May 02, 2024, 04:18:17 AMLatest Member: euntaklee

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Topics - Allie

151
Off Topic / Rumble Fighter: My new look
July 21, 2012, 12:04:31 AM
Was bored. I like dress-up.

152
Off Topic / Allie, Saradomin Kitty
July 20, 2012, 05:43:47 AM
153
Future Updates / Brand new style of Passive skills
July 19, 2012, 09:54:39 PM
I realized today how dumb I was for all this time. We could make new skills that affect your stats instead of your all around gameplay; passive is passive for a reason.

An example of this would be a +10% HP as a passive skill. It seems op at first glance, but you're sacrificing your breakfall, or your counter, or your charge for it. Therefore it's worth it.

Not going to release until I get feedback and shit (and me and Kenny are back), so let me know what you think, and any passive buffs we you think we can give. We can do a lot more than you think we can do (it all depends on our motivation to such a skill).
154
Off Topic / Donkey Kong Country
July 19, 2012, 07:32:57 PM
101% completion in 1:25 {no guides or help}. Probly gonna try to beat 1:00 eventually, slow time was caused by failing a few times.
Anyone else ever speedrun this game?
155
Off Topic / Screenshot of greatness
July 19, 2012, 10:50:46 AM
156
-->watching this absolutely amazing scene for lulz.
from Majora's Mask.

Discuss.

Zelda Majora Mask: Link's Dance
157
Off Topic / Looking for small Developing team
July 14, 2012, 02:41:24 PM
For a RuneScape server we've been working on for the past month. RuneScape is an incredibly large project, and even though we would much prefer to do everything ourselves, there's just too much work to spend the time to do everything solo.
As such, I'm looking for a small team (only 2-3 at most) who can input information into the database to further the game. I'll teach you what you have to do personally and give you the powers in-game to do so. If you stick around, you can have a permanent staff position in the server (if we ever release, and if we do, if it gains a playerbase).

The server itself is a stable remake of RuneScape from 2006. Yes, sounds like rs2006 but their project failed. Ours is 100 fold more stable, and we plan to prove that as we finish the game.

Let me know. Not looking for idiots who don't even know what MySQL is. Must have MSN so I can give you projects. If you don't do well with taking orders than go away.
158
First off, I'd like to say thank you to everyone whose been given feedback. This entire situation has basically been exploded almost as far as I'd expected it'd be. Here's a quote from MSN to summarize the past few days.

桜 says:
besides.
you're not really quitting.
lulz.
It's just a publicity stunt.
Do you think I'd actually risk you.
If I just "gave in" and wiped it it wouldn't have gone public.
sean aka gramps says:
It was not a stunt, i was gone
桜 says:
not for you.
it was all a game to me though.
You actually believe you're quitting, everyone freaks the **** out and gives me feedback.
I use this feedback to create a new system.
You come back, everyones happy.

Your feedback has helped me to develop a new system. It will be briefly described here: let me know what you think.



To start, all guilds will be wiped; their current GP will be added to a Guild Hall of Fame -- only top 100. The top 5 guilds will ALL receive a Guild flag -- a great flag recognizing your work to your guild. For the rest of you, it's alright, you can always remake your guild afterwards.

At this point, no guilds will exist. What you'll notice is that level 100 is now required to make a new guild, and the cost is 10Million gigas. You may be saying "That's way too much", but let's be honest, check out those rankings, 1643 people have at least 10Million gigas and over 9935 people have reached level 100. Is that too much?

Once the guild is made, you will restart at 10 max guild members. You will immediately be able to purchase guild expansions for a reasonable price of 50Million gigas each. A lot? If you're a respectable guild owner you should be able to afford it -- especially since you only need two. Max guild members will be 20 -- just enough to have a nice active guild, but tight enough to induce competition. If it's too little, than sorry for you -- it may be expanded someday if our player base expands, but as it is 20 is perfect to allow for all the active players to be in your guild. Best of luck to you there.

Now for the guild points aspect..I'm going to talk about this later, but first I want to mention an important EXP change. This affects all three modes -- sector, pvp and base. Sector EXP rates will be cut in half; this means what you'd currently earn in hard mode is what you'll earn in easy. This is due to obviously absurd rates of EXP and GP able to be obtained. If you want nice rates, you'll always have survival, which will be giving an extra bonus too!

