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BusterK
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Post subject: Re: Balance Posted: Thu Nov 04, 2010 10:53 pm |
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Joined: Wed Oct 27, 2010 6:05 pm Posts: 43 Location: USA
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Joost wrote: I doubt we will be adding any new features after the Move patch, but we may do another balance patch later on. That depends on what the balance statistics tell us in the weeks after the patch. You guys are right in pointing our the current version needs a balance patch, but if the fixes we do know make the balance good enough, then we may not need to do another one after that. I figured it'd be a long shot for a lot more features being added, but it was still hopeful  Are there going to be more changes in the patch other than the ones previously listed? Sorry for asking so many questions.
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niqster
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Post subject: Re: Balance Posted: Thu Nov 04, 2010 11:33 pm |
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Joined: Wed Oct 20, 2010 12:55 am Posts: 7
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I think what people are also trying to figure out Joost, is this:
Where is the future of this game going?
I believe the request for DLC should be noted as a great sales motivation. Also, the move patch and balancing are also key features to let the community know this game can grow.
I for one am just waiting to see if you guys [developers] are already working on other titles, or are you planning on taking this game farther with balance, DLC, new features etc.
I hope you guys have big plans for this awesome game post release and this move/balance patch.
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Japes
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Post subject: Re: Balance Posted: Thu Nov 04, 2010 11:46 pm |
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Joined: Mon Jun 08, 2009 2:33 am Posts: 96 Location: United States
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niqster wrote: I think what people are also trying to figure out Joost, is this:
Where is the future of this game going?
I believe the request for DLC should be noted as a great sales motivation. Also, the move patch and balancing are also key features to let the community know this game can grow.
I for one am just waiting to see if you guys [developers] are already working on other titles, or are you planning on taking this game farther with balance, DLC, new features etc.
I hope you guys have big plans for this awesome game post release and this move/balance patch. Just speculating, I don't think this game is popular enough to warrant DLC. Sure, I really love the idea, and promoted it in some other threads, but I'm 90% sure that if the developers aren't able to devote the time for voice chat and the like, DLC probably won't appear. I think that after this next patch, and possibly another patch or so, there's going to be little new in the way of Swords and Soldiers until its inevitable sequel. On another note, wouldn't a 3d version be awesome? No, not stereoscopic 3d (since that's already there), but the use of polygons instead of sprites. Sure, the entire artstyle would have to shift from the cartooniness to realism, but I know I would buy it!
_________________ If the moon was made of barbecued spare ribs, would you eat it?
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BusterK
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Post subject: Re: Balance Posted: Fri Nov 05, 2010 12:15 am |
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Joined: Wed Oct 27, 2010 6:05 pm Posts: 43 Location: USA
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Japes wrote: Just speculating, I don't think this game is popular enough to warrant DLC. Sure, I really love the idea, and promoted it in some other threads, but I'm 90% sure that if the developers aren't able to devote the time for voice chat and the like, DLC probably won't appear. I think that after this next patch, and possibly another patch or so, there's going to be little new in the way of Swords and Soldiers until its inevitable sequel.
On another note, wouldn't a 3d version be awesome? No, not stereoscopic 3d (since that's already there), but the use of polygons instead of sprites. Sure, the entire artstyle would have to shift from the cartooniness to realism, but I know I would buy it! Yeah you're right about the popularity issue, I usually encounter the same people over and over again which gets boring... I'm sure not many people continue playing this game after getting 100%. Even in the top 10 the average games played is 100-200... 3D would be fine if they kept the side scrolling aspect of the game... personally I like the sprites & it's really hard to find good 2D games these days. I think it'd be a lot more work for them to make it into 3D so a sequel would be postponed even further if this were the case.
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The Randomizer3000
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Post subject: Re: Balance Posted: Fri Nov 05, 2010 1:51 am |
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Joined: Sat Aug 08, 2009 4:25 am Posts: 62 Location: somewhere
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more passive abilty or just more unit types (like in my idea a few posts back) would definitly add some varity, which this game needs. maybe its time to go into blizzards rejected files 
_________________ The meek shall inherit the earth, but not its mineral rights.
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Japes
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Post subject: Re: Balance Posted: Fri Nov 05, 2010 2:47 am |
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Joined: Mon Jun 08, 2009 2:33 am Posts: 96 Location: United States
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BusterK wrote: Japes wrote: Just speculating, I don't think this game is popular enough to warrant DLC. Sure, I really love the idea, and promoted it in some other threads, but I'm 90% sure that if the developers aren't able to devote the time for voice chat and the like, DLC probably won't appear. I think that after this next patch, and possibly another patch or so, there's going to be little new in the way of Swords and Soldiers until its inevitable sequel.
