Agreed, the big three 3 things people don't understand is that you need to order 12 troops, the you need to build markers to get perimeter to build on, and that you need to recharge your commander at the command beacon. The other big thing they do after they ask for help about this type of thing is say "whats a command beacon?" lol.
Not sure how your going to get those things across but noone reads the help, i didn't even read the whole thing when I first played because when you scroll in the help list(with the scroll wheel) it instantly scrolls to the bottom so it looks like there is only 2 sections.
I love what you've done with the xp, I haven't tested the new difficulty.
Unless you made it easier, those auto turrets won't do anything to protect the city cores(auto turrets built by players were pretty useless in the last update because of the amount of health the natives had). I haven't played yet so I don't know how it is, but the general expectation was that the city cores can last AT LEAST 2 days on their own before you lose them because you failed to protect them. If this is too long because there isn't that many days, then increase the amount of days -_-
I'll check out the new changes today and report back.
How do I find out? I've always hated that you can't just add a username, but I guess it's nice for new player that they can get their name even if it's taken already.
Sorry, I had to redo alot and forgot some of the previous bugs I had fixed like the alliance vision, its fixed again. I also added in another turret per Core, I am working on a dialog based tutorial that might help guide new players but its a pain as dialogs can't easily be made for each player, each dialog is global. Still fiddling around with it trying to make it the best way I see how. I envision a dialog at the start asking the player if they are new, if they click no, it disappers, if they click yes it will more or less pop up directions on how to do a cookie cutter start up and survive the first night. These directions will be in a pop up to the right of the screen and text based.
Also, The ending shouldn't be glitched at all, what makes you say it is?
Anyways I am releasing what I had done, it hasn't all been tested as of yet but I didn't do anything major that would causing mass chaos aside from fixes of annoying things. If anything is to be bugged still is that the natives might pop out during the day still, if this is the case please let me know as I re-factored the trigger for it.
I have to go out and do a social thing, I will be back to work on this later tonight, thanks for the feedback!
In the tower that is a detector (i forgot the name of it) could you make an option for your guys to target and kill burrowed natives? It must be an option though, because you may not have the manpower to be pulling them up from the ground.
Sorry, I had to redo alot and forgot some of the previous bugs I had fixed like the alliance vision, its fixed again. I also added in another turret per Core, I am working on a dialog based tutorial that might help guide new players but its a pain as dialogs can't easily be made for each player, each dialog is global. Still fiddling around with it trying to make it the best way I see how. I envision a dialog at the start asking the player if they are new, if they click no, it disappers, if they click yes it will more or less pop up directions on how to do a cookie cutter start up and survive the first night. These directions will be in a pop up to the right of the screen and text based.
Also, The ending shouldn't be glitched at all, what makes you say it is?
Anyways I am releasing what I had done, it hasn't all been tested as of yet but I didn't do anything major that would causing mass chaos aside from fixes of annoying things. If anything is to be bugged still is that the natives might pop out during the day still, if this is the case please let me know as I re-factored the trigger for it.
I have to go out and do a social thing, I will be back to work on this later tonight, thanks for the feedback!
Wild dreams lol, I still think objectives seem better. I played 'stranded on krydon' before yours, and it made me think. Maybe your map should be a bit bigger? not enough space for 10 people. And also, i had my Command Beacon started off in this one position a long time ago, that when units dropped in, they would be trapped on the other side ... the space was too small
The natives seem to be at the perfect level of difficulty- Don't change it!
The soul collector seems to have either wayyy too much hp, or too much armor, either way I was barely touching it with my 48 units.
There is still not enough time during the day to attack other players unless they are RIGHT next to you. I barely have enough time to situate myself and maybe run out and grab a single funding center during the day.
I finally got to play with new stuff like the technician buildings and such. Cash seemed to be a little better now that I wasn't constantly having to rebuild and buy more units. I didn't get around to upgrading any of my units though. That process is extremely tedious and when you only have 2-3 minutes of day time, tedious tasks take up way too much time to bother with.
BUG? the Cash, Ammo, and Supply symbols are back to default sc2 ones. Honestly, I think you should leave the supply symbol as the default one because it is much less confusing.
Grimshad, thats not a bug. The custom game and regular games sometimes mess up their icons. You'll find that maybe switching to different custom games will make their icons stick to your UI...
Put back the UI when a player loses, thats annoying, a different fix for that is as soon as someone loses, break all their alliances(now they should be enemies to everyone). Now they can no longer ping people.
I'm loving the difficulty, over the games I've played sometimes I get to the soul collector, sometimes I don't. It's based a lot on other players in game, which is what we want right?
BUG: Defenses that are built by the technician don't get the defense bonuses from the defense upgrade.
