Author Topic: liauyuancheng  (Read 3635 times)

Aeroblyctos

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Re: liauyuancheng
« Reply #30 on: October 30, 2012, 04:06:33 am »
Just played on Normal now and I find little difference in the difficulty of the game as compared to easy. I suggest that other than increasing enemy units' damage, you can or you may already:

- Increase hp, hp regen, attack speed, armor of enemy units
- Decrease gold and exp gained from killing enemy units
- Increase cost of buying items and recipes and books from stores
- Increase damage and frequency of bosses' spells, mini-events and events
- Add more spells, mini-events and events for bosses
- If something requires a time limit like fighting epic boss chapter 3, shorten the time
- More demanding quests and more quests
- More mini-bosses and enemy units

I like the gold and exp thing.

Easy: -10% Exp & Gold
Normal: -20% Exp & Gold
Hard: -30% Exp & Gold
Extreme: -40% Exp & Gold
****: -50% Exp & Gold

Pourquoi

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Re: liauyuancheng
« Reply #31 on: October 30, 2012, 08:04:50 am »
Yeah, reducing the gold gained? So we'll be forced to grind EVEN more?
Tsk. Not a good thing.
Along the shore the cloud waves break,
The twin suns sink behind the lake,
The shadows lengthen
In Carcosa.

Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.

Songs that the Hyades shall sing,
Where flap the tatters of the King,
Must die unheard in
Dim Carcosa.

Song of my soul, my voice is dead,
Die thou, unsung, as tears unshed
Shall dry and die in
Lost Carcosa.
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manstein

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Re: liauyuancheng
« Reply #32 on: October 30, 2012, 08:22:21 am »
Quote
Yeah, reducing the gold gained? So we'll be forced to grind EVEN more?
Tsk. Not a good thing.

I have to agree with Pourquoi. Gold is always a short resource and as Gemstones and recipes for synthesis items cost already very much I think it is not advisable nor fair to the player to reduce the gold income.

Aeroblyctos

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Re: liauyuancheng
« Reply #33 on: October 31, 2012, 05:17:21 am »
Hmm, I see.

What does liauyuancheng think?


liauyuancheng

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Re: liauyuancheng
« Reply #34 on: October 31, 2012, 07:50:47 am »
Hmm, its quite true that if gold is reduced at higher difficulties, then it makes things too difficult, possibly. I suggest for the creator to make a poll for people to vote what they want.

liauyuancheng

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Re: liauyuancheng
« Reply #35 on: January 11, 2013, 01:37:38 am »
May I suggest

- Element system:
There could be several elements: fire, ice, electricity, nature, earth, light, darkness, air. An element can be attached to all bosses, all spells from characters and bosses and some items. So there could be a way whereby an element causes amplified damage on another element and reduced damage on another element. Like this: Light > Darkness > Ice > Fire > Nature > Earth > Electricity> Air> Light. This means that all spells are more effective at certain bosses and less effective at other bosses. Phodom could be fire; fradz electricity and galeoth ice. And items can have special effects that imbue certain elements to the owner or activates a spell that is element-based.

- Race system:
Each enemy unit can be attached to a race. So items can have special effects that increases or decreases damage to certain specific races. Spells can also work the same way.

goku94

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Re: liauyuancheng
« Reply #36 on: January 13, 2013, 10:11:57 am »
Element system might be a quite good thing, but the chain of elements would have to, well, make more sense. Cast Ice on Fire, and the Ice just melts. Blow wind in fire and the fire expands. Cover it with earth and it evaporates. It would have to be more like a web. Fire kills darkness, lightning kills darkness for some time, but darkness doesn't kill anything - so it would be the weakest one. Besides, if the system would be complex, there would have to be virtually everything included - poison, water, etc. If the system would be simple, and there would only be fire, water, wind and earth - it would make no sense.

The elements were used by philosophers 2700 years ago as a method to describe how the matter is built. Those concepts were on a child level by today's standards, so they are very faulty, inefective and nonpractical. The system would have to be based on something else, not just classical elements.

