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Post  Grape Fri Aug 06, 2010 7:02 pm

Todo List:

- Add bfg secondary for sliding/pulling bfg.
- Revert ammo regen or exclude it from affecting flyer and such or maybe when holding down +attack with certain weapons.
- Allow creation of accounts which contain multiple characters. Improve inventory to allow storing more items and have multiple pages of items.
- Provide a more intuitive method for the player to set up binds for any spell or command.
- Use kots style character storage with a centralized MySQL database to keep characters around the world.

Bot Todo:

-Add weapon switch for bot if the bot has ammo for its respawn weapon (and was out of ammo before).
-Better node system, it should place nodes around the map upon map load (first time only, like GHz's) and be able to update itself, if players keep crouching near certain nodes, the node should update to 'LINK_CROUCH' or w/e to tell bots that they must crouch there.
- Polt should be able to morph into 5 different morphs (the morph is determined upon bot creation before it starts their reign).
- Add talents for bots.


Last edited by Grape on Fri Aug 06, 2010 9:48 pm; edited 1 time in total
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Post  Mmew Fri Aug 06, 2010 7:31 pm

Yang shoots while owner is in cocoon, keep it?

Also, send a warning to everyone in invasion when a spawn pad dies so a level 6 parasite doesn't end the map because someone blinked.


Last edited by Mmew on Fri Aug 06, 2010 8:32 pm; edited 1 time in total (Reason for editing : moved bug)
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Post  Kild Fri Aug 06, 2010 7:35 pm

Userfriendly menus
Overhaul/Fix most of the "new" talents
general talents
fix totems
fix haste
fix rune crash bug

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Post  VADER Sat Aug 07, 2010 7:05 am

remove 0 runes can be annoying as hell


make players drop runes more then monsters no one pvms unless they r retarded or the onlyone on


make the rune only be picked up by the person who killed the guy who dropped it :: annoying as hell when u kill someone and earn a rune and someone else takes it

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Post  Merlin Sat Aug 07, 2010 10:45 am

Yeah, Vader has a point but it is kinda funny when you steal something good pirat

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Post  decino Sat Aug 07, 2010 3:50 pm

Morph totem talents:
Fire + Water = Obsidian (both effects of current fire/water totem talents)
Earth + Air = Erosion (both effects of current earth/air totem talents)
Nature + Darkness = Twilight (both effects of current nature/darkness totem talents)

Since they are all opposite totems of each other only 1 totem can be spawned. The talent effect depends on the totem type. Fire totems for example with the obsidian talent only get the 'fire' part of the talent, not the water one.

Amount of talents per class:
All classes should have 5 talents per class, each that can be upgraded to level 3.

General talents:
Talents each class can access. There are 5 general talents in total (may add more).

-Bartering: decrease armory costs.
-Improved Health: current knight/weapon master talent.
-Superiority: current poltergeist talent for monster resistance/damage beef.
-Retaliation: current poltergeist talent where your damage increases as your health gets lower
-Ammo pickups: ammo pickups will contain more.
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Post  VADER Sat Aug 07, 2010 4:30 pm

make talents start giving at level 5 cuz 1st its allready hard to level around 5 cuz thts when xp starts to double
2nd i mean why put talents at level 10 it means ull hav to abilitys upgraded to 10 so a talent would be hard to choose and possible useless

3rd after ur level 10 ur xp starts to tripple
tand it gets really gay cuz it takes for ever to level so talents r far to come

i vote Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven on this please vote with me i really want this to happen cuz its so gay how its super hard to0 get talents for some tht wont even help u much

also make soldier str talent imp take more resistence and give more str cuz just adding 5 thts gay make it give 2 extyra points to the ability every level so it ups double makeing it actully usefull i vote Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven Like a Star @ heaven on this one

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Post  Grape Sat Aug 07, 2010 5:25 pm

Vader we are giving talents every 2 lvls starting at lvl 0, so lvl 2 would get 1 talent point, lvl 4 would get another talent point, etc.
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Todo List Empty ok thts even better

Post  VADER Sat Aug 07, 2010 8:37 pm

thts even better lol ill go with it

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Post  decino Sat Aug 07, 2010 9:09 pm

Cap monster damage and projectile speed when they reach a very high level.
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Post  Kild Sat Aug 07, 2010 9:51 pm

Kild wrote:*** Glumfuzion
-----------------------
* Models
Weapons
Cacodemon
Hellspawn

* Maps
-----------------------

*** Vrx
---------------------
* Easier Menu/Navigation (Eg. Prompts)
Code:
Player joins the game. When pressing PLAY, they are asked for a Username then Password then a Class with descriptions attached. Small tutorial and Tips displayed when dead until level 5.

