G?n?ral_Argos Wrote:G?n?ral_Argos Wrote:Adding some pvp features would be fun too.??Some high-end maps like Odin Temple or Thor could be pvp maps.??Having people pvping for the right to mvp would be fun.??(Of course only on a limited number of maps and those would have to be only on high-end maps)
edit: (and maybe only during a limited amount of hours per week, like for 3 hours starting at the end of each woe + every friday/saturday night from 6 pm to 10 pm something like that)
Any gm input about this?
Also, about that pvp thing that need like 20 testers to be loged on at once, why not use 5 people using themself 4 dual clients ffs idunno...?
People having access to the script of the stuff they test could get stuff being done faster and better, as people would focus on 'chaotic' or 'obscure' part of the script.??
When the new mining was implemented, gms asked for people to test it and then to give results to compile them.??That kind of sh!t is a pucking waste of time.??One gm could have done the tests of the droprates with a macro in 15 mins using multiple clients and this would have saved time for everyone.??Be inventive.??
Like I said, even if we did decide to follow that, we lack the testers needed to keep it up for longer than say... a week. Simple as that.
GMs teaching players how to mod their clients to dual client doesn't sound like a good idea to me. Not to mention (and this will come up again further down the post) that testing of scripts??that calibur and length need more testing than just a couple of players trying to find every bug/exploit while trying to keep up with multiple clients, anyway.
I don't see how releasing the script to all testers would speed things up. If anything, it would make them slower. First off, we'd have to teach all the testers how to script, or at very best, how to read and follow the scripts, so they know what to do or how to find the more "chaotic" and "obscure" parts. Tester != scripter.
Secondly, we would then have to possibly compile multiple fixes from multiple testers into a single file. Which, we would have to test fully again, first off, to make sure none of the fixes done by multiple people in multiple places clashed at all, and secondly, if they all worked fine, as the final run before it was put into the real server.
(Also, having a script done by multiple people in multiple styles really isn't fun. I call on The Sign Quest script as an example. Yet again.)
And I said this would be brought up later in the post. That time is now.
Not only does this one break 2 rules (which yes, the GMs also follow. Tada), but once again brings up the issue of running one single test, by one single tester.
If you are part of the T&D, you'll have noticed that testers post the bugs/problems they find in the thread. Sometimes, there will be 3 posts from different people, all for the same quest, with different issues. Why? Because not everyone thinks of every way to test a script in every single way.
Hell, I pretest all my own scripts on a private test server before I have them put onto the heRO test server, to make sure they work, and even then, they get bugs back, because I haven't allowed for things other people try.
TLDR;
Need moar testers. Go join T&D.
Sorry for further derailing the thread, but it needed to be addressed.
As for the level 80+ event, Dice Invasion is really for every level. The crowd does make it easier.
That, and I take my hat off to the low level novice we had one time. She would run up to an MVP when it was centered on a high level char, punch it a couple of times, then run back. It was spectacular.
Edit for Aaronock: Run Hydro Run, Flower Maze, etc take aggggesss to set up. ._.;; A proper flower maze can literally take hours.
The Exterminator was my favorite. XD [/selfplug]