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Rootbeer

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  1. Haha (+1)
    Rootbeer got a reaction from ThatOllieWhoDies in Official Complaint Department Discussion Thread   
    I am also older than I was at this date.
     
     
  2. Haha (+1)
    Rootbeer got a reaction from Rock in Official Complaint Department Discussion Thread   
    I am also older than I was at this date.
     
     
  3. FeelsGoodMan (+1)
    Rootbeer reacted to trav in Staff Leaks   
  4. Thanks (+1)
    Rootbeer reacted to Karma in Blueprints are BACK WIPE HYPE!!!!   
    The server just wiped and.....
     
     
    Blueprints are back!!!!
     
    Given the new BP system, this allows me to manage the issue of "endgame" coming too soon on future wipes. We will have the option to wipe BPs to freshen things up if it seems like guns, C4, Rockets, etc  are being made too early on.
     
  5. PogChamp (+1)
    Rootbeer reacted to ThatOllieWhoDies in Blueprints are BACK WIPE HYPE!!!!   
    Karma is so hip. She added the 'B' emoji. HYPE
  6. Thanks (+1)
    Rootbeer reacted to Ordinarygamer96 in Battlefront 2 ( The good one ) has multiplayer again so let's get a server   
    Read topic name. This would be epic to jump in and get a sG server. It's perfect for us. Team based game with custom servers.  Let's make a server wkth a good mix of classic and modded maps and we're set
  7. PogChamp (+1)
    Rootbeer reacted to Face in Warcraft 3 Changelog   
    All changes were discussed w/ ATTG and we both came to agreement on each change. Any usage of "I" is really more like "we".
     
