Feature request collection

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Feature request collection

Post  Sworddragon on Fri Apr 12, 2013 3:26 am

I have found many feature requests after playing some time and wanted to post them here.

Balancing

  1. In my opinion the handycap scaling should be removed. I have played some parts of Final Fantasy but never seen such a behavior. It is also annoying that the enemies gets stronger if you get stronger too (so you have less motivation to level up). Also this allows to exploit strong enemies (master ultimately 19 jobs and kill with your last job on level 1 the uber bosses). At least to remove the exploiting the scaling could be done on the total amount of levels.
  2. It seems enemies that gets stronger than Hashmalum are making a bigger dependency to a group play. Since Warcraft 3 is loosing fast a lot of players this seems not to be a good idea. I recommend the following:
    1. Make the uber bosses weaker so that players are able to kill them solo with enough ultimate mastered jobs (without that the player needs to abuse the bosses).
    2. Scale the strength of the bosses with the number of the players. For example on normal every enemy could get for every player beyond the first a bonus of +50% HP and +50% attack. These values could vary on other difficulties (for example 100% on Very Hard).

  3. Even with the knowledge what will happen on the Halaster quest I was not able with an overgrinded hero for this quest to save him solo on Very Hard. There are spawning many Abnominations which are blocking the way and the Setag is reving after his death. In my opinion 1300 HP are too less for Halaster for this quest.
  4. Is it intended that Naisha can teleport to a player? This way the quest escorting her can be very easy done. The Transport Turtle is also able to take her and teleport to the hero.
  5. The bears and wolves that appears on the main quest near Ao Madoushi are really strong. This is because they are able to permanent stun a hero. With such an ability they are even stronger than the follwing quest enemies. I recommend to solve this problem in one of the following ways:
    1. After the condition is over the hero (and enemies) could be a short time immune to the related condition.
    2. The chance to stun an enemy could be lowered for some enemies.
    3. The amount of enemies which are able to stun could be reduced for this quest.



Miscellaneous

  1. The spirit can't take items with a higher level than the spirit. Maybe the spirit should be able to do this.
  2. The spirit could be able to take gold and runes.
  3. If the hero takes an item but his inventory is full it could be automatically moved to the inventory of the spirit if it isn't full.
  4. What about spirit upgrades for an extended heal/mana transfer? On higher levels/masteries 1500 HP seems to be nearly useless and moving 100 MP needs lot of spamming of this skill. I think upgrading these skills to 5000 HP/500 MP should be fine.
  5. Queklain could have its own questcup to avoid being a strong enemy in a weak cup.
  6. The arena animation seems to be useless because it is not a real animation. Also the enemy vs enemy fights are calculated based on random instead of their strength. I would like to see a real animation of a fight.
  7. What about making all cups visible on the Cup Organizer but still locking them? This way they could contain the information how they can be unlocked.
  8. It would be nice to know afterwards how many times a cup was beaten. Maybe the Cup Organizer could inform you about this.
  9. It would be more comfortable if the spirit could start a cup too (because the Cup Organizer is often choosing the spirit automatically).
  10. Normally items are selling for the half. But for example an elixir which costs 3000 gold and 1 crystal shard sells only for 1500 gold but selling 2 of them gives 3000 gold and 1 crystal shard. Maybe the missing crystal shard could be converted into gold.
  11. Items, coins and runes are not removed automatically after some amount of time. I recommend the following:
    1. Add a removing interval of 30 minutes.
    2. Only coins, runes and non-unique enemy drops should be removed.
    3. Items that the player drops should be protected.
    4. Don't remove any item that drops in the last 60 seconds of the interval. This prevents that an item which drops short before the interval triggers will be removed before the player is able to take the item.
    5. Maybe add the ability to disable the interval and the ability to call a cleaning manually.

  12. Items, coins and runes should be destroyable (except some important quest items).
  13. Seal materia gets potential weaker with higher levels. For example a player who wants to only silence enemies would be unhappy with higher levels of this materia. I recommend one of the following solutions:
    1. The seal materia could open a menu with the different spells. The user can then choose the spell he likes on higher materia levels (the spells could have different cooldowns too).
    2. The materia could have a chance on every status to trigger on an enemy (this means that multiple states could trigger with one usage).

