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Messages - Tor-Bjorn

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1
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: January 03, 2012, 09:49:44 PM »


Quote from: "CarThief"
I just hope people will keep it professional this time though. Last topic literally exploded.
Quote from: "Myroc"
That's not quite how copyright works, boy.

I appreciate you offering you knowledge on copyright laws, but please refrain from sneaking insults into your posts. It's remarks like those that instigated a flame war and got the last thread locked.

To contribute to this thread: When we get the chance we well be removing some un-played maps (most of which by Carthief and Ivory's map) so both parties are winning in this scenario.



Like Carthief said, let's try and keep it civil this time :)

-Cheers

2
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: November 25, 2011, 10:31:22 PM »
Yes, Ivan has a knack for finding amazing sounds to implement in the wad :mrgreen: . A lot of the ideas pretty much trace back to him. Also the advice is greatly appreciated!

3
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: November 24, 2011, 04:57:52 PM »
That's because there was a lot of sounds and sprites we didn't convert from the original gvh that are still in mp3 format or wav. I plan to go through and convert all sounds & music to OGG while doing away with unused sprites.

4
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: October 25, 2011, 06:53:27 PM »
Quote from: "Hodge-1053"
Do we need a few more new levels?  I think we need more Duke Nukem inspired levels, or maybe something from Blood?  What do you think?

Or is 40 levels more than ample?


Thanks

GVH RULES


Duke nukem inspired levels are definitely being taken into consideration; we're also aiming for nordland themed maps as well. I think it's safe to say a new map pack might find it's way into the big update.

5
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: September 25, 2011, 04:01:09 PM »
Quote from: "FCx"
An small deail: I notice some classes (I don't remember which)doesn't scream when the creeper kills them.
Also, is possible to give ghoulsbuster new upgrade when he kills a new class? Would be nice :mrgreen:

I do believe you are referring to the Barbarian, and yes we are fully aware :) It was a consensus that the Barbarian would not get a creeper scream simply under the notion: "He is too manly...." But I suppose if enough people want the scream to be included, it is as simple as a 30 second hotfix.

To answer your question about the Ghostbuster class, you don't have to worry about the "possibility" of new upgrades. The upgrades for the new classes are guaranteed to be included in future updates. We're currently working on them as I speak. As a temporary reward, the Ghostbuster is given extra plasma or Ghost traps (depending on how you kill the ghoul) when you kill a ghoul until we release the new upgrades.

Hope I answered you questions properly & fully. =]

6
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: September 23, 2011, 12:46:04 AM »
I am proud to announce that the GVH-NS.pk3 has been released and is now standalone. We no longer ride off the gvh3b(x) pk3 and have diverged into our own development-team outright. [Carthief still remains lead Developer on Gvh3b(x) series, just so we are clear]. Of course with new updates coming out weekly, we are constantly advancing the game forward on a much quicker pace. I've also noticed that our server seems to be gaining more and more players each day.

You no longer have to worry about adding this wad and that wad, the Nordic Saga classes have become an official addon to the GVHNS.pk3 Just load it up and you're good to go; no trouble. Can't wait 'till the final release.

Cheers. =]

7
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: September 18, 2011, 01:51:35 AM »
Quote from: "CarThief"
Ah, things dont last forever, dont see meepy's classes being hosted much either, these days. I really wouldnt rely on the wad itself to fix everything if i where you, but oh well.

I don't know if you noticed, but meepy's classes were poorly coded, generic, and imbalanced, 3 things I so desperately spent avoiding. All the while I've received many complements stating that my classes are new, original and fresh. But enough boasting, I've made it very clear that unlike meepy, I made the classes attacking the problems that GvH had: which is that the original ghouls did horrible on big open maps, and humans didn't stand a chance on small maps.

I can't say this without being blunt, but your choice of comparing our wads in an attempt to make a point was poorly executed.


Quote from: "CarThief"
The beserk might be... Bearable, if not a tad over the top, possibily, though the normal ranged attack is just outright... barbaric, heh. And now it seems the new ghouls are doing much less decently then the humans. Just make the damn bezerk more obvious, though i think that was stated often enough on the server. Perhaps doomsphere-style red sprites.


As I've stated in my previous post, the contemplation of nerfing it slightly is there, But it wouldn't be much of a nerf. It was stated in the server while you were there that the Barbarian would be receiving much "eye candy" with the V4 update on the way. The Berserk will certainly be perceptible with the ideas we are having implemented.


Quote from: "CarThief"
Well i'd say, just because it gets 30 people a day doesnt mean it'll last, new classes get all the attention but not forever. Wonder if Grandvoid is able to update this time... Dont be too proud to update, it tends to have critical balance changes and bugfixes even if you insist on having this little rivalry of sorts, if anything giving people good and non-broken content is above that. Hmm... And GVH is just very large scale compared to the addon, dont be suprised if it takes weeks to update with all the changes that need considering, implementing and testing, especially if they refuse to work properly at first...

I'm not looking for bringing attention to the new classes, the whole concept of these classes were to bring balance to the game, and luckly with the direction things are heading in, the will be integrated with the *forked* GvH pk3 instead of being just a stand alone wad. I am not quite sure why you are implying when you say "don't be too proud do update"? We do all our testing in private servers instead of blindly releasing the wad, so we know our updates are solid, This severely cuts down on the constant need to release hotfixes.  





I got a little chuckle out of your "rivalry" comment, because from where I stand - I see no rivalry. I only see a sinking ship being replaced by a superior vessel.

