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 better weapom priceing 
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Joined: Sat Aug 16, 2008 7:17 pm
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Post Re: better weapom priceing
So are you guys telling me you actually mine gold?

I just restart when I run out of cash.


Fri Sep 02, 2011 8:40 pm
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Data Realms Elite
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Post Re: better weapom priceing
I tend to have more fun killing enemies and dicking around than I do managing my bank account, so no, we (read: I) do not mine gold.


Fri Sep 02, 2011 8:44 pm
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Post Re: better weapom priceing
If it's an infinite gamemode/mission, I usually just die when I run out of gold. If it's finite, I just stick within the budget I already have allotted.
But usually I'm just modding and testing, so I end up restarting too frequently for expenses to ever matter much. I can't even imagine the number of times and ways I've killed the occupants of the small enemy bunker in the tutorial...


Fri Sep 02, 2011 10:46 pm
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Post Re: better weapom priceing
I use that bunker for all my testing too


Sat Sep 03, 2011 12:31 am
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Post Re: better weapom priceing
Same here, these poor dummies must have been obliterated so many times that even a steam powered cheese propelled electronic flying tachyon emitting mole-fish couldn't count it. Oh and will someone make the said creature?


Sat Sep 03, 2011 1:44 am
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Post Re: better weapom priceing
still busy with the rainbow breathing helicopter chipmunks.


Sat Sep 03, 2011 1:48 am
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Post Re: better weapom priceing
Oh? I thought we agreed to work on the chainsaw eating rocket greasefish?
Or was it the slime spewing party popping electro fan bladed monkeys..?


Sat Sep 03, 2011 6:10 am
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Post Re: better weapom priceing
There should be a way to price guns.
Sometimes it's just too subjective.


Sat Sep 03, 2011 6:59 pm
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Post Re: better weapom priceing
I really don't think pricing can be made much less subjective in any feasible way.
But I suppose someone could make a mission that puts you through a gauntlet of various small challenges using the object, and then based on your performance with the object, attempts to quantify the value of the object. But I don't think the results of that would be much better than a well-thought-out subjective review. A minigame gauntlet could be fun anyways, though.

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Sat Sep 03, 2011 7:17 pm
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Post Re: better weapom priceing
each part of the mission could get harder, and test various aspects for your weapon. If someone made such a mission, I would use it for testing weapons & actors.

accuracy, penetration, range, speed. This could be done with a little rework to Dummy assault, maybe lose the spawner at the far end and make a few changes to the base layout.

Dummy assault has obstacles, open & closed quarters, a verity of actors, and many other features that would make it a good test.


Sat Sep 03, 2011 8:08 pm
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Post Re: better weapom priceing
But the tests would have to be as objective as possible.

Because, for example, the tester could be a very bad CC player and then the gun would fail completely in the tests.


Sat Sep 03, 2011 8:14 pm
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DRL Developer
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Post Re: better weapom priceing
A good way to test guns is to give it to the AI then just let them duke it out.


Sat Sep 03, 2011 8:16 pm
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Post Re: better weapom priceing
That is a very good idea.

Giving the gun to an actor and order it to go to the brain in Dummy Assault and see how it goes.


Sat Sep 03, 2011 8:20 pm
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Post Re: better weapom priceing
Repeat the test say 10 times in case of a fluke, average the outcome.


Sat Sep 03, 2011 9:52 pm
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Post Re: better weapom priceing
But the AI doesn't know the intricacies of the weapons. While they are vastly improved over the last AIs, they still don't know to bounce grenades around corners, shoot through barriers, detonate c4, charge up the annihilator when appropriate, escape a bunker while overloaded using the grapple gun, etc.
How good something is in AI hands can be totally different from its abilities when used by a player, and pricing is most important to players.

That would work decently for standard flat trajectory weapons, though.


Sat Sep 03, 2011 10:34 pm
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