Feature Suggestions / Changes
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- Merex
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Re: Feature Suggestions / Changes
You're really gonna compare transferring items onto our builder with wall walking/base building?
It's simple really. Why not buff a transport unit with a little more useful things to make life easier? If it's gonna come off as ''too op plz nerf'' type thing, just bump it's cost up a bit. But what I'm suggesting is actually a legitimate efficiency command for builder/offensive benefits.
tl;dr what exactly is the issue with adding a command to the turtle? o-o
It's simple really. Why not buff a transport unit with a little more useful things to make life easier? If it's gonna come off as ''too op plz nerf'' type thing, just bump it's cost up a bit. But what I'm suggesting is actually a legitimate efficiency command for builder/offensive benefits.
tl;dr what exactly is the issue with adding a command to the turtle? o-o
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Re: Feature Suggestions / Changes
No issue, Lynx- is saying it would be very low in the suggestion priorities although it would be nice to have.
In my opinion it'd have a few versions of being buggy and people crying about not receiving their items and a lot of work put in for something not so useful. Even Dota2's one after numerous iterations hasn't got it 100% right yet, although without a doubt, it is a very nice quality of life thing and without it a lot of noobs would be dropping items on the floor and losing items.
You'd also have to differ between hunter and builder and create extra clutter with transfer to hunter too.
At the moment shift queuing is enough for me.
-Burn
In my opinion it'd have a few versions of being buggy and people crying about not receiving their items and a lot of work put in for something not so useful. Even Dota2's one after numerous iterations hasn't got it 100% right yet, although without a doubt, it is a very nice quality of life thing and without it a lot of noobs would be dropping items on the floor and losing items.
You'd also have to differ between hunter and builder and create extra clutter with transfer to hunter too.
At the moment shift queuing is enough for me.
-Burn
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Re: Feature Suggestions / Changes
@Burn You could pretty easily add this to your Wc3 macro list thingy (forgot what it was called, apologies) using screen co-ordinates for item slots and just having it center camera on the builder for a frame or 2 to transfer items using co-ords. Just a thought
But yeah I pretty much agree that it's just QoL and not really something of "priority" right now.
Comparing this to wall-walk macros and base building macros is pretty irrational though lol : D
But yeah I pretty much agree that it's just QoL and not really something of "priority" right now.
Comparing this to wall-walk macros and base building macros is pretty irrational though lol : D
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Re: Feature Suggestions / Changes
Place is called suggestions for a reason. @ the 2 above
I'd also suggest loads of items and builders if I thought that would get considered/implemented anytime soon.
I'd also suggest loads of items and builders if I thought that would get considered/implemented anytime soon.
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Re: Feature Suggestions / Changes
Items need a overhaul completely but before that happens much simpler things need to be done like multiplying all gold values in all of ID by a factor of 10 (e.g wotw = 50g, shelter = 100g, etc.).
- ShadowZz
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Re: Feature Suggestions / Changes
@Haunt
DISCLAIMER: I'm not saying these figures are correct or that they should be changed, I'm just using them as examples to get the point across for people to understand. I've explained this before in our Discord and explained it a lot better there but I'm sure you guys can figure out the "other stuff" this applies to with examples given.
Values in Island Defense right now are simply too small to ever be balanced. Think about things like this:
There is no current way to ever be able to give 50% gold from neutral buildings instead of max due to the fact that you can't give 0.5 gold to a player for killing a building. This carries through to A LOT of problems with titan gold balance.
One gold simply carries way too much value in ID so the step between something feeding 4g or 5g is huge and it really shouldn't be.
Currently there is no way to add an alternative item to something such as wotw. If it costs 5g exactly then players would simply only ever buy the "better" item. If it cost 4g it would always be bought and if it was 6g it would never be bought. Having those values as 45g-50g-55g is a lot easier for adding items that fulfill a simpler purpose such as cancelling a single escape ability (like wotw) without making the item underpowered (6g) or overpowered (4g).
In a scenario like this you could even let workers feed gold (just a thought). 10 workers at 1g each would be equivalent to 1g. All I'm saying is it opens possibilities like this because as it is currently ID is almost impossible to work with due to how low the values are.
This is not just a change for titans. Builders have the same problem. Like the Demo walls for example, if they cost 2g it becomes unbalanced due to satyr's only costing 1g. If they stay as 1g then they are far superior to satyr's and should really be nerfed (eh). Gold carries too much value whereas if this was factored by 10 you could simply adjust it along the lines of demo walls being 15 gold (1.5g) and satyrs being 10 gold (1g).
Some other people should also be given credit for this idea as this was mentioned a long time ago by Kyleep and also Neco (Sure there's a third but I can't remember).
DISCLAIMER: I'm not saying these figures are correct or that they should be changed, I'm just using them as examples to get the point across for people to understand. I've explained this before in our Discord and explained it a lot better there but I'm sure you guys can figure out the "other stuff" this applies to with examples given.
Values in Island Defense right now are simply too small to ever be balanced. Think about things like this:
There is no current way to ever be able to give 50% gold from neutral buildings instead of max due to the fact that you can't give 0.5 gold to a player for killing a building. This carries through to A LOT of problems with titan gold balance.
One gold simply carries way too much value in ID so the step between something feeding 4g or 5g is huge and it really shouldn't be.
