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1. this is a general problem with the purchase boxes. When you buy sth, walk away and press E again, it is bought again. I just have a dirty fix for all other boxes checking for the distance between user and box. This is barely feasable for the helthbox(es) though. Maybe TB will fix it.
2. I'll make the gate close later. But jumping down the ladder should not cause health loss unless the ladder is removed (when the gate broke).
3. I can add an other barrel bomb but they are technically too complex to easily make more of them.
4. on the castle as well? Hmm, maybe...
5. Yes that ballista bug is known to TB. Maybe they fix it. I can't do anything about it.
6. You'r right. I don't want to use an other key for that (like the G key for backjump ability) because it can not be used for anything else then sadly... So maybe I just extend the duration? Or maybe it automatically activates at the beginning of the next wave.
7. You mean the 'armor' boxes I assume. They are not stackable but set the absolute amount of health. You will keep this health until you die. After wave-end it is reloaded. The 400 hp box is an exception: If you buy it, you will have 400hp after you respawn (but not when you only buy the 600 or 800hp). So I would always buy 400hp because the next one is way more expansive and gets lost. When I tested the map locally, players spawn with 200 hp (don't know why) but when I join some public servers (not much available) then I start with normal 100 hp. So buying the 200hp depends on the server it seems.
8. Hmm, there are 7 missions and only 5 rewards to gain for now (other than score). I usually get up to 6 quests. Maybe it adds some replay value for you then ;)
Thanks for your input.
Maybe a better way for the Close Combat Heal is instead of having it run on duration, have it run on a certain amount of life steals, so after 50-100 hits it gets disabled? Depends on how everything is coded ofcourse, I have no idea to the complexity of this.
After replaying it I did get more missions and you're right, it might not be too low.
Another small bug that I noticed is that after the tank appeared (which is symbolized by sword), and the wave is finished, there is a possibility for that symbol to keep appearing in a far distance out of view. It's not disruptive at all, just something I noticed
And I was wondering, the speed run bonus, how much does it raise your speed exactly with? Because I've bought it several times and have not noticed a significant increase, nor did my friends. Any percentage to it or duration?
Thank you again for responding that lengthily to my post and I hope you see that we really enjoy the map!
I disabled the icon above the tank an extra time now when the next wave starts for the new patch.
The speed boost sets the absolute ground speed. So it has the most effect on the knight but very little to fast classes like MAA. The new value is 220. The normal speed for MAA I think is 210 but it may not affect sprinting. I dunno. I made it a little faster (again) in the next update.
Glad I could make sth fun for you. That's the point.
You know the flamering rum from Chivaryl Dealiest Warrior from the pirate, maybe you could add that as a 3rd slot its kinda like the oil pot but you get more. It would be really cool if you can make it compatiable with horde mod
Pro's:
1. The new weapons like the bardiche, battle axe, and the grand mace are major pluses. I felt that the old map lacked enough weapons for variety depending how some individuals play. I'm a bardiche vanguard, and I am very thankful you added one of my most used weapons in regular game.
2. The assistance from the mason npcs. They are extremely useful when most of your team is dead and you need backup. It takes forever when abusing the npc AI when your the last one alive. This saves time and effort when your the last one alive, and reduces your chances of getting kicked from a few inpatient individuals.
3. Removing the maul glitch box was a good move. Now players can't abuse the enemy AI for easy victories.
Con's:
1. FOR THE LOVE OF GOD, WHY DID YOU ADD TREBUCHET'S? These mechanical monstrosities make it virtually impossible to do any missions outside the courtyard. They are extremely accurate, induce a wide splash damage radius, and launch players across the map. If you going to keep these things, you either need to A: Make a mission to destroy/disable the trebuchets, B: Make them have health so that players can destroy them w/ ballistas, or C: Just remove them altogether so that players do not rage quit from this fatal flaw.
2. The never ending spawn for the new skirmisher NPC. When I went to purchase the bardiche in the outside tent, I was mobbed by a never ending assault from these enemies. With the addition of the extremely accurate trebuchet fire combined with the spam pokes from the new spear skirmishers, I was witnessing a lot of players rage quit. Either put a cap on how many can spawn in one wave, or remove these npcs all together. They are really not necessary with the currently existing Fork Skirmishers.
