Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Eruanna

Pages: 1 [2] 3 4 5
16
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 22, 2010, 07:08:22 AM »
Ghostbuster - I really wasn't sure what all to do to help this guy. If he has too much ammo now, then we can bring his ammo capacity back down. It's easier to work with exact multiples though (i.e. 2), because things divide evenly and correctly and without error.

Sjas - Seriously? Range reduction? He's a melee class. He might be pretty tough but he's also vulnerable and it does take actual skill and practice to master him. I'm getting mixed opinions about him, some people think he's fine, some people think he needs a range reduction. To be honest, I'd like to hear it from people who actually play Sjas and find it too easy.

Choke - If he's still too weak I'll give him a boost. But I'm iffy now. He needed help before, now it's to see if he still needs it. Some people are able to master this guy real well. If you buff him too much you'll get too many people from the other side saying that he needs to be nerfed.

Engineer - A possible reload is planned in the future, but I did not get to it this time around, because it would take a bit of effort to do it correctly. Also, having some extra sprites would be exceptionally handy for this. A reload is not effective at all unless you can make it last a critical amount of time, and you can't do that and make it look right with a simple offset lowering.

Hunter - This is another pretty tough class to play. I'm real iffy on changing the lightning arrows. Although I will say the Jitterskull probably should be a little bit tougher since he can't dodge at all - but maybe the Hunter is the Jitterskull's "arch nemesis", so to speak, his "weak spot." I don't see anything wrong with that idea.

Marine - Again, iffy on the grenade count change. I had planned to do it but didn't get around to it - too busy debating what, how much, and if it'd fix any actual problems. Additionally, the grenades themselves were already nerfed.


Remember one thing about balance - keyword: balance.

In the end, you want both sides (not any specific class) perfectly and equally able to kill the other. There's too many variables and that's why it's a tough subject. The more you change the more you risk overdoing any particular thing - and all changes affect everything else.

What you do NOT want is anyone to be too powerful. You don't want people to pick favorites and master them without skill. You don't want anyone to be invulnerable. In all, every class should require approximately an equal amount of effort to kill with every opposing class, even if part of that effort comes from general skill.

You also want this to be newbie friendly, since this mod does attract a lot of people who are really wet behind the ears - some of Skulltag's betters of today started with hours upon hours of GvH every day.

17
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: December 21, 2010, 05:58:23 PM »
The archives are LZMA/BZip2/PPM compressed. They still use the same old Zip format but they use more modern algorithms which are inaccessible to earlier archiving utilities. Use 7-zip to open and extract them to a folder, then recreate the archive under Zip format again, and it should work in SlumpEd.

18
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: December 20, 2010, 04:28:49 PM »
It's possible I may have extracted the sprites wrong. Unfortunately, I've already finalized v3b1's archive so the fix won't make it in this version. But I'll have it fixed in the next.

19
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: December 20, 2010, 05:00:14 AM »
Due to some extremely odd and unknown problems with SNDINFO on this, I am going to have to delay the release by yet another day. I've been trying to diagnose the problem and fix it, but Skulltag seems completely intent on ignoring my fixes for some unknown reason.

20
The Ghoul's Forest / Re: YOUR ideas for Ghoul and Human classes
« on: December 19, 2010, 11:37:47 PM »
Eh - I will try that out. I hope the author(s) are easy to find though. I may want to include them in a future release.

I have a new ghoul class in the works already, his name is Jacky, but I'm thinking he'll be a Halloween special most likely (kinda like Santa for Christmas). Probably won't ever be an official class. :)

21
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 17, 2010, 07:34:38 PM »
What happened with the steam spawners was I was trying to fix script errors. There were a ton of DECORATE errors, especially after adding all the new maps, and your map generated some of them.

So I went through a comment-out craze and removed the majority of actors that were causing so many issues.

Unfortunately your steam spawner happened to be one of them. The thing was, though, I didn't know it was using a DoomEd number that wasn't being used yet.

So I have went through the DECORATE code again, uncommented it out, but gave it a unique name (GVH38SteamSpawner). It works fine now.

