Player Scalable?

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hawk
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Player Scalable?

Post by hawk » Fri Nov 28, 2008 5:25 pm

I'm not sure how you would implement this properly, and what it would effect but it would be a great improvment if this was successfully playable with less players. But how? I have a few random suggestions:
  • Max Creep Life
  • Creep Armour
  • Assorted Player
I realize that OD is intended for more players, but being able to play it with just 2-3 would be nice.

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iblablaman
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Re: Player Scalable?

Post by iblablaman » Fri Nov 28, 2008 7:03 pm

OD actually scales with players already.
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Loki
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Re: Player Scalable?

Post by Loki » Fri Nov 28, 2008 7:25 pm

Yeah, it already scales.
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Rising_Dusk
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Re: Player Scalable?

Post by Rising_Dusk » Sun Nov 30, 2008 11:21 am

The creep damage dealt and max life scale with player count already. It isn't visible, but just trust me, it does it. :p
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hawk
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Re: Player Scalable?

Post by hawk » Sun Nov 30, 2008 5:48 pm

Shit. :oops:

Has it always done this?

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Loki
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Re: Player Scalable?

Post by Loki » Sun Nov 30, 2008 6:48 pm

For quite awhile now.
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The Colonel
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Re: Player Scalable?

Post by The Colonel » Mon Dec 01, 2008 11:36 pm

I think it always had, it did in the Alpha version I have anyways.
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Kurogamon
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Re: Player Scalable?

Post by Kurogamon » Thu Jan 15, 2009 10:24 pm

It's still freaking brutal, I only got past the first boss by sheer luck...
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SetaSoujirou
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Re: Player Scalable?

Post by SetaSoujirou » Fri Jan 16, 2009 2:47 am

Kurogamon wrote:It's still freaking brutal, I only got past the first boss by sheer luck...
Play with a half-way decent team.
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Re: Player Scalable?

Post by Rectifier » Fri Jan 16, 2009 9:46 am

Ironically the first team I played with got the farthest, to the fire boss. Player skill and teamwork have a major role in determining how far you get.

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Kurogamon
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Re: Player Scalable?

Post by Kurogamon » Fri Jan 16, 2009 3:26 pm

I had two trustworthy people, all that I could gather at the time. We even tried for a balanced team too, but still got brutalized.
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Loki
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Re: Player Scalable?

Post by Loki » Fri Jan 16, 2009 5:17 pm

It's also how you handle the level. I mean, if you attempt to attack the cow upfront. It's only going to be a recipe for disaster.
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Kurogamon
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Re: Player Scalable?

Post by Kurogamon » Fri Jan 16, 2009 5:28 pm

Tried to get him to switch targets often, and pulled with range, still failed badly. Tips?
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Loki
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Re: Player Scalable?

Post by Loki » Fri Jan 16, 2009 6:50 pm

Well, the last couple games. We handled Cow like this.
*Use berserker to wake Cow up and proc Charge.
Pros: Berserker carries tanking ability to guarantee proc Charge
Cons: Berserker is sacrificed/Could use Berserker to handle Cow after Charge is finished
*Use Assassin to wake Cow up and proc Charge.
Pros: Assassin can flee safely away with Escape
Cons: Assassin can also die easily and procing Charge is also harder for the Assassin
*Use Necromancer to wake Cow up and proc Charge
Pros: Necromancers can use Skeletons to wake Cow up and to proc charge while keeping the Necromancer safe
Cons: Skeletons are highly unreliable into forcing Cow to use Charge and can get easily decimated by his Pulverize.

And also, before going against cow, separate your teammates, they should never be together. Spread them out so that way Cow doesn't get everyone at one shot. Repeat whenever Cow's mana reaches 90 so you guys can grab some distance.
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Rising_Dusk
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Re: Player Scalable?

Post by Rising_Dusk » Fri Jan 16, 2009 7:26 pm

You guys are going to hate me when 'r' hits shelves.
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