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Messages - FrontaLobotomy

#31
Game Design / Re: Hero Mages – All About the AI
October 08, 2010, 04:02:40 PM MT
Well. This makes for a long weekend, waiting for Monday!  My knowledge of programming is nil, and I havent had my coffee yet, so I will judge based on performance. Cant wait Ross, well done! Indie pub hosting with the new additions should be very productive.
#32
Bugs & Support / Re: Sammy
October 08, 2010, 12:25:21 AM MT
good to know Ross. love the unit. Im hungry for A.I. ! give to me!
#33
Bugs & Support / Sammy
October 07, 2010, 11:11:34 PM MT
I hate doing this, because i know it may  hamper one of my favorite units. 
But, The samurais "eviscerate" ability reads as affecting adjacent units, while it does in fact affect surrounding.
I do hope the text is changed, and not the ability, but i realize i am not looking at the overall balance, just my preference.

Regards,
   FL
#34
Game Design / Re: Introducing the AI Thought Process
October 05, 2010, 12:47:25 AM MT
Sick win %. I do like that the AI seems(from the little info we have) to play well "together".  Have you tried larger games, or  ffa (non-team situations)?
#35
Meeting Place / Re: Hello
October 05, 2010, 12:17:33 AM MT
Hey Dark. Welcome. If im on, Im up for a game (or will be as soon as i get my beer).
See ya on the field.
#36
Feature Requests / Tournaments
October 01, 2010, 06:34:53 PM MT
Along the same lines as my latest topic, i come to the issue of Tournaments.
Every single person i have ever asked, in the lobby, said they loved the idea.  The problem seems to me, to be ease of signup.  I submit to you, that a very small percentage of ppl that play, are forum active(I am actively trying to change this).

Perhaps, in order to "get ahead of the curve" it would be possible to link the latest tournament signup post, with a glittery, shiny, noticeable button on the lobby page.  I do see this game taking off(and soon),  and, all things said, the average person is pretty stupid, and lazy.

Providing them with an obvious large button to click, and signup, may retain a bit of player loyalty, and at the same time, drive more traffic to these forums.  I am evaluating a few different avenues of player drive, totally independant, and unrelated to D20 Studios, and while im sure my efforts will not lack, the "drive" of the average netplayer may not match. Anything to make it "easier" for the new recruits, I believe, will help.
#37
Feature Requests / noobs, and their access to help.
October 01, 2010, 06:21:18 PM MT
I havent been playing near as long as some of these folks, but i have encountered my fair share of "noobs".
A few of the lot I see on here prey on these poor souls, trying to bolster their ratings, but since i dont care, I throw a lot of games, for the sake of interesting these players.

In talking to at least 2 dozen of these ppl, I have found that either they a)are too lazy to read the FAQ, or the guide dies has posted,

or

b) dont know where to find it.

I propose a minor revamping, in only the aspect of making newb information EXTREMELY obvious. super glowing links, to the forums, and specifically the faq,s and dies beginners guide. I really believe this will help retain players, even those raped by a few specific players methods of stat padding.

just a thought.

*sarcasm*
notice how i supplied a viable suggestion, along with chastising baddies! all in the same post. what a genius.

*sarcasm*

pushing for greater forum activity,

FrontaL
#38
Game Design / Re: Introducing the AI Thought Process
September 29, 2010, 05:04:06 PM MT
All sounds good. I look forward to seeing it in action.
#39
Events / Re: Second Diesbudt Tournament Sign-ups now underway!
September 18, 2010, 05:08:15 PM MT
Is this still active? If so, write me in.
#40
Suggestions & Comments / My take
September 18, 2010, 02:35:07 AM MT
I've been thinking about some options, and thought maybe they were good enough to submit for everyones review. I am really enjoying the game, the balance, strategy, everything.  So, my idea is to really go with customization as far as battle setups go.
Examples
already mentioned in a couple threads, but options to change the number of guards.

selectable hand size

each player places one unit at a time, on any tile.

mana options, maybe a range of 2-4 per turn.

perhaps life adjustments, +\- 25%, 50% etc.

option for random trapped tiles, 2 random tiles deal 1 damage to the first unit to walk over/stop on it.  or instead of damage, the trap inflicts status. 4 tiles, 8 tiles, etc.

There are lots of elements that could be changeable, and would make for endless combinations of new battles, changing the way u play, by changing the environment.
My thought is making the focus not on character creation, but on being able to build a battle any way you want.  I dont know of any other online game like that, with a wide level of customizable battle options. Perhaps in addition to the character development/AI aspects this could be considered.
My $.02

j
#41
Unfortunate, but I think perhaps HeroMages got some more exposure and some new players(myself included). Word of mouth is potent, and we can all spread the word.
Cheers to the future.
#42
Meeting Place / Re: GREETINGS FROM SWEDEN!!!
September 07, 2010, 11:19:24 PM MT
Welcome to HM Lokhan. New guy buys beer.

#43
Feature Requests / Re: Guilds and such
September 01, 2010, 10:15:15 PM MT
All in due time im sure.
#44
Really hope you won this thing Ross. Enjoying your game, and would love to see it really take off.
#45
This is very exciting! my noob $.02 is coming.

Though i havent had time to read through every post, (dies posts seem to require a level of commitment  ;D) I have read some, and agree with a few that i will mention.

First and Foremost, this game reminds me of the tabletop miniature games I used to play 10 years ago. The randomness of the dice provides such an unpredictable and unique element, it can make for huge come from behind victories, or epic fail blunders that lose you the game. I get the feeling that the major battle mechanics are set, and not going to change. I hope so.

The DungCrawl/RPG element is outstandingly cool, and a lot of the things mentioned resonated with my thoughts. The awards, story elements, unique in dungeon "items" or boosts. Perhaps things like trapped tiles, or healing tiles. Im sure they have been mentioned.

I may edit with more specifics, with a better outlined suggestion, but then again, i probably wont. A concern, that I do have, is change to the core gamelay that is HeroMages. Also, I think it could become to difficult to balance, with a huge selection of playable charachters, at least for PvP.

Looking forward to any news on developments.