* Streamlined talents (Eg. Non-retarded)
Code:
90% of new talents
90% of Shaman's talents
50% of old talents
* Tweak redundant/bad/broken abilities (Eg. Totems/Yang/LR+Crip)
Code:
Yang
Laser
Lower Resist
Cripple
Armor Regen
Totems
Bless
Vamp
[Majority of Polt Abilities]
Acid
Healer
Haste
Jetpack
Nova
Proxy
Detector
Power Shield
SuperSpeed
Fury

* LESS REDUNDANT RETARDED BROKEN AI (Eg. All of it)
Code:
All of it
* Bots
Code:
Bots
* Tweak to classes (Eg. Health etc.)
Code:

Knight: Weapons other than Sword/Better sword
Polt: Non-retarded HP (Resist back)

* Gameplay Improvement (Eg. Mode fixes)
Code:
 Domination gives more exp for killing players
Better voting system
Better rune system
Better CTF team balancing
Better Spree War system
Better minibosses
Combat system removed/tweaked

* Bug Fixes (Eg. Laser/LRCRip)
Code:
Lower Resist + Cripple
Laser
Polt(Brain) Vamp
Buglist forum

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Post  Kild Sat Aug 07, 2010 9:55 pm

Kild wrote:Summary of problems with weapons

Blaster
Should be affected by Max Ammo
25 'cells' at 0 max ammo and 150 at 10 max ammo

Damage - Random between 1-50 at 0 and 1-90 at 10
Should be 60-120 at 10 (4 max/level -> 7 min + 7 max/level)

Stun - Random % chance to stun an enemy target (2.5%/level)
Fine - Heard complaints if you attack too fast you won't deal damage to stunned targets.

Secondary -> Time to charge should be halved perhaps. Only people that used this gun after bounce was removed were MegamanX and anyone who was dumb enough to use the Lightning Bolt unique.

Shotgun
Should be reverted to old stats and pellets need to round up since you will always have a fraction of a pellet unless it's a multiple of 10.

SuperShotgun

Range- You will never ever hit someone across the map with this gun and if you do its damage is dropped unless you upgrade this.
Replace with strike perhaps?

Spread- Increases spread????? Shouldn't it DECREASE?

Machinegun
Secondary mode- Unused it's better to +attack instead of actually aiming and then being unable to aim for a few seconds after for dealing double damage.

Chaingun
Damage is bugged:
If people have high enough resist bullets won't deal damage.
CG fraction damage (eg 5.4 or whatever) isn't used in Strength equations but Shotgun fraction damage is. Makes anything other than a multiple of 5 CG damage worthless.

GrenadeLauncher
High Utility, high Damage, incredible knockback with detpipes

Radius increased to 100 + 5/level

Somehow reduce the knockback of getting hit with a Grenade/Detpipe

RocketLauncher
Explodes on contact and fires as fast/slower than GL

Increase damage of a direct hit from 135 to 175 at 10
Radius damage at 3.5/level aka 135 at 10

Hyperblaster
Currently has a brief time on unable of attacking once you stop attacking (for you know regenerating ammo)

Remove or lower that.

Railgun
Revert damage back

Pierce - 25% is too little for a slow firing weapon + no one even upgrades it
Burn - Countered by burn cloth + no one upgrades this either

BFG
50 cells per shot -> reduce it to 25

Speed - If upgraded too high makes the slide move extremely slow
Replace with a 10 point pull and increase base BFG speed
10 Pull should be equal to level 1 or 2 magmine

Sword
No utility unless you have a way to keep the enemy still.
Need good ping to even sword effectively.

Increase amount of frames out and decrease the damage per frame
(Eg. 18 frames with a 70% next frame damage rate and capping the next frame damage to 50% of first frame. Eg.18th frame doing 75 damage with 10 damage sword)

20mm cannon
Being in water completely screws over anyone with this gun. Not found in maps.

Everyone should spawn with this or it gets picked up with a shotgun/supershotgun in the map.

Somehow allow shooting while in water.

Caliber -Make it increase enemy knockback

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Post  Kild Sat Aug 07, 2010 9:57 pm

Shaman

Haste - Fine
Super Speed - Should be a charge like sprint on a berserker.
Fire Totem - Reduce activation delay to 1 or 1.5 seconds
Water Totem - Fine
Air Totem - At 10 it should have 66% resist AND takes 66% of the damage of the owner
Earth Totem - Should stack with other passives like fury strength etc. could diminish if too strong.
Darkness Totem - Fine
Nature Totem - Should have ticks like regen/armor regen (30/nature totem level = tick every 3 seconds at 10)
Fury - Should be based on damage done like kots rage where each damage point has a low % ( like .01) chance to trigger it or if you reach xxx damage then it triggers.
Totemic Mastery - Replaces totemic focus talent, requires 2 PCR to maintain another totem: still 4 point ability.

