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Everything posted by Karawasa
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As posted in other thread, B19 creep HP is 40040...
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I noticed this too, not sure what happened. Has this always been the case?
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Perhaps a hacky sack? Those are meant to have a variety of colors .
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I'm happy to present to you guys the twentieth beta. We inch closer to the release. B20b will see the completion of Draft Pick, and also any last minute tweaks etc.. Hopefully it ends up being the RC. Get the beta here: http://www.eletd.com/beta You must use the following info: Username: tester Password: carleton First: In order to play the beta, you must type -carleton 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. Also use the -start xx, and -stop(if you need to) commands. Second: The following things are no cause for concern: Third: Things to test: -Draft Pick voting? -Creep HP? -Support percent changes? Fourth: Here is the changelog: -Testable core of Draft Pick voting method (see below) -Creep HP factor given a variable buff; 1-15 = 1.17 (no change), 16-30 = 1.175, 31-45 = 1.18, 46-60 = 1.19 -Support tower percent changes for macro balance; duals = 15/30/240%, triples = 6/30% -Clones are now 75% size of normal towers -Erupt tooltip error fixed ***Voting*** -You have 3 commands available: *-test = duals *-test1 = triples *-test2 = elements Should be straightforward. This is just a preview of how it will work, i.e. nothing works after voting.
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We will not be able to release 4.0 by the end of the year. I know this comes as a disappointment, but sure enough 4.0 will come soon. To be fair though, I'll explain some of the things causing delay. This alone is a teaser, but there is more. 1. Balance. With 4.0 release we are aiming for a much better state of balance. The balance of the builds (4-5-6 element combinations) and towers has been scrutinized in much more depth than previous versions. Currently we are wrapping up discussion regarding macro and game difficulty balance. After implementation, a short period for testing and tweaking. 2. Draft Pick. This is a new mode for the 4.0 release. Some of the delay is related to implementing this mode. DP is a mode designed to favor strategy over micro. It consists of three rounds of voting that determine the game. The first is a dual elimination round. Players vote on duals to eliminate, and the top five are removed from the game. The second is a triple elimination round. In this round the top seven triples are removed from the game. Finally, the element picking begins. One by one players pick elements to be in play, with a total of 14-16 picks. This mode is close to finished (I hope), and testing of it will begin shortly. 3. League Bot. Modifications to the map code are needed to allow collection of game data from the bot. Data collection is critical to have done before the release, so that the league itself can be built after the release. The league will be be accessible to anyone since the bot hosts the game for you. The bot will score your multiplayer games based on various variables. The league data will be accessible from both the clan channel and the website. The modifications to the game itself needed prior to the release should not (hopefully) delay things further than these other items. 4. Store. With the 4.0 release comes the launch of the official Element TD store. To start, custom designed mousepads (QPAD) with the 4.0 loadscreen image will be available from the store. Based on community feedback, more products such as posters, t-shirts etc. may also be offered in the future. Payment options will be Paypal and Google Checkout. 5. Sponsorship. Courtesy of QPAD, we will have mousepads as prizes to offer for tournament and contest (video, writing etc.) winners. In the future, prizes will expand to include new products offered in the store. While I unfortunately cannot give an exact release date, I will say that an early January release is within reason. Rest assured that we are working hard and that there is much to look forward to.
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About time I posted in this thread. Yes, this is happening. Regarding the lan, I am also opposed to it. We should have enough to do already. @jolin012: Any update regarding a weekend in Germany? @holepercent: Any updates regarding your schedule?
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Well that too of course, but think that a tier 3 dual is equal to almost 7 tier 2 triples.
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6 element builds do not feature tier 3 duals (i.e. support) but have Periodics to compensate (which are better than Pures). According to the table, if tier 3 duals go down then 4-5 element builds will become weaker. Periodic becomes stronger in relative terms.
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No, it is not. Tower size is controlled by a trigger which sets the size according to the point value of the tower. This trigger fires on upgrade/cancel. Clones have size equal to scaling value, which is unused (though most scaling values match point values since scaling value is used to determine size of tower in editor). Long story short, we COULD do this or FIX it. Thoughts?
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Although our balance tables tell us that 200% (or 200+) on tier 3 dual support is needed for macro balance, I do not necessarily agree. I have for awhile now thought that 200% was simply too much, and so far no table has been verified. To this end, I propose a rebalance of dual support that hits tier 3 the hardest (where it is needed most in my opinion): Current: 25/50/200% Proposed: 20/40/160% Thoughts?
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Website has been updated... Glad to affiliate with you guys. I hope it helps the both of us. Always nice to see another active WC3 mod.
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Link: http://www.eletd.com Image: http://www.eletd.com/images/eletdaffiliate.gif
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I've had the MX510 for ages (years). Great mouse!
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Only person I know of uses his on Azeroth...
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That is a completely valid point of view. The primary reason for the change was to make Pures/Periodics more of an "ultimate" tower. By delaying the time it takes a player to be able to make one, they become more of an end-game powerhouse tower. Of course the end result is that overall they "own" more. If this is a major concern shared by others, then one solution may be to remove the second free essence (i.e. the second one given automatically).
