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Messages - Messatsu

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46
Agreed.  There's no hard limit, but keep it sensible.  A single flexible weapon can be very powerful.  My class only uses a single weapon, but through inventory and altfires I have a wide array of attacks available.  Korby has 3 weapons, but the altfire is shared between all of them and it appears as one weapon with 3 different attacks.  My advice? Create a single weapon that represents you.  If you need to expand on it, then consider a second one.  In other words, Keep it Simple.

47
MM8BDM Discussion / Re: Please test megaman mods in Zan 3.0
« on: January 30, 2016, 09:24:15 PM »
Each released version will only use stable zdr versions, but the dev team does test against betas to prepare for bugs on the eventual update of zdr.

48
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: January 28, 2016, 05:02:09 PM »
Another issue is that switching between different NSFs causes a momentary pause in the music.  So if we did separate NSFs for CUTMUS and MM1BOSS there would be a small 0.2 second delay between when CUTMUS stopped and MM1BOSS started.  This doesn't happen when switching tracks within in the same NSF (EX. MM1:2 and MM1:3).

49
Closed / Re: Incomplete hazard damage types
« on: January 24, 2016, 09:19:51 PM »
Just to clarify.  You're looking at stage hazards that currently don't have a damage type (Ex. OilFlame from Oil Man and Ice Blocks from Cold Man)

If so then yes, I agree this should be addressed.  I'm sure modders have just being doing replaces.  Do we have a list of ones we KNOW are missing types at the moment aside from the above mentioned?

50
Closed / Re: MM8CLO healing
« on: January 23, 2016, 09:12:19 PM »
This is actually a pretty good solution to this debate actually.  Might go forward with this idea.  Moving to pending.

51
MM8BDM Discussion / Re: Duo theme from 8bit Deathmatch
« on: January 23, 2016, 08:49:50 PM »
The creator of that song is OrangeMario.  He gave permission to use this so long as credit is given (and a link to said video).

Here's a mediafire link of an MP3 created from the FTM.

http://www.mediafire.com/listen/ctcaf35n82n1e52/MM8DUOremix.mp3

It should also be mentioned this is a Famitracker cover of the U-GEN remix of Duo's theme and not his actual game theme. (That one is boring as heck)
(click to show/hide)

52
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: January 23, 2016, 01:27:51 AM »
Quote from: "Bikdark"
Well BHB and Remote Mine being similar weapons doesn't really matter considering they should never show up on the same map together in the first place. Thinking of them as "Stat swaps" of eachother makes this an easy concept to grasp.

The two weapons are hardly stat swaps of each other.  They're both slow and powerful, but just about everything else between them is completely different.  This does actually bring up an interesting point though.  What weapons would everyone consider to be stat swaps of each other, or at least similar enough to each other that you would hesitate to put them both on the same map?  Secondly, if you could alter a weapon to remove the 'swap' nature of it, what would it be?

53
Not a bad idea NemZ, but then we'll breed whole different subset arguement of "What do you mean Sparkman is skipped because we have 9 players? I LOVE SPARK MAN" etc.  The game already has a built in way avoid problems by just having the players call a mapvote.  I don't think this needs ACS to be fixed.

On the topic of Spark Man, I personally would love to see those rising platforms in the stage actually appear.  I don't think the layout actually lends itself well to that gimmick unfortunately, but it currently lacks any gimmicks and feels pretty bland imo.  Then again, I KNOW I'm in the minority there so ...ya know...whatever.

54
Closed / Re: [Suggestion] Randomly-chosen Skyboxes
« on: January 13, 2016, 04:51:33 PM »
Might do something with Clown Man's skybox.  We'll see how it turns out.

55
I think I'm in agreement.  The layout is very Love/Hate depending on the game mode and player count, but I think the weapons just feel....weird ....like they're not QUITE right.  Also iirc there's a good number of items you need Rushjet or Coil for though it has been greatly improved since the old days. (Still think there's a random Wtank tho)

56
Quote from: "Bikdark"
Again, setting aside the whole "deathmatch in the title" argument (because it's basically arguing semantics), you seem to heavily be missing one of my points, Mess.
I'd say the name IS important but I'm not going to argue it at this point since getting into the details would get boring.  Let's just say I mean that it should work well.
Quote from: "Bikdark"
One of my main gripes with old MM1FIR being replaced was that there was no devteam-playerbase communication on the issue. We were left entirely in the dark until it was WAY too late! MM1FIR was not abhorrently bad like MM5WAV or MM5GYR were, so we honestly deserved to have some input before the fact -- and we still DO deserve input, because there seems to be a lot of split opinions on the old map. It's worth looking into again.