Currently there is no way to add an alternative item to something such as wotw. If it costs 5g exactly then players would simply only ever buy the "better" item. If it cost 4g it would always be bought and if it was 6g it would never be bought. Having those values as 45g-50g-55g is a lot easier for adding items that fulfill a simpler purpose such as cancelling a single escape ability (like wotw) without making the item underpowered (6g) or overpowered (4g).
In a scenario like this you could even let workers feed gold (just a thought). 10 workers at 1g each would be equivalent to 1g. All I'm saying is it opens possibilities like this because as it is currently ID is almost impossible to work with due to how low the values are.
This is not just a change for titans. Builders have the same problem. Like the Demo walls for example, if they cost 2g it becomes unbalanced due to satyr's only costing 1g. If they stay as 1g then they are far superior to satyr's and should really be nerfed (eh). Gold carries too much value whereas if this was factored by 10 you could simply adjust it along the lines of demo walls being 15 gold (1.5g) and satyrs being 10 gold (1g).
Some other people should also be given credit for this idea as this was mentioned a long time ago by Kyleep and also Neco (Sure there's a third but I can't remember).
Last edited by ShadowZz on Sat Jun 04, 2016 3:26 pm, edited 1 time in total.
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Re: Feature Suggestions / Changes
Very true, that is why at no point in my post have I been against it. It's definitely a good suggestion and will have basically no harm to island Defense game-play, I was just explaining why it's getting so much hate.Av1oN wrote:Place is called suggestions for a reason. @ the 2 above
I'd also suggest loads of items and builders if I thought that would get considered/implemented anytime soon.
@ShadowZz Which is why in Dota everything is basically multiplied by a factor of 10 to not deal with fractions.
I could also make a seed macro or a wall walking macro, but first of all it's too much effort for something so simple to do. Second of all, it breaks ENT's macro rules.
-Burn
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Re: Feature Suggestions / Changes
@Burn Yeah, exactly. I talked about this before and I worry that if it were implemented some people will think that the game has changed or that gold values have changed when realistically nothing actually changes at all. Just makes it easier to balance other things afterwards.
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- Forest Walker
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Re: Feature Suggestions / Changes
Eh, I think most people will come around to it. Even a moron will realize the designer basically added a 0 to everything. Just multiply the values in one patch, then slowly adjust values to things. The prime example is neutral buildings feeding 1/2 the gold of regular buildings.
I pretty much agree with everything @ShadowZz said. To be honest, the game has changed enough already that a gold value change probably wouldn't be that big of a deal.
I pretty much agree with everything @ShadowZz said. To be honest, the game has changed enough already that a gold value change probably wouldn't be that big of a deal.
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Re: Feature Suggestions / Changes
Its always been said that you can not balance out both sides. In a way one team becomes uber op and the other team rat shit.
- Dehumanchum
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Re: Feature Suggestions / Changes
I have an idea for a change with how Demo(builder) works.
TL;DR Basically he ditches most of his offensive capabilities for a more support heavy game play. He should still be very summon intensive in my opinion that is what makes that builder shine, so a few examples of his summons would be like him summoning Succubi to harvest his lumber (yes this means he doesn't use food anymore), Fel Hunters that have no attack but can take a few hits so he can block lanes behind the titan, Scorpions remain unchanged doing slight damage and having a slow effect, then the Overlord buffs the attack damage of surrounding towers from his radiating power.
His advance research would lose offensives spells (including balth) and get replaced with more potent wall upgrades and builder upgrades. His fortification upgrade for his armor would have different levels that would reduce magic damage he took for the second stage and the third stage giving him 100 additional HP. The demon upgrade spells would enhance each demon one time meaning this would only have 4 levels, first one would upgrade the lumber rate of the Succubi, the second would be adding either addition HP or armor to the Fel Hunters, the third would increase scorpions movement speed or attack rate, then the last would upgrade the damage buff on the overlord.
Obviously he would keep more important support abilities such as his stone, sac for truesight, netherwarp and the spell that sets it to a location.
Look forward to what you guys think about this change, I know its a pretty big change but I think it would balance a part of the game.
TL;DR Basically he ditches most of his offensive capabilities for a more support heavy game play. He should still be very summon intensive in my opinion that is what makes that builder shine, so a few examples of his summons would be like him summoning Succubi to harvest his lumber (yes this means he doesn't use food anymore), Fel Hunters that have no attack but can take a few hits so he can block lanes behind the titan, Scorpions remain unchanged doing slight damage and having a slow effect, then the Overlord buffs the attack damage of surrounding towers from his radiating power.
His advance research would lose offensives spells (including balth) and get replaced with more potent wall upgrades and builder upgrades. His fortification upgrade for his armor would have different levels that would reduce magic damage he took for the second stage and the third stage giving him 100 additional HP. The demon upgrade spells would enhance each demon one time meaning this would only have 4 levels, first one would upgrade the lumber rate of the Succubi, the second would be adding either addition HP or armor to the Fel Hunters, the third would increase scorpions movement speed or attack rate, then the last would upgrade the damage buff on the overlord.
Obviously he would keep more important support abilities such as his stone, sac for truesight, netherwarp and the spell that sets it to a location.
Look forward to what you guys think about this change, I know its a pretty big change but I think it would balance a part of the game.
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