On another note, wouldn't a 3d version be awesome? No, not stereoscopic 3d (since that's already there), but the use of polygons instead of sprites. Sure, the entire artstyle would have to shift from the cartooniness to realism, but I know I would buy it! Yeah you're right about the popularity issue, I usually encounter the same people over and over again which gets boring... I'm sure not many people continue playing this game after getting 100%. Even in the top 10 the average games played is 100-200... 3D would be fine if they kept the side scrolling aspect of the game... personally I like the sprites & it's really hard to find good 2D games these days. I think it'd be a lot more work for them to make it into 3D so a sequel would be postponed even further if this were the case. Sorry for not clarifying. I meant keep 2d gameplay, with 3d models (like Smash Bros). And I definitely love the 2d style for Swords and Soldiers, it's just kind of fun to dream. 
_________________ If the moon was made of barbecued spare ribs, would you eat it?
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olivier
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Post subject: Re: Balance Posted: Sun Nov 07, 2010 1:29 am |
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Joined: Wed Apr 22, 2009 6:08 pm Posts: 156
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Thought you guys might like to hear a bit more about the reasoning behind the balance fixes. Also: we're very aware of the balance issues with Chinese being too strong/easy and Vikings being to weak. We don't want to go overboard though, and make too harsh amends. Balance issues often seem to exaggerate themselves as players tend to be very good at capitalizing on even the tiniest of imbalances. So, to fix big balance issues, the changes don't have to be big per se. But: we will be very objective about this and if these changes will prove not to change enough, we will do our best to change some more  . Quote: footsoldier hp 105 -> 98 terracotta dmg 8 -> 6 This is mainly done because footsoldier+terracotta rushes are too strong versus Aztec. This change doesn't affect the other matchups nearly as much. Footsoldiers are intended to beat dartblowers, and they still will, but will take 1 hit less from jaguar warriors to die - which hopefully shifts the balance early-game in the favor of jaguars in this matchup. Chinese will have to put a little more effort in beating jaguars. Quote: footsoldier upgr time 3 -> 7 footsoldier upgrade cost 90 -> 110 Another Footsoldier nerf to make Footsoldier rushes a bit harder. If you still want to rush very fast, you'll have to research Footsoldier 4 seconds earlier, and you'll be sacrificing building economy by doing that, which will make it a bit harder to build economy while Footsoldier-rushing. We want rushing to be possible but have serious drawbacks. Quote: footsoldier cooldown 3 -> 4 This will make stacking Footsoldiers a lot harder. Also, Chinese players shouldn't be able to rely as much on an unending stream of Footsoldier meatshield to protect their weaker Rocketeers and Zen-Masters. Chinese players will have to rely on Terracotas and Shields more. We hope this makes how to protect your weaker forces a bit more interesting situational choice. Quote: catapult hp 130 -> 95 catapult minrange 5 -> 4 catapult maxrange 6 -> 7 catapult attk cd 6 -> 4 catapult impact now stuns units for 0.3 seconds catapult cost 150 -> 180 Catapults are seriously underused, and often seem to feel like a clumsy unit that rarely pays off. We want them to be a valid strategical choice. Catapults will decimate dartblower and skeleton packs, something Viking players were having a lot of trouble with. The stun also lets them interupt Zen-Masters. They have taken a hit in hp though, and Vikings will often need to spend mana on keeping their Catapults alive... Quote: arrowrain manacost 65 -> 70 This ability was a little too strong for it's cost. Quote: Hammer of Thor hp 200 -> 250 Hammer of Thor sees too little use. The other balance changes seem to give Vikings a little more breathing room against the other factions to explore their tech-tree though, and Hammer of Thor might see more use as a result. We didn't want to buff Hammer of Thor too hard, as it is an ability that can easily wreck balance when overpowered.
