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v2.03c Development Progress

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v2.03c Development Progress

Post by Siraraz on 10/06/12, 04:36 am

Here are some ideas of what I was thinking for the next version. Some should be self-explanatory, but I'll try to explain the ones that aren't.

This thread outlines the current progress on the next version.

Possible changes - require discussion

*HP per strength point reduced from 50 to 15
*Strength per level reduced from 5.0 to 2.5


I'm trying to make late game not as boring late game by making Pudge more fragile. Late game, can easily reach up to 7500 HP and higher. Hooks will deal only 1000 damage. Land mine/grenade only about 700 damage. Very hard to kill. Also, Toss make attacking harder too. Numbers are not final.

*Floating text is no longer shown if you can’t see the unit.

This is for aesthetic purposes as well as balance purposes. You can figure out enemy movement based on the floating text. Good players use this to their advantage.

*Rupture now has a cooldown when it takes effect

This is for balance purposes. If Meat Hook has a cooldown of 3.5 seconds. Perhaps the cooldown could be 8/7/6/5/4?

Changes to be implemented

*Items belonging to the enemy team cannot be picked up

This is to prevent item stealing and abuse.

*Added a team-switch mechanism (like DotA’s)

For balance purposes. I'd say this is almost finished. Although there will probably be bugs with this. Works in the same way as DotA. -switch x, -ok, -no.

Changes implemented

*Initial position now randomized

This is to prevent choosing a player slot from having any impact. For example, it is 3v3:
PLAYER 1...........PLAYER 4
PLAYER 2...........PLAYER 5
Closed...............PLAYER 6
Closed...............Closed
PLAYER 3...........Closed

PLAYER 3 will start at the very bottom, away of everyone else initially. I guess it doesn't really have that much impact, but I think it's nice to have. Idea liked?

*Added new game mode: timed mode (-tmxxx)
Timed mode will set the game to last xxx minutes. The team that has the most kills at the end of this time will be the winners. Example usage: -tm030nt. This will make a 30 minute game with revive time of 5 seconds.


Maybe you want a 20 minute game only? See who can kill the most in that time?

*Added command –camh to adjust camera distance (ex. usage: -camh high, -camh 2250)

For those who want wider viewing distance.

*Improved fountain regeneration rate from 7.5hp per second to 1% (of max HP) per second

Because 7.5hp/s was really not that useful late game when you had like 10K health. That was like 0.00075%/s. I may make it 0.5%/s actually.

*Changed flame model so it is easier to attack manually

Because when you want to manually attack instead of hook, you cannot click it easily.

*Ward cast range reduced from 500 to 200

Matches Land Mine cast range. 200 is average of level 1 - 5 cast range of lay land mines.

*Ward charges from 3 to 2

So basically 7.5g per ward now.

*Blink now escapes hooks

When you Blink when hooked, it will be wasted. So I thought this might be a nice solution?

*Can no longer take enemy items

When a leaver drop items, you can sell the item. But sometimes, you already got max item. So you have to drop the item and sell it and then get your item again. Sometimes, the enemy can take your item when you do this. So added this to stop that.

*Blink cast range reduced from 900 to 650

It is indeed too high.

Self-explanatory:
*Added more hints
*Command –unstuck now moves camera instantly
*Changed hotkeys of Upgrades shop to match position (Q and Z)


Last edited by Siraraz on 21/06/12, 05:36 pm; edited 4 times in total
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Re: v2.03c Development Progress

Post by Mr_Bean on 10/06/12, 10:12 am

Wow, these are great suggestions! I really like randomising starting positions, Timed Mode, increasing fountain regeneration and blinking while hooked. I think that reducing HP per strength point and reducing strength per level will make the game much more balanced.

Once again, good job! Cool

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Re: v2.03c Development Progress

Post by Mr_LiSa on 11/06/12, 09:37 pm

About blink good , but think now distance is to hight
another - very good
P.S. Dont understand this
Matches Land Mine cast range. 200 is average of level 1 - 5 cast range of lay land mines.
Sad

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Re: v2.03c Development Progress

Post by Mr_Bean on 12/06/12, 12:13 am

Ward cast range is the same as Land Mines cast range.

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Re: v2.03c Development Progress

Post by Siraraz on 21/06/12, 12:47 pm

Updated.
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