Survival rates, as they will stay the same, will give a new bonus along with the armors. With a full set of Tier 2 armor, you will receive an additional 15% EXP bonus. With a full set of Tier 3 armor, you will receive a massive 40% EXP bonus. This bonus works for all modes, Sector, Survival, PvP and Base.

Then, we'll move on to PvP..the EXP rates are going to increase dramatically. As PvP obviously is a stronger test of skill than Sector ever will be, it's only fair that it gets a large EXP income, right? Well, base EXP rates will change to 125% of your opponents level (decided by the final killer, not the one with the most points [might change someday]). All additional EXP changes will then take effect. For example, killing a level 200 (at any level, mind you) will render you 250 exp base, then as a member will turn into 500 for this single kill, and with a Tier 3 set totaling 700. For that single kill! Note that along with this, we're not going to let you farm. There's an additional timer; at 30 seconds you'll gain a total of 10% EXP, at 60 seconds you'll gain a total of 20% EXP, at 180 seconds (3Minutes) you'll gain a total of 60% EXP, and at 5 minutes you'll get the full 100%. In addition to this, pushing cuts EXP receive from that kill in half.

Now, BvB. The EXP rate method is very similar to PvP -- for every player kill you will receive 40% of their level (ie 80 EXP for a single kill of a level 200). Kills for mercenary render EXP equal to 20% of the owners level (ie 40 EXP for a level 200). The base itself will be worth half of the total level of the opponent (ie 400 if the other team is a team of 200s [adding up to 800]). Once the game is complete, the winning team will obtain another 15% EXP bonus to all EXP gains. This of course is the Base EXP and then has the multipliers. The timer for this is set to 5 minutes for up to 4 players in the room, then rises to 10 for 5-8 players. The amount is the same formula - every 10% of the total amount of time gives 10% of the EXP.

Now I'll introduce a new concept -- Guild Wars. This can be accessed using the new qualifier, {gw}. Doing this will activate a state of {gmo} where up to four of your guild members may enter. For the opposing guild, the first player to enter will have their guild locked into the room -- this means only guild members of the second guild may enter, and only up to four. There is no requirement that the amount of any guild has to equal the other, so 4v1 guild wars, etc are possible. Guild war can be initiated on either PvP or BvB, following the same EXP rates, however in a Guild War, the winner gets twice as much GP as they would a normal game. The loser, of course, will receive half the GP of a normal game. This is to induce competition -- however GP gain is entirely normal if the other guild has less than 1/10 of your guild GP. For example, if you have 10,000,000 GP total, and your opponent has 900,000 GP, GP gain is normal. This is to prevent farming.

Now for the overall part -- Guild Points. First off, this will be dividing Guilds in three. You will have three separate Guild Points (though what's displayed on the Guild menu is the total GP, all three added into one). This, of course, is Sector Guild Points, PvP Guild Points and BvB Guild Points. All three are separate and show up differently on the rankings. This enables there to be four different Guild rankings -- Main rankings (overall Sector, PvP and BvB added together), Guild Sector Rankings (Only including Sector GP), Guild PvP Rankings (Only including PvP GP) and Guild BvB Rankings (Only including BvB GP). This truly allows for guilds to be Sector, PvP or BvB guilds -- choose carefully what you want you want your guild to be.

For the rankings, it will be divided up newly, naturally. The Guild rankings will have six sections: Main, Sector, PvP, BvB, Guild Wars and Hall of Fame. If you've read this far, you should know what all six are, past that I leave the rest to what you already know. Sector rankings will not be modified, nor will any player EXP (though getting EXP in the future will be more or less difficult, depending on your skill.

And for the sake of not driving myself insane with this almost 7,000 character post, I'm going to post it now. Please give me feedback after you've read it all, I don't want any tl;drs. You all receive credit for giving me feedback -- this is my solution to our guild problem. Thanks for reading, the few of you who did.




And another proposal made afterwards being released at the same time is an addition to Tier armors.
If you're not a Survival player, no problem. Tiers will be released for PvP and BvB aswell.

These specific parts will be one per mode (as in a level 1 will get the same tier armor as a level 221), however the stats will scale with your level. The Tier armors will be untradeable, and obtainable in PvP and BvB randomly from other players/base. At level 221, the Tier 3 armor will be similar to Elektra+7, though, so you should still try to get that Overload Tier 3 if you can -- but at least you have an opportunity for that 15%/40% EXP bonus with Tier 2 and 3!
159
Off Topic / For the sake of why not, Pokemon Blue
June 23, 2012, 02:03:33 PM
I have accomplished today, a run of Pokemon Blue, completely completed with Pokemon League complete and all 151 Pokemon caught (all legit except the ones impossible to receive in the game alone).
I saved all the Pokemon that I caught in boxes 9-12. Most Pokemon in the game (highest evolution of each chain, at least) are in there.
Just for some fun, I felt I'd release this just cause it has all the Pokemon in it for anyone to make any team.

