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 1 Bar Design - Updates and Discussion - NEW SITE + PW 
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Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
The scrap bots are too overpowered. I can get an 8/1 K/D ratio really easily but it is really hard to do well when playing as the dummies.
The Scrap Bots scattergun is too powerfull.


Sat Nov 20, 2010 3:32 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
Yeah What major said, the only easy way to take out people with dummies is to be in a narrow corridor.


Sat Nov 20, 2010 7:12 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
Well, it's an interesting turnaround from a day or so ago when the complaint was "that shotgun is too weak" :P I'll make some more attempts at balancing it over the next while, it'd be nice to get more targeted feedback on what's "wrong" with it, too much damage, higher hit accuracy... "Overpowered" can mean anything that gives an advantage.

That said, I'm sure the balance of things will be thrown into disarray again when heavy units or more guns come into the equation. However, I'm planning on having to make a "Stage One-point-Five" release regardless, so comments like this are helpful.

FoiL wrote:
The jetpack doesn't seem to work with the dummies.
As Lizard said, it's a different type of jetpack to the scrapbot's one. It isn't intended for flying with but more gliding over large horizontal distances and softening your fall.
411570N3 wrote:
I can't seem to access the site either. I'm where I always was.
Wow, that's weird. From now or since forever? Cause I know of people in Victoria who've been able to access the site fine :/


Sat Nov 20, 2010 8:50 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
Oh also, some stats since 6 hours ago:
42,457 bullets fired
Global K/D: 1.04 (the range is 0 - 8 )
Victory/Defeat: 1.225
BinBots decommissioned: 625
Dummies decommissioned: 803

Looks like the Binbots > Dummies statement might be holding some water, but it could just be the extra dummy on Stage 1 getting their face shot in more often. I'll look into balancing the shotgun in the coming days, but keep the feedback coming.


Sat Nov 20, 2010 8:58 pm
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Joined: Mon Jun 22, 2009 3:57 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
I can connect fine. Well, if I refresh the page.
Seems like the people with problems have the same problem I have with the Datarealms site sometimes...

I'd say the Scrapbot fires too many projectiles, possibly. Or it's too accurate, and bounces too much. Which means, when fires low, the enemy takes 100% of the shots.
Then again, sometimes I win a flawless victory, and sometimes I will get completely wiped out (as Scrapbots). I'd guess it's the friendly fire. The Scrapbots are their own worst enemy.

Jetpacks: Awesome.


Sat Nov 20, 2010 9:13 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
Nonsequitorian wrote:
I find that if you stay away from the greys, there shotguns are useless and won't be able to reach you, whereas the machine guns have a far greater range.
This was the idea of the balancing that happened yesterday, but the tendency is kind of to run right at the enemy and try to ram your gun down their throat, which doesn't work, strictly speaking, if they're holding a repeating shotgun..

I might pull in the range of the dummy nailer a little and give the shotgun particles more air drag and see how that fairs, but I won't be able to do anything until tonight, I'm out all day, leaving now.

So, on a positive note:
Barnox wrote:
Jetpacks: Awesome.
Good to hear :)

As anyone had a look at the map format yet? I'd love to see some user made levels. Hint for if you do try and make a map: turn on insert on your keyboard, so you don't have to hit backspace or del before punching in a character. You'll save yourself a lot of headaches.

Quick explanation of actors:
"2,230,130,1!" is organised TYPE,X,Y,TEAM.
TYPE: 1 is dummy, 2 is binbot.
The rest should be self explanatory. Yes, this does mean you can have mixed teams if you so choose.

Quick explanation of the decor objects:
"1,0,692,95,0,0,0xffffff!" is organised SET,TYPE,X,Y,FLIP,ROTATION DEGREES,TINT COLOUR.
SET: Grass (1) or Tree (2)
TYPE: 0-2 for grass, 0-4 for tree.
X,Y,FLIP,ROTATION: self explanatory, no?
TINT COLOUR: Well, technically it's more similar to vertex colours in 3D, and a multiply colour in a graphics editing program; use this to control the maximum value for each colour component. I'm using 0xffffff for foreground and 0xccccff for background, because a slightly blue hue makes it fade backwards a little, but you can do whatever, 0xff00ff for example makes things go that transparency pink from CC (it looks horrible).

I'll do a proper explanation of everything soon enough, but I've really got to dash.


Sat Nov 20, 2010 9:32 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
Yeah, this is FANTASTIC. I'm having a blast.

Perhaps the BinBots need a little sprite tweak, They're too small to see in a hectic firefight, and very easily misteakable for gibs.
I'm fine with shotguns, so long as there's only one or two on the binbot side. Having other guns would be really cool.
AI's not that bad, actually. The dummies rush in a wee bit too much, considering their weaponry, but I haven't been Freindly-Fire'd or anything like that.

More stuff coming soon, need to PLAY MOAR!


Sat Nov 20, 2010 9:35 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
Quote:
"Overpowered" can mean anything that gives an advantage.

At the moment the dummies rush blindly toward the Bin bots and the binbots just unload on them at point blank range, and as they can unleash more rounds over a shorter period of time, there is no competition as to see who'll win.


Sat Nov 20, 2010 10:28 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
The combat is still a bit fast.

Also, how about moving reload to R and giving S a featurecreeped special ability, dependent on faction. Heals, turrets, mines, etc.

Walljumpping is too weak andor hard.


Sat Nov 20, 2010 10:46 pm
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
Geti wrote:
411570N3 wrote:
I can't seem to access the site either. I'm where I always was.
Wow, that's weird. From now or since forever? Cause I know of people in Victoria who've been able to access the site fine :/
Just recently; though I haven't tried the site for a while.


Sun Nov 21, 2010 3:32 am
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
findude wrote:
The combat is still a bit fast.

Also, how about moving reload to R and giving S a featurecreeped special ability, dependent on faction. Heals, turrets, mines, etc.

Walljumpping is too weak andor hard.


It's a fast paced game. S is right where you need it. R is too far.

Are there any plans for more factions?
Or just those other units?


Sun Nov 21, 2010 3:34 am
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
I like the contrast in character types. It's fun to use both, good job.


Sun Nov 21, 2010 5:11 am
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
While I do love the chibi style they of feel overly small to me.


Sun Nov 21, 2010 5:25 am
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
I like the small style, but at points its hard to distinguish friend from enemy. The shotgun needs less range, and the dummy gun needs more range and maybe more accuracy, in my taste at least.


Sun Nov 21, 2010 6:01 am
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Post Re: 1 Bar Design - Development Updates and Discussion - RVR α
What is this? Fall damage? Nonsense. I can jet pack and get fall damage.


Sun Nov 21, 2010 6:52 am
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