| 12-02-2009, 01:29 AM | #2 |
50% seems a huge amount to penalize or boost some heroes against each other. It really might end up feeling hopeless for a player with a hero of one affinity pitted against a hero of another affinity that you are weak against. Or, alternatively, it might be ridiculously each to kill a hero that you are strong against. Neither or these things are conducive to a fun map. Go look up the old Elemental Wars project that Dusk and Erwt were working on a long time ago if you want to see a similar system that might have worked out (which had 5 elements, as I recall). The primary differences there were that heroes had a different element for attack and defense, as well as having two spells of each type, instead of all four being of a single type. This made it far more difficult for a hero to be completely outmatched by another hero just because it got the bad end of a rock/paper/scissors lineup. Just some thoughts. |
| 12-02-2009, 04:37 AM | #3 |
So if there are 3 hero types and you assume even distribution of the heroes, your hero will be hugely disadvantaged 1/3 of the time, hugely advantaged 1/3 of the time, and equal 1/3 of the time. This means that 2/3 of all fights will be a blowout (assuming a 1v1 fight). I'm not going to make a judgement having never played your map, but at their face these values seem very extreme. You might try toning them down to 25% bonuses and adjusting them from there. I mention this because it's the kind of thing that turns off new players trying out a map. A new player may not see the grand scheme of team vs. team balance and the value of teamwork, so if they get destroyed too quickly they may just quit. I'm not saying that you HAVE to cater to the average Battle.net players, but in order for a map to get a player base going it's sometimes more important for a map to appear balanced that to actually be balanced. Again, I've never played your map, so this advice is just from the abstract. |
| 12-02-2009, 11:22 AM | #4 | ||
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You are correct. Judging from yesterdays test, the 50% advantage is to huge for the low amounts of stastics the map uses. Im going to lower it to 75% disadvantage and 125% advantage. Quote:
The affinity system is very wide, a hero that has Light Offense can also have Dark Defense depending on their theme. Also, just becuase a hero has a certain Offense and Defense system affinity, his abilities can still be Anima based, also this, depending on the heros theme. So basically, there are far more than 3 hero types. Take Saleos which is in 2 of the screenshots, his attack is Dark based becuase of his evil polearm, and his Defense is Anima becuase of his animal theme. He also has a mix of Dark and Anima abilities. |
| 12-02-2009, 06:37 PM | #5 |
Ok, I understand better now. It seems it will make it necessary for players to use their full range of abilities over the course of a game to counter each of the defense types they encounter. |
| 12-03-2009, 11:35 AM | #6 |
This looks very interesting! Awaiting its release. Also, are all the heroes animal based? Its pretty cool :D |
| 12-03-2009, 06:28 PM | #7 |
Looks very intersting. Also, do you have all abilities from the start or not? |
| 12-03-2009, 06:40 PM | #8 | ||
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No, only some have animal themes. But all heroes will have a very creative theme, I can promise that. Quote:
No, you can read about how you get the abilities in one of the hidden information buttons. |
| 12-04-2009, 06:26 AM | #9 |
Looks and sounds great! But ( IMO ) you need to add lots of custom doodads ( tree, rocks, brush, ect ). It already looks great, but seeing the same doodads used in every map over and over again makes them get pretty boring . Every thing else looks great thou, keep up the good work. |
| 12-04-2009, 07:00 AM | #10 | |
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Ask this, how long does the terrain stay interesting y'know? The terrain can be nice but it's seen as more of a safety net, in case new players are a bit shifty on what the map might be. The terrain provides a good impression and there is no terrain that will never get boring since, it never changes! It's always the same! It does suck, but tis the way the cookie crumbles. [The terrain is quite nice, the only thing I can complain about is that it seems flat and seems to lack pretty environment doodads and props(I don't mean imported models, just the doodads in general] --------------------------------- Definitely cool and like Shade said, there was a previous map that played around with more variety than 3 types. It is a bit restrictive since it's just 3! In the Elemental map Dusk and Ewrt were working on, there were defensive and offensive versions of 5 elements that heroes had. They usually specialized in one element or diversified, it offered up more options and such. However, you do sound confident and if you do believe a great deal in your map. If you think 3 is sufficient, then it must be if you've worked on the map this much and haven't changed it! I've nothing but respect for you atm sir, I look forward to seeing how your map plays :p. ---------------------------------- ... that was my last cookie... lol |
| 12-04-2009, 07:09 AM | #11 | |
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Not as long as there is new models being made every day and map makers willing to use them. By the time a new doodad gets boring, there will be a hundred more to choose from. ![]() |
| 12-04-2009, 08:40 AM | #12 | |||
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Now that you say it, some more details can be added indeed. The map isn't supposed to be focusing on pretty terrain, but a while ago I had some thoughts of changing the terrain type completely when major new versions are released. Quote:
I've made alot of changes since I posted this I just haven't had time to update it yet. And each update would be kind of pointless since I constantly change and add new things. I will take your suggestion seriously about adding more elements. Im just afraid it's going to be really hard to learn all the heroes later on. I will edit the post with all the new updates and changes this weekend, and will also release information about the current heroes. EDIT: Looks like I didn't have enough time to update it this weekend, sorry for the false information. In any case, the map is currently undergoing alot of changes and the updated presentation might be delayed. |
| 12-07-2009, 01:43 AM | #13 | |
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I don't know if there are that many doodads.. But will Faso make that many versions with that many variations in doodads? It'd just get annoying or the changes would be too subtle to notice. (Unless he's spectacularly amazing! O JEEZ!) ---------------------------------------------------------------------------------------- I didn't mean that you had to focus on the pretty terrain, I just said it's less important than everything else. It's just something on the side to keep the person interested so they can get into the actual nitty gritty of the game, playing the heroes. looks great though, so no worries! :3 Too bad you couldn't update the stuff though... :[ |
| 12-07-2009, 10:16 AM | #14 | |
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I can send an updated screenshot of the new terrain when I get home from school today. If you've played the map Megalith it's very similar to that terrain. |
