Dr Super Good
Spell Reviewer
- Joined
- Jan 18, 2005
- Messages
- 27,287
Right, after playing it again I have a few sujestions which I have thought about quite carefully.
1. EXPLOIT - Repicking as botanist allows you to cast rain instantly. Early game, the bota player makes a 3*3 patch and then spams rain. By continious repicking he can easilly cast over 4 rains a minute on the patch giving the team a huge pool of starting resources. The lost EXP by repicking can be made up by spamming power potions from all the harvest giving him a huge level burst once done as well. This is a clear exploit as it evades the cooldown on the rain (to such an extent you can be physically casting rain 90% of the time early on). Repicking should only work every 2 minutes or have a limit to prevent players from executing such an exploit (not rechoosing last choosen class will not be enough as you could repick twice, once a different class then the bota). This exploit exists for all classes but rain by far has the largest effect early on. Before second wave it is possible to have a 4*4 patch of level 2 flowers and I was only told about the exploit late.
2. When dieing late game you have as good as lost. You start at level 1 and it is virtually impossible to get to a reasonable level again and most likly you will die again. It would be nice that if you pick the respawn the same class you get atleast some levels back as well as a boosted EXP rate until you are back at the level you died. This would still give an EXP penalty long term but not mean that dieing late removes you from contributing. Changing classes should reset you to level 1. If you must keep the current system, consider it as a form of "hardcode" mode which in turn can award more exp if done well.
3. The immune wave has nasty ranged units. They deal about 300 chaos damage at over 1000 range. Yes they are immune units but not artillery, if they are artillery give them less damage or make them hit ground (so you can evade their attacks) otherwise just decrease their range slightly. I am aware they are very weak to proper fighters (with armor and levels) but they total all static defenses and any support class that gets into their range easilly dies due to a large wave of homming projectiles which cannot be excaped. This makes them feel very unprofessional (something one expects in a LoaP god) as they look like they have been buffed with out any consistency or consideration. Especially since the waves special is powerful as it is (most stuff does not work on them as they are immunte) they really do not need such insane attacks.
4. The otherside of the river should support a dredging mill or atleast a 1 way exit. It is possible for players to become stuck across the river and unable to get back without repicking (early) or suiciding (later). An example is if the only builder is on the other side and does not realise the mill has died. Inorder to not effect the strategic value of the mill position, I advise simply starting a 1 way teleport if the river is not passable which allows units off the other side but not back to it until the mill is rebuilt.
5. The botanisit ability to fuse large numbers of mana and health flowers (sorry name excapes me currently) should also effect clay and iron flowers if the appropiate skills have been learnt. It can get very chaotic if a large number of clay and iron flowers built up around the garden and it is time consuming to remove them all. Especially since the ability is lategame and the clay and iron flowers are only used early game (mine is used later) this would not change much but make it easier to process gardens.
6. It would be nice if combat classes holding support items (power potions, crystals, ingridients) get warned if they hold them too long. A common problem in public games is someone who apparently has no ability to communicate grabs key items like crystals and then runs into combat with them when the support need them. This could further be improved by a -purge command which forces them to drop only non combat items. Currently the main solution is to just kick them which can be a bit unfair (especially if they are having communication problems). A demonstration might be more constructive (forcing them to drop the items might make them think that other classes need them and so learn in future games that they do not have to pick them up).
7. Unit recycling and item limits. Currently it is possible to get the game to fall into very process intensive states. An example is 3 mark II mines running constantly and a 4*4 garden of mark II being rained on by level 2 rain all the time. This easilly can produce hundreds and hundreds of items in no time flat. All that is needed then is item crowding to occur in a garden (from a couple of rains) and eithor sort item or the auto merge ability to be cast to generate a period of extreemly poor performance. An example is that my computer skips frames for half to a full second and slower players suffer from a slight waiting for player message. Good maps should not suffer such problems easilly. I advise reducing item quanities (such as only 2 flowers per resource instead of 4 and half flower spawn rate) for most activities.
