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Messages - SickSadWorld

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181
lol who was rtoast

182
DECORATE and ACS Modifications / Re: [RELEASE] Energy Balancer
« on: April 10, 2011, 12:14:27 PM »
Sure, man!

Check your PMs

183
V2B

Why doesn't Top Man have a proper bar to show the spin cooldown? I feel like his Top Spin misfires a lot to me but someone said it has some kind of cooldown.

EDIT: I looked at the code; is it really a cooldown or you just need momentum Z > 0? This means at the peak of a jump if momentum is 0 it won't fire? I suggest implementing this visually somehow.

Gemini clones don't inherit the right color corresponding to the team they are on.

184
Quote from: "Korby"
I honestly don't understand this topic.

It's a game that's been balanced perfectly.

Saying something is "dishonorable" or "cheap" is essentially you whining because you died.

Now, there are things like Gyro Cancel that I don't approve of, and those are the kinds of things that should go in here, not "waahhh trolling cutter" or "waahhhh top spin."

The game itself is well balanced, yes. Arguably though, not all levels lend themselves to the same tactics.

To help you understand the topic better, the point of the topic is to solicit opinions on what levels are perceived to have the best gameplay in Duel mode no matter if you win or lose. Sometimes when people lose to say Magnet Missile spam in an open level you might hear them say "well that was cheap". I'm not saying I agree with the notion but I find that thought interesting.

After all I'm sure you wouldn't complain at all if someone Time Stopper'd + Item-1 + Top Spin'd you repeatedly in Quick Man to win a ranked match.

Weapon cancelling is one thing but where do you draw the line? Clearly the Time Stopper + Item-1 + Top Spin combo is not possible everywhere. I'm not saying that tactic specifically is "dishonorable", but rather I'm trying to follow up on an earlier conversation in a Duel server where someone pointed out that there exists this definition among players of "honorable" and "dishonorable" with regard to maps and item placement. I had never considered that in the context of MM8BDM previously and I wanted the thought to last longer than just a mention. It is also important to note that it is not a black and white distinction which I why I suggest a category rating scale. This way levels can be considered on a continuum rather than just being labeled "this one is honorable" and "this one isn't".

This dialog about specific levels and how their item placement is perceived has relevant implications for future level design.

185
Gemini clones appear blue even if the Gemini Man who fired them is on the Red Team in TDM.

Needle Man's rate of fire should be slightly reduced.

Magnet Pull? Does this even work? What does it do?

Megaman and Protoman need an alt fire of some kind. I suggest a charged shot or magnet beam/ super arrow for Megaman, maybe a shield slap or parry (close range melee or temp wider block) for Protoman.

186
Maps / Re: Audio's Files
« on: March 02, 2011, 07:20:18 AM »
that's a lot of actors

187
I'd like it if some of the stuff I make goes up there but not all

You can put the challenges up there I guess but I'd prefer the most to have Final Destination on there as well as the Energy Balancer.

188
MM8BDM Discussion / Re: Category Rating of Stages: Honorable/ Dishonorable
« on: February 28, 2011, 07:42:09 AM »
It definitely seems to be a finer and finer line between good tactics and "exploits". I personally believe there's no such thing as exploits, as long as there's no modification to the client program or packet data... such strategies and tactics are available to all players. Like rtist said, if you see it you can adapt and learn from it - and after all isn't that the spirit of Megaman?

Anyway, this discussion opens my eyes in a number of ways. I had not previously thought of it in this great detail, but this discussion leads to a number of important considerations in map making and specifically item placement for Deathmatch/ Duel modes.

I would be interested in keeping this discussion going. I really appreciate your thoughts.


After dueling someone on Wood Man after posting this it seems like it is quite an "honorable" stage. I would rate it definitely a 6 or 7. It has an E-tank but it's not so easily accessed so as to be abused frequently. The choice of weapons is interesting but not overpowering. There's no Rush Jet and frequent Leaf Shield users can be countered by Rolling Cutters but there's also a nice variety of weapons effective at various ranges.

189
MM8BDM Discussion / Re: Category Rating of Stages: Honorable/ Dishonorable
« on: February 28, 2011, 05:25:03 AM »
Quote from: "Kapus"
I always thought Hard Man was a good place to duel.

Any specific reason?

190
MM8BDM Discussion / Category Rating of Stages: Honorable/ Dishonorable
« on: February 28, 2011, 05:18:59 AM »
A discussion came up in a duel server as to honorable and dishonorable stages for duels. I am beginning to understand this but I think it should be a longer lasting dialog. So here is the deal.

On a scale from 1-7, 1 behind "most dishonorable" and 7 being "most honorable" how do you rate the stages that are available?

Please feel free to include I-Pack or CSCM or whatever maps as well but specifically I'm interested in thoughts on the stock maps.

For example; Quick Man is seen by some as a 1 because of the possibility to use Time Stopper + Item-1 + Top Spin for easy kills. By contrast Flash Man might be seen as a 7 because of its lack of E-/ M- tanks or G. Hold or otherwise "cheap" or "dishonorable" methods for killing the opponent.

Your thoughts?

191
MM8BDM Discussion / Re: Player Power Rankings
« on: February 28, 2011, 05:15:35 AM »
SICK SAD WORLD #1

192
Thanks for all your positive feedback

One thing that's not apparent on the forums but I should maybe point out is that I have received a lot of critical feedback on the map making process but I have solicited feedback very directly from a large number of people.. too many to list. Thanks to those people, btw. Much of it wasn't exactly positive, but I see it as such because it results in a net positive for the enjoyment of others. There's no use offering feedback if it only falls on deaf ears. A willingness to listen critically to feedback and pick out what is real and important and what isn't (and be able to justify this choice) is a crucial skill that you can't really teach someone.

William Zinsser says "the essence of writing is re-writing". Perhaps the same can be said about making levels. I still continually feel that things like Deathmatch item placement can be improved in some way to maximize gameplay enjoyment. Naturally, it is not possible to reach a point where "enough playtesting" has been achieved. It is only through the playtesting process that flaws can be identified and addressed.


tl;dr It's natural for people to rag on maps, but will you as the creator listen?

193
DECORATE and ACS Modifications / Re: [RELEASE] Energy Balancer
« on: February 20, 2011, 06:00:46 PM »
DEPRECATED RELEASE NOTES
(click to show/hide)

194
MM8BDM Discussion / Re: Explaining yesterday's disaster.
« on: February 19, 2011, 11:51:06 AM »
wtf did i just read

195
DECORATE and ACS Modifications / Re: [RELEASE] Energy Balancer
« on: February 18, 2011, 10:46:08 AM »
Quote from: "CutmanMike"
I wanted the energy balancer in but I couldn't figure out the math to work out which ammo type to give.

You're absolutely right, conceptually it is quite difficult.

My current thinking is to just randomly/ sequentially index tables of strings that hold values similar to the Last Man Standing string tables if the lowest value of ammo is shared between multiple weapons.

Flaws?

It's turning into a lot of ACS, lol

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