You could add a different colored vortex in with gravity that destroyed things at it center, a whirlpool effect. I think that would be cool. Can't wait to try the map out though.
Hey, keep up the good work, your map is so much fun, and it's fast paced gameplay makes for a great intermission between other maps or laddering. :>
Unfortunately it is not as popular on EU as it deserves, so you have to play it with friends. If you enjoy the map too feel free to add me for a few rounds (bnet-ID to the left), or check the channel "Battle Planets".
You really need to add in a sudden death mode for when there is no winner after the 5/10/20 rounds. Just give everyone 250% from the beginning and the last survivor is the winner. :)
Sounds like that could work. Ties are already extremely rare however, and the bonus exp for winning is just split in the event of a tie at the moment. That could be fun though.
On a different note, I've been very busy with class lately and I'm sorry I havn't been updating the map for awhile. I'll get back into it soon hopefully.
I've made some advertisement on EU and played a lot of games this week, and actually ties happen quite often. The xp split is not the problem, it just seems kind of anticlimactic to not have a deciding extra round. Having you implement it would be appreciated. :)
Maybe you're interested in some feedback regarding the weapons?
Please do note that this is all in regards to Super Smash Planets, as this is the mostly played mode.
From what I've experienced the number one weapon of choice is almost always the planet boost. Not only is it very potent on the offense, it saves your life quite often.
Sometimes you see the occasional displacement field, which is even considered OP by some. It certainly has its moments (everybody's laughing when a player boosts at another and flys out of the system :D), but seems to be not as viable as the boost.
Of course you see the tectonic launch quite often as it is the first weapon, but most players switch it for the boost as soon as they can and as they seen all weapons once. It can be fun though and needs no change.
Anti-Matter is just not very powerful. But scaling it's strength upwards would be a delicate act, as it could become OP quite fast I think. Maybe put in the possibility to detonate it by clicking RMB again?
Finally the singularity charge is fun, but rarely picked.
I'm interested to hear how you see the weapons yourself? It certainly does not have to be problematic that some weapons are less popular then others, but maybe the boost is just too dominant. Anyhow I'm fine with how it is right now and just wanted to give you some feedback. :)
Anti-matter and singularity charge are underpowered and I'm aware of it. I'm probably going to increase the radius of anti-matter and allow for a triggered detonation so you don't have to get a direct hit each time. Singularity Charge is awkward at the moment, and may completely redesign it, though it is extremely powerful at causing damage once it is stuck to someone. (By pulling asteroids in and giving them very large velocities)
I probably wont be changing tectonic launch because if you shoot it while flying towards a target, it has a very large knockback, and can be used in the same way as a boost is to save yourself from flying out. Its cooldown is also very short.
I dont have an issue with boost or displacement field. Because of battle.net latencies, it is difficult to aim boost sometimes, unless someone lets you get into a very close range. Displacement field allows you to get out of dangerous situations and juke other players, and I fear if I buff it it it might be used to just turtle until everyone else dies.
I totally forgot to mention what Rumpel wrote in the other thread: Many people randomly find themselves with reset stats at the beginning of a game. Most of the time they seem to be back in the next one, annoying nonetheless. I myself never encountered that problem, maybe somebody else could elaborate on it.
I totally forgot to mention what Rumpel wrote in the other thread: Many people randomly find themselves with reset stats at the beginning of a game. Most of the time they seem to be back in the next one, annoying nonetheless. I myself never encountered that problem, maybe somebody else could elaborate on it.
Yeah, I saw his post and I'm looking into it. It seems like a bank verification failure. If I can't fix it in the next patch, Ill make the weapons unlocked at default until I completely rewrite it. Skins will still require exp though.
On another note, I'm currently reworking Anti-matter and Singularity Charge.
Anti-matter now chases the nearest enemy to it by accelerating towards it. However, the homing on the missile does not dominate its motion, so proper aiming and launch is still important and it can still be dodged. Direct impacts from the anti-matter therefore are now much more effective if the missile is launched from a distance where it has a relatively straight lane towards the target, giving it time to accelerate and slam into the enemy.
I have multiple reworks for Singularity Charge to make it more competitive and less of a gimmick ability. I'll be testing it to make sure it has a place in the gameplay.
Anti-matter - Now has a minor homing component that chases the target nearest your right click. Mass of the missile slightly decreased.
Singularity Charge - Reworked. Now fires a bomb which can be detonated within the next 3 seconds, pulling nearby objects to it. Cooldown reduced slightly.
All weapons are now unlocked at default due to bank issues. (Skins still require exp.)
Minor bug fixes and text cleanup.
