The Beta Manifesto
haha. with my luck, I'll have to wait till the official release. :(
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i reskill system would be key. and i have seen plenty of games not have it and later have it cause of damand.
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Really good Ideas! Thanks for the info
Hmm... What should I write here?
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If anyone is hosting a game/contest for a beta key send me a message of the details please :)
-KbobK |
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ehh
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Would appreciate if it would be possible to obtain a key for!
Thank you! |
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" ha +1 .. I hope too but unlucky. Igo to play something else for now ... Last edited by muser11#4011 on Sep 5, 2011, 6:57:01 AM
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How were you guys able to obtain the beta access codes?
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Awesome, this game looks so good!
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I think that to help prevent players from spamming support gems, there should be a system to calculate the maximum damage from the specific gem setup the player is using, and adjust the mana cost to reflect how powerful that spell is. Although I think that it shouldn't be a linear increase, as dmg increases mana should increase at a rate close to .8(or somewhere close, but for you guys to determine the exact ratio through balance testing). Therefore more powerful spells would be more efficient, but also more expensive. This would support the use of many different spells because if a player encounters a field of enemies then their most powerful spell would be the best choice because it would be the most efficient in that situation. For smaller groups of enemies, the weaker spells would be more efficient.
This would probably have to be calculated when the player socketed the gem, due to huge number of different gem setup possibilities the final game is looking at. It would be a simple bit of math, so I dont think it would be a very processor intensive at all. Each support gem type(multiple projectiles being one type, on hit poison effects, etc) would need its own specific dmg increase ratio calculated beforehand. When 2 or more support gems were combined, the game could multiply these amounts together, calculate the maximum damage possible(as if every projectile hit, AND for every target hit the poison lasted its maximum life cycle), and adjust the mana cost accordingly. If some of the support gems had a cc effect such as slowing, or stunning or knocking back, then there would need to be a power ratio for those also. A stun lasting 1 second could be considered to increase the power of the spell by 1.5*, a slow for 1 sec could be 1.2* and that could be just as easily factored into the mana cost. However, the power of cc is subjective and therefore would require some additional balance testing to determine a fair ratio based on the type of cc(slow stun, blind, etc), and its duration. |
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