0rb3r
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Everything posted by 0rb3r
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When I first mentioned this tower, my idea was a tower that resets its speed fast (just to avoid the mass problem Cisz mentioned), and with a low starting speed. So, if you build it on long pass, or a fast 2pass, the tower is unable to seriously hurt the first 15 creeps, but after a certain amount of targets, let´s say 20 creeps passed by, the tower is a real tread to any mob, as it owns blinding attack speed and finishes anything of. First, low damage - low speed, and later, low damage - very high speed. The tower would be stronger on hard and very hard difficulties, as it has more time to buff itself up because of the extra creeps. The tower is usless against single creeps (like the ones who comes back after leaking) or elementals. The main function is that having 2 of these towers, your mob row gets shortened by maybe 1/4, depending on slow and difficulty. After a short period it loses gradually its buff, being limited useful on medium 2pass and no useful on slow 2pass. It would greatly help out if you play multiplayer and your oponent is making hard preassure on you and you get many creep waves at the same time. My only balancing concern was slow.
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Just imagine a tower that pumps itself up each time undead creeps dies nearby and rots away if no undead kill is made nearby until its useless, like soul stealer or so. Or a high tech tower that needs energy cells and takes them from nearby dead mecanical mobs. I dont like the idea to reduce the selling cost, but I assume that its the only way to avoid ppl selling the tower until the next undead or mechanical wave comes. Just some random ideas...
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Well, I opened a poll and the results weren´t 100% clear, but I think that most ppl thinks it´s a try worth, maybe starting with only 5+ classif. and seeing if it makes the game more fun. I am absolutely for 6 and more diferenciated classes, with more interaction with the towers. It adds more smart planning to the game.
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Sorry Cisz, I didn't fully understand your wave statistics. One option: If we consider Waves 1 - 4 fix, the variable part would be 56 waves 7 creep elements (including neutral) x 6 classifications = 42 Waves 7 creep elements (including neutral) with no classification x 2 = 14 Waves Total 56 Waves, tecnically it would be possible to mix them so that you get different elements and classifications each round, and no one gets repeated except the absence of classification. I like it this way, but some ppl may consider that 42 classification rounds from 60 rounds may be too much. Back on topic: Persistent: Pros: It is specifically weak against splash and strong against high damage except instant kill. Cons: I think the idea may be not clear enough, at least, only by reading the name of the wave you should be able to realize what it does, if not, many ppl wont understand whats the wave about. Just think a newbe sees wave 34 Light+Persistent, first thing that will happen is that he will not be able to discrimine the wave until he reads the description at F9. I like more the idea of a hit evading wave, not only on death. Tank: Pros: Easy to understand, its a big, slow wave. Cons: What exactly is the difference to normal waves? Maybe that it encourages to build more towers at the same spot and that it is weaker against slow. I don´t see the point at all. Imo it should ignore a fix part of the taken damage on each strike (like for example reducing taken damage by 5000 on each hit). This way it would clearly harm splash, which is according to description.
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You just exchange some of the element+no-class by element+newclass waves, no need to change element order, neighter the actual classifications order. Thats right, I also feel a 60 waves for about 40 mins. is long enough, adding new classes will have no big effect on durance anyways. If we can't place them in normal mode, it's a good idea. I think that for now about each third creep has a special class, if we introduce new classes it would rise up so that nearby each second creep wave has a special class, imo this is an improvement, not a loss, and it would give extra challege to the game.
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In example, same creep: 2 hits from money lvl1 tower, +10 % bounty 7 hits from money lvl2 tower, max 5 hits, +35% bounty 1 hit from Money lvl3 tower, +12% bounty total bounty: 1,10 x 1,35 x 1,12 = 1,66 so, 66% extra bounty.
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No, +5%, +7%, +12% (gold T level), 5 times stackable, can be stacked 5 times per tower level type (so you can combine gold, money and mine towers) extra hits do nothing, if you mass slow you have to make the tower change manually the target or the tower will hit senseless the same creep. Imo it is an option for gold without having to boost tower damage to make it effective.
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The biggest problem is not the rushing, like a player posting on areas 4 & 5 while others are using 6 & 3, it´s in fact the difficulty what matters. VE players shouldn´t ruin the game of advanced players, and actually the problem has excellent been solved with the extra time penalty if first finisher depending on easyness. For now in multiplayer: E & VE games are easier on early mid-game, but have more trouble on later mid-game as they need desperately money to build. H & VH get easy under preassure in early mid-game as their build isn´t fully finished and they still need to wait for certain elements to use all of its money potential (on random), but on late mid-game, the pros on VH will easily kick all other players (or make them lose at least 30 lives). If you are playing easy, save early and mid game money, or you´ll be kicked by hard players later. If you play on hard, do your best not to leak much till round 35, from this point you will dominate the map. I definately like it the way it is now, and making multiplayer exactly like single would just give me a reason not to play multi.
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How about an low chance instant death skill with multishot, if 1 of the targets dies, all 3 are doomed, regardless from hp. Something like life bound + Instant death. Excellent for areas 6 & 9, it works on first pas as a mass death tower with death bounds and more like a normal instant death on second pass.
