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Karawasa

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Everything posted by Karawasa

  1. They are fake maps. My last version for WC3 was 4.3b.
  2. I will look into Hail Tower. Immortal is fine in my opinion.
  3. Honestly, I think regardless of what we do it will always feel like a support tower. That is because the main source of damage is dependent on an event external to the tower (death of a creep). I agree this is not optimal. Ability probably needs to be reworked entirely.
  4. Back in WC3, we were able to develop a niche following around competitive tower defense. People would play on VH and rush each other out with the countdown timer. The way the games list worked meant we could remain "popular" forever as long as people hosted. Indeed, we were the most successful TD for WC3. I thought the same formula of competitive tower defense would work for SC2, but it has not. Unfortunately, we lasted at or near the top for only about a month. People treated Element TD as a PvE game because that is what it is when you play on lower difficulties. The competitive aspect never saw the light of day. The SC2 games list meant a niche following could not sustain the "popularity" of the game. I have since given up on the idea of competitive tower defense. I do not want to develop games for a niche audience. I want to develop games played by all. We have decided to make a last stand. That means development has resumed after two months of inactivity. It also means radical changes. Here is what to expect; If you are playing alone, nothing. The game will continue as it is now. If you are playing online, everything. The game will no longer be a tower defense where it is you versus the computer directly. Instead, a tower wars style will be in effect. That means creeps are player sent. There are no timed waves in linear order. Of course, an option before voting will allow a choice of "classic" mode. https://forums.eletd.com/index.php?s=&s...ost&p=20479
  5. 1. Your post could not have come at a better time. Indeed, development had stopped with the 0.84 release. But, a confluence of events put your post up for discussion yesterday. We decided to make one last stand against the popularity system. As of today, development has resumed. Radical changes are in the works. https://forums.eletd.com/index.php?showtopic=2712 2. Unfortunately, this version is effectively on hold. We need a way to translate ideas into an app (i.e. get it made).
  6. It is a survival game. From 1-60 you do win for being the last person to die. But, once you hit 61 it becomes a tie breaker. The tie breaker is settled by who can do the best against the bonus round.
  7. After discussion with Chiq, I've decided it should use a custom resource instead of minerals. Custom resource would be given upon creep kill, getting progressively larger depending on level (and difficulty). Updated to reflect a third try.
  8. Third Try: Cost = 100/300/1000/3000 Custom Resource No stacking of disables/buffs/debuffs Builder has 15 max mana, regenerates 1 mana every 5 seconds, and gains 5 mana upon player clearing wave Builder Disable builder summoning for 7 seconds, 60/45/30/15 second CD, 4/3/2/1 mana costSlow builder by 4 movespeed for 15 seconds, 60/45/30/15 second CD, 4/3/2/1 mana costDrain 2/4/6/8 mana from builder over 5 seconds, 45 second CD, 3 mana costPrevent all future builder debuffs for 7/14/21/28 seconds, 45 second CD, 3 mana costPassive increase interest rate by 0.25/0.5/0.75/1.0 percentPassive builder movespeed increase of 1.5/3/4.5/6Passive builder mana regeneration increase of 0.5/1/1.5/2 Tower Reduce tower attack speed by 15/30/60/120 percent for 30 seconds, 15 second CD, 1 mana costReduce tower attack damage by 15/30/60/120 percent for 30 seconds, 15 second CD, 1 mana costReduce tower range by 2/4/6/8 for 30 seconds, 15 second CD, 1 mana costDisable tower abilities (sell, upgrade, cast etc.) for 60 seconds, 60/45/30/15 second CD, 4/3/2/1 mana costReduce towers in 6 AoE attack speed by 5/10/20/40 percent for 