Feature Suggestions / Changes

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Re: [4.0.0] Feature Suggestions / Changes

Postby ShadowZz » Tue Aug 25, 2015 5:03 pm

I don't know how much merit this holds because I haven't tested it yet but looking into the feed reduction would be something because after I nuke someones lumber base 3 times any feed I get from them feels like nothing EXP wise. Likewise if I break a base at lvl 8 then I barely hit level 9 from the full base feed due to nuking lumber bases early game, Feels kinda sad :/

Edit: Titan needs buffs right now, I think we can all agree on that :/
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Re: [4.0.0] Feature Suggestions / Changes

Postby Burn » Tue Aug 25, 2015 5:09 pm

Start sieging before GP, you should only need lvl 7 main titan for lvl 4 heal, a couple minions to prevent re-wall and titanic ward passing and chain heal. 4.0.0 got a major EXP buff already, I even think it's a bit too much in pubs. I'm exaggerating, but it seems like you can rack up to 500 feed in just one molt nuke early in the game.

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Re: [4.0.0] Feature Suggestions / Changes

Postby Lynx » Tue Aug 25, 2015 5:21 pm

ShadowZz wrote:I don't know how much merit this holds because I haven't tested it yet but looking into the feed reduction would be something because after I nuke someones lumber base 3 times any feed I get from them feels like nothing EXP wise. Likewise if I break a base at lvl 8 then I barely hit level 9 from the full base feed due to nuking lumber bases early game, Feels kinda sad :/

Edit: Titan needs buffs right now, I think we can all agree on that :/

I disagree heavily on the titan needs a buff (perhaps some changes to make early game titan stronger). I rather think the opposite, feeding reduction should be greater.

Relevant;
feederboard.png
feederboard.png (4.02 MiB) Viewed 1338 times


Fed 540 and still had 118%.

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Re: [4.0.0] Feature Suggestions / Changes

Postby Burn » Tue Aug 25, 2015 5:27 pm

Yeah, I think Neco's EXP reduction going back up gradually is nice, but I think that the feed should go down dramatically. It should go from 150% straight down to 0 after feeding like 700 feed. This way, feeding a whole base is also not that bad, and doesn't ruin the entire game.

Currently, the equation for suddenly having EXP dropping off looks something like this. This is correct, but the top limit is still far too high.

The top should be around 800 feed. So, it'll be extremely easy to feed around 500 feed, but feeding any more is super hard, unless titan waits for froff to kick in, or waits for the feed reduction to slowly go back up again.

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Re: [4.0.0] Feature Suggestions / Changes

Postby Lynx » Tue Aug 25, 2015 5:40 pm

Burn wrote:Yeah, I think Neco's EXP reduction going back up gradually is nice, but I think that the feed should go down dramatically. It should go from 150% straight down to 0 after feeding like 700 feed. This way, feeding a whole base is also not that bad, and doesn't ruin the entire game.

Currently, the equation for suddenly having EXP dropping off looks something like this. This is correct, but the top limit is still far too high.

The top should be around 800 feed. So, it'll be extremely easy to feed around 500 feed, but feeding any more is super hard, unless titan waits for froff to kick in, or waits for the feed reduction to slowly go back up again.

-Burn

I agree

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Re: [4.0.0] Feature Suggestions / Changes

Postby Neco » Tue Aug 25, 2015 9:23 pm

The feed engine already has the capability to have a decay rate (it has an enhanced version of the algorithm in it) it simply isn't activated yet. Maybe we should try it out some time.
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Re: [4.0.0] Feature Suggestions / Changes

Postby Sat » Tue Aug 25, 2015 11:44 pm

I'm not sure if this is old news, but in 4.0.0.0100c, Dryad has two worthless lumber upgrades. The second two, from the Arc + Merch do not actually increase harvesting rate.

Here is some data:

No upgrade = 1482/m
1st upgrade = 1584/m
2nd upgrade = 1694/m
3rd upgrade = 1692/m
4th upgrade = 1692/m

So all the last two appear to do is cost you 500 lumber each. If this is all ready known, kk.

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Re: [4.0.0] Feature Suggestions / Changes

Postby Burn » Wed Aug 26, 2015 3:16 am

Sat wrote:I'm not sure if this is old news, but in 4.0.0.0100c, Dryad has two worthless lumber upgrades. The second two, from the Arc + Merch do not actually increase harvesting rate.

Here is some data:

No upgrade = 1482/m
1st upgrade = 1584/m
2nd upgrade = 1694/m
3rd upgrade = 1692/m
4th upgrade = 1692/m

So all the last two appear to do is cost you 500 lumber each. If this is all ready known, kk.



Lol, I didn't know this, thanks for info. I always prioritize worker HP over them anyway, and normally only get ARC or Merchant, so it's not too bad for me I guess.

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Re: [4.0.0] Feature Suggestions / Changes

Postby Neco » Wed Aug 26, 2015 3:40 am

You pay for the placebo effect.
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Re: [4.0.0] Feature Suggestions / Changes

Postby Sat » Wed Aug 26, 2015 6:55 pm

Would it be possible to add a rangecheck feature for population buildings? It would be nice to see factory/fountain attack radiuses, even if we can just estimate all ready.

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Re: [4.0.0] Feature Suggestions / Changes

Postby Burn » Thu Aug 27, 2015 1:25 am

Sat wrote:Would it be possible to add a rangecheck feature for population buildings? It would be nice to see factory/fountain attack radiuses, even if we can just estimate all ready.
I think this is a great idea.