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Reboot your router with a new IP adress (If you dont use PPPoE and have a static one). It works in my case.
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I play Element TD, about 70% of the times solo, and some others in Northrend bnet. Element TD DotA Hero Line Wars (in any of its 1000+ versions ) Please keep an eye that the final map don't leaks, i would really be sad to find tons of unbalanced RM's, RC's and other unbalanced crappy copies made by no-own-life noobs that think they did something special.
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An example of my idea: Wave 5, elementpick earth: picks: earth lvl1 each 20 secs a little part of the creep path turns to dirt, stones or mushrooms are created in random building space or a random part of building floor turns to dirt. Wave 10, element pick nature; picks: E lvl1,N lvl1 (Nature cancels earth) each 20 secs a little part of the creep path turns to roots, trees are created in random building space or a random part of building floor turns to grass. Wave 15, element pick darkness; picks: E1, N1, D1 (Nature cancels earth) each 20 secs a little part of the creep path turns to roots, trees are created in random building space or a random part of building floor turns to grass. and each 20 secs a little part of the creep path turns to darkbrown stone path, trees die randomly or a random part of building floor turns to infestation. Wave 20, element pick light; picks: E1, N1, D1, L1 (D (dominant nature) each 20 secs a little part of the creep path turns to roots, trees are created in random building space or a random part of building floor turns to grass. Wave 25, element pick light; picks: E1, N1, D1, L2 (D each 15 secs a medium part of the creep path turns to frozen blue stone, northrend graphics are created in random building space or a random part of building floor medium area turns to snow. Set daytime to 12:00 and snowstorm starts. and each 20 secs a little part of the creep path turns to roots, trees are created in random building space or a random part of building floor turns to grass. Wave 30, element pick earth; picks: E2, N1, D1, L1 (D each 15 secs a medium part of the creep path turns to dirt path, many stones and palms (kalimdor graphics) are created in random building space or a random part of building floor medium area turns to wastelands. Stop snowstorm on your map section. and each 20 secs a little part of the creep path turns to roots, trees are created in random building space or a random part of building floor turns to grass. and so on... ideas for fire lvl1: trees start burning dark lvl2: Set time to midnight, flies and poisonous clouds appear fire lvl2: Random vulcano appears fromtime to time water lvl1: sink and fload walkpath, building area turns to beach water lvl2: has W3 some atmospheric rain graphics? Level 3 cancels all effects and has only 1 dominant element (the dominant one or the earlier choosen one) and transforms the landscape to an unique element. So if you go for lvl 3 fire you end up with a volcanic landscape, or if you go for lvl 3 light you end up with a snowfield.
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I had looong time ago an idea, but as I dont have a plan on map editing, triggering, JASS... I will risk it to post it here. So technically it would be possible to change the terrain depending on the elements you choose, right? I think you know where im going to... Changeable terraing according to your element choice. (The guy who would have to program this will surely think about killing me, i expect it would be a ton of tons of work)
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It would not be accurate. Why? Ill try to explain. If the creeps wouldn't move it would be accurate, but on moving targets, the W3 engine tends to have less range on creeps that are nearing a tower and more range on creeps running away from a tower. How is that? Well, what matters is the distance to the tower the moment of the attack start, not the moment of impact. I.ex: In dota a tower still attacks you even if you are far away if you flee from the tower, the attack started when you were in range but the impact is far away from the tower range as it toke x secs, in which you runned x meters away. Tower range is a bad indicative of the effective range of a tower, specially on slow projectiles and on highly arched projectiles (like dota towers); so, would you gain that much knowing or seeing tower range? It would confuse me more that anything else. my experience already shows me the effective range and has good accuracy, a viewable tower range would give me a false impression. Imo, drop it. But if you think it would help noobs out, make it deactivable by command, it would bother me.
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As I know for now, each player already plays his own difficulty, if a noob finishes on very easy the first, all other players get a bonus time to finish themselfs their mobs. If a pro on very hard finishes first, all other players will have very little time before next rounds starts, as in VH it takes normally more time to finish the wave. In fact thats what I meant on "Tutorial for noob topic" The game is already considering something like that, how exactliy would you improve it? Be a bit more specific.
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I like eye-candy, i would like to have more vegetation, and more differenciated playing areas, like yellow's bottom right is. I don't know how you feel but it puts me in good mood if I don't have to play always the same background. In fact, I mostly play solo and play different areas each time, it increases my gameplay variety. In other TD's I get easy bored from background. In cube TD in ex. you play each time a different orientation, and I like this point (but it doesn't fit for ETD, so, more differeciated backgrounds would be nice imo) Well, I dont remember if I've played beta 10 but I'll have a look on it and comment. For now, Yes it needs more vegetation. Edit: I've just checked Beta 10 and found it better than the actual background.
