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Author Topic: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/13)  (Read 126391 times)

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June 13, 2011, 12:21:41 AM
Reply #120

Offline Copy Robot

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #120 on: June 13, 2011, 12:21:41 AM »
Zombies need to have their Treble Sentry removed when becoming zombies.

June 14, 2011, 07:37:40 PM
Reply #121

Offline Mr. Sean Nelson

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #121 on: June 14, 2011, 07:37:40 PM »
Why?
What's the big deal?

June 14, 2011, 08:05:05 PM
Reply #122

Offline Kapus

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #122 on: June 14, 2011, 08:05:05 PM »
..It's pointless?

Also, zombies could use treble to kill themselves or their partners.

June 14, 2011, 10:27:25 PM
Reply #123

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #123 on: June 14, 2011, 10:27:25 PM »
Things that needs to be dealt with:

Roboenza Weapon Behavior: As much as this one is so easy to infect with, it is WAY too easy if you don't need to move much, or if you are lazy to aim. Another major problem happens if you move AND fire. Radius and Behavior need a change.
Infected Class: Recoil needs to be halved, speed needs to be reduced to match the Megaman class. Recoil is the MAIN problem in cases such as Yamato Spear.

Support Items: Treble is way too weak used alone and people rarely plans where to put it. Item 1 is more of griefing than anything, and can lead to game breaking (trapping an infect and hey spectate, causing the count not to change and getting stuck). A good replacement for Item 1 could be Super Rush Adapter or a custom item that makes the character jump again, even midair.

Weapons: One weapon in special needs an ammo buff: Scorch Whell. 4 uses and one bar is gone?

More Preparation Time: Ten seconds. That is all the time people have to run around or whatever? I'd increase to 20 or 30 seconds, and perhaps have the one that will be the alpha infect KNOW beforehand and, should they suicide in preparation, a new one is choosen. This could give people more time to prepare themselves.

More Rage Types: Most of the time, the Rage mode only serves to stress the player and make them do silly mistakes. Not that they are bad, but some more would be interesting, like a "PowerStrength", "PowerDamage", "PowerSpeed" and "PowerInvisibility" (Or "PowerGhost", "PowerShadow")., and perhaps have a random chance of two types coming at once, as long as they were offensive and defensive.

June 14, 2011, 11:01:24 PM
Reply #124

Offline Captain Barlowe

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #124 on: June 14, 2011, 11:01:24 PM »
Quote from: "tsukiyomaru0"
Things that needs to be dealt with:

Roboenza Weapon Behavior: As much as this one is so easy to infect with, it is WAY too easy if you don't need to move much, or if you are lazy to aim. Another major problem happens if you move AND fire. Radius and Behavior need a change.
This I can sorta agree with. It's really annoying when you dash by a guy and get insta infected.

Infected Class: Recoil needs to be halved, speed needs to be reduced to match the Megaman class. Recoil is the MAIN problem in cases such as Yamato Spear.
Umm, I don't think you get why this mode is called rageroboenza, Tsuki. It's supposed to have fast zombies. I mean, even the alpha had em.

Support Items: Treble is way too weak used alone and people rarely plans where to put it. Item 1 is more of griefing than anything, and can lead to game breaking (trapping an infect and hey spectate, causing the count not to change and getting stuck). A good replacement for Item 1 could be Super Rush Adapter or a custom item that makes the character jump again, even midair.
Honestly, I agree with TS, but for Item-1: NO. It's perfectly fine on it's own. And just take the item one like a man a Family man and wait to move, instead of ragespecing.

Weapons: One weapon in special needs an ammo buff: Scorch Whell. 4 uses and one bar is gone?
You can go bother CMM about this. Scorch wheel is mainly a run away weapon, and it's actually quite useful. Plus, you have like, 4 W-tanks.

More Preparation Time: Ten seconds. That is all the time people have to run around or whatever? I'd increase to 20 or 30 seconds, and perhaps have the one that will be the alpha infect KNOW beforehand and, should they suicide in preparation, a new one is choosen. This could give people more time to prepare themselves.
10 seconds is fine. 20 seconds/30 seconds? No. And that "suicide as alpha" is really cheap and would be incredibly unfair to both the players and the game, due to one guy NEVER having to be alpha zombie. So this is a BIG NO.

More Rage Types: Most of the time, the Rage mode only serves to stress the player and make them do silly mistakes. Not that they are bad, but some more would be interesting, like a "PowerStrength", "PowerDamage", "PowerSpeed" and "PowerInvisibility" (Or "PowerGhost", "PowerShadow")., and perhaps have a random chance of two types coming at once, as long as they were offensive and defensive.
Umm, honestly, I would say the rage is fine until you're either overwhelmed or get rage right up close to a zombie.

