Awesome :D Sure go ahead and make a post on TL I'd appreciate it.
FYI New patch with:
- Medic is now offensive in acquiring units
- Medic's heal is now area-targetable
- Waves spawn almost twice as fast initially, but should mellow out to same speed. This probably means the game is a bit harder.
- Waves come even faster at the last 3000 resources now
- Ability tooltips now explain how much bonus is gained from weapon upgrades
- 'Major' ranking now unlocks a purchase from the store: Energy Shields. Upon purchase it gives every Haven building 150 shields and heals any ones that may already have shield to full.
- New hero added: Firebat
Also, I will be adding rare drops from the final boss that give permanent buffs forever.
Edit: New patch
Update as of 2:10 AM PST March 10, 2011
Time between waves increased by 20-30% (especially end-game) and scales more based on players
Bosses should come a bit later now, and fewer in number
Move speed increased slightly for all heroes
Firebat damage now 18 (was 10) and can attack air.
Armor now upgrades at game-start based on rank (like weapon does)
Upgrades slightly cheaper now
Engineer can now attack air (rocket jumps!) and has 5 more damage overall.
Later ranks easened on kill requirement.
Stimpack now gives a bit of move speed bonus.
@Zlingsfolife: Go
- Waves spawn almost twice as fast initially, but should mellow out to same speed. This probably means the game is a bit harder.
signed!
Imho it's way to hard to survive now. Average game duration: 5-6 minutes :-(
As long as you are not a pro ...
EDIT:
Got some more ideas / suggestions:
- any kind of revive (maybe a player has to rest around the dead body for a period of time, ...)
- random class choice at the start for those who doesn't know which to chose
- a message like "player xy skipped intro" so everybody knows who to blame for this ;-D
- maybe increase the energy amount of the medic and the engineer (the caster classes)
Some new players are discouraged by the high difficult level. So maybe something like a joice of the difficult level could be nice as @Zlingsfolife mentioned it.
Right now i think banelings are a bit too deadly against buildings. Could you maybe reduce the splash damage radius? Even if you shoot em down before they reach stuff the radious still does big damage.
There's also kinda a bug with the Marines Elite ability, the plant charge. It gives targeting erros and the guy you place it on is now a mine.
I noticed you also put in queens that disease people much like the medics do, but there's 2 problems. First, they disease buildings like turrets. Second, there's no gameplay involved in it. The disease spreads too fast and too far for players to really avoid them spreading. It just kinda happens.
I also think the engineer's healing building is too short range. Often times you have to pick between hitting stuff and getting the regen. He's too short range to gain good benefits from it and the game moves too fast to use it as a type of resting ability.
As far as suggestions, maybe you could put in like an infestor that uses an ability to slow players movespeed by 85%, like a neural parasite ability. I think it would make for some interesting gameplay because players would need to specificly target them if they want to kite.
I got more suggestions but im sure you have your own ideas so i'll leave it at that.
@awesomeasusual: Go
I also made an account just for this. It's very good, but there are a few balance issues.
One is, as stated above, Banelings do far too much damage against buildings. It's just devastating.
A second is that Multiple Shot for the Soldier is immensely overpowered; to the point of being make-or-break for long games. The damage should be half of what it is, or it should cost more, or perhaps both. You can kill a dozen or more basic units in a single shot, and it can nearly be spammed with the five ish second cooldown. This is definitely the most important one on the list.
Thirdly, players should not be able to shoot other players. It's silly and causes greifing.
Fourthly, the Aberration should probably spawn less frequently, it's very powerful and when there are two or three at once it's nearly impossible.
Fifthly, I think there should be more ranks between 8,000 and 20,000, as I made it to 8,000 in two days; with the primary motivator being more ranks. Cross-Game Items would also motivate people to play more, perhaps you could spend a Cross-Game currency like Vespene or Evolution Points like in other custom games.
Sixthly, as stated above, Queens can poison buildings. Not sure how that makes sense. Perhaps it could be renamed to acid instead.
Seventhly, I like the suggestion for the Infestor of GKCanman. It sounds neat. And I agree that the Engineer's Dispenser has too short of a range. Usually the autotargeting for units will move you too far away from the Dispenser for it to be used.
