Jump to content
EleTD.com

gwho

Registered
  • Content Count

    178
  • Joined

  • Last visited

Everything posted by gwho

  1. great idea for the pink. everyone loves banelings. 5th area (yellow): along with hybrids, we have to have tons of black holes 7th area (green): sandstorm is a great idea. If we're going to have sand, we should have creatures that burrow. LURKERS anyone? *sandstorm (semi-transparent) + you faintly see through the sand a bunch of lurkers walking into position everywhere. *SPIKES -> blood and destruction *sandstorm subsides 8th area (pink): I feel the zerg droppods containing banelings would be most epic for the area that is most zergy already 6th area (orange): since i essentially stole the idea for the 6th area and gave it to the 8th area for maximum zerginess, the 6th area has nothing. since the terrain is a duplicate of the 1st area, it's kind of hard. I was thinking that big ion cannon in the campaign with the continual laser beam (draken beam?) could be used. It would sweep the area, and as it passes, it would char the parts that it passed. We can also use a bunch of yamato cannons, say a fleet of BC. don't we have beach terrain (we have belshire beach, after all)? or some other unique terrain? If we have beach, broodlings kind of resemble those creatures that come up on shore. maybe a bunch of broodlings unburrow and overrun everything. broodlords are there, too spawning more broodlings. infestors unburrow after the first wave of broodlings, and NP all your buildings (can be done)
  2. what do these values mean? what does a 15 mean? the # of seconds after the player of concern has killed the last guy? the # of seconds fixed to an entire wave? which player? is it a difference or a value for a round? i couldn't make out what the numbers meant in cisz's post either. My first instinct is to respond that the player on lower difficulty setting requires less money to hold off the wave, therefore he has more principle to compound. this advantage is negated if we shorten the timer for a player on easier mode.... To have an advantage of being on easier, we should just keep everyone on the same timer, no? (timer defined to mean, identical wave starting times) You can say the easier player will end up getting double benefit 1) easier creep; 2) more compounding. But this isn't a problem, it just means the the creep hp, (or whatever the primary parameter is) simply doesn't have to be changed as drastically to get the equivalent effect, compared to if there wasn't double benefit via compounding)
  3. It seems that the difficulty setting is individual - i've seen some players have 30% damage reduction, and others have 10% damage reduction I think the voting in the beginning should make clear which polls apply to all and which apply individually. I would also suggest that the game length poll come before the elemental rationing poll. Whether I would want all pick, all random or same random would largely depend on what level we're going to start on, not the other way around. wouldn't the simplest way be to choose one variable to adjust and keep everything else the same? You can adjust that one chosen variable level by level if you wanted to. (it can be a function not necessarily linear with level or linear with respect to other parameters). Adding in complicated new calculation methods, or adjusting multiple variables shouldn't be necessary, and it just makes it a bigger headache to balance out and keep track.
  4. gwho

    Laser Tower

    what you said, and put the option to spread out on toggle. off toggle will be "always target one guy" You then have a tower that can act as a clean up guy at the end of the pathway, that minimizes overshooting. Overall damage output should be greater in single target mode compared to overall damage output in distribute mode. You also get a bit of control, but it's not like u have to micro it 24/7.
  5. there are quite a bit of towers to micro, personally i'd just simply not use them. i suppose the jet tower has it, but the others dont b/c....? can't think of anything.
  6. the 2nd and 4th slots, water and charred, terrain respectively hard a bit hard to distinguish stuff in. I really dont like it when i get either of these two places. No sure what can be done particularly, but throwing it out there.
  7. I'll go out on a limb and make a thread for all the info to put in the tutorial. - weakness chain / strength chain - tower tree / scheme - gas and bosses (you dont know how many ppl talk about how they didn't get gas, or they chose x element, but didn't get it. this needs to be addressed so hard. (good idea to put it in the tower itself or something : Like in the tooltip for a command card icon in main boss/gas tower: "spawns an elemental. upon killing you get that elemental." - creep wave list and their special abilities - what each element basically represents in terms of tower types (fire/water fast damage, light = high range, large chunks of damage, dark = poisonous, damage amp, etc) so that there is a sort of intuitive way of making what towers you want. plz post more what to add. we'll get a good list going for the developers and save them some work (altho most of the ppl on the forums here are prob develops lol)
  8. gwho

    Elemental Icons

    The icon used in the boss/gas tower should be the same as the icons used in the "current wave" and "next wave". For level 2 and 3 icons in the boss/gas tower, simply have a number on top of the icon instead of a completely different icon. Sticking with a universal icon for each element will help the deconfusion and learning process.
  9. oh, u have the products and everything. u can't chose the order of nature and earth. xp i guess it would be a pretty small benefit to change, compared to the work and the other things it messes up. nvm scratch changing the order of nature and earth
  10. gwho

    Mouseover Icons

    lol, i "used to" as well. =] it feels like a clunky dota, where positioning and movement strategies are very limite if u play at a competetive level.
  11. that would indeed be helpful. it would give time to prepare. of course everyone forgets, so it's all about reminding. enabling mousing over element icons could be one way to get a similar effect without actually having a typed message. It would also assist in familiarizing with the icons.
  12. gwho

    Improved Query

    Yup. u guys are so baller
  13. ah, using mouse overs would keep things very clean. brilliant, btw, using a trigger damage reduction btw, instead of using armor or trying to artificially recreate war3 armor
  14. gwho

