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I'm glad you found a way to have people be more interested to support you monetarily, and I wouldn't want to prevent that from happening. But in the worst case scenario, the donor weapons can (in their current state) split the community and create a situation where players start leaving as the better content is locked behind a paywall.
EDIT: Found ignoreClientDonorInfo on the configurations file. Is this intended to allow disabling the donor benefits, and if so, could you allow (on future updates) to separately disable/enable certain donator benefits individually?
Oh and ppl pls do not forget that after some time, elko always gives the weapons to the horde so be prepared to fight Horde Grill Chiefs (Flame Zweihander and Axe), Advanced Undead Aimbots (Fire Bow, I LOVE THE SMELL OF NAPALM IN THE MORNING ;)) and the mighty Thunder Ninjia Wall (bruiser with lightning sword). And celebrate the revival of the much beloved treb-sling using HORDE BOMBER! Muhahahahahaha! xDDDDDDDDDDDDDDDDD
PS: Results may vary*
Yeah, releaseing an update tomorrow with balance adjustments.
ignoreClientDonorInfo doesn't disable the weapons. There is no way to do that currently. But in a few iterations of balance updates, this should not be such an issue anymore.
Just like at the begnning with the enemy scale per wave. This naturally needs some tweaking over time.
So posting some actualy balance improvements here, helps out a lot ;)
For tomorrows update, the treb-sling and firebow is in focus.
Somebody mentioned lightning sword upgrades:
1. stunning several enemies at a time
2. lightning bolt going through several enemies
Im usure about this because the stun is really powerful in my opinion. The bolt has a high reach and high damage already.
What do u think?
I suggest adding slowing effect to player using treb sling to prevent outrunning the horde while using it. I do hope these big knockbacks will not cause issues with bots flying out of the map and forcing a stalemate.
So far I've found the lightning sword to be the least overpowered. The stun effect should be less common or require comboing or charging to work, though.
The ranged attack seems to require a precise aiming and will only hit one target. It takes a good while to charge and you are not very mobile while doing so. I do like the idea of it being able to pierce multiple enemies (on a narrow area).
@Solaire I can already imagine Bruiser knocking players around while simulteneously setting them on fire and/or stunning them. lol
PS. I haven't introduced myself here before, I host the Better Than Crypts -Sandcastle server. Thanks for listening to feedback and keeping the mod going.
So the update is out and I put in the slowing effect for treb-slingers.
The stun effect has a chance of 5% for normal attacks and +15% for each combo attack.
I will lower it to 3% and 10% respectively.
When the slash is fully loaded, it should always stun enemies.
Also, like lawman said, all 3 fire weapons need some serious re-balancing (nerfing).
Will see to the self-stun issue.
I can also increase the weapon prices again. They should already cost 600. Where did u read that they cost 500? Did I forget to adjust some descriptions?
Thanks for the feedback guys. Definately helps.
-fire bow is still op
-lightning sword seems balanced
-fire axe and fire sword are op, u can wipe out a tank crew in no time (was funny :D)
My opinion to balance this: Donator weapons prices should be much higher
Lightning Sword: 1000 (Its the most balanced, it should have the lowest price of the donator weapons)
Fire Axe: 5000
Fire Sword: 4500
Fire Bow: 5000
Cata-Sling: 5000
Maybe u could give donators some kind of shortsword instead of the dagger so they can "afford" their favorite god item ;)
I already raised the prices 3 times.
In contrast to any other item, the donor items adopt to the current wave number. Unlocking them on very high waves by making the prices so high is against the idea.
So basically, u r saying the scaling should be more pronounced, making the items weaker on lower waves? Would u downscale the normal sword damage or the fire explosion?
For instance, currently below wave ~27 the donor Zwei is weaker in normal damage than the original Zwei.
Maybe other balancing ideas are needed: Giving extra weaker items as compensation is a bit too confusing. What about introducing the concept of wave based abrasion to donor items? The more kills u do with the donor item, the weaker it gets. Next wave it's 'repaired' again?
(hmm that gives me the idea of a souleater item, charging a special ability with the number of kills...)
Btw. how do u like the poster of Alibaba on the questboard? ;)
Other balancing Ideas:
-Maybe create another item called the "Flail of Fail". Flails are pretty much hated in this mode becaue their damage is low compared to their slow speed. So just modify the flail that it gives u 50% more points for a kill.
-Or the new items would just cost as much as the klinge. Many ppl can reach 2900 score if they watch out and dont die too much.
-Or (maybe a too radical idea): The weaker the weapon is use to kill an enemy, the more points u get for a kill.
I think if u manage the balance of damage grow with wave number it'll do just fine too. Maybe it would be better to re-think some mechanics of the new weapons.
The fire axe for example: If u charge it and then release a deadly combo (while always trying to hit atleast one enemy directly so ur stamina never lowers) u can waste every army that stands before u in no time. Maybe u should change it, that theres only 1 but deadly fireburst after u release the charge attack. That would ensure to kill many enemies but not a whole army that was charging towards u.
PS: Where can I buy laserswords? xD
That fireburst idea restricted to 1 during berserking is in for the next release.
Also got the idea to introduce a cooldown for the explosion in general and set it to 13 seconds.
This renders the 1 hit only during berseking obsolete... should have implemented it the other way round ^^'
I knew ppl want laserswords sooner or later, but I can't make it a donor item because it is from an open source mod. Also the purchase boxes are already overused in my map.
So I thought about making it a rare drop from Jedi mobs...