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Messages - FrontaLobotomy

#16
Feature Requests / Re: fm, and bard
November 01, 2010, 10:39:15 PM MT
QuoteMy conclusion: No matter what you say, no matter what evidence you show, hard headed people don't change their mind (and that includes me).  Smiley

awesome.   Good to know ^^
Cheers


#17
Game Balance / Re: Future Game changes
October 27, 2010, 09:35:44 PM MT
@ Za.

Really...
No, max of 5 skellies at a time, like it is now. u could summon 2 skeletons a turn, first skellie as is, 2nd cost double, using 3 cards total. first skellie at 5 valor, ability to summon 2nd, at 15.other summs still unlimited.

That said, just an idea.  Perhaps it would be considered OP. But If either Idea becomes implemented; either being 2 skellies a turn, or a more focused buff for the skellies, I would be happy^^.

@ dies, aha, I misunderstood first time through, thought a 1 for 1 damage.  

Still, shouldnt the skellies be easy to kill, maybe not this easy, but still I do like the idea of the fountain a bit more now. Allow a single one in play at a time? Per player of course.

@ in general

Again, I dont mind the FM unstunnability (<------Spell check says that is not a word, and i disagree), but there seems to be some discomfort with it generally.  
But no comment on the roll for stun?

#18
Feature Requests / Re: fm, and bard
October 27, 2010, 12:49:18 AM MT
On the FM:

QuoteHe isn't hard to beat and I beat them ALL the time. Basically, once you understand the game in the way I do, you realize all the units are balance, just at different times of the game


I think I've said this same thing, a few different ways, a few different times ^^

Without the "understand the game the way I do" part, I dont think ive said that yet. Cuz I dont.   Bottom line is, I have no problem with any of the units, or even spells. (besides summoner,  obvious, but not a huge weakness)


QuoteAnd personally, I haven't encountered enough or played enough summoners to weigh in on them.  But it seems to be the logic that if they're not played

I play the summoner quite a bit, and I dont do too bad with her. Anytime Dirpius  ;D

Cheers

FL
#19
Game Balance / Re: Future Game changes
October 27, 2010, 12:27:50 AM MT
guess Ill start with
3a. perhaps involving a roll in it. for example, if fm would be stunned it instead gets a roll against Fms current defence +2(or whatever, a set value, say 17). 

with fury  it hits 19, and with an armor aug, its a nattie only. dispell or sunder, with or without a hex, depending, the best you could get would be 12 roll to stun, and regularly a 16. The fighters stun ability is not at all an issue with me, I rarely use them.

4a. maybe drop a dice, free 2 dice. This ability doesnt bother me either, and again i rarely play a sorc. 

5a. I like the intent to add a little more strategy to tele devestations, and making a first/second turn tele attack a bit riskier.  Im not sure this is the answer, but I cant think of anything better.

6a. Are you out of your mind! the last thing i want is free wizard imprisons!  As is, it is a bit bulky for other classes, and has its moments, sometimes a cheaper sleep is ok, others, u need the added los control. All in all, i think its fine the way it is.

7a. my favorite mage. and she needs help. gotta say, im not wild about the fountain idea. at least as is.
I suggest, a bit of a reworking, much like dies suggested,
1.army of darkness = can have 3 summons in play at once, all summons get+1 def
2.summon skellie=summon skellie in surrounding spot, summoned  skellies have "bloom" (+1 hp)  army of darkness allows 5 summons in play.
3.sacrifice as is.
4. skeleton mastery, all summoned skellies get +1 attack, player can use the ability "summon skellie" twice a turn, 2nd skeleton costs an additional card.  Army allows unlimited summons.

1. giving all summons a boost off the start, but limiting the attack power.
2. Just a thought, substitute attack then, and have the "bloom" effect happen at 4. The bonus applying only to summoned skeletons.
3. with the natrually low defence, 6 hp is not that hard to do. gives her a bit of longevity, but definitely not hard to overcome.
4. again keeping the bonus to summoned skeletons. also keeping the 5 skeleton limit. After valor has been reached, summoning 2 skeletons a turn for 3 cards, but not allowing a spamming of the juiced skellies.

My suggestion as a whole, probably isnt ideal either, But she seems to me to need more help than the FM. I could be wrong though.


On the subject of AI, the shield issue has been brought up before as well as the protect abilities overuse. Along with computer mino never sprinting (Ive yet to see it anyway).

On the money with the pally. He is extra cautious when alone, and sometimes will move away from an enemy to heal, without attacking first. Movement management seems to lack in the AI a bit, (a tiny problem, considering the work into it, and version)
they block themselves a bit, and dont always attack before moving(see example with pally).

thats all i got for now

Cheers
   FL

#20
Ask a Developer / Re: Team size? Revenue? Costs?
October 22, 2010, 02:14:00 AM MT
QuoteLOL!  I loved this so much I made it my Facebook quote.
I dont even have a facebook, and I made it on facebook!

#21
Feature Requests / Re: fm, and bard
October 22, 2010, 12:42:45 AM MT
Personally, I think its fine.  Just like all other units, you know what their abilities are.  sure, that FM may be able to flash disintegrate at ya, but you know he can.  Again, just myself, but ive learned to play each mage a bit different. 
And saying that the immunity to stuns negates 3 spells is quite a stretch.  I will grant that it totally negates sleep.   however I find myself discarding most stun cards against FM's, to use for abilities, taking other units into consideration. 

