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    posted a message on Chrono Agents (Official Thread)

    Hey Xelaran,

    so we are all still waiting for the second chapter! :)

    When will our tortured souls be released? ;)

    Greetings, TimSin

    Posted in: Project Workplace
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    posted a message on Magicide (Custom RPG)

    As far as i know - no.

    Would be nice if the abilities would be reactivated, it feels a bit boring if you play and then your 5 spells just get copied and then you play a total mirror match... :(

    Posted in: Project Workplace
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    posted a message on Magicide (Custom RPG)

    Nice changes:) some more points: (and since you didnt reply on some points i just write them again, in case that you missed them:)

    - gametime is missing

    - ctrl+x groups missing, or maybe add centering hero on space

    - i like the lock on hero selection

    - Nexus can be "sniped" - took me 80 seconds (total gametime) to win solo vs LvL10

    - start creeps one wave later, because heroes arrive at front when some creeps have fallen yet

    - Nexus - canons is hard to move through, sometimes you stuck there, also creeps if enemy hero is behind nexus

    Posted in: Project Workplace
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    posted a message on Magicide (Custom RPG)

    - air shield (with air link,aura) still does not increase movespeed

    -shields on buildings doesnt vanish

    - earthball sometimes doesnt heal ( especially low hp creeps)

    - i use shields mainly for aura and link, and since they lose shieldpoints over time and vanish after it reaches 0 i especially try to evade damage so i can use bonuses longer. Now you want to tell me that i have to run into the line of fire to "use my shield good"? :(

    - also bomb can be used as reflection of spells, but they wont deal damage there, so its also "bad use"?

    - obelisks?

    - maybe its just my oppinion, but in a PvP map its best when all have the same opportunities at the start. Those perks will have a strong influence on the game. I prefer ranks, different heroes, no gameplaychanging features for experienced players, but as i said, maybe its just my oppinion...

    EDIT:

    - "fast building" is not possible: you can't just shiftclick buildings, you have to click the 2 buttons first again; also if you press the 2 buttons fast behind each other, the game doesnt realize the second button pressed

    Edit2:

    - heal at base would enice

    - pls add control groups, me and many other players use ctrl+1 and 1,1 to center the hero, select him again

    - maybe you can add some differences to heroes: more(less) HP/Energy, slower(faster) movespeed

    - an ingame time would be nice to know

    Posted in: Project Workplace
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    posted a message on Magicide (Custom RPG)

    - make another delay at beginning, maybe 20 seconds before heroes spawn. So everyone will have enough time to select profile/hero. The start is very important and you shouldnt get an advantage for picking your hero in 1 second instead of 10 seconds

    - while revive shield activated you can selfcast shield but it has no effect (without cooldown started:( ) I try not to use it but it happens again and again... :P

    Quote from Eiviyn: Go

    Landing your fireball will improve the fireball.

    The obvious issue with this is that it promotes just sticking to 1 spell for the whole game. I'm not sure how big an issue this would be, though.

    The upside is that it's a damn cool way of doing things, and fits perfectly since modifying the spell could reset it's progress, ensuring that you don't change your spells mid-game.

    I would modify this to doing damage at all improves all you current spells. Because judging if a shield is "good used" or minions or bombs or... might be very difficult.

    Does the "improved" version of a spell reset each game? If not - new players will be behind again.

    EDIT: Why don't you want people to change spells midgame? Isn't it a valid way to adopt to the enemy or trying to win back land with different strategy?

    Posted in: Project Workplace
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    posted a message on Magicide (Custom RPG)

    - Canons should not shoot own balls.

    - building menu should close after you build something

    - buildings should need some minerals to rebuild and/or a hero/unit near it

    - would be nice to know when a building will respawn

    Posted in: Project Workplace
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    posted a message on Magicide (Custom RPG)

    Played a few games, Coop and vs players:

    - its not the "bash 1vs5 noobs map" anymore ... awwwww.... XD

    But i still like it :) Here comes the feedback:

    1. Spells arent loaded correctly, there are differences between the description shown and the spell you will cast (xxxtrail when i have no trail at all)

    2. Spell cost doesnt change while spirit shield is active (it works but the description of a spell still shows the same (wrong) cost

    3. New players still start with 0 exp, meaning they have an extra disadvantage because they are stucked to the starting spells, why not:

    (a) give them more exp

    (b) make buying/changing spells in the first 3 minutes for free

    (c) use experience for something other than spells, so everyone has the same chances, by being able to pick suitable spells. It's still weird for me losing "experience" if i buy a spell...

    4. It wasnt clear enough for me that destroyed builings automatically rebuild (without costs) after a few minutes (how many exactly?)

    Greetings TimSin

    PS. If anyone wants to play: Come to Channel "Magicide" and whisper me! ;)

    Posted in: Project Workplace
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    posted a message on What Do We Want to Play?