Eighthly, perhaps there could be a Zealot class, short range, dependent on shields. Reduces dependency on the medic, as you can just gg and leave without one in the group. Perhaps you could require one person to be a medic in the group.
Ninthly, I disagree that the game is too hard, it should be hard to be replayable; people like a challenge. If anything, perhaps difficulty levels should be added, reduced kill point gain for lower levels, better drops, if added, on higher difficulties.
Tenthly, sticking with the general vocational names (Sniper, Engineer) perhaps Researcher, with the Stettman model, an upgrade that increases his damage over time, good for the difficult late game, but less useful in the early game.
Eleventhly, Engineer doesn't need to jump anymore with the electrical attack.
My average game runs 20 to 30 minutes, with the last five or ten being just myself alive, usually when using Soldier. Great timewaster, very well done, the best custom game I've found so far.
Most of what you say is about to be published. Only thing I can't really do is add more ranks because of everyone's previous save data... it makes it VERY hard to migrate number changes. I kind of pigeonholed myself on that one...
Had a go or two at this today - it was pretty fun, but like I think mentioned, kind of hard. Overall it was easy to learn and wanting for more though, nice going :)
Perhaps you could say who has the top number of kills. Might make people want to get to the top.
Health and Energy are easily spammable to survive at the shop. Might want to add a cool-down. In that regard, you may want to make it so that you cannot fill up on health or energy while already full.
Looks like one person skips the cinematic for everyone, you may want to add voting to skip.
People should not be able to shoot Haven owned buildings. Someone just destroyed a Mineral Hold.
Sentries still pop up, but won't fire when enemies are nearby even if the power plant is deactivated. Doesn't make much sense.
Third scene of the second cinematic, about the powerplant, is cut off.
Reconstructed mineral holds do not give sight.
Suggestion: Purchasable SCV's that automatically repair buildings. Probably 400-500 minerals would be adequate.
Your boss modifications are working well. People are tanking the bosses more instead of having to kite them.
Oh, and I'll have you know I've gotten 13,000 kills so far.
That's a bad idea because it will result in a highscore with 3 players with 50000 kills. (Which is the max kill value, if i read it correctly.)
(sidenote: Needed 2 hours to get a valid savefile with kills-number like i wanted. After that i noticed i could have been finished in 10 mins...)
Glad you had fun doing that. Not a big deal if you want to hack your bank, I put in some minor prevention to prevent the average user. But no point in going hard on non-cloud banks. 50K is the max. S3Curious don't you think it's hilarious how I set up the bank(s)? Shhh.
I'm still trying to fix problems with the bank lol. Of the thousands of people that play the map on EU and US, I get about 3-4 emails a day about banks reset to 0... I really can't figure it out at all. LITERALLY my bank system will not save if the hero kills is 0 or the hero is dead. Yet somehow people end up with 0 kill banks lol... but it's a very rare error which is so strange. Would be so much easier if I didn't have to (loosely) encrypt numbers into the bank. I.E. if we had server banks.
well i dont know if this is possible but maybe certain code the can input into there to give their kills back only if we knew how the signature worked so that the code basicly says (6 numbers) first 2 numbers is profile last 4 are the kills so yeah if the codes worked like that
Someone playing Death Haven with me has lost all his kills. Since the patch today he's back at 0.
Is there anything that can be done to reset his old amount of kills?
You added Templar yesterday and nerfed it today. I play templar a lot and as of right now I think you nerfed it a little too much.
I think it would be good to change to templar's attack to 60 and increase the attack speed just a little. (templar has really slow attack once hit by queen, die really easily)
Templar's hp should be 350, just to make it even. (it doesn't really matter)
Powersurge - reduce time to 30 seconds and increase hp heal to 150.
"Faster attack speed move" (forgot name) - reduce the move recovery time to 16 seconds. 18 is too long when having to fight a mob.
Psionic blast - increase damage to 70 and heal to 60.
I think this would make templar even it out because templar is suppose to be like firebat close combat.
Also leviathan - reduce attack range. It could hit way too far. slow units can't escape before they die.
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@Zlingsfolife: Go
Awesome :D Sure go ahead and make a post on TL I'd appreciate it.
FYI New patch with:
- Medic is now offensive in acquiring units
- Medic's heal is now area-targetable
- Waves spawn almost twice as fast initially, but should mellow out to same speed. This probably means the game is a bit harder.
