• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

OK for the boy who always have a problem

Status
Not open for further replies.
Level 6
Joined
May 20, 2010
Messages
274
ok this problem comes out in my mind :D so i already know how to add custom number of stats by pressing Esc key (very nice :D), now i want to know how i can change each attributes effect..for example strength gives health regen armor or something like that and agi gives more chance to evade and int give mana regen and mana pts and etc.. please tell me :D:grin:
 
Level 6
Joined
May 20, 2010
Messages
274
no that is just an example ok this is what i want for strength

more damage
health points
health regen
endurance or something like that
armor
 
Level 6
Joined
May 20, 2010
Messages
274
actually i GOT ANOTHER PROBLEM >.<...since im making an rpg i am going to set the stats all to 0 and give them 5 lumber so they can add stats...my problem is i dont know howe weak or strong the hero should be to defeat a level 1 enemy because i saw an rpg that even if you are lvl 40+...you cannot even defeat the lvl 3 enemy >.<
 
Level 30
Joined
Jan 31, 2010
Messages
3,552
you should do what i do i just put the hero and the enemy on one place and let them fight and just see if the heroes too strong or too weak then id just change the stats.

That's the wrong way, it only calculates Hp/Dmg/Armor (im)balance.
You should play your heroes in multiplayer with your friend, and check too strong or too weak abilities/unit. Anyway, is this off-topic? :S
 
Level 8
Joined
Jun 26, 2010
Messages
530
~Void~'s tutorial on hero craft, including balance.

http://www.hiveworkshop.com/forums/...o-craft-function-role-synergy-balance-134337/


See, there's ways of detecting how many players are actually playing. What @ Apheraz Lucent is trying to say is that the creeps strenght must be adjusted according the number of players in the game and that can be done by giving upgrades to the creeps depending on that number. Upgrades are like permanent passive abilities that doesn't show any icon and are apllied when researched (what you can do instantly and with no costs with triggers) to any determined unit-type units.

Example: If your map supports 10 players, you make a 9-level upgrade for HP Bonus. One player would be equal no upgrade. When 2 players are playing, you give the level one upgrade. When 10 players are playing, you give the upgrade with full reearch (9 levels).

That will make the creeps last aprox. the same amount of time they would last if only one player were attacking them. Otherwise creeps would die ridiculously fast and game would be easier in multi-player.
 
Status
Not open for further replies.
Top