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jolin012

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Everything posted by jolin012

  1. jolin012

    One more level

    I think it wouldn't ruin the game too badly. but i have to disagree about it adding more color to the game. I think it wouldn't make it more fun. the first 55 of the creeps would die very very easily whereas the last 5 are only 5, so - easy too. they would die at the entrance, not much fun, and if they were made harder - wouldn't make much sense nor be much fun.. It's not bad with ideas ..., but I just don't like this one.
  2. jolin012

    15th Beta Problems

    you might be right aobut the superweapons. they shouldn't be able to - by accident - cast on the caster himself. As for attacking your own towers - i guess that won't happen unless you press A for attack and them on your own tower - which is never nessesary when attempting to attack creeps. Am i right that you used the "A" hotkey or attack button to attack your own towers? I might be wrong
  3. jolin012

    Team Mode

    everyone must not use the mode ofcourse - most of the more skilled players would give up playing team mode (as soon as they got skilled) i would guess. I like your team mode idea in one way. what i dont' like is the feeling of beeing plaer 1 and not killing anything x). and the waiting - unless ofcourse, "once first creep leaks next wave arrives" or something like that, so everyone in the tea has one wave in (the best would perhaps be something like "one wave is released when the wave before the wave before the wave before is killed by any team"( meaning - if wave 4-7 are in, wave 8 is released when wave 4 is killed by one team)- each having one different wave. I am against life costs for leaking the creep through maps, other than from one player to. The boring part - as soon as one team has rather good power it will only need 3 players to finish off its wave - one player can't do anything. I like your idea - ad i don't like it. overall i must say i like mine more the "4th player doesn't get to play" factor hurts the idea pretty hard. perhaps this could be an alternative to teammote - but i would honestly vote no..
  4. jolin012

    Team Mode

    Oh - I forgot to mention, the gold is not just shared. for lvl 1 for example, 1 gold is given to each player in the team. the 4x creep health makes up for that. Thanks for pointing out kaini - edited first post. All clear and good now?
  5. That is true. But how are you going to be competetive.. to yourself? With "more competetive" i also mean more interaction with eachother and rushing in ronald stage. Would this be unnessesary as the overwhelmed player allready suffers enough? or is it a way to end the game for veryeasy Players who kill all their ronalds? My point is - if they all kill all their roanlds, but one kills 10% faster. (playing area 4 doesn't nessesarily mean faster than 3, as ronalds killed/min counts too). if one kills faster that'd mean sooner or later he has actually ran out of ronnies. shall we call it a win? btw, I'm glad to hear so much positive responces to this new ronald system. but for this, I'm sorry that I'd have to disagree - we allready have too many dialog boxes - unless we add "advanced options" dialog box. or make it a command to return to the PB ronald system "-ronald solo" or something.
  6. I came to think of a different way to run the ronald system. a more competetive one. it currently feels like "hm, in this game i can't run any slow i want, except for ronald, there i can take the time i need, preferably more than my opponent cares to wait" My idea is: instead of each player having 30 ronalds on his field, one replacing every dead, it should start with 30 ronalds each. and for every x ronalds killed(in total, meaning all players together kill x ronalds) (x being the number of players) every playeer gets one new ronald at full health. This means, if there are 7 players, of which one player quickly kill 7 ronalds, he, and everyone else gets one new. meaning the quick player has 24 ronalds in his maze, and the others have 31 each. It would be very rare for a player to run out of ronalds i think, and if so it wouldn't last very long. it just gives the faster player the chance to still rush, even in ronald stage. If there are 2 players on ronald, which sounds more common, it means for every 2 ronalds you kill you get one back and one sent to the opponent. meaning you have 29 ronalds and he has 31 on his field. if you kill one and your opponent one, you both get one each back. The victory condition would still be most ronalds killed. What do you think?
  7. jolin012

