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Everything posted by Karawasa
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What do you guys think of this tower? I will withhold my opinion until later.
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I don't really like the current incarnation of this tower. The slowing effect is basically never in play. I propose the following change: Frostbite lasts for 1 second, damage dealt to creep is doubled/quadrupled (level 1/2) for duration. No slowing effect.
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I want to first disclaim that I am in no way encouraging people to click the advertisements. Rather, I am simply giving facts about the advertisements themselves. The pop-under and interstitial (between visiting pages, such as coming to the forums from the site) ads are not CPC, rather they are CPM. What that means, is that they pay per impression and not per click. The banner ads on the left and right sides are CPC, this means that they pay per click. I do not want the pop-under ad to be bothersome to users. I have filtered ones that automatically make sound, move around, are offensive etc. However, if one every 24 hours is still annoying, I can reduce the frequency even more.
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The pop-up is the one that makes the most, unfortunately. What I will do is decrease the frequency in which the pop-up (technically pop-under) is shown. I'll change it from every 12, to every 24 hours. If it continues being a problem, I'll have to figure something else out.
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You may have noticed different advertisements on the site. It used to be a banner on each side, and a text link ad at the top. Now it is a banner on the right, a pop under, and the occasional interstitial advertisement.
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And the host is what skill level usually? Newbies tend to die before late-game, so the interest boost won't really see light for them. They need the extra cash early game so that they can accumulate $$$ and survive. I could accomplish this by simply making the time after round ends a function of the average difficulty. The following is how the current time between rounds works: Set Start_Timer_Modifier = (25.00 - ((Real(Difficulty[(Dying_Creep_Player - 1)])) x 4.00)) VE=21, VH=5 From this you can infer that VE=1 and VH=5 in terms of value for the formula. Imagine now we had a game of half VE, and half VH. We would get an in-between round time of 13 seconds, regardless of who finished.
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When you say easy to rush if "you even remotely know what you're doing," do you mean know how to play the game, or know how to rush? If someone good picks VE to cheese, that is an extraordinary circumstance. I don't balance for extraordinary circumstances at the cost of normal ones. Either way, more gold will be offset by the fact that they have more creeps to kill. Overall it will be easier, but it won't be like them having twice as much gold as they do now. That, and you said yourself the betas make everything harder. I'm leaning toward implementing this change, along with the 70 gold for all players. This is because VE is supposed to be just that, very fucking easy. Being strapped for cash does not go along with this. However, don't let that stop you from disagreeing and posting your point of view.
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It actually is very easy to do, the only thing that would require any amount of time is perfecting the values for the proper zoom. At any rate, it is something to worry about later.
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I'd like to revive this topic again, as there is a need for more brainstorming. Magic and Laser seem to have turned out well, but a few new towers have not or may not make it into the game. Thus, I'd like to have some ideas to use when the time comes. The list: -[D+L+W] -[D+F+L]
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I've been toying with the idea of having three different camera modes available for the game. There could be a command, or perhaps something on your worker that you click to cycle through them. It would be like this: 1. What we play with now 2. Zoomed out so you can see more 3. Zoomed out so you can see your entire area (or at least a large portion of it) at once This would allow you to switch between towers easily without having to scroll around. This might disrupt the balance of the game, making it too easy to control towers. This also has the potential to cause lag the further you zoom out, but of course you could just go back if you want. Thoughts?
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Could you elaborate more on that idea Unimatrix, perhaps start a new thread for it.
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This all seems quite complex for only a dual tower, plus I don't think it will be easy to code (the hardest part is actually getting the duplicates to spawn in the right place). Perhaps a better solution would be the ultimate of Morphling in DotA. Essentially, you cast it on a tower and it becomes that tower for X seconds, then goes back to being itself. This would still keep the idea of "copying," towers, but would make this much more manageable. Thoughts?
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That idea has potential. Perhaps something like 4/3.5/3/2.5/2% starting. The problem I foresee is that inexperienced players may not understand the concept of interest, and thus this balance will be lost on them.
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The much easier solution is to have all difficulties spawn 30 creeps. That way, the easier difficulties are not short on cash. We can then adjust the wave to wave delay to avoid spamming.
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Interesting, wait until 4.0 (or the public beta) where Ronald system is improved. Not only will you not have to worry about Ronald clumping/bugging/overflow etc. (still infinite though), you will also have a kill counter instead of a spawn counter. This will result in scores that will be more meaningful.
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Keep in mind that the *new/modified* towers have only had preliminary balancing (i.e. mathcraft) done to them. They may very well be too weak (or too strong), and that should be taken into consideration. However, from my own experience on normal the game does seem too hard. If VE and E are posing a challenge to inexperienced players then we have a problem. I am thinking about making all difficulties start out with 70 gold, and also to have all difficulties spawn 30 creeps. I am open to other suggestions, if you have an idea on how to better balance the game (without making VH any less difficult) let me know.
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That is an interesting idea. I wonder if emjlr3 can code it or not, I'll point him over here tomorrow.
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The following are towers I am considering giving the axe. Either they are too hard to balance, don't really fit into the game well, or just aren't interesting. Hit List: -Trickery Tower [D+L] -Jinx Tower [D+F+L] -Hail Tower [D+L+W] What do you guys think? Feel free to recommend towers for execution.
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The problem is that making the max health change instead of current health is a mountain of work. In order to create the new chaos mode, I had to make the max hp of creeps level dependent, instead of dependent on the creep itself. In order to do that, I created an array of hp bonus abilities (since trying to change the level of this particular ability via trigger bugs, go stupid war3 bugs) and then gave creeps the ability in the array corresponding to that level when they spawn. After that, the game sets their hp to % based on difficulty. In order to fix this problem, I would need to create another 240 abilities and manually enter the values for each one. Then I would have to modify the trigger to apply the appropriate one. Not only will it take a long time, it will bloat the map. However, perhaps there is a completely different way of doing this. I'll ask emjlr3.
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0rb3r brings up an interesting way to handle hero mode. Should all 6 heroes essentially have the same skills, but have enough levels where you need to plan what path you want to take with it? Or should each hero have an unique ability or two?
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It would be easy to switch it. How do you guys feel about it doing more damage if the creep has a lower % of HP left.
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That is what I am doing, is it not showing?
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Curious about this crashing issue. When I optimized the map, the filesize was much smaller than beta4. I thought I had used all the same options, but apparently not. If other people start reporting the crashing issue, this would be my first suspicion of cause. As for "Map Creator," I am indeed listed as that over my unit. However, you are listed as "Original Author," a title I thought gave proper credit. If there is a naming scheme you feel is more appropriate, I'd be happy to modify it.