Some info:
49 hours of gameplay
99% of items were skipped, unless they were rare candies (I only picked up a few), important or necessary to pick up
Only four level 100s: Charizard, Blastoise, Raichu and Pidgeot.
Other Pokemon are only leveled to the required level to have leveled up.
Spawned Pokemon (ie Alakazam) are low leveled due to being spawned.
The only hack used to create this file was the spawning of Pokemon unavailable in Pokemon Blue (or unavailable solo). All others were legit.
Rare candy glitch was used for the sake of completing the game without hefty training. Nuggets were glitched for Game Corner tokens, so both Game Corner tokens and Cash are maxed out.

Download here, includes gb rom and sav file.

Released just for fun, I don't care if no one downloads or no one cares, but almost any combination of Pokemon is available in the last four slots.
160
Updates / Survival Mode
June 16, 2012, 04:49:59 AM
That's right guys, the Announcement you have all been waiting for: Survival has been released!

For those of you wondering what Survival is, it is an entirely new mode based off of Sector.
To create it, we manipulated basic Sector features -- as a result, don't expect an extremely different mode than Sector.

Survival features custom zones on pre-existing maps with a new diversity of mobs, all leading to a final zone where all mobs respawn.
Max kills are 65535 and you have a time limit of 99 minutes. Should you survive for the entire 99 minutes the game will end.
Experience is capped at a certain amount, and each mob gives x amount of exp. EXP, like other variables are determined by player, not group.
What this means is, you as a player have killed x amount of mobs. You as a player gain x amount of EXP for this. This means leeching is impossible.
This method is used for every other determination of rewards -- including drops. Getting kills will get your character through zones, called "Tier Zones". Entering a Tier zone means there's a chance that Tier part will drop. For example, entering Tier Zone 1 (through means of, for example, 10 kills) means Tier 1 will now drop. Entering Tier Zone 2 (through means of, for example, 25 kills) means Tier 1 and 2 will now drop, and likewise for Tier 3.
Survival can be played by adding the {s} qualifier to your Sector room.

In other news, Difficulty modes have been released. Add {m} or {h} into your Sector room name to active them (m for medium, h for hard). By default maps are easy, medium and hard make the game slightly harder. We hope you try out these new qualifiers.

I would like to stress that Survival is very experimental, and you should report any and all bugs you find.
Have fun guys.
161
General Discussion / Official Survival Release Date
June 15, 2012, 08:59:57 PM
Is today. Meteor's finally finished.

Discuss.
162
Spam / Got body spray in my eye
June 13, 2012, 07:15:16 AM
:\.
163
Updates / Refresh of Staff List
June 09, 2012, 04:50:01 PM
As you all know, our staff list was old and disorganized. Half of my staff were inactive and the rest didn't do their job (or did it incorrectly).
Today, I promoted a new Head GM to (hopefully) replace Zero. Though I am sure no one can do as good a job as Zero did, I hope our new Head GM, Gramps, can maintain order in our game.

With the job of Head GM comes the decision of staff making. Zero had full control of who was staff in BoutCheetah. This right has been given to Gramps, who chose a new staff list today.

Congratulations to those who were promoted, we apologize to those demoted.
164
Many of you are excited about Survival, and as am I. But do you really understand what the point is to Survival? What will make you want to keep fighting?
For some of you it'll be for the sake of fighting -- these mobs are superpowered mobs from the average sectors, with higher stats than you could imagine. There's also plenty to spare, testing your skill to the death.
But for the rest of you, it'll be for the new Tier armor. This armor consists of literally 45 new sets being added into the game. All custom, all good looking.
I felt I'd let you all know how these Tiers are going to work. It's actually rather simple.



First off, I'll have to explain how Survival works. This is my first in-depth explanation of Survival. Survival works a LOT like Sector. In some maps you will have multiples "zones". A zone is an area where you must kill all mobs to continue. However, mobs are much stronger and they're much more numerous than any given normal sector. Zones are completely custom and tested. On the final zone, every mob respawns upon death. They respawn with the same stats they had when they spawned normally. At this point, the goal is to fight off as many superpowered mobs as you can, to the death.
All HPs and RBs are disabled for the mode, and there are no random drops. Item boxes and barrels are a thing of the past -- you will never encounter either of them in Survival mode.





