- Joined
- Oct 19, 2012
- Messages
- 6
5/5! And a small suggestion. Can you swap the placing "Let the game end" and "Continue game". Forgive my clumsiness in pressing enter/space accidentally.
(57 ratings)
Defend [Q] | - Protects you from incoming damage. You must be facing the damage source to block the damage. |
Note: When you join the group, say something in the chat! |
Hmm perhaps.Nice
About destructible doodads... You should just make all abilities do damage to doodads, and replace small doodads like barrels and crates with destructible ones. It shouldn't be too much work
Hmm yeah, I've misclicked that myself many times as well.5/5! And a small suggestion. Can you swap the placing "Let the game end" and "Continue game". Forgive my clumsiness in pressing enter/space accidentally.
[/td][td]Wow, another update! Cant wait to check it when i go home.
This news look like you can add an actual deathmatch/duel AI now. I hope you'll consider this.
[/td]Looking forward to AI Deathmatch!!!
A great map indeed.
It......it......it has a....a.....ai. Wow finaly thabk u sire, thatnk, will test in now just to move my fat brother from pc, thx thx, was wbing for this so so long time. Btw did map get DC rating i know some dc maps that cannot even compare with this on.e
Version 0.97h
|
@01-30-2012, 01:16 AMxorkatoss said:i tested this alone and it was pretty good 5/5
would you mind adding AI bots? newbies like me could use bots for trainning...
Actually AI has been in BnG II for a long time, It was just only available on Boss Mode.lol, finally AI
3. Throwing Weapons dont work for me in DM and Warmup (never ever), mana is spent, cooldown started, but weapon not throwed and animation not played..
wow, I know to it is late but I have to play it!
EDIT: Continuing down post.
First off all all bugs reported here are founded while playing with AI bots.
7. Battle Zone area, 11 AI warmup. In one moment when timer is finished for giving me new spells, timer wasnt hidden and I didnt get any spells. It is probably because of 11 ai played and plenty actions that have been played.
I have some suggestions but cannot remember them now.
EDIT2:
I have remember one thing(suggestion):
When I kill enemy it Writes for excample YOU killed BOT2, but when he kills me it writes BOT2 killed worldedit. So maybe to change that?
+Rep. Good job.
First of all sorry for double post I cannot edit the(I can but it is really hard from cell-phone).First of all AI is gr8, I cannot write too long so I will focus on things that I have found out:
1. Many(F10)-Log(F10) log is f12 and it should be Log(F12)
2. 1 Bots- 1 Bot
3. Throwing Weapons dont work for me in DM and Warmup (never ever), mana is spent, cooldown started, but weapon not throwed and animation not played.
4. I also can drop them(didnt tested in Boss Mode)
5. In Game Customization everyting have hotkey except Game Modifiers.
6. After reseting game in what insta kill was on, next game can also have insta kill even if it is turned off.
It's never too late to play BnG II!wow, I know to it is late but I have to play it!
[/td][td]EDIT: Continuing down post.
First off all all bugs reported here are founded while playing with AI bots.
7. Battle Zone area, 11 AI warmup. In one moment when timer is finished for giving me new spells, timer wasnt hidden and I didnt get any spells. It is probably because of 11 ai played and plenty actions that have been played.
I have some suggestions but cannot remember them now.
EDIT2:
I have remember one thing(suggestion):
When I kill enemy it Writes for excample YOU killed BOT2, but when he kills me it writes BOT2 killed worldedit. So maybe to change that?
+Rep. Good job.
First of all sorry for double post I cannot edit the(I can but it is really hard from cell-phone).First of all AI is gr8, I cannot write too long so I will focus on things that I have found out:
1. Many(F10)-Log(F10) log is f12 and it should be Log(F12)
2. 1 Bots- 1 Bot
3. Throwing Weapons dont work for me in DM and Warmup (never ever), mana is spent, cooldown started, but weapon not throwed and animation not played.
4. I also can drop them(didnt tested in Boss Mode)
5. In Game Customization everyting have hotkey except Game Modifiers.
6. After reseting game in what insta kill was on, next game can also have insta kill even if it is turned off.
People I would really like to play this map with you on garena, it is my favourite pvp map ever, I am really sorry that I cannot help you with more testing, anyway I hope to my bug report now and this posted long time ago helped you at least a little
Is the player ranking up if they playing Bot Enemy only? ._.
Please add changelog for the latest patch
Thanks for the suggestions!Without any doubt a very very cool map
Suggestions:
- add kill streaks (maybe with announcer) like killing spree or rampage for additional rewarded feelings by kills
- add special moves (bladestorm) or powerups (of course only if they do not destroy the gameplay or gameflow)
- optional map events (pirate attack on ship)
- Arena map where you are able to push anemies into spikes or deadly pits
That's nice to hear!Fun game . GJ
I suggest a bigger map
Version 0.98m
|
I think this should be Director's Cut?..
remember guys, last review was over a year ago.lol this map is way too awesome
it should be on the Directors Cut
remember guys, last review was over a year ago.
