Are any statistics available for the average play-time or total play time on maps (besides starting maps like Edana)? I'm curious to see what the current map meta is now as it may help me get some ideas for what people are enjoying the most.
That would be an interesting statistic, although I don't think one exists, besides just an estimate. I'd ask in the MS:Continued Discussions to see what people play the most, and what they like. Unfortunately, it's not uncommon for someone to run a map for days but still dislike it.
Used to have a log diver that dealt with this, but I'm trying to figure where I put it. I think it maybe was something I did while I was overseas and neglected to take it off the laptop that has since taken up permanent residence on the wrong side of the pond.
Tends to be whatever the newest map is remains the most popular for like a year - this is in part exasperated by the fact that it tends to both have the newest item and the lowest spawn chance. "Popular" and "liked" tend not to be the same thing in MSC. The maps with the highest praise tend to be among the least played - with the exception of Thornlands (which people are always begging for "more like this").
Personally, a map that has both a hang out area, and something to do, periodically repeatedly, tends to be what I most look forward to (kinda Thornlands meets Helena). For this map, an Eshu Ewok village safe zone, with a periodic raid event nearby (not necessarily involving the villa) would be the best way to go, in my dreams, at least.
Lore wise, probably *relatively* safe from the other two groups of elves. Tolerated by the mainstream elves, for now, if not always in the past, save for some monitoring and mild occasional harassment of the "pay your taxes" sort, and the Rammata ain't got no beef with em, being renegades themselves. I suppose there may thus be sympathizers among the Eshu harboring fugitives from the latter group, and that could lead to a conflict quest. Beyond that, there's all sorts of flying wild critters, magical and otherwise, if ya wanna make a platforming fight high in the trees (there's a flag for increased fall damage, if you wanna be cruel about it, though the climb back up might be punishment enough).Would anyone or anything bother with raiding the abodes in the highest cloud touching trees?
How do you activate this? I need increased fall damage in the map I'm working on now but if I recall correctly, the increased fall damage on bloodrose doesn't really amount to much. Is there a way to actually make falling dangerous?(there's a flag for increased fall damage, if you wanna be cruel about it, though the climb back up might be punishment enough).
It's just the default Half-Life fall damage instead of the 10 max, but it's aimed at a mute post-grad MIT physicist, who only has 100hp, so yeah, it probably can't be that bad, lest we do something code side to make it work by percentage of health or some such.if I recall correctly, the increased fall damage on bloodrose doesn't really amount to much. Is there a way to actually make falling dangerous?
do something code side to make it work by percentage of health or some such.
Can you rig something up that will increase fall damage based on a players total weight so that the fatter you are the harder you fall? Could you also add a multiplier if the player is wearing platemail as opposed to a vest? That would allow me to create a boss fight where players are faced with the choice of either taking heavy damage directly from the boss, or taking severe fall damage if they get knocked off the mountain side you fight the boss at.I can do that. I could also do a separate cvar (or map property) multiplier and custom damage cap.
That would allow me to create a boss fight where players are faced with the choice of either taking heavy damage directly from the boss, or taking severe fall damage if they get knocked off the mountain side you fight the boss at.
Hm, do you think this is a bad idea? I like the idea of making players pick their poison (and I can see quite a few uses for fall damage like this in other areas) but if players don't like the idea i'd be open to something different.My god, man. Do you want the players to murder you or something?
Just one of Oyster's sadistic and slightly ill-informed ideas, this is common.My god, man. Do you want the players to murder you or something?
I coulda swore you two met before now... (Not that Oyster and I aren't in a fierce competition for most likely to be murdered by MSC players, in which I'm sure I'm in the lead.)My god, man. Do you want the players to murder you or something?
king of the mountain mini game
Put it in your bag of holding?what are you supposed to do? Galat all your stuff before you go after the boss?
Ideally this fall damage nerf would be combined with a small buff to your push back resistance. The heavier you are the harder you are to push or throw around, but you take more damage if you actually get pushed off of something.That's less game design and more inconvenience. I do like the level of creativity involved in the idea, but I'd rather it go into the sort of line of what's going to keep the players on their toes
I actually am not suggesting this for realism sake but because I can see a lot of creative uses for it when making maps (such as a boss fight like this where the primary threat is from fall damage)."realistic" "realism"
Lore wise, probably *relatively* safe from the other two groups of elves. Tolerated by the mainstream elves, for now, if not always in the past, save for some monitoring and mild occasional harassment of the "pay your taxes" sort, and the Rammata ain't got no beef with em, being renegades themselves. I suppose there may thus be sympathizers among the Eshu harboring fugitives from the latter group, and that could lead to a conflict quest. Beyond that, there's all sorts of flying wild critters, magical and otherwise, if ya wanna make a platforming fight high in the trees (there's a flag for increased fall damage, if you wanna be cruel about it, though the climb back up might be punishment enough).
Off the top of my head:
I think the push into the spider room of calruin2 might cause fall damage if you miss the pool
Getting down from the top of Garronroth (or whatever his name is) would also cause issues. Makes horrors in that room even more annoying (somehow...)
Any monster that throws becomes more dangerous when not landing in death pits. Atholo, Keledros (re-animated), Ice Djinn, and so on.
But it would probably be best to make this map specific through one of the various methods we brainstormed for backwards-compatibility and all.
so I can either teleport players who fall through the cloud back into another area of the map or I can slay them.
That would be really awesome, though I've done more than enough mapping to know, also a lot of work.Not sure how much work it is....
Speaking of things that'd be awesome and a lot of work...I think some flying magical monsters would be perfect.