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Hero Arena Opinions

03-10-2005, 03:30 PM#1
Valdez
Alright as ya can prolly see in my sig I'm making a hero arena, but I thought I'd come here to further some features and get more ideas for it and this seems like the most plosable forum to put this in.

Alright this is all completely opinionative, and who knows your idea may make it in but depending on the number of replies I will probably make a poll with all the options and see what people vote for the most (may take the top few). Don't feel discouraged to post your mind, if it sounds stupid that doesn't mean it is.

Anyway, post awayz!! If your idea makes it I will add you to credits. And if I really like it I will give you a rep point.

Latez,
~Valdez
03-10-2005, 05:41 PM#2
Azhag
I got a few suggestions....
#1: In all the hero arenas I have seen, all the heroes have rediculesly high numbers i.e. 9000 damage/120000 life/400 armor, and so forth. Personally I think this messes with the game... The game becomes more boring, and it takes forever to kill heroes 1 on 1..... I think you should make the the number, slightly high. Like the max, max would be like 10000 life...

#2: In a lot of the hero arenas I have seen, The abilities the heroes are givin, looked half ***(behind)ed, or arnt worth the time in picking them as your next ability. Make each hero have a reason, for having that ability. I know thats a lot of work, but in my game Azhag's Creep Wars, I am busting my *** "behind" off to make 24 heroes abilities not usless.....

#3: I would like to see a hero arena with quests.... Heres my idea..
Quest 1: The heroes enter a gladiator type of arena, and battle it out with 3-4 rounds of monsters. This quest is basically for Xp, and gold.... There is also a reward if you finish the quest...
Quest 2: The heroes have to rescue the kings daughter or something from a bandit tribe.... Rewards obviously are givin at the end.
Quest 3: Do a very small aeon type of quest, where you have to destroy the enemies castle to win. I don't think I have to mention the reward part...
Quest 4: The heroes travel a great distance, climb big moutains, fight weak but many monsters, just to find an item.... joke quest..... little reward....
Quest 5: All the heroes on one team must fight a boss unit.... He is huge, and really strong. The heroes must work together to defeat this guy.....
Thats just some of the quests I have givin.... if you like, I could give a lot more quest ideas.

#4: Make combinations... like if you have a glove of speed in your inv, and a gaunlet of giant str.... then you buy a combination thing, and you get a Giant speed gloves, which adds both abilities of the previous items, plus some....

Thats all I could think of right now... when I get home I'll give you more ideas...
Hope I helped..
03-10-2005, 07:26 PM#3
Valdez
Well for your last opne mine already has that. there are 4 classifications of Crafted Items in my map with a grand total of I think 33 craftable items. I liked that one myself and that is why its there, I also might add set items, not sure though..

as for #1 I totally agree with you and I am trying to keep that down sverely, that is why tomes in my map are fairly expensive and if needed I can make them more expensive, I also made it to where you don't get gold all too fast really.

#2 so far I know of a single hero for absolute sure that does this. He is my Night Walker, all his spells are reliant upon the other. For instance, his nightmare spell only works on a unit that is sleeping, thus his sleep spell is very important because if he uses his ult and sleep on a unit then casts nightmare they automatically die (a little cheap but its in the works and not so easy to pull off).

#3 I'm not so sure on this one, but what I could do is make special events, because I have a couple unused places in the map as it is and I could use them for special events, no guarentees.

All in all thanks for the ideas/feedback, and for being the first and not to mention some nice thought into your ideas/opinions I'ma give ya some rep, keep posting ideas when you think of them.

Thanks,
~Valdez
03-10-2005, 08:09 PM#4
Azhag
Lol, heres some more suggestions....

#1: I think you should have things like, when a hero has a certain item, a glow or something should go around him..... personally I think special effects really make a game good....
#2: When a hero dies, make it so he has to escape from hell, or some area.... Depending on his level, you should make the monsters he has to defeat harder, and such. But don't make it so detailed that it takes another month to finish.... just a suggestion.
#3: The duals should be more interesting the just 2 heros beating the crap out of eachother... I think there should be dangers or something in the arena.... Lava on the side... or something like that.

Thats all I got right now... I still haven't gotten home, so I can still give you more suggestions.. Hope I helped..
03-10-2005, 08:21 PM#5
Metal_Sonic64
Randomness, any arena will become predictible after a while. Heros will go to the places they know will give good bounty, whether the enemies are hard or not. Also, it needs to have something that makes it better than other arenas, something that says "I'm better, play me" Whatever that could be, it's your decision. Also, make some sub areas, it gets boring in the same old arena all the time, chasing enemies pointlessly... Be creative, add some eye-candy, nobody wants to look at bland cityscape-average-ugly-basic arena type terrain. Those are what I think a decent arena needs, but yuo need to think of something that appeals to YOU too, not just us. It's your arena, go places with it :)
03-12-2005, 04:12 AM#6
Azhag
Here's some more suggestions...

- I like games that give you veriety... like different game plays. First team to 50 kills, CTF, etc etc...
- Custom skins. (But I'm sure you've covered that)
- Flashy spells. (I think I have mentioned that)
- Instead of one on ones, it should be a team vs team.