    Team Mode

    In the IRC Today there came someone who asked for good td maps. "Element TD ofc" is what i said, but he was looking for a team TD because that was more fun in his opinion. And ofcourse some people think so - so why shall we not have that? as a funmode? How about a "Team Mode" which does this: Put all builders in the same Maze. Multiply Creep Hp by the number of players still in the game. (if one player leaves his towers will be destroyed, creep hp lowered and no gold will he be able to send before leaving.) Elemental Powers are shared( meaning all players in a team can build same towers) and gold from kills will give gold to each player meaning 1gold each creep to each player on lvl 1 (won't help for the one who builds closest to entrance) and interest(meaning the one who doesn't build towers won't get more cash) is splitted. lumber is recieved by one player at a time. One random player recieves the 1st lumber (at lv 5). one random player recieves the 2nd lumber (at lv 10) etc, etc. perhaps this can also teach players to sell their unnessesary towers, as place will lack if they keep spamming stupid towers <!-- s:P --><!-- s:P --> . Wouldn't require extra dialogbox as it can't be combined with SuperWeapons. unless we allow several teams vs each other ofcourse. (If mode is tested in betas and it appears that there is too little buildspace. perhaps only 8 good slots for a quakertower and if there are 4 players in team with 4x creep health 20 quakers need to be build, thjen that's a problem. If that appears to be a bad thing - all towers could have a size of 1x1 instead of 2x2 perhaps. or perhaps deal 4x damage at regular cost - making every 4th kill give gold to each player.) what do you think? Edit: Thanks for pointng out kaini about the gold. there is ofcourse full gold to all players in a team as creep have increased strength. edits marked with Italic text
  8. jolin012

    Logo Request

    hope you didn't put alot of work in that. I checked his profile and it sais "Last visited: 28 Dec 2007 07:13" that's the danger in digging up really old threads - he very likely isn't around anymore .
  9. ronald increase in health. "don't feel bad. nobody beats ronald" and if you kill so many ronalds and rarely leak, mode onto a harder difficulty, perhaps random mode too
  10. Your strategies sound.. interesting. Would be cool to see if/how they work in veryhard mode .
  11. that rocket! (or perhaps the burning sinning mine). upsized and located (not moving) above the research center. Something like this, (warning for dangerous mspaint mad skills) : not quite as big as the pic though x)
  12. all those are allready in use in teh game. magic lvl 2. trickery level 2. poison lvl 3/well lv 2. darkness lvl 4.
  13. I must say LDLDLD$P$PP was the easiest build to beat as far as i tried, although that pure+trickery bug (pures taking essence) caused alot of trouble. need to sell clones that take 120 sec to spawn again.. sigh.. just to increaese base pures from 3 to 4 and so. makes me leak. didn't dark to do it after lv 56 so leaked 59 60 instead. however with 120k unspent cash. first attempt didn't make as many leaks, but i didn't save taht replay. LDLDLD$P$PP.w3g
  14. jolin012

    Conserns

    ah - if you meant the same, sorry, or better - if mine is easier to understand for some - see it as an explanation of yours for those why capped?
  15. I have 2 new ideas. They go for placement. I think that the Super Weapons Tower Should be placed upon the Research Center, as for when SW Mode is turned on. Also I think as it is no longer a Spell bringer it should not be named so (perhaps Super Weapons Center), nor use that model. not qute sure myself though of what to use, perhaps something more alike the periodic tower, but not sure. I guess most do not like this idea, but I like and therefore sugguest it. makes the tower closer and easier to use. should not make research center hard to target. it could look something like this: The other idea was, to use heroes for research center and/or Super Weapons Center. Meaning they have an icon as if they were heroes, for a quick targeting of them. Would make Noobs not forget to use those Centers and Mid Skill players not need to think about setting hotkeys for them. Also, as heroes show hp and mana on their icon, ya could see when it's time to use the super weapons again. Would look something like this: Also - for those who do not fear big change, (not sure if i like this myself but anyway,) it would be possible to make instead of lumber used for summoning, the research center levels up, so that there is the symbol on your hero icon that there is one skill to spend, aka one elmental power, to spend. the hero would though begin without any elemental power, and I've never seen before a hero without any ability spent (although, the center wouldn't have to exist until lvl 5), neither am i sure if it works with random mode, to autospend the elemental powers. temporary1.png temporary.PNG
  16. jolin012