8
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: September 18, 2011, 12:35:24 AM »
Quote from: "CarThief"
Meh, the obscene damage from the barbarian's weapon, the cheap invulnerability, the fact that storms do like 75 damage and more if you happen to be stuck or in a bad spot, its got a long way to reach actual balance. Classic superpowerfull Humans vs nerfed/weak(er) Ghouls scenario that used to present itself alot.

It has been pointed out many times, the berserk invulnerability comes at cost. At the end of the berserk, you're health drops to 25 (or stays whatever your health was if it's < 25). My point being that the berserk is a last resort and can waste your turn should you use it improperly. When used however the ghouls quickly run away so to add a cool down that you were so aggressive about adding in would virtually render the berserk useless.

As for the sword, I think it's fine as it is, but to rule out a slight nerf would be asinine. It already does a random between 22-35 dmg, in which case I would consider lowering it to 20-27; The Berserk sword however will go unchanged. IvanDobrovski has proven as a skilled player that the Barbarian class is a force to be reckoned with, but the same results can not easily be anticipated with every other player as skill levels play a role.

I have also clearly stated in the Readme (and soon the be posted on the forum in final release) the barbarians main role was to excel in "Close Quarters Battle", something the humans lacked in rather tight maps where a jitter can make a mess. To reiterate this point to an even simpler level: the Barbarian does best on small maps, and does moderately okay on big open maps.


Quote from: "CarThief"
And i cannot lean the balance of GVH on this addon what still has a long way to go, either, no matter how you insist on doing some things yourself. Not to mention not everyone wants to play with such classes possibily, so it cant just be relied on, and you might want to cough up that possible linux error anyway.

I assure you this addon does not "have a long way to go" (If that is what you're implying), other than a few touch ups and SNDINFO modification, this wad nears it's final release. Having near 30 players in the Grandvoid server has proven to be the ultimate test of balance. With a well rounded mix of classes, I can yet again assure you that we've been through the balancing phase many times.


Quote from: "CarThief"
Oh, and stop trying to hijack the whole thing, not everything is as compatible nor freely moddable, though speaking of the subject i did add some stuff making it more addon-friendly. Aside making hotfixes just shove any errors into the usual topic and it'll go into the internal GVH files.

Stop "trying" to hijack? Well I'll play along with this game, but I'm sorry to inform you that it *HAS* been forked (I wonder what gave it away). Without trying to sound redundant, no other server hosting ghouls vs humans sees the attention we do at Grandvoid, and it will continue to increase. Since we came along and began fixing things, the consensus seems rather pleased (most credit goes to Watermelon for that dept.)

 I noticed since this addon-wad really starting picking up, you've managed to pick up the pace as well (Glad to see our wad is acting as motivation for you). I didn't like waiting months on end for an update; I'm a fix it now guy.

9
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: September 17, 2011, 07:23:12 PM »
Since the release of V3 for the Beta NS_classes, we have essentially reached the epitome of balance to which it will then rely solely on the number of players per teams, rather than the map itself. Except for a few minor tweaks, and the addition of GB upgrades, this wad will certainly not exceed past v4 and will soon be seeing it's final release. Also with the entire re-write of GvH coming along as anticipated, we hope to integrate the addon classes into the revised wad and have all the servers hosting our new optimized Ghouls Vs Humans (maybe with some new maps ;))

10
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: September 16, 2011, 04:06:45 AM »
I would recommend you see the Nordic Saga addon for yourself. it does bring some fun new elements to the table while adding more balance to the game.

The Grandvoid server I hosted it on reached an all time high (just shy of 30 people) on a Friday night since the release of our wad. GvH hasn't seen that kind of activity for years until now. More recently I've seen other servers top out around 16 people, and that's on a good day. We double that.

With Watermelon and me working on the main wad, the productivity & maintenance is almost quadrupled.

11
Anything Goes / Re: Worst tv show
« on: September 16, 2011, 03:31:29 AM »
Really? no one's said anything about it? I'm the ones that's gotta do it?....
Fine:

JERSEY SHORE IS THE WORST SHOW IN THE HISTORY OF ALL TELEVISION

12
Anything Goes / Re: Favourite Music Genre.
« on: September 16, 2011, 03:27:33 AM »
Rock, Metal, and Classical for me.

13
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: September 16, 2011, 03:00:50 AM »
Quote from: "CutmanMike"
Quote from: "Watermelon"
In short to save time, GVH basically never gets updated and things that should be added aren't.

Speak to Carthief, he's pretty much in charge of it now and his updates seem to be pretty balanced from what I've heard.


Statistically speaking, the odds of human teaming winning on, say GVH11 are next to 0% when the ghouls reach past 5 players. On tight maps, Jitterskull's and frostbite's simply overwhelm the humans resulting in a quick 5-0. The same happens for Ghouls on a big map (like strikebeam), Because most of the ghouls are melee based and a team of marines simple removes them from the map before they even get close.


Since the release of my wad, the balance between the teams have come increasingly closer. It's no longer a case of the map determining which team wins, but the skill level of the player, which was my goal all along. Watermelon has taken on the job of cleaning up/ patching the wad as he has found it to be very messy; something Carthief has still not tackled. I've found looking through the wad that he has redundant code that put's excessive stress on the server.

14
The Ghoul's Forest / Re: GVH: Nordic Saga, and the GVH forking
« on: September 16, 2011, 12:09:45 AM »
Hopefully we don't have to exceed past v4 for the Nordic Saga beta. I notice IvanDobrovski & Hellstorm Haven't been credited. They played a role in testing, while helping balance out the game.



Anyways, it's nice to see you working so hard on this Watermelon, looking forward to your revisions for the ACS. Cheers.

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