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Topics - Toumaz

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Think Tank / Experience Curve Revamp
« on: December 19, 2010, 01:02:07 PM »
To begin with, sorry for being so quiet - there's a certain other hunting game I've been working on that keeps me ridiculously busy, and I haven't been able to work on SH on my horrible, horrible laptop for the last two months. :(

This is something that's been nagging me for quite a while, now, and I realize that it might be a very drastic decision to make at this point in the game, but I've never been quite happy with the rather rash decisions I made when implementing it in the first place.

Put simply - I want to drastically lower the requirements required in order to go up a level on the whole, making levelling to get weapons a much faster process. I'm by no means a game designer (I suck at it, in fact!) so I'd very much appreciate any input from you, seeing as you actually play the game. :)

Let's have a look at what kind of changes I like to make, though:

Old (bad):

Conceptual new (better?):

(the rise between 17 and 25 should probably be a lot smoother!)

Yes, that is quite a sharp drop there, cutting almost 200k worth of experience away before you reach 25. At the beginning, you would most likely be able to get a new level every second match or so, where at the end it would take approximately anywhere between 5 to 20 matches depending on how good you are. The reasons for me wanting to do this is to remove the all too vast divide between old players and new players, or at least help them to get up to par by letting them access more powerful weapons faster. I can imagine especially for TSH players this is a painful process, being forced to use worse weapons than they are actually capable of using for an extended period of time.

The crazed grind would be replaced with something akin to the prestige/promotion system in CoD, Altitude and Alien Swarm - a completely optional way of resetting your experience back to 0, but gives you a special icon/title/insignia/something as a reward for taking the extra time of going through the grind again. This could be looked upon as a way to identify the most die-hard players. Perhaps there would be other rewards as well, such as the possibility of multiple loadout profiles (some of you beta people will now what I'm talking about) or other customization options as a way to slightly give a perk to the prestige system in the first place. I'm not certain what exactly could be offered without making it too unfair. The prestige system would serve to lower the divide further as there would most likely be a few veteran players going through the levelling again, as such not having la creme de la creme available to themselves. This is why the levelling curve would also benefit from being scaled down a bit.

My biggest concerns are that old players will feel cheated for spending so much time unlocking everything, which is why I wanted to ask you all first before even starting to think of designing this further. So, as such, what do you think?  :o

Off-Topic / MOVED: 25 LVL
« on: July 31, 2010, 10:29:44 PM »

Tech Support / Bug Reports / How To: Host a Seal Hunter Game
« on: July 30, 2010, 08:04:16 PM »
First some technical mumbo-jumbo: since Seal Hunter doesn't support NAT punchthrough just yet, in the event that you're behind a router you have to manually forward the game port that Seal Hunter uses.

  • Find your router model in the list on If you can't find your exact model, try one that is somewhat similar. (Also, be sure to click "Click here to skip this advertisement..." in the top right if prompted.)
  • Since Seal Hunter is obviously not in their list of applications, click "Default Guide". It's the last paragraph, I'm sure you'll be able to find it!
  • Follow the instructions. Yes, this might be a bit tricky, but it's something that you only need to do once.
  • When the guide tells you to type in a port or a range of ports alongside a protocol, you want to use port 33678, protocol UDP or UDP/TCP. 33678 is the default port for hosting games - you can choose your own port on the Start Game tab inside the game, if you like, but the default will work just fine.
  • You're all done! Go host some games.

If it still doesn't work, feel free to create a topic in this section, and we'll try to help you further!

Think Tank / Help me out: Rank Titles
« on: May 03, 2009, 03:42:33 PM »
As you may or may not know already, players in Seal Hunter will be given a sort of title to go along with each and every level - this is purely for fun. (See the scoreboard image posted on the blog earlier for reference!) Needless to say, my imagination isn't good enogh to come up with more than one or two rank titles, three tops.

So here's a plea for help - come up with rank titles for me and post them in this topic! They should be short and rather snappy; any humorous reference to fishing, the game itself, or perhaps Norway is an extra plus. Be creative!

Think Tank / Read this before suggesting weapons!
« on: April 17, 2009, 10:55:57 PM »
This list will be continuously updated to reflect what is possible within the game engine and what isn't. Do note that any kind of suggestion is still very welcome - it just helps your chances of actually seeing it implemented if you follow the guidelines below!

  • The weapon should never be able to run out of ammo. Reloading it should always restore its full ammunition.
  • It should have no more than 255 bullets or whatever other crazy kind of projectile you can think of.
  • For an extra bonus, it should also encourage diversity and to a certain extent put the player using it in a specific role.
    For example, an AWP user will for the most part take advantage of its high damage output and piercing ability, whereas an automatics user will ... yeah, you get the point.

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