Mistake + Rant / Something

Samurai Legends
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  • Beteiligte Poster: Dancing_Peasant - Forbidden - Anonymous - Skirn - tegeus-Cromis - Shadow Phoenix - nooK - Lyncor
  • Forum: Samurai Legends
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  • Antworten: 29
  • Forum gestartet am: Mittwoch 06.10.2004
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  • Link zum Originaltopic: Mistake + Rant / Something
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    Re: Mistake + Rant / Something

    Dancing_Peasant - 17.11.2006, 21:09

    Mistake + Rant / Something
    "...she preformed more valor..." Tomoe description.

    By the way, I think this map could use a little more factual Samurai-stuff. For example, there were no female samurai -- because that was an impossibility, as samurai was more than just a "warrior." Being male was a requirement of being a samurai -- females of the buke (Buke means the upper, privileged class such as samurai , bushi, or onna bugeisha. Note that buke is a gender neutral term unlike samurai or onna bugeisha and is a generalization for the upper class.) class were known as "Onna Bugeisha."

    This is an absolutely wonderful map, and reminds me quite a bit of my favorite AoS (Tides of Blood). I really hope to see heroes unique to each team, in order to provide some variability to each side (as of right now I can't see any differences). I'm absolutely astonished to find another map where the creator(s) decided that a variant of storm bolt on every hero was a good idea, and I'm glad to know nooK thinks that way.

    Out of curiosity, how can I go about making suggestions for the skill descriptions? I'd like to see some more interesting/unique "stories" for the skills, as well as, perhaps, some coloring of the text (for example, Cooldown: 25 seconds; etc. etc). Would I be able to write some of these skill descriptions? I'm really disappointed with Yumi Samurai's "The Way of the Bow and Arrow."; it's completely lackluster and does not befit a game of this caliber.

    The skins for this game are absolutely lovely, by the by.

    Now, getting back to an idea I mentioned earlier, I'd love to see some more influences from factual samurai era. What you do doesn't even have to be anything major; it could be something as simple as, say, changing the Anti-Magic potion into a "Sutra of Protection" (or something, I just thought of that off of the top of my head) and changing the icon from the heart-shaped potion into a piece of paper with Japanese text on it. The "description" would explain that the sutra was created by a priest or monk who blessed it, and is capable of protecting a warrior from spirits/magic for x amount of time; the sutra then dissipates after use. Or something. You know what I mean? :D

    I would also reconsider the secret shop locations; not only are they moderately difficult to find (well, the one at the top of the map is), one of them is far easier to access than the other. I would also suggest putting the same items in both of them, but I do admit that having different items in both shop forces a player to think harder about which lane he or she would like to play in. Could I suggest perhaps a traveling (mobile) secret shop? It'd make some sort of invisible watcher unit more useful.

    More mercenaries would make for a more interesting game as well. As of now I believe there are four ( ? ) mercenaries excluding the peasant, and none of them do anything unique (unless the ninja has hide at night?). I would suggest a mercenary with some sort of magic (for example, the Master Necromancer or Sorceress from Tides of Blood; both of them had three abilities (Raise Dead, Unholy Frenzy, Cripple, Polymorph, Slow, Invisibility respectively) and added a very interesting element to the game.

    That's all I can think of saying right now. nooK, thank you very much for creating a game with such extreme potential (and it's looking good as it is even now. :)).

    Edit: Making the secret shops visible would be a good thing, since no one wants to run from their base to the shop only to find out that they didn't buy the right items for a weapon combination.



    Re: Mistake + Rant / Something

    Forbidden - 17.11.2006, 22:49


    Sorry to answer to something appointed to nooK, but I just wanted to say what I thought:

    "Samurai were always men issue": Well that's interesting, had no idea about that. However we must try to strive for more fun gameplay instead of 100% realism. And were not sexist are we? :) So let's let the female warriors stay, eh?

    "Make it more Japanese issue": I would like this too. But we need to try to keep everything simple and easily understandable to everyone. I wouldn't want to have descriptions that are hard to understand and take a minute to read through like in Advent of the Zenith. Keep the skills interestig, but at the same time decently simple.