If I'm not mistaken Kitabatake will request a new review when map reaches v1.00 and he might even be able to get a Director's Cut!
Thanks for reporting, this will be fixed in the next version.Hi sir Kitabatake
Were 6 players that time
THEN
Bugs are encountered by my team
Well , i think its the island , the problems are those pathing blockers and spawn points. One of my friend was trapped behind the pathing blocker , as a result , he cant attack.
I hope you fix it
Hmmm, perhaps.Hey, this is an awesome map. I think this kind of map picture with the guy and the writing on top of him, I think Blades n Gore should use a better drawing. Just saying. There are so much great artists in hive which you can request one.
That's very nice to hear!Totally epic but a bit hard for me! Unique, bloody, simply epic... also the character cusomization blew my mind first time I played it! 5/5
Writing up something because bored
Interruptions should be more common.
Currently, interruptions don't really have that much influence in a fight, considering
• how small the window is for them to occur in the first place and
• how trivial the stun duration is already.
Putting more emphasis on this mechanic would really alleviate the problem of 90% of fights being clusterfucks. Right now, it really doesn't deter Slash spamming at all - even a one-on-one looks like two meat grinders trying to tango. Pls fix.
Hmmm, very valid points!Slow mana regeneration doesn't complement the pace of the game.
Any sword with a stamina rating less than 15 is pretty ass. I understand that you can use multiple swords, such as pairing the Katana with ass-rapingly high damage weapons - but that makes the rest of the swords seem like add-ons.
Exclusively using a low stamina sword is suffering, though. It's not hard to dry up your mana banks in this game, but it sure is hard to recover from it. You will not have a moment of solace to get back your mana; instead, you'll be decking your ass out of town from enemies trying to sodomize you.(Spoilers: you will die.)
...Basically, I'm trying to say that there's too much time spent dilly dallying and fumbling like a retard instead of fighting.
That is actually how it was originally supposed to be.Mana should be revised somehow. Below is a rough idea of how I think stamina should work:
• Mana regeneration is much faster (Katana speed or higher) regardless of stamina rating
• Stamina rating now affects how much mana you consume with spells, though
• Mana cost on spells should be jacked up accordingly, of course.
Lack of sword variety.
Nodachi, Blood Lotus, Katana, and Flamberge are alright. They actually have -somewhat- unique attributes to them that affect playstyle. The other weapons seem too focused on "OH SHIT 70 DAMAGE" or asshair bonuses that are negligible in a game where you die in 2 hits. And if you ask me, damage needs to be toned down a shitload too (extra backstab damage doesn't help either)
Hmm, I did try attack speed modifiers at some point but I can't remember why I discarded that idea. Probably had some problems with the animation speeds. I'll have to look into that again.Swords need to vary in more parameters outside damage, range, and mana regeneration. Have a list:
• Attack speed: naturally, heavier swords like the Greatsword will take longer to swing; the light Katana can slice and dice like nobody's business, etc.
• Hitstun: possibly add minor hitstun on heavier weapons
• Can't think of anything else, fug
Yeah, gotta develop them further as soon as I get some other stuff out of the way first (full screen systems etc).Bots need some refining.
Gonna list some obvious things that you're probably already going to address
• Bots have -perfect- timing. Seriously, their cruelly efficient Slash spamming can literally kill you in less than half a second. Also, they don't have any input delay. Not really beginner-friendly.
• They're also pretty fucking retarded when in "evasion mode." The general behavior seems to be "do a couple of tumbles and drink afterwards." Wow whoa
The text will be fixed for next version.
Kitabatake said:Successfully blocking a slash often gives you enough time to counterattack before the enemy is able to react.
I think increasing the stun duration would only make the game very defend-oriented, which would most likely be detrimental to the gameplay.
Stamina bar would fix both. You know, as in floating text.Kitabatake said:Also, having a triggered manacost would mean some inconveniences such as:
- Indicating manacost in the tooltips would be very problematic. (I would basically have to add another line of tooltip text that would just be a formula for the manacost and nobody has the time to read and interpret those).
- The abilities will not be automatically disabled when you haven't got enough mana, which means that players would more often end up trying to cast abilities they can't afford.
Just store ability level in a variable? iunno m8Kitabatake said:Ability levels are already necessary for the levelup systems so I can't just use levels to manipulate the manacost.
Kitabatake said:Grand Fang - Very strong weapon that punishes missed attacks with extra stamina drain.The bonuses are of course situational but I wouldn't really call them negligible.
Greatsword - Deals percentual damage that is very effective against high hp enemies.
