Should we increase skill, health, damage of enemies on our servers? - Printable Version +- ModRiotGaming (https://modriot.com) +-- Forum: Supported Mods/Games (https://modriot.com/forumdisplay.php?fid=3) +--- Forum: HL1 Modifications (https://modriot.com/forumdisplay.php?fid=71) +---- Forum: Sven Co-op (https://modriot.com/forumdisplay.php?fid=31) +---- Thread: Should we increase skill, health, damage of enemies on our servers? (/showthread.php?tid=550) |
RE: Should we increase skill, health, damage of enemies on our servers? - swampdog - 07-28-2016 (05-30-2016, 11:37 PM)Mr. Robot Wrote: Can we also make the skill config have realistic damage? This is why I need help finding out what the "realistic" damage is... any input will help here so we can try to customize our servers in a way that is fun and challenging but not annoying It will take quite a bit of tweaking and people will need to get used to the changes RE: Should we increase skill, health, damage of enemies on our servers? - Blonde - 07-28-2016 Yes that would make it more fun to play RE: Should we increase skill, health, damage of enemies on our servers? - swampdog - 07-29-2016 Alright, these settings have been applied to all of the XP Mod servers, and we will probably need to find a way to help people out who are low-level and get killed easily. I think we might need to change some of the settings for balancing in default_map_settings.cfg so we can try to balance it out as much as possible (not too easy, not too hard, but harder when more people are on the server). It might be very unbalanced for people who have high skill levels, so I might try to put a special code into team power for people lower than, say, level 100. So if a player is lower than level 100, they may heal more than players who aren't for example. RE: Should we increase skill, health, damage of enemies on our servers? - swampdog - 07-29-2016 So far from what I have noticed after doubling the values in the skill file, people aren't enjoying the doubled strength of Houndeyes too much. It is killing the whole server all at once just about. We might need to reduce the damage slightly, since the damage multiplies for each houndeye in the pack. I reduced the "sk_houndeye_dmg_blast" amount from "30" to "20" (default is 15). RE: Should we increase skill, health, damage of enemies on our servers? - swampdog - 08-01-2016 These settings are going to be adjusted again, and we are going to adjust mp_pcbalancing_factorlist cvar to try to reduce the amount of damage given to monsters rather than increasing the HP or Damage for monsters too much. I am not so sure people are really enjoying the values being doubled as they are compared to the weaker enemies like it was before. Higher/highest level players might enjoy it more, but the lower levels are probably becoming frustrated from being killed too easily. It is much more challenging lol... Hopefully there will be a change made soon that is noticeable and more evenly balanced variable by the amount of players on the server. RE: Should we increase skill, health, damage of enemies on our servers? - swampdog - 08-01-2016 I did change the skill.cfg file again, so the values are approximately 1.5 x greater than default values, instead of 2 x greater. Values as of August 1st, 2016 Code: //================================================================// RE: Should we increase skill, health, damage of enemies on our servers? - Klingenmeister - 03-11-2017 Question: Should the Enemy HP changed back to normal? Server population is quite low and we have alot of new maps, so rushing shouldnt be a problem anymore. Greater Enemy damage was a good idea, because it prevented players to go full rambo, but with only 2 - 4 players some fights are way to long and tedious. Anyone else thinks, the enemy HP should be put back to normal? RE: Should we increase skill, health, damage of enemies on our servers? - Martovvi - 03-31-2017 I'd like to see a "Modriot NIGHTMARE Difficulty Server" (enter at your own risk) with increased XP drops, enemies as well as the possibility to "Prestige", basically after reaching Level 1800 you can reset your skill points however you will keep like 10% of them and that also increases the overall levels of the skills. Example for Prestige 1: Level 1800 -> 2250 (1800 / 4 (25%) + 1800) | You keep 10% of every skill (you skilled): Ex. Strength 450/450 -> 45/563 ( 2250 / 4 (25%) = 563 ) and so on. The skill "Anti-Gravity-Device" should be locked to 40 (otherwise you literally have no gravity). Of course to compensate for being ridiculously strong the enemies should be too or in a larger mass. RE: Should we increase skill, health, damage of enemies on our servers? - MrOats - 04-01-2017 (03-31-2017, 11:50 AM)Martovvi Wrote: I'd like to see a "Modriot NIGHTMARE Difficulty Server" (enter at your own risk) with increased XP drops, enemies as well as the possibility to "Prestige", basically after reaching Level 1800 you can reset your skill points however you will keep like 10% of them and that also increases the overall levels of the skills. We are slowly working on a new RPG mod, we only have one server that is located in the EU that has a "beta" version of it running right now. It does include this idea of being able to prestige. Your idea for an extremely hard difficulty would be interesting. We should take in mind what maps should be played on these servers, as some are easier than others. But it would be nice if there are more than one player playing everyday, all the time. RE: Should we increase skill, health, damage of enemies on our servers? - swampdog - 04-02-2017 We do have a "prestige" code added to the XPMod but it isn't in much use just yet. The "prestige" system has been 90-95% finished. I think with the next Sven Co-op update coming out (version 5.11), we should probably restore all the settings to defaults for all maps, and re-adjust them as we want from there. The XPMod code has changed quite a bit (although the gameplay should be just about the same), so there might need to be some further changes made to compensate as well. The prestige system adds on further health and armor, faster regeneration rates, increases block attack chances, etc. I have just fixed some of the more glaring bugs and we should be able to try out the newer version soon. Adjusting the damage done by enemies is possible to do, but it will be harder to configure the same settings for all of the maps. What would be a lot easier is to limit certain skills or make the xpmod code have different challenges based on what map is being played. With the cvar system I designed to control all the levels of the skills, we can configure the skills per-map. The way I designed the code is so that even though there are limits on a map, it will still count all the XP a player gains on the map (as long as the player has not reached the level limit if the level-up limit has been enabled, or if the level limit is disabled). An example idea I had in mind was to limit skills but make the xp gain more, or have full skills enabled but the xp gain is less (depending on the map). It is just an idea. Any and all ideas are welcome. I am hoping to eventually organize the source code so people can make their own "sub-plugins" that we could use to customize the XP Mod game play even further by adding different skills or abilities using individual plugins. Another idea I have is to adjust the "skill" of the map by vote if possible, so maybe at the beginning of each map there could be a vote to decide what the type of game play is (easy = max skills limit/unlimited, medium = 2/3 max skill level , hard = 1/3 max skill level, etc) I thought also about writing a script to automatically adjust the max player skill values based on average player levels, which would handle the skill settings based on the average player level of players currently on the server. Using an automatic adjustment like this may or may not be a good idea lol |