Darkwind
Scripts v.325

*sam*


Posted May 27, 2020, 10:02 pm
This is mostly updates to the Tutorials (now renamed 'Solo Missions'). I've added 3 extras so far, on top of the existing arena combat versus poor old Barney Morgan. More to come later.

There's prizes to be won in each (vehicles, weapons, etc.) for your gang.

So hopefully this will give a bit more of an answer to the 'what do I do now?' question from new players. At least, enough to show them some fun and teach them the basics.

This patch also adds a couple of bits I've done over the last few weeks, e.g. made the players list window (in an event) longer

------------

By the way, if anyone comes up with any DW:Tactical missions along these lines that they'd like to have added to the Solo Missions list, let me know and I'll take a look. DW:Tac is perfect for this (and NPCs now fight back in it.. heh).
*goat starer*


Posted May 27, 2020, 11:15 pm
hi Sam.. my client is messed up since running the patch. the buttons have disappeared.. just a grey rectangle with overlapping writing.
*sam*


Posted May 27, 2020, 11:30 pm
Can you try a fresh install? I just tried fresh installs of both the Steam and non-Steam versions are both were fine for me.
*Awefense*


Posted May 27, 2020, 11:59 pm
I just had one of my real life buds start today. He logged in and started the old tutorial, I logged in and got the patch.

Say hello to Tahlon if you see him!

He's now been through the old tutorial and has been through some of the new ones. I was able to spectate on a couple. I'll try to get a talk with him and see what it was like for a new player to go through them from his perspective.
*Longo*


Posted May 28, 2020, 12:13 am
I did the first 4. Great job! I liked them alot. On the convoy defense, I demoed them all and it failed me, so had to do it again. But got all rewards so far, save for the DW$ on first one, which you explained a vet wouldnt get.

Now the last 3 say they are not implemented yet? They looked playable before I finished the first 4.
*Joskney*


Posted May 28, 2020, 12:48 am
Only couple things I saw were you never can tell if you have zeroed out your opponent (I let one by I thought I killed but he was only stunned. So when he went after my convoy, he had to be shot again... poor bugger)

Tutorial tells you to cycle through F1, F2, F3 for car information and currently F1 is the HELP button and it is F2, F3, & F4 for car data.

And I like how I can red people...and steal their cars. Was weird facing cars that were not normal builds, didn't know what to expect right off.
*Dark Tempest*


Posted May 28, 2020, 4:01 am
Larger player list window has some wasted space under the banner and is in the way for solos.

Minimizing it is a poor option as it's the primary way of know if the game has received your tap in for end of turn. Would be nice if it could just be resizable.
*sam*


Posted May 28, 2020, 5:27 am
*Awefense* said:
I just had one of my real life buds start today. He logged in and started the old tutorial, I logged in and got the patch.

Say hello to Tahlon if you see him!

He's now been through the old tutorial and has been through some of the new ones. I was able to spectate on a couple. I'll try to get a talk with him and see what it was like for a new player to go through them from his perspective.


That would be great, thanks Awefense.
*sam*


Posted May 28, 2020, 5:28 am
*Longo* said:
I did the first 4. Great job! I liked them alot. On the convoy defense, I demoed them all and it failed me, so had to do it again. But got all rewards so far, save for the DW$ on first one, which you explained a vet wouldnt get.

Now the last 3 say they are not implemented yet? They looked playable before I finished the first 4.


Thanks for the feedback.  I haven't made the last 3 yet.
*sam*


Posted May 28, 2020, 5:31 am
*Joskney* said:

Tutorial tells you to cycle through F1, F2, F3 for car information and currently F1 is the HELP button and it is F2, F3, & F4 for car data.


You'd think I'd know that, right?  ;-)
I'll fix, thanks.

*Joskney* said:
And I like how I can red people...and steal their cars. Was weird facing cars that were not normal builds, didn't know what to expect right off.


I wrote code for randomised wilderness builds a few years ago, but people didn't like that unpredictability.  Maybe I could add it back in, but only for say 30% of the cars you face ?
FireFly


Posted May 28, 2020, 5:43 am
*sam* said:
I wrote code for randomised wilderness builds a few years ago, but people didn't like that unpredictability.  Maybe I could add it back in, but only for say 30% of the cars you face ?
Yes...
Yes.

