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Old 18th Sep 2006, 10:52 AM   #1
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New Dev-Journal Entry!!!

Today I did like I did the last couple of days since the last journal entry (235 days to be accurate).

And TAAAADAAAAAAA

A new journal entry
immortus' section

Well it sounds pretty cool to penalise death because it's so annoying as a thief when your mates are "wasting" lives.

And that rat-control-mode for shades sounds like a lot of fun
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Old 18th Sep 2006, 03:34 PM   #2
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Woohoo. Another Journal Entry! Good enough for 2 months.
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Old 18th Sep 2006, 05:04 PM   #3
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Yay!
Good job Immortus! for you!
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Old 18th Sep 2006, 06:05 PM   #4
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TY for the update Immortus, much appreciated. The little tid bits like this help, keeps everyone informed, also interesting to read.
Thanks again.

(Love the cookie!)
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Old 18th Sep 2006, 10:43 PM   #5
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we need to make more threads doubting the existance of NB so that we get more updates lol
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Old 19th Sep 2006, 05:13 PM   #6
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Boogiepop!

Errr, anyways, nice to hear/read that NB is still worked on.

Anti-Death-Exploitation ftw, altho if theres gonna be stuff like spawn delay it shouldnt be hardcoded imho but rather be a server option to switch on/off/customize. Would be kinda annoying in a coop or even *ew* solo player romp
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Old 19th Sep 2006, 05:17 PM   #7
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yet another for immortus
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Old 19th Sep 2006, 09:37 PM   #8
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. 3 cookies for immortius for 3 straight journal entries in a row.
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Old 19th Sep 2006, 09:45 PM   #9
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I must say I'm generally against respawn delays, but this second notion- rewarding the players longevity by giving extra supplies (or better yet, unlocking items) sounds intriguing. Of course it has its problems too (new players aer impaired) but it gives for a high learning curve too.
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Old 20th Sep 2006, 03:43 AM   #10
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I strongly believe that combining both options 1, 2 and 3 will be the best road to follow.

Re-stocking could be able to be done at a certain location on the map (rather than a transferable supply chest) Or if it is from a transferable location then the same as TUT - make it destroyable.

A timer for the re-spawn work in other games so why not NB (this could be configurable though 5 sec or 10 sec or completely off) Plus this give you time to reflect on your mistakes that caused your death, rather than rampantly choosing your loadout, sloppily running out into the frey and snuffing it bigtime against a charged mace...

A bonus for staying alive the longest is an absolutely awesome idea! This is something which could be put in TUT, really.
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Old 23rd Sep 2006, 04:47 AM   #11
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Respawn delay also prevents revenge kills. In thievery its a good idea not to stay at the 'scene of the crime' because the enemy you just killed or ko'ed is likely to show up with that fresh loadout and make you pay.
It also means that reckless behaviour in a game is punished. An aggressive guard that ends up gets destroyed by a shade, results in a period of decreased defence - creating a window of opportuniy for thieves to do their stuff.
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Old 23rd Sep 2006, 12:03 PM   #12
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Will we get a speech bind like in Enemy Territory to say, "Zee enemy is veakened!" - indicating a prime time to rush and plant the dynamite on the primary objective?
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Old 23rd Sep 2006, 11:50 PM   #13
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It wouldn't be a BCG game without crazy speech binds.
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Old 26th Sep 2006, 04:50 AM   #14
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Reminds me of a bug in Nightblade a long time ago, when I first was implementing the guard team - when you spawned into an AI guard, the AI remained attached to the guard as well. Then when you encounter an enemy you automatically started shouting threats and taunts.
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Old 26th Sep 2006, 05:05 AM   #15
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Smile

Thanks for the latest updates, it's pretty cool to read about what's going on with the project even if we don't get to read everything, and nice to have our excitement rekindled for this mod.
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Old 26th Sep 2006, 08:04 AM   #16
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And once again immortus gives us an update!
Man that was fast!!!
Immortus' journal

The idea of having the map in the background is nice.
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Old 26th Sep 2006, 07:22 PM   #17
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Woohoo. 4 cookies for immortius!

(but your buying )
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Old 26th Sep 2006, 07:58 PM   #18
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quit with the cookie's sky, you will make him fat

and Good job Immortius
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Old 27th Sep 2006, 10:40 AM   #19
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 Originally Posted by R: ( link to post ) 
And once again immortus gives us an update!
Man that was fast!!!
Immortus' journal

The idea of having the map in the background is nice.
hmm, he wrote to much about other game, i would better see more info about Nb, and not guild wars?
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Old 27th Sep 2006, 11:30 AM   #20
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Journals are kinda like diarys. But public diarys. You can write whatever you are doing in them. Doesn't really matter.
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Old 27th Sep 2006, 12:58 PM   #21
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 Originally Posted by deathispainfull: ( link to post ) 
Journals are kinda like diarys. But public diarys. You can write whatever you are doing in them. Doesn't really matter.
ah, thats not good, but ok, when he wants so.
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Old 27th Sep 2006, 01:51 PM   #22
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i think its good that his playing new games, means his looking at what other games are doing and may find things ideas that would work well in nightblade gota keep in touch with what everyone else is doing or you will fall behind
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Old 28th Sep 2006, 08:57 AM   #23
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 Originally Posted by immortius: ( link to post ) 
Reminds me of a bug in Nightblade a long time ago, when I first was implementing the guard team - when you spawned into an AI guard, the AI remained attached to the guard as well. Then when you encounter an enemy you automatically started shouting threats and taunts.
I say keep it!
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Old 1st Oct 2006, 11:42 AM   #24
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yay and another entry!

http://www.night-blade.com/journal/c...al.html#000144

GW: Nightfall lol it was a lotta fun =) i like how u can control your group so u don't get dumb henchies doing stuff, can't wait till it comes out and u get like 3 other hero's going to make stuff so much easier sorta reminds me how alien swarm is how u can position your heros
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Old 2nd Oct 2006, 09:46 AM   #25
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More teamstack!
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Old 2nd Oct 2006, 04:47 PM   #26
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The give loot also helps thieves to determine who's going to go away with the loot, instead of 5 people going to an exit and dying so you won't win. 4 people could distract and 1 could go away.
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Old 2nd Oct 2006, 08:20 PM   #27
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- *Thief drops the loot as the guard chases.*

- *Fellow teammate thief (not being chased) picks up loot.*

Then let's say the guard kills the thief after a long chase (he didn't stop to return the loot, because that would lose time), but Gareth is already long gone with the goods, and had a large window of opportunity to grab more while the guard is distracted.

That's a pr0 strat.
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Old 3rd Oct 2006, 04:41 PM   #28
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Yay \o/
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Old 5th Oct 2006, 05:45 AM   #29
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Huston we have a problem... jettisoning cargo
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Old 10th Oct 2006, 07:26 AM   #30
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Another one.
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