hollon • PM |
Nov 28, 2020 2:03 AM
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Hollon
![]() Posts: 346 |
It's here! Combos are still a work in progress, but I wanted to release what I've finished so everyone can start collecting materials. So far there are only six combo abilities, but I have quite some more planned.
208R - New team adrenaline and combo system - Loot now gives a 1% additional chance per plus to give a material upon kill - Elemental Queens and Titans are no longer bosses, and will appear again in the normal game - Decreased health for the remaining bosses, Lucifer and Glass - Fixed Razorfly animations - F12 menu updated for bosses, Loot modifier, and combos/materials on FAQ page Please provide some input on these new systems. Some things I'm looking for are: - What is the current rate of team adrenaline like? Too fast or too slow for player team adrenaline? Monster team adrenaline? - How do the chances of discovering materials feel like? Are they too easily discoverable, or too rare? - How intense are the monster combos? Does it upset the balance too much, or it alright? What about for low level players? Also, holiday XP and decor are back ![]()
Last edited by: hollon Nov 28, 2020 2:58 AM
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hollon • PM |
Dec 01, 2020 1:01 AM
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Hollon
![]() Posts: 346 |
As a holiday bonus, the material rarity distribution is improved so medium, high, and very high rarity materials appear more often. Boss chance is increased from 33% to 43% for holidays. Glass is now Boss of the month for December.
If you've accidentally maxed out a material (coughJEBcough), I'll refund the points to you. In the next update I'll include an ARE YOU SURE message if you hit max on a material, or just disable maxing for materials outright.
Last edited by: hollon Dec 01, 2020 1:06 AM
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nickgavran • PM |
Dec 01, 2020 7:06 AM
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Nickgavran
![]() Posts: 24 |
I would suggest straight up just disabling maxing for materials. They are supposed to be something you plan, rather than just dump all your points into 1 material.
The rest of the stuff sounds good ![]() |
fateal • PM |
Dec 01, 2020 4:20 PM
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fateal
![]() Posts: 18 |
Here are my thoughts:
- Monster combos seems really good, not overpowered but add a new dynamic. - I feel like player combos are a nice addition. With my current level 2 combos, they don't really make a significant impact but they're fun. Unless level 20 combos are seriously stronger, I don't think it would be unbalanced for every player to get a combo point when team adren hits 100. - Currently all combos can be bought with minimal materials, do you think some rarer ones should be available ONLY with a larger number of rarer materials? Otherwise it is very easy to actually obtain the basic combo effect at level 1. - As we discussed in chat the other day, potentially the system of materials dissapearing after the game is not so good. You can't spend stat points when a game has finished, which is the only time you can possibly have unlocked a super rare material from a boss. So I kinda see some problems with that F8_AL<((AM)) ...........Adren master |
hollon • PM |
Dec 04, 2020 2:02 AM
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Hollon
![]() Posts: 346 |
fateal wrote: The combo effects are stackable, for example if you were to do Warcry (attack up) for 10%, and I do Warcry right after you, it'll add to that 10% at a diminishing rate, so say it would add 5% if we have the same level of Warcry, totaling 15%. So giving everyone a combo at 100 team adrenaline would make it a bit overpowering I believe. Players can hold up to 3 combo activations. If 2 players were on and each had 3 combo activations, that's 6 stackable combo effects. 3 players would have 9 stackable combos. So instead, I opted for 1 combo given to a player at 100 team adrenaline. They can save the combos up for a later wave and do 3 back to back combos, stacking the effects of their own combo. fateal wrote: I did intentionally make the first few levels of combos easily buyable. There is a sort of linear progression as you level up the combo in terms of the number of materials you need and the rarity. The last 5 levels of combos are when you need the "very rare" materials that are only dropped by bosses. The cost of materials and combos also grows linearly, and I made it so each combo requires different kinds of materials at different levels. So if you have three of a kind of materials, you may be able to buy some combos, but not all. But to be honest, it's not like I spent hours analyzing each combination of combos and materials and whatnot. If it seems like you can easily buy all combos, I can certainly change that. Instead of having the medium to high rarity materials buyable only if you have a certain amount of a lower-ranking material, maybe we can adjust the material rarity? I believe, without holiday stuff on, its 80% low rarity, 15% medium rarity, and 5% high rarity. fateal wrote: Yes, materials at end game might be an issue.. particularly on bosses when they give out the very high rarity materials. I can try and include a small timer next update that gives like 20 to 30 seconds or so before the game officially "ends" and stats are permanently saved. |
hollon • PM |
Dec 07, 2020 5:52 PM
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Hollon
![]() Posts: 346 |
I'll be decreasing the cost of materials to a flat cost instead of having it grow.