- Waves come even faster at the last 3000 resources now
- Ability tooltips now explain how much bonus is gained from weapon upgrades
- 'Major' ranking now unlocks a purchase from the store: Energy Shields. Upon purchase it gives every Haven building 150 shields and heals any ones that may already have shield to full.
- New hero added: Firebat
Also, I will be adding rare drops from the final boss that give permanent buffs forever.
Edit: New patch
Update as of 2:10 AM PST March 10, 2011
Time between waves increased by 20-30% (especially end-game) and scales more based on players
Bosses should come a bit later now, and fewer in number
Move speed increased slightly for all heroes
Firebat damage now 18 (was 10) and can attack air.
Armor now upgrades at game-start based on rank (like weapon does)
Upgrades slightly cheaper now
Engineer can now attack air (rocket jumps!) and has 5 more damage overall.
Later ranks easened on kill requirement.
Stimpack now gives a bit of move speed bonus.
signed!
Imho it's way to hard to survive now. Average game duration: 5-6 minutes :-(
As long as you are not a pro ...
EDIT:
Got some more ideas / suggestions:
- any kind of revive (maybe a player has to rest around the dead body for a period of time, ...)
- random class choice at the start for those who doesn't know which to chose
- a message like "player xy skipped intro" so everybody knows who to blame for this ;-D
- maybe increase the energy amount of the medic and the engineer (the caster classes)
Some new players are discouraged by the high difficult level. So maybe something like a joice of the difficult level could be nice as @Zlingsfolife mentioned it.
Okay, this is probably me just being a complete idiot, but where can I find this game to download?
This game is just about me getting my ass kicked. It's too hard, even with arranged teams.
Right now i think banelings are a bit too deadly against buildings. Could you maybe reduce the splash damage radius? Even if you shoot em down before they reach stuff the radious still does big damage.
There's also kinda a bug with the Marines Elite ability, the plant charge. It gives targeting erros and the guy you place it on is now a mine.
I noticed you also put in queens that disease people much like the medics do, but there's 2 problems. First, they disease buildings like turrets. Second, there's no gameplay involved in it. The disease spreads too fast and too far for players to really avoid them spreading. It just kinda happens.
I also think the engineer's healing building is too short range. Often times you have to pick between hitting stuff and getting the regen. He's too short range to gain good benefits from it and the game moves too fast to use it as a type of resting ability.
As far as suggestions, maybe you could put in like an infestor that uses an ability to slow players movespeed by 85%, like a neural parasite ability. I think it would make for some interesting gameplay because players would need to specificly target them if they want to kite.
I got more suggestions but im sure you have your own ideas so i'll leave it at that. @awesomeasusual: Go
I also made an account just for this. It's very good, but there are a few balance issues.
One is, as stated above, Banelings do far too much damage against buildings. It's just devastating.
A second is that Multiple Shot for the Soldier is immensely overpowered; to the point of being make-or-break for long games. The damage should be half of what it is, or it should cost more, or perhaps both. You can kill a dozen or more basic units in a single shot, and it can nearly be spammed with the five ish second cooldown. This is definitely the most important one on the list.
Thirdly, players should not be able to shoot other players. It's silly and causes greifing.
Fourthly, the Aberration should probably spawn less frequently, it's very powerful and when there are two or three at once it's nearly impossible.
Fifthly, I think there should be more ranks between 8,000 and 20,000, as I made it to 8,000 in two days; with the primary motivator being more ranks. Cross-Game Items would also motivate people to play more, perhaps you could spend a Cross-Game currency like Vespene or Evolution Points like in other custom games.
Sixthly, as stated above, Queens can poison buildings. Not sure how that makes sense. Perhaps it could be renamed to acid instead.
Seventhly, I like the suggestion for the Infestor of GKCanman. It sounds neat. And I agree that the Engineer's Dispenser has too short of a range. Usually the autotargeting for units will move you too far away from the Dispenser for it to be used.
Eighthly, perhaps there could be a Zealot class, short range, dependent on shields. Reduces dependency on the medic, as you can just gg and leave without one in the group. Perhaps you could require one person to be a medic in the group.
