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Kaini

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Posts posted by Kaini


  1. It is possible but we must not argue to people of blizzard. If they hadn't done

    warcraft III there wouldn't have existed any TD especially ELEtd. But I still think that

    this can be fixed with adding more aditional space between the creeps but this will make

    a few problems with AOEs but they can be easily recalcolated.

    That has got lots of ballacing problems too. The bigger the space between them - the ineffectiver will be a two pass at 4 and 3. The game would move to a slower position (aka to 6)


  2. Disagree too :P

    They already wrote: If you micro it it should deal more damage. Because you don't have time to do something different

    And it is very slow. You can't use it lonely in multiplayer ;)


  3. kaini:

    -nice, clean opening. I would advise switching to elemental arrows for waves 8 and 10 though.

    -Beware those knights ;)

    Ahhh I hate them :mrgreen:

    -ouch at wave 26, you had all nature damage and no water. instead of building the life tower for that level, you could have built water cannons/arrows and did better. or gotten the tidal. ...hm, or maybe you didn't have enough money for the tidal...in which case, you just need to save up a little better.

    -Make sure you build well! it boosts impulse, and it -doubly- boosts tidal since it will help charge the ability faster as well...

    -oh, you have well now. ok good. I just would have gotten it before the second impulse.

    Maybe true^^

    -wow, some close calls ;)

    -imho getting both velocity AND tsunami is overkill. better to save up.

    -Another supernova at 5 would have served you well...

    -Also consider the fact that tsunami probably works better at a longpass like 1, rather than 3. I originally had your setup as well, but decided I could switch tsunamis to 1 because they would work better.

    Yeh I saw you replay: You used them at 1, I thought about that. But I thought they won't power up fast enought... Maybe I was wrong :P

    -oh, you have supernova at 1. That's helpful! But again, at 5 as well would be helpful. (it is true that it's not AS helpful because you don't want impulse to fire on creeps when they're around 5, but it still gives you more time overall)

    *g*

    -you seemed to neglect tsunami's ability toward the end =(

    Hm they got very ineffective later :P

    By the way: GW!


  4. The draft is closed! everyone has submitted their replays (some more than 1).. so no further submission will be entertained.. results will be out shortly (although you probably know your place already)..
    Hehe yes I think I'll be third. I realized, that I hadn't got much time :( The sent replay was my 4th try.

    Do you publish the replays later?


  5. Weekends I am most of the time here.

    Weekdays: Monday ~17:30; Tuesday ~18:30, Wednesday ~14:30, Thursday ~16:30, Friday ~15:30

    most time until ~22:00

    In March till October that is in GTM+2 in Winter GTM+1 (Daylight saving...)

    I convertet all the times in UTC (+/-0) now:

    Karawasa (in UTC-6)

    Monday: 17:00(11:00)-19:00(13:00)

    Tuesday: 18:00(12:00)-21:00(15:00)

    Wednesday: 17:00(11:00)-19:00(13:00)

    Thursday: 18:00(12:00)-21:00(15:00)

    Friday: 17:00(11:00)-19:30(13:30)

    Saturday: ?

    Sunday: ?

    Holepercent (in UTC+8)

    Monday: 10:00(18:00)-14:00(22:00)

    Tuesday: 10:00(18:00)-14:00(22:00)

    Wednesday: 10:00(18:00)-14:00(22:00)

    Thursday: 10:00(18:00)-14:00(22:00)

    Friday: 10:00(18:00)-14:00(22:00)

    Saturday: always ?

    Sunday: always ?

    Kaini (in UTC+1/UTC+2 (circa April to October))

    Monday: 16:30/15:30(17:30)-21:00/20:00(22:00)

    Tuesday: 17:30/16:30(18:30)-21:00/20:00(22:00)

    Wednesday: 13:30/12:30(14:30)-21:00/20:00(22:00)

    Thursday: 15:30/14:30(16:30)-21:00/20:00(22:00)

    Friday: 14:30/13:30(15:30)-23:00/22:00(0:00)

    Saturday: around 8:00/7:00(9:00)-23:00/22:00(0:00)

    Sunday: around 8:00/7:00(9:00)-21:00/20:00(22:00)


  6. I think it is just a profile site like myspace or something.
    Yes you're right

    But please Engr.O stop spamming like that (Espacially in the IRC-Channel, I assume 'Engr' were you in the channel.) I really hate the postcounter... :wink:


  7. 1. Leak/Interest abuse fix

    I want to see that too in the next beta!

