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v0.10v Discussion

Posted: Thu Jul 02, 2009 12:13 am
by Rising_Dusk
Discuss.
v0.10v ~
===========

------ BUGS
[X] - Fixed a bug where no message would display if a player left after gameover
[X] - Fixed a bug where enemy life wouldn't properly update when a player leaves
[X] - Fixed a bug where the game would think skeletons leave fleshy corpses

[X] - Tomes are now properly labeled as consumables in their tooltips

------ BALANCE
[X] - All potions now have 5 second cooldowns

==== Level 1
[X] - Ramm now has 0 mana until activated
[X] - Ramm now only knocks back on attack during his ultimate
[X] - Ramm now charges his ultimate twice as fast
[X] - Ramm's ultimate now lasts half as long

==== LEVEL 2
[X] - The Ancient Crypt now spawns cooler
[X] - Minimum range of the Ancient Crypt is now 1200
[X] - The Ancient Crypt now has Ventor's Vampiric Aura
[X] - The Ancient Crypt now provides usable corpses
[X] - The Ancient Crypt now has 40% less life

Re: v0.10v Discussion

Posted: Thu Jul 02, 2009 2:28 am
by Medivh.
What do you think of the Necromancer's skeletons? I can't decide if I either didn't do things right, or they become really really weak the further the game goes.

Re: v0.10v Discussion

Posted: Thu Jul 02, 2009 3:47 am
by Rising_Dusk
They shine at times. It's just tough to validate them against the immense AOE of enemy bosses. They certainly find a niche in the base level completion, though.

Re: v0.10v Discussion

Posted: Thu Jul 02, 2009 12:11 pm
by Medivh.
Well, except that. I didn't see anything weird about this game. It certainly made it easier on the first and second level. I was tempted to say to make Kamm (I don't know if it's his name?) start with half mana because at the beginning, everyone can just zerg him down.

And I was totally lost at the 3rd level when it starts. Invisible units and all. Maybe some sort of tip system for new players? I would have gladly typed in -tips so I could get pointers on what happens on that level, since the game is too hectic to ask others.

Re: v0.10v Discussion

Posted: Thu Jul 02, 2009 12:24 pm
by Rising_Dusk
Medivh. wrote:Well, except that. I didn't see anything weird about this game. It certainly made it easier on the first and second level. I was tempted to say to make Kamm (I don't know if it's his name?) start with half mana because at the beginning, everyone can just zerg him down.
Ramm is his name, and I agree that he could use some love.
Medivh. wrote:And I was totally lost at the 3rd level when it starts. Invisible units and all. Maybe some sort of tip system for new players?
It's funny that you say that, because a tip system is there and has always been there; it pops across the screen just as the level starts. Furthermore, the quest log actually explains each level as you get to it and gives you tips on how to beat it, including an explanation of how to beat the boss.

Re: v0.10v Discussion

Posted: Thu Jul 02, 2009 5:06 pm
by Medivh.
And I thought I saw the quest log was inexistant..man... x_x

I played so little, I don't have anything else to add.

Re: v0.10v Discussion

Posted: Sun Jul 05, 2009 5:35 am
by assassingao
L2 was better (as in; more fun) and L4 almost brings us down.


L6 was terribly hard, though. Insta-killing meteor was kind of a first time for us.

Re: v0.10v Discussion

Posted: Sun Jul 05, 2009 11:59 pm
by Rising_Dusk
The fact you made it to L6 is enough for me at this point.

Re: v0.10v Discussion

Posted: Mon Jul 06, 2009 2:59 am
by assassingao
It was a fun trip struggling through the next level!


But L4 and L6 lagged, though. L4 being a multitude of spiders, and L6 being the terrain and Cyn's ult.

L2 wasn't boring as it used to be, though. That level was really fun.


*Slightly prays that Dusk doesn't come with a buffstick to the enemies.*

Re: v0.10v Discussion

Posted: Mon Jul 06, 2009 4:39 am
by Rising_Dusk
Lag is irrelevant. I am pleased with how those levels function and look, and am willing to bet that reducing either level's epicness to account for a few shitty computers would not go over well with the rest of the crowd here.

L1 sees a buff, L5 sees a buff (slightly). You've been forewarned.

