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Hey guys! Here's another update.
PVP has been released and the word is that it's fun, although I'm waiting to hear back from you all for how I should balance it. Right now, I think the most fun way to play is for everyone to start new characters, then go hunting for each other while trying to get some hacking in. One thing we should talk about is how EMPs should act in PVP - I don't think being stunned would be fun at all, so I was thinking we could turn it into a 90% slow. Also, I think we might need Slowing debuffs to affect the jetpack, so that you can't just jet away. Right now, loot still drops for everyone in PVP - even the opposing team - and I'm not sure if I like that or not.
A quick update on the weapon models - they're still being worked on. My artist has been busy with other work.
One of the things I did over the weekend, which I can hopefully push to the Indev patch tonight, was tweak Hack Difficulty. The way it works now is that a server with Hack Difficulty 5 will spawn enemies appropriate for a level 5 player and drop items requiring player level 5. Item levels on items is no longer listed, since it's now always the same as required level. I did everything I could to preserve exponential enemy HP and mostly linear enemy damage.
Finality is now level 150 instead of 500. Shops are around 100-120, and they sell loot up around the player's level, capping out at the shop's level. I'm going to have to redo the achievements - I don't think anyone's going to get up to level 5000. One thing that might cause trouble here is that players that are exceptionally strong might be able to hack servers above their level, which of course they won't be able to use until they level up a bit. I'm not sure what the best way around this is, but one thing I could do is have servers drop gear a couple levels *below* their level - but that's confusing. I'd love to hear your suggestions.
The other major feature I've been working on is Minions. A lot of people have asked me for an ability to convert an enemy to their side, but I thought it'd be more fun to summon them directly. I can always add the ability to temporarily convert enemies later. Right now, you summon enemies by targeting a position up to 10 squares away, which spawns a minion as if it was being spawned by a server (with all the same particles). It takes one second for the minion to appear, and they last until they die or 30s. They follow you around if they can't find anything to kill.
Currently you can summon as many minions as your RAM supports, but I was thinking a better solution might be to only allow one (Strong!) minion per item, but it would be permanent and you could unsummon it by pressing the item button again. I could also play around with summoning them in packs of 3.
Minions will have more HP and damage based on the item level and rarity of the item, but I'm also thinking about introducing minion-specific item affixes, so that you could build a character that relies entirely on minions. I don't think I want minions to scale with your weapon damage and health because I want you to have to choose what type of character you make instead of being good at everything.
Have suggestions or comments? Let me know!
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“Sometimes, you just need to shoot lasers at neon spiders.”
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