    Accuri - the goal here was to make Accuri more competitive with other sniper races, but not through more awp damage. I believe the changes will let Accuri score more "follow-up" kills with a pistol Deadeye now deals 40% of a players remaining health as damage on awp shot (up from 20%)  Speed bonus from precision now is always active (used to only be active if the awp was out) Angel of Light - bug fix / buff Bastion of Light (blind enemies when you are damaged) was way weaker than intended. It was buffed substantially. Ares - this race was very strong, then it received a handful of nerfs (lower regen, slower ammo regen, lower bonus damage on M4 if I recall). I think the race is decent (at least mid-tier) but I think it was over-nerfed. Bonus damage on M4 buffed to 22% (was 20% - please note 22% doesn't let the M4 headshot 1shot 100hp still) Ammo regen speed reduced to 0.45 (from 0.5 - aka you will regen ammo 10% faster) BF Pro - I think the C4 is too weak. In many cases, players can see the C4 while they are still out of it's range, and shoot it to destroy it. C4 Radius upped from 375 units to 600 units. It still cannot hit through walls, and it does the same amount of damage as before. Damage is reduced the farther from the C4 you are, like with all explosions. Black Mage - underplayed, average Armor stolen per hit increased from 5 to 10 Blood Hunter - underplayed, very situational Damage per tick on "Crazy" effect increased from 2 to 3 damage Blood Mage - weak, underplayed Banish is now marginally longer and also moves the enemies crosshair slightly when hit Blu Scout - I think this is decently strong in the right hands, but could still use something. Duration of ultimate increased from 8 seconds to 9 seconds Banshee - Strong, but it relies so heavily on the ultimate to close the gap. In many cases, the ultimate still isn't enough. View cone for player looking at banshee to get their screenshaken was increased from 23 degrees to 35 degrees Banshee's slow aura was increased from 32% slow to 40% slow Range of Banshee's slow aura was increased from 450 units to 500 units Blademaster - always too weak or too strong, and always relies on the ultimate... I wanted to buff it without hitting the ultimate Critical hit chance increased from 15% to 20% Boreas - Stronger than people realize, but still woefully underplayed. Upped the slow on hit from 25% to 30% Bounty Hunter - weak, but not a lot of skills to buff (most revolves around the bounty). I believe these changes are a buff and will make the crit chance much more consistent. Crit chance accumulation per hit ("Unrelenting Strikes") increased from 7% to 20%. 0% chance to crit on first hit, 20% chance to crit on 2nd hit, 40% chance to crit third hit... etc. When you crit, the chance resets to 0. In most 52% of cases you will crit on hit #2 or hit #3. Crit damage decreased from 100% to 50%. Overall crit damage reduced because the crit chance was drastically increased Brewmaster - A decent race, used to be obscenely tanky but now it is lackluster Bonus health increased from 40 to 48 Bulbasaur - decent, but far from top tier. The vine whip is just another "chainlightning"-esque skill spam. Leech increased from 15% to 16% Vine whip is now a CONE instead of an AOE. You must be aiming at the target Vine whip now has a 1.5 second 30% slow. The overall goal is that vine whip is now more useful for scoring kills, and less about spamming, while overall likely better in a better players hands. Bunnicula - weak, too easy to kill Immune to slows and bash Cannibal - Like all knife races, hit too hard by bullet tagging mechanic added to CSGO Vanish when hit now lasts 2.5 seconds instead of 2 seconds Ultimate duration is now 8 seconds instead of 7 seconds Cursed Pharaoh - too easy to see in smoke grenade center Gains up to 100% invis when in center of smoke (similar to Smoke) Distortion - overnerfed previously Cooldown on teleport reduced from 0.9 to 0.8 Dwarven Mage - decent, but needed something Ult cooldown reduced from 2 seconds to 1.75 seconds Elvish Enchanter - decent, but underplayed. The ult was inconsistent and rarely gave you a reason to heal more than yourself The ult used to heal 15 (soloheal), 15 (you + 1 other), 30 (you + 2 others), etc. It now heals 15 (soloheal), 30 (you + 1 other), 45 (you + 2 others), etc. There is now a much greater reason to seek out an additional player mid-combat to heal both of you instead of solohealing yourself. This also buffs the healing and makes the race more survivable. Flame Predator - See cannibal Speed increased from 40% to 45% Burning blade now applies a 15% slow for the duration of the burn Forest Elf - overnerfed previously? not played much Gain 75% invis while climbing your tree, up from 60% (85% invis at top - same as previous) Frost Giant - weak Now gains 150 armor from Frost Armor - up from 100 - which reduces his damage taken by 50% Fyndhorn - hasn't kept up with the power creep of gun races, was previously nerfed multiple times Longjump increased from 200 to 225 (for reference, shop LJ is 225). Shout out to Link. Goldentail - lol, this change has been made 100 times and reverted Reduced ult cooldown from 0.95 to 0.9 Granthad - used to have a ton of bonus hp, was previously nerfed, possibly overnerfed Bonus HP increased from 35 to 40 Gravitas - still lackluster after all these years. This change is BIGGER than you think... The 25% speed buff when you attack allies is now ADDITIVE with other speed buffs e.g. if a teammate has 150% speed and you hit them, they now have 175% speed (where previously they would receive no buff) This will have a huge effect, especially on faster races (Archimonde now in your spawn before the round starts????) Holy Paladin - still lack luster, underplayed Healing per hit increased from 20% of damage to 25% of damage Human General - underplayed Bash length increased from 1.0 to 1.2. For reference, Human Alliance is 1.0. Infected - early round HP nerf was too strong, especially combined with hit tagging csgo changes. Infected now loses an amount of HP based on the round you are on Round 1 is 240 less HP (previously was 350 less HP) Round 2 is now 160 less HP (previously 350) Round 3 has no reduction in HP (previously 350) When you ult (BRAINNS!!!) you now break ALL stun and slow effects. The idea here is it gives infected more mobility without giving it some sort of immunity. It also increases the skill ceiling (good player waits for the ult before rooting, bad player roots immediately) Keeper of the Grove - Decent but needed something small Radius of slow increased from 1000 to 1200 Keldon Warlord - Good, but I think the first strike is too inconsistent (40% chance to slow). The slow really makes it a lot easier for players to score kills (especially combined with the gun choice) Chance to slow increased from 40% to 60% Khadgar - a problem race for the majority of the player base for a while now Mage armor - magic resistance reduced from 90% to 80%. Skill is used in almost every build. Ice block - Ice block is being used too offensively and is in almost every build. It's more of a defensive/last ditch effort type skill, but people run and gun and use it as