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Author Topic: Stardust's Workshop  (Read 191038 times)

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May 04, 2014, 03:04:46 AM
Reply #210

Offline Thunderono

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #210 on: May 04, 2014, 03:04:46 AM »
Quote from: "Ceridran"
If you ever want to suggest waiting precious time to repopulate a server, you should just shut up instantly; waiting to repopulate servers is a waste of precious time and nobody bothers to enter servers with so few people for anything unless it's been recently released.
So you'd sooner, as I quote, force yourself to play the game?  If it's honestly such a HUGE detriment to your overall experience, then you're wasting just as much precious time.
It's like people complaining about TV shows they don't like.  You're very much so capable of doing something else.

May 04, 2014, 03:24:07 AM
Reply #211

Offline Davregis

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #211 on: May 04, 2014, 03:24:07 AM »
Quote from: "Thunder Electros"
Quote from: "Ceridran"
If you ever want to suggest waiting precious time to repopulate a server, you should just shut up instantly; waiting to repopulate servers is a waste of precious time and nobody bothers to enter servers with so few people for anything unless it's been recently released.
So you'd sooner, as I quote, force yourself to play the game?  If it's honestly such a HUGE detriment to your overall experience, then you're wasting just as much precious time.
It's like people complaining about TV shows they don't like.  You're very much so capable of doing something else.

Am I getting a "if you don't like an aspect of the game, don't play the game" vibe

because that sentiment should never be echoed in the first place

May 04, 2014, 03:32:34 AM
Reply #212

Offline Gummywormz

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #212 on: May 04, 2014, 03:32:34 AM »
Quote from: "chuggaafan1"
Quote from: "Gummywormz"
The first major issue is one that has been plaguing Saxton Hale since the beginning: matches take almost 7 minutes to end most of the time

It's been "plaguing" SH because it's always been that long. The original TF2 mod lasted, on average, 6-10 minutes per match. This lasts a similar amount, with the exception of Slenderman, NeoDS, or certain other Hales that are supposed to be shorter or longer.
But that doesn't mean it can't at least be attempted to be fixed...

Quote from: "Gummywormz"
The real kicker is that he gets up to near full HP every single time he revives.

It appears that he loses 500 health each revival, and has really low health for a Hale to begin with. To be fair, it really should scale WITH his health, but it's not THAT bad.
Again, ninja spy had the same issue and people complained about that frequently. At least Spy has much less health per "revival". Also, 500 HP each time is still terrible especially with larger HP amounts.

Quote from: "Gummywormz"
Guts Man G: As I said in the server: this is the perfect representation of duel mode as a Hale. You have to wait forever to actually play the mode you want to play, and then when you do wait, everyone dies immediately. I thought this gimmick would be hated because it's the exact same as Slender Man's gimmick except reversed. This also gives the survivors far too much of an advantage for their own good. It's just not fun at all to play as this hale.

Though this is a fair point, G works better on a larger map. Outlast the (really pretty short) timer and you get supergigadeath claw and it becomes more like traditional hale.
That's the point. Should a boss have to wait 3 minutes to play as the boss?

Quote from: "Gummywormz"
First you have NeoDS. Everyone hated NeoDS. Everyone raged at NeoDS. Now he's back because...we needed to fill a slot?

NeoDS was agreed on being unique but the controls were broken. I'm guessing he had been fixed for this version.
The sight of NeoDS makes people upset. I don't care if he does 1 damage, he should not exist.

Also re: "Make your own version if you hate it!11!" That doesn't work out at all. First off, there's the whole actually making it part. I will admit a lot of work has went into this, and it would easily take months if you used a base, or possibly years if you did this from scratch (which is probably preferable because you don't have to deal with the incredibly messy coding of any bases).  Then of course you have to get people interested, which is impossible since everyone will instantly groan "Another Saxton Hale Mod? Eww!". Sometimes I just want to play MM8BDM in general over anything, and if that means forcing myself to play something, then so be it.

And I suppose a TL;DR of my last post would be: Currently, the game mode is so shifted in the survivor's favor that it is just not fun to play.

May 04, 2014, 04:06:51 AM
Reply #213

Offline Hallan Parva

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #213 on: May 04, 2014, 04:06:51 AM »
Quote from: "Gummywormz"
I suppose a TL;DR of my last post would be: Currently, the game mode is so shifted in the survivor's favor that it is just not fun to play.
I disagree with a few points you brought up in your last post (yes I read the whole thing) but I will agree with this statement 100%. Personally I still get a kick out of the game, but yes, the current state of the mode is heavily shifted in favor of the non-bosses that when you actually do get to play as a boss (and god forbid you get dealt Guts Man G) you'll more than likely get your shit stomped in before you really figure out what you were even supposed to be doing.

I'll comment on specifics later, but while there are (several) glaring flaws, it's not to say that Sonic R ++ isn't beyond the point of no return, and with some adjustments I'm fairly certain everything can be repaired or otherwise salvaged.

Duo's health bar is still legendary though :ugeek:

May 04, 2014, 04:18:03 AM
Reply #214

Offline Linnie

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #214 on: May 04, 2014, 04:18:03 AM »
...I liked Pissed Off Roll, Gummy. ;____;

May 04, 2014, 05:26:31 AM
Reply #215

Offline Legtendga

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #215 on: May 04, 2014, 05:26:31 AM »
Well, Lennie, you were WRONG!*end sarcasm*

May 04, 2014, 12:17:46 PM
Reply #216

Offline Rozark

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #216 on: May 04, 2014, 12:17:46 PM »
Oh boy it's unpopular opinions time.
I like Pissed Off Roll.

