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 3/15/15 Major Updates Patch Notes

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carefulibite
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PostSubject: Re: 3/15/15 Major Updates Patch Notes   Thu Apr 09, 2015 10:47 pm

I think he means lock up as in everybody's computers froze. I believe it was this game where the incident happened. [You must be registered and logged in to see this link.]

TBH: I've never seen a crash where everybody's computer freezes before. Usually its fatal error and maybe 1 guy gets his computer frozen.

Also plant the bomb still doesn't work. The bomb crisis timer always stops at 1 and doesn't explode or credit you with the capture.

And -random builds very rarely (happens much less then before though) still gives you an extra innate that usually stays at level 1.

Also Locust still kind of sucks I think I ran a build of poison nova + hibernate + locust (on paper it seemed like a hell of a combo) but unfortunately was very lacking.
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PostSubject: Re: 3/15/15 Major Updates Patch Notes   Sun Apr 12, 2015 9:49 am

Yea it definitely seems to be Locust Swarm causing computer freeze crashes. Had another game crash on account of that skill. I don't remember which arena but just at the start of one of the duels an ally cast the ability and boom computer froze. It's weird some games freeze and in others it doesn't.
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PostSubject: Re: 3/15/15 Major Updates Patch Notes   Sun Apr 12, 2015 10:49 am

Interesting, was it late game? was locust a high level?

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PostSubject: Re: 3/15/15 Major Updates Patch Notes   Sun Apr 12, 2015 6:42 pm

Nope fairly early I'd say it was level one maybe level two. I think somewhere between 18-20 mins of game play. Hard to say ent's replay section isn't working properly and last replay doesn't account for computer froze games.
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PostSubject: Re: 3/15/15 Major Updates Patch Notes   Sun Aug 02, 2015 6:37 pm

Another update, cuz of yiff and stuff.

Yiff base income decreased greatly, while his base life was increased.  As the game goes on, he will have his normal values; it is just his initial values that were burned.

Agi heroes have had their cast times reduced by .5

str heroes have had their cast times reduced by .3

melee, non-int heroes have had their armor increased by 2.

small bombs have had their cost increased to 1900 (cannot buy boots) and their CD increased to 26.  There were always intended for builds that have problems farming; not to make farming builds super-farm capable.

Exceptional orb recipe has been reduced from 3000 to 1000.

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link to the newest updated map.

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PostSubject: Re: 3/15/15 Major Updates Patch Notes   Thu Aug 06, 2015 1:00 pm

Glorn2 wrote:
Another update, cuz of yiff and stuff.

Yiff base income decreased greatly, while his base life was increased.  As the game goes on, he will have his normal values; it is just his initial values that were burned.

Agi heroes have had their cast times reduced by .5

str heroes have had their cast times reduced by .3

melee, non-int heroes have had their armor increased by 2.

small bombs have had their cost increased to 1900 (cannot buy boots) and their CD increased to 26.  There were always intended for builds that have problems farming; not to make farming builds super-farm capable.

Exceptional orb recipe has been reduced from 3000 to 1000.

[You must be registered and logged in to see this link.]

link to the newest updated map.

Enjoying the update.

Any interest in making a catch up mechanic? It still seems like the early leader wins in most of my games.

I was thinking, one could buy a signal physic nuke (avatar is very strong right now)

and/or

Make a catch up gold mechanic when the losing team kills the winning team. Like a % of gold they are behind or something like that.

Not sure if you want to put that much work on the old map Very Happy
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PostSubject: Re: 3/15/15 Major Updates Patch Notes   Thu Aug 06, 2015 7:08 pm

The problem with making a "catch up" mechanic (which the game has many of already) is that in many cases, it is unfair. Right now, there is periodic gold given out, based on the average level. Winning teams, are only gaining say, .8% of their worth in gold per tick, while a losing team, that same amount of gold is 1.2%. Those figures are made up, but the concept is the same. 5 is 1 times greater than 1, but add 10 to both numbers, and one is still 4 higher, but is only >50% higher, opposed to 500%.

The reason someone who is ahead early game ends up winning is because they are most likely better than their opponent. If I made it so a better players had a disadvantage; what would happen when that better player used a build that is intended to dominate late game? Early game they are being spoon-fed free gold to stay in the game, and then late game they are slaughtering their opponent who uses 3 farming skills to stay ahead early.

The trick is to min/max on your progression. If you cannot reach level 6 by the first duel in a 1v1, delete the build and try again (Unless you are a very good player who is planning for a late game come back). "Way back when" level 7 was the goal. If you weren't 7, you were wrong (or again, planning for late game).

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