Claymore - Greatly boosts mana regeneration if outnumbered.
War Fang - Allows you to drain health on every hit, keeping you alive longer.
Bastard Sword - Gives a significant boost to your stamina and health.
Viking Sword - When charged up, has the power of a heavy weapon, while still having the stamina of a light weapon.
Also, it takes more than 2 hits to kill someone if any of the following is true:
- Players are not using the heaviest weapons
- Players are using armor
- Players use the defend ability
Just altering the animation speeds won't cut it; you're probably going to have to make new animations - that is, if you don't want it to look stupid.Kitabatake said:Hmm, I did try attack speed modifiers at some point but I can't remember why I discarded that idea. Probably had some problems with the animation speeds. I'll have to look into that again.
Hitstun would probably encourage slash-spam even more, unless the attack speeds were low enough.
But if the attack speeds are too low, it will be far too easy to block...
If the heavy weapons could strike through defend they might be overpowered.
Hmmm, gotta think...
Well, the standard affair seems to be sprinting from the area.Kitabatake said:Yeah, gotta develop them further as soon as I get some other stuff out of the way first (full screen systems etc).
Got any suggestions for better evasion behavior?
Ye.Kitabatake said:The text will be fixed for next version.
Did that backstab bug occur in version 0.98? I'll have to check the angle comparisons...
Ah yes.Interrupt happens when two players attack each other at the same time, no? Wasn't talking about Defend, which is something that's already fine as it is.
Uh? That wouldn't fix either of them.Stamina bar would fix both. You know, as in floating text.
It is already, but I need the level-specific descriptions for the abilities.Just store ability level in a variable? iunno m8
You can charge up Bastard Sword before entering combat, which means you don't necessarily need strong armor.Still don't think the Greatsword, Grand Fang, and Viking Sword are any special. They're just there to dish out megafucktons of damage, albeit through different methods. The Bastard Sword and War Fang bonuses mean ass if you don't use them in tandem with stronk armor - even then, a strong offense is the best defense, especially in this game.
Claymore is alright, I just forgot about it. It seems more PvM-oriented, though, much like the Greatsword.
also naked armor master race
Well the only problem with animations is that the available names are running out and it would probably be too much of a hassle to use indexes.Just altering the animation speeds won't cut it; you're probably going to have to make new animations - that is, if you don't want it to look stupid.And I think I'm alright in animating, and with MdlVis to boot (that's what you use, right?). Just holla if you need help my son.I am also a jobless high schooler with too much fucking spare time
Hmm possibly, yeah.Here's what I think (going to classify bigger swords as "greatswords" for convenience):
• greatswords take twice as long to swing
• greatswords' attacks can still be blocked, but the attacker won't suffer from stagger
• hitstun is on par with Kick, so it shouldn't be too annoying; it's there to interrupt actions, not to stunlock
• only Slash is given hitstun, not Lunge
etc etc.
Yeah probably should add the lunge to the escape methods.Well, the standard affair seems to be sprinting from the area.
My favorite thing to do, however, is to jetpack my ass out of there via tumble-lunge-tumble spam. It works, m8.
And possibly make bots more aggressive when low on health. You know, a desperate last stand sorta thing.
Well the combat system treats all units the same way.Ye.
I am probably imagining things, but bots seem to have a penchant for glitchstabs more than human players do, too.
Kitabatake said:Uh? That wouldn't fix either of them.
How would a floating text bar indicate the current manacost of all available abilities?
How would a floating text bar indicate specifically which abilities you cannot afford at the moment?
w/eKitabatake said:Also, floating bars would further clutter the screen, which is something I want to avoid.
Kitabatake said:You can charge up Bastard Sword before entering combat, which means you don't necessarily need strong armor.
??Kitabatake said:charge up
Hmm?i forgot to mention that you should be able to cast any ability regardless of how much mana you currently have. that said, you wouldn't be able to cast anything when at 0 mana (obviously) and when regenerating mana after hitting 0
How would the bar provide any extra information in comparison to the mana displayed below the portrait?having a stamina bar, you'd have a visual of how much mana you'd be using up as opposed committing a bunch of numbers to memory. it would also eliminate the need to document a gorillion mp consumption formulas in ability descriptions
Well, let's see if this leads to anything.you probably will disregard this suggestion anyway since it's too "radical" in terms of its effect on gameplay, but i really cannot come up with a way to fix mp regeneration. and yes, I really do believe it -does- need to be fixed
Nevermind, I was thinking of Viking Sword there
Kitabatake said:Hmm?
"Can't cast anything when regenerating mana after hitting 0"?
So when would the player be able to cast again?
Do you mean he would be locked from casting until he has regenerated all mana?
That would mean long pauses in the combat.
it doesn't.Kitabatake said:How would the bar provide any extra information in comparison to the mana displayed below the portrait?