    "More mercenaries issue": Yes I am sure nooK would like more mercenaries and will welcome all new mercenary ideas that fit the theme. However it's not really possible to just put some western Elf Priest or Elf Sorceress into the map, It just wouldn't fit the theme. If you come up with mercenary ideas that fit the Feudal era Japan theme, then by all means, post post post.

    Again sorry for answering when I wasn't asked. I'll let nooK say more :) .

    PS. What server do you play on? If you are at Northrend, try searching out clan ORD and me, and if you are at Azeroth then try searching for clan KoNL and Lyncor. If you enjoy Samurai Legends then please stop by sometime.



    Re: Mistake + Rant / Something

    Anonymous - 17.11.2006, 23:19


    I play on Azeroth. :D

    And hey, as I said, women were warriors as well, just... not Samurai. "Samurai" has a lot more behind it than just a warrior with a sword; it was a social class, and samurai(s) had. to be. male. :P

    I even suggested the replacement, which would be Onna Bugeisha! I mean, since the game is still in development, changing Yumi Samurai to Onna Bugeisha (literally Female Martial Artist) wouldn't be terribly troubling, you know? :)



    Re: Mistake + Rant / Something

    Dancing_Peasant - 18.11.2006, 02:04


    ^That was me.

    Also:

    Quote: However it's not really possible to just put some western Elf Priest or Elf Sorceress into the map, It just wouldn't fit the theme. If you come up with mercenary ideas that fit the Feudal era Japan theme, then by all means, post post post. I apologize for being vague. I did not mean to put an Elf Priest or Sorceress into the map, simply a mercenary with some unique abilities to set it apart from point-and-click units.

    Edit: I'm now wondering about whether or not items like Ring of Life are supposed to lose the armor bonus from Monk's Clothes. I also believe that the Upgraded Boots (I don't recall the name) lose the mana recovery % rate given by the ceremonial mask.

    Is this intentional, or was that a mistake? I think the items should retain those qualities.



    Re: Mistake + Rant / Something

    Skirn - 18.11.2006, 06:21


    Oh? Hop into Clan KoNL then, someone is usually there.

    Now onto the topic at hand! Hope you don't mind, I have a bad habit of quoting everything and making a post really frakking long lately.



    Quote: "...she preformed more valor..." Tomoe description.

    By the way, I think this map could use a little more factual Samurai-stuff. For example, there were no female samurai -- because that was an impossibility, as samurai was more than just a "warrior." Being male was a requirement of being a samurai -- females of the buke (Buke means the upper, privileged class such as samurai , bushi, or onna bugeisha. Note that buke is a gender neutral term unlike samurai or onna bugeisha and is a generalization for the upper class.) class were known as "Onna Bugeisha."

    While this is very, very true. You could also go into other things using this logic though, for instance, why are Ninjas and Shinobis fighting side by side with Samurai? How come a Yari can transform into a demon? Where the hell do those flames from No-Dachi come from? I could go on and on. The game is just that; A game. It's fun, but not a history lesson, it shouldn't limit itself to only facts, or else you'd lose part of what makes it fun. Although, admittedly, renaming Yumi Samurai to Yumi Buke wouldn't be a big deal.

    Quote: This is an absolutely wonderful map, and reminds me quite a bit of my favorite AoS (Tides of Blood). I really hope to see heroes unique to each team, in order to provide some variability to each side (as of right now I can't see any differences). I'm absolutely astonished to find another map where the creator(s) decided that a variant of storm bolt on every hero was a good idea, and I'm glad to know nooK thinks that way.


    Yeah, gotta love how each hero is about playing style, not just plowing through.

    Quote: Out of curiosity, how can I go about making suggestions for the skill descriptions? I'd like to see some more interesting/unique "stories" for the skills, as well as, perhaps, some coloring of the text (for example, Cooldown: 25 seconds; etc. etc). Would I be able to write some of these skill descriptions? I'm really disappointed with Yumi Samurai's "The Way of the Bow and Arrow."; it's completely lackluster and does not befit a game of this caliber.


    You'd rather it pulled an AotZ and you have to spend 5 minutes you don't have to figure out what the skill DOES? It's simple, but entertaining descriptions, if it went any further, it'd be more of a headache then it's worth.

