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What Do You Want To See In Future Versions


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#61 polo

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Posted 15 April 2014 - 09:15 AM

Your suggestion asks only a buff for any player's strategy in base place with low space with 1-2-3 walls and you just want to take a lame advance from this idea what is actually a bad move. Less brain work = more boring game.

It is not so hard to lose some space on most of bases with everage space limit to have faster mill building rate. You could always make factories for 1 mill and with fast fingers you could controll all game process.

And most of players still could hit 80-100k lumber limit before Trojan come. 

 

I'm not a fun of any hardcore games but atm difficult of this map interested me very much and it was a great time while i played it.

less  brain work?, factory mazing with alchemist is nothing but a repetitive task not much strategy there,

just pointing out that is lame that the only way to lumber is via alchemist and factory mazing,  if anything adding a research to speed up buildings will put more brain work becouse one will have to choose to either spend in more production speed or defence or mill upgrade unlike now where one only has to choose between mill and defence upgrade.

it olso makes more bases viable for those who dont use the alche hero by delaying the need of an alche long enought till you can get your own in the mercenary tent.

-------

leaving that aside there are 3 other small things.

 

first one is to add a comand that shows the effects of each base

 

second one  is to know if its posible to remove the limit on librarys. seling books will barely give what a lv 2 mill gives in terms of wood and they take as much space as 4 tinymills,  its not hard at all to research the 3 upgrades with 8 librarys so more librarys wont give any major advantage there.  free tomes for heroes is the only real  advanatage wich is not  a huge deal due to low chance and the fact that they can be bought  so why are they capped?

 

third: making tinker a str hero, would be nice to have a suport-tanky melee hero.


Edited by polo, 15 April 2014 - 09:28 AM.


#62 Krehara

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Posted 15 April 2014 - 04:47 PM

Here's an issue... what happens when someone uses the alch hero AND gets the building speed upgrades? They could churn out a mill every second. That would be rather OP and game-breaking.

 

I like the idea of having a list that shows effects/quests etc, but such a list would be far too long to be easily displayed with a command the same way modes can be. However, this is noted, and I will look for a way to implement it or put together a full list here on the forums.

 

It is possible to remove the cap. In the past, bookshelves did not have a cap, and it was incredibly broken. People could spam entire bases full of them and get a strong hero with ease. The limit was put in place to prevent this from happening, and as you pointed out, it's easy to obtain the 3 tech researches from them. Furthermore, the books from 8 bookshelves provide enough lumber when sold for you to make it all the way to lt. stealer without building a single mill, and this strategy would make it possible to survive him easily if there were no cap. So it is possible, but there's no real reason to do it.

 

Lastly, the tinker does need a little something to spice it up. There are many ideas, but they must be carefully evaluated and balanced before they can be implemented.



#63 Waffle(est)

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Posted 18 April 2014 - 08:10 AM

mill mazing IS tedius, + it is incredibly noob hostile and Nevo himself has said many times he wishes to have never implemented any mills beyond lvl4.

 

we might go the route of some upgrades.. (and now that income is handled by triggers those will be easy to do :) ) but then we would likely strip out some high lvl mills too.

 

theres also the issue of lag building up over time..

if anybody notices when or what actions cause lag to spike.. pls let us know!



#64 yungyungyung

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Posted 25 June 2014 - 04:34 AM

new room ..current room not big enough xD 



#65 Abigail

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Posted 27 June 2014 - 01:49 PM

I´m not sure if its a bug or me doing something wrong: Gold mines always stop working for me when I killed Trojan I think.

And I found no way to make them work again.

Is this on purpose?



#66 TheFilthyRat

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Posted 27 June 2014 - 02:14 PM

Sometimes when your goldmine takes damage it stop producing gold. There's a little gold chest icon on the goldmine and you have to click on it and then click   it and it will start producing gold again.



#67 SoulSurvivor

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Posted 09 July 2014 - 06:47 PM

So back when it was 6.42 quite a few times I beat Eternia solo, was hoping somehow i'd get 2 elemental stones that way you see.

So I think, I know many stones on a hero is way op in the game, but theres alot of disscussion about increasing rank cuz once you get to rank 50 and have a stone its like theres nothing left the acheive in the map.  I had an Idea, don't know how it work, but lets say you have rank 50 99%, knock me back down to rank 0 0, and let me gain all those ranks again, and if can get to rank 50 a second time, and kill eternia, i should get 2 stones in my code.  3rd time reaching rank 50, i could get 3 stones... so on so forth..  Would increase replay value tremendously to those seasoned pros out there.  But it'd stay maxed at rank 50 until i get the first stone, but upon getting stone it kicks me back to rank 1 with 1 stone.  It takes a looooonnnngg time to get to rank 50 even for pros but if I could get a 2nd stone by it it would definately be worth it..  maybe cap stones at 3 er something, 3 times to rank 50 would take while.

 

Also, tower defence maps normally have a stat trigger when you make it to the end, i.e. most kills, most towers, most money made so on..  FSA currently has nothing like this, I think there should be a stats trigger when you defeat behomoth at least says who produced the most wood/ most kills/ most buildings. To those that do produce the most and kill the most would be kinda like a pat on the back at the end.

 

IDK just kickin idears around here


Edited by SoulSurvivor, 09 July 2014 - 07:28 PM.


#68 TheFilthyRat

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Posted 09 July 2014 - 08:21 PM

What you're suggesting with multiple elemental stones is simply too over powered. Even having 1 elemental stone at one point was simply too good which caused us to have to nerf it, letting people get multiple isn't going to accomplish much in terms of replay value, because nothing about getting multiple elemental stones is going to change the game play. The best way to increase the replayability of the game is too continue offering more things that we don't have right now such as different modes, different side things you can do  and by offering stat tracking but not in the way that you suggested it, similar to the stat tracking that games such as island defense and dota have in the ENT lobbies.