    2. List tower combinations by damage type

    I don't care...

    3. Overpowered towers

    4. Unupgraded towers

    Thats ballacing - we'll try to fix all that bugs.

    5. Proc-on-kill towers

    I think flamethrower works very well. But you are right they are not very good in combinations. Maybe they should 'mark' the enemy for 5 secounds.

    6. Other underused towers

    New disare sucks too :P I don't like both.

    7. Periodics = lol

    Fixed in the lastest private beta.


  8. heh, 3*interest, eh? actually i'm not sure whether or not that's viable here. I know interest is more powerful than before, but still, 3 interest picks is probably still stretching it. you all know i'm going to be trying it out though =P

    Three inersts without a lvl 3 elemental? :P


  9. Gold is good but is there a way to reward the 'better' players? That way, the stronger players might leave leaving the weaker/noobs behind if gold was even as they do not get extra for contributing to the team. It can be someone doesn't build at all/spams low-damage towers, kills nothing but still gets gold. . Noobs should not be penalised too much but there should be rewards for skill and playing well..

    ........

    but what about overcrowing? and how would the area be split among the players?

    Communication ;) Team mode isn't very easy in public games - because they have to work togehter.

    Hm do you think imbalanced teams work? Sounds a bit unfair in the first moment.
    Because every team has the same net worth I think it can be fairly equal. But I guess in most cases that will not be chosen
    True

    Maybe don't divide their HP to make it a bit more interresting. (Aka the team has to speak - if everybody summones the element at the same moment.... :twisted: )
    I was thinking that too first, but it's a bit brutal, 4 full hp bosses at lvl 5? and I don't like the fact that they have to summon one boss every level instead of at lvl 5, 10 and so just to avoid the strength. but perhaps we could make the elementals a bit harder if we find during betas that in team mode they should be stronger. perhaps they are first divided their health by X (4 if 4 in team) and then (X-1) times the hp will be increased by 20%

    example: one 5000hp boss if one player playing in a team.

    two (2500+20%=)3000hp bosses if two players playing in a team.

    five: five 2000hp bosses if five players playing in a team.

    I thnik it is too early to discuss that now - we have to test that. :D

    Why that? I think pures will be very very expensive in team mode. (I assume there is no gold transfer) because in a normal game you've got a networth around 50.000 gold in wave 50+. But in teame mode the gold is split -> every one has got only 50.000/x gold! And saving money is difficult in that mode too.

    A networth is Always above 30-40k at level 52. and usually 7 of those are then spent on a pure. if everyone in a team of 4 gets a pure essence that means theey can build 4 pures, putting 29k of their 30-40k on pures. I think this could be unfair. the team shall only have 2 free pure essences I think. Do you understand? do you agree? Remember that this discussion as well as the other small ones I and Kaini are discussing are just details. it's not like the entire idea of the mode will blow up if everyone's not agreed.

    Hm you are right. In random the players could simply sell the towers and build pures. But in pick is is getting very difficult.

    Maybe you are right... Random is more important than pick.

    Interest - another detail. Interest given is a Xth of everyone in the teams spare gold. meaning if I don't build anything at all, and let my friends kill, I will get only a 4th of the extra interest that causes. However - if I pick(or random) an extra investment, then I get my gained interest increased by 0,75% (or was it 1%?)
    I can't unterstand the first sentence :P
    I basicly meant, your interest gained is the avarage of you and your teammates unspent cash, multiplied by your interest rate.

    Example: so if you have 100 unspent gold, bob has 220 unspent gold, carol has 20 unspent gold and Alice has 460 unspent gold then that avarages 200 gold. if you have a interest rate of 2% and carol has one of 4% then you will get 4 gold interest given to you and carol will get 8 gold interest given to her.