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Japes
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Post subject: Re: Balance Posted: Sun Nov 07, 2010 1:40 am |
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Joined: Mon Jun 08, 2009 2:33 am Posts: 96 Location: United States
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olivier wrote: Thought you guys might like to hear a bit more about the reasoning behind the balance fixes. Also: we're very aware of the balance issues with Chinese being too strong/easy and Vikings being to weak. We don't want to go overboard though, and make too harsh amends. Balance issues often seem to exaggerate themselves as players tend to be very good at capitalizing on even the tiniest of imbalances. So, to fix big balance issues, the changes don't have to be big per se. But: we will be very objective about this and if these changes will prove not to change enough, we will do our best to change some more  . Quote: footsoldier hp 105 -> 98 terracotta dmg 8 -> 6 This is mainly done because footsoldier+terracotta rushes are too strong versus Aztec. This change doesn't affect the other matchups nearly as much. Footsoldiers are intended to beat dartblowers, and they still will, but will take 1 hit less from jaguar warriors to die - which hopefully shifts the balance early-game in the favor of jaguars in this matchup. Chinese will have to put a little more effort in beating jaguars. Quote: footsoldier upgr time 3 -> 7 footsoldier upgrade cost 90 -> 110 Another Footsoldier nerf to make Footsoldier rushes a bit harder. If you still want to rush very fast, you'll have to research Footsoldier 4 seconds earlier, and you'll be sacrificing building economy by doing that, which will make it a bit harder to build economy while Footsoldier-rushing. We want rushing to be possible but have serious drawbacks. Quote: footsoldier cooldown 3 -> 4 This will make stacking Footsoldiers a lot harder. Also, Chinese players shouldn't be able to rely as much on an unending stream of Footsoldier meatshield to protect their weaker Rocketeers and Zen-Masters. Chinese players will have to rely on Terracotas and Shields more. We hope this makes how to protect your weaker forces a bit more interesting situational choice. Quote: catapult hp 130 -> 95 catapult minrange 5 -> 4 catapult maxrange 6 -> 7 catapult attk cd 6 -> 4 catapult impact now stuns units for 0.3 seconds catapult cost 150 -> 180 Catapults are seriously underused, and often seem to feel like a clumsy unit that rarely pays off. We want them to be a valid strategical choice. Catapults will decimate dartblower and skeleton packs, something Viking players were having a lot of trouble with. The stun also lets them interupt Zen-Masters. They have taken a hit in hp though, and Vikings will often need to spend mana on keeping their Catapults alive... Quote: arrowrain manacost 65 -> 70 This ability was a little to strong for it's cost. Quote: Hammer of Thor hp 200 -> 250 Hammer of Thor sees too little use. The other balance changes seem to give Vikings a little more breathing room against the other factions to explore their tech-tree though, and Hammer of Thor might see more use as a result. We didn't want to buff Hammer of Thor too hard, as it is an ability that can easily wreck balance when overpowered. I'm really glad you made this post. This makes the changes very understandable, and I agree 100%. Can't wait for the patch release!!
_________________ If the moon was made of barbecued spare ribs, would you eat it?
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david_A
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Post subject: Re: Balance Posted: Mon Nov 08, 2010 10:58 pm |
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Joined: Thu Oct 14, 2010 3:09 pm Posts: 22
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Can't wait to try this update out, I'm just loving the idea of catapults with stun on hit even though they're gonna become a great target for mindcontrol.
Quick question on swordsmen's reflect ability, when a projectile hits multiple targets and swordsmen are stacked does this give all those swordsmen a chance to reflect the one projectile there by increasing the chance of reflect happening?
I bring this up because I was playing survival the other day and on one of the late waves the catapults got isolated and all I had near them was a bunch of swordsmen, when all 8 or so catapults fired everysingle shot got reflected. So was it pure coincidence or did the stacked swordsmen increase the chance?
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The Randomizer3000
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Post subject: Re: Balance Posted: Tue Nov 09, 2010 12:52 am |
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Joined: Sat Aug 08, 2009 4:25 am Posts: 62 Location: somewhere
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that would qualify under the "EPIC" catagory of ownage
_________________ The meek shall inherit the earth, but not its mineral rights.
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