Add Achievements!!
#1 sentinel_owning
Posted 01 April 2013 - 10:37 PM
Sorry for my bad english
#2 Waffle
Posted 01 April 2013 - 11:53 PM
but getting hero lvl80 is trivial with shadow sniper, happens 80% of the time i use him.
100k lumber is easy to reach..
NM+air+invisible has been beaten with 0 walls. (units only). Also ive seen a bunch of paratroopers in front of a(small) base so big they could kill trojan even if they had 1hp each.
awards must not be game breaking OP.
there are allready games that you cant hope to win(or last very long) unless you are close to max level because they are balanced for ppl with OP perks only (think the Survival map 1.382 atm?)
You can only have 6 items in your inventory.. but could work when we combine them.
Sorry if im kind of a nay sayer but this just needs a little more refinement..
#3
Posted 03 April 2013 - 04:56 AM
#4 123HELLO
Posted 03 April 2013 - 07:26 AM
#5 Waffle
Posted 03 April 2013 - 01:12 PM
no.. its not op..
infact at lvl 80 u prob got like 1000 damage and fast attack anyway so you would never notice the bonus.
maybe 300 would be a nice amount. easy enough to get 300 by other means but just a nice perk.
+ you only get it endgame usually so its balanced with the better creeps.
#6
Posted 24 May 2013 - 10:06 AM
I agree with waffle xD. +10 damage for lvl 80 is too un-overpowered xD.
#7
Posted 20 February 2016 - 07:45 PM
I like the idea of getting lumbermill as starting item as an achievement, that's probably the most meaninful starting item in building-category. But the limits for getting it should be tough enough that it was impossible to buff unit and afk-kill endless waves to reach the goal, for example. But endless waves could be included by increasing the achievement-limits high enough, so it would be practically impossible to reach those during game timer.
And, it's always cool if game-content can be achieved by playing the game. After reaching first mill(lvl1), the next one would get little, not much but just slightly, easier . I think all achievements work as a player-magnet too
Suggested requirements:
- lvl1 mill
- difficulty: normal or higher
- lumber limit: 100 000
- lvl2 mill
- difficulty: mad or higher & double boss spawns or more
- lumber limit: 200 000
- lvl3 mill
- difficulty: impossible & invis & trible boss spawns or more
- lumber limit: 300 000
- lvl4 mill
- difficulty: nightmare & invis & air & quadra boss spawns & Eternia
- lumber limit: 400 000
I can just think of one possible problem, or is the bug fixed where leavers lvl7 mills given to player who already has 4 lvl7 mills, would turn in to lvl7-items but still add endless 11 wps each for the player?
#8
Posted 21 February 2016 - 10:28 AM
I don't oppose it, but the save-load system needs to be replaced first.
The current system is too fragile and has often broken due to some assumptions being broken when new data was added.
(need to change similar data in a variety of places simultaneously or it will fall over and corrupt peoples codes, very bad, very risky!)
it should be replaced by something that focuses on robustnes and ease of maintainability so such changes could be made rapidly and safely.
Unfortunately i'm likely the guy who would be stuck with such a migration and i dont have any dev(much less debugging!) time in the next few months.
(notice: when we eventually do refactor, we, absolutely!, will make sure that old codes will still work!)
- mv1990 likes this
#9
Posted 24 February 2016 - 08:00 AM
I dont think this is necessary, but i dont oppose it though. it may be an good idea to some of the developers.
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