    Quote: Now, getting back to an idea I mentioned earlier, I'd love to see some more influences from factual samurai era. What you do doesn't even have to be anything major; it could be something as simple as, say, changing the Anti-Magic potion into a "Sutra of Protection" (or something, I just thought of that off of the top of my head) and changing the icon from the heart-shaped potion into a piece of paper with Japanese text on it. The "description" would explain that the sutra was created by a priest or monk who blessed it, and is capable of protecting a warrior from spirits/magic for x amount of time; the sutra then dissipates after use. Or something. You know what I mean?

    Ooh, I agree with that. But I think nooK should finish up his work on balancing the heroes before worrying about prettying the items. (Seriously, have you seen a skilled Ronin in .8+? It's insane.)

    Quote: I would also reconsider the secret shop locations; not only are they moderately difficult to find (well, the one at the top of the map is), one of them is far easier to access than the other. I would also suggest putting the same items in both of them, but I do admit that having different items in both shop forces a player to think harder about which lane he or she would like to play in. Could I suggest perhaps a traveling (mobile) secret shop? It'd make some sort of invisible watcher unit more useful.


    I re-read this twice, and laughed both times. Bolded the reason. Yeah, I know, people will find them in time after one or two games, but people get used to them anyway. Why make it even easier? It's already not hard. Also, you shouldn't focus on just one lane anyway, generally all heroes are moving around, and if they aren't? They send an Ashigaru to get the item for them. Yeah, they can get the things that require pre-reqs too.

    Quote: More mercenaries would make for a more interesting game as well. As of now I believe there are four ( ? ) mercenaries excluding the peasant, and none of them do anything unique (unless the ninja has hide at night?). I would suggest a mercenary with some sort of magic (for example, the Master Necromancer or Sorceress from Tides of Blood; both of them had three abilities (Raise Dead, Unholy Frenzy, Cripple, Polymorph, Slow, Invisibility respectively) and added a very interesting element to the game.



    Eeehhh... I'm against adding extremely useful abilities onto them. Mercaneries are already extremely useful, but if you add ones with 'Cripple' or 'Invisibility' you'd have a single unit that becomes a 'must buy for skilled players.' Maybe a Legend that can cast spells like that, but not a mercanery.



    Re: Mistake + Rant / Something

    Dancing_Peasant - 18.11.2006, 07:42


    Skirn wrote: Oh? Hop into Clan KoNL then, someone is usually there.

    Now onto the topic at hand! Hope you don't mind, I have a bad habit of quoting everything and making a post really frakking long lately. Me too.



    Quote: While this is very, very true. You could also go into other things using this logic though, for instance, why are Ninjas and Shinobis fighting side by side with Samurai? Because someone isn't using the Ninja hero properly? It isn't as though Ninja and Shinobi were never on the same side; all the warriors had to belong to a Lord! Anyway, I'm curious as to how you draw a line from a samurai's INABILITY (not unlikelihood) to be a female to the unlikelihood (not inability) of samurai and shinobi fighting on the same battlefield.

    Quote: How come a Yari can transform into a demon? It's Japanese folklore. Again, what does gender distinction have to do with whether or not a game can be mythical?

    Quote: Where the hell do those flames from No-Dachi come from? See above.

    Quote: I could go on and on. I could repeat myself.

    Quote: The game is just that; A game. It's fun, but not a history lesson, it shouldn't limit itself to only facts, or else you'd lose part of what makes it fun. When did I say to limit it to facts? Also, historical inaccuracy isn't what makes a game fun. So, inversely, historical accuracy won't make the game less fun, especially when it's something as simple as changing a hero's class.

    Quote: Although, admittedly, renaming Yumi Samurai to Yumi Buke wouldn't be a big deal. Yea, you agree!

    Quote: Yeah, gotta love how each hero is about playing style, not just plowing through. Yeah, I love it when every hero has his or her own unique features, as opposed to an ability that's a mirror of another with a new back-story to it.