    Conserns

    perhaps, each attack by flamethrower covers the main creep (aka we would now once again have a singletarget+splash tower) with more and more oil(or something) for each attack. (more explosive oil with blacksmith) and when the creep dies it dies with an explosion, more heavy the more attacks the creep took. aka - no longer not a spammable tower. no longer needing to take the last hit.
  17. on lower difficulties elementals still have lower current hp when ientering instead of lower max hp.
  18. yep, from time to time, ya get the chance to do this: and there's nothing wrong with that. temporary.PNG
  19. they don't get reduced mana cost. they get bonus mana gain on ability cast, technicaly meaning the exactly same: lower recharge time, but you can't look on the ability button how much mana it sais and expect it to be lower if you combine mush with well or magic with smith.
  20. jolin012

    Extreme Mode HELP!

    hehe, mixed difficulty and extreme mode. that's a beast . Lower difficulties finishing a wave first makes longer countdown time to give higher difficulty players a chance to stand up and not die just cayse the VE player can play at the creep entrance, area "/" and the VH player might be forced to play area 3 (bottom right corner what is "3" and "/" ? ). if playing mix difficulty extreme, they can race you playing on very easy very easily. anyone on vhx is doomed if getting raced by a VE player who's having his defense at area 7. mix dif on EX ain't something i sugguest . holding back a VE racer can even be hard without Extreme.
  21. jolin012

    Extreme Mode HELP!

    here it is: viewtopic.php?f=2&t=895 you'll have to down-patch eletd though, using versionchanger or reinstalling, cause it is in an older version of tft
  22. only had a few mins now, didn't read your entire post yet, just that you say 6ele doesn't work cause you need to fill the map with towers. that sounds weird to me, as maxed triples cost twice as much as maxed duals, so they should only take half the space shouldnt they? as i said my only reason the 6ele doesn't work is cause all supporttowers ain't working, and the game perhaps is too hard. 4ele works great cause some duals are overpowered, like ice and poison. more text herte to come later perhaps.
  23. sure it ain't intended. didn't see this was unfixed
  24. Since a few betas ago all skills show as active. Why is that? Imo opinion and several of my friends new to eletd (now that i say that it should've been like that even in pb) it is very weird and just not understandable, with an active icon for a passive skill, I saw them spamming that skill thinking it was a button and realized that it's just stpid, unless of course, there's a reason behind it that i don't know. and perhaps tidal should show no active skill until it has reached level 1? perhaps a passive lv 0, and active lv 1-10 if that's possible, because many think that they shall spam the splash button, well, it is a button and doen't have cd, so just spam it, right? ofc we can't always take 1st priority to help the noobs who don't even read, but we don't have to make everything complicated that can be simplified and made easier understood. as for passive/active skills I think the once that are automatic should have a passive icon, and those who are active should have active icon, if there ain't a good reason to create misunderstanding. and for tidal, is anyone with me that it'd be good if lvl 0 splash is not an active skill?(only if that is easily coded).
  25. perhaps this is something for development team section, if so, move it. In the current beta, beta 14b, I would say there are by far too few bombs and cosmetical "awesome cool" effects. If the mode is meant to be a "noob bait", we need more bombs, and I strongly like the idea and do not mind if this mode lags because it's more of a fun mode anyway. Several bomb types have been sugguested, but yet I see none. Why is that, i felt i didn't hear anyone complaining about the idea really. or, I better put it this way, What do you others think about some fun explosives in Super Weapons Mode, (Such as setting tracks on fire or bombing other towers)?
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