  14. If it is possible the world cooldown of materia could be visible for all players with a cooldown animation on the materia.
  15. What about if the materias would only combine if all 4 of them would be at the correct places at the same time? This would also avoid removing materia if you can't finish the quest.
  16. I would like to have a text speed of 0.5. A text speed of 1 is sometimes too fast for me (maybe because english is not my native language and I have to translate the text).
  17. The EXP gain rate could be scaled on the primary attribute. Currently wizards have an higher advantage with this.
  18. The amount of crystal shards of a player could be visible in the player overview too.
  19. Summoned Eidolons could directly spawn by the player who summoned them.
  20. You can give heros with empty slots items which could be really annoying.
  21. After beating the brothers the first time their potion slot does not refill (so they doesn't maybe have any potions anymore on the second fight).
  22. The library in Kalm looks a little annoying for me. Bookshelfs which are as high as houses in an free area (what if it rains, will the books be destroyed? Razz). What about making a real house for the library?


Last edited by Sworddragon on Mon Apr 15, 2013 9:56 am; edited 4 times in total

Sworddragon

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Re: Feature request collection

Post  Mavs on Fri Apr 12, 2013 5:18 am

Sworddragon wrote:
In my opinion the handycap scaling should be removed. I have played some parts of Final Fantasy but never seen such a behavior. It is also annoying that the enemies gets stronger if you get stronger too (so you have less motivation to level up). Also this allows to exploit strong enemies (master ultimately 19 jobs and kill with your last job on level 1 the uber bosses). At least to remove the exploiting the scaling could be done on the total amount of levels.
I don't really see the problem, having all 20 ultimate masters I don't find anything I can't solo in normal mode (though I haven't gone up against Dark Eden or Penance, for that matter). Of course, for some of the stronger creeps (trio of dark Bahamuts, for example) you might die and need to come back. But then again, if there was nothing that could kill you then the game would be completely unbalanced.
About the so-called 'exploit': There's 2 ways you can look at this. On the one hand, you could see how using a lvl 1 job with 19 ultimate masters against a high end boss would make it much easier. Then again, once you do kill it, your job would lvl up A LOT making this 'exploit' less viable with every use. On the other hand, if you did use total lvl as the scale, then the player who just begun and got his very first master (which remember, only adds a lousy 15 damage to passive bonus) would have a much harder time leveling his second job than his first; this would actually make one hesitate about leveling a 'useless' job at first (i.e, Chemist).

It seems enemies that gets stronger than Hashmalum are making a bigger dependency to a group play. Since Warcraft 3 is loosing fast a lot of players this seems not to be a good idea. I recommend the following:
Make the uber bosses weaker so that players are able to kill them solo with enough ultimate mastered jobs (without that the player needs to abuse the bosses).
Scale the strength of the bosses with the number of the players. For example on normal every enemy could get for every player beyond the first a bonus of +50% HP and +50% attack. These values could vary on other difficulties (for example 100% on Very Hard).
Again, we are currently able to solo them with, as you said, enough mastered jobs. You probabbly haven't gotten to 1980 yet and that's why you're not able to do it, but once you do, if you upgrade all your equipments, use glyph, and have decent enough gear coupled with a few elixirs you shouldn't find this problem at all. Unless, that is, you're playing on very hard all the time. That mode's supossed to be very hard... With those bonus you propose I don't think I'd like the game at all, it would be too easy. 100% on hard would be the equivalent to today's normal handicap...

Even with the knowledge what will happen on the Halaster quest I was not able with an overgrinded hero for this quest to save him solo on Very Hard. There are spawning many Abnominations which are blocking the way and the Setag is reving after his death. In my opinion 1300 HP are too less for Halaster for this quest.
Now, I'm not sure I remember which one is Halaster, but seeing as you mentioned Setag I'm gonna take a leap and say he's that wizard riding a horse. That said, I don't think I quite understand what you mean... you're saying the quest's too hard? I've never had him die on me, and Setag doesn't attack anything 90% of the time.

Is it intended that Naisha can teleport to a player? This way the quest escorting her can be very easy done. The Transport Turtle is also able to take her and teleport to the hero.
You might have a point here, but seeing as that particular quest gives only like 500 gold and exp, and that Naisha is actually very useful with her Sentinel skill I really don't think it matters 'cause most people don't finish the quest 'til late in the game, and new players probabbly wouldn't have a clue where to go and might find better use for her on fighting with them.