Talents are merged aka Fire + Water talents are together (not like you can use them together anyway)

Obsidian (3)
Flame- Old ice talent: Chance to do a 15/30/45 damage pulse from the totem

Ice- Gives a 8/16/25% chance when attacking a target under the effects of ice totem to hold them in place (move speed reduced by 100%) for 1-3 seconds and they can still attack/move

Erosion (3)

Wind - Gives a 8/16/25% chance when taking damage that your totem will take the remaining damage that you would have taken. If damage is more than totems HP then you take the remainder. Ex. 300 dmg rail hits you and your totem can only take 200 dmg before it dies then you will take 100 dmg.

Stone - 11/222/33% resist that stacks with fury + salv but not the Resist ability. Totem also gets a 20/40/60% chance to teleport to you if you leave its radius.

Twilight (3)

Darkness - 22/44/66% vamp past max health

Nature - 10/20/30 cubes given per tick

Totemic Focus - Removed see: Totem Mastery

Improved Haste - Fine? Need stats

Most totems need a health boost.

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Post  Kild Sat Aug 07, 2010 10:10 pm

Stuff from newer vortex:

** Removed respawns
** Fixed magmine, spike grenade, and proxy not working with ID
** Added monster effects to magmine, spike grenade
** Chatprotect now cloaks players so there's less color shell confusion, and respawns them when they move
** Fixed spike/stun causing monsters to become invincible for the duration of the stun
** Fixed holy/unholy ground causing the wrong entities to be freed upon removal (bad player pointers)
** Spawning/respawning monsters now flash red/blue to indicate invulnerability (like invasion, but they don't attack)
** Blessed hammers and holy/unholy ground removes on death/CTF respawn/flag-touch
** Spikers and gasser can't be built in or near the enemy base
** Fixed lance impact effect so it appears at the impact point (rather than the center of the lance)
** Fixed velocity penalty so it doesn't work if the entity isn't moving, and so that the correct penalty is being used (it was using walking pentalty when the target was actually running)
** Fixed a bug that allowed unlimited experience from medic respawning a monster
** Fixed a bug with RG sniper mode that prevented a player from going into chat protect
** Fixed a bug with chatprotect that allowed players to fire a shot before teleporting away
** Fixed a bug with voting that would cause a forced switch to FFA from PvM/Invasion even when the voted mode wasn't PvM/Invasion
** Reduced holdtime/delay for meditation to 3 seconds (from 5)
** Fixed bug that allowed cocooned entity to get hurt
** Added a small holdtime/ability delay when a player prematurely exits a cocoon
** Added spore help command to reveal syntax and advanced command options
** Added hellspawn "attack" command
** Increased allowed aiming pitch for autocannon, added yellow flash when ammo is low or out
** Fixed laser trap effects
** Fixed proxy effects
** Fixed napalm effects
** Fixed and improved armorbomb effects
** Increased alien summons corpse timeout to 20 seconds (from 10)
** Changed obstacle random decloaking to occur every 5 seconds for 1 frame (50% chance)
** Increased obstacle addon health to 200 (from 150)
** Autocannon ammo now shows properly with ID
** Replaced supplystation with depot
** Fixed armor regen/medic bug
** Increased bounding box size for proxy
** Increased laser trap damage, can now be repaired
** Updated ID to properly display laser trap
** Cocoon will no longer cloak while holding a flag carrier
** World monsters above level 5 will ignore players at or below level 5, unless fired upon (except in Invasion)
** Increased base player experience to 40 (from 30) to promote PvP
** Chatprotect will always teleport players in CTF or Domination modes, but only in FFA mode if the player is hostile against other players; you will no longer be teleported in Invasion mode
** Fixed supplystation roll angles
** HUD now displays supplystation (depot) % capacity (total ammo+armor / max ammo+armor)
** Fixed precision tuning not working with magmine
** Fixed pack animal always being level 5, causing morphed player damage/resist to always be higher than it should when in the presence of other morphed players
** Fixed holy/unholy ground working in pre-game
** Changed exploding bodies talent to use corpse_explodeX.wav, where X is a number between 1 and 6
** Fixed a very old bug that caused fragged (# of times you were killed) to be incremented even when killed by a world monster. Now, fragged is only incremented by non world monsters.
** Fixed supply station using cubes even after it fails to spawn, added notification message
** Fixed Storage Upgrade engineer talent so it works with SS/depot
** Fixed sprees not working in invasion mode
** Increased effectiveness of holyfreeze player slowdown (same as water totem now)
** Fixed water totem and holyfreeze effects
** Fixed visible() to use entity's midpoint as a reference instead of origin
** Improved tank weapon selection, added brief post-fire delays, re-added blaster weapon
** Improved gunner weapon refire, attack selection, and added brief post-fire delays
** Reduced gladiator base accuracy
** Added gladiator to world monster spawn list
** Fixed bug that prevented world monsters from spawning runes
** Fixed tank commander manual spawning
** Removed monster tank commander's regeneration, but increased base hp/armor (now 100x equivalent level tank)
** Added level to basic/chasecam ID
** Fixed health stat to show 666 when health exceeds 999
** Lowered tank (commander) boss hp/armor multiplier to 80x (from 100x)
** Fixed monsters dropping ammo/runes during or immediately following resurrection
** Fire totem cannot be spawned in enemy's base in CTF mode
** Increased the time it takes to exit a wormhole and added a casting sound to exit wormhole
** Changed Corpse Explosion so that damage is 50-100% of target corpse's max health (capped to 1000 for now), reduced maximum sight range and search radius (1024 and 128, respectively), added levels only increase radius
** Increased damage ID length to 5 numbers; resets after 32767 (max integer size supported by engine)
** Detectors can no longer be built in enemy's base in CTF mode
** Lightning storm removes itself after flag pickup
** Proxy grenades can no longer be built in enemy's base in CTF mode
** Medics will not heal tank commander bosses or supertanks