#69 BlueBerryMuffin

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Posted 29 July 2014 - 10:06 AM

I think the waterfall base entrance walling should be shrunk to 2 walls instead of 3. Path to the waterfall base is all 2 walls wide so I think it should stay consistent. 

 

The tooltips need to be updated as well. When in the upgrading skills sections Sniper's cannon says 8 second cd still but when it is in the menu it says 12 seconds. Also if you could tell us what increases each level of the skill. That would be amazing. I know some skills have that but many don't.

 

Would it be possible to make either cold towers a different damage type? A nerf to the tower with it having a different damage type would be okay as well. I think there should be more build diversity for basing rather then always assassin, boulder, gravity. I think lightning coil has a very special place that it could work but assassin's slow always trumps out lightning coil's damage. So adding another source of slow would allow other towers to shine.

 

Also tooltip to show the magic spells that each tower can proc would also be nice. 

 

The range indicators for aura statues do not indicate the actual range. The range indicated is much bigger than it actually is.

 

Also a command to stop pooling would be great as well. I was recently in a game where a player typed -pool and lost all their lumber and kept taking it.



#70 TheDwarfLard

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Posted 29 July 2014 - 12:57 PM

There is a command to stop pooling, if you're blue, just type -pool blue 4348594 (or whatever number you want).



#71 TheFilthyRat

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Posted 29 July 2014 - 05:30 PM

The range checker for the aura statue is actually accurate, it's around 900 so it's pretty big.  As for frost towers having a different attack type it wouldnt make much sense for them to have any other attack type than magic.  If you look at the changelog you will see that we changed some towers around.  But I'll look into updating the shadow snipers tooltip.  As for the waterfall base, there are already enough 2 wall bases on the map as it is and we like to add variety to bases and to the map, now that we've added an alchemist to that base it will provide enough incentive for people to base there while still being a 3 wall base.



#72 Waffle(est)

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Posted 29 July 2014 - 06:54 PM

I think the waterfall base entrance walling should be shrunk to 2 walls instead of 3. Path to the waterfall base is all 2 walls wide so I think it should stay consistent. 

 

The tooltips need to be updated as well. When in the upgrading skills sections Sniper's cannon says 8 second cd still but when it is in the menu it says 12 seconds. Also if you could tell us what increases each level of the skill. That would be amazing. I know some skills have that but many don't.

 

Would it be possible to make either cold towers a different damage type? A nerf to the tower with it having a different damage type would be okay as well. I think there should be more build diversity for basing rather then always assassin, boulder, gravity. I think lightning coil has a very special place that it could work but assassin's slow always trumps out lightning coil's damage. So adding another source of slow would allow other towers to shine.

 

Also tooltip to show the magic spells that each tower can proc would also be nice. 

 

The range indicators for aura statues do not indicate the actual range. The range indicated is much bigger than it actually is.

 

Also a command to stop pooling would be great as well. I was recently in a game where a player typed -pool and lost all their lumber and kept taking it.

how to stop pooling: (what works currently)

  • set a negative number to pool:
    • example "-pool somebody -1" stops pooling (if this would go thru you would essentially be stealing the other players gold :P cant have that!
  • set et an invalid player argument:
    • example "-pool nobody 100" (if no player matching "nobody" is found the pooling should stop...)
    • example "-pool purple 100" (pooling won't work on players who have left, another safety feature..)
  • other ways:
    • set an absure reserve eg "-pool red 1000000": set a reserve3 so high you will never reach it and no wood is pooled, also players cant have more than 1 million resources!
      • you could set sth like 900000 in stead tho, so if u should get it by some means (say other 7 players all pool you) you would pool the overflow in stead of loosing it,
        this prolly wont ever happen, if you got this much free wood sth prolly broke.. but in theory it can happen.. combined player income can exceed 1 million easy over a game.
  • won't work:
    • "-pool somebody 0": gives somebody all of your gold ...
      • mostly people who use this have misunderstood how pool works.

so there you have it! :)

in the long run we might add an explicit pool stop command.. easy of use it important...

 

also theres a -tips or -help command afaik.

it has useful things in it :) (dont recall what exactly.. but if u think we should add something.. feedback please!)



#73 BlueBerryMuffin

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Posted 29 July 2014 - 07:30 PM

The frost tower could stay magic but I think the water branch should become siege damage because water is quite strong distructive when piled up. Sort of like a tsunami just breaking everything. 

 

I think the Waterfall base is too small to utilize the alchemist properly becuase it doesn't have enough space to make the donut so the only choice it has is to use the wall repair bots but if it does that it would run out of mana quickly. So I think you should also add a regen effect to the base as well because water is seen as healing and cleansing. Or, like the tree from the vendor, the waterfall protector could give a regen effect every so often. 


Edited by TheFilthyRat, 29 July 2014 - 08:38 PM.


#74 TheFilthyRat

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Posted 29 July 2014 - 09:05 PM

The base actually has plenty of room to utilize the alchemist and it gets a water protector. You just have to learn how to use the room properly. If you need room to tower for damage this base isn't for you simple as that. http://i.imgur.com/fPUOZ76.jpg


Only way to play in that base is with alchemist hero because you are going to need to do a 2 Lumbermill factory build if you want to have enough room to drop 64 mills for 2 Level 7 formations which means you're going to need at least rank 40 mana regeneration to sustain all your transmutes. It's not the biggest base but not the smallest. All bases aren't created equal



#75 TheFilthyRat

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Posted 29 July 2014 - 10:54 PM

I might look at trying to make it a little bigger if possible, and possibly giving the protector another aura or ability though