03-12-2005, 04:25 AM#7
Valdez
Thanks for feedback guys, it really does help to get ideas from alternate point of views. Sonic I dunno about sub areas, that isn't quite what I'm thinking because sub areas no one would be in the same place, thus the game would last for eternity. Randomness is more do-able, might add it in later versions, and I do have to hand it to you I hate cityscape as well but for now thats what its going to be and that will most likely change in later versions.

Azhag, dunno what I'd do without your opinions, u got some good ideas in that head of yours, Alternate gameplay modes is possible but I don't think I will add it to first version, right now I just wanna add in some quick easy things that way I can get gameplay testing going with a Beta version and see if I need any changes or have some bugs. Flashy spells and custom skins aren't much on a priority base but it is possible they will be implemented sooner or later. I like flashyness too but its time consuming. Team duels is a great idea, and quite easy to add as the map is itself :)
Special effects may come a part of it, I've been considering it but its undecided at the moment. The escape from hell I don't think I will use, I mean its a good idea and all but I'd like to try and keep it more based on a player vs player setting with a third party beatin on both sides. Dangers is qute possible and will probably be added.

Thanks for ideas guys, keep them coming, I'ma give ya both rep as soon as possible :)
03-12-2005, 02:24 PM#8
logik
one thing that i think would benefit a hero arena the most is attribute based abilities... ie. summons will get a + to damage equal to the intelligence of the casting unit etc.

this adds a dependence and more indepth reliance on attributes.
03-12-2005, 05:16 PM#9
Azhag
Quote:
Originally Posted by logik
one thing that i think would benefit a hero arena the most is attribute based abilities... ie. summons will get a + to damage equal to the intelligence of the casting unit etc.

this adds a dependence and more indepth reliance on attributes.

I don't know how you would do that. The only solution I can think of is creating 1 "dummy unit" for each Int point, but when you get into the 100+ and multiple players have that amount of Int, the game will be too laggy, and so forth. It was a good idea, but I think thats more or less left for an RPG.

And now for more ideas.

- Please do me and other players a favour and don't add in items that will tip the tide of the game, for the rest of the game. (If anyone has played Angel's Arena, if you have a like 2 Celestial Power, or 1 God's Hammer, you have won the game. I find it very unbalanced, and boring. Angel's Arena would have been a good map, if they didn't have such overpowering items.)
- The players should have another way of making gold, other then killing to level and get gold. Something like merchant trading, or mining.(Probably not a good idea.)

Ugh, I have givin so many ideas, I'm running dry... Don't worry this head can still think of tons of ideas. Just need time.
Hope I helped.
03-12-2005, 07:23 PM#10
Valdez
Logik I don't know myself specifically how to do that, but I do know it has been done. Like the SA in Dota, his crit strike is based off his agility.

Keep um coming Azhag :)

Latez,
~Valdez
03-13-2005, 09:42 AM#11
logik
Azhag, you are completely wrong...

you dont need to create dummy units, but it does involve triggering...

you use the unit - damage unit trigger.

for example purpose, lets say you have a storm bolt ablitity that does 100 damage + Agility and 3 second stun... then make a storm bolt ability that does 100 damage etc.

and then use the trigger along these lines

E
unit finishes casting an ability

C
ability being cast = custom storm bolt

A
unit - damage (target of ability being cast) with (agility of casting unit including attribute modifiers) with attack type (chaos) and damage type (universal)
03-13-2005, 11:03 AM#12
divine_peon
remove tomes
03-14-2005, 11:40 AM#13
logik
yes, i agree no tomes, but offer stat enhancing items (nothing to outrageous though)
03-14-2005, 03:45 PM#14
Azhag
Quote:
Azhag, you are completely wrong...

you dont need to create dummy units, but it does involve triggering...

you use the unit - damage unit trigger.

for example purpose, lets say you have a storm bolt ablitity that does 100 damage + Agility and 3 second stun... then make a storm bolt ability that does 100 damage etc.

and then use the trigger along these lines

E
unit finishes casting an ability

C
ability being cast = custom storm bolt

A
unit - damage (target of ability being cast) with (agility of casting unit including attribute modifiers) with attack type (chaos) and damage type (universal)

Those must be new triggers, because I have asked a question like that before, and got the dummy answer. Oh well, now my new RPG has got some more depth, thx. More ideas.

- You should make the neutral units get stronger after awhile, so the heroes won't overpower them.
- You could make a strong neutral unit in the very middle, meant for only the strong to fight. Revives for other players, but only gives an sweet item once... kinda like first come first serve.
- You should make an item, that is the spell book, and that only contains spells or abilities not acessable by heroes... Like Roar.

Hope I helped.
~Azhag~
03-14-2005, 05:10 PM#15
Valdez
No tome would indeed be great but you see, it degrades the ability to have your units customized. Myself personally I like customization so I will have tomes but the cost of those tomes is highly expensive, were talkin 2000+ gold when you can only earn around 30 per creep kill and maybe 100 if you kill a hero.

so in a sense, you won't get very many tomes whatsoever, and I can always make them more expensive witch will probably very well happen.

Latez,
~Valdez