Author Topic: (Dev Really Wants Info) One Item You Most Want Changed This Week In AVWW, #1  (Read 15108 times)

Offline Bluddy

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I think it might be worthwhile to make the keyboard only mode still use the mouse for placing platforms/crates. It's not like I'm not using the mouse at all, and without the ability to make platforms with the mouse, they end up in random places, and playing in the water areas is very hard.

Offline Martyn van Buren

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That's a bug, and I understand it's already a priority for 1.0. It was the top of my wish list too.

Offline Drjones013

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This is the first time I've gotten a chance to play in a WHILE (term papers abound as UNLV's semester ends)...

That having been said there doesn't feel like there's a huge difference between the initial 'race' selection.

How about:

Cold resist = noticeably more hit points
Fire resist =  noticeably more attack power
No resist = noticeably bigger mana pool

Or something along these lines. I want there to be a 'reason' why I'd want to choose an industrial human over an ice age human, etc.

[edit]: I have noticed a tendency for the no resist humans to have an incredibly small amount of hit points compared to the other time periods. If that's the difference then all it encourages me to do is get away from using them.
« Last Edit: April 18, 2012, 01:32:58 pm by Drjones013 »

Offline Terraziel

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That having been said there doesn't feel like there's a huge difference between the initial races.

How about:

Cold resist = + cold damage spells
Fire resist = + fire damage spells
No resist = increased mana pool

Or something along these lines. I want there to be a 'reason' why I'd want to choose an industrial human over an ice age human, etc.

Somewhere in the patch notes there is a thorough explanation of the differences, but as it stand the range of base stats is actually pretty big, though because they are RNGed you can end up with some mediocre/naff characters from each age.

Offline Toll

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Unless it's been changed since 0.577:

The stats for characters now varies in a more obvious way based on their time period (all of these "points" are internal random rolling allocations -- how they translate to in-game actual stats doesn't matter, as that tends to change, but rather what matters is their relative values compared to one another):

    Time Of Magic characters lose 3 health points, but get 2 extra attack points and 4 extra mana points.
    Medieval characters have 6 extra health points, but actually lose 3 mana points.
    Bronze Age characters have 3 extra health points.
    Pre-industrial characters have 2 fewer health points, but 5 extra attack points.
    Industrial characters have 3 extra attack points.
    Contemporary characters have 2 extra health points, and 1 extra mana point.
    Ice age characters all have 4 health points, making them one of the easier types of characters to choose (they get an extra point compared to all others).
    Neutral skelebots get 7 extra health points, but lose 2 points from both attack and mana.
    Thanks to zebramatt for suggesting.

Offline Drjones013

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In terms of how that translates on the character selection menu the difference in hit points between ice age and industrial? is sometimes 100 hit points or more. Most of my character selections have been between characters with a minimal difference in mana points (which given the changes makes sense, we're only talking a few points either way) and some appreciable differences in power.

If it works for other people that's great but all it does is make me want to flee from the low hit point characters... there really isn't enough incentive to choose them.

Offline Terraziel

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The problem with the system is that it's hard to say what the difference will actually be, rather even between just the ice age characters in my one settlement the base health range is 109 - 173.

The real issue (and,  so as to not panic the devs, it's not much of one) I find is that because you don't get very many of each age the odds of you getting a "good" example of that age, one that plays to it's strength, can be pretty small.

as to not using low health characters, I'm not sure the devs are really trying to encourage you to do so, the system is sort of a play what you want thing, I for example use pre-industrial\time of magic characters a fair bit (one of my characters has a base health of about 45) because I like the extra damage (said character has been upgraded to about 212% attack power). but I also have use Skelebots for when I just need gobs of health, and Ice Age characters for when i want to take the tension off (being good allrounders)

Offline x4000

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as to not using low health characters, I'm not sure the devs are really trying to encourage you to do so, the system is sort of a play what you want thing, I for example use pre-industrial\time of magic characters a fair bit (one of my characters has a base health of about 45) because I like the extra damage (said character has been upgraded to about 212% attack power). but I also have use Skelebots for when I just need gobs of health, and Ice Age characters for when i want to take the tension off (being good allrounders)

If the character has really low health, it's because they are freaking amazing in some other ways.  Which can be useful if you don't take much damage.  Still, you're always going to take SOME damage, so you'll probably want to take that low-health character and put at least 1-2 upgrades into their health via upgrade stones.  Then you arrive at a character that is really powerful but still on the low end of health (but not one-hit killed most of the time).  Aka, your glass cannon.  You then have 8-9 more upgrades (or however many) to throw into the mana or attack power slots, and those get REALLY a big benefit since the amount of benefit per upgrade slot is based on the basic stats of that slot for that character.
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Offline zebramatt

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Oh yes. One other thing. Tiny personal bugbear.

http://www.arcengames.com/mantisbt/view.php?id=5797