The Race system also sounds interesting, but there are so many races in this game: take wusses (or something), momos, boars, ice beasts, strange plant-like predators, normal animals, demons, dragons, humen, murloc, kazas. This is also way to complicated.

Aeroblyctos

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Re: liauyuancheng
« Reply #37 on: January 14, 2013, 05:09:35 am »
I tried elemental type of system but as changing attack types is too complicated and doesn't work well with systems I've created I abandoned the project.

I don't know about races... Because most races you won't face in the following chapters so I feel like this isn't a good idea.
« Last Edit: January 14, 2013, 05:24:03 am by Aeroblyctos »

liauyuancheng

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Re: liauyuancheng
« Reply #38 on: March 17, 2013, 01:59:25 am »
It would be great if there could be a demonstration of the spell selected before one chooses it during the Prologue. And it would be good if the possible range of the spell selected be seen by a green circle, similar to Dota 2.

Aeroblyctos

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Re: liauyuancheng
« Reply #39 on: March 17, 2013, 04:35:29 am »
It is possible to do an arena to the prologue to test your chosen abilities.

About that range thing, I haven't played Dota 2 so you must show me what you're talking about.

liauyuancheng

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Re: liauyuancheng
« Reply #40 on: March 17, 2013, 10:53:32 am »
The range indicator is shown in the attachment. And I also like to suggest that all bosses, mini-bosses, elite and epic bosses, as well as the characters, to shout the name of the spell they are casting. It'll be quite cool IMHO :)

liauyuancheng

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Re: liauyuancheng
« Reply #41 on: March 17, 2013, 10:56:28 am »
Also is it possible to add items that can reduce cooldown of spells, itemcosts etc. And I would like to suggest a new passive: Penetration - x% chance for an attack to ignore the armor of the enemy.

Aeroblyctos

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Re: liauyuancheng
« Reply #42 on: March 17, 2013, 11:38:41 am »
The range indicator is shown in the attachment. And I also like to suggest that all bosses, mini-bosses, elite and epic bosses, as well as the characters, to shout the name of the spell they are casting. It'll be quite cool IMHO :)
It is very possible to do both.

Also is it possible to add items that can reduce cooldown of spells, itemcosts etc. And I would like to suggest a new passive: Penetration - x% chance for an attack to ignore the armor of the enemy.

It is not possible to reduce cooldown time. It is against basics Warcraft 3 of functions.

I can do that the X damage ignores armor but I cannot do the basic attack ignores armor.

liauyuancheng

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Re: liauyuancheng
« Reply #43 on: March 18, 2013, 01:46:03 am »
Ok thanks hope you will implement these cool features in the coming versions :)))

liauyuancheng

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Re: liauyuancheng
« Reply #44 on: March 20, 2013, 09:05:15 pm »
I find some stuff in Chapter 9 too easy, mainly: the fights against the death knights, the multi-colour crystal cave quest, the escort quest and the Axobada quest. My suggestions on how to increase the difficulty of these quests/fights:
- Death knight fights: Increase hp and attack, add more spells and events cause death knights, I thought, were suppose to be very strong such that they can kill Dragon Slayers.
- Crystal cave quest: Change the crystal to be destroyed into a new mini-boss that can use spells and cast events, one of which could be summoning of crystal golems. And when it is at critical hp, it could continuously summon golems, so the characters need to finish it off before too many golems are spawned.
- Axobada quest: Have several (like 10) random, independent electric orbs floating around the arena. If they touch a monster, it is healed to full hp. If they touch Fradz, they can deal high damage to him. Makes it more difficult to finish the quest and Fradz now cant just stand on one spot to kill the monsters.
- Escort quest: Have some ambushes by the golems or ancient creeps along the way, as the two NPCs are walking. So Galeoth need to tank the damage and quickly kill the monsters while the other NPCs are protected. When they are at the second cave, there could be a mini-boss guarding it, so Galeoth needs to fight and kill it to allow access to the second cave.
« Last Edit: March 20, 2013, 09:10:07 pm by liauyuancheng »