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Post  Grape Mon Aug 09, 2010 9:22 pm

Cap the maximum of shots a monster can do in a single attack (right now, tanks can fire endless rockets or blaster bolts until you are dead; it needs to be capped at 5 so it gives the player time to kill the monster and not be insta-death)

Cap certain monster weapon characteristics (a lvl 100 chick in invasion should only have speed 20 rockets, not speed 100; the damage could be still be lvl 100 though).
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Post  Mmew Tue Aug 10, 2010 9:34 am

Yeah, I think limiting damage would be a bad idea. Knockback and projectile speed sure, but once you limit damage, it has the potential to make invasion's exponentially scaling levels lack meaning and challenge.
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Post  Grape Tue Aug 10, 2010 11:11 am

Yea capping damage makes invasion winnable 100% of the time.
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Post  Grape Sat Aug 14, 2010 7:15 pm

One more for the todo list: Monster medic should not be able to heal players. They should only be able to heal other monsters and summonables.
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Post  decino Sat Aug 14, 2010 8:37 pm

!
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Post  Kild Sun Aug 15, 2010 12:16 am

If player's IP = Grape's disable the jump feature.

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Post  Grape Mon Aug 16, 2010 6:41 pm

Ok after playing today with an engy with lvl 20 sentry, I realize that talent that increases the lvl of stuff needs to go or be only half as effective. The sent has unlimited FOV, and it pretty much insta-kills you as soon as you turn around the corner.
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Post  decino Mon Aug 16, 2010 9:20 pm

I was going to cap the projectile speeds of monsters and I stumbled across this:

Code:
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
{
   float   radius;

   // holy freeze reduces firing rate by 50%
   if (que_typeexists(self->curses, AURA_HOLYFREEZE))
   {
      if (random() <= 0.5)
         return;
   }

   radius = damage;

   // cap damage radius
   if (damage > 125)
      radius = 125;

   // cap speed
   if (speed > 1000)
      speed = 1000;

   damage = monster_increaseDamageByTalent(self->activator, damage);
   fire_rocket (self, start, dir, damage, speed, radius, damage);

   gi.WriteByte (svc_muzzleflash2);
   gi.WriteShort (self - g_edicts);
   gi.WriteByte (flashtype);
   gi.multicast (start, MULTICAST_PVS);
}

GHz secretly capped it? Maybe it doesn't work. Needs testing.
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Post  Grape Mon Aug 16, 2010 9:35 pm

Odd. Well, I can say that 1000 speed on a rocket is like an unupgraded hyperblaster, so that's still pretty pretty darn fast.


Last edited by Grape on Wed Aug 18, 2010 11:33 am; edited 1 time in total
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Post  Grape Mon Aug 16, 2010 9:42 pm

Is there a way to get rid of instant monster auto retargetting? Having them be able to shoot back at you as soon as you shoot them is pretty annoying. In the normal q2 source, the mons have to spin (takes a few server frames) and face you in order to attack you. Ghz might have made it so monsters instantly face you once it targets you.
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Post  Grape Mon Aug 16, 2010 11:26 pm

New Suggestion: https://www.youtube.com/watch?v=fm-EApFONXI

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