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 4.0 Bugs

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verti89
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PostSubject: 4.0 Bugs   Thu Feb 18, 2010 3:25 pm

Didn't see a thread started so figured i would...

I just loaded up a game of me against the computer to test crap and noticed a couple of things. 1. it did not appear to random the computer not that it really matters. 2. when i did enter the duel against no one, i did win immediately so it looks like you cant get hosed and stuck in the duel at least like that, not sure what will happen if a person leaves mid duel yet. BUT the issue was that the countdown timer replicated itself after i was back in my base so after the third duel i had 4 countdown timers. little annoying. 3rdly i didn't lose any money when i died. Idk if this is taken out in 4 or not added yet or what, just something i noticed.
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Glorn2
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PostSubject: Re: 4.0 Bugs   Thu Feb 18, 2010 3:40 pm

Yeah; you have an older edit :p I fixed the timer, I took out gold loss on death (for now) computers dont get heroes (it messes with the game sometimes) to stop the duel timer, kick any player from the game. I need to add in a real command to fix that; but if all of 1 team leaves, it turns off the duels automatically. Forgot to have it check if you are alone in the game from the start (computers arent people)

If someone leaves mid duel, it is the same as if they were to die in the duel.

A problem I have been having also with duels, is if you die the exact second the timer ends; you are left out of the duel. Workin on fixing it though.

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verti89
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PostSubject: Re: 4.0 Bugs   Thu Feb 18, 2010 4:03 pm

older edit...i got it last night lol... what about the multiple timers? oh and whats with the epic load time lol
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PostSubject: Re: 4.0 Bugs   Thu Feb 18, 2010 4:07 pm

load time is because of preloading; and units, regions, ECT. This map has a lottttt more in it than the older series. I'm only gonna pre-load certain things during the short cinematic at the start, the rest are being loaded on game creation.

What this means to you? you know that lag spike you get when you buy a new item? first pick a hero? put your first point into a new skills? every time a new unit enters the screen (unit type) it causes a fraction of lag. By preloading, I can remove ALL that lag from the game play; but all of it is added to the load time of the game.

ohh, yeah, timer was fixed also; was just a misplaced action.

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PostSubject: Re: 4.0 Bugs   Thu Feb 18, 2010 4:09 pm

yea but if im asleep from the load time ill never get a chance to notice that lol...jk its definitely the better way to go. course for those people with slower computers its gonna be brutal but thats what they get
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PostSubject: Re: 4.0 Bugs   Thu Feb 18, 2010 4:24 pm

Yeah, thats Why I'm trying to split it up between the two. Ive timed it, and my load time has gone from about 28-30 seconds in 3.1 up to 40 seconds. A slower person usually takes a minute or so to load; maybe more... So this will be a 20-30 second increase for them. It isnt awful; some games (like angel arena or YOU TD) are a solid 5 minute wait. I dont want the in game animation to run for too long either; so I'm trying to split it. Either way, it is better to get all the lag out before you start playing :p

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PostSubject: Re: 4.0 Bugs   Sun Feb 21, 2010 3:05 pm

I'm not sure if Soul mentioned this to you in person but we had some problems w/ mana vortex working against juve+ava.
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PostSubject: Re: 4.0 Bugs   Sun Feb 21, 2010 5:41 pm

mana vortex in the new version, i dont think actually has the mana reduction trigger attacked to it. But, it was always meant to work against avatar. I am re-coding the trigger for the spell though. (it is a custom spell)

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PostSubject: Re: 4.0 Bugs   Sun Feb 21, 2010 5:56 pm

i think it needs some definite counter to be honest... not really topic related but atm its applicable to almost every situation making it THE most reliable option when facing int heros -_- mana loss against non magic immune seems sufficient to me Very Happy
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PostSubject: Re: 4.0 Bugs   Sun Feb 21, 2010 6:06 pm

It burns all the mana of you, and any teamate cought in the crossfire. How is that not a counter? you have to have a build that doesnt rely on mana in order to use it. you also need allies who are smart enough not to get hit by it; and opponents who are stupid enough to stay bunched up when an opponent has it. It's like saying to nerf mana shield and terraptus, because players who dont use a lot of mana, dont get good usage from the skill.

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PostSubject: Re: 4.0 Bugs   Sun Feb 21, 2010 8:14 pm

But why not just allow yourself a bit of immunity i mean really. there is no defense to this move b/c it's radius big enough that you dont really need to have any skill to aim and click. It's like asking you to dodge blizzard. your gonna get hit most likely and i'm saying a little more coverage against this other than moving like crazy (costing you hits) and basically predicting something instantaneously and countering it w/ ww would be nice. I really dont think that it would screw w/ the move's usage too much
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PostSubject: Re: 4.0 Bugs   Sun Feb 21, 2010 8:21 pm

Making opponents able to spell resist out of this would make this skill useless. Burn all of your mana, but not your opponents because they hit ava at the right time? What is the point in a skill that only hurts you?

Keep in mind, this is a skill. A defensive skill that you need to invest many points into, and all it does is hurt your opponents the same way that it hurts your team. All of the other mana burns can be "Escaped from" with avatar.. why? because they dont hurt the caster.

So long as your build doesnt rely completely on mana, you are doing better than someone with vortex. If your build is completely mana based, than you are just as stupid as someone with a 100% passive build.

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