Author Topic: Introducing the Dice!  (Read 24355 times)

Fox

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Introducing the Dice!
« on: September 17, 2009, 09:26:33 pm »


Hey Folks! Feeling tired in the battlefield? Want to RTD right now but your too cheap to use your credits? Well, start looking for these little gems.
With each Dice that you find you get closer to RTD bliss.

Dice Perks Shop:
-Remember Perks are purchased with Talent Points.

Title Rank 1 Cost Effect Rank 2 Cost Effect Rank 3 Cost Effect Rank 4 Cost Effect
Time taken off RTD Timer/point
2
+1 sec
2
+1 sec
Chance for Good Roll
2
+5%
2
+5%
Chance for Fire Damage
1
+2%
1
+2%
2
+2%
3
+2%
Chance for health drop on killed enemies
1
+10%
1
+10%
2
+10%
Chance RTD timer reset on death
1
+20%
1
+20%
2
+10%
More time for Good Rolls
1
+1 sec
1
+1 sec
2
+1 sec
More credits found in presents
1
+2
1
+2
2
+5
More armor found in presents
1
+50
1
+50
2
+50
Toxic Damage Reduction
1
+10%
1
+15%
2
+15%
3
+20%
Chance to Bypass Slowcube slowdown
1
+15%
1
+15%
1
+15%
1
+15%
Backpack items per point
3
2
Ghost scare lasts 2s (regular is 3s)
1
-1 sec
Take normal dmg near Amplifiers
2
1
More Spider Health
1
+200
1
+200
Better chance to Mine Dice
1
+5%
1
+5%
Immune from Melee Mode
1
Cannot roll Melee Mode

First time you join this panel will be shown explaining Dice Perks:


Beta Testing panel shown when you join:




Round End Immunity Explained
I restructured Round End Immunity instead of it being total immunity it is now dependent on how many dice both you and your attacker have.

Dice Levels:
Dice levels are calculated by: RoundToNearest(Amount of Dice / 200)

Example:
In this example RED is the winning team
(RED) has 700 Dice, this makes him a Level 4 (700/200=3.5, round to nearest and it's 4)
(BLUE) has 850 Dice, this makes him a Level 4 (850/200=4.25, round to nearest and it's 4)
(RED)  shoots at (BLUE)  = (BLUE) takes damage

(RED) has 700 Dice, this makes him a Level 4 (700/200=3.5, round to nearest and it's 4)
(BLUE) has 250 Dice, this makes him a Level 1 (250/200=1.25, round to nearest and it's 1)
(RED)  shoots at (BLUE)  = (BLUE) takes damage

(RED) has 200 Dice, this makes him a Level 1 (200/200=1.0, round to nearest and it's 1)
(BLUE) has 850 Dice, this makes him a Level 4 (850/200=4.25, round to nearest and it's 4)
(RED)  shoots at (BLUE)  = Immunity, no damage taken

In short:
If someone hurts you during round end they have a higher dice level

Resources:
http://wiki.rtdgaming.com/wiki/Dice
http://wiki.rtdgaming.com/wiki/Dice_Perks
« Last Edit: November 13, 2010, 03:32:32 pm by Fox »

Kilandor

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Re: Introducing the Dice!
« Reply #1 on: September 18, 2009, 12:20:32 am »
This is pretty cool I think it will be quite interesting

edit: removed old spawns fox already got

After a bit of work on getting Meta/Source to work on my local, and learning/creating my own plugin, i got one that is a copy of "copyloc", so i'll speed up and get you a big list for other maps like you needed fox.
« Last Edit: September 18, 2009, 04:57:15 am by Kilandor »

Kilandor

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Re: Introducing the Dice!
« Reply #2 on: September 18, 2009, 05:25:21 am »
Edited spawnpoints out

Is cp_dustbowl still needed? I can't remeber now.

I see its spawning dice but, all i've seen are out of normal play bounds

All of mine above are accesible via normal, but some rocket/sticky jumps etc, a few are kinda obvious spots, dunno if you want those or not.
« Last Edit: September 23, 2009, 11:29:36 pm by Fox »

Fox

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Re: Introducing the Dice!
« Reply #3 on: September 18, 2009, 08:31:58 am »
Holy smokes, upload a txt file next time but thanks.

Aright I added those. I'd rather have the dice hidden out of the way although I do have a few in obvious areas like right in front of a spawn.

Oh yeah, thanks for including the mapname  :)

Kilandor

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Re: Introducing the Dice!
« Reply #4 on: September 18, 2009, 12:49:21 pm »
Ok knowing that I can find alot more very interesting spots.

Lol yea a couple of them I have them in spots like in spawn room, but like back behind where most people don't go/look

Kilandor

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Re: Introducing the Dice!
« Reply #5 on: September 20, 2009, 04:04:07 am »
Dice need to not spawn if there are not enough players. Currently its allowing people to farm them when no one else is on(Lv4 Misao Kusakabe farmed at least 40 tonight) . I would say limit the minimum to 6 people

Also the respawn timer should reset each round, Otherwise its common to start a round, get the dice then they respawn real quick. This way for longer matches they do respawn, and short matches don't get overspawned.