a "I take 1 extra bullet to kill" mechanic. Ice block now reduces your speed to 0% for 1.5 seconds. It is NOT a bash/stun, which would affect your recoil. Evocation - The overhealing (to 110) was too strong, so it now stops at 100 HP Frost Nova - slow reduced from 4 seconds to 3 seconds. Cooldown on spawn increased from 15 seconds to 20 seconds. Critical Mass and Evocation - cooldown on spawn decreased from 25 seconds to 20 seconds. Krillin - solar flare was hard to know if it worked Krillins screen now tints white while solar flare is in effect Solar Flare is now slightly stronger, and a white blinding light instead of black Boots of Speed no longer restricted Lawnmower - see Cannibal Attack speed increased from 300% to 340% Disarm chance reduced from 10% to 9% Lilith - hit too hard over multiple nerfs Ult duration is now 2 seconds (up from 1 second) Ult duration increase skill now adds 2 seconds to your ult duration (up from 1.5 seconds, total ult duration possible is now 4 seconds up from 2.5 seconds) Now regens 5hp/sec in your ult (up from 3/sec) Jaraxxus - underplayed Lightning base damage is now 13 (up from 12 - keep in mind the damage increases per hit and also increases with your nether power skill) Nether Power magic damage and magic resistance gained per hit is increased from 10% to 12% Machinegunner - lol Now uses negev Malfurian - Very weak Damage of moonfire increased from 6 to 8 - keep in mind it ticks multiple times Regrowth healing over time now ticks 25% faster (0.75 vs 1.0) Max HP increased from 125 to 150 All skills now heal to "War3 Max HP" (125 for default, 150 for Malfurian now) instead of "CSGO Max HP" (100) More text prints, text prints more colorful Regrowth now has a green beam showing who you healed Tranquility now has a green circular beam so allies can see where it is coming from Moonfire now has a very tall purple beam indicating where the enemy is that is being hit, similar to moonfire in WoW Added healing bars Marine - Somewhat weak Damage reduction on your M4 changed from 30% to 25% Master of GO - average, could use something Cooldown on the jump-heal skill reduced from 0.2 seconds to 0.15 seconds Molecule - since evade is now pseudo-random for some time now, molecule seems much weaker than before Evade increased from 35% to 36% Motoko - decent race, I really like the way the bonus knife damage is strong with the long jump, considering this is a gun race Bonus knife damage increased from 50% to 55% Nature Wisp - decent, but very difficult unless in the right hands. Also hit very hard by hit tagging Evade increased to 65% from 60% Neve - slightly weak, underplayed Slow chance increased from 50% to 65% Slow duration decreased from 4 seconds to 3 seconds Overall the slow is stronger - more slow hurts fast races more and also allows you to land consecutive shots easier. Night Elf Elder - Previously overnerfed, underplayed Speed and Evade increased to 22% from 20% Nithhogr - underplayed Chance to ignite victims increased from 40% to 45% Chance to ignite attackers increased from 25% to 30% Orcish Chieftan - underplayed, slightly weak Regen increased from 1.5 to 1.8 Speed when hit increased from 2 seconds to 2.5 seconds Persnickity - underplayed Leech increased from 20% to 25% Priest - underplayed, slightly weak Evade increased from 15% to 18% Pudge - decent, but needs a little extra Hook damage increased from 35 to 40 Hook cooldown reduced from 8 seconds to 7 seconds Radius of "Flesh" skill where you gain HP and magic resistance when players die near you now has a 600 radius, up from 450 radius Pyromaniac - damage inconsistent Fire now ticks 4 times for 5 damage (up from 4 times for 4 damage) over 1.0 seconds (down from 1.33 seconds) Can no longer buy venom orb Quillfiend - Too weak after previous nerfs, very underplayed Slow now stacks at 8% per hit instead of 7.5% per hit (this also includes the needle spray on nearby players as well as the ult) Ult now has a 20 second cooldown, down from 30 seconds The spray applies 3 "needles" to those in 250 units range (up from 200 units), 2 needles to those in 500 units range (up from 400) and 1 needle to those in 600 unit range (no change) Ravinick - good but very underplayed Chance on hit to generate a shield charge increased from 60% to 70% Lightning shield returns 35% of damage (up from 33%) Remilia - previously there was a bug with the "shoot remilia in the heart" effect, fixing it seemed to be a big nerf as play has dropped of drastically since then Base damage resistance increased from 65% to 70% Savage - see cannibal Health regenerated from ult is now 25 (up from 20) Siddhartha - Still very underpowered considering you effectively get 2 skills Bonus damage for realm of titans increased to 36% from 30% Damage resistance for realm of humans increased to 36% from 30% Damage resistance now also applies to magic damage (previously only physical) Leech from realm of ghosts increased to 30% from 24% Regen for realm of gods increased from 2.5 to 3.0 Regen previously stopped for 10 seconds when damage was taken - now it only stops for 4 Stalker - weak, typically used only for it's ultimate Invisibility now disappears for only 1.5 seconds when you are hit (previously 3 seconds) Crit chance increased from 50% to 60% Your ESP now works on enemies with up to 70% invisibility (previously 60%) Super Soldier - Nerfed long ago, underplayed Bonus speed increased from 20% to 25% Swag 7 - underplayed, difficult to close the gap sometimes Speed buff per kill increased from 7% to 9% Max speed buff increased from 21% to 27% Takeno - lol Invis increased from 75% to 80% Tatsu - good but underplayed with a unconventionally short bash length Bash length increased from 0.7 to 1.1 Terongor - good but underplayed Chance to slow increased from 60% to 65% Long jump cooldown in death knight form when you have 1 kill was decreased from 6 seconds to 5 seconds Thor - previously capped damage per taser hit to 60 to prevent headshots hitting for absurd numbers can now hit up to 75 damage per taser hit (up from 60) Transient Entity - Good but possibly the shortest bash in the game ? Bash length increased from 0.65 to 0.9 Troll - Ult has been increase and decrease many times between 2.0 an 2.5... currently at 2.25 I think it is too weak, but shouldn't go back to 2.5 Ult duration increased to 2.35 (from 2.25) Unholy Paladin - with changes in player count, this race is much weaker than intended Multiples for all values drastically increased to improve all skills that depend on players White Mage - banish on hit was weak Banish blinding effect is now much stronger, lasts 0.4 seconds (up from 0.25) but has a 1.25 second cooldown (previously no cooldown). Widowmaker - inspired by Blizzard changes in OW Cooldown on hook skill decreased from 12 seconds to 8 seconds Zergling - the balance paradox Posthumous Mitosis (aoe dmg on death) upped from 3dmg per 0.5 sec for 5 seconds to 5 dmg per 0.25 sec for 5 seconds Now loses 10 HP from Metabolic Boost (down from losing 20 HP) Burrow cooldown is now 6 seconds (down from 8 seconds)  
    Periapt now persists through rounds again, but it costs 7500 (up from 7000) and heals 40 HP (down from 50)
     
