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Author Topic: [1up] Custom WtF KF Mod Suggestions/Issues  (Read 1995 times)

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Offline DoLT*[1up]

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[1up] Custom WtF KF Mod Suggestions/Issues
« on: February 26, 2013, 06:28:07 PM »
I don't know if it is like this with all perks... but once i hit level 20 with the Mad Scientist it seems impossible to get level 21.


« Last Edit: February 26, 2013, 06:31:47 PM by DoLT*[1up] »


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Offline RonaldLee[1up]

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Re: [1up] Custom WtF KF Mod Suggestions/Issues
« Reply #1 on: February 26, 2013, 06:54:22 PM »
I wonder what going from 21 to 22 will be like.
I could edit perks to only go to 30 instead of 50, but that might cause weird changes.
Once the mod is more fully coded we can explore that "after-20" issue.

Offline [GM] Legion

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Re: [1up] Custom WtF KF Mod Suggestions/Issues
« Reply #2 on: February 26, 2013, 07:09:59 PM »
what if we made them kill based opposed to damage based? it really makes me worry about the support specialist....welding AND damage.....


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Offline Cope57[1up]

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Re: [1up] Custom WtF KF Mod Suggestions/Issues
« Reply #3 on: February 27, 2013, 01:24:32 AM »
I would think that going from one level to the next would not be impossible, but rather difficult.  Having each level require a double amount of points/experience and what not to move to the next level.

Example:
Level 1 0 - 2500
Level 2 2501 - 5000
Level 3 5001 - 20,000
Level 4 20,001 - 500,000
and so on.  The limit? None.

Reaching maximum level should not be easily acquired, in my opinion, there should never be a maximum level or highest experience to be attained.  If there is a max level or experience to reach, then the game is limited with what it can achieve.

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Offline DoLT*[1up]

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Re: [1up] Custom WtF KF Mod Suggestions/Issues
« Reply #4 on: February 27, 2013, 04:53:18 AM »
Have you ever played killing floor? If you have then you would know what I was talking about. Usually between levels there's a 3.5 million damage set to get to the next level. Clearly I stated it was fine till I got to lvl 20, then there is a 56 million damage difference between them. Meaning there is an issue that needs to be fixed in the code which is why I brought it to Ron's attention. The way you're talking about is already how the game is set up in a normal 6 level server. But we have a modded 50 level server so things need to be tweaked a little.
« Last Edit: February 27, 2013, 04:59:27 AM by DoLT*[1up] »


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Offline [GM] Legion

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Re: [1up] Custom WtF KF Mod Suggestions/Issues
« Reply #5 on: February 27, 2013, 09:46:50 AM »
cope, that usually work great with certain gmes, especially using an xp basis since as you progress you get more xp per kill as well. with our mod however, it goes from about 4 days per level to what would take 2 months just to get to the next level. so its more changing it to keep the flow of level gain a little more steady

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Offline -MGS-Sniper

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Re: [1up] Custom WtF KF Mod Suggestions/Issues
« Reply #6 on: February 27, 2013, 12:45:07 PM »
That will be my fault :p

I will correct in the next build, i thought you would be using upto lv20 perks only so only set for upto lv 20 after that it kinda decideds what it likes.

I will make sure its correct, in regards to other perks they will be fine its just spark and mad scientist when i created them i added custom stats

Edit: in reply to Epoc in regards to making kill based, I considered that when making the perk etc.. but the virus mist is more of a damage weapon ie as in the mist hurts zeds so i dont think a kill count would really work with it :p

but it will be fixed shortly
« Last Edit: February 27, 2013, 12:48:14 PM by -MGS-Sniper »

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Re: [1up] Custom WtF KF Mod Suggestions/Issues
« Reply #7 on: February 27, 2013, 01:46:14 PM »
That will be my fault :p

I will correct in the next build, i thought you would be using upto lv20 perks only so only set for upto lv 20 after that it kinda decideds what it likes.

I will make sure its correct, in regards to other perks they will be fine its just spark and mad scientist when i created them i added custom stats

Edit: in reply to Epoc in regards to making kill based, I considered that when making the perk etc.. but the virus mist is more of a damage weapon ie as in the mist hurts zeds so i dont think a kill count would really work with it :p

but it will be fixed shortly

Thanks for all your hard work man. As someone who plays the mod I really enjoy it so far.  So yeah, big thanks to you and Ron for putting this together for us.

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Offline -MGS-Sniper

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Re: [1up] Custom WtF KF Mod Suggestions/Issues
« Reply #8 on: February 27, 2013, 02:16:46 PM »
No probs mate nice to know the work is appreciated, its a pleasure  ;) :D

Offline [GM] Legion

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Re: [1up] Custom WtF KF Mod Suggestions/Issues
« Reply #9 on: February 27, 2013, 03:11:45 PM »
totally great work man. and i understand with the mad perk. very good point.

what do people think of the remove the welding requirement? in this kinda server i dont see us welding much. if at all

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Offline Cope57[1up]

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Re: [1up] Custom WtF KF Mod Suggestions/Issues
« Reply #10 on: February 27, 2013, 05:09:52 PM »
Don't mind me, I am just rambling some sense without ever knowing what it is like to play KF.  I do not even know if it would pertain to the situation, only throwing out ideas into the wind.

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Offline [GM] Legion

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Re: [1up] Custom WtF KF Mod Suggestions/Issues
« Reply #11 on: February 27, 2013, 11:10:07 PM »
Don't mind me, I am just rambling some sense without ever knowing what it is like to play KF.  I do not even know if it would pertain to the situation, only throwing out ideas into the wind.

its all good. in most games what you had said would make sense.... not in KF however


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