Vampirism Ultra Suggestions
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Re: Vampirism Ultra Suggestions
Nice job trying but I have to agree with zigafoo and L0K3 it would make it really unbalanced which is not our goal.L0K3 wrote:youstink685 wrote:I think we should make a brand new map never thought of like new gen only cooler and have all the walls and towers even because the ultimate range tower should cost a bit more and do more damage. Also i think you should make it so u can have infinate tomes for the vamps because when i run out of exp tomes it sucks and i have too wait forever. Also lower the time needed for the frost mirror shield because then i makes it fair for the vamps because they can get it faster. And my last thing is that you should make it so the walls regenerate by themselfs and with the heal towers because i hate having too fi and build then fix again. Thx and your wellcome for my ideas.
Adding tower regen unbalances, faster frost mirror cooldown unbalances, infinite tomes unbalances.
Don't we want a more balanced vamps...
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Re: Vampirism Ultra Suggestions
I suggest you make it so peasants can only sell their items through a single shop, like make the fountain a sell thing, so they're not going all over the vamps' base (which gets annoying) and selling.
I believe you should add a trigger for the main vamps (ones that chose to be vamps in the lobby) so they can choose whether or not peasants will transform into vampires if killed (e.g. "-trans off; -trans on"), that way they don't have to deal with killing the newborn vampires instead of attacking peasants. Well, either that or you could place a bounty on newborns , like 100 gold or something. That way it not only gives reason for the vampires to kill the newborns but also helps the peasants if they kill the newborns.
This sort of ties in with the newborn thing, but I believe red could place the bounty on the newborns instead of the vamps. A way for red to do this could be, for example, at the beginning of the game a dialog box comes up called "Newborn Bounty" with two options titled "Yes; No" or "On; Off" (this way red can't cheat and turn it off when a vamp is about to kill a newborn; or turn it on when s/he is about to kill one)
Basicly to sum this up:
-Add a single sell-shop for peasants in middle (e.g. the fountain).
-Add an on/off trigger for newborns (e.g. "-trans off; -trans on").
-Add a bounty on/off dialog box at the beginning of game.
I believe you should add a trigger for the main vamps (ones that chose to be vamps in the lobby) so they can choose whether or not peasants will transform into vampires if killed (e.g. "-trans off; -trans on"), that way they don't have to deal with killing the newborn vampires instead of attacking peasants. Well, either that or you could place a bounty on newborns , like 100 gold or something. That way it not only gives reason for the vampires to kill the newborns but also helps the peasants if they kill the newborns.
This sort of ties in with the newborn thing, but I believe red could place the bounty on the newborns instead of the vamps. A way for red to do this could be, for example, at the beginning of the game a dialog box comes up called "Newborn Bounty" with two options titled "Yes; No" or "On; Off" (this way red can't cheat and turn it off when a vamp is about to kill a newborn; or turn it on when s/he is about to kill one)
Basicly to sum this up:
-Add a single sell-shop for peasants in middle (e.g. the fountain).
-Add an on/off trigger for newborns (e.g. "-trans off; -trans on").
-Add a bounty on/off dialog box at the beginning of game.
Last edited by Haez on Sun 17 Apr 2011 - 20:56; edited 4 times in total (Reason for editing : Added another suggestion.)
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Re: Vampirism Ultra Suggestions
i agree with this part because as both sides it can get really annoying to see this happen espically right when something good opens up and they have shadows.Haez wrote:I suggest you make it so peasants can only sell their items through a single shop, like make the fountain a sell thing, so they're not going all over the vamps' base (which gets annoying) and selling.
I dont really believe in this part because humans already get 5 gold from killing a blood vampire and if gotten early enough in the game and they are willing to help they can actually be a big part in the game and they can be better than some ancient vamps.Haez wrote:
I believe you should add a trigger for the main vamps (ones that chose to be vamps in the lobby) so they can choose whether or not peasants will transform into vampires if killed (e.g. "-trans off; -trans on"), that way they don't have to deal with killing the newborn vampires instead of attacking peasants. Well, either that or you could place a bounty on newborns , like 100 gold or something. That way it not only gives reason for the vampires to kill the newborns but also helps the peasants if they kill the newborns.
