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jolin012

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Everything posted by jolin012

  1. ok, editing the old post. to change from 1.1+1.2+1.3+1.4 to 1.0+1.1+1.2+1.3
  2. So, I've been thinking some lately of how the tower wars mode would be put together. The Gold In element TD we use creep bounty and Interest to get gold. In most or all tower wars map they use creep bounty and "income". Income gives you gold every X seconds based on how much and how strong creeps you have sent at your enemies. This is what makes it worth to send creeps at all, and works nicely to prevent people from winning by not sending creeps at all. The Lives if you wait for maybe half a minute or one minute without sending anything, you will have extra much money to send for, and if you do it right you can almost be sure to make your opponent leak a few, at the cost of you missing out income. if you make him leak, you get some of his lives. no lives disappear. This way, the enemy you stole some lives from can get back on track by stealing from someone else. questions that have been on my mind lately have been: How do we avoid that these mechanisms can be abused in element td? maybe, wait 2 mins then mass send always wins, and we don't like that. it'd also be boring if the only right thing is to send 30 creeps every 40 seconds. it's nice if many of these strategies work, when you feel it is the right time, but how can we assure that the mode maes this true? how much gold should come from each of the sources, income, bounty, interest? should there at all be interest when playing this mode? it almost makes it worth to save up money without sending, and earning interest from it, then mass sending. do we need restrictions, like no evil children before X mins passed? or, no evil children before networth is above Y gold? A lot of this will be easier to say after testing around, but some could be figured without. hmm, it's not that easy though
  3. jolin012

    Team Mode

    depends. if I play on dota-league, they behave, in fear of getting banned. if I play somewhere else, they flame... alot but as long as I don't suck, there are examples of satisfied teams, but ofc the flaming is then ongoing in the other team instead. will there be alot of flaming in eletd if there's a team mode? it depends. if it will be obvious that a player is sinking the team, and everyone will notice if he sucks and nobody can do anything about it, then yes, there would be a lot of words against that specific player. in dota, ppl don't anger if you suck in secret, but when you die, they are angry. if there is the individual choice to play in a team or not and enough players choose to play in a team - then why not? if the players who don't like flaming or teams can play without team, then the mode has done nothing bad to that person.
  4. from what i've heard, the first ele attack counts as a bounce, and gets +10%. the second does not get *1.1*1.1, it gets 120% of base damage, *1.2. meaning elec does 1.0+1.1+1.2+1.3=4.6. elec dmg: 4.6*8325=38295 magic has a third of the time +200%, meaning over all time an average of +67% magic dmg: (10000*1.67)/0.31=53763 elec has lower damage but higher range. higher range does not favor on ronald, since nearly always tehre's something to fire at within 900range. so: use magic.
  5. yes. we need testing. all that is proven to me is that t3 duals are too powerful early on. maybe lategame maybe not. from what i've seen they've always been there early, to be overpowered and grant alot of interest. also there is no proof against 6ele that i've seen. and haven't tested it too much myself yet.
  6. support duals don't support support towers equally to damage towers.
  7. ah - good points. i also think we should look back at the balance and the randomization, just forgot 'em
  8. these DD towers cause problems is there anything we can do to fix this?
  9. 4.2... what do we want? *Fix Bugs that show up *Random optimizations *draftpick *another new mode maybe. *Big SW bombs *Remove that stupid extreme mode area+sign this is my opinions, what do you others think? I personally think that a new fresh mode would be nice. if draftpick takes alot of time, then release that before one more new mode, but I still think one more mode would be nice, but that's just a matter of how often we wanna release. I don't know which mode i would want most.. and what I personally feel doesn't matter that much. is it possible to put a poll of which mode would be most aliked, at eletd.com where ppl don't have to be members? (but each ip can only vote once) that'd be great imo, to see what everyone wants most. there are too few active people on the forums to be sure it reflects the general opinion.
  10. i guess that works. or the origianl filename could be changed to actually use underscores
  11. dev agents should care more for bug abuses that make the game easier, rather than those that are not useful hehe just kidding, but it's funny though that as a player, you don't wanna report things that use to help you win
  12. interesting ideas from hole - random maze, shuffle maze - I like those ideas. but unfortunately, it is probably true what kara sais. I've got more understanding of this. cliffs and dodads just can't dissappear. if I add a new ground level on top of it, the cliff is still there, to look weird and ruin creep pathing and stuff. this would only work in either a separate map version (and i don't even wanna see that happening), with all terrain removed, open and ready for building - or in the current version but at a different building area, which would mean increasing the mapsize (I don't mean filesize)a little bit and placing the players on custom mazes between the regular mazes (there's already an area between default mazes but it would have to be a bit wider)- this one I don't see a problem with though - do you?. and also cliffs wouldn't work to add still - no 90 degree edges, only those smooth ones. thanks to immolatusburn for telling me how these things work.
  13. it's true. it's pretty sad that the damage detection system causes this
  14. it might be possible, but it's not a good thing. It makes the auto douse too powerful, and thus no longer a reason to micro it yourself. you don't want the game to play for you else it's not a game, more of a movie micro should be favored, especially with tidal. however an auto douse that sucks is ok with me, to be noob friendly, and teach those beginners how it works.
  15. probably only magic. the range of electricity doesn't favor you at all on the ronald stage, since someone is always in range. also the bounce is a bad thing, it sometimes fails I guess, and you wanna kill some, not lower the health of many
  16. jolin012