    Ahhh ok agree. I really like that idea, because that means more teamwork! :D

  10. First of all, the host selects (can ofc chose vote) Team mode. After that he selects how the team are going to be. That could be anything from 2vs2vs2 or 4vs4 to 4vs2vs1 or 3vs5. The Builders will be teleported to the maze they should play in. Team 1 plays in maze 1. team 2 in maze 2, team 3 in 3, team 4 in 4 etc, if there area more than 1 team. The host also selects whether it is team shared elements for all, separate elements for all, or if each team decides themselves. of course host can chose vote on this question.
    Hm do you think imbalaced teams work? Sounds a bit unfair in the first moment.

    The creep hp will not be changed but the gold in a team of many players will be splited.

    How? Either, the gold will be split per kill, but that would make 0,25g or 0,33g in some cases and that would not work in the early game where 1 kill, 1g is splited on 5, everyone rounding his gained cash down to 0. This system would only work if there is a way to store info such as "i currently have 0,75 extra gold"(player wouldn't have to know, perhaps the ele summoning center has 75 mana or something that cannot be seen at all) so that the next time I share 3 gold with my 4 teammates, I get 1 gold.

    If that gold system does not work/requires lot of work or causes alot of space or lag, there is another simple way. Every Xth kill that the team does (x being the number of players in my team) I get the bounty for the kill. in a team of 4 i get gold frrom every 4th kill my team does, and this way the gold per kill is not divided by 4, it is given to the player who's turn it is to get the money.

    Better idea: the gold of the first chreep goes to Alice the gold of the secound cheep to Bob and so on. If the wave ends the order will not be reset. (3 Players; If last gold of the round got Bob - the first gold of the next round will got to Carol)

    ...His elementals will have their hp divided by X(x still being the number of players in his team)...
    Maybe don't divide their HP to make it a bit more interresting. (Aka the team has to speak - if everybody summones the element at the same moment.... :twisted: )

    Pure essences is another small detail. Those will perhaps be limited to "buy max 3 extra per team" and the 2 pure essences at lv 52 and 56 will be decided by the team of who shall get them. because the team shall not have 8 essences and base their entire defense on pures. but they can if they are wise decided that the one who has either periodic or lvl 3 ele available shall have the essence.
    Why that? I think pures will be very very expensive in team mode. (I assume there is no gold transfer) because in a normal game you've got a networth around 50.000 gold in wave 50+. But in teame mode the gold is split -> every one has got only 50.000/x gold! And saving money is difficult in that mode too.

    Interest - another detail. Interest given is a Xth of everyone in the teams spare gold. meaning if I don't build anything at all, and let my friends kill, I will get only a 4th of the extra interest that causes. However - if I pick(or random) an extra investment, then I get my gained interest increased by 0,75% (or was it 1%?)
    I can't unterstand the first sentence :P

    All the others things sounds very cool :D


  11. FLNW? haha actually i haven't tried out this build that much in the new beta--nova+windstorm can't solo everything anymore...but hey, maybe electricity and ice can =P

    Windstorm and Ice is draftet *hehe* that is going to be funny 8)

    Maybe a Flame3 + Elec3 build pushed by Spring and Nova? We'll see...

    Btw.: Is the 6 element build forbidden? I only know that Periodic is out...


  12. Would it be fair to summarize the above quote with "the proposed system would force me to learn the elements and therefore would make my play better." Compare this to my "the current system rewards you for knowing element combinations but does not require it from you."

    Hehe, i can't the element combinations ;). I simply know: Fire -> Electricity => Nova or Darknes -> Magic => Corrosion or Darkness -> Gunpodwer => Muck. I really don't know most of the combinations.

    So I like the system atm, please don't change it :)


  13. When I saw the standard "tower stops attacking after upgrade"-bug, it usually was an arrow tower after the upgrade to super arrow. Not exactly a fast tower.

    Do you have a replay? I never had that bug with a Arrow/Canon tower... But thats very strange. Is that a trigger bug or a Warcraft bug?

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