    We also reduced hit tagging (slow when hit by guns built into CSGO) ever so slightly (as much as we could manage, I wish I could more). It still stacks very quickly, but for example a Scout shot would take you from 250 speed (with a knife out) to 80 speed (with a knife out), now it's more like 170 speed when hit by a scout with knife out.
  8. PogChamp (+1)
    Rootbeer reacted to Sith in admin   
    Be right there sweetrock
  9. PogChamp (+1)
    Rootbeer reacted to I abuse my kids XD in admin   
    im sorry if i sound a little rude but can we get an admin on the ttt server please. people are rdming like shit crazy
  10. Upvote (+1)
    Rootbeer reacted to Dakota in Official Complaint Department Discussion Thread   
    Rocket league is life 
  11. Upvote (+1)
    Rootbeer reacted to centran in Official Complaint Department Discussion Thread   
    Maybe they are still talking about it because of how wrong you are.
     
    First, you don't need special equipment to carry out a DoS. DoS attacks can be done several ways. I think the way you are thinking is to have a very fast internet connection and saturate a servers connection by shear bandwidth. Usually pure bandwidth attacks are DDoS which is distributed and using a botnet(multiple spread out computers/servers usually infected). However, there are other ways for single machine to do a DoS which involve vulnerabilities in software or hardware. The only equipment you need is a computer and internet line.
     