This sort of ties in with the newborn thing, but I believe red could place the bounty on the newborns instead of the vamps. A way for red to do this could be, for example, at the beginning of the game a dialog box comes up called "Newborn Bounty" with two options titled "Yes; No" or "On; Off" (this way red can't cheat and turn it off when a vamp is about to kill a newborn; or turn it on when s/he is about to kill one)
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Re: Vampirism Ultra Suggestions
L0K3 wrote:Yeah, I've been thinking about this too, it needs to be fixednhscooter wrote:Currently when humans become bloods they keep their resources which is not always a good thing. reason being is because if your some person with a lot of gold the can just start off really strong plus since when do vampires really need lumber. I would love to see this changed so when/if you become a blood you loose all your gold or you start with a set amount.
I understand what you mean. Though, to get the sum of money that your talking about to critically change the game. It has to be late anyway (between 20 - 40) Perhaps reducing gold depend on how much they currently possess might be an option. I know when the vampire gets DFM, and wipes out a pro pez, that player will have a decent size of gold on them, and in effect, end up making him stronger than the blood himself. Its a good idea. But needs to find the right proportion.
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Re: Vampirism Ultra Suggestions
When a human dies and becomes a mini vampire it will give him 45% of his gold back and based on what level the vampire is that killed you, you will become 50% of his level.
For example. You have 1000 gold. When you die you will get only about 450 back. And lets say the vampire that killed you is level 30. Your mini will become level 15. I think this should help with some balancing issues.
For example. You have 1000 gold. When you die you will get only about 450 back. And lets say the vampire that killed you is level 30. Your mini will become level 15. I think this should help with some balancing issues.
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Re: Vampirism Ultra Suggestions
DragonComplex wrote:When a human dies and becomes a mini vampire it will give him 45% of his gold back and based on what level the vampire is that killed you, you will become 50% of his level.
For example. You have 1000 gold. When you die you will get only about 450 back. And lets say the vampire that killed you is level 30. Your mini will become level 15. I think this should help with some balancing issues.
That is an exquisite way of balancing that is thought up above epic proportions!
Now, I hate you Dragon: You make my ideas look utterly worthless with your ingenuity; your superior knowledge and intellectual brilliance. But I would appreciate it if you took my first suggestion (set it so peasants may only sell to the fountain; set the fountain as peasant buyer) into consideration while finishing up the map.
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Re: Vampirism Ultra Suggestions
dragon how do you do so good
Haez i do agree with the fountain idea
Haez i do agree with the fountain idea
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Re: Vampirism Ultra Suggestions
What do you mean by peasnts only being able to sell? and at what fountin
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uh
DragonComplex wrote:What do you mean by peasnts only being able to sell? and at what fountin
He means, when the vampire kills a unit or building and it drops and item and the peasant's slayer picks it up, it can only sell it to one single shop instead of using the 3 in the base. And this one shop would be the healing well.
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Re: Vampirism Ultra Suggestions
wouldnt it be better if peasants were able to build a sell shop..? for like 2 wood
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Re: Vampirism Ultra Suggestions
That would destroy the whole concept of taking the risk to sell your items for gold, and we all love the adrenaline rush you acquire after/while escaping from the vamp(s).
Plus, if the peasants could just build their own shop it would be boring, they wouldn't really have any need to come out of their base (excluding sending out wood gatherers and if a vamp destroys their base).
Plus, if the peasants could just build their own shop it would be boring, they wouldn't really have any need to come out of their base (excluding sending out wood gatherers and if a vamp destroys their base).
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Re: Vampirism Ultra Suggestions
I Think The Shades Should Have More Health From 325 to 500 and make Golden tremble from 800 damage to 900 damage and normal tremble from 400 to 500
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Re: Vampirism Ultra Suggestions
the slayer tavern where you train your slayer is already a shop so all you would need to do is allow it to buy items which takes about 2 seconds
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Re: Vampirism Ultra Suggestions
Haez wrote: That would destroy the whole concept of taking the risk to sell your items for gold, and we all love the adrenaline rush you acquire after/while escaping from the vamp(s).
Plus, if the peasants could just build their own shop it would be boring, they wouldn't really have any need to come out of their base (excluding sending out wood gatherers and if a vamp destroys their base).
I strongly agree with Haez. This gives humans a reason to go outside of their secured little bases and do something instead of camping inside their base all game and getting stronger and stronger. This makes you do a little more than just sit and built.
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Re: Vampirism Ultra Suggestions
dragon your an evil pirate but i do see your logic
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Re: Vampirism Ultra Suggestions
I'm an evil Pirate Yar.
And, its better this way. That way humans don't sit in base all day
But definitely keep the suggestions coming!
