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Karawasa

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Everything posted by Karawasa

  1. How does it feel now?
  2. Not sure if this is even possible. Have you seen it in another map?
  3. Changelog: -Countdown timer duration is now weighted by finishing player difficulty versus the average (so if you're below it, longer, otherwise no change) -Countdown timer multipliers changed back to (VE-VH) 5,4,3,2,1 from 7,6,4,2,1 -Implemented "kick -#" command (vote kick) -Added text messages for "Normal Order" and "Normal Length" (to indicate absence of Chaos/Shorts) -Cleaned up the intro in various ways -Added timer window for dialog timeout -Fixed stacking of dialogs (for good this time) -The default difficulty is now Normal where applicable (was Very Easy) -Tweaked projectile sound/launch location for Cannon Tower (DE) and upgrades -Tweaked projectile model/sound for Earth Tower and upgrades -Tweaked projectile sound for Light Tower and upgrades -Tweaked projectile sound for Darkness Tower and upgrades -Tweaked projectile sound for Fire Tower and upgrades -Tweaked projectile sound for Water Tower and upgrades -Tweaked projectile sound for Nature Tower and upgrades -Tweaked projectile sound for Periodic Tower -Tweaked projectile model/sound for Forge Tower and upgrades -Tweaked projectile model/sound for Well Tower and upgrades -Tweaked projectile sound for Life Tower and upgrades -Floating Text for Douse (LNW) only appears upon leveling up now -Slightly reduced size of Douse (LNW) caster effect (lag reduction) -Celerity Tower (FNW) to 1 attack speed, no minimum range, and 500 damage base from 0.66 attack speed, 6 minimum range, and 400 damage base -Impetus (FNW) now treats distances below 7 as 7 (therefore 7 distance, i.e. 50% of base, is minimum damage possible) -Disease Tower (DN) buffed to 18 base damage up from 15 base damage -Poison Tower (DW) buffed to 10 damage up from 8 damage -Infrared Tower (FN) nerfed to 8 damage down from 10 damage -Magnify Tower (DF) nerfed to 140 damage down from 150 -Flamethrower Tower (DEF) tweaked to 0.66 attack speed and 80 damage from 1 attack speed and 120 damage -Tweaked Phasing (ENW) to -4% and max of -60% from -7% and max of -70% -Ephemeral Tower (ENW) nerfed to 600 damage down from 720 -Added TacoManStan to credits -Tweaked Napalm (DEF) visual for buff and explosion -Tweaked Ephemeral Tower (ENW) projectile color -Fixed annoying death sounds for wave 34, 43 (again)
  4. https://www.eletd.com/img/loadscreen.jpg
  5. Any idea what that "point" was? In other words, what happened for it to start?
  6. For future reference, you can just upload here as an attachment.
  7. I agree with that sentiment completely. However, short of giving the host no choice but to force non-mixed...this is the best we can do (imo). I'm confident that it will make mixed games feel a lot better. Will it be perfect? Perhaps not. But then again, there is no true way of perfecting mixed games. They are after all playing an easier game than you. But at the very least, we can minimize the impact they have. PS: In other words, let's give this a shot and see how it goes.
  8. This is my new idea; https://forums.eletd.com/index.php?s=&s...ost&p=20916 I like it a lot more.
  9. The purpose is to find a compromise that helps alleviate this problem yet maintains the competitive aspect of the game. What if we did this instead; We set the countdown timers back to 1,2,3,4,5 multipliers (currently 1,2,4,6,7). We implement the "weight idea" of dg86. We then calculate the average. The timer still starts after the first person clears the wave. However, it is multiplied by the average divided by the persons weight. It can't go below 1 for the "bonus" multiplier. In a non-mixed difficulty game, nothing would change. In the extreme of 7 VE and 1 VH, that gives us 12/8 = 1.5 average. A VE person finishes first, the countdown therefore has a total multiplier of 7.5. In practice this would turn out to be even higher as the average will be higher (yet VE person still has only the same weight). If the VH guy finishes first in that example, it would still be a 1*1 multiplier (no change).
  10. From another thread... So, I propose building off of dg86's idea. Players get a weight from 1-5. But instead of the threshold being half of the total, the threshold is simply the average. Therefore in a non-mixed difficulty game, the countdown still starts upon first person finishing. In the extreme example of 7 VE and 1 VH, you would have 12/8 = 1.5. Meaning two VE people would be needed to start the countdown. Is that optimal in the extreme case? Perhaps not. But it's better than it is now and we maintain the competitive aspect. Another question is how to convey this information to the player if we do go this route. Some people might scratch their heads as to when the timer will start...
  11. Damage can go below 1. I believe minimum damage is actually 0.5. Simply build one grenade tower on very hard and see that you can't kill the sheep in five hits.
  12. I could increase the attack speed to 1 (keep DPS same). It got some major buffs to damage recently (280 > 400).
  13. I like where this is going. But, we must maintain the competitive aspect. The problem with the "guy in the middle" or the more precise version of it is that this competitive aspect is lost to a great extent. So, I propose building off of dg86's idea. Players get a weight from 1-5. But instead of the threshold being half of the total, the threshold is simply the average. Therefore in a non-mixed difficulty game, the countdown still starts upon first person finishing. In the extreme example of 7 VE and 1 VH, you would have 12/8 = 1.5. Meaning two VE people would be needed to start the countdown. Is that optimal in the extreme case? Perhaps not. But it's better than it is now and we maintain the competitive aspect. Another question is how to convey this information to the player if we do go this route. Some people might scratch their heads as to when the timer will start...
  14. Yes, it does. The idea of only allowing the highest difficulty present to start the timer has been mentioned before. I wouldn't mind going in that direction, but part of me wonders if there is something between here and there? The flipside is that we could reduce the timers again so that games on lower difficulties don't take forever to play.
  15. What type of things could you do to discourage this behavior? I mean putting aside difficulty, how could we punish building in the front? Also, yes you're right. Getting the most fruit points is the only way to actually win the game. Any other scenario results in defeat.
  16. I'm kind of intrigued by the base interest idea. I'm considering the 2/2.25/2.5/2.75/3 numbers mentioned by dg86. What do you guys think? It's like a bounty increase but doesn't reward you by default.
  17. Obliteration should not be the default choice. When I say too strong, I mean relatively. There was a recent tweak to creep HP that I think will alleviate some of this "I need one tower to win" type thing. The rest will come with tower balance. Well said. That's the goal. Towers like Celerity should be decent without micro but should be able to excel beyond average when used properly.
  18. Defeats the whole competitive aspect of the game...
  19. That just indicates Obliteration is too strong...
  20. Or rush them at anytime in the game...
  21. You're not supposed to flat out favor any "damage" tower over another. Instead, you should select based on the situation. In other words, damage type/creep type/support type/AoE (or not) type.
  22. The game should be more "beatable" from 40-60.
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