A suggestion for Phoenix Armor

J-M v2.5.5

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RaphaelSolo said:
LRoD is an interesting thing. You can run hte map till you are blue in the face and never see it once.... and then a handful of guys will run it and have it drop 6 times in one day.
Yeah I was there when we got six in three hours - not really 'one day' :wink:
And there were eight of us in total - not really just a 'handful of guys' :wink:

You just need to collect a group of people (whom you trust) and then farm it a lot.
 

Thothie

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It'd be a bit better than a 1 in 3 chance with 8 players, so I could believe that.

It'd be very complicated, but I think very nice, to have a less random system. Maybe one where the game kept track of how many times you had slain the final boss on a given map, and increased your treasure odds on each run - adding the number of times each player on the map had run it, and increasing their total odds accordingly.

No doubt bugs galore to work out in something requiring long-term multiplayer testing like that though.
 

PBarnum

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Well, thats what makes this mod still in "beta"
 

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Thothie said:
It'd be very complicated, but I think very nice, to have a less random system. Maybe one where the game kept track of how many times you had slain the final boss on a given map, and increased your treasure odds on each run - adding the number of times each player on the map had run it, and increasing their total odds accordingly.

I'd say if you did that, you could actually start the spawnrates fairly low, and it wouldn't be bad to just have to run the map 50 times, because you'd actually know you're guaranteed to get the item at some point, and the more you run the map, the bigger that some point is.
 

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What if there was some way to vote to increase the difficulty of the mobs and boss? The more difficult the map is the more likely the item is to spawn. It would also make low level maps more playable for high levels again. I don't know if that is a realistic idea or not, but I might as well throw it out there.
 

J-M v2.5.5

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TheOysterHippopotami said:
What if there was some way to vote to increase the difficulty of the mobs and boss? The more difficult the map is the more likely the item is to spawn. It would also make low level maps more playable for high levels again. I don't know if that is a realistic idea or not, but I might as well throw it out there.
There was a monster ramping system once but it wasn't very successful, mainly because the whole world hated it. It wasn't a bad idea at all, but the execution was pretty poor.

Borderlands pulled it off flawlessly by the way. *HINT*
 

Thothie

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Actually, a lot of people loved it, and I got a lot of hate mail when we removed it. Certainly more than I got when we put it in.

Main issue, in addition to some bugs that caused it to over or under balance a great deal of the time, is that it added a lot of lag during monster spawns, even on maps that weren't using the feature. I think that was before we rigged up staggering spawns, so it was pretty nasty at the time.
 

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Thothie said:
Actually, a lot of people loved it, and I got a lot of hate mail when we removed it. Certainly more than I got when we put it in.
I recall even the likes of Shurik3n and HumanSteak complaining about it and I'm pretty sure they were some of the strongest players around back then.

Still though, like I said, it's not a bad idea. I just thought the execution could have been betBORDERLANDSter.
 

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3000hp skeletons on Cleicert!
 

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HumanSteak was one of the strongest supporters, IIRC. (Although maybe it was HomestarR) - Not sure if Shurik3n was even around back then. Seems I woulda requested a code-side variant, if he was. Thing wasn't working as intended, in anycase.

Dridje said:
3000hp skeletons on Cleicert!

I'm trying to get more mapper tools in that allow levels to self-adjust from the map side - going beyond using multipliers, and actually spawning different monsters - but at the moment they are all script side and cumbersome to use.
 

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Thothie said:
HumanSteak was one of the strongest supporters, IIRC. (Although maybe it was HomestarR) - Not sure if Shurik3n was even around back then.
Not trying to start a flamewar or anything, but:
This thread, first page, twelfth post from top-to-bottom (from Shurik3n)
Same thread, second page, eleventh post from top-to-bottom (from villager).

Dridje said:
3000hp skeletons on Cleicert!
This was one of the bad things I remember. That, and the 3000 HP armors in b_castle.

But I say again: it's not a bad idea. It's just that - in my opinion - MS:C overdid it big time. Extra challenge is good, but the monsters all got such insane amounts of HP that maps just took forever. It just took away all the fun, to be honest.
 

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I'm sure there was more than one thread with comments against it - surprised you only found the one. I got stormed with so many hate mails when I took it out, I spent most of the next month attempting to put it back in again - but it just refused to behave. I guess maybe Shuriken might not have joined the team yet, as a code side variant likely would have axed the issues.

Again, it never worked like it should... It was supposed to pull a +25%hp/+10%dmg/+5%xp ramp per player beyond one over a certain HP (usually the map's hp warning level). Anim Armors only have 500hp, som on b_castle, to get them to 3000hp, you should have needed 20 players with 500+ hp each. But alas, crazy code side stuff going on in there making the spawn events go off multiple times during the alterations caused the thing to go haywire. Never did figure out why it did that on some maps and not others, nor why it ignored duplication flags - kinda like Captain Ron does. :/
 
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