I'm testing these changes in some test games on battle.net at the moment, making sure the new changes aren't overpowered.
That sounds really really good. =) Is Exaken ready to upload it to EU?
Unlocked weapons is in itself a good change I think, simply for balance reasons. But if you could add more skins that would be awesome, I have so much exp... xD
I just discovered a few hours ago that my battle.net account isn't working for some reason as I was uploading the patch to NA servers to do some balance testing. Getting it reset... hope this doesn't take too long.
I'd like to test how powerful some of the stuff is before I send it to EU since it'd be hard for me to make a hotfix.
I may keep all weapons unlocked at rank 0 because it does make balance and playing with a group better. The only reason I had them require exp was to try to beat the popularity system, which I have given up on now.
Since it is almost impossible for me to get test games on the US, I'd love it if you could send me some replays so I can further evaluate balance.
More skins are very easy to add and I'll probably throw a few in for the next update. The only thing I have to worry about for them is fitting them into the UI. I may put in achievement skins rather than just levelup skins such as 'get a double kill' or 'get an X killstreak' to add variety to them. Observer support will probably be in the next patch, but I'm still working out how to implement it best.
I've further improved the balance between weapons, and I'm working on observer compatibility, but its going to be a ton of work since blizzards built in observer functionality is completely broken in my map. The 'get active players' function considers watchers in the lobby to be players, and I haven't found an accurate way to confirm if someone was placed as a watcher in the lobby. This means I'm going to have to create my own observer system in game and create a UI for it and make sure these observers aren't recognized by the game as players.
I'm adding more skins as well and at least 2 more exp rank skins. Possibly some new content as well but I'll see what happens when I get there.
But I'm really looking forward to it. :) I just had an idea: would it be possible to reserve a skin for a future Cosmos Cup winner? That'd be just awesome! Or maybe you could mention the winners in the help window? I will organize the next CC as soon as the patch is out. :)
In addition, Keyesx, I just messaged Eiviyn and asked if he would review the map. Maybe we will have more contestants next time!
You could add a different colored vortex in with gravity that destroyed things at it center, a whirlpool effect. I think that would be cool. Can't wait to try the map out though.
Hey, keep up the good work, your map is so much fun, and it's fast paced gameplay makes for a great intermission between other maps or laddering. :>
Unfortunately it is not as popular on EU as it deserves, so you have to play it with friends. If you enjoy the map too feel free to add me for a few rounds (bnet-ID to the left), or check the channel "Battle Planets".
Sorry for doublepost.
You really need to add in a sudden death mode for when there is no winner after the 5/10/20 rounds. Just give everyone 250% from the beginning and the last survivor is the winner. :)
@xSun: Go
Sounds like that could work. Ties are already extremely rare however, and the bonus exp for winning is just split in the event of a tie at the moment. That could be fun though.
On a different note, I've been very busy with class lately and I'm sorry I havn't been updating the map for awhile. I'll get back into it soon hopefully.
Hey, nice to talk to you. :)
I've made some advertisement on EU and played a lot of games this week, and actually ties happen quite often. The xp split is not the problem, it just seems kind of anticlimactic to not have a deciding extra round. Having you implement it would be appreciated. :)
Maybe you're interested in some feedback regarding the weapons?
Please do note that this is all in regards to Super Smash Planets, as this is the mostly played mode.
From what I've experienced the number one weapon of choice is almost always the planet boost. Not only is it very potent on the offense, it saves your life quite often.
Sometimes you see the occasional displacement field, which is even considered OP by some. It certainly has its moments (everybody's laughing when a player boosts at another and flys out of the system :D), but seems to be not as viable as the boost.
Of course you see the tectonic launch quite often as it is the first weapon, but most players switch it for the boost as soon as they can and as they seen all weapons once. It can be fun though and needs no change.
Anti-Matter is just not very powerful. But scaling it's strength upwards would be a delicate act, as it could become OP quite fast I think. Maybe put in the possibility to detonate it by clicking RMB again?
Finally the singularity charge is fun, but rarely picked.
I'm interested to hear how you see the weapons yourself? It certainly does not have to be problematic that some weapons are less popular then others, but maybe the boost is just too dominant. Anyhow I'm fine with how it is right now and just wanted to give you some feedback. :)
Looking forward to more additions in the future.
@xSun: Go
Anti-matter and singularity charge are underpowered and I'm aware of it. I'm probably going to increase the radius of anti-matter and allow for a triggered detonation so you don't have to get a direct hit each time. Singularity Charge is awkward at the moment, and may completely redesign it, though it is extremely powerful at causing damage once it is stuck to someone. (By pulling asteroids in and giving them very large velocities)
I probably wont be changing tectonic launch because if you shoot it while flying towards a target, it has a very large knockback, and can be used in the same way as a boost is to save yourself from flying out. Its cooldown is also very short.