DO IT!
Krakhedd


Posted May 28, 2020, 5:45 am
Random weapons/loudout, yes. Simply randomized names to act as yet another time-devouring aspect of this game, no.
ShawnFireDragon
coldmolasses@live.ca

Posted May 28, 2020, 11:47 am
;) This is really great, I believe it will help new players a lot. Super job!!!
:thinking: As for the random builds, wicked idea, spice up the wasteland encounters. Thumbs up to this!
RotaryJunkie


Posted May 28, 2020, 12:17 pm
Krakhedd said:
Random weapons/loudout, yes.  Simply randomized names to act as yet another time-devouring aspect of this game, no.


If we're only going to randomize 30% of AI loadouts, why not randomize the name as well?

That way it would make it vaguely clear as to whether we have to worry about stuff being "something new" or just what we know to expect from a given chassis/name combo.
*Longo*


Posted May 28, 2020, 12:40 pm
You guys are all excited about the random car name changes and builds, until a Phoenix named Wimpy blasts a hole in your side with a car cannon!

I personally don’t mind, but there will be tears if Sam makes this change and I don’t want him to waste his time.
B)
*sam*


Posted May 28, 2020, 1:01 pm
*Longo* said:
You guys are all excited about the random car name changes and builds, until a Phoenix named Wimpy blasts a hole in your side with a car cannon!

I personally don’t mind, but there will be tears if Sam makes this change and I don’t want him to waste his time.
B)


Mr. Longo is wise.
*Rev. V*


Posted May 28, 2020, 1:13 pm
Sniper spec needs some tweaking too.
*Rev. V*


Posted May 28, 2020, 1:16 pm
One thing I noticed last night, and I will check to see if it is still like that today, is that the upper left window (bythe car)for events notifications was blank.
At least it was for me.
FireFly


Posted May 28, 2020, 1:50 pm
*Rev. V* said:
Sniper spec needs some tweaking too.
I think we should replace it with a car rifle spec! I'm sure people will not unreasonably panic about this.  :cyclops:

(Hey, maybe people will be reasonable about some basic game balance this time around if are going to encourage pvp? Who knows!)
*Longo*


Posted May 28, 2020, 2:02 pm
FireFly said:
*Rev. V* said:
Sniper spec needs some tweaking too.
I think we should replace it with a car rifle spec! I'm sure people will not unreasonably panic about this.  :cyclops:

(Hey, maybe people will be reasonable about some basic game balance this time around if are going to encourage pvp? Who knows!)


I’m pretty confident that Sam tweaked this without telling anyone a while back. Based upon my experience.
*sam*


Posted May 28, 2020, 2:33 pm
*Rev. V* said:
One thing I noticed last night, and I will check to see if it is still like that today, is that the upper left window (bythe car)for events notifications was blank.
At least it was for me.


Yeah, I did that on purpose. Was that info actually useful? The same info goes into the main chat window.  It just seemed like pointless 'wall of text' spam to scare people off.
Tez


Posted May 28, 2020, 2:34 pm
I like it so I know when my scout has closed so I can process the return
*Rev. V*


Posted May 28, 2020, 3:16 pm
What Tez said. That bit of info is quite useful.
*Dark Tempest*


Posted May 28, 2020, 3:40 pm
What Tez and Rev said. Seeing the event close there was the best way to know when to start the next one.
*Rev. V*


Posted May 28, 2020, 3:59 pm
I do agree with the rest of what you said Sam, for the most part it was redundant info.
But the event closing notification really needs to go back.
Manfred VonRichthofen


Posted May 28, 2020, 8:30 pm
Just a small message to say that I really love those new missions, a big big plus for nw players for sure. A little message in gang activity for items and cars "offered" via these missions would be nice.
I am not sure if I managed to complete the Convoy Defence mission so I had to do it again to be sure. I couldn't remember how many HGG I had before doing it btw.