June 15, 2011, 12:46:09 AM
Reply #125

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #125 on: June 15, 2011, 12:46:09 AM »
Quote from: "thatguy74"
Quote from: "tsukiyomaru0"
Things that needs to be dealt with:

Roboenza Weapon Behavior: As much as this one is so easy to infect with, it is WAY too easy if you don't need to move much, or if you are lazy to aim. Another major problem happens if you move AND fire. Radius and Behavior need a change.
This I can sorta agree with. It's really annoying when you dash by a guy and get insta infected.
Specially if they are not even aimming at you.

Infected Class: Recoil needs to be halved, speed needs to be reduced to match the Megaman class. Recoil is the MAIN problem in cases such as Yamato Spear.
Umm, I don't think you get why this mode is called rageroboenza, Tsuki. It's supposed to have fast zombies. I mean, even the alpha had em.
Messatsu agreed with me in-game before: Recoil needs reduction and speed needs reduction also.

Support Items: Treble is way too weak used alone and people rarely plans where to put it. Item 1 is more of griefing than anything, and can lead to game breaking (trapping an infect and hey spectate, causing the count not to change and getting stuck). A good replacement for Item 1 could be Super Rush Adapter or a custom item that makes the character jump again, even midair.
Honestly, I agree with TS, but for Item-1: NO. It's perfectly fine on it's own. And just take the item one like a man a Family man and wait to move, instead of ragespecing.
Messatsu has kind of agreed with me before. Item 1 has become fatally useless, and people can use it even to hand you in a silver tray to the zombies.

Weapons: One weapon in special needs an ammo buff: Scorch Whell. 4 uses and one bar is gone?
You can go bother CMM about this. Scorch wheel is mainly a run away weapon, and it's actually quite useful. Plus, you have like, 4 W-tanks.
3 W-Tanks, and you often find yourself stuck with the decision of using SW or that other, rapid-firing weaponI don't know why this limitation was added by CMM, but it could be reduced here.

More Preparation Time: Ten seconds. That is all the time people have to run around or whatever? I'd increase to 20 or 30 seconds, and perhaps have the one that will be the alpha infect KNOW beforehand and, should they suicide in preparation, a new one is choosen. This could give people more time to prepare themselves.
10 seconds is fine. 20 seconds/30 seconds? No. And that "suicide as alpha" is really cheap and would be incredibly unfair to both the players and the game, due to one guy NEVER having to be alpha zombie. So this is a BIG NO.
Even so? When someone doesn't want to be alpha, they either grief, ragecide or ragespec anyways.

More Rage Types: Most of the time, the Rage mode only serves to stress the player and make them do silly mistakes. Not that they are bad, but some more would be interesting, like a "PowerStrength", "PowerDamage", "PowerSpeed" and "PowerInvisibility" (Or "PowerGhost", "PowerShadow")., and perhaps have a random chance of two types coming at once, as long as they were offensive and defensive.
Umm, honestly, I would say the rage is fine until you're either overwhelmed or get rage right up close to a zombie.
There's only two types so far. What I'm saying is that it could have more, either the "only one type out of all those available" or the "attack-defense combo". Because not everyone can play in the offensive line. Example: I'm beter in hiding and keeping distance, so Speed and Invisibility would make it easier for me. Also, the rate of infect and survivor victory is more on the infect side.

It is Rage Roboenza, but now it is more like a Roboenza 3 or 4 than anything.

June 15, 2011, 01:07:43 AM
Reply #126

Offline Tails

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #126 on: June 15, 2011, 01:07:43 AM »
Quote
Even so? When someone doesn't want to be alpha, they either grief, ragecide or ragespec anyways.
..Like you? Just play roboenza. I've seen you suicide because "you had no chance".

June 15, 2011, 01:17:38 AM
Reply #127

Offline Kenkoru

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #127 on: June 15, 2011, 01:17:38 AM »
Quote from: "tsukiyomaru0"
I'm better in hiding and keeping distance, so speed and invisibility would make it easier for me.

Messatsu, himself, said the point of rage was to kill off the zombies. Not to wait for them to die out. It completely misses his original intention.

It'd be like making a sandwich for someone to eat, then instead using it as if it were toilet paper....or something.

June 15, 2011, 01:22:02 AM
Reply #128

Offline Captain Barlowe

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #128 on: June 15, 2011, 01:22:02 AM »
I agree with you, tails and Ken, most of these changes are mainly opinion based on by guess who >_>.
(click to show/hide)
It's four W-Tanks, Tsuki. FOUR.

