ForumsGeneral › Cazzo Forge - Development / Feedback Thread
Cazzo Forge - Development / Feedback Thread
Oct Dec 1, 2018 70 replies 1681 views
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OP 🤝
@Death

The physics were originally red but I wanted to make sure map areas really had class balance. Grenadier has often been completely overlooked in map design and I wanted to make sure they had cover. The pillars inside the main building are inspired off of this concept that I've seen before:
https://www.google.com/url?sa=i&source=images&cd=&cad=rja&uact=8&ved=2ahUKEwjL7LLPuqvfAhUEQawKHXvsAEsQjRx6BAgBEAU&url=https%3A%2F%2Fwww.panelbuilt.com%2Fgeneral%2Fmodular-in-plant-office--single-story&psig=AOvVaw1bzgOCM7HPj0q6pRif84Y7&ust=1545293928352504

@Champ

The reason I didn't stray far off the path and made the upgrades linear were to preserve the gameplay/balance. The upgrades are already ingrained in the zone so there is really no weapon modification that can be done at this point. Maxing out both AR and Combat Armor is going to be a pretty rare feat, and while in PvP the concept seems extremely boring facing the exact class with exact gear... The Co-Op concept and how much the benefits of gear are multiplied really start to add a little depth into how to upgrade. Do you want to go high DPS ripper and avoid combat armor all together but get ripped apart in PvP? Do you want to upgrade your sniper to one hit meds?

Regarding the perk idea, the engine is really limited on what it can do smoothly especially regarding modifying weapons which is big part many of your perks. I also don't want to shift the balance too much or clutter the F11 screen with 100 options. It's Skirmish after all, it should be very newbie friendly and appear extremely simple at first glance. Now I definitely do want to expand the uses of experience and some of those ideas can fit. It's very important to me that the skirmish community still feels like it's skirmish at the end of the day and right now the current systems in place cannot be reverted so we really need ideas that piggyback off of them.

@All regarding Co-Op arena limit

Unfortunately the zone has a high probability of crashing when games start to get 10+ players with the bot spawn system. We're working on changing bot scaling as well as debugging the cause of the crashes to fix it. For now we're going to be running 4 Public Co-Op arenas with 7 player limits. The gameplay of the zone really starts to shine in the 4-7 player range... If an arena fills up, try getting 4 friends to go to a separate arena and speed run it while on discord. Guaranteed you guys will enjoy it and really start to get a feel for the intended concepts. A queue system is on the to do list as well.

@Eol

Don't want to derail the conversation too much but I was one of the most avid eol players. It's a great zone, but it's a zone that was designed for large arenas and there is no easy way to scale it down and still retain the intended gameplay and objectives. It's going to need an extensive revamp with heavy incorporation of AI to really become anywhere near as fun as it used to be. You can't bounty, base, or even street rape with 10 people playing. I plan on helping contribute as much as possible once we get this zone at a better point with a good following. Best thing you can do if you want Eol is to help build up the community by actually playing so we can have the pop for it. One of Cazzo's main concepts was proving smart implementation of AI can fill a lot of the voids from not having high population. It was always intended to be applied to other zones.
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OP 🤝
<b>Patch Highlight: Bots going through physics fixed: </b>

12/15/2018

!!!!!!!!!
Put a patch in that greatly reduces bots going through physics. Hopefully it is stable enough to stay!
!!!!!!!!!!

Weapon Powerups now stack.

Plasma Rifle has been changed to Neutralizer. It has been given a bounce and will now do damage to enemies but also heal friendlies.

Flamethrower has been removed as the Powerup Weapon for Ripper.
AutoCannon has been added as Ripper's Powerup Weapon.

Rocket Gun/ Gauss Rifle / Minigun have had improvements.
Napalm Projector has been slowed down for less range and clip size lowered.

Assault Trooper armor now protects against bots.
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OP 🤝
12/17/2018

Added Grenade Launcher upgrades in.
Added Machinegun upgrades in.


Several unlocks are now functional:

PDW Master
Shotgun Master
Incinerator Master
Throwing Knives Master



Various "newbie friendly" things have been put in including not being able to fire weapons when first unspeccing.

Airstrikes are currently being worked on. If you see Hellspawn flying around in a helicopter, cover your ears.
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OP 🤝
<b>Patch Highlight: NEW POWERUPS </b>

12/17/2018


There are now three types of Powerups.

1) Weapon Powerup - Grants receiver a Power Weapon for 30 seconds. Each class has a unique Power Weapon.

2) Protection Powerup - Grants receiver 30% Damage Protection for 30 seconds.

3) Speed Powerup - Grants receiver a 25% Speed Boost for 30 seconds.



Drop Rate and Structure has been changed for Powerups:

Powerups are now "Public Loot" from normal bots meaning that anyone can see them as soon as they are on the ground. In the past, each bot could drop 1 item per player - bots can now only drop 1 "Public Drop" per arena which will help with drop scaling.

Elite's now have guaranteed drops. Powerups are now the default "Private Loot" for Elites. This means that if a Elite dies, it will drop either a rare item or a Powerup for every player near it's death. In a 10 player game, one elite can spawn 10 items.

Powerups are now purchasable in the store but they are set to Co-Op only.

If you would like to use your Powerups at a later time instead of as soon as you pick them up or if you want to save them to sell for cash - that option is now available in "UserOptions" under F11.
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OP 🤝
<b>Patch Highlight: Ultra-Rate Loot is in! SpecOps and Rocketeer make their appearance! </b>

12/17/2018


SpecOps and Rocketeer Classes have been added.
These will require experience to unlock; however, they are currently available for everyone while I do some balance testing to them.
Upgrades may come for their weapon as well if they are popular enough!

Powerups reverted back to lasting 1 minute.

Trying a change to throwing knives. They will be powerful but much greater reloads. This is to give them the purpose as more of a finisher/starter rather than a spammable rate that over powers normal weapons.

Gauss Rifle buffed.
Gauss Rifle is now also the SpecOps Power Weapon.
Rocket Gun is the Rocketeer Power Weapon.

Co-Op Gear has been added. These will be rare drops from bots. These do have extremely high price tags but that is primarily just to show what they do to players. We do not intend anyone to buy them from the store.
Co-Op Gear includes everything from boots and gloves that offer protection to actuators that give speed bonuses. More gear is planned including items that affect cash/exp/point rates and success rate increases.
These drop rates are currently being tested. There is a small chance that any gear will be taken away if bugs occur with the rates.
M
League Analyst 💎 x10 🥇 Gentlemen
But why are rewards so low?
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OP 🤝
Rewards in general Sad or what in particular?
T
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I think there should be more of a reward for assisting/killing Exos/Hvy Exos. They should drop user-specific cash based on the amount of damage you did/etc. I get tired of killing the Exos and seeing no drops, so I just run around them if I can.
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🛡️ x3 Phenylephrine HCI
Looks like CTF now. RIP
BAck to Switch
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The Jump Trooper's particle accelerator has a few bugs. Maybe the damage was just carried over from ctf days, but often does not match the damage nor the spam-ability of the gauss rifle of the drop trooper. Also there are a few instances of using PA and it passes straight through a bot, though it seems to be in range.
Referee 🛡️ x1 🔱 🥉 Phenylephrine HCI C
PA should just be removed from JT. It doesnt work for this game mode, the map design isn't favorable for its range in PvP either. Too many canyons etc.
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