And, its better this way. That way humans don't sit in base all day
But definitely keep the suggestions coming!
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Re: Vampirism Ultra Suggestions
instead of trying to limit the amount of inventory slots a slayer has to 3 just make it so that the shops in the vampire base dont sell to the slayers because even if you do limit the slots to 3 the humans can still get the chaosphere which can be a big problem for the vamps because when used correctly it can cause some serious damage.
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Re: Vampirism Ultra Suggestions
I agree with NHS. The limiter is a very good idea, however limiting the items also limits the uses of items available to you. For instance having beastly and the chaos sphere to help kill vamps is a good idea. But what if you have say a few cyclone spells handy? And what if you would like another item to not die so quick? Setting a limiter for DFM is a good idea. And really is the only one that needs to be done to.
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Re: Vampirism Ultra Suggestions
Dragon, have you already put some of these suggestions into the Vampirism Ultra map?
Once I get more ram I would love to see my fountain sell shop =D
Once I get more ram I would love to see my fountain sell shop =D
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Re: Vampirism Ultra Suggestions
Hi
I noticed a bug wich i really hate.
If u let your builder or Tower attatck a structure of yourself then there is a chance that they stop and don't attack.
Or if u wanna kill a strong wall the tower/builder stop while attacking.
Its really annoying to kill a strong false placed structure if they stop attacking all the time.
One time i wanted to kill a long range tower and let Towers and Builder attack it about 100 times and they didn't even do 1 hit
I noticed a bug wich i really hate.
If u let your builder or Tower attatck a structure of yourself then there is a chance that they stop and don't attack.
Or if u wanna kill a strong wall the tower/builder stop while attacking.
Its really annoying to kill a strong false placed structure if they stop attacking all the time.
One time i wanted to kill a long range tower and let Towers and Builder attack it about 100 times and they didn't even do 1 hit
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Re: Vampirism Ultra Suggestions
negativ-pro wrote:Hi
I noticed a bug wich i really hate.
If u let your builder or Tower attatck a structure of yourself then there is a chance that they stop and don't attack.
Or if u wanna kill a strong wall the tower/builder stop while attacking.
Its really annoying to kill a strong false placed structure if they stop attacking all the time.
One time i wanted to kill a long range tower and let Towers and Builder attack it about 100 times and they didn't even do 1 hit
this is not a glitch it is the new anti teamkill system put into the map.
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Re: Vampirism Ultra Suggestions
if anyone has played vamprism beast on tft then you have seen that if the vamp has reached a certain lvl he gets a (side kick) the lich king. i think maybe you should add the lich king to the new version of vamprism ultra
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Re: Vampirism Ultra Suggestions
Suggestion:
For new players to Vampirism Ultra, why not have random hints appear to peasants and seperate hints for vampires. It would help both new peasants and vampires to learn to play. It would also save them from getting yelled at by experienced players.
For new players to Vampirism Ultra, why not have random hints appear to peasants and seperate hints for vampires. It would help both new peasants and vampires to learn to play. It would also save them from getting yelled at by experienced players.
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Re: Vampirism Ultra Suggestions
If thats a anti team kill system, then its a big failure and has only annoying parts.
I had enough games with new vers where people were going crazy and killed all bases.
Even with -out color u couldnt really avoid it since u have to watch the whole game, where he is.
And at Base entrance i noticed he can kill your wall before he get kicked with command.
The Entrance area isnt affected widly enough.
Here an better Anti Teamkill
make a command wich leds to your allys cant attack any of your strucktures.
(if a unit owned by ally of player attack unit owned by player order unit to stop)
or make a command, wich lead to auto kick player out of base
-permout color
that would be better since if i wanna avoid chaosspehere by attack my own hero or walls so it wont be activated is screwed up by that shit.
I had enough games with new vers where people were going crazy and killed all bases.
Even with -out color u couldnt really avoid it since u have to watch the whole game, where he is.
And at Base entrance i noticed he can kill your wall before he get kicked with command.
The Entrance area isnt affected widly enough.
Here an better Anti Teamkill
make a command wich leds to your allys cant attack any of your strucktures.
(if a unit owned by ally of player attack unit owned by player order unit to stop)
or make a command, wich lead to auto kick player out of base
-permout color
that would be better since if i wanna avoid chaosspehere by attack my own hero or walls so it wont be activated is screwed up by that shit.
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Re: Vampirism Ultra Suggestions
the first one u said is the 1 we used and the command is fixed anyway.
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