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Old 10-01-2002, 10:38 AM   #53
ArtifeX
 
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Join Date: May 2001
Location: Atlanta, GA
Posts: 946
Quote:
Originally posted by Jah Warrior
...Damage should be dependent on the quality of the hit not just whether or not it actually touches.


Actually, the damage ramping system started in 1.03 already does that. Damage is scaled based on how close to the "power" segment of the swing animation you are (usually half way through) when you connect.

Quote:

A note to Artifex:-

Watch out man, this is stared to sound like the mod is heading for dangerous waters man, sounds like all the lamers want you to add all the wack moves again, the ones that nobody that plays well wanted to start with!!!

Also make sure you leave the server side damage scale enabled so that those that like to play for fun can tweak just a little!!!


I'm taking all suggestions seriously, but I'm using my own judgement in the final decision. I won't put any over/under powered moves back into the game.

The server side damage scale variable will always be available. It's so broad and generalized in its effect that I think players aren't too confused by its use.


Artifex *ASC*
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