14704 Posts in 2611 Topics - by 7891 Members - Latest Member: lordofanal

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Messages - L4N

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1
General Discussion / Re: New Particle Suggestion for rares/gibbing
« on: November 07, 2017, 08:49:54 AM »
Some of these are very good, but some of them look too much like some of the current effects. Pretty good though overall.

Did few adjustments. As far as I know, the two biggest offenders were both Glowing Halo (Now removed as it apparently already was in-game), as well as Poison Cloud which I edited. For some reason it refuses to make the little skulls fall unless alt-tabbing, but should be fixable.

https://www.youtube.com/watch?v=dazaD9RwpVg&feature=youtu.be

On top of that, adjusted the size of the gibbing particle, should be about 75% or so of the original size.

EDIT:
I really like the disco skeleton effect, very inventive.
I thought that one was already a tf2 effect?
I think you are referring to Death By Disco (as shown below). The Skeleton Dance is a new effect, albeit similar to DBD.

https://wiki.teamfortress.com/wiki/File:Unusual_Death_by_Disco.png

2
General Discussion / New Particle Suggestion for rares/gibbing
« on: November 06, 2017, 02:33:54 PM »
Hello,

I saw the servers coming back, and thought to fix up some custom particles/effects I had laying around unused (as well as made couple new ones, Glowing Halo is ripped straight from TF2 however.)

The effect's Im suggesting are both for when player gets gibbed (a la smash box, slope prop, maybe even excessive fall damage from being flung to space in Sanctuary), as well as some new rare effects unique to MoronYard. Feel free to voice your suggestions and/or (mostly) complaints, and say what you think.

https://www.youtube.com/watch?v=yqfLTz7yH8U

In order of appearance;
Glowing Halo, Golden Shower (or Make It Rain), Circling Crate/Robo Crate/Spooky Crate, Lord of Flies, Skeleton Dance, Night Fever (Already adjusted the thickness of clouds after making video), Poison Cloud, and Burning Star.

The bloody mess is the suggested gibbing effect, which would hopefully simulate the instant crushing death which happens oh so often to unfortunate players on the servers  ;)

3
Sanctuary / Armour should be buffed a little
« on: February 03, 2016, 02:40:37 AM »
So, on my opinion armour should get small buff as it doesn't seem to be as useful as all resistances, provided by amazonite. Even though onyx was buffed, there is still only a minimal difference between physical resistance between the two (11% for amazonite, 12 * 1,1 = 13,2 for onyx), and considering how 2,2% difference between the two doesn't really warrant the use of armor.

For example, a person has a 4 socket hat filled with either a spring or a coral and 3 amazonite or 3 onyx. Thus, the resistance provided by amazonite is 33% to ALL resistances, including poison and fire, for poison and chemical zombies respectively. Thus, a person with 150 health and 33% (3 * 11%) all resistances has 225 effective health against every form of damage. With onyx, someone with 150 health and 36 armor (3 * 12) or 39,6 physical resistance (3 * 12 * 1.1) has 248,344... effective health against physical damage ONLY, and 150 against everything else. Simply put, sacrificing literally 75 effective health against all damage except physical, where you gain about 23,3 health simply isn't worth the sacrifice, considering how common poison zombies are for example.

What should be done about the situation, where armor is almost worthless compared to all resistances, driving the price of amazonite up and onyx down. This causes a situation where only three types of ancient gems (iolite, hiddenite, and amazonite) are sought after, leaving onyx and citrine almost worthless. My suggestion is in the lines of buffing armou a bit (From 1,1 physical resistance per 1 armor to 1,15; 1,2; or even 1,25. In situation of 1,2 physical resistance per armor, a person with 36 armour and 150 health would have 264,1 effective health, a boost from 1.65 effective health against physical damage to about 1.76, giving some more merit to armor), in addition for it to allow some kind of damage resistance against chemical zombies (Which would make sense, considering explosive defusing personnel have a ton of padding and such). This would leave armour vulnerable against poison, stun, slow and fall damage, which is way more than with amazonite, where you slowly get invulnerable against every type of damage. Other ways to concern the problem would be to have a higher cap for armour than to all resistance, making it more valuable when a lot of physical damage is coming and all resistance can't compensate for it.

In a nutshell, armor should be way to go for physical resistance as amazonite working as a baseline. Maybe add something special to armor as well, like a way to negate chemical zombie damage, instead of being basically a slightly better scaling copy of the physical resistance stat.

When it comes to citrine, ways to give lockpicking chance a meaningful boost would be, that if your lockpick chance is over 100%, you would have a chance to open the crate and gain a key fragment as well if you would've failed to pick the lock. Wouldn't work with lockpick boosters obviously.

4
Sanctuary / Wave 45 Challenge Mode
« on: January 31, 2016, 07:09:32 PM »
So, I played a game with Neko and Zarco today in challenge mode. Stuff happened, ended at wave 45 due some tiny mistakes. Now to wait for hero mode...



Also, bonus cade image from wave 33.


5
General Discussion / Re: Unable to have a bound key for "act" emotes
« on: January 31, 2016, 04:04:48 PM »
Ah, thanks! Didn't know that, sounded like a good idea however.

6
General Discussion / Unable to have a bound key for "act" emotes
« on: January 31, 2016, 03:44:50 PM »
This has been a thing for like a couple of years, but I'd like to see the return of bound emotes. They were nice, and as far as I can know, they didn't seem to be a huge issue. Right now when you try to for example, bind act dance to a key, it just says "Unknown command: nonDBAct" in console.

If not possible, it would nice to at least know why they were removed.

7
Help & Support / Re: No Key of Relics on relic chest purchase.
« on: January 27, 2016, 11:09:03 PM »
Im still missing a key it seems, thats why I posted.

8
Help & Support / Re: No Key of Relics on relic chest purchase.
« on: January 27, 2016, 02:51:32 PM »
Posting here due same problem, missing a key when I bought series 1 and 2 chests.

9
News & Announcements / Re: Upcoming Development
« on: September 15, 2015, 03:47:02 PM »
On my opinion, the colour on the tooltip for relic/normal quality item is bit too close to each other, making it easy to mistake what quality is what from a quick glance.

10
News & Announcements / Re: Community gem voting
« on: July 13, 2015, 09:38:04 PM »
I'd say a good name for the jewel would be Alexandrite, a bit uncommon jewel. Mostly known for the hue-changing properties it has.

11
The errors were something like this, not sure if its an error but pretty sure end user shouldnt be able to see it


12
Tested it, it seemed to work great - only thing Id complain about it throwed a shitton of errors.

13
Help & Support / Inv refresh after opening stuff
« on: May 14, 2015, 09:00:31 PM »
So, I opened two casks today. First one was normal item, started to open 2nd cask, accidentally used the scroll I used for first cask (the inv wasnt refreshed). Got rare item but didnt receive it even though I had 2nd scroll, which I think is utterly bullshit.



Effect was miami nights.

What Id ask for is, make the goddamn inventory refresh after opening shit.

[/rant]

14
Slope / Re: A SUPER Map [Slope_Mario]
« on: May 01, 2015, 11:39:42 AM »
Looks good, but can you post a screenshot from the editor, possibly showing all of the map?

15
General Discussion / Re: [NEW] More Twitch emoticons!
« on: May 01, 2015, 12:27:12 AM »
New emoticon because why not,
:nose:



I want this as chat tag for me and boop

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