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#Post#: 11235--------------------------------------------------
Re: liauyuancheng
By: Aeroblyctos Date: October 30, 2012, 4:06 am
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[quote author=liauyuancheng link=topic=1264.msg11180#msg11180
date=1350052546]
Just played on Normal now and I find little difference in the
difficulty of the game as compared to easy. I suggest that other
than increasing enemy units' damage, you can or you may already:
- Increase hp, hp regen, attack speed, armor of enemy units
- Decrease gold and exp gained from killing enemy units
- Increase cost of buying items and recipes and books from
stores
- Increase damage and frequency of bosses' spells, mini-events
and events
- Add more spells, mini-events and events for bosses
- If something requires a time limit like fighting epic boss
chapter 3, shorten the time
- More demanding quests and more quests
- More mini-bosses and enemy units
[/quote]
I like the gold and exp thing.
Easy: -10% Exp & Gold
Normal: -20% Exp & Gold
Hard: -30% Exp & Gold
Extreme: -40% Exp & Gold
Hardcore: -50% Exp & Gold
#Post#: 11237--------------------------------------------------
Re: liauyuancheng
By: chimto Date: October 30, 2012, 8:04 am
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Yeah, reducing the gold gained? So we'll be forced to grind EVEN
more?
Tsk. Not a good thing.
#Post#: 11238--------------------------------------------------
Re: liauyuancheng
By: manstein Date: October 30, 2012, 8:22 am
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[quote]Yeah, reducing the gold gained? So we'll be forced to
grind EVEN more?
Tsk. Not a good thing.
[/quote]
I have to agree with Pourquoi. Gold is always a short resource
and as Gemstones and recipes for synthesis items cost already
very much I think it is not advisable nor fair to the player to
reduce the gold income.
#Post#: 11240--------------------------------------------------
Re: liauyuancheng
By: Aeroblyctos Date: October 31, 2012, 5:17 am
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Hmm, I see.
What does liauyuancheng think?
#Post#: 11241--------------------------------------------------
Re: liauyuancheng
By: liauyuancheng Date: October 31, 2012, 7:50 am
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Hmm, its quite true that if gold is reduced at higher
difficulties, then it makes things too difficult, possibly. I
suggest for the creator to make a poll for people to vote what
they want.
#Post#: 11470--------------------------------------------------
Re: liauyuancheng
By: liauyuancheng Date: January 11, 2013, 1:37 am
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May I suggest
- Element system:
There could be several elements: fire, ice, electricity, nature,
earth, light, darkness, air. An element can be attached to all
bosses, all spells from characters and bosses and some items. So
there could be a way whereby an element causes amplified damage
on another element and reduced damage on another element. Like
this: Light > Darkness > Ice > Fire > Nature > Earth >
Electricity> Air> Light. This means that all spells are more
effective at certain bosses and less effective at other bosses.
Phodom could be fire; fradz electricity and galeoth ice. And
items can have special effects that imbue certain elements to
the owner or activates a spell that is element-based.
- Race system:
Each enemy unit can be attached to a race. So items can have
special effects that increases or decreases damage to certain
specific races. Spells can also work the same way.
#Post#: 11485--------------------------------------------------
Re: liauyuancheng
By: goku94 Date: January 13, 2013, 10:11 am
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Element system might be a quite good thing, but the chain of
elements would have to, well, make more sense. Cast Ice on Fire,
and the Ice just melts. Blow wind in fire and the fire expands.
Cover it with earth and it evaporates. It would have to be more
like a web. Fire kills darkness, lightning kills darkness for
some time, but darkness doesn't kill anything - so it would be
the weakest one. Besides, if the system would be complex, there
would have to be virtually everything included - poison, water,
etc. If the system would be simple, and there would only be
fire, water, wind and earth - it would make no sense.
The elements were used by philosophers 2700 years ago as a
method to describe how the matter is built. Those concepts were
on a child level by today's standards, so they are very faulty,
inefective and nonpractical. The system would have to be based
on something else, not just classical elements.
The Race system also sounds interesting, but there are so many
races in this game: take wusses (or something), momos, boars,
ice beasts, strange plant-like predators, normal animals,
demons, dragons, humen, murloc, kazas. This is also way to
complicated.
#Post#: 11489--------------------------------------------------
Re: liauyuancheng
By: Aeroblyctos Date: January 14, 2013, 5:09 am
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I tried elemental type of system but as changing attack types is
too complicated and doesn't work well with systems I've created
I abandoned the project.
I don't know about races... Because most races you won't face in
the following chapters so I feel like this isn't a good idea.
#Post#: 11785--------------------------------------------------
Re: liauyuancheng
By: liauyuancheng Date: March 17, 2013, 1:59 am
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It would be great if there could be a demonstration of the spell
selected before one chooses it during the Prologue. And it would
be good if the possible range of the spell selected be seen by a
green circle, similar to Dota 2.
#Post#: 11790--------------------------------------------------
Re: liauyuancheng
By: Aeroblyctos Date: March 17, 2013, 4:35 am
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It is possible to do an arena to the prologue to test your
chosen abilities.
About that range thing, I haven't played Dota 2 so you must show
me what you're talking about.
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