June 15, 2011, 03:32:22 AM
Reply #129

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #129 on: June 15, 2011, 03:32:22 AM »
Quote from: "Kenkoru"
Quote from: "tsukiyomaru0"
I'm better in hiding and keeping distance, so speed and invisibility would make it easier for me.

Messatsu, himself, said the point of rage was to kill off the zombies. Not to wait for them to die out. It completely misses his original intention.

It'd be like making a sandwich for someone to eat, then instead using it as if it were toilet paper....or something.

In the past, it WAS possible to have 50% of the rounds end with survivors winning, but now only 10% to 20% of the games in a day gets that result, and there are days that survivors always lose.

It is way too hard to fight. And it doesn't mean there will be always inviz or haste berserk, with my idea.

Quote from: "thatguy74"
I agree with you, tails and Ken, most of these changes are mainly opinion based on by guess who >_>.
(click to show/hide)
It's four W-Tanks, Tsuki. FOUR.

Base is 3. When a certain weapon or item is randomly selected by LMS, it gets replaced by ANOTHER W-Tank

So it is 3 + random(0,1) (sort of)

June 15, 2011, 03:35:11 AM
Reply #130

Offline Captain Barlowe

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #130 on: June 15, 2011, 03:35:11 AM »
Well, you mostly get FOUR W tanks anyway, so does it matter?.
Also, most of that stuff you said mess approved on... Mess said that never happened. I checked with him on skype. >_> Lying is bad, bro.

June 15, 2011, 03:38:08 AM
Reply #131

Offline Kenkoru

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #131 on: June 15, 2011, 03:38:08 AM »
I'm in the server pretty often, seeing as I have nothing better to do and no other servers are quite as populated, and I can say from experience, survivors win more than you think. You're in the server, what, 20 minutes a day? At most? If you were there more often, you'd see that survivors win pretty often. The game outcomes, most of the times, depend on maps and players skill level.

June 15, 2011, 04:47:16 AM
Reply #132

Offline Tesseractal

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #132 on: June 15, 2011, 04:47:16 AM »
Quote from: "Kenkoru"
I'm in the server pretty often, seeing as I have nothing better to do and no other servers are quite as populated, and I can say from experience, survivors win more than you think. You're in the server, what, 20 minutes a day? At most? If you were there more often, you'd see that survivors win pretty often. The game outcomes, most of the times, depend on maps and players skill level.

Yes. As I said on release.

"RageRoboenza is Roboenza for pros."

You think survivors never win?



RageRoboenza is much more about mind games than you think. It's possible to Item-1 Trap a zombie before it can infect you, giving you time to blast it and get more ground. At times turning corners can be suicidal- a zombie or a survivor can easily walk into the other or a trap. The speed increase is offset by increased recoil - unintentional, but this means you can actually repel zombies better in Rage- provided you are capable of hitting them. If you camp or flee all the time, you rely on the inability/failure of others in order to win. If you utilize the new advantages Mess has provided - Rage, Spread, Bass, rageblast - the tactical advantage favors humans, who have far more options than zombies. Zombies effectively rely on: the element of surprise/mobbing (effectively the same thing). Large groups sometimes, yeah you'll have a bit of trouble stopping them with non-splash/AOE/ripper weapons. It just requires more skill and precision.

Tsuki, your logic is "If I increase the skill it takes to infect me, I won't have to get better at avoiding zombies." No rationally skilled player will follow that because they won't handicap themselves to help you win. In fact I don't think you would win more if zombies were slower, or the last survivor got doomsphere or whatnot. You simply make excuses as to why you lose to avoid admitting your skill in this mode is lacking.

June 15, 2011, 05:18:17 AM
Reply #133

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #133 on: June 15, 2011, 05:18:17 AM »
Spoiler to save space (yes, I think this banter is taking space)
(click to show/hide)
Now are we going to lose time discussing or are we going to come up with ideas for balance, because I feel I'm the only coming with actual ideas.

Ah, yeah, mind I'm the most active player in Roboenza since its release, so I know my deal. The visible range? Thanks me, I was the first to come with it.

June 15, 2011, 06:22:52 AM
Reply #134

Offline Bikdark

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We're tired of you.
« Reply #134 on: June 15, 2011, 06:22:52 AM »
Quote from: "tsukiyomaru0"
Now are we going to lose time discussing or are we going to come up with ideas for balance, because I feel I'm the only one coming with actual ideas.
Terrible ideas, at that ^
Ah, yeah, mind I'm the most active player in Roboenza since its release
This is a lie^
, so I know my deal. The visible range? Thanks me, I was the first to come with it.
                                                                     lolno^
You know what? I'm tired of hearing how you think you're the one who comes up with things first, or how you have the best ideas ever. You don't, kbro? kbro.