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This is an interesting idea. Along with improving the competitive balance of the game post 4.0, my other main ambition is to introduce new modes that are unique. I won't hijack this thread explaining why, instead I will just say that brainstorms like this (i.e. related to modes) are appreciated after balance (main priority, always).
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At the moment I feel that the higher tiers of duals are simply too cheap, and thus too good of a deal. The 4 element build has become the new king, though of course not like 6 used to be. I'm not posting this to propose a major nerf, but I think something should be done. In my opinion the best option is to adjust the cost factor for upgrades, leaving tier 1 untouched. Here are some numbers to consider, Currently 2.5x cost factor for upgrades: 500 1,250 3,125 Proposed 2.75x cost factor for upgrades: 500 1,375 3,781 Not proposed but throwing it out there anyway 3x cost factor for upgrades: 500 1,500 4,500 For reference, Triples are 3.33x cost factor and Singles are 3.5x cost factor. Thoughts?
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The problem is that no one really checks the quests menu. The command list ability goes well on the builder, seeing how it is informational like the rest of the abilities. The website ad of course doesn't, but if people notice it and realize we have a community here then it was worth it. Now to partially alleviate your concerns, I could make the command list and website ad abilities have passive icons. Would that help at all?
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What color do you guys recommend?
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Unfortunately, I tried that but it becomes too long (the tooltip) and doesn't work.
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I'm happy to present to you guys the nineteenth beta. This one has balance changes, bug fixes, a few cosmetic changes, and a new command. This may or may not be the 4.0 RC depending on what we do with macro balance, either way we are really close. We've hopefully covered all or most of our bases by this point. If we decide not to make anymore global changes, then aside from a few tweaks here or there this is it (new mode coming in 19b, but straightforward to test so...). Get the beta here: http://www.eletd.com/beta You must use the following info: Username: tester Password: carleton First: In order to play the beta, you must type -carleton 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. Also use the -start xx, and -stop(if you need to) commands. Second: The following things are no cause for concern: Third: Things to test: -Undead backtracking? -Flesh Golem abuse? -Any random error messages? -BALANCE! Fourth: Here is the changelog: -ma command implemented; it displays name + diff + lives + networth and all with color, it has a five second cooldown for everyone -Builder Range Finder ability replaced with generic Commands List ability -Builder Website Ad ability added (site link, promotional text, forum link, shop link) -Element check command -non-elemental changed to -composite, reference added to quests menu -Hopefully resolved once and for all the PUI - Bad Unit Handle Error bug -Hopefully resolved weird and rare error with Quark/Zealot (too many structs) -Undead should disappear properly if a player dies/leaves -Made a slight change that hopefully fixed randomly misplaced trophies -Conjure tooltip fixed to reflect what it actually does -Waygate and Triple Query conflict resolved -Golem abuse further suppressed (it is now impossible to switch areas), and message added when auto sold -Pures/Periodics doubled in cost (15006 from 7503) and 20x instead of 10x (so double damage) -Elemental arrow/cannon towers cost increased by 6 gold, from 162 total cost to 168 -Laser projectile change -Pure Essence model change -Hydro ability effect change -Electricity ability effect change -Electricity Tower now Fire damage -Ice Tower now Light damage -Kindle/Vapor/Immolation now Vapor/Mist/Steam and now Water damage -Mushroom 1800 attack up from 1750 -Erupt (Hydro) 1000 damage down from 1500 -Roast (Vapor) 150 damage down from 175 -Sunburn (Flame) 120 damage down from 133 -Hail 750 attack down from 825 -Orbit (Radius) 425 damage down from 445 -Napalm (Flamethrower) now 1.98 duration up from 1.32, Flamethrower attack 1200 damage down from 1320 -Minions (Oblivion) 5000 attack up from 4000 -Splash (Tidal) 950 damage up from 900 -Theft (SW) now 120 mana, 60 sec CD, 4% stolen -Force Sell (SW) now 60 mana, 30 sec CD -Sleep (SW) now 90 mana, 45 sec CD -Life Boost (SW) now 180 mana, 90 sec CD -Vote kick changed from 3 votes or more to half of living players or more -Extra 5 lives removed from SW mode
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Yes, that sounds like a great idea. There is in fact something else I had in mind...I will PM you.
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viewtopic.php?f=11&t=772
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There is no such thing, and why you can is beyond me...perhaps CPU load like too many graphical projectiles and calculations to make per second (but from Blizzard's end not mine).
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All of this is related to the DDS (Damage Detection System) that is the foundation for the abilities of a lot of combination towers. Too many calculations (i.e. attacks) alongside too much shit going on (Ronald, end game tower mass) leads to CPU drag (at least I think it is the CPU) and thus these undesirable effects. Anyone around for the first private beta cycle for the PB may remember when creeps would stall with a lot of towers attacking, regardless of tower (since emjlr3's DDS registered any tower attack, while cohadar's is more efficient and also registers only specific ones).