For starters, it's a megaman hale. Second, I find the concept clever/hilarious. What irritates most people if I recall is that the rage
heals her, creating more health. The new health is then lost, creating more rage, creating an endless cycle.

On a simple level, let's compare PO Roll to other hales. The healing is equivalent to multiple lives. Ninja Spy and Macho Man recover health on death, but it isn't their rage. Add up the total health though, and you'll see that there's no difference in that regard.

I haven't gotten to PO Roll in this mod yet, but if she operates the same, limit the amount of rages she can have in one match.

Now for NeoDS.

People hate self inserts. That's where all of the fuss is. A "good" boss idea it is (If sources are correct), but as long as the name "NeoDS" is attached to it, people will hate it.

Colonel.
I'm well aware Zero may or may not be a fit replacement, but have you considered Colonel?
Yes, I'm referring to the one from the Battle Network series.
I haven't actually seen what NeoDS does here so I can't make exact comparisons, just putting down my thoughts on the matter.

May 04, 2014, 12:33:51 PM
Reply #217

Offline Dr. Crasger

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #217 on: May 04, 2014, 12:33:51 PM »
Well, I think we all know that this mod will not gain traction for quite a while.

DarkKappa is looking into picking the project up, but I dunno what'll happen.

I hope Stardust comes back soon, though.

May 04, 2014, 01:48:52 PM
Reply #218

Offline OtakuAlex

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #218 on: May 04, 2014, 01:48:52 PM »
This mod may not be dead at all. It was only dead for a few hours, which is more like a comma or rest. We'll probably pick this up. I might be one of the main coders.

I know what you're thinking, "Oh no, Otaku is gonna make SH again, it'll be Hyper Saxton 2". And to that I say, "No, I've learned a lot since then and the mod was merely awful since I was still learning my way around code".

We'll listen to your suggestions, especially about Talbain since we probably feel the same way about that, I know I do.

If StarDust and Tails return, things might return back to normal, but, for now, they've left and aren't present in the group. This dilemma was all due to some drama that a certain user, not saying who, stirred up. Man, people can be really destructive at times.

Since I'll most likely be working on this, I might try to bring back my Doom Guy boss except better. His song may also be changed to E3M8.


Anyways, we'll take your suggestions into consideration as we try to bring this back alive. For the meantime, just relax with the latest version Star put out. Oh yeah, we'll try fixing bugs first before we add anything.

May 04, 2014, 06:01:57 PM
Reply #219

Offline Gummywormz

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #219 on: May 04, 2014, 06:01:57 PM »
Random Idea: Remove Guts Man G's gimmick (since it doesn't make sense for him anyway) and place it on Talbain. It makes more sense as it could be that a full moon would happen in 3 minutes, and he would get his darkness effect and a buff or two.

May 04, 2014, 06:11:39 PM
Reply #220

Offline TailsMK4

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #220 on: May 04, 2014, 06:11:39 PM »
For the time being I will pick this project up, so unless Star wants the lead position back, I'd prefer if posts regarding R++ go to my Workshop thread, since I don't know if she'll respond to any posts here. Since V4 is near, though, I'd imagine we'll be silent for now as far as updates. I plan to resume working on this sometime in June, so any other requests/suggestions/comments and such can go in my Workshop.

May 05, 2014, 01:03:48 AM
Reply #221

Offline Dr. Crasger

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #221 on: May 05, 2014, 01:03:48 AM »
Quote from: "OtakuAlex"
This dilemma was all due to some drama that a certain user, not saying who, stirred up. Man, people can be really destructive at times.

Man, it looks like you wrote that as if you WANT the person to show up at this thread and cause a fight. Please, no more fighting.

MM8BDM has too much of that kind of stuff for a normal video game; it's ridiculous.

May 05, 2014, 06:15:24 PM
Reply #222

Offline OtakuAlex

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #222 on: May 05, 2014, 06:15:24 PM »
I was actually doing the exact opposite.

Also, I think both Tails and Star are back. (I think) So, ignore most, if not all, of my previous post. Actually, I still might try getting Doom Guy in once Tails and/or Star think he's been changed enough to a decent quality.

I probably just panicked and lept to the project along with the others who were worried.


So, yeah.

May 05, 2014, 06:19:24 PM
Reply #223

Offline Ceridran

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #223 on: May 05, 2014, 06:19:24 PM »
I know who caused the problem; I'm fairly sure alot of people do know. Still not saying who, but hey, I would not lead or join a witch hunt either way.

I know because TailsMK4 mentioned who it was.

May 05, 2014, 07:17:32 PM
Reply #224

Offline Emmanuelf06

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Re: Stardust's Workshop (The Saxton Hale Rebirth ++ domain)
« Reply #224 on: May 05, 2014, 07:17:32 PM »
It can be good to have Sonic and Zero, indeed....

Anyways this mode become more and more awesome, it's really a hilarous and fun mode!

I think the taunts are a little boring, can't we limit the taunt spam?....if a guy need really medic roll, it could be used only for that.... (like 1 each 30s or idk....)