More feedback:
I tried to take out a player in my last game, he was a big player too. While I didn't officially take him out, I did take out his whole army and then he left the game.
Because I spent a decent amount of money on things to take out the player, I was taken out by the natives. I feel like the fight between the natives and the players is not balanced. You choose either one or the other. Pick the players and you get taken out by the natives, pick the natives and you get to the soul collector if no other players mess with you. If they do you will probably be weakened to the point of death by natives.
Making the Sensor Tower make those close to it attack natives automatically is doable but would take more work than I think its worth when you can easily tell your soldiers to attack them one by one.
I have considered redoing the map before, but I am not sure I want to, it would take a lot of time and work to do so, time that I may not have right now. It is supposed to be cramped with 10 though, the idea is that there won't be enough space and obviously some bumping will have to happen. However, I do not want trapped units, whenever I find a spawn where its possible to be trapped I fixed it, so perhaps you are speaking of a spot I already fixed, but let me know otherwise, a Command Beacon should be full accessible for traffic to and fro.
I am glad the difficulty is at the "about right mark" its a tough mark to hit, as for the Leviathan, his health base is actually 20000 now, but it scales like the rest of the units based on # of players, thus 5% * 10 players = 150% increase making a max of 30 k hp. I do want the last boss to be very difficult hmm.. I will drop the base hp down to 18 k making it cap at 27 k with 10 players.
The resource icons is a Blizzard bug that should be fixed next patch.
The Tactician's turrets are already pretty good and have great range, I feel if they got the upgrade they would be too good. I believe the upgrade should say that it only applies to buildings by the Engineer too.
It seems like the map is finally leveling out to be around where I wanted, now to address the issue of time, I have considered making the days longer before but it will increase the total length of the game substantially. A hour game seems a bit long for someone, I hope to keep the game time at about a hour. What would you suggest for me to change the daytime length to>?
I also have considered a suggestion given to me before about a period of the game, likely midway, where there is an extended day, probably 6 minutes instead of the standard 3 where I would probably give boosted cash received from pvp or something along those lines. What do you think of this idea?
Also do you like or dislike the possibility of me allowing the cloaked pvp units to attack other players without the person making war? This would in turn create a bit of a tactical spy game. Its just an idea for now. Let me know your thoughts.
Im playing it right now and i noticed the health difference of the leviathon
Try this scenario. Play this game, and in the daytime, lose your last city core ( shoot it down or something) the zombies will come back.
And spectating without the user interface is disappointing, idk why.
Agreed, the big three 3 things people don't understand is that you need to order 12 troops, the you need to build markers to get perimeter to build on, and that you need to recharge your commander at the command beacon. The other big thing they do after they ask for help about this type of thing is say "whats a command beacon?" lol.
Not sure how your going to get those things across but noone reads the help, i didn't even read the whole thing when I first played because when you scroll in the help list(with the scroll wheel) it instantly scrolls to the bottom so it looks like there is only 2 sections.
I love what you've done with the xp, I haven't tested the new difficulty.
Unless you made it easier, those auto turrets won't do anything to protect the city cores(auto turrets built by players were pretty useless in the last update because of the amount of health the natives had). I haven't played yet so I don't know how it is, but the general expectation was that the city cores can last AT LEAST 2 days on their own before you lose them because you failed to protect them. If this is too long because there isn't that many days, then increase the amount of days -_-
I'll check out the new changes today and report back.
@Grimshad: Go
they survive for one day. Its enough time. Grimshad whats your code & stuff? I wanna play with you sometime
How do I find out? I've always hated that you can't just add a username, but I guess it's nice for new player that they can get their name even if it's taken already.
Love the new ending lol, everyone was thinking it was glitched...or maybe it is. REGARDLESS, I love it :)
mouse over your profile picture grimshad. And the glitch where the visioned is shared has returned!!
@EaZyAZN: Go shared every time they ally you *
I will wait untill vision is fixed again before playing, that bug really ticks me off.
@EaZyAZN my char# is 970
@Grimshad: Go
characterr name?
Grimshad?
@EaZyAZN: Go
Sorry, I had to redo alot and forgot some of the previous bugs I had fixed like the alliance vision, its fixed again. I also added in another turret per Core, I am working on a dialog based tutorial that might help guide new players but its a pain as dialogs can't easily be made for each player, each dialog is global. Still fiddling around with it trying to make it the best way I see how. I envision a dialog at the start asking the player if they are new, if they click no, it disappers, if they click yes it will more or less pop up directions on how to do a cookie cutter start up and survive the first night. These directions will be in a pop up to the right of the screen and text based.
Also, The ending shouldn't be glitched at all, what makes you say it is?
