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Mutator wishlist

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PostPosted: Wed Nov 30, 2011 2:35 am
PostPost subject:No icon Mutator wishlist
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Like I did in
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more possible improvements for dUMH.
Maybe some of them are already implemented in the latest version on the private server, I dunno.

Spectators
> Display players as green dots on radar instead of red. And neutral pawns as yellow.
> Show map name, team score, team record, hunters left and monsters left on HUD.
> Make chat lines the same maximum length as players (no idea if possible).

Radar
> Base monsters' dot sizes on CollisionRadius rather than DrawScale.
Have like 4 or 5 dot sizes where each one covers a specific range of CollisionRadius.

Game fixes
> Implement the queen fix from
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. Razz


> Oh, and while I'm at it, having the adminlogin for the mapping server would be pretty useful.


Last edited by Cyberia-Mix on Mon Dec 05, 2011 1:09 am; edited 1 time in total
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PostPosted: Wed Nov 30, 2011 8:57 am
PostPost subject:No icon Re: Mutator wishlist
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Cyberia-Mix wrote (View Post):
> Oh, and while I'm at it, having the adminlogin for the mapping server would be pretty useful.
 

We gave the PW to you, as we installed the Mapping server :Zwinker: You have PM :P

Wolfi
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PostPosted: Wed Nov 30, 2011 11:06 am
PostPost subject:No icon Re: Mutator wishlist
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I don't like one thing about dU.
It is whenever i connect i become red and even if i change color on that map i respawn at start(example:some long maps like HTD) and again in other map im red, so i just want that whenever you are on server with a specific teamcolor you are going to have it until you change it yourself even for the reconnecting and map changing to stay as one color.
I don't know if theres a mutator for it though but don't blame me if it isn't.
I think its an option in MH menu.
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PostPosted: Wed Nov 30, 2011 1:24 pm
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I'm not into server stuff but AFAIK there is some option called ''Force team colours'' in the gametype itself.
not sure what's the reason most servers don't have it enabled anyways, might be reasons for that.
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PostPosted: Wed Nov 30, 2011 4:40 pm
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NECRIS wrote (View Post):
I don't like one thing about dU.
It is whenever i connect i become red and even if i change color on that map i respawn at start(example:some long maps like HTD) and again in other map im red, so i just want that whenever you are on server with a specific team-color you are going to have it until you change it yourself even for the reconnecting and map changing to stay as one color.
 


THIS. AND also. Whatever mod makes us 'red' also makes the HUD neutral. This setting carries to other servers. For example: When I play at a CTF server after playing DU, my HUD no longer changes to red/blue... It stays neutral. Whatever you guys do here effects our play on other servers. DU should have ZERO effect on our chosen HUD settings or team color.


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PostPosted: Wed Nov 30, 2011 4:58 pm
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BlackWolf wrote (View Post):
Cyberia-Mix wrote (View Post):
> Oh, and while I'm at it, having the adminlogin for the mapping server would be pretty useful.
 

We gave the PW to you, as we installed the Mapping server :Zwinker: You have PM :P

Wolfi
 

Really? Razz
I don't remember at all lol. Thank you for the new PM.
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PostPosted: Wed Nov 30, 2011 6:41 pm
PostPost subject:No icon Re: Mutator wishlist
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Curse of the Cow Mod!

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Lose all your weapons!


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PostPosted: Wed Nov 30, 2011 9:13 pm
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I'd like to second the Queen fix (monsters getting stuck fix) and the teamcolors fixed.

If you manage to finish the map map it would be awesome too but whatever you're feeling up to.


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PostPosted: Wed Nov 30, 2011 11:56 pm
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I like to be able to go through portals in spec mode.

And just for laughs, I'd like to see the relic of revenge available.  Laughing
That should make some very interesting game play.  ( censored   swearing  ) lol

If not, I do understand, but how about making the revenge relic enabled on April fool's day.  lol


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PostPosted: Fri Dec 02, 2011 11:50 pm
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Jetlag wrote (View Post):
I like to be able to go through portals in spec mode.
 

It's implemented in dUMH5_208 (private server).