    Mouseover Icons

    i think i saw an example of it being possible in the map starbattle. they have mouseovering within boxes.
  15. yup, happened to me. i almost lost the level2 boss, but my ally saved me from wasting a gas. lol note to developers: instead of having the money by who kills the unit, having the money going to the player based on where the unit died would be sensible. Of course, not exactly necessary if hitting other player's targets is solved, but a good second line of defense, as well as just something to note as a coder. Strangely, it seems targetting other player's creeps is somewhat mitigated b/c towers naturally tend to have some kind of prioritizing code impemented already. so this only hapepns when that tower can't hit anything else in their own area.
  16. Is the difficulty balanced according to tower damge or enemy HP or some other method? whatever it is, let's display it in the choice box. It's always nice to know exactly what effects the choices difficulty setting entails beyond the nebulous "easy / normal / hard" labels. assuming it's by enemy HP, very easy (50% hp) easy (75% hp) normal (100% hp) hard (125% hp) very hard (150% hp) something like that
  17. gwho

    Improved Query

    you just added it in since ur post yesterday? cz i see it in the query. or at least one query.
  18. gwho

    Mouseover Icons

    New players dont really know what all those icons mean. There are a ton of icons too. In the main collapsible info box, with the timer, interest, lives, wave info, etc. Make the icons for wave info show a tooltip when moused-over. Took me a while to figrue out what the elemental icons were. I can vouch for its helpfulness, if it were to be implemented.
  19. This really isn't an ability wish, but some of the towers that depend on direction, like the boomerang, or the helix attack, would be much better off if they could be told to target ground. Just like the jet tower has i think? any tower that lends itself to being more efficient in a certain direction of fire should have the target ground ability.
  20. gwho

    Grenade v Ray tower

    how about stalker lasers for ray. its nice and simple, and lends itself to a basic tower. a seeker missile isn't very "ray-like" is it? Seeker missile can always be put on some more epic tower. after all, the seeker missile is pretty epic. and marauder grenades while flying, and then upon contact, it's reaper c4 explosion animation? the entire sound would be the same as c4 sound. (the clashity clash sound of marauder grenades dont really feel like grenades to me)
  21. thats what exactly what i am suggesting. i hope i didn't make it sound otherwise. ohh for tooltips. +1 for uniform ordering no matter what. I dont mind too much about tooltips though. positioning in reference charts, and command cards is by far more important imo. we're only dealing with 3 items at max, for tooltips. I woudln't throw a fuss either way though. combinations are combinations. edit: honestly, idk what alphabet has to do with anything. what matters is what element it is and the best way to keep track is to be systematic.
  22. I can see that, about alphabetical. I think the weakness/strength chain is the more sensible guiding principle even for older players. Of course, for noobs, it's a godsend, who are frantically trying to figure out waht towers exist, dont know the strength chain, and are bombarded by all the tower names, while trying to actually play the game ^^ my bad about the starting times. i played a couple of games on non normal and it still felt pretty short I wrote a pretty big wall up there. just to extract and summarize things that might have been messy or gotten lost in the wall of text. - change the actual strength chain to LDWFEN b/c NLD are non splash, while WFE are splash, and it keeps it nice and adjacent and orrganized. - for upgrading earth to earth, one idea might be to blank out the earth position, and have a reserved slot elsewhere on the command card for "like-element upgrades". but if you dont like that, keeping it in the "earth slot" would be less confusing, instead of having it in the bottom left, where Fire should normally be.
  23. As a newcomer with a newcomer's mindset and experience, i would like to point out things that will be helpful to someone who picks up eleTD for the first time. STRENGTH CHAIN SUGGESTION since LD and N are non splash, let's have those adjacent. lets mak the chain l > d > w > f > e > N > L (here, this is not a cosmetic suggestion, but actually chainging the chain so that fire > earth > nature > light. the order doesn't really matter, right? It just follows the "pairing", so that we have light-dark, water-fire, and earth-nature. Just switch earth and nature so that all the splash and non-splash elements are consecutive. Make the order of elements uniform on all: 1) the upgrading tower to spawn bosses, (currently LD/WF/NE) 2) on the scv's command card currently (LDW/ENF) 3) on all tower's command cards (currently LDW/FNE) - why so many different orders? all of them should be 2 rows x 3 columns (or the same matrix size), and in corresponding positions, all uniform. (there is room to make it 2x3 on the main ele tower) - reading order is best (no U-turns like it is currently for tower command cards) I believe LDW/FNE is best. b/c it follows the weakness/strength chain, in it's a standard order that we're familiar with: reading order. And since the order is LDWFNE, lets go with that theme in the website's main page, where it lists all the towers. ( http://www.eletd.com/towers.php ) Instead of starting off with darkness for doing all the combinations, start with whatever order we choose from the above. If we go with the suggestion of LDWFNE, then do all the combinations of light, then darkness, then water and so on. TOWER UPGRADE orders: don't have it so that the bottom left is the identical. block out the position that element would be, and put the identical element on the bottom right or something. That way, all the element positions are retained. Also, add a tip in the F12 menu that 1) light > darkness > water > etc. > light 2) fire < water < darkness < light < etc < fire 3) that all "non-adjacent" elements have no relation in terms of damage values (incredibly helpful for noobs) when choosing short or extremely short mode, give a longer time to startup. Unless you're a seasoned veteren who has exactly planned out what you want to build, 30 seconds or so is not enough to choose what you want. more starting money/gas mean more choices. more choices mean more time needed to read/ weight/ etc. It doesnt have to be extreme. probably around 30 seconds for normal, 45 for short, 60 for extremely short.
×
×
  • Create New...