I was slightly dissapointed to see how little the map has improved since I last played. I could argue that the pre immune wave builds were slightly more fun as every class felt more useful.
1. EXPLOIT - Repicking as botanist allows you to cast rain instantly. Early game, the bota player makes a 3*3 patch and then spams rain. By continious repicking he can easilly cast over 4 rains a minute on the patch giving the team a huge pool of starting resources. The lost EXP by repicking can be made up by spamming power potions from all the harvest giving him a huge level burst once done as well. This is a clear exploit as it evades the cooldown on the rain (to such an extent you can be physically casting rain 90% of the time early on). Repicking should only work every 2 minutes or have a limit to prevent players from executing such an exploit (not rechoosing last choosen class will not be enough as you could repick twice, once a different class then the bota). This exploit exists for all classes but rain by far has the largest effect early on. Before second wave it is possible to have a 4*4 patch of level 2 flowers and I was only told about the exploit late.
2. When dieing late game you have as good as lost. You start at level 1 and it is virtually impossible to get to a reasonable level again and most likly you will die again. It would be nice that if you pick the respawn the same class you get atleast some levels back as well as a boosted EXP rate until you are back at the level you died. This would still give an EXP penalty long term but not mean that dieing late removes you from contributing. Changing classes should reset you to level 1. If you must keep the current system, consider it as a form of "hardcode" mode which in turn can award more exp if done well.
3. The immune wave has nasty ranged units. They deal about 300 chaos damage at over 1000 range. Yes they are immune units but not artillery, if they are artillery give them less damage or make them hit ground (so you can evade their attacks) otherwise just decrease their range slightly. I am aware they are very weak to proper fighters (with armor and levels) but they total all static defenses and any support class that gets into their range easilly dies due to a large wave of homming projectiles which cannot be excaped. This makes them feel very unprofessional (something one expects in a LoaP god) as they look like they have been buffed with out any consistency or consideration. Especially since the waves special is powerful as it is (most stuff does not work on them as they are immunte) they really do not need such insane attacks.
4. The otherside of the river should support a dredging mill or atleast a 1 way exit. It is possible for players to become stuck across the river and unable to get back without repicking (early) or suiciding (later). An example is if the only builder is on the other side and does not realise the mill has died. Inorder to not effect the strategic value of the mill position, I advise simply starting a 1 way teleport if the river is not passable which allows units off the other side but not back to it until the mill is rebuilt.
5. The botanisit ability to fuse large numbers of mana and health flowers (sorry name excapes me currently) should also effect clay and iron flowers if the appropiate skills have been learnt. It can get very chaotic if a large number of clay and iron flowers built up around the garden and it is time consuming to remove them all. Especially since the ability is lategame and the clay and iron flowers are only used early game (mine is used later) this would not change much but make it easier to process gardens.
6. It would be nice if combat classes holding support items (power potions, crystals, ingridients) get warned if they hold them too long. A common problem in public games is someone who apparently has no ability to communicate grabs key items like crystals and then runs into combat with them when the support need them. This could further be improved by a -purge command which forces them to drop only non combat items. Currently the main solution is to just kick them which can be a bit unfair (especially if they are having communication problems). A demonstration might be more constructive (forcing them to drop the items might make them think that other classes need them and so learn in future games that they do not have to pick them up).
7. Unit recycling and item limits. Currently it is possible to get the game to fall into very process intensive states. An example is 3 mark II mines running constantly and a 4*4 garden of mark II being rained on by level 2 rain all the time. This easilly can produce hundreds and hundreds of items in no time flat. All that is needed then is item crowding to occur in a garden (from a couple of rains) and eithor sort item or the auto merge ability to be cast to generate a period of extreemly poor performance. An example is that my computer skips frames for half to a full second and slower players suffer from a slight waiting for player message. Good maps should not suffer such problems easilly. I advise reducing item quanities (such as only 2 flowers per resource instead of 4 and half flower spawn rate) for most activities.
I was slightly dissapointed to see how little the map has improved since I last played. I could argue that the pre immune wave builds were slightly more fun as every class felt more useful.