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Everything posted by holepercent
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the only time i ever had the slow in play was when i built a polar tower at / ... and the effect is usually dispelled by a second attack from the tower itself. (i don't micro) 1 second means one attack, two at most will do X2 or X4. X4 might seem too much from a pure... also depends on the firing speed of the tower...
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i would rather have another tower in it's place usually... as mentioned. the creep is usually killed before the ability triggers. too unreliable.
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that's interesting. so how much does the site make on average? popups are irritating, although one a day probably isn't too bad..
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i've a decent number of games with the spout bug. the first is in beta4: a poison+hydro tower at level 16 always result in the undead bug. (may be undead related) the other occurances usually when the aoe slow towers(especially roots)+single target slow tower are in play. also more likely to occur in end-game with lvl2 and lvl3 hydro(can't remember the name) Maybe due to the higher hp where units are not so easily killed and have a chance to land and bug. had a few spout bugs with this set-up: DNEW lvl 60: build was lvl2 roots, lvl2 muck, lvl3 poison, lvl2hydro, 3? lvl3 hydro, 2 pure E. one thing i would ask: if a unit is in mid-air, can the unit be spouted again? another possibility is a unit being spouted immediately after landing from a previous spout (somehow leads to stuck units). i'll get to the replays later when i find them.
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cool to have, but not necessary. the lag issue would be something that needs checking. this could be tried closer to the 4.0 release.. tower balancing and stuff should come first... extras like this can wait..
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it probably would be better in random mode where towers are more likely to be switched frequently. in pick, you would more or less have decided on what towers to build. in most cases, it probably would be better building the tower itself than a trickery and repeatedly copying the tower. the trickery should be more like a short-term boost to the defense. extra towers for a short period of time, maybe for problematic waves or to catch leaks. this would be something like a short duration and a long cooldown.
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this would be a mode that would be picked at start (just to confirm)? or something that would appear in the endgame scoreboard... if someone wins 26 waves in row, flash victory and give everyone the option to continue/endgame? this would depend on what the players(host) want. to see who can complete the waves as fast as possible or just completing the game. although i prefer all play to end. winning the early waves doesn't really show as much skill as compared to completing the game. someone could possibily play fast for 26 waves with a build that may not be able to last the whole game and end the game if that is the only condition (i'm not sure about this, maybe through careful matching of damage types, instant kill towers, etc), although i don't deny that fact that it does take some skill and effort to win all 26 consecutive waves. Most of the difficulty comes after >40. one can complete the game with only elemental arrows and cannons up to 40. then what about mixed diff games where ve has a shorter creep wave?
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randomdraft? my idea of the draft was to combine pick and random. randoming based on elements drafted would be almost the same as a normal random. 15 picks most likely removes 3 lvl3 elements only which most random games do not even get to that stage. anyway, read on to find out what i have. first pick the game mode: pick/sr/ar/(tournament random)/draft if draft is picked, then choose pickdraft,samerandomdraft and allrandomdraft. pickdraft would be as above where all players draft the elements and pick their elements based on what is drafted. for samerandom draft, instead players vote on elements to REMOVE. (borrowed from extended league mode in DotA) This essentially bans certain elements from being randomed for the first 3? lumber for all players. this may help to remove some 'unplayable' combinations of elements (although it can be said that all combinations are playable with good skill). for allrandomdraft, players REMOVE elements INDEPENDENTLY of other players. this bans the elements from being randomed for the player only. so you can remove a combination that you can't seem to play. just some suggestions although i think there's quite a lot of programming involved to make everything above work.
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in my original idea, the draft replaces pick/ar/sr. so there would be draft mode and the standard pick/ar/sr. the draft itself 'randoms' the elements while giving players the control over the order. it's a combination of both pick (you control the order) and random modes (only certain set of elements are available) .
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it's something that is worth discussing. since you brought this up, i'll share what i did with one of my old inhouse eletd matches. think it was 5 players. decide on the order of players and therefore draft order. on your turn, pick an element and the level you want the element to be. For example, i pick lvl 3 water for 1st pick. the next player can choose any other element at any level. so he takes lvl 2 fire. the 3rd player takes lvl 1 darkness. 4th player decides he wants water too and therefore picks lvl 2 water. and so on (no repeats allowed. host can decide pures/interest be included in main draft or added in later after 15 elements have been picked) at the end of the draft (3 picks each) 15 elements at different levels and maybe pures/interest have been picked. compile the picks. all lvl 1 elements enter the 'pool' of elements. all lvl 2 elements picked that have their respective lvl 1 element picked enter the 'pool', same goes for all lvl 3s with corresponding lvl2 and lvl1 picked. In the event that a lvl3 or lvl2 was picked without the corresponding lower level being picked, host could decide to downgrade the element to the lowest legal lvl (eg the lvl 3 and lvl 1 was picked, the lvl 2 would be the highest lvl in the 'pool') or replace with pure/interest. (it so happened that in my game all picks were legal.) the game then starts where players can only pick from the elements drafted and any pures/interest added into the 'pool' . in this way, you can support a previous pick (picking the lower/higher level of a already chosen element) or make your own choice. This allows for countering/denying players of geting a certain lvl3 element (unless he spends all his picks picking the lvl1, lvl2 and lvl3 of the same element) . it's not so random and still gives players decent choice of elements.