    Quote: You'd rather it pulled an AotZ and you have to spend 5 minutes you don't have to figure out what the skill DOES? No, I'd rather have them have details that don't suck. It'd also be nice, as I suggested, to have a clear-cut explanation of the ability underneath; damage, cooldown, casting time if present, range, etc.*

    Quote: It's simple, but entertaining descriptions, if it went any further, it'd be more of a headache then it's worth. Not really, it's just a little spice to make the characters more vivid than they already are.

    Quote: Ooh, I agree with that. But I think nooK should finish up his work on balancing the heroes before worrying about prettying the items. Well, since he wouldn't be balancing the items, just, as you say, "prettying" them, it wouldn't (shouldn't) be too hard to do that.

    Quote: (Seriously, have you seen a skilled Ronin in .8+? It's insane.) Yes. I am a skilled Ronin. :D

    Quote: I re-read this twice, and laughed both times. Bolded the reason. Yeah, I know, people will find them in time after one or two games, but people get used to them anyway. Secret shops are never really supposed to be secret shops. No map maker would in his or her right mind place unfair advantages that benefit only veterans of the game. In addition, everyone expects a player to know where these shops are -- so they're not really "secret," they're just called secret. There's certainly a distinction.

    Quote: Why make it even easier? It's already not hard. They're in rather poor places at the moment anyway. One of them is much farther from the path from the other, and the other runs the risk of being trapped in by enemy soldiers (admittedly, you'd have to be rather inept to have it happen to you)![/quote]

    Quote: Also, you shouldn't focus on just one lane anyway, generally all heroes are moving around, At least, once they have some levels. You focus on a single lane until you have enough experience to bother surfing the lanes, and then you pay for it when you realize that the Yumi "Samurai" has destroyed your towers with her ultimate. :)

    Quote: and if they aren't? They send an Ashigaru to get the item for them. Yeah, they can get the things that require pre-reqs too. Yeah, a player can send an Ashigaru, but changing the shop locations to be more conventional wouldn't prevent them from doing that either.

    Quote: Eeehhh... I'm against adding extremely useful abilities onto them. Mercaneries are already extremely useful, Have you ever purchased one? I've found absolutely no use for the overpriced buggers aside from shuttling my items to me. O.o


    Quote: but if you add ones with 'Cripple' or 'Invisibility' you'd have a single unit that becomes a 'must buy for skilled players.' Maybe a Legend that can cast spells like that, but not a mercanery. Most of these spells could be broken by the anti-magic shield, or the negation scroll. What's wrong with a little bit of micro, anyway? It's what separates the men from the boys!


    *I'd actually recommend something similar to (if not exactly like) the layout used in the map Tides of Blood. I'll get a screenshot later today so you can see what that's like. :)

    Edit:


    Screenshot 1
    Screenshot 2
    Screenshot 3
    Screenshot 4
    Screenshot 5
    Screenshot 6
    Screenshot 7
    Screenshot 8



    Re: Mistake + Rant / Something

    tegeus-Cromis - 18.11.2006, 10:03


    You raise a good point about the Yumi Samurai. Perhaps it should simply be chanegd to 'Archer' (like the Warlord)? 'Yumi Buke' would not work, I think, as buke doesn't, by itself, denote a warrior.

    Or perhaps the hero's gender could simply be changed, as the character model is pretty androgynous (and was originally intended to be male).



    Re: Mistake + Rant / Something

    Shadow Phoenix - 18.11.2006, 10:30


    Heh, hey Dancing Peasant.

    I like your ideas, good to see someone caring about the map long enough to put in input.

    One thing, when you said that mercenaries are not worth it and just cost too much for what they are?
    Hehehehe... oh my friend.. have you ever seen a Ninja Gank? Or a Firing Squad? Or even or Legendary Army?

    One day (especially if you come to USEast and play with me and Lyncor's Clan, KoNL) you will see that merc's are VERY worth it, as long as you now what you're doing.

