| 03-11-2004, 04:07 PM | #1 |
Let me clarify what i mean.. In a map where all you are is a hero. a) Do you think you should lose gold for dieing? If so how much? A percentage, a fixed amount, an increasing amount everytime you die or a fixed amount depending on your level. b) How long should it be before you are revived? Set amount, Increasing amount depending on level, or increased revival time everytime you die? c) Should there be any other pros/cons about dieing? Please keep this in mind - Death shouldn't be taken lightly, it should be avoided. |
| 03-11-2004, 04:22 PM | #2 |
By your words i gues it's and AOS right? If so you should make thos thing that you wrote :D (a fixed amount depending on your level.) |
| 03-11-2004, 04:29 PM | #3 | |
Quote:
a) no, but if you really want, 10 gold per hero lvl if you use normal prices of items b) 4 seconds revive time per hero lvl is a good balance i think c) i dont exactly know what you mean :\ if you mean specials like timers and text masseges , yes make that :D |
| 03-11-2004, 04:30 PM | #4 |
I'd say that the best way for any maps where dying should be heavily avoided would be as follows: Gold loss, calculated both by the number of times the hero has died and the hero's level. Experience loss, calculated both by the number of times the hero has died and the hero's level. Parhaps some form of item loss, either random items being permanently lost or having the items remain at the point where the hero died. For revival time I'd take into account both hero level and number of deaths. Well, thats my two cents. Hope it helps. |
| 03-11-2004, 11:47 PM | #5 |
Item loss can be quite vexing when you die due to "acts of god", meaning completely unforseen circumstances (like units lining up so to block the path EXACTLY at the moment you decide to try to run away) that have nothing to do with your actuall skill of staying alive (like watching your health, assesing risks etc...). I especially remember how crappy it was to loose items due to death in some hero arenas, where you were bound to get killed eventually. In an AoS, it is a bit different, since you can always run back to your base, but still annoying. Drastic gold loss goes in the same department as item loss. Here's how my AoS map, Era of War works: there is no gold or item loss, only time: and that is the most valuable commodity! When you are at low level, you revive quite quickly, but you still have to get to the battlefield, because you only gain experience when you are close enough to the action. Because you were at a low level, that means that other players were too and are going to have 2-4 levels more by the time you get there and that's not good. If you die at a higher level, that means you won't revive for some time, and that means that the opposing side will be able to push through your defences in the meantime. I think this is quite good: Because there is no gold/item loss, it doesn't really take the fun out of playing after one or two deaths for the individual player. However, the dying is still decisive when it comes to the success of the team, and understanding this, any good player will be quite discouraged from dying. As far as bad players are concerned, it doesn't matter, because they die anyway. ^_^ |
| 03-11-2004, 11:48 PM | #6 |
depends on the lvl on ur hero...if lvl 1: 100 gold, 20 sec revival if lvl 10: 600 gold, 2 min revival |
| 03-11-2004, 11:52 PM | #7 |
IT should take a percentage of gold depending on how high the hero is, it should also take a percentage amount of time depending on how high the hero is. And if the hero is low level, it should drop items nearly every time it dies, but when it grows stronger, it has a less chance of dropping items. |
| 03-12-2004, 12:31 AM | #8 |
if its a single player rpg revive should be free, quick but not instant and at revive points. if its a AOS revive should still be done at revive points. keep all items. losing hard earned items is very frustrating. if at all lose only common items like normal healing, etc. gold cost should be dependant on how many times the player has died before, increasing as # times died increases until a max point for utter losers. i think the time should be the same. having to wait for your hero to revive is equally annoying. |
| 03-12-2004, 01:09 AM | #9 |
Another idea is some sort of revive sickness. This is actually pretty easy to do, I think a heavily modified shadowstrike would work, because the attack/move speed reduction automatically fades away. So when the hero respawns, just give em a shot of shadowstrike via a hidden caster. The sickness could last a couple of minutes. |
| 03-12-2004, 01:37 AM | #10 |
I personaly like to penalize the player who lost the hero a hevty amount. Minus experince and gold. By times died, and what level then do what ever number x or + you want. If the hero dies, drop a random non-quest item and create creep on top of corpse (Creep is specified by level) called something like "Spirit Gaurdien" or something and when he dies, he drops the item. |
| 03-12-2004, 02:09 AM | #11 |
Normal way sounds good to me, maybe the loss of an item. |
| 03-12-2004, 02:21 AM | #12 |
I would suggest serveral ways of reviving ur hero at different gold and time amounts. Eg revive in 1 times level number for 25 times level number gold, or for free at 20 times level number seconds. |
| 03-12-2004, 01:04 PM | #13 |
Here's what i decided on, tell me what you think.. 13 levels. No item loss (Too frustrating) No experience loss (You stop gaining experience for your revival time, that's enough.) 25 Gold loss per level. 10 extra gold loss per death. 5 seconds per level (45 second cap, Not including number of death time) 5 seconds extra per death. Item prices are.. 1 Stat - 90 Gold 1 Armor - 100 Gold 3 Dmg - 200 Gold 100 Health - 250 Gold 100 Mana - 300 Gold 15% Move Speed - 500 Gold 15% Att Speed - 500 Gold (This is just the stat prices, not actual items.) Too harsh? Too soft? |
| 03-12-2004, 03:03 PM | #14 |
Man that's grate make it as you sad and it will be a cool map :D . and when will it be done? and what will be the name of the map? oh and if some 1 is interested you can go and see my map :D http://www.wc3campaigns.com/showthread.php?t=50829 |