The bears and wolves that appears on the main quest near Aou Madoushi are really strong. This is because they are able to permanent stun a hero. With such an ability they are even stronger than the follwing quest enemies. I recommend to solve this problem in one of the following ways:
After the condition is over the hero (and enemies) could be a short time immune to the related condition.
The chance to stun an enemy could be lowered for some enemies.
The amount of enemies which are able to stun could be reduced for this quest
I think that's what the devs wanted to do with them, kind of a way to warn you that the main quest's gonna get harder. Also, they never permanently stunned me. If you can't kill the wolfs or the infernal knights, you can't kill Queklain, much less Gafgarion.

It would be nice to know afterwards how many times a cup was beaten. Maybe the Cup Organizer could inform you about this.
Oh, yes! I'd love to see this. Can't tell you how many times I've had to beat a cup just to know how many times I'd beaten it before lol. Not sure how it would go though, seeing as how the Cup Organizer (if you unlock the 10 cups, still haven't gotten to the 10th) would have all his slots occupied... Maybe make a new NPC next to the Battle Organizers with that option?

The EXP gain rate could be scaled on the primary attribute. Currently wizzards have an higher advantage with this.
This too, would be nice. I never really knew why int even affected the rate at all... unless it's from one of the FF games? Can't say I remember that.

Do you play in Garena Sword? Maybe we could strike up a game and see what the problem is Wink.
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Re: Feature request collection

Post  Sworddragon on Fri Apr 12, 2013 5:30 am

Mavs wrote:Now, I'm not sure I remember which one is Halaster, but seeing as you mentioned Setag I'm gonna take a leap and say he's that wizard riding a horse. That said, I don't think I quite understand what you mean... you're saying the quest's too hard? I've never had him die on me, and Setag doesn't attack anything 90% of the time.

Yes, Halaster is the wizard who wants to kill Setag. The problem is, he has some Abnominations guarding him and if the battle begins he will summon some more. In this case they are surrounding Halaster and killing him within a few seconds.


To the balancing: I'm playing solo on Very Hard. You should try to kill solo on Very Hard every enemy without abusing them (maybe even with permanent death rule) Razz
I think most of the strong enemies could be easy beaten with 99 elixirs or due to their relative slow regeneration rate (after dying just run to them again if you are not playing with permanent death rule).


Last edited by Sworddragon on Fri Apr 12, 2013 10:20 am; edited 1 time in total

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Re: Feature request collection

Post  Mavs on Fri Apr 12, 2013 5:35 am

I never abused any of the strong mobs. Well, most I did was one kill Echele with a lvl 24 when I only needed 2 ultimates but that was just for exp. Still, if you're playing on very hard it's pretty much a given you can't solo everything, because you're not supossed to, I think. If you could kill everything by yourself on very hard, then normal would be a walk in the park lol.

Also, what do you consider 'strong enemies'?
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Re: Feature request collection

Post  Sworddragon on Fri Apr 12, 2013 5:37 am

Mavs wrote:Also, what do you consider 'strong enemies'?

Most of the enemies with 4 digits damage or higher (Ultima/Omega Weapon, Dark Eidolons, etc.).

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Re: Feature request collection

Post  Karifean on Fri Apr 12, 2013 10:39 am

Sworddragon wrote:I have found many feature requests in one game session and wanted to post them here.

Balancing

  1. In my opinion the handycap scaling should be removed. I have played some parts of Final Fantasy but never seen such a behavior. It is also annoying that the enemies gets stronger if you get stronger too (so you have less motivation to level up). Also this allows to exploit strong enemies (master ultimately 19 jobs and kill with your last job on level 1 the uber bosses). At least to remove the exploiting the scaling could be done on the total amount of levels.
There was a topic on this sometime back (should still be somewhere in the General section) and it seemed most people didn't really mind it. Also, that exploit is 'fixed' since if your hero is at low level, the enemies scale with ((Your Ultimate Masters * 5) - 1) instead.

  • It seems enemies that gets stronger than Hashmalum are making a bigger dependency to a group play. Since Warcraft 3 is loosing fast a lot of players this seems not to be a good idea. I recommend the following:
    1. Make the uber bosses weaker so that players are able to kill them solo with enough ultimate mastered jobs (without that the player needs to abuse the bosses).
    2. Scale the strength of the bosses with the number of the players. For example on normal every enemy could get for every player beyond the first a bonus of +50% HP and +50% attack. These values could vary on other difficulties (for example 100% on Very Hard).

  • I do think that superbosses should require multiple players. Strategizing what combo of classes is the best should be rewarded.

