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Messages - ZarroTsu

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Hammerwatch Discussion / Re: Class suggestion list [Master Thread]
« on: October 25, 2014, 05:40:24 AM »
The idea is your main melee is going to do a lot of damage and kill a lot of enemies, then you mix in the skills as the mana becomes available, or if you feel like chugging a restore potion.

Even then, all the skills rely on more enemies making them more effective. They'd start to kick in in Act 2, and you'd be a killing machine by Act 4.

Regardless, it's an idea that would need hands-on testing to really 'balance' at all, but I feel like it would be fun. You'd push yourself to find more enemies to kill as quickly as possible to pull off the skills, and end up racing against the mana degen as the main mode of play. All in all, that sounds like a lot of fun to me.

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Hammerwatch Discussion / Re: Class suggestion list [Master Thread]
« on: October 24, 2014, 01:49:45 AM »
My "Ronin" topic.

Because 'Samurai' is SO passé.


Would one expect us to keep making new topics for them, or should we start posting ideas in this topic now, or would that get too messy?

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Custom Maps / Re: [Campaign] [WIP] X (Act 1 BETA)
« on: October 17, 2014, 09:26:14 PM »
I think there's a disconnect somewhere. I don't want to sound like a jackass, but I have to stress that just because you can do it doesn't mean everyone else can, and just because you can explain how to do it certainly doesn't mean it suddenly becomes possible for everyone else.

If I gave you a neuroscience textbook describing and detailing every step, cause, and reason behind every cell, blood vessel, and lobe in the human brain, and then asked you to preform brain surgery without further training or experience in preforming it, would you be able to remove a brain tumor without your patient keeling over?


I'm also confused about your previous posts:

Quote
group map
Quote
Uploading a video right now showing how to solo it legitly, its not impossible just challenging

And ignoring the presented hypocrisy in this statement, I'm also wondering where this aforementioned video is.

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Skill 1 - Summon Zombie (Slow-moving, but very tanky)

Upgrades - Zombie Health, Zombie attack power


Skill 2 - Summon Spectre (Fast-moving, very fragile)

Upgrades - Spectre Speed, Spectre attack power


Skill 3 - Minion Explosion (Kill all existing minions to cause a radius of damage around them)

Upgrades - Explosion Radius, Explosion Damage


Passive 1 - Number of minions (1, 2, 3, 4)

Passive 2 - Minion Defense (0, 2, 4)

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Custom Maps / Re: [Campaign] [WIP] X (Act 1 BETA)
« on: October 15, 2014, 07:10:58 PM »
Uploading a video right now showing how to solo it legitly, its not impossible just challenging :)

Common sense rule: Just because you can do something, doesn't automatically mean everyone can, nor does it excuse that.

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Hammerwatch Discussion / Re: Why are we not using the Steam discussions?
« on: October 07, 2014, 09:17:24 PM »
why this forum exists?

I'm no expert, but I'd guess "because the game isn't steam exclusive".

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Custom Maps / Re: [Campaign] [WIP] X (Act 1 BETA)
« on: October 07, 2014, 06:02:50 PM »
Found this campaign to be too hard to play through. I tried a variety of classes, but I always wound up struggling through the first room and dying to the timing puzzle in your first screenshot (the pillar would always hit me and the chill ailment would finish me off when the spikes came up).

I'd say the pillar-in-sand-trap is a good idea if used in moderation, but making it the crux of the map is too demanding. Maybe if it went off less often...

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Custom Maps / Re: [RELEASED] - Ravenwatch - Act 1 BETA - 0.18
« on: October 07, 2014, 05:57:39 PM »
So here's my experience with this campaign:

I played through as the Ranger.


At the start I noticed a pretty big flaw with your raven enemies, and it's that they can surround you very easily and deal a lot of damage. 1 damage times 50 hits per second equals one really dead ranger in a matter of moments. I imagine this was designed with the paladin in mind more than anything, and it shows a lot of the time when you're expecting the player to shrug the ravens off like they're wimps. It's hard to when you can only shoot in a straight, narrow line, and when bombs have a timer on them a little too long to be useful outside of kiting.