Re: v0.10v Discussion

Posted: Mon Jul 06, 2009 5:56 am
by assassingao
I got a suggestion for L4.

Make Shivra collision-less. (aka. she can walk through her summons)

The problem persists like in old version's L2, when a hunter walked-right-round the room, running away from a few hundred of spiders in the progress. Even as Shivra leaped across the room to catch the lone hunter, she couldn't because the spiders were blocking her way.

Make the little spiders jump :D (It made more sense being a spider, anyway.)


Also, Shivra's ult made more summons, but I think (for a few more epic moments) that it should either

1. Spawns some amount of spiders. Special spiders that split into little cute spiders that slows you down when it attacks. (Using slow poison)

2. Spawns webs that slows down heroes caught on it. Dropping the webs from above or something.

3. Drops several drops of acid that deals damage to heroes and increases the movespeed of her summons.



Bug Report: When we were playing L2, after we walked to the gate to the next level. A friend of mine got stuck on L2.

Then a hunter used escape, causing it to stuck with the aforementioned hero in L2.

Weird bug, I know.

Re: v0.10v Discussion

Posted: Mon Jul 06, 2009 10:06 am
by Loki
1. Spawns some amount of spiders. Special spiders that split into little cute spiders that slows you down when it attacks. (Using slow poison)
There's already a shitload of spiders being spawned just from her charge. Slow poison is kinda unnecessary.
2. Spawns webs that slows down heroes caught on it. Dropping the webs from above or something.
Could work but not necessary since she has Herpes Bolt to OHKO certain heroes.
3. Drops several drops of acid that deals damage to heroes and increases the movespeed of her summons.
Herpes bolt already does the job and her spiders have max MS.

Re: v0.10v Discussion

Posted: Mon Jul 06, 2009 12:28 pm
by Rising_Dusk
assassingao wrote:1. Spawns some amount of spiders. Special spiders that split into little cute spiders that slows you down when it attacks. (Using slow poison)

2. Spawns webs that slows down heroes caught on it. Dropping the webs from above or something.

3. Drops several drops of acid that deals damage to heroes and increases the movespeed of her summons.
Why would any of these things make her any more epic? Honestly, think about this for a minute. Acid balls dropping from the sky would practically be a direct copy of Vizier's boulders, stealing his thunder and making him less epic, slowing player heroes down in a level where mobility is critical would be gay, and having multiple types of spiders would be confusing.
assassingao wrote:Make Shivra collision-less. (aka. she can walk through her summons)
Her being able to walk over walls and her other spiders, while making even less sense, would not fix the "problem" you've elicited.
assassingao wrote:The problem persists like in old version's L2, when a hunter walked-right-round the room, running away from a few hundred of spiders in the progress. Even as Shivra leaped across the room to catch the lone hunter, she couldn't because the spiders were blocking her way.
The baby spiders move faster than her. It is impossible that she would ever be moving faster than them.. Besides, the spiders move faster than a max movement hunter.
assassingao wrote:Make the little spiders jump :D (It made more sense being a spider, anyway.)
You do realize that you were already complaining about lag, right? Furthermore, a jumping spider doesn't give it any additional 'abilities,' so it's not going to make it any more epic.

There's a fine line between a good suggestion and one that actually hurts the map.

Re: v0.10v Discussion

Posted: Mon Jul 06, 2009 1:07 pm
by assassingao
I mean jump as a blink and stuff. Shivra can't aim the herpes bolt at a running hunter.

And little spiders get stuck up when there are many of them. Kind of how aot2 creeps could be stuck. (from my friend) Thi was the reason that the hunters could run away from them in the first place.

Re: v0.10v Discussion

Posted: Mon Jul 06, 2009 2:13 pm
by SetaSoujirou
assassingao wrote:I mean jump as a blink and stuff. Shivra can't aim the herpes bolt at a running hunter.

And little spiders get stuck up when there are many of them. Kind of how aot2 creeps could be stuck. (from my friend) Thi was the reason that the hunters could run away from them in the first place.
If they're stuck 100 spiders spamming blink will make it worse yo. You act like shivra can hit any hero with the bolt when it's a moving target except the hunter. You know, more than the hunter gets alacrity. (Which you don't even need to dodge stuff)