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To MrChack I wouldn't make it so complicated, on wave 33, the multiboard displays the results of the last round (wave 32), you can see easy and without calculating who was the fastest, and how far away you are from him. As an extra, you can calculate how many lives you lost (considering your 5sec=1life, 10sec=2lifes... purposal) in no time and how far away you are from losing less lifes (it isn't the same losing 2 lifes by 11 secs then by 14 secs). I'm not a Race player but I think to remember that the game compensates difficulty, just include the penalty into the effective comparison time. yep, thats a great point, if you make the multiboard too big it will reduce your view field, Not displaying Net Worth would be imo a good solution. No need for average time, you could display the cumulative results each 5 rounds (so, on end round 10 you see cumulative from 6 - 10) and at the end of the game the total score (cumulative from all rounds from 1 - 60).
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I've just had a nice idea for Race mode, how about including in the multiboard the time you have have made like in a real F1 race? something like: Wave 33Player 1 - +0,87 secs Player 2 - +8,73 secs Player 3 - 15,97 secs Lead Player 4 - +4,78 secs Player 5 - +12,55 secs Player 6 - +5,12 secs Of course the time should include the difficulty adjustment. Comment!
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Something like Rust = Reduces armor of no-element waves and Damages + Reduces armor + Little Slow on mechanical waves. A secondary effect on hit or an autocast for a water dual tower. Cleanse = Casts a holy bolt or so on undead creeps with extra damage and armor reduction. Life tower is excellent for such a role. It could be a secondary attack type of life tower which is only used against undead waves. would be nice.
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I just made some probability calculations and found out that having 2 models, each classification has about a 50% chance per game to appear a 3rd time. So, in mid-value with 4 classifications, each game would repeat 2 waves. Well, the concept of chaos is to be absolutely random. You get 2 waves repeated, so what, you asked for this mode, its optional, you dont need to play it if you dont want to. Chaos is nice because you have less time to planify and need to be more flexible with your strategy, imo blocking a ele+classif. type to be limited to 2 waves maximum just harms the chaos concept. The best should be to take as much models as are available and, hell, if we dont find a 3rd model for nature+mechanical, it repeats itself. I dont think I would notice anyways when i'm bussy building.
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Er, wait a sec, dont we already have a random mode for this, so you can't control what towers you receive? Random requirements would certainly ruin the gameplay (just w8 till you can build 8 towers and each has completelly illogical building way), I loved the logic inherent to elements and how they are mixed. There is really no need for such an option.
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What i meant is that by default on Ve & E the acolyte says twice to press -tut. As soon as you type it (before of lvl1 end), you lose control of the acolyte (all by noob created towers are sold at lvl1 end), and he starts a nearby predefined and incontrollable routine, commenting what he is doing and teaching you some basics, on lvl 7 end you gain back control of the acolyte. Would 2 messages of "press -tut" really be that annoying? You dont need to do it if you don't want. The acolyte should also react if he is leaking, the same way a player would, and comment it: "If you leak you can build fast a tower on right passage...". Only problem I see is what to do if other players finish the levels 1 and 7 before of the tutorial guide.
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Plague swarm : Surrounds a creep with flies, shortly stopping it first, then reducing speed and hurting it over time, and, after 3 sec or after death (whatever comes first), the swarm jumps to a nearby creep. The attack vanishes as soon as a creep dies and has no nearby ally. The tower can create a maximum of 3 swarms at the same time. Wandering scream : The tower screams, shortly stopping a random creep in range, the creep will be covered with fear and remain armor-reduced, and, after 3 sec or after death (whatever comes first), the creep will scream having the effect jump to a nearby creep. The attack vanishes as soon as a creep dies and has no nearby ally. The tower can create a maximum of 3 wandering screams at the same time. (both ideas came to me with the hungry felhounds map concept) Entropy : The tower deals more damage based on how fast the creep is, faster creep, more damage. On hit, there is a slight knock back, and all nearby creeps will slightly be sucked to the position of the targeted creep. Acid Spray : A skill that affects the ground reducing the armor of creeps walking over it. Greed : Each strike adds a % on final bounty received when creep dies. Blood Corruption : Each hit reduces the speed of the creep by additional 10%, if the tower hits the creep a 5th time, the creep explodes in an AoE damaging nearby creeps, based on its initial max heath. Energy transfer : If no creep is in range, the tower transfers his damage to another tower of any kind (in range of creeps) and adds his damage to it; if the targeted tower has faster attack speed, the damage transfert skill transfers less damage (double speed = half damage transfer). Tsunami : Tower creates a straight-walking wave that slows, knocks back and hurts creeps on its path. Different to glacial, it only creates one wave at the same time, and has no range as the wave is destroyed as soon as it hits an ascendent wall.
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We need to know first how many classifications will definately be in the game. Me to create the extra units? Srry but I didn't apply to be in the development team cuz I am desperately bussy till september (I really would have loved it to be in); I don't exactly now how much work it is but I can just post some comments for now
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I think you still should be able to know what the next level is on the multiboard. And yes, it should be possible to get 10 earth waves in a row (the chance that this happens is 1 to 7exp10, so 1 to 282million, so, it is not likely to ever happen, in fact, it is not likely that you ever get the same 10 elements row twice in your life; earth+healing? 1 to 500 billion chance... omg ). Do you really need 5 element+normal creeps? There should be 2 models for each element+special classification type, and 3 for each element+no-classification type. For 6 possible classifications there would be (7x3+7x6x2=) 105 different models. Can this be done?