    Second, we are not unprotected. Our host provider has very fast connections to handle bandwidth saturation by DDoS and also has network hardware appliances to filter out other types of attacks and attempt to block some DDoS coming in so it doesn't reach the servers. The reason we picked this host is because of that protection. We don't need some white knight admin constantly on the server waiting to defend the server from the evil script kiddie. We have(or our host has) a big ol'e box with a bunch of wires connected to it and Arbor Networks written on it.
     
    Third, I have no idea why you think not having an admin on would make someone want to commence an attack. Normal attacks come from pissed off children with mommy and daddies credit card that got banned from the server or they are trolls wanting to show off their e-peen... either way they WANT an ADMIN on. They want to show off or get back so an admin needs to be there. On the flip-side when servers get attacked randomly and there happens to be no admins on I can guarantee they don't give a shit if an admin is on or not. They are either a rival community trying to take down a competitor or they are just attacking the top servers on the browser list. The later is what's prominent in not just gmod but any online games. There are people that look at the most amount of players and go after those server regardless of admins being on or not.
     
    So before you go running your mouth how we are unprotected why don't you do some actual research... or at least realize there are people in this community who are not children and have more knowledge then you because they work in industries that have to deal with such attacks on a much bigger scale then a gaming community with game servers.
  12. Upvote (+1)
    Rootbeer reacted to fatb0y in Official Complaint Department Discussion Thread   
    YO DAWG, CHECK IT LIKE THIS DAWG, I TYPE LIKE I TALK AND I TALK LIKE I NEED FOOD STAMPS DAWG. 
  13. Upvote (+1)
    Rootbeer reacted to DerpyPwny in The War3 Guide Reborn   
    Hello everyone. As some may remember I asked about making a War3 guide on Steam a few months (?) earlier. I worked on it but scrapped the project due to struggles. Well I am back again and this time instead of using Steam's Guide, which is difficult to maneuver especially with the amount of content that War3 has, I am going to use Google Sheets which I should've from the beginning tbh. This time I hope to actually finish this task considering how easier it is to use Sheets. I might periodically drop in an updated link but for now this will be open for a while while I decide on what to tackle next.
     
    Comment your suggestions on how to improve the guide and what I should add, either on the Sheets or on here! 
     
    https://docs.google.com/spreadsheets/d/1g9pfLPgx3SLMIGAE5BIC6BYt1G22761mSCP7aehv83Q/edit?usp=sharing
     
    My goal with this guide is to not only keep me focused but to also provide some help for new and experienced players alike. (derp)
    *If someone can help with specific numbers please let me know! It will greatly expand the guide.
  14. Upvote (+1)
    Rootbeer reacted to turbulance in Abusing AFKS   
    my thread was hijacked in the most awkward of ways 
  15. Upvote (+1)
    Rootbeer got a reaction from Dr Pepper in /sonic for L4 members on jb   
    Can we give VETs masstele yet!?!??!?!?!?!
  16. Upvote (+1)
    Rootbeer reacted to bulletford in TTT:GO Mic Limit   
    Voice drain no longer affects players during pre-round or after round, and doesn't affect players until 10 people are on a team
  17. Upvote (+1)
    Rootbeer got a reaction from Jiffy in RUST   
    What in heck's name is a workbench and why does it have 3 tiers????
  18. Upvote (+1)
    Rootbeer got a reaction from Velo in /sonic for L4 members on jb   
    Can we give VETs masstele yet!?!??!?!?!?!
  19. Upvote (+1)
    Rootbeer got a reaction from water.exe in /sonic for L4 members on jb   
    Can we give VETs masstele yet!?!??!?!?!?!
  20. Upvote (+1)
    Rootbeer got a reaction from cookie eater in /sonic for L4 members on jb   
    Can we give VETs masstele yet!?!??!?!?!?!
  21. Upvote (+1)
    Rootbeer got a reaction from TrinityCrush in /sonic for L4 members on jb   
    Can we give VETs masstele yet!?!??!?!?!?!
  22. Upvote (+1)
    Rootbeer got a reaction from fps_trucka in /sonic for L4 members on jb   
    Can we give VETs masstele yet!?!??!?!?!?!
  23. Upvote (+1)
    Rootbeer got a reaction from KiLLeR in Legendary system concept   
    Hiya guys, thought I'd share an idea that I was hyped about working on. I'm calling it the Legendary system, modeled similarly to World of Warcraft's legendary equipment system. Equipping a Legendary will alter a race in a way slightly, much like an expertise. Unlike expertise though, you can acquire and store a currency called Shards in order to unlock a Legendary and potentially have one unlocked for a race you have at level 0. Each race will have a handful of Legendaries; I'm thinking 3 each for starters. Players are limited to one Legendary item equipped at a time.
    The main way of acquiring a Legendary would be simply playing the game: obtaining a kill (higher chance if headshot) or planting/defusing/hostaging/winning the round/healing as Trinity+Holy Paladin+Priest will each have a very small % to obtain a random Legendary. A smaller chance will give you a Shard instead, which will allow you to pick which Legendary you get. Shards could be given away freely every 500 total levels or so. Mabey a present could even drop at a low chance on kill similar to eggs/pumpkins, which yield either a legendary or a Shard. Crazy freeforall rush for the loot!
     
