Karawasa Posted July 21, 2007 In doing the recent changes to the creep waves for the beta, it became apparent to me that the creep order in the game could perhaps use some work. Thus, I would like to see what we can do to change around the order of creeps, so that the game is more balanced for all builds. So there is no confusion, I am not talking about attributes of the creeps, just the order. The first five levels are completely insignificant, so they will not be considered. Likewise, the Evil Child will remain at level 60, for legacy sake. Here is the list of creeps, 6-59: 6 Earth Quillboar 7 Water Toy Boat Mechanical 8 Nature Stag 9 Fire Fel Beast Heals 10 Light Wisp Fast 11 Darkness Dark Minion Undead 12 Non-Elemental Spirit of Vengence 13 Fire Succubus 14 Light Wagon Mechanical 15 Earth Kobold Digger 16 Water Sea Revenant Undead 17 Nature Furbolg Warrior Heals 18 Darkness Sludge minion 19 Non-Elemental Knight 20 Nature Giant Spider Fast 21 Earth Siege Tank Mechanical 22 Water Makura Deepseer 23 Light Ghost Undead 24 Darkness Shadow Wolf Heals 25 Fire Troll Batrider Fast 26 Nature Corrupted Treant 27 Non-Elemental Bandit 28 Fire Demolisher Mechanical 29 Water Naga 30 Earth Mountain Giant 31 Light Priest Heals 32 Non-Elemental Death Knight Undead 33 Darkness Draenei Protector 34 Nature Thunder Lizard 35 Water Albatross 36 Darkness Infernal Contraption Mechanical 37 Light Crystal Arachnid 38 Fire Fire Revenant Undead 39 Earth Dune Worm Heals 40 Light Snowy Owl 41 Earth Centaur Fast 42 Non-Elemental Battle Golem Fast 43 Nature Dark Elf Undead 44 Darkness Dreadlord 45 Fire Fel Guard 46 Water Watery Minion Heals 47 Darkness Black Drake 48 Water Admiral Fast 49 Nature Glaive Thrower Mechanical 50 Earth Giant Rat Undead 51 Light Paladin 52 Earth Harpy Rogue 53 Fire Red Dragon 54 Non-Elemental Goblin Shredder Mechanical 55 Light Archmage 56 Water Hydra 57 Nature Green Dragon 58 Fire Lava Runner 59 Darkness Doom Guard Fast Discuss! Go to top Share this post Link to post
Guest MasterTenor Posted July 21, 2007 There are two non-elemental mechanical waves, and no non-elemental fast or healing waves. I would like to see either a non fast or a non healing make an appearence, as they would be the levels most poised to do damage to most player's current builds. Go to top Share this post Link to post
Karawasa Posted July 24, 2007 Modified classifications to reflect this distribution: Heals: WFDLNEC Fast: WFDLNEC Mech: WFDLNEC Undead: WFDLNEC Models/Names can be switched around, after the order is determined. The idea, is that there should be 7 heals/fast/mech/undead, one for each armor type. Go to top Share this post Link to post
Karawasa Posted July 24, 2007 Thanks to MagicalHacker for a VERY useful tool in figuring out the solution: http://redlizard.nl/creep_distribution.php It is still a work in progress, but even now it is still very useful. Looking forward to seeing what you guys can come up with. Go to top Share this post Link to post
Cisz Posted July 27, 2007 As much as I admire the coding of MagicalHacker, for this problem I ceated my own tool. It's very, er, hardware. Go to top Share this post Link to post
Cisz Posted July 28, 2007 Ok ok ok, here is my sequence (### indicates an element spawn): 5 non ### 6 w 7 e 8 l fast 9 d 10 n undead ### 11 f 12 e fast 13 w 14 l 15 f healing ### 16 d undead 17 n 18 non fast 19 l healing 20 e mech ### 21 f undead 22 non 23 n 24 w mech 25 d fast 26 f 27 l 28 n healing 29 d 30 e undead ### 31 w fast 32 non mech 33 n 34 f 35 d healing ### 36 w 37 l mech 38 non undead 39 e 40 n fast ### 41 w undead 42 d 43 e healing 44 l 45 non 46 f mech 47 w 48 l undead 49 d 50 n mech ### 51 e 52 f fast 53 l 54 n 55 w healing ### 56 non 57 f 58 d mech 59 e 60 non healing ### And here is the sequence in MagicalHackers tool: >> Click here<< The worst thing about it is probably "no fire for 12 waves". Apart from that it's pretty much flawlessly brutal. [05:48] hyperprimate: hmm.. one thought... atleast in the end this is the hardest possible combination, meaning that chaos will always be easier [05:48] Cisz: oh - interesting [05:48] Cisz: well, it hasnt got the maximum atributes though [05:49] hyperprimate: true, the 7 last levels all being healing would be harder [05:49] Cisz: hehe Check out my special, er, hardware: And another one in the process of sequencing: So, are you scared now? Go to top Share this post Link to post