    Keep up the good work everyone. :D



    Re: Mistake + Rant / Something

    nooK - 18.11.2006, 12:15


    Quote: By the way, I think this map could use a little more factual Samurai-stuff. For example, there were no female samurai -- because that was an impossibility, as samurai was more than just a "warrior." Being male was a requirement of being a samurai -- females of the buke (Buke means the upper, privileged class such as samurai , bushi, or onna bugeisha. Note that buke is a gender neutral term unlike samurai or onna bugeisha and is a generalization for the upper class.) class were known as "Onna Bugeisha."
    As already stated from some others this map doesn`t want to be historically precise, it´s just about the fun. But if you find a better name for Yumi it would be ok for me as there are already No-Dachi Samurai & Yari Samurai so dropping the "samurai" wouldn`t hurt.. ;)

    Quote: This is an absolutely wonderful map, and reminds me quite a bit of my favorite AoS (Tides of Blood). I really hope to see heroes unique to each team, in order to provide some variability to each side (as of right now I can't see any differences). I'm absolutely astonished to find another map where the creator(s) decided that a variant of storm bolt on every hero was a good idea, and I'm glad to know nooK thinks that way.
    Thanks, the different heroes on both sides is nearly impossible due to the filesize :/

    Quote: Out of curiosity, how can I go about making suggestions for the skill descriptions? I'd like to see some more interesting/unique "stories" for the skills, as well as, perhaps, some coloring of the text (for example, Cooldown: 25 seconds; etc. etc). Would I be able to write some of these skill descriptions? I'm really disappointed with Yumi Samurai's "The Way of the Bow and Arrow."; it's completely lackluster and does not befit a game of this caliber.
    Of course, I´m not from an English speaking country so my English isn´t perfect. But keep the tooltips simple, we don`t need unneeded flavour which makes it very hard for first timers to read, also SL heroes are only "classes" and not personalities, so there is no real background. Best would be if you remake a tooltip and post it on a new thread.

    Quote: Now, getting back to an idea I mentioned earlier, I'd love to see some more influences from factual samurai era. What you do doesn't even have to be anything major; it could be something as simple as, say, changing the Anti-Magic potion into a "Sutra of Protection" (or something, I just thought of that off of the top of my head) and changing the icon from the heart-shaped potion into a piece of paper with Japanese text on it. The "description" would explain that the sutra was created by a priest or monk who blessed it, and is capable of protecting a warrior from spirits/magic for x amount of time; the sutra then dissipates after use. Or something. You know what I mean?
    I get what you mean, but again user friendliness: Players new to the game don´t have to check all the item tooltips if they already know by the icon and name.

    Quote: I would also reconsider the secret shop locations; not only are they moderately difficult to find (well, the one at the top of the map is), one of them is far easier to access than the other. I would also suggest putting the same items in both of them, but I do admit that having different items in both shop forces a player to think harder about which lane he or she would like to play in. Could I suggest perhaps a traveling (mobile) secret shop? It'd make some sort of invisible watcher unit more useful.
    I´m thinking of adding a shop at south, where you can buy the same items like at the Black Guard or new ones (no ideas yet).

    Quote: More mercenaries would make for a more interesting game as well. As of now I believe there are four ( ? ) mercenaries excluding the peasant, and none of them do anything unique (unless the ninja has hide at night?). I would suggest a mercenary with some sort of magic (for example, the Master Necromancer or Sorceress from Tides of Blood; both of them had three abilities (Raise Dead, Unholy Frenzy, Cripple, Polymorph, Slow, Invisibility respectively) and added a very interesting element to the game.
    I think the current mercs already allow some nice tactics, but more wouldn`t be bad ofc. problem here is filesize, importing a model only for a merc unit would be bad.

    Quote: That's all I can think of saying right now. nooK, thank you very much for creating a game with such extreme potential (and it's looking good as it is even now. ).
    Thanks and thank you for posting and trying to improve it.


    Quote: Ooh, I agree with that. But I think nooK should finish up his work on balancing the heroes before worrying about prettying the items. (Seriously, have you seen a skilled Ronin in .8+? It's insane.)
    So why doesn´t complain anybody before? I didn´t do any hero balance changes from 0.82 to 0.82 cause nobody said anything. As for our games on Europe Ninja is far more chosen as Ronin, omerta for example switched as a long Ronin player to Ninja. Imo, Ronin was quite well nerfed in 0.82.

    Also I´m against the ToB tooltip format:
    Spelltyp: Active..total crap imo, it`s just unneeded.