    Here's some quick visuals. The Legendaries menu will be brought up by typing "legendary" into chat, similar to changerace.
     
    Then, selecting a race will reveal you the Legendary available to it and what each does. Selecting the Artifact will then equip it if you have it and then close the menu (similar to picking a race). Here's an example screen of someone who owns two Undead Scourge Legendaries(notice the third is greyed out because he doesn't have it -- if he had a Shard then the text would be red and selecting it would consume the shard and unlock it for him).
     
    I like the system for two reasons. One: It adds another layer of depth into the game, something else to strive for when killing people. Currently, the two things players can obtain by playing the game are server rank and levels -- this adds another reward system to constantly fuel that desire for dopamine.
    Two: The system will certainly add a small level of powercreep but will be a great way to finetune older races into importance and we'll finally see some races being played again. Additionally, it adds a small level of customization into the game. Our diehard Trickster Assassin or Shadow Lurker fans can choose which route they want to specialize in to suit their playstyles.
     
    The shard system also allows additional p a y 2 w i n options in addition to our current ones. Supporters can have an increased drop rate for legendaries. Players could also flatout buy Shards, similar to buying credits for other our pay2win servers like JB and ZE. We're gonna be rich.
     
    Please share thoughts! I was excited to work on the system myself but wanted to create a race first in order to prove to myself that I could code. I'm busy & putting it off for now but if anyone wants to start refining/working on this (if greenlit by Engies), go right ahead. We could also have a War3 event to kickstart the system with increased drop rates for the duration of the event. Events are always fun.
  24. Upvote (+1)
    Rootbeer got a reaction from Smash in Legendary system concept   
    Hiya guys, thought I'd share an idea that I was hyped about working on. I'm calling it the Legendary system, modeled similarly to World of Warcraft's legendary equipment system. Equipping a Legendary will alter a race in a way slightly, much like an expertise. Unlike expertise though, you can acquire and store a currency called Shards in order to unlock a Legendary and potentially have one unlocked for a race you have at level 0. Each race will have a handful of Legendaries; I'm thinking 3 each for starters. Players are limited to one Legendary item equipped at a time.
    The main way of acquiring a Legendary would be simply playing the game: obtaining a kill (higher chance if headshot) or planting/defusing/hostaging/winning the round/healing as Trinity+Holy Paladin+Priest will each have a very small % to obtain a random Legendary. A smaller chance will give you a Shard instead, which will allow you to pick which Legendary you get. Shards could be given away freely every 500 total levels or so. Mabey a present could even drop at a low chance on kill similar to eggs/pumpkins, which yield either a legendary or a Shard. Crazy freeforall rush for the loot!
     
    Here's some quick visuals. The Legendaries menu will be brought up by typing "legendary" into chat, similar to changerace.
     
