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Messages - Night Trader

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31
Forum Games / Re: Waistland
« on: February 23, 2018, 11:53:23 AM »
Tear off your own arm to use as a melee weapon

32
Forum Games / Re: Dead End (Trial 3, for real this time)
« on: February 22, 2018, 10:56:31 AM »
check his truck for stuff to use & check out your engine or smth

33
Gallery / Re: underground stuff
« on: February 22, 2018, 10:54:34 AM »
thats really nice!!



p.s: where’d you get those light ray emitters from?

34
Off Topic / Re: I aquired printer, post printing suggestions here
« on: February 21, 2018, 11:18:42 PM »

dis

36
Off Topic / Re: I aquired printer, post printing suggestions here
« on: February 21, 2018, 10:28:23 PM »


print this

37
Environment Files / Re: Slate Aurora Environments
« on: February 20, 2018, 11:46:04 PM »
good stuff!!

38
Forum Games / Re: Dead End (Trial 3, for real this time)
« on: February 20, 2018, 10:43:50 PM »
see if your daughter is ok

39
General Discussion / Re: Ze Operator's Boss Battles Megatopic
« on: February 19, 2018, 04:37:08 PM »
Speaking of, I leave fall damage on as a means of being aware of ones surroundings. Pain in the ass, but that's where I leave it. But as I've said, I give plenty of opportunities to save yourself, and will do so further. For example;
  • Shockwave Commander has his Shockwubb cannon. A little bit stronger than the real thing, and can be touchy, but still manageable to land on your feet.
  • Chaos Samus has a double jump. Pretty self explanatory. And if that doesn't work out, fire a Storm Bomb if you have enough shielding.
  • Sans can use his dodge ability to land at a certain angle. Anything at a lateral angle of 90 degrees, and you will need to use the Gaster Blaster to rocket jump.
  • William has 3 ways of landing well; his lunge (right click) his charged jump, and his Super Smoke ability. Charging your jump in the air can save your life, and lunging at the right moment could hlep grab on to a ledge. Supersmoke is more finicky, but you're immune to all damage while flying. So you could simply slam at the ground without any ill effects until the effect resolves.

If it is any consolation that it bothers you this badly, then I may create a "server cushion" of sorts to compensate, as the Normals will have less of an issue with falls. More on that some other time.
I understand that everyone should be aware of their surroundings.  However, as a boss, fall damage shouldn't be that much of an issue.  It should be significant enough to keep in mind, but not significant enough to kill you due to minor mishaps.  For a normal, fall damage should be a major issue.  A normal should always be aware of falls that could instantly kill them.  Tweaking the fall damage for only the boss could fix this greatly.


I always knew that pitting bosses against each other would be a poor idea, however, my reasoning behind it was to test if there would be any issues with boss types clashing, since I intend to add the ability for two players to play as boss in a round. That was and will always be the only reason or time I will pit together.

As for the Imitator, I made him with those limitations in mind from the start. No, he's not supposed to have any other weapons other than his Imitation tool, and yes, he's limited in that regard. That's what makes him challenging to play as.

His tool does need some better tweaking however. I wasn't too satisfied by it's mechanics and I'm still working on him (DIO as well; that Time Stop is too abusable at the moment.) and may ultimately extend the raycast range of the actual tool for better use.
Sorry for the misunderstanding here.  I can understand testing to see if bosses would clash.  As for Imitator; with a fixed tool, I can see him becoming a very fun boss.

40
General Discussion / Re: Ze Operator's Boss Battles Megatopic
« on: February 19, 2018, 03:45:47 PM »
I'm gonna be honest here, I had REALLY high hopes for this.

Operator hosted a "Boss Battle's Test" server, if you can even consider it that.  It was just every boss pinned against another.  While playing this, I came across a few issues, which not only I addressed but a few others as well.  Operator's reactions to these complaints were to either ignore or shrug off as the fault of the player.  Seeing the host act this way completely destroyed my high expectations for this gamemode.

Here are the two issues that I have found:

Fall damage - Fall damage is overall very annoying to deal with.  Very minor falls can kill you.  Heck, I've died more than a few times just by lightly tapping the ground or a wall.  William was a boss that displayed this fault beautifully.  William has many tools at his disposal to move about the map quickly, but literally all of these tools can kill him almost instantly cause of fall damage, why even give him these tools if they're just going to kill him?

Balance - Most bosses just didn't seem balanced, or fun to play at all.  A few bosses just seemed to be overall much more powerful than the others and some seemed to just be very weak.  An example of an unbalanced boss would be the imitator.  It had an okay amount of health and no weapons, other than an imitation tool.  You use this tool to copy someone else's playertype and their currently equipped weapon.  Except this barely works half of the time, you often have to spam in close quarters just to have a small chance of copying their weapons.  My suggestion to fix this was to add a minor weapon to the imitator alongside their tool, such as a revolver or something of sorts.

Stating this once more; when I, and many others, told this to Operator, he either ignored it or shrugged it off in some way.  An attitude like this is really unacceptable for a TEST server.  A test server is used to iron out issues with balance and core gameplay.  Though after a bit, he did change the server to be named "Playertype testing," so that makes it completely okay to just ignore issues, right? No.

I really hope Operator can fix his behavior towards fixing issues, rather than shrugging them off, because right now he's throwing away literally all of the potential this gamemode has.

41
Suggestions & Requests / Re: roman armor
« on: February 08, 2018, 10:14:19 PM »
https://imgur.com/a/V5UWu

Roman Lorica, might be a bit too bulky though

42
Add-Ons / Re: Ladder Brick
« on: February 08, 2018, 02:29:41 PM »
yo i installed this into my Add-ons folder. and it was a giant 32x64 or some stuff. was real forgeted up. didnt even have an icon
I have the same issue

43
Suggestions & Requests / Re: roman armor
« on: February 07, 2018, 09:07:50 PM »
There's an armor that looks similar to this in Cordax's armor pack

44
Creativity / Re: Microsoft Agent Character Madness
« on: February 05, 2018, 02:23:53 PM »
neato toledo

45
Add-Ons / Re: Hatmod_TheMundy
« on: February 04, 2018, 01:32:16 PM »

Uhh...
Oh jeez, that's not supposed to happen.  I'll fix that right now  Should be fixed

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