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Karawasa

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Everything posted by Karawasa

  1. Simply read the post above your original one. You'll notice the post above that one is the same question you asked.
  2. Yes. Though ideally, the timings will be such that there won't be a lot of room for this. I am now thinking 30/40/50/60 seconds for levels 1-15/16-30/31-45/46-60. Furthermore, if you miscalculate and the timer is cut short (either majority vote, or map cleared) then you're screwed royally.
  3. Karawasa

    Flooding Tower

    Yes, the role is up for grabs. Just needs to be a "damage" tower. Things like knocking into the air are really stuns, and thus a form of slow (and therefore a support). Those ideas won't work.
  4. Thank you for reporting this. It will be fixed in the next version.
  5. What do you propose we do for the time then? The timer does end early if all creeps are cleared. Of course, people could purposely leak I suppose. We could counter that by changing the dynamic. Add a "start" dialog button that becomes available when you clear your area. If half or more vote to start, it starts. We could also make the timer get longer as the game goes on. So say 30/45/60 (1-20, 21-40, 41-60) seconds?
  6. There has been much debate regarding competitive versus casual play. As the developer, I have been left trying to do a balancing act. I feel this has hurt the game, and it shows in popularity (at least on NA, EU seems to be fine). The time for change is here, and I want to put an end to this debate. Please read the following carefully, as taking it out of context is pointless; The first thing I want to do is remove the "below average" countdown timer function. Timers will go back to the way they were before I started messing with them. This allows for consistency and people don't have to guess how long it will be. The next thing I want to do is implement four different modes that will be the very second dialog (before difficulty). They will be Standard, Competitive, Race, and Extreme. Here is what they entail; Standard will be a mixed difficulty game. The countdown timer will not be player dependent. It will start as soon as the creeps finish spawning. It will always be 60 seconds. It will end early if all creeps (everyone) are cleared. Consider this the "casual" mode for the masses. Competitive will be a non-mixed difficulty game. The countdown timer will work just like it has always worked. I may tighten the timings to 1/1/2/3/3 multiplier from 1/2/3/4/5 (VH-VE). Race will be a non-mixed difficulty game. The countdown timer will be independent for each player. The first player to clear wave 60 wins. Extreme will be a non-mixed difficulty game. The countdown timer will work just like it has always worked. But, it will always be 0 duration. You start with 1 life. Thoughts? PS: You can rejoice now dg86 and others.
  7. Funny, I already implemented this for the next version. Great idea though!
  8. @holepercent: Can you look into making Hail into Water Damage and Laser into Darkness Damage? What other towers might need to change to maintain some balance in the distribution?
  9. I really appreciate posts like this. They are an invaluable source of feedback. As to some of the points; I will look into changing Hail to Water. As holepercent suggested, there is more involved than just a simple change. My own experience tells me that the damage was high enough at 400 that you could get away with not manually reloading. How would you feel about 12 manual/4 auto? This tower purposely has low range. Perhaps it needs a damage buff or an increased percentage to fire? Do you think this tower is underpowered? That might be a little extreme, but this does need a buff. That much range would run counter to its intended usage. But, 8 does seem a bit short. I will look into changing Laser to Darkness. As holepercent suggested, there is more involved than just a simple change. The autocast is there to simply help you in the event you forget. In fact, you're expected to manually use this at your discretion. This is one of my least favorite towers. We already have a random chance effect in the game with Quake/Seism. Problem is, need some idea to replace it with. I agree! I can't wait to use this tower. It may seem like a lot of Darkness but if you look at the overall distribution it is fairly balanced. Just check the towers page on the main site. I don't know if I agree with this completely, but I do notice a lot of Light being used. Do you feel a nerf to 3 damage at level 1 (from 4) would be too much? I will look into tweaking the bounty numbers. It does seem VE people are simply accumulating too much mineral by virtue of not having to build much to survive. I'm not sure I agree with the base interest though.
  10. Search for "element" and it should come up. Alternatively, just browse the first page of custom maps.
  11. I'm sure it is possible but I would have to research it a bit.
  12. I don't think it's necessary to force VH on everyone. We've taken a lot of steps to make mixed games more balanced. The true fun of VH comes when you have other people who know what they are doing. As for the other modes, tough shit for them.
  13. Interesting idea. I'll see what I can do.
  14. Karawasa

    Game prompts

    Interesting. I will look into it.
  15. Both should be fixed in the most recent version (0.76).
  16. Er no, they autocast on towers that are attacking.
  17. We will look into this for the next version. Thank you for reporting it.
  18. Stupid question but, are you sure it was leveled up?
  19. Karawasa

    13 Gas

    Should be fixed.
  20. Changelog: -Fixed Muck/Ion stacking issues -Countdown timer now capped at 45 seconds (was 60) -Tweaked size of "www.eletd.com" text in intro -Oblivion Tower (DLN) nerfed to 360 damage down from 400 -Tweaked Earth Ray Tower projectile color -Tweaked size of Spike Tower (DEN) -Tweaked info tip a tiny bit -Fixed "extra gas/mineral" upon player leaving bug -Fixed "dialogs stacking" under player voting (when timeout occurs) -Fixed "difficulty revert to normal" when player timeout past difficulty -Renamed second Ice Tower (LW) weapon (removed the "2") -Added strength/weakness to "mouseover armor" -Forge/Trickery/Well abilities CD nerfed to 15 seconds up from 12 -Removed "blank armor icon" from Perpetual (LN1), Laser/Phasor (DEL), Nova/Supernova (FLN), and Ion/Plasma (FLW) Towers -Fixed "loss of mineral" when clone expires during upgrade
  21. That's a bug we are working on.
  22. They will also not autocast on towers that are not currently attacking.
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