    Then, selecting a race will reveal you the Legendary available to it and what each does. Selecting the Artifact will then equip it if you have it and then close the menu (similar to picking a race). Here's an example screen of someone who owns two Undead Scourge Legendaries(notice the third is greyed out because he doesn't have it -- if he had a Shard then the text would be red and selecting it would consume the shard and unlock it for him).
     
    I like the system for two reasons. One: It adds another layer of depth into the game, something else to strive for when killing people. Currently, the two things players can obtain by playing the game are server rank and levels -- this adds another reward system to constantly fuel that desire for dopamine.
    Two: The system will certainly add a small level of powercreep but will be a great way to finetune older races into importance and we'll finally see some races being played again. Additionally, it adds a small level of customization into the game. Our diehard Trickster Assassin or Shadow Lurker fans can choose which route they want to specialize in to suit their playstyles.
     
    The shard system also allows additional p a y 2 w i n options in addition to our current ones. Supporters can have an increased drop rate for legendaries. Players could also flatout buy Shards, similar to buying credits for other our pay2win servers like JB and ZE. We're gonna be rich.
     
    Please share thoughts! I was excited to work on the system myself but wanted to create a race first in order to prove to myself that I could code. I'm busy & putting it off for now but if anyone wants to start refining/working on this (if greenlit by Engies), go right ahead. We could also have a War3 event to kickstart the system with increased drop rates for the duration of the event. Events are always fun.
  25. Upvote (+1)
    Rootbeer got a reaction from LunaBadger in Legendary system concept   
    Hiya guys, thought I'd share an idea that I was hyped about working on. I'm calling it the Legendary system, modeled similarly to World of Warcraft's legendary equipment system. Equipping a Legendary will alter a race in a way slightly, much like an expertise. Unlike expertise though, you can acquire and store a currency called Shards in order to unlock a Legendary and potentially have one unlocked for a race you have at level 0. Each race will have a handful of Legendaries; I'm thinking 3 each for starters. Players are limited to one Legendary item equipped at a time.
    The main way of acquiring a Legendary would be simply playing the game: obtaining a kill (higher chance if headshot) or planting/defusing/hostaging/winning the round/healing as Trinity+Holy Paladin+Priest will each have a very small % to obtain a random Legendary. A smaller chance will give you a Shard instead, which will allow you to pick which Legendary you get. Shards could be given away freely every 500 total levels or so. Mabey a present could even drop at a low chance on kill similar to eggs/pumpkins, which yield either a legendary or a Shard. Crazy freeforall rush for the loot!
     
    Here's some quick visuals. The Legendaries menu will be brought up by typing "legendary" into chat, similar to changerace.
     
    Then, selecting a race will reveal you the Legendary available to it and what each does. Selecting the Artifact will then equip it if you have it and then close the menu (similar to picking a race). Here's an example screen of someone who owns two Undead Scourge Legendaries(notice the third is greyed out because he doesn't have it -- if he had a Shard then the text would be red and selecting it would consume the shard and unlock it for him).
     
    I like the system for two reasons. One: It adds another layer of depth into the game, something else to strive for when killing people. Currently, the two things players can obtain by playing the game are server rank and levels -- this adds another reward system to constantly fuel that desire for dopamine.
    Two: The system will certainly add a small level of powercreep but will be a great way to finetune older races into importance and we'll finally see some races being played again. Additionally, it adds a small level of customization into the game. Our diehard Trickster Assassin or Shadow Lurker fans can choose which route they want to specialize in to suit their playstyles.
     
    The shard system also allows additional p a y 2 w i n options in addition to our current ones. Supporters can have an increased drop rate for legendaries. Players could also flatout buy Shards, similar to buying credits for other our pay2win servers like JB and ZE. We're gonna be rich.
     
    Please share thoughts! I was excited to work on the system myself but wanted to create a race first in order to prove to myself that I could code. I'm busy & putting it off for now but if anyone wants to start refining/working on this (if greenlit by Engies), go right ahead. We could also have a War3 event to kickstart the system with increased drop rates for the duration of the event. Events are always fun.
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