I rarely find other mages lack of def, or dice as a hindrance, usually if im in a place where it matters, I've already lost,  and if I was using FM,  I wouldnt be there in the first place.

All units are OP in situational circumstances, Its knowing how to prevent/exploit these that let you win.  Sometimes, theres nothing you can do, a great hand, in a skilled player, with optimal circumstances, you are going to lose.  Or at least put to  a disadvantage.

But, what do i know, lets see if anyone else has got an opinion

Regards,

    FL
#22
Ask a Developer / Re: Team size? Revenue? Costs?
October 20, 2010, 12:55:50 AM MT
Follow up a great post with a turd! ^^

Questions about actual dollars and cents are, as far as I have experienced, largely considered "taboo". Its something you dont do. In all things really, "whats your salary" "how much was your last bonus", lol, sometimes, even "whats my budget this quarter"!

Careful observers have picked up small snippets of the answers to some of the questions you've asked, and I'm actually starting a group that subscribes to the theory that ross is in fact a zombie overlord, born of the body of Gary Gygax. (google it).  Further,  based entirely on zero factual evidence, We  believe him to also be half demon, eastern european, and not of terrestrial origin.

Really though, some things should be off limits, and, I may be wrong here, but financials are one of them.

Really kidding about opening line, just wanted "turd" to hit on a search  ;D
#23
Za,
 
You hit many nails, on many heads.  If I may briefly extrapolate, as the wife has entered "the mode".   All seem awesome ideas, and being able to pick and choose between them and other ideas posted, I think would be great.  As I've said before, and will come back to shortly, user customization is key, methinks.

Ross, me personally, I have seen far more suggestions, requests, etc, based on game-play options, and comparatively few in regards to character development.  By and large, I think we all would like to see more different startup options for battles.  I have faith that this has been taken into consideration, and noted duly.

High level of customization allows us to create scenarios, quests, racewars, grudgebattles, tournaments, reenactments, and untold other potential awesomeness.  I cant help but think we are going this route.

Bottom Line,  I cant wait for what comes next.

Regards

    FL
#24
Feature Requests / Re: ranks
October 20, 2010, 12:27:38 AM MT
I have to say that Morph did well stating his case. And I believe he has the exact same mentality I do, in regards to the HM experience.  It is such a layered game, odd, for one so simple.  

Addressing the issue of "Experience".
Personally, any "in game effect" that applies a different option available to a player whos played 2 years, must not be functionally different from that available a player whos only played a week.   Bonuses that are aesthetic, and dont affect actual gameplay, are cool. And believe, that i will flaunt them.
I speculate heavily, but i imagine a future HM that has abilities available at 3000 valor on a single player basis. And that multiplayer has an option to select a "max valor" ability.  Simultaneously, limiting and encouraging vet bonuses.
I just saw the valor system as an easy, already placed, long term earning system.
whatever comes, play should stick to the roots. I think it will.

Regards,

    FL
#25
Game Design / Re: Hero Mages – All About the AI
October 16, 2010, 08:12:10 PM MT
I have noticed a lot of protection spells(fighters protect ability, shield, imprison) used by the cpu when not needed.  As in behind multiple walls, or first turns. Fine when your playing against them! But not so good when your teamed with one.

a lot of exposing the Mage too, leaving him vulnerable.

I like the aggressiveness, and it has actually beat me down a couple times, but not often. even in 2 bots vs me or me and a bot vs 3 bots.  Overall tho, it is a very impressive start on the A.I. and i dont think ive ever seen a bot mino use his sprint attack ability.  even tho the mino had no other real action to take.


But i do see how as it is, for first timers, or players with only a few games experience, can really be challanged by it, and learn quickly some important tips for playing.

addressing ShadowTiger

Quotebut also it is hard to predict that the enemy will cast 2 fireballs and an ice shard in one turn. I can't be sure since I don't know the game that well and since I cant see the enemy crowns, but I feel like sometimes the AI casts more spells in one turn than should be possible.

Sorceresses, and wizards can often cast far more spells than other mages, due to their valor abilities, sorc gets 2 spells for no mana, so can FB and bolt for 0 mana cost, leaving 3 mana to use on actual spells
#26
Feature Requests / Re: ideas for different trerrian
October 15, 2010, 03:44:14 PM MT
Sounds pretty cool.  I think trapped tiles, or bonus giving tiles (hidden and random) would be interesting also.
#27
Suggestions & Comments / Re: Dice Rolls
October 10, 2010, 10:22:21 PM MT
The dice are too integral to the game itself to do away with them. Forgive me to paraphrase, but the randomness of the dice, represent the uncontrollable aspects of battle.

I just think you cant have HM without the d20. It would be a different game totally.
And i think the company name would have to change too! ;D
#28
Bugs & Support / Re: samurai eviscerate.
October 09, 2010, 06:47:12 PM MT
well, I guess i shoulda looked a little closer before posting my thread! lesson learned.
#29
Bugs & Support / Re: Indypub
October 09, 2010, 06:38:32 PM MT
aha! Thanks Ross, for your (as always) quick response!
#30
Bugs & Support / Indypub
October 09, 2010, 05:04:05 PM MT
Been messing with it for about an hour now, and just cant get the game to connect on Indiepub. wondering if anyone else is having these issues, or if its just me.
Gotta get my HM fix!