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Messages - Etheric

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Technical Support / Adding a player in local co-op
« on: January 08, 2014, 05:05:18 AM »
How do you add a player mid-game in local multiplayer?

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Hammerwatch Discussion / Re: Join in play for Multi.
« on: August 18, 2013, 05:45:10 AM »
I was talking about local, not LAN.  I've got a rig hooked up to the TV in the living room for these kind of games.

A balanced way to have players join/leave midgame would be my #1 request for a patch.  In classic gauntlet games, it's as easy as just someone popping in a quarter, but in a game like this that has added progression, there would need to be a way for them to be scaled up.

On the other hand, it wouldn't be cool if this game adopted the Gauntlet: Dark Legacy branch of the game style, where they incorporated an element from Diablo: your character could be preserved independently of the game state, and you could join a game in progress with your saved character.  That brings in all sorts of other balancing issues.

The balance I'd like to see is just for the game save to track every coin you collect from the start of the game.  If I've been paying attention correctly, whenever you pick up a coin, it is cloned and put into ever party member's purse, so in a 1-player game, if you pick up 100 coins, you have 100 coins in inventory, and in a 4-player game, if you pick up 100 coins, each player still has 100 coins in inventory.  If the total coin count was also saved, then new players who joined could just start with the same amount of gold as the existing player.  Sure they won't have the purchased upgrades, but they'd be able to pick them up as soon as they came across a store.

Edit: Oh, and a way to change the player names in local would also be darling.  It'd make it easier to determine which save state goes with which group of friends.

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Hammerwatch Discussion / Re: Stick shooter capabilities?
« on: August 18, 2013, 05:36:23 AM »
I understand it is a rogue-like...

*looks forlornly at the long legacy of Gauntlet, lost to the tides of time*

RIP
1985-2005

Legacy aside, you know how easy it is to kite with the ranger?  It'd be stupid easy with twin-stick-shooting.  The other classes would require major buffs to compete.  I know it doesn't seem like much of a change, but imagine playing a survival horror game with FPS controls and cameras.  FPS control schemes are designed to empower the player and allow them to quickly react to their circumstances (with some variations, Tom Clancy shooters are usually less responsive than, say, Halo controls, but that's due to a change in emphasis between strategy and tactics/twitch).  On the other hand, survival-horror games usually try to disempower you.  Can you imagine playing Resident Evil 2 with Halo's controls and camera?  Completely different experience.  Even a hybrid game like Dead Space includes several disempowering elements, such as disguising your HUD into your character's body.

I'm not saying a twin-stick-shooter built by this dev wouldn't be fun.  I'd probably buy it if he/she/they ever made it.  But it would be a completely different game than Hammerwatch.

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Hammerwatch Discussion / Re: Join in play for Multi.
« on: August 17, 2013, 11:36:45 PM »
Is there a way for people to join in local?  Sometimes a buddy and I are cruising along and a third guy shows up.  If another player joins, would he start off with as much cash as we have accumulated so far?  (so as to not be so far behind)

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Bug Reports / Re: [Mac] Hang on Quit + Xbox controller support
« on: August 17, 2013, 11:21:35 PM »
Do you have the controller on before the game starts?  I'm on PC, using the steam version and if I turn on the xbox controller after the game starts, it doesn't recieve the input.  If I start it before the game starts it works fine.

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I actually really like the 1hp modifier but it makes the paladin even more useless

I really think the Paladin is the best class, but I can see why it would be really hard to solo him... actually it'd be pretty hard to solo any class but the ranger I'd think.

(at least in the full version) the paladin has a really high damage output because he can attack faster than the ranged classes can, and his sword swings in a large arc.  He can buzz-saw most mobs before they can hurt him.  The only tough ones to deal with are the elite ones that have more hitpoints than he can buzz through (like the beetles with spikes, or the grubs and skeletons with mohawks), against them you have to kite them (attack twice, back up, attack twice, back up).

Also, after a couple of upgrades, his dash is really high damage (since it is a multiplier of his basic attack).

In a 4-class, 4 player game, then yes, the ranger is going to be attacking all the time, looking like he's the most effective (although he can be kind of boring to play), then the wizard.  The paladin is going to feel like he is sitting around not doing anything sometimes, but he's just trickier to play, you have to watch threat vectors, decide when it is time to go in and when to just draw fire away from your ranged buddies.  With the dash and the speed of his basics, he can make some great assassination dives against generators.

I just wish spikes didn't insta-kill and instead just did some damage and pushed you off of them.  It makes it hard to move across timed spike pits in 4-player if even one of your team is less-than-coordinated.

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Bug Reports / Local play's store interface
« on: August 17, 2013, 07:32:10 PM »
In local play, if a player is buying something from the store, other players can control the store's cursor as well.  This can cause some annoying misbuys unless you tell everyone else to put down the controller when you are shopping.

Not gamebreaking, but I'd consider it a bug.

p.s. I LOVE the game.  Having our second local party this weekend, and I'm a 20-something adult with a baby, I don't usually have a lot of time for this kind of thing.

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