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Messages - EtherealOne

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1
AI War / Re: AI War Beta 5.083 "Core Values" Released!
« on: September 18, 2012, 08:29:54 AM »
One does not simply walk into the AI homeworld

2
A Valley Without Wind 1 & 2 / Re: New spell ideas? Let us hear them.
« on: June 11, 2012, 09:52:49 AM »
-snip-

I think some of the ideas are interesting. Some comments
- I think having a lot of the same spells with slightly different effects depending on the element doesn't quite fit with AVWW, the idea is supposed to be the different elements provide completely different play styles, so maybe just pick one or two from each of the sets.
-All of the expensive spells seem good enough to invalidate low mana heroes. In addition, I don't really feel that spells can be more powerful by including a consumable ingredient since it would just enough farming then spamming. Perhaps a better alternative would be to put them on long shared cooldowns.

-I like a lot of the ideas in the basic attack spells, however, I don't think health leech belongs in this sort of game. The whole idea with health is that it's hard to come by and even just 1% of my high damage spells would be enough to restore about 20% of my health.
-The buff ideas I quite like, with the exception of the Gambling. Mostly because I can see it just involving standing outside a door to a boss room, casting Gamble seeing what happens, if you don't get a good one wait around for a minute and try again.
- I like the idea of spells that cost health to maintain though, would give a good risk versus reward incentive and provide another reason to pick high health characters.

3
Having just tried the new Ice Touch, it seems a tad ridiculous.

Admittedly I do have about 350AP on my hero, but I can do 2,600 damage per hit with Ice Touch Mark III. Also death touch is now prohibitively expensive (720 Mana)

4
I find the best thing is to charge the towers and take them out quickly with a spell like Ice/Death Touch that should give you some breathing room

5
For me, I would say I have the shield on about 95% of the time. This is mostly because I have a huge amount of mana regen on my enchants (90%).

I only deactivate to quickly recharge mana

6
Those ideas all sounds really good.

I'm particular interested with the minor enchants on characters since it really does force people to try out different things.

How the stat enchants will work will be quite interesting, whether it is something that you can only do at the settlement or something you can do on the fly. Both have their advantages, settlement only will stop people trying to over prepare for each encounter although at the same time on the fly means you don't have to go for more balanced stats.

7
Perhaps once you enter the world map you are immediately healed to full health and you can warp directly from a warp gate to the world map but it costs say 10 health. That way if you are low on health then you will still have to risk running away.

8
A Valley Without Wind 1 & 2 / Re: Lava Escape -- what's the deal?
« on: May 20, 2012, 04:06:31 PM »
I play on the hardest platforming difficultly and my preferred characters are the dinosaur things and rarely have too much trouble with lava escape. I usually find that the 10-15s pretty much determine the outcome since if I can find way up before the lava reaches you a few triple jumps, lightning and teleports mean you build up enough of a buffer than it isn't really a problem anymore.

9
Traps are causing some minor headaches for me as well. Mostly of the form

________________________________
XXXXXXXXXXXXX[Door]XXXXXXXXXXX
-------------------------------------------

Where is it impossible to proceed unless you happen to have exactly the right amount of projectile speed to make the lesser teleport drop you in front of the door and when the smallest failure will result in instant death.

10
As I suggest on Mantis, I really like the idea of drawing some settlement characters.

This could then lead to a couple of further options:
1) Hardcore mode where running out of settlement survivors means that continent dies and you start on a new one.
2) If you are going to add a unique ability to each of the classes, make it so that Settlement characters are the only characters with these abilities. That way, if you run out you can still continue onwards using a wanderer but you will be disadvantaged. Hopefully enough that it should encourage you to take care with the characters you rescue.

I'm in two minds about the whole randomness of a character. I feel that having some randomness in the character creation definitely enhances the experience but at the same time too much can just feel unfair. The problem is that each random character has to feel equally viable which is incredibly difficult to balance. Although, hopefully, the innate ability might be able to provide an opportunity here.

11
A Valley Without Wind 1 & 2 / Re: Linux dedicated server?
« on: May 12, 2012, 12:08:43 PM »
The game runs reasonable well under WINE although obviously performance is not as good as on Windows but i've kept up a server up without too much difficulty.

12
A Valley Without Wind 1 & 2 / Re: Annoying Enemies
« on: May 11, 2012, 11:17:25 AM »
The only one I have ever had a problem with is the Blue Whale Bosses. They are an absolute nightmare to deal with since you are trying to move around in an underwater environment whilst simultaneous being swarmed by hundreds of mini whales.

If you are having a problem with Firebats look into a spell with knockback which makes them very easy to deal with and spells with piercing do a pretty good job against the fairies or anything with a homing attack.

13
A couple of things I would like to see is bigger spells with longer cooldowns so for instance

Astral Projection (1 minute cooldown)
 - You temporarily transfer your consciousness into a ball of energy
 - You control the ball in this state and move at an increased speed and can take no damage
 - The spell constantly drains mana whilst active, once your mana is at zero or you touch your body you return to your current form
 - Your body is left where you cast the spell and takes 400% increased damage.
Useful for scouting and such

Mana Flare  (5 minute cooldown)
  - Increase maximum mana or mana regen by a certain percent for 20 seconds or so
  - Might be useful for increasing burst damage or casting a sunrise or such spell.

Frenzy (5 minute cooldown)
  - Increases cooldown reduction by a certain percent for 20 seconds or so

I think buff spells with long cooldowns might help make boss fights more challenging since you could then balance them around people having temporarily stronger characters  compared with fighting trash mobs.

14
Probably one or two things jump out most.

Firstly, the guardian scrolls. At the moment, I find these are kind of useless, I avoid doing missions with them because they are nowhere near as useful as resources for more spells and such. I think this is because 5 minutes is far too short, I never activate the scrolls because I only need them when i'm in trouble, which is not something that I can prepare for a maximum of 5 minutes in advance whilst standing on the world map.

Perhaps rather than provide a one-off 5 minute boost instead activating a guardian scroll would provide everyone on the continent with a special ability that has say 1 min duration for 5/10 minute cooldown that grants the same ability. Using another guardian scroll would replace the effects of the first one (The obvious drawback to this would be that people would be inclined to find a single scroll they like and then never change it again, perhaps making the scrolls slightly more common or make it so multiple scrolls are picked up at once would encourage people to swap scrolls out).

The second problem is the whole resources issue, there are just far too many of them and it's rather difficult to just "go with the flow" since once you have started down your upgrade path for spells you are pretty much locked in. Maybe create a continent wide loot goals in the settlement and let people pick a couple of resources which have an increased chance of spawning (lock this down per tier so it can be changed at the start of a new tier, otherwise your only option is to enable/disable it to stop people just cycling through every resource).

15
A Valley Without Wind 1 & 2 / Re: Selling back to the store?
« on: May 09, 2012, 03:05:06 AM »
I think this sort of idea could work quite well as a resource sink but it would have be extremely inefficient so that you will still gain more just exploring the zones for secret missions and such.

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