    modes?

    hehe, thing is, it takes time to code, I'm happy if we get one of these modes through at a time. and once there are more finished, they can be combined, not being the same mode, but by having the ability to select all of these modes at the same time
  17. no, damage duals ARE stronger than damage triples (when damage duals are tier 3)
  18. in your build, you have too much darkness damage, and you need some other damage, fire damage should do well. but, you may of course add some magic level 3 really late if you want, like after wave 53 which is the last light wave.
  19. in this mode, people would probably have to suffer the fact that there would be no cliffs or dodads. just hills and path. and pathing blockers. pathing blockers wouldn't be too hard, since every checkpoint knows which other checkpoints it is connected to and thus should know which directions the pathing blockers should go. maybe it would be simple if it worked like this: when a checkpoint is connected with a path to one other checkpoin, the checkpoint unit will face that direction. when a second checkpoint is placed, it can either be on the right or the left side of the checkpoint, from the pov it is facing. if it is on the right side, it will auto-use the skill "lay pathing blockers in a diagonal forwards-right, and backwards-left, leaving the small space where the checkpoint itself is, wihtout pathing blockers. if it is on the left side, it will auto-use the skill "lay pathing blockers in a diagonal forwards-left, and backwards-right, leaving the small space where the checkpoint itself is, wihtout pathing blockers. well, infact, I have no idea if this is hard or not^^ i should probably listen to you. but I have seen skills laying out stuff in a line which it is facing, like fissure rom dota. perhaps that's not possbiel with pathing blockers though.
  20. jolin012

    Team Mode

    so you think all those people play dota not because it is fun but because they think they are having fun? I do think many people, at least the ones who try and keep playing the team mode, would enjoy it. else they would stop playing that mode, I don't think people are that stupid. besides, if you didn't wanna be on a team, you could go solo while the others are in teams, this however, depends how the team selection bit is done - and in which way the teammode itself will work. as far as I remember there were a couple of different ideas on how the teams work. also, we could use methods against flaming, like vote kick and chat silencing. dota-league has very little flaming but that is because they make it hard to become a member, and can't have multacc.
  21. so - kara, on this one I believe the thinking is finished - can you tell us how hard/how much work the implementing of it would be?
  22. thing is, from what i've heard it might be relatively easy. adding mazing rules might make it harder though, but i'm still not sure which rules should be there. IMO we should not have any unnecassary rules. in other words, we don't have to make rules against something that wouldn't be abuse-able anyway.
  23. I think it's time to get rid of the extreme mode's "!" token. and make that area buildable. there is no reason to not have it buildable. and extreme mode is less played than many other modes, it doesn't deserve a special trophy. besides, it used to be that you could type -extreme to get extremer than the other players, than the "!" to show that you were brave. now it's more a competetive thing, and you don't need to show the otgers which mode you'r on;)
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