Knowing how Survival works allows for understanding the drop method. There are three Tiers of armors available from Survival. Each Tier is stronger than the last, in an order somewhat following this: Tier 1 =< +2-3, Tier 2 =< +4-5, Tier 3 =< +7-8. This makes Tier 3 the strongest armor in the game. The catch? It's extremely hard to come by. Tiers begin to drop at x amount of kills (x is determined by the map). At x kills, Tier 1 will begin to drop. X is, say, 50. Generally it's whenever you'd get to the end zone, but this is not a consistent case. Then, at y kills, Tier 2 will begin to drop, but Tier 1 will also drop, making Tier 1 the common drop and Tier 2 the rarer drop. Y is, say, 100. It means you've survived the final zone for quite awhile. Then, the final Tier, Tier 3 will begin to drop at z kills. At z kills, Tier 1, 2 and 3 will all drop -- but Tier 3 will still be a rarity. The kill determination is not group-wide. It's determined by the player who made the kill. As a result, it means you as a player will have to kill x, y, or z mobs for that reward to drop, and it's free-for-all at that point. In addition, only "boss" mobs will drop the boxes, like always. However, they're pretty plentiful -- you'll have no troubles with that.




Tier items are designed to be an achievement, as well as something to aim for at a higher level. As such, they are untradeable, even to someone who could have potentially received that box. Survival mode works much different than the normal Sector -- the differences follow:
-Survival can be accessed by {s} in a sector room
-Survival can only be started if every player in the room is >= the survival level
-Survival does not have an end, even if you manage to wipe out every mob (only really possible in Survival Level 1)
-Every Survival map has a timer of 99 minutes
Similar to sector, however, mobs will be stronger depending on how many players are in the room, and plenty of other sector-like qualities.

We strongly hope you guys are as excited for Survival as we are. We had a lot of fun making this new mode, and we can't wait to see you guys have fun enjoying it.

In other news, for those of you who decided to read, we're releasing Easy/Medium/Hard modes in addition to this Survival update. All sectors will have the ability to be switched to Medium or Hard mode using the {m} or {h} qualifiers. Easy is the default without a qualifier. Easy/Medium/Hard modes are functional on all Sectors and all Survival maps, and medium mode gives an additional 50% EXP, gigas and coins while hard mode gives an additional 100% EXP, gigas and coins. This has been a relatively hidden update for awhile simply due to its non-importance when compared to Survival mode.

I'll answer any questions here personally guys. But before you ask, we do not have a set release date for Survival yet -- we are waiting on Meteor to finish all the Tier sets. If he finishes this weekend, the release may be Sunday or Monday night. We will not set another date in case we need to break it again.
165
With Survival Mode being released on Friday, we have so many mods we need ASAP.
The mods go rather simple: we have five Survival maps being released, three tiers per map, and three bots per tier.
That evens out to 45 mods. 45 new armors to add to the game.
Now it's enough to say us in administration don't have the GFX skills to make some high quality mods, let alone have the time to make 45 of them. Therefore, we leave it to you, the community, to hand us some if not all 45.
And we are willing to give you cash for it.

For each and every mod you hand in that gets used, we'll give you $5,00 USD. That adds up to total expenses of over $200,00.
And if you do every mod for us, we have no problem sending it all directly to you.

For more specifics:
Survival Map 1 is a level 1 map. It shouldn't be too "strong", if you know what I mean. It is low level armor.
Survival Map 2 is a level 64 map. Once again, relatively low level armor but shouldn't look bad.
Survival Map 3 is a level 137 map. This is the highest that non-members can equip. Make it look nice.
Survival Map 4 is a level 184 map. Getting into the high level content: really good looking mods necessary.
Survival Map 5 is a level 219 map. This is going to be the strongest armor to date, make it look awesome.

When you submit a mod, I want you to specify what it's for (ie Survival 64 Tier 2 Ram Mod). It is undecided as of this point if Tiers will use the same mod but have the darken/glow effect or whether they'll be completely separate. Therefore, if you are going to submit tiers, please take into consideration the design of the previous tiers. We will not accept tier 1, 2 and 3 looking completely different and if necessary will only choose the best one(s).

Thanks for all your help in advance guys.

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