I dont have an issue with boost or displacement field. Because of battle.net latencies, it is difficult to aim boost sometimes, unless someone lets you get into a very close range. Displacement field allows you to get out of dangerous situations and juke other players, and I fear if I buff it it it might be used to just turtle until everyone else dies.
Balance update to be finished hopefully today. I've started working on the map again.
I totally forgot to mention what Rumpel wrote in the other thread: Many people randomly find themselves with reset stats at the beginning of a game. Most of the time they seem to be back in the next one, annoying nonetheless. I myself never encountered that problem, maybe somebody else could elaborate on it.
Yeah, I saw his post and I'm looking into it. It seems like a bank verification failure. If I can't fix it in the next patch, Ill make the weapons unlocked at default until I completely rewrite it. Skins will still require exp though.
On another note, I'm currently reworking Anti-matter and Singularity Charge.
Anti-matter now chases the nearest enemy to it by accelerating towards it. However, the homing on the missile does not dominate its motion, so proper aiming and launch is still important and it can still be dodged. Direct impacts from the anti-matter therefore are now much more effective if the missile is launched from a distance where it has a relatively straight lane towards the target, giving it time to accelerate and slam into the enemy.
I have multiple reworks for Singularity Charge to make it more competitive and less of a gimmick ability. I'll be testing it to make sure it has a place in the gameplay.
Balance Patch Notes
Weapon Changes
I'm testing these changes in some test games on battle.net at the moment, making sure the new changes aren't overpowered.
That sounds really really good. =) Is Exaken ready to upload it to EU?
Unlocked weapons is in itself a good change I think, simply for balance reasons. But if you could add more skins that would be awesome, I have so much exp... xD
@xSun: Go
I just discovered a few hours ago that my battle.net account isn't working for some reason as I was uploading the patch to NA servers to do some balance testing. Getting it reset... hope this doesn't take too long.
I'd like to test how powerful some of the stuff is before I send it to EU since it'd be hard for me to make a hotfix.
I may keep all weapons unlocked at rank 0 because it does make balance and playing with a group better. The only reason I had them require exp was to try to beat the popularity system, which I have given up on now.
Alright, new version is up on EU and we played quite a few rounds yesterday. :)
The lower cooldown on rock seems very powerful. I'm not quite sure if it is op, most of the others said so. Maybe we should give it some time.
I really love the new singularity thingy, it has lot of fun potential. You should scale its power up a bit though, it is not strong enough right now.
About the antimatter I'm not sure, it is a step in the right direction, but we weren't able to see much of a difference regarding efficiency.
In addition of observer support, have you thought about putting in the sudden death mode I suggested earlier? Also, are more skins possible?
Thanks for still caring about the map, you have a small, but loyal fanbase on EU, don't forget that. :)
@xSun: Go
Since it is almost impossible for me to get test games on the US, I'd love it if you could send me some replays so I can further evaluate balance.
More skins are very easy to add and I'll probably throw a few in for the next update. The only thing I have to worry about for them is fitting them into the UI. I may put in achievement skins rather than just levelup skins such as 'get a double kill' or 'get an X killstreak' to add variety to them. Observer support will probably be in the next patch, but I'm still working out how to implement it best.
Here you go. :)
Sounds good with the achievements. I swim in exp tho. xD
Any comment on sudden death mode?
I'm very sad this isn't popular on NA. We should get husky or someone to review it. Even eivyn so NA players will know about it.
I've further improved the balance between weapons, and I'm working on observer compatibility, but its going to be a ton of work since blizzards built in observer functionality is completely broken in my map. The 'get active players' function considers watchers in the lobby to be players, and I haven't found an accurate way to confirm if someone was placed as a watcher in the lobby. This means I'm going to have to create my own observer system in game and create a UI for it and make sure these observers aren't recognized by the game as players.
I'm adding more skins as well and at least 2 more exp rank skins. Possibly some new content as well but I'll see what happens when I get there.
Sounds like another episode of failnet 2.0 -_-
But I'm really looking forward to it. :) I just had an idea: would it be possible to reserve a skin for a future Cosmos Cup winner? That'd be just awesome! Or maybe you could mention the winners in the help window? I will organize the next CC as soon as the patch is out. :)
In addition, Keyesx, I just messaged Eiviyn and asked if he would review the map. Maybe we will have more contestants next time!
I want to play this map, didn't remember it existed :D.