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Thread: Pre-Alpha Release of new Tactics-Style Game!

  1. #41

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    Wizzy and I just played a game and the damage reduction blocking was pretty cool. Only issue was the pop up in stats blocks the top left corners in game. You can still attack them but it's hard to know what is lethal and whatnot if you cursor over before making your thoughts for the turn.

    Also listing who is online in the lobby instead of generic 3 players in lobby would be nice. For example Wizzy and I finished a game and there was a third in lobby and we didn't know it was burnout until he said something.

    Buying new troops might be a lot of work to keep the balance. It's a good idea though.

    Line of Sight was a huge strategic thing in TAO, and the archer seems to not have that here. It's fine either way, but confusing to people from TAO to make the switch. Assassin seems underpowered (old one hit all four tiles not just one, in a + shape [front back side to side]).

    When in game in the bottom right there is "?" is that Avatars? If so how do you set your avatar?

    A calculator for damage on the side would also be useful so people don't have to do the math. (example at the top here: http://greatlakes.taorankings.com/play/)

    Awesome game.
    Last edited by Hulky; 06-17-2017 at 01:55 PM.

  2. #42
    Sexual Wank Pheasant Wizzy`'s Avatar
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    Hey Unit, seems like this is the thread you check, so just a few suggestions real quick from a quick game I had with Hulky just now.


    The stats when you click a unit to try and attack you can't necessarily fully see the units on the opposing team if they're in the corner that the stats pop up in.

    Is there anyway to add a damage calculator for the blocking damage reductions? I know over time people figured it out on TAO but it's a bit more math involved with the percentages.

    and how hard would it be to add a list of online users so you can see the names?


    Everything else looks great. Really enjoyed the game I played. Great stuff.

  3. #43

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    just played my first game and these are my thoughts:

    -blocking needs to be increased all around
    -Barrier is incredibly broken; range needs to be reduced, you shouldn't be able to move with it and there should be a means of breaking the focus of the barrier
    -Enchantress is incredibly broken as well; see Barrier comments
    -you should be able to target a blank space
    -overall balance of the characters is pretty poor, I think you need to re-tool a lot of the characters. Not trying to make it exactly the same as TAO, so not going to tell you how, but I think using the TAO guidelines are a pretty good move

  4. #44

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    Thanks for the feedback guys, I really appreciate it. You honestly won't hurt my feelings and can only improve the game by giving feedback in these early stages of development. To address everyone's points:

    Hulky:
    • I'll try and have a 'whose in lobby' box in my next release build
    • I will improve the HUD for showing how much damage a selected character will do when moved. I'll also try and eventually add a way to undo moves (that was also requested)
    • LOS for scout/archer was something that I couldn't remember how it worked from the original TAO so I rolled my own little algorithm to do it. The noticeable differences are that: (1) there are no trick shots (ie clicking somewhere else and doing damage elsewhere, I think that would be poorly understood by newer players) and (2) my LOS blocks more than TAO's did I think. So Hulky, Wizzy and Burnout and I discussed having a GA type character who could do easy damage past LOS. We can obviously discuss this more if we think the new algorithm is too restrictive.
    • The "?" Icons when you are ingame will eventually be customizable avatar icons. Still on my Todo list so everyone is a questionmark for now.
    • I'm hoping to not have an explicit calculator, but rather some sort of text popup on the board which will assist with how much damage you will do. Still a Todo


    Wizzy:
    • Yeah, the character stats popup is super in the way right now. It's hard to scale non-vector graphics and have them still look good so I'm still looking for a solution so that screen resolution isn't fixed for the game!
    • For your other points I lumped them in with Hulky's bullet list


    Maverik:
    • Blocking: So there is no more RNG blocking in this game (could be changed) - It's now all percentage based damage reduction, but I felt the damage reduction was fairly balanced or maybe even too drastic in some cases (knight)
    • Barrier is broken: Haha yeah so I've heard. There have been talks of changing it to be a single cast shield that you can move with but pops after one attack and decays after 3 turns. What do you think? Up for discussion though.
    • Enchantress I could add focus to, she's definitely a little OP right now.
    • Targeting blank spaces: What characters do you want to target blank spaces with, and why?
    • Overall balance is poor: Happy to retool characters where there is inbalance so that everyone is a viable character to use. Could you list a few characters that are out of balance (besides the BW/Chanty you already listed)? I did however use TAO as a general guideline to follow when I created my characters.


    I think I got everything. Let me know if I missed anything.

