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Post by Sonic Sloth on Jan 9, 2019 8:37:46 GMT
Its exhausting putting out an update on 6 platforms, but the process has been started, so v1.50 should start to appear over the next half week. Some multiplayer games may be disrupted as people get the update. Any feedback or bug reports please let me know!
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Post by steph on Jan 10, 2019 10:26:53 GMT
Great update for an excellent game! Will start a new online game soon I have a few suggestions for the game: allow spiders to climb walls and allow the characters to jump from a wall (with damage).
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Post by steph on Jan 10, 2019 16:24:24 GMT
Spell 'Treasure Chest' is overpowered imo, too many chests with powerful potions on a single map.
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Trasd
New Member
Posts: 30
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Post by Trasd on Jan 10, 2019 19:05:05 GMT
I must admit to not playing multi-player for some of the reasons sited (specifically, being blown to hell when I first start).
I've been playing TLW since its release. What am I missing by not doing multi-player? Is it all PVP, or can it be group based PVE?
Maybe this should be answered on another thread....
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Post by Sonic Sloth on Jan 10, 2019 23:16:25 GMT
Spell 'Treasure Chest' is overpowered imo, too many chests with powerful potions on a single map. I may need to do another update in the future to tweak some of the new spells and changes, but I will wait until a larger number of games have been played to get a full picture. It wasn't possible to test MP as thoroughly as I did for the original release as really it requires several people to put many hours into it. With treasure chest, the contents are randomised, and the chests are distributed across the entire map, so no one player should get a massive advantage. In fact, I hoped it some cases it would help even the odds for struggling players by giving them opportunities to craft or use potions they couldn't possibly collect on the map. We'll see how it goes though, I can certainly tweak it if it continues to be a problem.
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Post by Sonic Sloth on Jan 10, 2019 23:21:28 GMT
I must admit to not playing multi-player for some of the reasons sited (specifically, being blown to hell when I first start). I've been playing TLW since its release. What am I missing by not doing multi-player? Is it all PVP, or can it be group based PVE? Maybe this should be answered on another thread.... Many people have given feedback that Multiplayer is the best mode. Certainly I think it has kept some players returning to it every day that otherwise would have long ago stopped playing. I think it is good because it constantly gives interesting decisions to make. There are so many different ways you can handle a situation, it is often possible to turn around seemingly impossible odds with some clever moves. However, it is also brutally difficult for players that do not know all the possibilities, or understand all the features of the game. The Handicap system I've added is supposed to help with that, but it is almost certainly going to need further tweaking.
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Post by steph on Jan 10, 2019 23:23:56 GMT
I've also added a handicap system. It is impossible for me to thoroughly test this, so we'll see how it goes. I can tweak the system on the game server or even disable it if it does not work well. Your handicap in each game is based upon the percentage of game wins you have compared to your opponents. It goes from +1 to +9. Where +1 gives you very small improvements such as a +1 or +2 to your Warlocks Attack/Defense, whereas a +9 will give you extra mana each round, all summoned creatures will be auto-promoted and you will gain a bonus chance of success in combat. I dislike this handicap system! I want a challenge, not a easy game. It's like cheating for me. Currently I have started a game against the usual veteran opponents and I have HC+6, plenty of health and a very long list of spells... Please add an option to refuse/accept the 'improvements' Thx
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Post by Sonic Sloth on Jan 10, 2019 23:35:44 GMT
I dislike this handicap system! I want a challenge, not a easy game. It's like cheating for me. Currently I have started a game against the usual veteran opponents and I have HC+6, plenty of health and a very long list of spells... Please add an option to refuse/accept the 'improvements' Thx I knew the handicap system was going to cause problems... it is impossible to get it perfect. I can add an option to 'opt-out' in an update, or I can disable it entirely with a switch on the server if everyone hates it. However, I could really do some feedback on whether it is doing the intended job of making the odds more even between players, because it is true that inexperienced players are often put off immediately. I suspect I may need to tone down the handicap bonuses a bit, but without people trying it, I don't have any way of improving it.
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Post by steph on Jan 11, 2019 10:22:01 GMT
As handicap system you can add near the warlock a personalized 'EasyGame' potion (not usable by other warlocks/creatures) that increases the health/defense/mana/spells. If you choose to have a bigger challenge you can ignore the potion.
Another suggestion, add a companion/pet for brand new players that follow the warlock closely (like a body guard) and explain in a bubble basic rules right on the beginning.
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Post by steph on Jan 11, 2019 11:46:13 GMT
'Transmute' is very cool, 'Kaboom' is cool and powerful especially with flying creatures.
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Post by Sonic Sloth on Jan 11, 2019 23:47:06 GMT
As handicap system you can add near the warlock a personalized 'EasyGame' potion (not usable by other warlocks/creatures) that increases the health/defense/mana/spells. If you choose to have a bigger challenge you can ignore the potion. I'll probably just add a menu option that lets you opt-out of the handicap before you join a game. Someone else could collect a potion, making things complicated! In the mean-time you can reduce your handicap by winning games! This will also help me tweak how much advantage you get from each HC+1. Really the system is aimed at encouraging new players, not for experienced players like yourself - so it makes sense to add an opt-out.
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Post by Sonic Sloth on Jan 11, 2019 23:50:36 GMT
Also I could do with feedback on the crafting items on the maps. I added more in the update. Are there too many now? Are there too few vials or too many plants? etc. I'm concerned that more items means more time using up APs collecting them - which may slow the game down, but I did feel there was sometimes a lack of things to craft previously. This was partly why I added Treasure Chest.
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Post by Slapples on Jan 13, 2019 14:54:23 GMT
Good idea with the bow and subversion (both game winners and needed to be adjusted), the handicap is a good idea but think it gives them too much of an advantage at the moment. The treasure spell is a good idea but I reckon there needs to be less chests. Great work and thanks for the new content I've been playing multiplayer for ages now and keep coming back, one of the best games out there thanks!!
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Post by Stinky on Jan 14, 2019 16:39:44 GMT
I think the handicap should be optional as noted above. I'd actually value it more in the local mode where I sometimes play family/friends who are beginners. It would work best for first time online players.
Also, any online handicap would need to be based on the last X number of games. A new player may start as a bad player and quickly match the other players despite having fewer wins.
I notice in our active game now, I have the handicap but another player I match in the rankings does not. Slapples is a very good player and I generally try to kill him as fast as I can so he doesn't "level up". I may have a lower ranking than against others since I often attack him instead early (and don't always win) so other warlocks I don't fight might outlive me. How is the handicap and general ranking calculated?
Collecting items often means an under-protected warlock, so not sure if more will slow the game down.
Do you play the game Sonic? I always assumed you were Slapples
Games loosing sync (still happened sometimes in the last version) is the most vital problem I see.
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Post by Sonic Sloth on Jan 14, 2019 23:13:36 GMT
Out of sync: Please email me at support@sonicsloth.com when this happens with any info you have about the game. I have not seen it happen in a long time, so I thought it was fixed. Doing updates always brings the risk of new sync bugs. Handicaps: It collects the % of wins each player has had over their last X games. Then it compares the % against other players in the same game and allocates the handicaps. If you let me know who is in that game you reference, I can look into why the handicaps came out that way. Coming up with a perfect method of handicap calculations is hard. The % of wins you have is not always representative of how good you are - it depends on who you played. One possible solution is that I make it so everyone starts with HC+9 and it drops by one after every win, but never goes back up. This way new players get a slowly reducing advantage with each game. It does mean it only works for new players though, not for poor vs great players. I'm still thinking... I do play, but I'm not Slapples although he did beat me quite a lot.
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