Anyways I am releasing what I had done, it hasn't all been tested as of yet but I didn't do anything major that would causing mass chaos aside from fixes of annoying things. If anything is to be bugged still is that the natives might pop out during the day still, if this is the case please let me know as I re-factored the trigger for it.
I have to go out and do a social thing, I will be back to work on this later tonight, thanks for the feedback!
@Abacus142 :
In the tower that is a detector (i forgot the name of it) could you make an option for your guys to target and kill burrowed natives? It must be an option though, because you may not have the manpower to be pulling them up from the ground.
P.S. How do you do that @Name -> thing?
Wild dreams lol, I still think objectives seem better. I played 'stranded on krydon' before yours, and it made me think. Maybe your map should be a bit bigger? not enough space for 10 people. And also, i had my Command Beacon started off in this one position a long time ago, that when units dropped in, they would be trapped on the other side ... the space was too small
Ok, my feedback for the current version:
The natives seem to be at the perfect level of difficulty- Don't change it!
The soul collector seems to have either wayyy too much hp, or too much armor, either way I was barely touching it with my 48 units.
There is still not enough time during the day to attack other players unless they are RIGHT next to you. I barely have enough time to situate myself and maybe run out and grab a single funding center during the day.
I finally got to play with new stuff like the technician buildings and such. Cash seemed to be a little better now that I wasn't constantly having to rebuild and buy more units. I didn't get around to upgrading any of my units though. That process is extremely tedious and when you only have 2-3 minutes of day time, tedious tasks take up way too much time to bother with.
BUG? the Cash, Ammo, and Supply symbols are back to default sc2 ones. Honestly, I think you should leave the supply symbol as the default one because it is much less confusing.
@Grimshad: Go
Grimshad, thats not a bug. The custom game and regular games sometimes mess up their icons. You'll find that maybe switching to different custom games will make their icons stick to your UI...
@EaZyAZN: Go
And also, the day time should be longer... plus can you put the leviathon back to 22k hp?
More feedback:
Put back the UI when a player loses, thats annoying, a different fix for that is as soon as someone loses, break all their alliances(now they should be enemies to everyone). Now they can no longer ping people.
I'm loving the difficulty, over the games I've played sometimes I get to the soul collector, sometimes I don't. It's based a lot on other players in game, which is what we want right?
BUG: Defenses that are built by the technician don't get the defense bonuses from the defense upgrade.
More feedback:
I tried to take out a player in my last game, he was a big player too. While I didn't officially take him out, I did take out his whole army and then he left the game.
Because I spent a decent amount of money on things to take out the player, I was taken out by the natives. I feel like the fight between the natives and the players is not balanced. You choose either one or the other. Pick the players and you get taken out by the natives, pick the natives and you get to the soul collector if no other players mess with you. If they do you will probably be weakened to the point of death by natives.
Making the Sensor Tower make those close to it attack natives automatically is doable but would take more work than I think its worth when you can easily tell your soldiers to attack them one by one.
I have considered redoing the map before, but I am not sure I want to, it would take a lot of time and work to do so, time that I may not have right now. It is supposed to be cramped with 10 though, the idea is that there won't be enough space and obviously some bumping will have to happen. However, I do not want trapped units, whenever I find a spawn where its possible to be trapped I fixed it, so perhaps you are speaking of a spot I already fixed, but let me know otherwise, a Command Beacon should be full accessible for traffic to and fro.
I am glad the difficulty is at the "about right mark" its a tough mark to hit, as for the Leviathan, his health base is actually 20000 now, but it scales like the rest of the units based on # of players, thus 5% * 10 players = 150% increase making a max of 30 k hp. I do want the last boss to be very difficult hmm.. I will drop the base hp down to 18 k making it cap at 27 k with 10 players.
The resource icons is a Blizzard bug that should be fixed next patch. The Tactician's turrets are already pretty good and have great range, I feel if they got the upgrade they would be too good. I believe the upgrade should say that it only applies to buildings by the Engineer too.
It seems like the map is finally leveling out to be around where I wanted, now to address the issue of time, I have considered making the days longer before but it will increase the total length of the game substantially. A hour game seems a bit long for someone, I hope to keep the game time at about a hour. What would you suggest for me to change the daytime length to>? I also have considered a suggestion given to me before about a period of the game, likely midway, where there is an extended day, probably 6 minutes instead of the standard 3 where I would probably give boosted cash received from pvp or something along those lines. What do you think of this idea?
Also do you like or dislike the possibility of me allowing the cloaked pvp units to attack other players without the person making war? This would in turn create a bit of a tactical spy game. Its just an idea for now. Let me know your thoughts.
@EaZyAZN: Go
What do you mean specifically by adding objectives?