And please a resizable window for players is really top 1 in my wish list now :)

Good job !
*goat starer*


Posted May 28, 2020, 10:03 pm
*Longo* said:
I did the first 4. Great job! I liked them alot. On the convoy defense, I demoed them all and it failed me, so had to do it again. But got all rewards so far, save for the DW$ on first one, which you explained a vet wouldnt get. .


i demoed them all too... i should have read this first  :cyclops:
Valiance


Posted May 28, 2020, 11:11 pm
I'm not a fan of the idea of randomising the cars in the wilderness. Part of the fun of the game lies in learning the loadouts. The game already carries a lot of randomness (enemies, spawn point, terrain, the predictable randomness of physics). I'm not sure that adding spurious randomness makes the game feel more fun, fair or rewarding.
FireFly


Posted May 28, 2020, 11:27 pm
It's true that randomized enemy loadouts would make it harder to plan ahead. However sam be willing, I imagine said system might make it possible to let AI cars use better gear more often. Like rotaries or V8's for example.

With the way it is, everyone knows the name of the vehicles that carry V8's and will take great care (most of the time) not to damage them. I'm fairly sure this was the reason, or at least part of why V8 spawns were heavily nerfed in SS in the past.

If players can't be sure what vehicles carry the good stuff it would be possible to up the spawn rate. Simply because players will damage or destroy them at a higher rate*. It's one potential upshot of randomization anyway, there are probably more aside from simply making the game harder.

Maybe mech checks or a spec to at least partially identify some of the cars (via inspect?) or simple "*ganger* thinks that vehicle might carry a v8" notes would help counteract the perceived loss of loot.

So yeah, it doesn't all have to be harder for the sake of being hard. In fairness it's also personal taste for me, I find surprise loot much more fun than predictable loot.

Edit: *Or be forced to put themselves in more danger to cherry tap everything, instead of just the few good targets. Redding all the "useless" vehicles to get the V8 to demo always felt kind of silly to me.
*Longo*


Posted May 28, 2020, 11:31 pm
FireFly said:
It's true that randomized enemy loadouts would make it harder to plan ahead. However sam be willing, I imagine said system might make it possible to let AI cars use better gear more often. Like rotaries or V8's for example.

With the way it is, everyone knows the name of the vehicles that carry V8's and will take great care (most of the time) not to damage them. I'm fairly sure this was the reason, or at least part of why V8 spawns were heavily nerfed in SS in the past.

If players can't be sure what vehicles carry the good stuff it would be possible to up the spawn rate. Simply because players players will damage or destroy them at a higher rate. It's one potential upshot of randomization anyway, there are probably more aside from simply making the game harder.

Maybe mech checks or a spec to at least partially identify some of the cars (via inspect?) or simple "*ganger* thinks that vehicle might carry a v8" notes would help counteract the perceived loss of loot.

So yeah, it doesn't all have to be harder for the sake of being hard. In fairness it's also personal taste for me, I find surprise loot much more fun than predictable loot.


I can tell what engine a chassis has by how fast it goes? Get into a little pvp, you might too.. :)
FireFly


Posted May 28, 2020, 11:32 pm
At least that takes a little more skill than reading the loadout on the wiki Longo, I ain't got no issue with that! Can't say I've ever sat down to measure the speed difference between a 3l rotary, v8 or 4l apache... But if you can tell, good on you! :cyclops:
*Rev. V*


Posted May 30, 2020, 2:27 pm
If it’s not back yet, could you please put the notification that an event has ended back in that top left box?
Man, I never realized how much I used that until I couldn’t anymore...

To quote Cinderella “Don’t know what ya got, til it’s gooooone....”

:(
*sam*


Posted May 30, 2020, 3:06 pm
I'll put it back in next patch yes
*Bastille*


Posted May 30, 2020, 11:59 pm
Trying to play these as a new player. Still don't properly understand los, don't have a great grasp of stress.

Offroad: Driver of Broadsword is a great gunner. (3
same characters in car)
Maybe a hint to the quick key for swapping cars. (,/.)

Convoy Defence: Interesting matchup for a new player to learn the game.
Maybe a hint to the quick key for swapping cars. (,./shift,. to maintain camera angle)
*Rev. V*


Posted May 31, 2020, 12:08 am
Thank you,Sam!!!!
*sam*


Posted Jun 6, 2020, 10:46 am
*Bastille* said:
Trying to play these as a new player. Still don't properly understand los, don't have a great grasp of stress.

Offroad: Driver of Broadsword is a great gunner. (3
            same characters in car)
            Maybe a hint to the quick key for swapping cars. (,/.)

Convoy Defence: Interesting matchup for a new player to learn the game.
                        Maybe a hint to the quick key for swapping cars. (,./shift,. to maintain camera angle)


Thanks Bastille, good suggestions there.

Back