-
Content Count
3,886 -
Joined
-
Last visited
Everything posted by Karawasa
-
No, the bot has been offline for repairs. Based on a recent discussion with MH, I hope this will change in the near future. If it comes as any consolation, a nerf to the 200% tier 3 support (150%) is being tested. This ought to help alleviate problems with Waterfall Tower. Unfortunately, beyond that there is not much I can do. The code for the DDS was written by someone experienced, so optimizations are unlikely (though it would be wise to double check this). The alternative is slowing the attack speed of offending towers (say all 0.66 towers that use DDS going to 1.0). This was done before (changed all 0.31 DDS towers to 0.66 or beyond), and it is both clumsy and kills variety.
-
Hoping someone with a lower end computer can confirm whether the changes made in 4.1 helped to resolve the problems brought up by this thread.
-
Seemed only fitting to revisit this topic as a storm is brewing.
-
Looks to be Very Easy.
-
Based upon discussion with MagicalHacker, there is potential that this project may be done in Java instead. Doing so would allow us to pursue 3D, a feature deemed unfeasible in Flash by MH. To get an idea of what is possible within the browser, have a look at http://www.runescape.com. @lesher: What details did you have in mind? I would be happy to answer any questions you have. Allow me to take a moment to more clearly define what I had in mind when I meant "migrate" over. A safe time range for the development of the browser version (i.e. how long until we release 1.0) would be 9-12 months. Thus, it may seem like choosing to pursue option two will result in a lot of downtime for the team. This couldn't be further from the truth though. While it is true that there will be no testing until an alpha is out, there is much to brainstorm. With a browser version, the limitations we face now virtually disappear. To say we can do anything is an exaggeration, but compared to WC3 you might as well think like that. My point being that modes, features, commands etc. that were previously shot down or were never suggested now have a chance to come to light. I hope this sounds as exciting to you guys as it does to me. Just as the 3.0/4.0 transition allowed us to brainstorm a great deal of new and exciting things (because going from GUI to JASS programming opened up a world of possibilities), so too should the WC3/Browser transition. Of course, there is still the 4.2 either way. In the short term we would have testing for the 4.2 (support percent changes, Draft Pick, and compatibility with 1.24 patch) and brainstorming for the browser version. That seems like enough to fill everyone's plate (provided I get off my ass and get a new beta out). In the long term we would have testing for the alpha/beta phases of the browser version. Going with option one would mean concentrating on putting out versions beyond 4.2. The browser version would still go ahead in some fashion, but there wouldn't be an expectation of the team to support it. Now we certainly haven't exhausted the game on WC3, but to me it seems WC3 has exhausted us (or at least me).
-
I realize I have been inactive recently. The truth is, I was and am disillusioned with our current status. You may be too. The result of our hard work is not what I had in mind. Our community still consists of you guys (hoping none of you disappeared), and a few other people. While still the most popular TD on BNET, the games list does not give me ETD that often (and I can't host). The site (and chat) are not getting the traffic they deserve either. That being said, I don't believe the fault lies with us. Rather, I believe it is the platform that is to blame. WC3 is limited in regards to technical aspects, but more importantly, in regards to audience. We all know WC3 is dying, that is something no one will deny. The question is, do we join it in the coffin? With distance from ETD, I came to realize just how fruitless our current path is, and just how fruitful another one could be. I came back because I did not want to put to waste the fruit of our collective labor over the years. I have great admiration for this development team, and I know we are sitting on the best of the genre. Though work on 4.2 has stopped as of a couple months ago, I do not come back empty handed. Rather, I come with a vision. With this last sentence, I can't help but be overcome with a feeling of nostalgia. This would not be the first time I have come back with a "shake everything up" idea (think 3.0/4.0). Flash. This idea is surely not new I hear you say. I have tried and failed to create a browser version several times over the years as a side project. But I have learned a lot from these failures, and I believe they now position us to seize a golden opportunity. The time has come not to pursue this as a side