3. The guard rails that lead up to the oil pots NEED TO BE REMOVED ASAP. I put this in caps because so many players with a horde of enemies chasing them have collided into each other due to this map flaw. The guard rails make it impossible for players to jump down and assist other players, purchase items, evade a horde when low on health, or just save time in general. I really suggest you take this into consideration.
4. The giant messer. This thing looks ridiculous when someone holds it in one hand. With a price of 2700, and it's two hit kill capability with most npcs, should this be the highest price weapon? I don't think so. I suggest substituting this behemoth with a more suitable claymore instead. Many players want this weapon, so why not make it the highest price great sword?
I've been playing horde ever since it came out. Your map is the reason why I have been playing this game mode for so long. If you do not address these issues soon, then I believe that many people will stop playing your map. This is only constructive criticism that will help you as a map maker.
1. Yeah, they needed for now and there are no plans to remove them. However, there can be a quest to destory one or 2. But there are already quite a few quests in place and only one quest can be done after the other. Maybe it can be some kind of extra mission. But how exactly? I need some imput there for a believable and fun mission.
For now it is planned to make them weaker during the waggon- or freeing hostage quest.
The rails that I'm referring to are the ones inside the main castle. The issue was people having 10+ bots chacing them from opposite directions, and then inevitably crashing into each other due to the large mobs blocking the stairwells. To fix this problem, I would either space gaps in between the railing to allow players to escape to avoid collisions, or add ladders in the interior courtyard leaning against the northern walls (You would have ladders on the inside and outside of the main wall if that makes any sense). The other issue with the railings is the time it takes to get down into the main courtyard. With the older map design, this wasn't an issue for players.
I would recommend scrapping the fork skirmishers and spear skirmishers all together. If you absolutely must have skirmishers with polearms, then give them Billhooks. The reason for this is because Billhooks have the shortest reach out of any polearm in the game. It would also be more historically accurate for peasants to wield Billhooks, instead of War Forks or Spears for that matter. The issue with skirmishers you must realize, is that when Torn Banner added the new "chasing" feature (The speed boost when someone charges at you from behind), it gives an unfair advantage to players trying to retreat or regen health. They would automatically die by simply getting poked by a spear (straight forward attack) as opposed to a grand mace weilding Knight (arced or overhead attack which are dodgeable). This alone will make new players stop playing your map, while it is still frustrating for veterans to parry these attacks alone.
I understand the purpose of the Trebuchets, that they were implemented to stop players from camping in the desert. However, now NO players will do missions because of the rediculous splash damage and recoil it causes players that are trying to do missions/get items. The wagon mission is useless now, since the cart pushing speed is slower than molasses. Add the fact that now 20+ bots are comming after you while you do this (if you have a crappy team to begin with). So now individual players how to dodge projectiles with splash damage, while trying to cope with the massive amout of bots following one player? Reduce the amount of Trebuchets, and limit the damage output to a really low amount. One direct hit will instantly kill a player with no health upgrades. This is one of the biggest setbacks with the update that will cause players to leave.
It's more of a comedy weapon than anything. You have a small messer which is one handed, and now a giant one which basically does the same thing with better reach. I think the claymore would fit as a "master" weapon due to it's extremely fast speed and stabbing potential. If you want to make it ginormous, that is entirely up to you as the author of the map. I would like to see a huge claymore, but not upscaled to the ridiculous size that you have the messer. Perhaps three times its normal size if you choose to upscale it. If you want, I can playtest your maps for you before you make them publically available. That way as a player, I can help you with any design flaws or suggest personal opinions that would ultimately help your maps gain more popularity.
But it might be a good idea to include a 2 handed weapon (like Claymore) which persists after death. Sound good to me.
I don't really seek this map to gain popularity or else I won't get a spot on the 2 servers anymore :/ Soon Ruub will decrease the playernumber to 15 or 17 when he has some time. But for now it is ok i think. Thanks to Ruub this map is played at all.
@Ruub: :)