EDIT: I'm going to revoice my request for an anti taunt spam system.
Say half of the server's players like spamming taunts, and the other half don't. Players who don't are ALWAYS the losers. I'm sick of turning my sound off, and there are no mods on the server to tell people to stfu and play instead of messing around.
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PostPosted: Sun Dec 04, 2011 1:46 pm
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How about disabling the taunts when the map ends? This seems to be the time the players use them the most. There's already anti-spam on the chatbox, I don't think we can slow that down much more than it is, or players wont be able to communicate easily.

All the other suggestions look good. There aren't really any that I wouldn't want to do, but probably a few that I can't do easily (the short chatbox message line is one that springs to mind), but I will take a look at as much as I can.
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PostPosted: Sun Dec 04, 2011 9:47 pm
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I seen a translocator on a different server where it takes you to where a player is. You can cycle thro the players, and decide where to port to. I like this it helps players that are lost on big maps.. Also it helps when a map doesn't have a 2nd respawn location.


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PostPosted: Sun Dec 04, 2011 10:25 pm
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I know this map.. but this changes the gameplay on main again extem :Zwinker:
But we can install it on privat for testing if I have time.

Wolfi


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PostPosted: Mon Dec 05, 2011 12:51 am
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Edited first post with more stuff.

-BoB- wrote (View Post):
How about disabling the taunts when the map ends? This seems to be the time the players use them the most. There's already anti-spam on the chatbox, I don't think we can slow that down much more than it is, or players wont be able to communicate easily.
 

The anti-spam on the chatbox is fine, but it does nothing about taunts, and taunts aren't needed to communicate.
Taunt spam is more common at the end but it's also common during the game, and with durations sometimes above 10 minutes in a row when multiple players are taunt-fighting.

-BoB- wrote (View Post):
probably a few that I can't do easily (the short chatbox message line is one that springs to mind)
 

I'm really curious about that one. Is it simply some kind of mistake of a weird necessary limitation?

Thanks for the answer.

Jetlag wrote (View Post):
I seen a translocator on a different server where it takes you to where a player is. You can cycle thro the players, and decide where to port to. I like this it helps players that are lost on big maps.. Also it helps when a map doesn't have a 2nd respawn location.
 

It's a cool feature on more relaxed servers but there are multiple reasons why it's no good for dU:
- team damage and generally high player count > people teleport on you, get you damaged or killed from being in your way when you're fighting.
- competition between players > if you took some risks to reach a cool farming spot where you hoped to be alone, you'll be pissed that other players can join you, especially as they did nothing to merit it.
Those 2 can be solved if there's a way for players to turn their transloc off to prevent others from teleporting on them. But that's not enough.

Take LostInTime. You're clearing an area of the map alone or in a small group, and then another groups teleports on you because they're done clearing their part. They "help" you clearing your part, and now everyone can teleport to another location again.
Is this how you want to play?

Depending on the map, this system has pretty big consequences on the game itself.

In LongCorridor, backtracking is the price you pay for dying. On dU you also pay with your score but still, if you can directly go back where you just died the map makes little sense anymore.
Same with the portal in Arden.

It's also a hack to maps difficulty.
If thanks to a relic or thanks to your own skill you managed to run through monsters and reach a spot where monsters become easier to kill (f.e. getting to rooftops with quadshot in Hellfire), your doing normally has a limited impact on the game since you're only 1 shooter in the team. But this changes if other players can teleport on you, regardless of them having the means or the skill to do what you did.
In HeberekeGaiden's end room you can teleport to the button thus avoiding monsters on the way.
In Alarm, once one player is out the others can skip the maze.

I'd be happy to have this in maps where there's a lot of useless backtracking, like ANewHope, but overall there are too many downsides.
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PostPosted: Mon Dec 05, 2011 4:35 am
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BEEF_JERKY wrote (View Post):
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Lose all your weapons!
 

I don't still have it but I've seen something similar. Spawns a bunch of cows onto a map. You're find so long as don't shoot one...

...if you do shoot one, it will chase you and then blow up like a redeemer when it gets close enough.

Can't remember what it was called.


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PostPosted: Mon Dec 05, 2011 1:20 pm
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@Cyberia-Mix

Full ack !

Wolfi


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