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Suggestions/Things that should be fixed imo.
Hello,
I haven't been on these forums in a while, and since the unofficial forums are gone now, I thought i'd start posting here. Anyways, since i've come back on Era, i've seen a few things that need some fixing and quite possibly some suggestions I could offer. Things that I think need to be fixed (small glitches) Los Carteles levels. 1. era_cartel-elevator.nw The elevator needs to be hooked up with the sewers once agian. 2. era_tunnel3.nw The sewers of LC have a glitch. If you run to the left of those sewers you end up on some black level "era_sewersa_07-aa.nw" 3. If you drink a sewer elixer (Say you have 190HP/140HP) and then you rest in a bed, it reverses it back to 140HP. (EC wasted?!?!) I haven't found many other small errors, but i'm sure there are more. Anyways, I have a couple suggestions that may be good for Era. 1. Make it so that when you drop a revive on someone their 'hospital timer' resets. My reason for this is because I'm tired of dropping an expresso or a giant medpack on someone, and as they are about to click 'accept' on the revive, they get warped to the hospital. (you could possibly make the player non blocking after you drop a revive on them so that they aren't blocking anymore if that's possible) 2. Make Cappuccino's be expired in "x" number of steps. Instead of "time" that way, I don't sit in the hospital healing or at unstick me wasting my cappuccino. 3. (If two is rejected as an option) Then add a timer on your gui that shows when your cappuccino or java or latte is about to expire and end. That way a player doesn't spar half way or is in the middle of PK when the effects expire. 4. A '/cleareffect' command needs to be reinstated into Era's commands. It was there before, but it was removed. (This command takes the Java/Capp/Latte effects off you) That way you can clear effect after a few spars, and cap a new one, that way it doesn't run out during the spar. I probably have a few more ideas, but that's what I have. Feedback/Thoughts are greatly appreciated. Maverick |
Sounds good to me
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Sounds like some good suggestions, but I can help in one way. When I get on player tonight could you pm me, I'll take a look at the problem.
:D |
Only thing I don't agree with is the hospital time reset.
I don't like what revs have done in general to Era. It was better when you died you instantly got warped to the hospital. If people can reset the timer, that'll just make it that much harder to send someone to the hospital. |
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I really like these ideas and hope to be implanted
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A lot of that has to do with the fact that if you get revived, it doesn't count a death. I think that's pretty pathetic. You died, it should count. Where it wouldn't be fair is getting revived and then killed right after. Then you'd get 2 deaths for essentially the price of one...you could make a short window of time (perhaps the time while they're slowed) make a death not count. The way Era's set up right now stats mean even less than they ever have. Stats never really proved anything, but it's hilarious how half the server has ridiculous K/D ratios. 3.0+ or more. You'd separate the skilled from the unskilled if deaths counted right when you died, and if all deaths in events counted. But my, I've wandered off on a tangent... |
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If its going to count as a death right when a player dies, They should get more health and faster running, because people can farm kills way to easy then, I know new players when revived will click accept without thinking and just keep getting killed over and over
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Every time you kill someone you've revived, the kill always counts. The death doesn't. If someone wanted to farm kills, they can already do so. In fact, there's more incentive for two people to farm kills now, because their counterpart doesn't gain any deaths in the process. However, there's a few things: A) It's slow. B) Revs cost money, it's not like it's free kills. C) Free kills don't aid a player in any real way. Anytime someone who farms/lames kills gets in a real fight, you always find out who's skilled/less skilled. There's a lot of ways you could combat that kill farming though. Note when I'm writing these down, I'm just brainstorming as I type them out, so they definitely would need to be tested/balanced, just focus on the concept. 1) Hidden timer that activates after you kill another player's account. For the next 20ish seconds, if you kill that player, it doesn't count (perhaps the death shouldn't count too), and the timer refreshes. After 20 seconds, everything becomes normal again. 2) Hidden timer on revives. Nothing huge, but let's say if someone's tried to revive you in the past minute or two, you can't be revived again. I think that kind of a system would be great for Era in general, it'd make people think more during gang raids beyond "i'll charge doesnt matter i can get rev'd again anyways". It'd slow down the chain revs and make gang warfare more interesting/tactical. 3) Chris' idea about the # of revives per hour would also be interesting, but might get annoying during raids. Definitely would have to be tested for a while. Those are just a few ideas. It wouldn't be difficult at all to find a way to balance out revs while making deaths actually count like they should. |
If revs were limited food buisness could probably sell them again? Since its not really making a difference
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Since PPA weapons are now undroppable, why not make them weightless? I don't want to have my speed altered because I can't drop them off at my locker.
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Also, I know I said I would get to the stuff last night, but I didn't, and I actually might not until this weekend ... trying to get battle of the bands ready ASAP so we don't have to reschedule. |
You can't drop the Ravson5 or the Ap7s.
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Look what you did! |
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I think all gang weapons are undroppable. If that's the case, I'll lower the weight to either zero or an insignificant value Might have to wait until the weekend, though.
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you can change the weight but we need to drop them then pick them up for the change to register.
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I honestly don't see why these things are undroppable in the first place.
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No one is happy when this happens, hence why gangs/businesses need to contact staff for trades. |
My k/d ratio is above 4.0 and I hardly allow myself to be revived. Revives are complete worthless and takes away a portion of the entirety of Player-Killing on Era. Well, it wouldn't be the only thing. Personally, all the things Maverick listed are the steps of a centipede... there's much bigger fish to fry than those.
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it would fix any problems that you have with not wanting players to sell the gang guns. it would also be nice because right now, only 5 people can have the gun. if this were to be implemented, more people would be able to use them. if a recruiter is offline, a lower ranked member can use it so it doesn't go to waste. |
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Gun Rack was a good idea, too bad the system that went along with it was awful.
I'm curious as to why no one did it though. |
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Right now I don't think it would work very well. |
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what's the difference? right now only 5 gang guns can be released to exclusive members. the gun rack would be the same thing except they won't be permanent items in your inventory. |
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Then, we'd have to deal with issues involving who gets gang guns, if a higher-ranked member can take a gun from someone who is using one, etc. It's not going to work very well right now, but it will in the future. Be patient is all I can say about the gun rack. |
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typical excuse. been used for years. |
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The reset will probably bring a few new features not possible with the current overworld, though. |
The new overworld is predestined for unnecessary failure.
The gun rack would work, a 15-minute thought process can cover all that. A new gang system is going to be an unnecessary waste of time, as to see the only thing wrong with this one is the Administration. |
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Why'd you delete my previous message, o.O?
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Why not make guns account-locked? In other words, make them exclusive to a certain account name (or names).
Currently, I don't feel like carrying around extra guns (and extra weight) that I cannot use. |
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