Until Neco implements this, I recommend using the attack command (A + Click) on walls to get the exact distance. It's even more accurate than the rangecheck feature!

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Re: [4.0.0] Feature Suggestions / Changes

Postby SpiritBreaker » Wed Sep 02, 2015 10:20 am

Burn wrote:
Sat wrote:Would it be possible to add a rangecheck feature for population buildings? It would be nice to see factory/fountain attack radiuses, even if we can just estimate all ready.
I think this is a great idea.

Until Neco implements this, I recommend using the attack command (A + Click) on walls to get the exact distance. It's even more accurate than the rangecheck feature!

-Burn


I'm sure you know, but some might not. You don't even need to execute the attack command as your cursor will glow green if the attack's target is your unit and in range (it will just be standard blue otherwise).
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Re: [4.0.0] Feature Suggestions / Changes

Postby Neco » Wed Oct 07, 2015 5:32 am

Lynx wrote:Only been downloaded 4 times, so I'm not surprised.

Personally I can't be arsed to test, especially when I don't agree with the decisions being made. :?

Such as?
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Re: [4.0.0] Feature Suggestions / Changes

Postby Lynx » Wed Oct 07, 2015 4:03 pm

Alright so I've made a list of all the changes I dislike in the 4.0.0 version. Keep in mind I do really enjoy nostalgia so this list is me not liking some stuff for an arbitrary reason but there is also a lot of changes I don't like that are legitimate reasons to revert. I might've missed some things I just forgotten. Neco don't think I don't appreciate your hard work and time you've spent on this, because I do appreciate it.

Terrain
  • When it comes to juking and maneuvering around the Titan I feel like the terrain focuses more on 1x1 tree paths instead of building jumps. I think that is negative because it decreases the skill cap and the skill separation between a good and bad player is reduced.
  • No increase of power of underused bases, like bottom left area, skybase, aztec, top right (not the good top right base), and island base middle top.
  • I looked forward to a lot of major general terrain changes in 4.0.0, instead there were only a few decently large ones. But the rest were just small minor ones.
  • Euro base was nerfed too much. Now it's like the 8th-9th best base.
  • Removal of a lot of seeds.
General
  • Receive one gold before you wait one second to get the gold.
  • The tech-tree.
  • These are just rumors but they might be true, I heard arachnid and breezerious are going to be removed, I don't like that.
  • Speed poking removed
  • Hunter experience gain nerfed
  • Chimaera's can't use items
  • Can't sell items in RC
  • Magic resistance added to critters (like wtf was this change)
  • I think the unique points of each Titan has been removed and they have all moved together to be the same general type of titan. (I might create a topic about this to discuss it more in depth, but an example is the similarity between Lucidious and Moltenious. Think about that, what are the differences between them?)
  • Scout skills of titans costs no mana
  • Walls are too weak early
  • Fiery claws nerfed (I haven't checked the stats or done any comparison, but the impact they give from what limited claw games I've seen has been really small)
  • 15g too expensive for TP, 10g would be more appropriate.
  • This might be incorrect, but I feel like the healing ward cast range was nerfed.
Builders
  • Draenei
    • 20 Lumber food resource
    • Teleport nerf
    • 6 food mana void
  • Demonoligist
    • He didn't need such a major change, he was fine in 3.0.9d except that he was a bit too good at defending bases and rewalling.
    • Got an wall upgrade which was totally uncalled for, now he is imbalanced early game, mid game and late game.
  • Dryad
    • New ugly models
    • Auto tower upgrade
    • 90g spiney
  • Tauren
    • Fort. armor changed
  • Nature
    • 90g spiney
  • Radioactive
    • Gold tower bought from RC
  • Goblin
    • Ugly arc wall
  • Murloc
    • Still shitty towers
  • Morphling
    • Spell shield is now near useless, while it was a nice niche skill in 3.0.9d where you could do a lot of cool plays.
  • Troll
    • The tower range buff wasn't needed
  • Ogre
    • The research times should've been decreased (Perhaps my bad for not suggesting it lol)
  • Faerie
    • No 10 lumber hit yet
    • The battle upgrade that makes faerie red is ugly (in the latest version of 4.0.0)
Titans
  • Lucidious
    • Inherent pearl skill too long CD
    • Removed watery minions
  • Sypherious
    • Oceanic minions removed hitbox (idk if it's the hitbox that was removed since you can still click them, but I mean that you can't block buildings/pathing with them anymore)
    • Nuke is in an smaller area
  • Moltenious
    • No level 1 immolation
  • Bubonicus
    • Don't like the new concept, the old concept was more unique and could be played in a varied style.
  • Glacious
    • Still shit
    • Ugly model on both minion and main
  • Voltron
    • Still shit

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Re: [4.0.0] Feature Suggestions / Changes

Postby lordmillt » Wed Oct 07, 2015 4:13 pm

I can agree with this:
•Glacious
◦Still shit
◦Ugly model on both minion and main

•Moltenious
◦No level 1 immolation

•Tauren
◦Fort. armor changed

Removal of a lot of seeds.

No increase of power of underused bases, like bottom left area, skybase, aztec, top right (not the good top right base), and island base middle top.

•Radioactive
◦Gold tower bought from RC (only reason that i dont pick radio more)

•These are just rumors but they might be true, I heard arachnid and breezerious are going to be removed, I don't like that.

•Draenei
◦20 Lumber food resource
◦Teleport nerf
◦6 food mana void

•Bubonicus
◦Don't like the new concept, the old concept was more unique and could be played in a varied style.

myself hate the Changes whats above, i Think you could nerf speedpoke somehow or make it a upgrade idk.
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