    Quote: Or perhaps the hero's gender could simply be changed, as the character model is pretty androgynous (and was originally intended to be male).
    No no, I know it`s originally a male model, but for me it looks female and we have no other females in and females are cool ;) Especially archers ;) So yumi will stay female ;)



    Re: Mistake + Rant / Something

    Lyncor - 18.11.2006, 17:18


    I'm rather against having different heroes on the different sides. That's one of the main balancing factors of SL.

    Besides, I'd have even more people scrambling to be on my team ;)

    I actually had an idea today on how to balance Ronin a bit. He has stun, allowing him to get in several free Normal Melee Attacks. I've noticed with the damage-up of 0.8 that these free attacks make him so very much more powerful.

    Why not nerf his normal attack a little? Maybe put it to 0.7 proportions?



    Re: Mistake + Rant / Something

    nooK - 19.11.2006, 00:35


    Quote: I'm rather against having different heroes on the different sides. That's one of the main balancing factors of SL.
    Two same heroes battling each other is kinda cool, it all depends on the skill then. Two Yari`s pushing each other from left to right or two Ronins fighting is like a dance, <3 dual jump :P

    Quote: I actually had an idea today on how to balance Ronin a bit. He has stun, allowing him to get in several free Normal Melee Attacks. I've noticed with the damage-up of 0.8 that these free attacks make him so very much more powerful.
    Yes I will nerf his melee damage a bit. Imo, he isn´t too strong if you fight him in a lane you stand a chance against him with every hero, where he excels is running around seeking for mid-low enemies and then pwn them hard.

    Something I noticed from my games and some replays Lyncor sent me is that every game seems to last 57-60min. Quite nice reduction from 2hours game time on 0.7 games :)



    Re: Mistake + Rant / Something

    tegeus-Cromis - 19.11.2006, 08:24


    I haven't been playing SL as much as I used to (somehow I have lost the patience to wait for public games to fill), but yeah, games have definitely become shorter, which is great. I honestly would not mind if they became even shorter (45 mins or so), since even DotA--famed for its boring 'farm until you can buy every lvl 4 item' mentality--has managed to cut the average game length to under an hour with recent updates. I'm sure a largely spelll-based AoS can do better with tweaking.

    Regarding the Ronin, if you nerf his melee damage, I think it will become even more apparent that Death Poem sucks. Not that you shouldn't nerf the melee damage, but man, that thing really needs a remake.



    Re: Mistake + Rant / Something

    Lyncor - 19.11.2006, 11:06


    nooK wrote:
    Yes I will nerf his melee damage a bit. Imo, he isn´t too strong if you fight him in a lane you stand a chance against him with every hero, where he excels is running around seeking for mid-low enemies and then pwn them hard.

    Something I noticed from my games and some replays Lyncor sent me is that every game seems to last 57-60min. Quite nice reduction from 2hours game time on 0.7 games :)

    Every good Ronin ditches their lane as soon as they can effectively hunt. It's just what he's good at, appearing from nowhere and ripping someone to shreds when they're vulnerable. :twisted:

    And regarding the game time... well, to be honest it's not taking much less time at all. I usually win in about an hour, give or take 20 minutes, regardless of version. :lol:



    Re: Mistake + Rant / Something

    nooK - 19.11.2006, 12:16


    Quote: Regarding the Ronin, if you nerf his melee damage, I think it will become even more apparent that Death Poem sucks. Not that you shouldn't nerf the melee damage, but man, that thing really needs a remake.
    Ronin already has 3 skills which absolutely rock: Airy, FD & Kaze
    If his 4th skill would be up par he would be unstoppable.
    I know your point cromis, it`s the worst skill in the whole game but it fits Ronin. You can turn the low hp fights with this skill.
    Bah, sucks can`t describe this how I would like to, damn English ;)



    Re: Mistake + Rant / Something

    Dancing_Peasant - 19.11.2006, 16:08


    I certainly appreciate all of the feedback, and I see what you mean about filesize, nooK; Samurai Legends 0.85 is 2.5mb, which is the same as DotA Allstars v6.38b. As I've never produced a high-quality AoS-based map (hell, I haven't produced any good maps since StarCraft: Brood War :)) I'm unaware of the direct relationship between item models and the filesize.