22
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: December 17, 2010, 05:26:08 PM »
The official release date is going to be pushed back by a couple days. The reason for this is because I would like the team to focus on making a quality product, rather than rushing to meet an arbitrary deadline. The original deadline was in place to get Santa out to the masses - and he's already there, so I'm not too worried now.

The new date is Sunday the 19th. :)

23
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 17, 2010, 05:22:06 PM »
Your maps are already being edited. If you want I can give you access to the SVN so you can edit them directly if you want to introduce further tweaks.

The only one I haven't touched yet is the Ghostbuster HQ - some crate reduction is planned for that one too, as well as seeing if I can find a way to make the poison gas vents more damaging when you're airbourne.

24
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 17, 2010, 12:33:10 AM »
GVH36: One of my favorite maps in the pack. As well as GVH40. I don't know why you hate them so much, but I think they're both very good for what they are.

GVH35: Remmi is working on that. Just because it's an AOW rip doesn't mean it's a bad one - he created that all himself. The only thing he got from another person was the basic layout and even that has been changed quite extensively before its final implementation. The caves pretty much were deleted and then redone from scratch.

In all, from what I'm seeing you're the only person griping about these. I solicited for more opinions and nobody posted nearly the same kind of thing you did.

I'd like to please everyone but obviously I cannot please you. I appreciate the effort you've put into the post, though.

As far as CarThief's maps go, I agree they could do with less crates. I am going to see about removing a lot of them - the simple ones, at least. Anything that he might've spent more than 5 minutes on though I'll probably leave in.

I'll give the Engineer a slight boost with the nailgun. It seemed people were quite happy with the changes made to it, though, so I'm not sure how much of a change is really needed. The last thing I need is for it to be more spammy than it already is - both Engi and Santa are the spammiest classes in the game.

25
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 16, 2010, 04:46:12 PM »
I would actually like to see more comments with brutal honesty. If there's something you don't like, please post about it here!

Anything you tell me or my team in-game usually goes through one ear and out the other. We aren't very receptive of stuff in-game because there's too much going on. The server was way too busy.

26
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: December 15, 2010, 07:47:14 PM »
http://phenomer.net/hosted/gvh/gvh_v3_p ... se_r79.zip

Beta server will be up soon, as soon as my current one dies down. It's up.

27
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 15, 2010, 05:35:54 PM »
Jitterskull: Reduced charging delay, though not as much as GvHv2b7.
Choke:  Added 2 health per bite, 15 health per successful kill
Frostbite: Slightly reduced bite damage, made each ice chomp appear after a delay to help with net lag.
Creeper: No change
Sjas: No change

Marine: Machine Gun and Double Pistol damage slightly increased. Riot Gun still slightly nerfed from before. Grenade radius now randomly reduces in size.
Ghostbuster: Doubled ammo capacity and regeneration rate. Adjusted Bone Cannon and Soul Plasma to compensate.
Cyborg: Slightly reduced plasma projectile speed, also made it a little larger (more unwieldy)
Engineer/Santa: Primary nailgun (snowball) attack is slower.
Hunter: No change

28
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: December 15, 2010, 05:09:45 PM »
I'll adjust Soul Plasma's ammo cost too, then, I am fearful this one can be too powerful as well. Same type of adjustment as the bone cannon.

29
The Ghoul's Forest / Re: Map submission thread
« on: December 15, 2010, 03:37:01 PM »
I'll take a look at these, but I can guarantee none of them will make it in until after next release.

30
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: December 15, 2010, 05:53:56 AM »
True, it probably would, but the effort to put in Illucia was already done. Plus, I'd need to get permission from two other people (the author of that as well as the one who made Selene). And since I'm not a royal bitch (arguable point, I know) I do feel it would alienate Illucia's author if I made the decision at the last moment to use a different skin after seeking his permission to use her instead. Lastly, I also did a little bit of spriting work on Illucia already to give her a stand still pose like the male Marine already had and I would hate that to go to waste. :)

Overall, in my tastes, I like Illucia better anyway, so all of that pretty much makes it not worth it, at least not right now. Maybe if Skulltag ever offers the option to use specific skins for specific mods (and blocks skins that aren't made for the mod due to incompatibility), this could probably be done.

Pages: 1 [2] 3 4 5