  • Even with the knowledge what will happen on the Halaster quest I was not able with an overgrinded hero for this quest to save him solo on Very Hard. There are spawning many Abominations which are blocking the way and the Setag is reving after his death. In my opinion 1300 HP are too less for Halaster for this quest.
  • Oh. I never actually played this quest on Very Hard. And picking a class with AoE damage or stun or just running in to get the aggro yourself doesn't work?

  • Is it intended that Naisha can teleport to a player? This way the quest escorting her can be very easy done. The Transport Turtle is also able to take her and teleport to the hero.
  • Yes, this is intended. Escorting Naisha through the Ancient Forest - especially on Hard and Very Hard - isn't easy because of her low HP.

  • The bears and wolves that appears on the main quest near Ao Madoushi are really strong. This is because they are able to permanent stun a hero. With such an ability they are even stronger than the follwing quest enemies. I recommend to solve this problem in one of the following ways:
    1. After the condition is over the hero (and enemies) could be a short time immune to the related condition.
    2. The chance to stun an enemy could be lowered for some enemies.
    3. The amount of enemies which are able to stun could be reduced for this quest.

  • I don't really know. You can usually break free from stunlocking with a well-timed Break Magic. But I guess with the increased attack speed of higher difficulties it could pose a problem. I'll look into it.


    Miscellaneous

    1. The spirit can't take items with a higher level than the spirit. Maybe the spirit should be able to do this.
    2. The spirit could be able to take gold and runes.
    3. If the hero takes an item but his inventory is full it could be automatically moved to the inventory of the spirit if it isn't full.
    1.: That's the point. 2.: Impossible. 3.: Impossible. Okay, not "impossible" but immensely difficult to program.

  • What about spirit upgrades for an extended heal/mana transfer? On higher levels/masteries 1500 HP seems to be nearly useless and moving 100 MP needs lot of spamming of this skill. I think upgrading these skills to 5000 HP/500 MP should be fine.
  • Hmm, maybe.

  • Queklain could have its own questcup to avoid being a strong enemy in a weak cup.
  • That's also kind of the point.

  • The arena animation seems to be useless because it is not a real animation. Also the enemy vs enemy fights are calculated based on random instead of their strength. I would like to see a real animation of a fight.
  • I dunno, I prefer the system as it is. Watching enemies duke it out can be extremely tedious, plus it's near impossible to program. Also, it's somewhat useful to the player.

  • What about making all cups visible on the Cup Organizer but still locking them? This way they could contain the information how they can be unlocked.
  • I don't think I'll be doing that. Unlocking the cups is supposed to be a surprise.

  • It would be nice to know afterwards how many times a cup was beaten. Maybe the Cup Organizer could inform you about this.
  • Yeah, I'll probably be doing that. General Leo comes to mind.

  • It would be more comfortable if the spirit could start a cup too (because the Cup Organizer is often choosing the spirit automatically).
  • I guess that could be possible, though a bit annoying to code.

  • Normally items are selling for the half. But for example an elixir which costs 3000 gold and 1 crystal shard sells only for 1500 gold but selling 2 of them gives 3000 gold and 1 crystal shard. Maybe the missing crystal shard could be converted into gold.
  • I think it's better this way. Besides, if we do that, it's gonna get confusing.

  • Items, coins and runes are not removed automatically after some amount of time. I recommend the following:
    1. Add a removing interval of 30 minutes.
    2. Only coins, runes and non-unique enemy drops should be removed.
    3. Items that the player drops should be protected.
    4. Don't remove any item that drops in the last 60 seconds of the interval. This prevents that an item which drops short before the interval triggers will be removed before the player is able to take the item.
    5. Maybe add the ability to disable the interval and the ability to call a cleaning manually.

  • Items, coins and runes should be destroyable (except some important quest items).
  • Why do coins and runes need to be destructible? Just pick them up. I see where you're coming from with this, but I can't really agree. This may just be me, but I prefer it when the items stay available. It's come in handy for some bazaar goods.

  • Seal materia gets potential weaker with higher levels. For example a player who wants to only silence enemies would be unhappy with higher levels of this materia. I recommend one of the following solutions:
    1. The seal materia could open a menu with the different spells. The user can then choose the spell he likes on higher materia levels (the spells could have different cooldowns too).
  • *sigh* that was the way the Seal Materia was supposed to be. However, due to a VERY annoying bug, it's not possible. So we had to go with the random chance.