    nooK wrote: also SL heroes are only "classes" and not personalities, so there is no real background. Best would be if you remake a tooltip and post it on a new thread. I can appreciate what you mean, however I must disagree- heroes are personalities. Whether or not you want them to be. You can't have a priest who isn't part of a religion, and you can't have a hero that isn't somehow one of a kind. Surely, you can see the difference between any of the heroes in Samurai Legends and the basic units spawning each wave to do battle, right?

    nooK wrote: I get what you mean, but again user friendliness: Players new to the game don´t have to check all the item tooltips if they already know by the icon and name. I believe this to be a moot point, as a new player will have to read the tooltips for other items unique to Samurai Legends anyway. Also, to cite an example of where millions (hyperbole) of unique (and I use the word advisedly) items does not deter users, we can simply think of DotA. It's the most popular map on Battle.net at the moment; users end up having to learn the items at one point or another, and I believe the vast majority of them do.

    nooK wrote: I think the current mercs already allow some nice tactics, but more wouldn`t be bad ofc. problem here is filesize, importing a model only for a merc unit would be bad. Hm. It seems that many of the forum members disagree with me about the mercenaries not being very useful. Shadow Phoenix, for example:

    Shadow Phoenix wrote: One thing, when you said that mercenaries are not worth it and just cost too much for what they are?
    Hehehehe... oh my friend.. have you ever seen a Ninja Gank? Or a Firing Squad? Or even or Legendary Army? I'll admit that I have not. I haven't been playing Samurai Legends for too terribly long, but I think I've jumped into the deep end right away. I'll have to try some of these tactics out based on name-descriptions alone, but I'm afraid that my previous attempts to utilize mercenaries effectively have failed utterly.

    Also, nooK, your point about the filesize is again irrefutable.

    tegeus-Cromis wrote: You raise a good point about the Yumi Samurai. Perhaps it should simply be chanegd to 'Archer' (like the Warlord)? 'Yumi Buke' would not work, I think, as buke doesn't, by itself, denote a warrior. You are correct. "Buke" is a generalization of the upper caste in Japanese history. However, the word you might consider is "Bugeisha", which means Martial Artist.

    nooK wrote: Also I´m against the ToB tooltip format:
    Spelltyp: Active..total crap imo, it`s just unneeded. I completely disagree. Every person in this thread (besides yourself) has attempted to refute my idea of adding flavorful tooltips for skills with the notion that they want "clear-cut tooltips that perfectly explain what a skill does" (or something to that effect). Well, as you could see with the Tides of Blood screenshots I hosted (or couldn't see; I apologize, terrible resolution but that was the limit on photobucket), the format was pretty cut-and-dry. You could certainly make some variations, but in my opinion an overhaul on the tooltips would benefit Samurai Legends more than hinder it, and I have to say one of the things I hate most about DotA are the uninformative tooltips; knowing a spell's cooldown is great for advanced players, and, to bring up your point of user friendliness, having a list with details like these would simplify learning a new hero.

    Lyncor wrote: I'm rather against having different heroes on the different sides. That's one of the main balancing factors of SL. It is certainly possible to balance a map with unique heroes on both sides. However, nooK cited a valid problem: filesize (also, at this point in my post I'm wondering why I haven't separated the word "filesize" into "file size," since that wouldn't be incorrect spelling; bear with me however).

    nooK wrote: Yes I will nerf his melee damage a bit. Imo, he isn´t too strong if you fight him in a lane you stand a chance against him with every hero, where he excels is running around seeking for mid-low enemies and then pwn them hard. I do not believe this will help at all. The Ronin's attack speed (without bonuses from items) is slow enough to make his damage rather ineffectual. His abilities, not his direct damage, are what allow him to explode onto the scene and kill weak heroes without much trouble.

    nooK wrote: Ronin already has 3 skills which absolutely rock: Airy, FD & Kaze That doesn't justify giving him a terrible ability like Death Poem! :D

    nooK wrote: If his 4th skill would be up par he would be unstoppable. Perhaps a balancing of his other skills is in order, then. No one wants a three-trick pony!

    nooK wrote: I know your point cromis, it`s the worst skill in the whole game but it fits Ronin. You can turn the low hp fights with this skill. It doesn't fit the Ronin, though! Death Poems are things that literate Japanese-folk would write near the time of their death. Ronin are those who refuse to commit hara-kiri (seppuku/ritual suicide); they are not ready to die!