To reiterate, the above issue is NOT about MM1FIR specifically, it's about clarity and communication.
This part is a PERFECT example on helpful feedback.  I agree, communication was handled very poorly there.  I'm not 100% positive, but I think that is part of the reason this thread was formed (don't hold me to that!)

Quote from: "Bikdark"
On to the next problem: robot master/map identity. Not only do I think it is very silly to try and reflect a robot master's personality in the map itself, but if I absolutely had to use that method of map-making, I would say old MM1FIR does a much better job of representing Fireman than new MM1FIR does. Tricky navigation, high intensity gameplay, fire traps, ladders, the whole nine fucking yards. I felt right at home at old MM1FIR because by god, it /felt like Fireman/. New MM1FIR is a very low-pressure, low-intensity map; not something very characteristic of a hot-headed robot, don't you think?
Actually, again, this is quite well thought out.  Though I would disagree with the stage layout.  I felt the old design became very spammy with weapons.  Probably worked well as a Duel map, but larger fights (DM/LMS) became a problem.  Big issue here though it's this is super subjective and unless there's a broad consensus among the player base (Ex. Turbo I think is widely regarded as very blah) or the dev team feels there's room for improvement (See:MM1FIR) then the best way to bring change is to start a feedback topic and get as many players as possible to back you.

Quote from: "Bikdark"
Setting aside subjective views on robot master representation in maps, you failed to address my concern about map homogenization. New MM1FIR blatantly does not bring anything new to the table, and offers a very shallow amount of complexity. Rather than trying to salvage the old fast paced gameplay so people would have something different to play on besides "halls and rooms deathmatch map number 75" (this is basically what the game is now btw) you just said fuck it, and put in Ivory's old map. Very lazy.
Never actually addressed this at all since, ya know, I was talking about weapons and not maps.  (That was my mistake, but I think over broad statements lead to this kind of confusion) Again I'd say this is subjective as above.  If you disagree it's absolutely fine to make a topic and discuss it.  

Quote from: "Bikdark"
And damn, you respond to legitimate complaints about good vanilla content being removed with "Make a mod"? Way to leave a sour taste in the mouth of everyone trying to comprehend your haphazardly concocted responses. Damn straight the game is geared toward vanilla - I remember how you were left in charge of duel and left it unplayable without hefty player modding for years.
Yes, make a mod.  That's the beauty of this game.  Don't like a change the dev team made? Make a mod (Hell, get someone to do it for you if you can't yourself)  I'm sorry if you don't agree with this, but if you don't want to put forth any effort aside from making posts, then then to quote you.  "Very lazy."  Also, I was never in charge of duel.  The only change we made was to remove specific weapon/item removal because...and follow me on this one...IT WAS CRASHING THE GAME.  That's a BIT more unplayable.

Quote from: "Bikdark"
Well here's a problem: an unfun, frustrating, boring, outdated gamemode is being shoved in our face 24/7 when we don't want it. There, is that enough? That's one of many problems, here.

And gee, you know what a great way of obtaining specific feedback is? Playing the game for once. No, internal testing and playing on release day don't count. If you can't get your hands dirty every once in a while to learn what players want, I'm not excited to see what's in store for MM9.

As a counter to above where you had wonderful feedback.  This is garbage....Nothing useful, just insults and idiotic accusations.  I shouldn't have to point this out.

57
This topic really is being taken off rails by this and I will probably drop it after this, but this sort of response just needs a reply.  
Quote from: "Orange juice :l"
You say MM8BDM is balanced around Deathmatch but provide no reasoning as to why besides it being "the way it's always been", which doesn't hold water. Classes, (T)LMS, and Duel are all far more popular than Deathmatch despite- as we have been told- the dev team has, this whole time, been putting their efforts towards making Deathmatch the more fun mode.
Provided no reasoning? You can't read my friend.  I listed the reasoning right there.  Let me spell it out for you again. It's not practical to balance for every mode on every weapon. Please offer SPECIFIC FEEDBACK instead of overly broad complaints. If a particular weapon is a problem in a particular mode then it's good to know WHY.
Quote from: "Orange juice :l"
From this I conclude that either Deathmatch is an intrinsically unpopular mode or the dev team is far more capable at balancing around non-DM modes, even unconsciously
I'm not sure what you're implying here.
Quote from: "Orange juice :l"
Considering there's been Deathmatch servers always available (shoutouts to BE) as well as organized events to try to rekindle its popularity, I don't think it's a matter of anti-DM culture. If there are other plausible reasons for this, please chime in.
If other modes are as popular as they are, then I'm confused as to why you think there's even a problem to begin with.  As I mentioned above, SPECIFIC FEEDBACK is necessary to understand the underlying problems of the playerbase.  Saying "This mod isn't balanced for XYZ" is just going to be ignored because it's completely useless.
Quote from: "Orange juice :l"
If Messatsu speaks for the whole dev team, I can only conclude there is a divide between the wants of the devs and the wants of the players.