30 seconds, 45 second CD, 3 mana costReduce towers in 6 AoE attack damage by 5/10/20/40 percent for 30 seconds, 45 second CD, 3 mana costReduce towers in 6 AoE range by 2/4/6/8 for 30 seconds, 45 second CD, 3 mana costDisable towers abilities (sell, upgrade, cast etc.) in 6 AoE for 30 seconds, 45 second CD, 3 mana costDispel all debuffs on 1/2/3/4 towers (chain), 15 second CD, 1 mana costDispel all debuffs on towers in 6 AoE, 90/60/45/30 second CD, 6/4/3/2 mana costPrevent all future debuffs on tower for 15/30/45/60 seconds, 15 second CD, 1 mana cost Creep Increase creep movespeed by 4 for 15/30/45/60 seconds, 15 second CD, 1 mana costIncrease creep damage reduction by 50% for 15/30/45/60 seconds, 15 second CD, 1 mana cost2/4/6/8 (chain) creep debuff immunity for 30 seconds, 30 second CD, 2 mana costIncrease creep in 6 AoE movespeed by 2 for 30 seconds, 90/60/45/30 second CD, 6/4/3/2 mana costIncrease creep in 6 AoE damage reduction by 25% for 30 seconds, 90/60/45/30 second CD, 6/4/3/2 mana costHeal 1/2/3/4 (chain) creeps for 100%, 30 second CD, 2 mana costA 6 AoE creep heal of 10/20/30/40 percent over 5 seconds, 60 second CD, 4 mana cost7 (chain) creep buff immunity for 30 seconds, 60/45/30/15 second CD, 4/3/2/1 mana costDispel all debuffs for creeps in 6 AoE, 45 second CD, 3 mana cost
  9. Changelog: -Tweaked level 10 elemental max HP (not the same as level 5 anymore) -Interest removed from element pick -Resell added to element pick, increases resell value of towers by 12.5%, cap of 2 -More XP gain for being the last survivor -Less XP gain for fruit points -Added messages indicating XP gain -Added information on XP in "Info" tip -Tweaked Easy/Hard Interest to 1.25%/1.75% respectively -Radius (DFL) Tower now properly does Darkness damage -Buffed Radius (DFL) Tower to 120 damage up from 100 -Lowered height of Orbit (DFL) orbs
  10. Thank you for reporting, we are working on a hotfix now.
  11. Perhaps one upgrade is 87.5% and two upgrades is 100% sell.
  12. Changelog: -Fixed Spore (EN) boomerang return error -Fixed Poison (DW) Tower damage error -Restored sounds to SCV builder -Disabled bank loaded/not verified messages -Added XP gain for player die/leave as well -Swapped -ma with -rank (solo), removed display at first wave -Wait 10 seconds to vote more clearly displayed -Tweaked hotkeys/button position for Magnify (DF), Flooding (DNW), Radius (DFL) -Buffed Radius (DFL) to 100 damage up from 80 -Fixed Radius (DFL) double click (ray tower) issue -Improved performance of water (area 2 and area 6) -Added cooldown to "element query" -Fixed Flooding (DNW) tooltip -Nerfed Flooding (DNW) to 320 damage down from 363 -Changed Flooding (DNW) default status -Tweaked Contamination (DW) to 1.2 bonus per attack, 6 cap from 1.5 and 9 -Buffed Poison (DW) Tower to 40 damage up from 32 -Only XP gain limited to 4 or more players, banks loaded all the time -Lowered XP requirements for levels across the board -Fixed ratio of XP bar fill (green versus black) -Added "Change Builder" (see below) **Change Builder** Button on SCV allows you to call up a menu with new builders. Unlock and choose your favorite
  13. Was discussing with Chiq a way to pace the game with PvP. Builder would have mana, say 15 max. Spells would cost 1-6 mana (they still have cooldown). Builder would get 1 mana every 5 seconds. Builder would also get +10 mana upon clearing of wave.
  14. Making this PvE would counteract the reason for this change. PvE content can only last so long. It simply kicks the bucket down the road. Eventually (and sooner than we'd want), the PvE weapons will begin to bore people. Now, I'm fine with making it an "attack next player only" type of thing. This will be intuitive and a helpful message will come up if you attack the wrong person (along with spell fizzle). The benefit of this is avoidance of 7v1 and also avoiding an artificial construct such as "only 4 spells targeted at a person per 60 seconds" type of thing. The goal would be much more direct, you are trying to kill the person next to you and defend yourself from the person behind you.