Ninthly, I disagree that the game is too hard, it should be hard to be replayable; people like a challenge. If anything, perhaps difficulty levels should be added, reduced kill point gain for lower levels, better drops, if added, on higher difficulties.
Tenthly, sticking with the general vocational names (Sniper, Engineer) perhaps Researcher, with the Stettman model, an upgrade that increases his damage over time, good for the difficult late game, but less useful in the early game.
Eleventhly, Engineer doesn't need to jump anymore with the electrical attack.
My average game runs 20 to 30 minutes, with the last five or ten being just myself alive, usually when using Soldier. Great timewaster, very well done, the best custom game I've found so far.
By the way, you're on the front page of Customs.
@Sanerem: Go
Awesome :D
Most of what you say is about to be published. Only thing I can't really do is add more ranks because of everyone's previous save data... it makes it VERY hard to migrate number changes. I kind of pigeonholed myself on that one...
Had a go or two at this today - it was pretty fun, but like I think mentioned, kind of hard. Overall it was easy to learn and wanting for more though, nice going :)
It's fun but I feel like something is missing.
Secondly, unless you are playing with nothing but veterans, you will get rolled.
More for you.
Perhaps you could say who has the top number of kills. Might make people want to get to the top.
Health and Energy are easily spammable to survive at the shop. Might want to add a cool-down. In that regard, you may want to make it so that you cannot fill up on health or energy while already full.
Looks like one person skips the cinematic for everyone, you may want to add voting to skip.
People should not be able to shoot Haven owned buildings. Someone just destroyed a Mineral Hold.
Sentries still pop up, but won't fire when enemies are nearby even if the power plant is deactivated. Doesn't make much sense.
Third scene of the second cinematic, about the powerplant, is cut off.
Reconstructed mineral holds do not give sight.
Suggestion: Purchasable SCV's that automatically repair buildings. Probably 400-500 minerals would be adequate.
Your boss modifications are working well. People are tanking the bosses more instead of having to kite them.
Oh, and I'll have you know I've gotten 13,000 kills so far.
That's a bad idea because it will result in a highscore with 3 players with 50000 kills. (Which is the max kill value, if i read it correctly.)
(sidenote: Needed 2 hours to get a valid savefile with kills-number like i wanted. After that i noticed i could have been finished in 10 mins...)
Glad you had fun doing that. Not a big deal if you want to hack your bank, I put in some minor prevention to prevent the average user. But no point in going hard on non-cloud banks. 50K is the max. S3Curious don't you think it's hilarious how I set up the bank(s)? Shhh.
can you tell me how you saved kills its not a bank file so i was wondering
The kills are saved in a bank file as far as i know. OneTwo has even made youtube tutorial how to manage this.
well i want to back them up but there not in my bank files
nvm i found it lol
@aczchef: Go
I'm still trying to fix problems with the bank lol. Of the thousands of people that play the map on EU and US, I get about 3-4 emails a day about banks reset to 0... I really can't figure it out at all. LITERALLY my bank system will not save if the hero kills is 0 or the hero is dead. Yet somehow people end up with 0 kill banks lol... but it's a very rare error which is so strange. Would be so much easier if I didn't have to (loosely) encrypt numbers into the bank. I.E. if we had server banks.
well i dont know if this is possible but maybe certain code the can input into there to give their kills back only if we knew how the signature worked so that the code basicly says (6 numbers) first 2 numbers is profile last 4 are the kills so yeah if the codes worked like that
Someone playing Death Haven with me has lost all his kills. Since the patch today he's back at 0. Is there anything that can be done to reset his old amount of kills?
Hey One 2
You added Templar yesterday and nerfed it today. I play templar a lot and as of right now I think you nerfed it a little too much.
I think it would be good to change to templar's attack to 60 and increase the attack speed just a little. (templar has really slow attack once hit by queen, die really easily) Templar's hp should be 350, just to make it even. (it doesn't really matter) Powersurge - reduce time to 30 seconds and increase hp heal to 150. "Faster attack speed move" (forgot name) - reduce the move recovery time to 16 seconds. 18 is too long when having to fight a mob. Psionic blast - increase damage to 70 and heal to 60.
I think this would make templar even it out because templar is suppose to be like firebat close combat.
Also leviathan - reduce attack range. It could hit way too far. slow units can't escape before they die.