Hmm bug? Somone who never connected before but says they have 13 dice?

[SCG][β0ϋΝċ3Đ] connected
[RTD] Created New Profile: '[SCG][β0ϋΝċ3Đ]'
[SCG][β0ϋΝċ3Đ] is a Level 1 with 13 dice.

« Last Edit: September 20, 2009, 05:30:38 am by Kilandor »

Fox

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Re: Introducing the Dice!
« Reply #6 on: September 20, 2009, 11:10:45 am »
I meant to add this in the original release but I wanted as many die as I could get  ::)

Ok, so a min. of 6 people are now needed for dice to spawn.
Dice are only spawned at 10 minute intervals but if the round starts because a team won then that timer is reset.
Dice are no longer spawned in the same place.

Oh yeah, I couldn't reproduce this problem:
Quote
[SCG][β0ϋΝċ3Đ] connected
[RTD] Created New Profile: '[SCG][β0ϋΝċ3Đ]'
[SCG][β0ϋΝċ3Đ] is a Level 1 with 13 dice.
I removed myself from the database connected and all was normal (0 creds/0 Dice)
Also did it for another account and same thing.


« Last Edit: September 20, 2009, 01:02:58 pm by Fox »

Kilandor

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Re: Introducing the Dice!
« Reply #7 on: September 20, 2009, 01:05:06 pm »
Weird maybe it was just a random bug.

But yea I was seriously tempted to farm myself but couldn't bring myself too ^^

Darwin

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Re: Introducing the Dice!
« Reply #8 on: September 23, 2009, 10:34:32 pm »
At first I was skeptical of the dice, but now that you've tweaked it up a bit I think its a pretty cool addition that only gives slight advantages.


"It is far better to grasp the universe as it really is than to persist in delusion, however satisfying and reassuring."
- Carl Sagan

The Announcer

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Re: Introducing the Dice!
« Reply #9 on: September 23, 2009, 10:50:41 pm »
Dice need to not spawn if there are not enough players. Currently its allowing people to farm them when no one else is on(Lv4 Misao Kusakabe farmed at least 40 tonight) . I would say limit the minimum to 6 people

Also the respawn timer should reset each round, Otherwise its common to start a round, get the dice then they respawn real quick. This way for longer matches they do respawn, and short matches don't get overspawned.

Hmm bug? Somone who never connected before but says they have 13 dice?

[SCG][β0ϋΝċ3Đ] connected
[RTD] Created New Profile: '[SCG][β0ϋΝċ3Đ]'
[SCG][β0ϋΝċ3Đ] is a Level 1 with 13 dice.



A huge gasp is needed here for the dramatic effect, but I'm not sure how to. So I'll express it in words.
Bum-dun-dun-dun-dun-dun
Bu-dun-dun-dun-dun
Bu-du-du-du-du-du
He
Is
My
Alter Ego.



Fox

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Re: Introducing the Dice!
« Reply #10 on: September 23, 2009, 11:25:38 pm »
Modified Dice modifiers.

Fox

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Re: Introducing the Dice!
« Reply #11 on: October 23, 2009, 01:25:46 am »
Well been thinking about Dice and how many of the regulars are almost reaching the current limit of 170 Dice.

So to spice things up for us seasoned RTD veterans, I'll be adding a few more "Goal Points".
Here are some ideas:

Dice Effects
250 Receive only 90% Damage
500 +10% chance of your attacks applying flame damage
750 +10% Damage Multiplier
1000 On spawn (if an enemy killed you) there will be a chance of receiving a free roll

30% Increase of base HP - This can't be done without messing with a lot of variables and doing a lot of checks!
So for example once you obtain 250 Dice everytime you spawn your health would be set to 30% more than normal. So a Heavy would go from 300HP to 390 HP and a Scout would go from 125HP to 163HP. This does not mean that a medic overhealing you will make your hp higher. No, your base health will no always be +30% from stock health.

Receive only 90% Damage
Let's say someone attacks you with -100HP damage then you would only take -90HP

Yes I know some of the changes seem very low but remeber you can't have too much of an advantage over new players.

Collecting 1000 Dice will take a long time! It's been a little over a month since Dice were released and so far only 9 people have found over 100 dice and no one has hit 200 yet. At that rate (let's say 200 Dice/month) it would take someone 5 months to reach the 1000 Dice limit?! Holy Crap...

I'd like to hear your suggestions and remember nothing too overpowered.
« Last Edit: October 23, 2009, 07:44:36 pm by Fox »

Duffman

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Re: Introducing the Dice!
« Reply #12 on: October 26, 2009, 03:33:48 am »
New dice goals? Time to get to dice whor- erm I mean dice exploration again.

Nice perks though, not too OP.


Fox

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Re: Introducing the Dice!
« Reply #13 on: October 26, 2009, 11:37:28 pm »

Dice Effects
200 Immunity from being killed on round end when you lose

I'll consolidate all these changes to the main post...eventually

JJJG13

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Re: Introducing the Dice!
« Reply #14 on: October 26, 2009, 11:57:37 pm »

Immunity from being killed on round end when you lose


Yes. Very yes. Oh, the taunt kills.