Guest vinxu Posted February 4, 2008 How about use 30 spawns Ronalds instead of unlimited spawns, and one round instead of periodically loop. Player's scores could be calculate by sum of total damage done at Ronalds, and his remaining life and Net Worth could also plus his scores. So we could check who is excellent in a short time, and didn't need wait a long time for killing Ronalds. because one time I waste 2 hours to kill Ronalds for 1300 spawns. and more and more Ronalds make my computer delay. Go to top Share this post Link to post
Cisz Posted February 4, 2008 Maybe you should try the 4.0 public beta. Some of your wishes are about to become true. Go to top Share this post Link to post
Guest vinxu Posted February 4, 2008 Maybe you should try the 4.0 public beta. Some of your wishes are about to become true. which I mean is v4.0 public beta. Go to top Share this post Link to post
Cisz Posted February 4, 2008 There are only 30 ronalds per players on 4.0 public beta. In 3.0 there could be masses of them, but not anymore. Celebrate. Go to top Share this post Link to post
Guest vinxu Posted February 4, 2008 There are only 30 ronalds per players on 4.0 public beta. In 3.0 there could be masses of them, but not anymore. Celebrate. I know, but kill one and spawn one. how about set ronald's HP max,and Player's scores could be calculate by sum of total damage done at Ronalds, and his remaining life and Net Worth could also plus his scores. so we just use a short time for one round to check who is excellent. without waiting a long time for killing a lot of ronalds. Go to top Share this post Link to post
Cisz Posted February 4, 2008 By that you would only check who uses little slow, heavy dmg and armour reduction, and punish long range and magic builds even more. Or simply put: If you change the rules that much for ronald, it's a different game. Go to top Share this post Link to post
Guest Sancdar Posted February 6, 2008 I can see vinxu's point, but I disagree. While a single round "simulation" from Ronald would show who can toss out more damage with whatever build they finished the game with (and therefore probably who has a better build), it overvalues AoE damage because none of the Ronalds would be dying. It also potentially misvalues spell-based towers, as their abilities can be cooled at variable times depending on when they were used in the previous level. On the other hand, the current system undervalues AoE damage, so it's a hard decision. It's also possible now to spend excessive time on Ronald if you're on a lower difficulty. Go to top Share this post Link to post
Karawasa Posted February 16, 2008 I hope we can all agree that the 4.0 Ronald system is a vast improvement over the one in 3.0. I'm actually fond of the current Ronald system. It is fun to predict how many you are going to get. It is an increasing challenge so it gets more and more intense. It is also suspenseful if you are not the sole survivor. Go to top Share this post Link to post
Cisz Posted February 16, 2008 I really like how they don't fill the screen anymore. But I'm not sure yet on how to handle them. They behave totally different from a normal wave, as they respawn one by one and basically they turn into a long drawn wave that can't be attacked with splash anymore. But that's just a first impression, I havn't really started on ronnie 4.0. Go to top Share this post Link to post