosses are kinda frustrating to play as at times. This may get alleviated once Giga Weps are introduced proper, but at the moment being offensive seems like a bad idea. If the players per team is kinda low, it seems like your best bet is to zoom around corridors and take potshots at anyone you pass, but don't engage them head on. Meanwhile if the playercount is high, pick a spot where you can bolt fast if things get terrible and camp out there cause player saturation means your health is going to tank fast.We overloaded the giga fists as an afterthought when we decided to release without giga weapons. I can see how this would be a problem.-Do you intend for matches to be quick? They seem to last like 2-3 minutes tops at the current settings.We hoped they'd be a bit longer than traditional matches, which is why we recommend a win limit of 2.-Personal gripe; I don't like E.Bot's dark purple color scheme, it seems too close to blue for me. There were quite a few times I saw him in the corner of my vision and associated him with the blue team at first because I wasn't focused on him.To be honest, I never really had trouble picking him out, but that might be because I've been looking at it for a year and a half.
so i played in the server and noticed a few gripesyou can basically shred through the superbot's HP with weapons like top spin or sakugarne, give them a bit of resistance to those weaponsThat's definitely something we'll look at.and you could make it so the giga fist goes through shields because it's kind of annoying trying to hit someone who has a proto shield on them because you cannot regen health but they canI think we intended to do this but it slipped our minds. We'll look at that as well.i was also told that a server with more players could boost the superbot's armor a bit but i haven't been able to test with anymore than a couple people due to hopping in pretty lateEach boss has 150 base health. With every additional player on the enemy team, the boss gets 35 additional health.so yea other than that this mod is pretty neat... a little safe but neatEDIT: the superbots should also respawn if they land in a pit similar to how unholy bosses worksI think we were against this before, but we'll look at that again.