[3.1.0] Terrain Change Ideas

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PLus
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Re: 3.1.0 Terrain Change Ideas

Postby PLus » Thu Jun 05, 2014 5:40 pm

You're right, that is what I am implying. Prettier bases will draw people to them, take the horrible base found in the very top left corner as an example, if not for the fact that it's a pretty (and a newer addition) people wouldn't use the base as it's 'inefficient'. It's not a very viable base, but it still draws people to it. Appearance is just as important as efficiency in drawing people towards something, some people may enjoy the logistics of the base and think about it rationally while other's enjoy how it looks. The point of drastically changing something is to draw people to an area that they would otherwise ignore, again take a look at the top left as an example, before the changes made to it no one was using the top left at all (now it's arguably the third most popular location).

The goal of terrain changes should be to draw attention from the popular areas and saturate the entire map rather than specific locations. It's pathetic how predictable people are when it comes to basing.

And let's not compare Dota to island defense, in island defense the terrain is far more critical to game-play than it is to dota. And carn released a blank map for terrain changes to the public, if you just save and upload that, there shouldn't be any problems with his schedule. Unfortunately the program for saving keeps crashing on windows 8.

I also wouldn't mind being a terrain editor, but don't complain when I place the mound atop an inverted mountain. I think it's much better to have people throw in their ideas for terrain changes themselves and contribute to making an ideal map.

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Re: 3.1.0 Terrain Change Ideas

Postby ApomTom » Thu Jun 05, 2014 7:32 pm

Burn wrote:Imo, gameplay is more important in the sense of how exciting a game is. For example, DotA or LoL has similar terrain for the past few years, but gameplay is constantly being balanced/changed.


DotA and LoL do not base on their terrain. The terrain is not as big a factor as in ID and shouldn't be compared.

P.S. LoL changes the entire jungle every season.

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Re: 3.1.0 Terrain Change Ideas

Postby Burn » Thu Jun 05, 2014 9:50 pm

To each their own, I fully understand what you guys are thinking, a map needs to both look good and be balanced. I just prioritise balance over cosmetics, and what I'd do first if I was a terrain editor. It's apples and oranges, but we are, debating which one is tastier.

Although I remember top left being very different, surely you meant top right? I don't think that example was good, since top right was added a few extra spaces pretty recently (few months). So users were still basing at the same OP spots (whatever ain't broke, don't fix?) until people "pros" figured out the unique building placements and found out that you could fit plenty of buildings inside it.

-Burn

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Re: 3.1.0 Terrain Change Ideas

Postby PLus » Thu Jun 05, 2014 11:18 pm

Burn wrote:To each their own, I fully understand what you guys are thinking, a map needs to both look good and be balanced. I just prioritise balance over cosmetics, and what I'd do first if I was a terrain editor. It's apples and oranges, but we are, debating which one is tastier.

Although I remember top left being very different, surely you meant top right? I don't think that example was good, since top right was added a few extra spaces pretty recently (few months). So users were still basing at the same OP spots (whatever ain't broke, don't fix?) until people "pros" figured out the unique building placements and found out that you could fit plenty of buildings inside it.

-Burn


No, I meant top left. A few versions back (right after the secret shop was moved, I think) when there was only 1 or 2 bases there and they were horrible.

Honestly, I don't know why you think it's such a big deal. It barely took me 45 minutes to make all those changes and figure out map editor (as I have never used it before), there's no need to prioritize for something so trivial and easily accomplished as changing the map. I didn't just make random changes to the bases for the prettiness, we need to work towards a balance where all the bases are similar in power. There's some rationale in the changes I've suggested as well as it being "cosmetic", balance in terrain is easily gauged through a few games of testing and can be reverted/tweaked if necessary.

You don't need to feel daunted by such changes, terrain is meant to be malleable.

I can't fathom any way to alter the very mid right base (above euro) without extreme changes, I'd like to see how your ideal of minute changes would work on that.

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Re: 3.1.0 Terrain Change Ideas

Postby Burn » Thu Jun 05, 2014 11:32 pm

I don't know why you think


...

Priority list:

1) Gameplay (balance + new features)
2) Cosmetics

-Burn

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Re: 3.1.0 Terrain Change Ideas

Postby PLus » Thu Jun 05, 2014 11:34 pm

PLus wrote:these can be ignored until later versions... just posting ideas

Not a priority just something that I think should be changed in the future.

PWNT, debate winner PLus.

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Re: 3.1.0 Terrain Change Ideas

Postby Burn » Thu Jun 05, 2014 11:36 pm

PLus wrote:
PLus wrote:these can be ignored until later versions... just posting ideas


PWNT, debate winner PLus.
Priority list:

1) Gameplay (balance + new features)
2) Cosmetics
It's apples and oranges, but we are, debating which one is tastier.
Who is to judge who is the winner/loser?

-Burn

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Re: 3.1.0 Terrain Change Ideas

Postby PLus » Thu Jun 05, 2014 11:44 pm

I learned that we can do anything, but we can't do everything... at least not at the same time. So think of your priorities not in terms of what activities you do, but when you do them. Timing is everything.
Dan Millman

BLAMO, crawl back into your kangaroo pouch for it is clear who the victor is.

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Re: 3.1.0 Terrain Change Ideas

Postby Burn » Thu Jun 05, 2014 11:49 pm

PLus wrote:I learned that we can do anything, but we can't do everything... at least not at the same time. So think of your priorities not in terms of what activities you do, but when you do them. Timing is everything.
Dan Millman

BLAMO, crawl back into your kangaroo pouch for it is clear who the victor is.
Jokes on you! That quote doesn't prove your point. It reinforces the idea of prioritisation, which is what I pointed out in my first few posts. If you want to debate between inconsistency in argument, I think it'll be clear as to who is the "victor".

-Burn

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Re: 3.1.0 Terrain Change Ideas

Postby PLus » Thu Jun 05, 2014 11:53 pm

My whole point was that I agree with you.
These changes are meant for FUTURE VERSIONS (after the next one), don't know how much clearer I can be.
Unless you are implying that we should only be discussing the up coming version for whatever reason, which I believe should be finished sometime this week (and there's no point in adding/changing anything else that will prolong its release).

These are bases that I would like to see changed at some point in time that is to occur in future (whether it be months or years)

Hence, there's no point prioritizing such a thing.

You just got burnt.

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Re: 3.1.0 Terrain Change Ideas

Postby Carnerox » Fri Jun 06, 2014 3:06 am

You see being what like 2 years since the last version, people(and myself) would rather see a group a bigger changes. That's why I am doing so many changes(not every single one will be in the first version).
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DAMN THIS COMMENT IS FANCY
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Re: 3.1.0 Terrain Change Ideas

Postby Lichard » Thu Jun 12, 2014 5:36 pm

Burn wrote:
Although I think the amount of un-nukable bases should be limited.

-Burn



b/c the amount of nukeable bases we have isn't enough as it is

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Re: 3.1.0 Terrain Change Ideas

Postby ApomTom » Thu Jun 12, 2014 7:09 pm

Lichard wrote:

b/c the amount of nukeable bases we have isn't enough as it is

Please fix the bot right base; for the titan, it's like shooting fish in a barrel.

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Re: 3.1.0 Terrain Change Ideas

Postby Carnerox » Thu Jun 12, 2014 7:23 pm

Please change bottom right.
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DAMN THIS COMMENT IS FANCY
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pandaren.
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Re: [3.1.0] Terrain Change Ideas

Postby pandaren. » Tue Jul 08, 2014 5:43 am

lel bott right nuke central
Image


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