  • The materia could have a chance on every status to trigger on an enemy (this means that multiple states could trigger with one usage).

  • Maybe. Not sure if this wouldn't make it a bit overpowered... or annoy players when they get nothing.

  • If it is possible the world cooldown of materia could be visible for all players with a cooldown animation on the materia.
  • I don't think this is possible. At least not without bugs.

  • What about if the materias would only combine if all 4 of them would be at the correct places at the same time? This would also avoid removing materia if you can't finish the quest.
  • I fear that this would potentially make the whole Aire Tam Enib Moc thing too hard to figure out. Maybe I can find another solution.

  • I would like to have a text speed of 0.5. A text speed of 1 is sometimes too fast for me (maybe because english is not my native language and I have to translate the text).
  • That should be possible.

  • The EXP gain rate could be scaled on the primary attribute. Currently wizzards have an higher advantage with this.
  • I think scaling it with INT works pretty well. Makes everyone consider INT equipment over STR/AGI.

  • The amount of crystal shards of a player could be visible in the player overview too.
  • Alright.

  • Summoned Eidolons could directly spawn by the player who summoned them.
  • You mean from the tower? Not really possible. Just use Join Fast.

  • You can give heros with empty slots items which could be really annoying.
  • What for? ^^

  • After beating the brothers the first time their potion slot does not refill (so they doesn't maybe have any potions anymore on the second fight).
  • Do you think they should refill or be rid of their potions?

  • The library in Kalm looks a little annoying for me. Bookshelfs which are as high as houses in an free area (what if it rains, will the books be destroyed? Razz). What about making a real house for the library?
  • Suspension of disbelief ftw! Very Happy

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    Karifean

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    Re: Feature request collection

    Post  Sworddragon on Fri Apr 12, 2013 11:23 am

    Karifean wrote:Also, that exploit is 'fixed' since if your hero is at low level, the enemies scale with ((Your Ultimate Masters * 5) - 1) instead.

    Good to know that at least this exploit is already fixed.


    Karifean wrote:I do think that superbosses should require multiple players. Strategizing what combo of classes is the best should be rewarded.

    If you plan to keep the current system what about to include the player scaling (to make the game more challenging for a group of players)?


    Karifean wrote:Oh. I never actually played this quest on Very Hard. And picking a class with AoE damage or stun or just running in to get the aggro yourself doesn't work?

    My plan was to kill Setag as fast as possible so that the quest gets finished. But an Abnomination blocked me and before I could go back to Halaster he was dead (I think it was a maximum of 10 seconds until this happened). Maybe you want to try this out on Very Hard with a maximum of 1 master and 0 ultimate masters (even having 1 master is already overpowered for this low-level quest).


    Karifean wrote:Yes, this is intended. Escorting Naisha through the Ancient Forest - especially on Hard and Very Hard - isn't easy because of her low HP.

    What about giving her more HP?


    Karifean wrote:I don't really know. You can usually break free from stunlocking with a well-timed Break Magic. But I guess with the increased attack speed of higher difficulties it could pose a problem. I'll look into it.

    You are maybe right, Break Magic could solve this problem.


    Karifean wrote:Why do coins and runes need to be destructible? Just pick them up. I see where you're coming from with this, but I can't really agree. This may just be me, but I prefer it when the items stay available. It's come in handy for some bazaar goods.

    You are right, making gold and runes destructible would make no sense. At least for items it would be nice. If you don't like an automatic cleaning what about a manual command? Especially in a single player session too many items could slow down the game (my session was running ~4,5 days but I have picked up every item to avoid this problem).


    Karifean wrote:I fear that this would potentially make the whole Aire Tam Enib Moc thing too hard to figure out. Maybe I can find another solution.

    There are so many things which are hard to figure out. A fading note could help with Aire Tam Enib Moc.


    Karifean wrote:What for? ^^

    It looks a little strange if I'm able to equip Leviathan or other Eidolons at my will. Or just giving the brothers 99 elixirs to make the second fight more interesting^^

    Edit: I have thought about it again. Maybe we should keep this behavior as a "special" feature. Giving Leviathan an Adamant Armor or cursing the eidolons with other equipment could be make fun Smile


    Karifean wrote:Do you think they should refill or be rid of their potions?

    I think reset to 5 X-Potions after they are beaten would be fine so that they have them for the second fight.

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