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i've been playing too much of the beta until i can't really get back to playing 3.0 (getting the towers mixed up, over-/under-building etc) ... LOL! so this guide will be completed with 4.0 towers.
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i've switched from a vh pick to a chaos vh allrandom player... didn't take me long to switch to a chaos player and randoming (because i can't decide what elements to pick to test what tower) after a few games of 4.0 beta... once in a while vhx but most can't make it past 20...
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Actually, i suspect the lag stops when there is only one player left in each creep team (red OR blue, teal OR purple, yellow OR orange, pink OR green). I didn't test it yet though. there is lag even in a single-player solo game as the above posters have mentioned. it's not restricted only to multiplayer
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this has something to do with undead and/or mech waves. it happened to me on chaos mode where the level after undead/mech does not end and the game 'stalls'
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i think you should consider splitting into 2 tables. the column headings and text spill over to 2nd line, the text don't line up with the column headings, making it difficult to follow.
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... decided to try again and this is what i got... i died at level 56 but i'll try this again later... i made several mistakes in this game and i was overbuilding/underbuilding. here goes; http://www.savefile.com/files/1039156
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irrevelant. see last post
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i had some minor lag when i was playing solo on bnet. worker starts moving .5 to 1 second after i clicked. it happens early and late game...
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[Beta 2] Wave won't end (the one after undead wave)
holepercent replied to Cisz's topic in WarCraft 3
i too had the same problem. the wave after an undead wave didn't end. lvl 9 undead, lvl 10 doesn't end (this was played in chaos mode) replay: http://www.savefile.com/files/1038631 -
another way is to do something along the lines of green circle td or burbenog td style. although that would requite a redesign of the map. another way is the normal green td style. each player has a spawn. when a player leaks, it goes further down the map for another player to kill. there would be a 'last' defender. lives are lost only when the last defender leaks. the only edits to the map are joining some parts between players up. maybe start from host's area 3 join to player 2's area 1 or something like that. although in element td, with the aoe slowing towers, it is still likely that one player would dominate. storm tower anyone? it would be possible that a player can hold everything in his area and slowly kills them.
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i do realise that U is too far away from B, C, and A... got to move to hit U.
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ok... another 2 more games... and mroe bugs... vh chaos random the first game i played the game stopped at lvl 10. nothing happened and the interest counter was running. not sure if it's beta related though. i had a undead unit running around the long pass area around 1. it walked back until 5 then back to 1 and kept walking that way. even if i build at tower at 1. after hydro tower sent creep into air it didn't move. it remained at it's place after dealing the aoe damage. it also happened to lvl3 water elemental. it stayed there after coming down. don't have the replay cos i loaded the game up. (i saved a game using only non-elemental arrows and cannons up to lvl 15(20?), so when i start, i sell everything and build the duals and triples)
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so the beta is finally out. i managed to find some time to get a few rounds of testing. couldn't think of a organised way to test the towers so i ended up playing vh chaos random... the game's got harder. i'm leaking/losing earlier compared to 3.0. i didn't realise how much more i had to build to handle composite armour and the global hp boost.. i seem to be getting the interest 1 sec AFTER the counter hits 0. effects on creeps stay on them for too long. kindle tower etc. i can't tell if the creep is still affected by the spells. undead creeps move backwards or remain where they are after reviving. some also revived with full health as opposed to half-health. mech creeps are casting invulnerablilty a bit too often. and several of the abilities are not autocast or are they made that way? most abilties should be on autocast and not have to be casted manually. that's all i found out for now... back to more testing now...
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to test if the builds are really balanced, ideally one player should be able to do all the builds. this will eliminate any skill difference and show that any build can be completed. however, i forsee that this would take anyone weeks or even months to finish everything. but it'll be interesting if someone really comes up with a replay pack containing all the builds. maybe you'll be the one to do it...
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"luck" based towers are never really considered to be good. players would want their towers to do something that helps then all the time rather than some random event that may or may not happen. what about this? -3 armour to all creeps in a 400 range. although that doesn't really have any connection with fire/dark or magic towers.