  15. Changelog: -Host now counts for ~33% of the vote (1-3 players = 1 vote, 4-5 = 2, 6-7 = 3, 8 = 4) -Disease Tower (DN) now works with Fire Up (EF) correctly -Celerity Tower (FNW) now works with Fire Up (EF) correctly -Poison Tower (DW) reworked to 0.66 speed, 32 damage, and 1.5 AoE per attack (max 9) from 0.31 speed, 16 damage, and 0.6 AoE per attack (max 6) -Buffed Torrent Tower (LNW) to 12 range (attack and AoE) up from 10 -Changed Quark Tower (EL) button arrangement (damage values now on selection) -Electricity Tower (FL) buffed to 25 base damage up from 22 -Removed random (useless) buff from Corrosion Tower (DFW2) -Added "stop" button to Nova Tower (FLN1) -Removed annoying voice from death for waves 38 (Ghost), 56 (Reaper) -Disabled "finished voting" for first 10 seconds -Variable interest rate, VE+E = 1%, N = 1.5%, H+VH = 2% -Interest upgrade now gives 1.5x interest -Added range indicator to Particle Field (FLW) unit -Changed match up message to reflect bank usage -Implemented bank usage for total games played, most fruit points, and experience points (levels) -Reorganized the button layout of SCV -Completely reworked Flooding/Drowning Tower (DNW) -Added Radius/Diameter Tower (DFL)
  16. Just a mode means people faceroll right past it when choosing options. There will be a mode, but to disable it. So let's get this one right .
  17. Cost = 500/1500/3000/5000 Minerals No stacking of disables/buffs/debuffs Sleep builder for 1/3/5/7 seconds, 60 second CDSlow builder by 1/2/3/4 movespeed for 30 seconds, 45 second CDSlow tower attack speed by 15/30/60/120 percent for 15 seconds, 45 second CDDisable tower for 2/4/6/8 seconds, 45 second CDPassive increase interest rate by 0.25/0.5/0.75/1.0 percentPassive tower regeneration aura of 2/4/6/8 HP per secondPassive builder movespeed increase of 1.5/3/4.5/6AoE tower damage of 50/100/200/400, 90 second CDDoT tower damage of 125/250/500/1000 over 15 seconds, 90 second CDInstant tower damage of 100/200/400/800, 90 second CDInstant tower heal of 150/300/600/1200 HP, 90 second CDAoE tower heal of 75/150/300/600 HP, 90 second CDSteal 2/4/6/8 percent of current minerals from player, 60 second CDHide players UI for 1/3/5/7 seconds, 90 second CDAoE creep heal of 10/20/30/40 percent, 90 second CDInstant 5 chain creep heal of 15/60/240/960 HP, 15 second CD7 chain creep debuff immunity for 3/6/10/15 seconds, 30 second CDAdd (self)-Subtract (other) 100-200/200-400/400-800/800-1600 HP for 15 seconds, 45 second CD Discuss!
  18. Here is my proposal in a nutshell, for the next innovation (or failure) of Element TD; Items are the "Powers"Powers are cooldown basedCan't get more than one of the same powerBuilders gain an inventory of 6Builders gain a button to launch a dialog based shopShop allows for one click purchase or upgrade of powers (icon based)Shop allows for one click sell of current inventory (icon based)Items cost mineralsItems sell for 75%, can't sell when on cooldownEach power will have 4 tiers, say sleep builder 1/3/5/7 secondsVariety of powers: from damage (AoE, DoT, Chain, Single Target) to passive (regeneration aura, interest bonus, movespeed bonus etc.) to disable (sleep builder, slow builder, nerf tower attack speed etc.) to player (steal gold, steal lives etc.)All items available, no element basis to powers Thoughts?
  19. You don't put enough weight on the utility of 100% sell. That allows a huge change in the way you can play the game. The risk added by the randomness is not lopsided. A good random with 100% sell is a genuine challenge against pick players. Especially on harder difficulties. The other side of the coin is that on lower difficulties there is a larger cushion of time so bad randoms are minimized in impact.
  20. I am now leaning toward 33% because with 50%, it would take every other player voting the opposite to nullify. If even one player votes different, host always wins. Different doesn't mean same as host, take for instance All Pick, All Random, and Same Random.
  21. This is true in WC3, but there is no bottom in SC2. Though, with the way slows work I wonder if it's even possible to get to this limit in the first place.
  22. If creep is hit by both it gets 10% reduction then 10% of what is left. So 19% total.
  23. There will be a mode that disables this addition.
  24. Anyone want to comment on "host counts as 50%" idea?
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