  5. #45

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    Quote Originally Posted by UnitOfTime View Post
    Thanks for the feedback guys, I really appreciate it. You honestly won't hurt my feelings and can only improve the game by giving feedback in these early stages of development. To address everyone's points:

    Hulky:
    • LOS for scout/archer was something that I couldn't remember how it worked from the original TAO so I rolled my own little algorithm to do it. The noticeable differences are that: (1) there are no trick shots (ie clicking somewhere else and doing damage elsewhere, I think that would be poorly understood by newer players) and (2) my LOS blocks more than TAO's did I think. So Hulky, Wizzy and Burnout and I discussed having a GA type character who could do easy damage past LOS. We can obviously discuss this more if we think the new algorithm is too restrictive.


    Maverik:
    • Blocking: So there is no more RNG blocking in this game (could be changed) - It's now all percentage based damage reduction, but I felt the damage reduction was fairly balanced or maybe even too drastic in some cases (knight)
    • Barrier is broken: Haha yeah so I've heard. There have been talks of changing it to be a single cast shield that you can move with but pops after one attack and decays after 3 turns. What do you think? Up for discussion though.
    • Enchantress I could add focus to, she's definitely a little OP right now.
    • Targeting blank spaces: What characters do you want to target blank spaces with, and why?
    • Overall balance is poor: Happy to retool characters where there is inbalance so that everyone is a viable character to use. Could you list a few characters that are out of balance (besides the BW/Chanty you already listed)? I did however use TAO as a general guideline to follow when I created my characters.


    I think I got everything. Let me know if I missed anything.
    re: targeting blank spaces - has to do with LoS, I actually think the TAO LoS was very good and I think yours takes away a lot of competitive aspects

    if you create the game targeted to not overwhelm new players, your threshold for keeping players interested is going to be very low

    I think the highlighted part in red is really, really bad and would definitely dissuade me from playing

    for Barrier/Enchantress, allowing for having successive targets is a really bad feature as well

    I think indefinite, single cast targets that have a limiting factor (ie. for Barrier, target can't move; for Enchantress, she can't move while in focus) is much more balanced.

    re: retooling the characters - not sure if the board is the same size as TAO's was, but the ranges all seem off-balance, I think the ranges need to be adjusted or board size needs to be increased. I think range should be reduced and board should be a bit bigger.

    I'll play a few more games and give you more feedback, but I think the damage reduction should be increased overall as well. The game I played with Wizzy was really short/quick and rather uninteresting. Didn't feel like there were very many difficult decisions to be made.
    Last edited by Maverik; 06-25-2017 at 02:22 PM.

  6. #46
    Sexual Wank Pheasant Wizzy`'s Avatar
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    I think AFO and Mav need to play a game and hammer out the imbalance

    for what it's worth, the LoS not being easy for new players to figure out is half the reason it gave a competitive edge. people who play the game more are better.. instead of buying units and winning gold to be automatically better. idk. my 2cents on the LOS aspect giving players a reason to play more and learn
    Last edited by Wizzy`; 06-25-2017 at 04:21 PM.

  7. #47

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    Thanks for the feedback guys. Really appreciate it.

    LOS: I'd be happy to add this back in as needed. But I'm hoping that there will eventually be more competitive aspects to the game as well as more ways for players to grow in their knowledge/strategies as they play more. I think that the trickshots in the old LOS were kind of a "gotcha" and are weird to visualize because of the grid nature of the game.

    BW/Enchantress: I will work to balance these better, because I know they are off.

    Retooling characters: Board is the same size as TAOs. I made most of the ranges from what I could remember or scattered Youtube videos so everything should feel pretty close. In general I'd like to think that character balance is relative to what other characters are in the game and since everyone has basically the same set, matches should feel balanced regardless; however, once more characters are released it'd get boring to constantly play against one set over and over again because it's the strongest - will try to keep balance and metrics against that.

    To Wizzy: Totally agree, definitely want to create a high skill-cap game. TAO's LOS could add to that for sure. Hoping that unique character abilities will add more though to strategies and counterplay. I'm hoping that characters will be balanced in such a way that people will create sets with characters they like/fit their playstyle, and that there won't be characters who are just flat-out better than others - that way the "starter set" or whatever will be just as winnable as any other.

    Anyways - those are just my thoughts. Thanks for reading.

  8. #48

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    A Knight in Chess is as complex as the Scout in TAO the L shape wasn't that hard and learning curve can be not a gotcha by having a link to a tutorial

  9. #49

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    Alright. I think I'll probably add LoS into the game. Just need patience as I add it in as a feature. Would it be better or worse if there was a path that showed how the projectile traveled from start to finish?

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