Never once did I say I was speaking for the whole of the dev team.  I apologize for any confusion this may have caused.  I speak only for myself.

58
Quote from: "Bikdark"
Oh yeah I mean it's fine if you want to make a majority of the maps for DM/TDM, but if you really think people WANT the game to be 100% DM then you're dead wrong. In the end it's the project leader's choice, but if you want the game to be a success then it's worthwhile to start listening to reasonable feedback.
The balance of the game is geared toward DM.  It's in the title of the mod for goodness sakes.  Even if you think LMS or Duel is a much more widely liked mode, balancing everything toward those directions would be at the detriment of other modes. It silly to think that every weapon, stage, gimmick etc could be balanced perfectly for every mode that's supported by the engine.  Such a task is perhaps possible, but is impractical as a project that everyone works on in their spare time.  Besides, Deathmatch is in the mods name, it's only logical that it is the base mode.  Logical feedback is always welcome, but there's a line between saying "X new map doesn't flow as well as the old map because of Y element" and "Bring back the old stage it was so much better because Y!"

Quote from: "Bikdark"
I don't know why people are so opposed to maps being small or big. Who gives a fuck if old MM1FIR was too small for 32 man servers? That was kind of the point. If the server is too large, stop being lazy and mapvote to somewhere else. I could use the same argument by comparing DM maps and CTF maps -- why should I change the DM map because it's not meant for CTF? Oh right, I shouldn't, because that would be silly. I also like how people don't complain as much about large maps like MM5DAR and MMBMAG, two of the biggest maps in the game. THOSE maps aren't suited toward smaller populations, so why not make them smaller? Smh at these double standards. Like damn, have you ever played the Hyrule Temple level in Smash Bros? Fuckin huge, not the kind of stage you'd play on with only 2 people, but that doesn't mean it should be made smaller to accommodate for those people.
This is only my opinion, but I think most stages are redesigned because they don't properly reflect the Robot Master they represent very well.  As an example, Heat Man's DM stage was very flat and simplistic in it's design.  It was a good DM level due to it's simplicity, but overall it wasn't terribly interesting.  Redesigning it created much more varied terrain and allowed use of Item2 (which is iconic to Heat Man) in a way that worked in the map.  I think some folks felt Fire Man was similar, but I cannot speak for them so it's just me guessing.   I don't really think Heat or Fire's size increased that much, but they became more intricate.  To use your Hyrule Temple example, the stage isn't really a problem until you consider the bottom area that makes it extremely difficult to KO someone.  Take that out and the stage really isn't a problem as much.

Quote from: "Bikdark"
And for the 30th time, variation is NOT BAD. Putting aside the argument over whether the game is DM oriented, the problem of map homogenization remains. I for one would love to see wacky af map designs like old MM7BUR or old MM2HEA. Despite being hated by a good chunk of the community for very good reasons, I always heard myself saying "oh fuck yeah this is different" when going to those maps.
All things considered, there's nothing preventing anyone from making a Classics pack and just dropping in the old maps.  I mean hell, if this doesn't already exist I'd be very surprised.

59
Help & Editing / Re: Doombuilder absolutely will NOT work
« on: December 16, 2015, 03:10:43 AM »
Pretty sure DirectX can be obtained from here: https://support.microsoft.com/en-us/kb/179113

60
Closed / Re: [Bug/Suggest?] How not to ignite oil pools with fire wea
« on: December 05, 2015, 06:14:59 PM »
Well this is an odd one.  It shows it spawns at the same height regardless of the range but for some reason it doesn't ignite pits if it's shot at a shallow angle on the ground.  Should probably move this to pending then.  Also it's not used for the oil canisters, that's just damage types.

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