I believe right now the cost increases by 1 point per level... so 1 + 2 + 3 + ... + 50 = 1,275 points to max one material. There are 21 materials, so that's 1,275 x 21 = 26,775 points total, or about 3,825 levels.... and seeing how our highest level player is only 1,000 or so since old DC, I think this is just a tad unrealistic (just a tad ![]() I'll keep the cost of combos the same for the mean time. |
hollon • PM |
Dec 08, 2020 3:35 AM
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Hollon
![]() Posts: 346 |
208S
- New combo: Portal Dimension - You must now be level 90 to purchase combos and materials. This is to prevent low level players from investing a large portion of their stat points into materials that aren't helpful - Materials now cost a flat 3 stat points. Very rare materials cost a flat 5 - Combo activations are now only given to players level 90 and above - Fixed an issue where team adrenaline would not give combos to players who are in a turret or vehicle - Fixed an issue where players could not buy subclasses after refunding - Refunding button redesigned so a sub-menu opens when hitting refund, with the options to refund abilities, refund niches, or refund combos - Materials can no longer be maxed - Included material rarity ranking in the name of the material in the Materials list, for quick and easy reference - Cows that survive a wave now provide a 3% chance of discovering a material for their owners at the end of each wave - Monsters will now only perform a combo if it is above wave 6, the wave is in progress, and at least 10 monsters are alive - Old player combo sound is now used as sound for monster combos; player combos have a new sound - Increased the lifespan of monster combos from 20 seconds to 25 seconds (except for burn) - Decreased the lifespan of monster burn combo from 20 seconds to 10 seconds, and decreased its effect modifier from 4 to 2 - Increased the monster adrenaline rate from 5 hits per 1 monster adrenaline to 3 hits per 1 monster adrenaline - Defense sentinels now reward 1 team adrenaline to the monster team for every 20 shots, so it's more fair if a game is played behind defense sentinels - There is now a small timer after a boss is defeated so players have a chance to buy materials if any were given by the boss - Dracula mission now works with Blood Magic ability for Necromancers - Need confirmation for HUD showing correct team adrenaline values while in a vehicle/turret
Last edited by: hollon Dec 20, 2020 5:25 PM
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hollon • PM |
Dec 20, 2020 1:18 AM
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Hollon
![]() Posts: 346 |
208T
- Players now keep their combos after dying, and will respawn with the same number of combos - Fixed an issue where Portal Dimension spawned pets that could break the Invasion waves - Fixed an issue where players could not see team mission info after respawning - Charms from hunt missions no longer use monster points, which fixes the issue with summoners and medics being able to spawn more pets with the charm - Fixed an issue where bots could pick up genome vials - Players no longer need to purchase a class to participate in missions(but still need to purchase the ability for certain missions to work) - Slightly reduced the damage by Earth Warlord - Fixed cows not giving XP at the end of waves - Increased the amount of XP received with healing weapons |
hollon • PM |
Dec 25, 2020 2:24 AM
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Hollon
![]() Posts: 346 |
Happy Christmas!
208U - New Combos: Dreaded Gaze and Nali Priest - Potential fix to Gorgon crashing the server - Flying-Only monsters wave now replaced with Monster Roulette. Monster Roulette now only chooses one type of monster - Decreased the chance of elemental Warlords on Warlord-only waves, increased the chance for regular Warlords - Players can now keep track of what materials they have. Materials that players have at least level 1 of now show in the Materials List. If that material has not yet been discovered, it will be labeled as "NOT Discovered" and the buy button for it will be disabled. - Fixed an issue where pets would cause rings in Ring and Hold to deactivate. Additionally, hostile monsters no longer deactivate rings, and players can now place blocks, turrets or vehicles on rings to activate them - Fixed an issue where Team Missions were not granting materials - Fixed monster combo sounds not playing - Power Party team mission no longer accounts for Titan waves. The goal and XP reward are the same for all waves now - Players now receive 3 seconds of invulnerability after ghosting - Cryoarithmetic Equalizer can now be Vorpal - Null Entropy no longer affects Bosses - Decreased the cooldown time for Immobilize from 10 to 5 secs - Efficiency improvements in the code - Some log cleanups |
hollon • PM |
Jan 01, 2021 7:48 PM
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Hollon
![]() Posts: 346 |
Happy New Year!
208V - New Boss: Arctic Nali - Boss of the Month is now Arctic Nali - Bosses now only drop one type of very rare material. If the boss is exclusive(ie Tentator for October, Arctic Nali for January), there is an additional 5% chance to get the material - Fixed an issue where players could apply Null Entropy to other players - Fixed Tech Snipers spawned by bosses not ticking Nanite Crash - Removed elemental Giant Gasbags from Roulette wave, and added in elemental Kralls and Giant Razorfly(non-elemental) - Removed holiday decorations and bonuses
Last edited by: hollon Jan 01, 2021 7:57 PM
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