    Regardless of historical accuracy though: Death Poem will not shift the tide of a low HP battle. Once you're below 500 HP, you're meat for someone elses skills/abilities. Your fast(er) (I can't call that fast) attack speed will not save you.



    Re: Mistake + Rant / Something

    nooK - 19.11.2006, 16:52


    Quote: I completely disagree. Every person in this thread (besides yourself) has attempted to refute my idea of adding flavorful tooltips for skills with the notion that they want "clear-cut tooltips that perfectly explain what a skill does" (or something to that effect). Well, as you could see with the Tides of Blood screenshots I hosted (or couldn't see; I apologize, terrible resolution but that was the limit on photobucket), the format was pretty cut-and-dry. You could certainly make some variations, but in my opinion an overhaul on the tooltips would benefit Samurai Legends more than hinder it, and I have to say one of the things I hate most about DotA are the uninformative tooltips; knowing a spell's cooldown is great for advanced players, and, to bring up your point of user friendliness, having a list with details like these would simplify learning a new hero.
    I know ToB tooltips ;) The only (maybe) useful thing is the cooldown. Things like active, channeling or no point target are not needed at all, this is so fucking useless I use the ability once (if its a passive i cant even use..) and then I know.



    Re: Mistake + Rant / Something

    Dancing_Peasant - 19.11.2006, 22:13


    What about before you pick the skill, or before you use/waste it?



    Re: Mistake + Rant / Something

    nooK - 19.11.2006, 22:16


    You get a basic idea what it does from reading the tooltip anyway.

    Would like to see some descriptions nevertheless.



    Re: Mistake + Rant / Something

    Dancing_Peasant - 20.11.2006, 05:11


    Descriptions for...?

    Pending that, I'd volunteer!



    Re: Mistake + Rant / Something

    Lyncor - 20.11.2006, 11:48


    I'm sorry to put it so bluntly, but your arguments about the Ronin don't make any sense.



    Re: Mistake + Rant / Something

    nooK - 20.11.2006, 14:40


    Descriptions for abilities.



    Re: Mistake + Rant / Something

    Dancing_Peasant - 20.11.2006, 15:27


    Lyncor wrote: I'm sorry to put it so bluntly, but your arguments about the Ronin don't make any sense. Whose? You didn't just put it bluntly, you were quite vague and completely condescending as well -- way to go!


    nooK, I'm curious about the effect your skinned trees have on the file size. Is the size reduction significant with the removal of the tree skins (note: not the trees, just the skins you've used for them)?



    Re: Mistake + Rant / Something

    nooK - 20.11.2006, 15:41


    The tree model uses an ingame skin.



    Re: Mistake + Rant / Something

    Dancing_Peasant - 20.11.2006, 18:04


    Ah. Then, I must say, great choice. :)

    Quite a few of my friends were pretty sure they were skinned too!

    Where lies the file size issue, then? The skinned units, buildings, and heroes?



    Re: Mistake + Rant / Something

    nooK - 20.11.2006, 18:09


    Yes all the units, buildings and heroes are custom models so they take up a lot of space.
    They would take up much more space if some models wouldn`t use the same skins (buildings all use the same skin, archers and ashigaru too), and all effects use ingame skins.



    Re: Mistake + Rant / Something

    Anonymous - 22.11.2006, 05:29


    Out of curiosity, do custom item icons and such distort the file size substantially?



    Re: Mistake + Rant / Something

    nooK - 22.11.2006, 11:42


    Not really much, all the custom icons, are about 150kb.



    Re: Mistake + Rant / Something

    Anonymous - 22.11.2006, 20:22


    Isn't that somewhat hefty given that the file size is 2.5mb?

    (Which would make each custom icon about 1/16th of the size or something...?)

    The math could be off. :o



    Re: Mistake + Rant / Something

    nooK - 22.11.2006, 20:26


    All icons together are 150kb ;)



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