The second flaw I found was in level length - too much of it. This became really noticeable during the forest where you had to collect candles - I wound up running around for an hour because there was no clear indication of where to go or where I should look. Eventually everything was dead and I had to wander around a completely empty map with my minimap open the whole time in order to figure out which corners I didn't quite walk into before.

A third flaw was the use of atmosphere. When the levels started they set up some really nice atmosphere and a decent concept for a level, but tying in with my second flaw above, after a while it just sort of stopped. This is evident in the tomb level when it starts out - a nice crypt full of breakable sarcophagi and bone ornaments... And then you turn around and make 90% of the level a single-tile-wide maze over a black abyss. What the heck happened? Is wandering around aimlessly with a lack of visual stimulus something you found fun while testing?


Overall I found a lot of bad mixed with the good, and the campaign felt too drawn-out and very... "disappointing". There's potential here, but it doesn't feel like there's a good sense of direction for it it to follow.

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Custom Maps / Re: [Campaing] Gauntlet Retro-Campaing [WIP]
« on: October 07, 2014, 05:43:21 PM »
Maybe break up the campaign release into multiple 'parts' if you want to do 100 maps? Maybe put in a 'level select' map that lets players pick which or how many maps they want to play through in one sitting?

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Hammerwatch Discussion / Re: campaign 2 / boss 1: Dune Sharks strategy?
« on: October 07, 2014, 05:38:30 PM »
I don't know if "player clairvoyance" is that great of an answer, realistically. Especially concerning ore, and the variety given in spending it.

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Bug Reports / Re: Gold rings/donuts just worth 1?
« on: October 04, 2014, 06:11:17 AM »
I'm almost positive that that room is an easter egg based off of Sonic the Hedgehog.

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Bug Reports / Re: Possible bug and cannot proceed with story, please help.
« on: September 25, 2014, 02:03:27 PM »
Not really your fault; the expansion level isn't very good at conveying where you need to go, to counter the 'more open-world' idea.

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Bug Reports / Re: Possible bug and cannot proceed with story, please help.
« on: September 24, 2014, 05:15:59 PM »
I may be miss-remembering it, actually.

What you need to do is as follows:


Spoiler for Hiden:
* Find the pump lever in the temple, there should be a scientist guy in a room with it.

* Bring the pump back to the caves to clear the water.

* Go to the part of the caves where there was a door you couldn't get to. The water will have been drained, and you can access this room, where you will fight a boss.

* After the boss is defeated, the blocks of ice will be cleared from the temple.

* Back in the temple, there will be a pickaxe that was sitting on one of the blocks of ice before. Pick it up.

* Head back outside and give the pickaxe to the guy on the far left, and the rocks will clear away.

* Head into the temple through an alternate entrance on the other side of the rocks.

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Bug Reports / Re: Possible bug and cannot proceed with story, please help.
« on: September 24, 2014, 01:41:34 PM »
That isn't the path forward, it's a returning path. If I recall correctly, that's the same floor as the solid ice blocks? You can actually fit between the blocks that appear to block the path beyond two of the doors on that floor. It took me a while to figure that out, too.

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Hammerwatch Discussion / Re: campaign 2 / boss 1: Dune Sharks strategy?
« on: September 22, 2014, 06:33:45 PM »
You can sort-of just barely make out their outlines by slightly faded patches moving around on the ground. When the come to a halt, they open up about a half second later.

That said, I don't know if there's any real way to handle them as melee classes. The best you can do is try to strafe while walking backwards and then quickly attack when one opens up, but they don't stick around long enough to fight back, really. Plus if they come to a halt slightly behind you, you'll wind up taking a hit anyway.

All I can really say is this boss isn't very fair, the leading cause of which being that the mouths don't stay on the surface long enough to actually fight back against.

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