| 06-07-2006, 03:15 PM | #1 |
I am thinking on doing something closer to battledome. Main changes * No hero experience, I think it is senseless to have it on a hero arena it gives an advantage to the winning heroes and all. Items should be the way to improve heroes. * InvX needs some reforming probably a total revamp. * Most heroes must go. * Change the scoring system and make it more interesting. Probably replace points with gems and heroes drop gems when they die. * Enforce the you can avoid every spell / attack philosophy Keep * The computer AI * Super Energy points or the energy you get when you get damage and that eventually results in you being able to cast an ultimate. * The terrain |
| 06-07-2006, 04:52 PM | #2 |
I say keep the experience, but the increase in attributes is 0 or .10 or something, that way there not imba. |
| 06-07-2006, 06:05 PM | #3 |
I dont like experience, it has always bugged me that dying doesnt only have a disadvantage that you die, it makes you totally unable to come on top of the game again since all other players gained a level. |
| 06-07-2006, 06:14 PM | #4 |
Agreed. Seems like you already got what was needed. |
| 06-07-2006, 06:17 PM | #5 |
I think that the leveling up mechanic has some merit even in an arena map. For example, it means players must tackle with skill point spending strategies and that sort of stuff. It structures gameplay over time so it's not the same all the time, you get different mechanics when heroes have fewer skills than when their skillsets are completed, making things more diverse and interesting. This also serves to introduce content to first-time players in a more manageable way; this may not sound like much, but keep in mind that every player is a first-time player at some point. This is a problem with your selection system, after all, possibly the only problem it has, that you throw all the detailed information about all the heroes at the player at the very start of the game. Therefore, leveling up can be a good addition to gameplay, it should just be even for both teams. Why keep the terrain? I thought it was rather large for players to wander around it with only a hero each. |
| 06-18-2006, 09:39 PM | #6 |
I like experience, but perhaps, you can make heroes that have more experience gain smaller bounty than heroes that have less experience. Also, you should keep the number of heroes low, at least for the 1st version. VexHA should have a total of 70 heroes. Thats a lot of heroes to create, especialy with custom, JASS spells! Don't get me wrong, I like your spells the best, but you should take it slow. As for the terrain, I find it good. Hostile creeps, some teleports, rune spawners. I agree with keeping it. Many hero arenas have a very simple terrain, this is one reason why your arena is exelent. Oh, and one more thing, post your progress on the map, I'm realy eagered to find out how it will turn up! |
| 06-18-2006, 10:06 PM | #7 |
so by removing experience you're removing levelling in your arena alltogether? o_O |
| 06-19-2006, 01:45 AM | #8 |
No levelling for my arena. The progress is 0% . I have to redo everything. |
| 06-19-2006, 11:43 AM | #9 |
:(, i like ur ultimate idea, like FF or something, good luck, i know how much work it takes |
| 06-19-2006, 02:09 PM | #10 |
I dunno about this no leveling stuff. However, if you can get items that place modifiers on your spells(better damage, larger effects, etc) then it will probably work out fine. |