project, but as the next step in the Element TD series. Let me take a step back for a second. I do not mean to say that the WC3 version is dead. A 4.2 will be mandatory as the 1.24 patch will break ETD. Beyond that, I would not be opposed to continuing it as a side project. But as the main focus, that can't continue in my opinion. Here is how we can go from a small niche to the talk of the internet. Though golden opportunity means great potential for return, it does not mean lack of risk. There is a risk for the time and money invested, there is a risk for the opportunity cost of not focusing on WC3, and there is a risk to our reputation and cohesion as a team. I believe all the other risks are readily understandable except the financial. We will need both a coder and an artist. There is a lot to program, and there is a lot to draw. I can't give a solid estimate of cost without contacting local developers, but I can assure you it will be five digits ($10,000-$50,000). That being said, it would be foolish not to seize the chance in my opinion. The market for multiplayer browser games of complexity is certainly not saturated, and when it comes to TDs it has but one entry (MPDTD). Flash 10 is recent, and from what I hear the technical potential is ripe. In addition to shifting our focus, there are several other changes we can make to reduce the risk of failure. The first is finding and dealing with local flash developers. The second is hiring on a flat rate schedule. The third is drafting and securing the contract upfront. The fourth is greater inclusion of the development team. The fifth is proper planning before decisions are made. Though risks may be reduced as shown, they can't be mitigated. The purpose of this post is to both declare my vision and to rally the team. Ultimately, we must decide which path to take. We can continue with WC3, that which is safe but mediocre. That most certainly leads to SC2. We can also switch to Flash, that which is risky but grand. That may lead to a standalone game, the "dream" if you will. I can't do this alone, thus this will be an open ended discussion. I have certainly given my vision and my opinion, but no decision has been made. Every opinion is valued and helpful to our ongoing collaboration. What do each of you think?
-
Great, that clears it up. Thank you for reporting.
-
Replay? Screenshot? Description?
-
Bot is down for repairs I guess...
-
You are referring to cosmetics of the orbs? Yes, I am reverting for next beta.
-
For the next beta I am obviously going to be working on fixing DP. But, what else would you guys like to see? Perhaps an additional mode thrown in? More cosmetic changes? New features?
-
I appreciate the report. Does anyone have additional bugs to report? I will work to address this for the next beta.
-
How do you guys feel about 10% for tier 1 triples? Do they feel useful, but not too useful? And what about 150% for tier 3 duals? Enough oomph for builds that use them? Overall, does the 4/5/6 balance feel better?
-
It could be one of the games in mini-game mode.
-
So 150 is still not enough?
-
I will implement a simple autocast system for 4.2. It will be like Trickery autocast and when on will cast ability when it reaches 10.
-
What do you guys think of Draft Pick? Is it working for you now? What else?
-
Notice the change in activation code! A few interesting goodies to hopefully kick-start the continuation of testing. First: In order to play the beta, you must type -gophers before the first round spawns. If you do not do so, the game will end. Make sure to put to good use the -level, -gold, and -lumber commands. Second: The following things are no cause for concern: -Nothing! Third: Things to test: -Draft Pick -Draft Pick -Balance Changes (150%/10% etc.) -New Effects Fourth: Here is the changelog: -Draft Pick fixed (hopefully) -Tier 3 dual support to 150% -Tier 1 triple support to 10% -Beta Leader builders renamed to Leader -Stopped "You're the last survivor" message from popping up multiple times -Various tooltip improvements and fixes -Napalm duration buffed to 3 seconds from 2 -Flame buffed to 150 damage up from 120 -Quaker, Radius, Nova, Mechanical Creeps have new effects -Voodoo range buffed to 700 up from 500 Element TD 4.2 Beta1.w3x
-
Thank you for the report. We are aware of the problem, and I am trying to figure out a solution.
-
As a US East player, I have to strongly disagree with one of your points. You DO have the luxury, hop on Europe and join one of the "Element TD 4.1 #XX" games hosted by MagicalHacker. His connection is godly and I get delay equal to or better than most East hosts.
-
The first bounce doing more damage issue has been fixed (and for awhile ).
-
We have enough CD Keys, lest that should happen. Though, I doubt it will.
-
To avoid a long name, I think they will just be called "Leader" from now on.