Karawasa Posted July 28, 2007 Very impressive work Cisz, I commend you. I have been playing around with your distribution, this is what I have here. Just some minor tweaks, up for grabs. Go to top Share this post Link to post
Cisz Posted July 28, 2007 Could you list all your changes and the reasons for them? Go to top Share this post Link to post
Karawasa Posted July 28, 2007 I should have kept track . Switched 45 and 56. Places an undead closer to the end of the game, for greater challenge (otherwise there would be only one at 48 Switched 8 with 44. Places a fast closer to the end of the game, where it will do more damage (there was a considerable gap between fast at 44, it seemed good). Switched various amount of Elements. My attempt to spread things out a little more, and also eliminate the excess hard sequences. It is just a sequence I came up with while messing around with Cisz's, so as I said it is up for grabs. Feel free to use any ideas from it. Go to top Share this post Link to post
Karawasa Posted August 1, 2007 Don't be intimidated by this thread guys, I'd appreciate more input on this important issue. Go to top Share this post Link to post
Guest hyperprimate Posted August 1, 2007 Compared to 3.0 Cisz’s creep distribution contains a lot more “hard sequences”, particularly towards the end. I know it’s intentional, but exactly what are we trying to accomplish with this? It seems to me that more hard sequences increase the imbalance between pick- and random-mode. If we want a harder end-game maybe it would be better to adjust the hitpoint formula. Go to top Share this post Link to post
Guest mrchak Posted August 1, 2007 I like the idea of harder sequences at the end of the game, by then you should have enough element choices to handle it. As far as random players, I'm probably going to play chaos mode for the rest of my life, so the order decided won't really affect people like me. One thing that comes to mind then - in CHAOS mode, maybe the first 5 levels should be shuffled, then levels 6-60 should be shuffled; so we dont' end up with elemental armor on the first 5 levels, eh? Go to top Share this post Link to post
Karawasa Posted August 1, 2007 As far as random players, I'm probably going to play chaos mode for the rest of my life, so the order decided won't really affect people like me. The success of Chaos mode . Good point MrChak, instead of this: For each (Integer A) from 0 to 59, do (Actions) Loop - Actions Set Random_Spawn = (Random integer number between 0 and 59) Set Temp_Spawn = Spawns[(Integer A)] Set Spawns[(Integer A)] = Spawns[Random_Spawn] Set Spawns[Random_Spawn] = Temp_Spawn I will do this: For each (Integer A) from 5 to 59, do (Actions) Loop - Actions Set Random_Spawn = (Random integer number between 5 and 59) Set Temp_Spawn = Spawns[(Integer A)] Set Spawns[(Integer A)] = Spawns[Random_Spawn] Set Spawns[Random_Spawn] = Temp_Spawn Back on-topic though, in my distribution I reduced the number of hard sequences from 14 to 12 (so no extras). Looking forward to sequence/distributions from other people . Go to top Share this post Link to post
Guest Sancdar Posted August 2, 2007 I kind of like having all the levels shuffled, it makes the game much harder because it leaves more composite levels later on. Go to top Share this post Link to post
Karawasa Posted August 19, 2007 Trying to revive this topic again, now that the Element Distribution has finally been resolved. Please, do critique Cisz's or my distribution, and feel free to create your own! Go to top Share this post Link to post
Guest Sancdar Posted August 19, 2007 Any decision on whether to make chaos hard (shuffle includes 1-5) or easy? Go to top Share this post Link to post
Cisz Posted August 25, 2007 It really makes no sense to have healers before wave 7, as two super arrows one-shoot them even on very hard. so if I roll healers early, the game gets easier. The later fast and healing come, the harder. Go to top Share this post Link to post
Guest Sancdar Posted August 25, 2007 I don't think fast is hard late-game, although healing is. But even so, with the huge buff to composite creeps I'd rather have healing late than composite. Go to top Share this post Link to post