    @Karawasa: Go

    Yes? What are you planning? :)

    Tower Wars is very different to play as a Tower Defence.

    It's like a FFA on a melee map compared with 1vs AI. If you win one time a Tower Defence or 1vs AI you can win the same way all the time. In FFA or Tower Wars a strategy might work sometimes, sometimes not. It's so much more a challenge!

    That's why i feel voting Tower Defence wouldnt be correct. :)

    PS: Do you know that Towerwars 1.x map? I don't remember why, but don't like those Maul maps much :/

    Posted in: General Chat
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    posted a message on What Do We Want to Play?

    One point is missing on the poll:

    Tower Wars

    That would be my favourite map. There is not one decent tower wars map comparable to oldschool warcraft3: Towerwars 1.x

    1 Map is out there with similar ways for creeps but only maybe 25% ready.

    If anyone would make a Tower Wars map i would be willing to help testing/balancing. (EU)

    Posted in: General Chat
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    posted a message on Magicide (Custom RPG)

    Strategic depth in a PvP map. Awesome!

    I can't wait to play this! :)

    Posted in: Project Workplace
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    posted a message on Magicide (Custom RPG)

    I am curious about that! :)

    Just had a game of Magicide in "Fun Or Not". So you didnt take the map down yet:) Actually you could w8 until your new reworked map is playable:D

    We started with 6 players (me vs 5).

    Player 2 disced at once.

    Player 1 didn't get a hero so his screen stayed black. He had his only profile (profile 0) selected.

    And when the last player disconnected i saw this again:

    Quote from Eiviyn: Go

    Quote from D1000:

    Hmm, there was a bug yesterday: Someone left, but his shield was visible until the game ended (I suppose it was his shield, just saw it when I was running around)

    That's odd. Easily fixed, but odd. I'm working on a new version that will allow all spells to have a self cast option (so say, a shield spell will always be used on you). I'll fix it with that update.

    He was killed by me with shield+storm. He had most likely only Bolt. So i guess the green shield appearing after a few seconds is the immortal revive shield.

    Posted in: Project Workplace
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    posted a message on Magicide (Custom RPG)
    Quote from zenx1: Go

    Ok the so called "storm" is extremely broken. Watcher slaughtered us like pigs! With just void storm + TP....

    I still think Storm is not broken:

    Quote from TimSin112: Go

    About storms: They are strong, but considering that you are very close to enemy, so you are

    1. an easy target...

    2. you cant team up with an ally because you damage each other...

    3. gets countered by an airshield, pushing you away all the time...

    4. gets countered by air storm, pushing you also away...

    5. each time you are heading for an enemy he can fire directly in your direction, which will be kind of hard to escape

    so in my opinion it's not op.

    In the same night i made a 1v1 against watcher with his storm build. He died several times before he got me the first time (no more bandages)... I used 4 Bolts and 1 shield (+abilities). Btw. i am sure watcher used also shields and other abilities like haste and sprint with his build...

    Of course a major problem of Magicide is that new players get totally slaughtered by the experienced players. (Like in any other fast paced actiongame).This effect gets dramatically increased by the fact, that new players have 1 spell and 0 experience to buy any upgrade.

    My suggestion would be: 2 Modes:

    1. Newbie-Mode: Everyone starts with the same spells and Experience (Nothing is saved, beside statistics like kills, games,...)

    2. Advanced-Mode: Like it is now (nearly): Everyone can load one of the 3 old Characters or start with a new one with 6000Exp. An ingame -load command would be cool if you want to switch the character.

    Posted in: Project Workplace
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    posted a message on Magicide (Custom RPG)

    Sounds interesting.

    - Damage item only changes energy-cost of spells, not the damage. (At least visuell)

    - Btw. I don't like the change to the speed powerup. Since it doesn't stack with Sprint anymore, it feels a bit worthless :(

    - Darts and Shards damaging yourself on melee range (intended?)

    - Darts damaging hit yourself while moving

    - spirit shell on shards doesnt work properly, they are only silencing while a caster is on the ground where they exploded, (instead of 5 seconds)

    Posted in: Project Workplace
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    posted a message on Magicide (Custom RPG)

    I dont know Arathi Basin:/

    How about:

    1. No basic creep spawn. (or very little creep spawn)

    2. for each pylon you control, more creeps will spawn

    3. creeps dont give exp/resources, so its a good thing to have them

    4. exp/resources for dealing damage/killing other players and capturing pylons (not for a captured pylon, just for the "work while capturing")

    Posted in: Project Workplace
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    posted a message on Magicide (Custom RPG)

    What game do you want?

    - Holding pylons is most important?

    - Dota like farm the creeps to get very strong and hold the pylons?

    - Fighting other players for fun and more experience?

    -

    to throw in some ideas:

    -killing players gives points

    -holding pylons gives resources

    -

    as a note:

    as new player its hard to get experience without the 5000xp abilities

    Posted in: Project Workplace
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