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| Game time and Exp rate relation | |
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| Topic Started: Apr 18 2007, 04:20 PM (556 Views) | |
| MicrosoftXP | Apr 18 2007, 04:20 PM Post #1 |
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Noob
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Not having played RN for some time, the differences were very obvious to me, and one of those big differences was the amount of EXP heroes get, or the time it takes to fully level them. I've played numerous games in the past 4 weeks and one thing I've noticed is that it may be 45 or 60 minutes into a match, and I still don't have all 4 or 5 of my heroes leveled to 20. As well I notice times when I have 2 or 3 heroes already, and other players who only have 1 are still only around level 10 or so. One reason why games could be taking so long is that there is a very large disincentive to attacking an enemy base while you have an unleveled hero, and that is, he is an easy target to give 2 3, 4+k gold to the enemy. It is a much safer bet to wait until he is fully level or at least 13-15+. Is the limited exp intended as a balancing factor against getting 6 heroes? If it is, I think it has a very large negative side effect, and another method should be considered to balance a higher number of heroes. -XP |
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| BDSM | Apr 18 2007, 10:42 PM Post #2 |
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Sadistic Bastard
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It's the victory conditions (base killing) that promote that style of play (waiting to attack until you're ready/sure you can win). I know for sure that is how I would play; try to prolong the game until I think I could win. If I was sure I would win, end it ASAP. True the higher levels would change things up a bit (I haven't played a game with them yet); however, it wouldn't change the victory conditions. My solution (in my totally unrelated unfinished map) was to go away from base killing entirely and instead have a king of the hill, capture the flag, AoS blend.. But alas, that's a whole new map. This is RN. |
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| AwaKening | Apr 19 2007, 10:35 AM Post #3 |
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How do ya like me now
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The idea was to try and balance the players wanting to use 6 heros with the ones who wanted to use a lower number. 6 heros splitting exp is going to take longer to level than 3. In my opinion, it has definetely helped to balance this aspect of the game; however, possibly added a bit more time because people are indeed holding off their attacks longer. I also added in a bit of upkeep for multi-heros that you probably haven't even noticed
. More heros means less gold earned from killing the town units. Hero kills are still unaffected however.The 2 levels of short mode each decrease buildings hitpoints and increase exp level. I've noticed that playing in ultra-short mode does decrease my game time slightly, but not as much as I had intended. The reasoning is basically like BDSM stated. No one wants to launch an attack unless they are sure about it. In short, I don't think experience rate isn't the solution. I'm thinking more like tower damage reduction, and less call to arms. Capture the flag is good idea, but that would be a whole different game. |
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Women, learn to work the toilet seat. You're a big girl. If it's up, put it down. We need it up, you need it down. You don't hear us complaining about you leaving it down. | |
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| BDSM | Apr 19 2007, 02:14 PM Post #4 |
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Sadistic Bastard
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Definitely would be a different game; that was what I was working on. I jumped into a game briefly (until something else crashed my computer). It definitely is slower in the start. A LOT slower compared to the old RN pace. Whether or not it picked up I'm not sure. But games should be quick; at least if you want the map to grow in popularity. But as for the style of play (being cautious and attacking only when sure of success), this is prevalent even in ladder and *cough* Dota. It's the victory conditions; too much to lose for leaving yourself open. And this problem is compounded by the fact that most people don't know when to press and attack in the first place. |
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| MicrosoftXP | Apr 19 2007, 08:35 PM Post #5 |
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Noob
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working within the existing game, i think there are definitely things that can be done to improve how long it takes before you can even think about base assault. For one, the castle towers are ridiculously overpowered, what is the need for them to be so strong? i seriously need to be 60 mins into the game w/ 6 heroes to take them on alone, not to mention if the enemy has 3 times 4-5 heroes each. The reason for them is to prevent someone from walking past the rax and going straight for the castle, but at their current strength, they go far beyond that purpose and offer far too much protection. A low level can withstand 4-6 hits? with 6 towers that is not long @ all, and under normal circumstances with somewhat even teams, you will have enemy heroes standing between you and the towers as well. And Exp rate, or the time it takes you to get 6 heroes and level them, plays a big role in determining how soon you can attack. |
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| AwaKening | Apr 20 2007, 12:10 PM Post #6 |
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How do ya like me now
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I definitely agree that the towers need balancing. The next question after reducing towers damage would be if the caslte has enough hitpoints. I think I'll just try reducing damage without any other changes and see how it pans out. |
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Women, learn to work the toilet seat. You're a big girl. If it's up, put it down. We need it up, you need it down. You don't hear us complaining about you leaving it down. | |
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| MicrosoftXP | Apr 29 2007, 09:29 PM Post #7 |
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Noob
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exp rate is seriously too slow. i have to play 'ultra short mode' to finish the game before an hour, and even then all my heroes wont be fully leveled 600+ unit kills and 20+ hero kills later. it seriously need to be about 5x what it is now. a big problem i have noticed is that once you get 2 hero killers to lvl 8+ you can effectively keep anyone else w/ a new hero out of the middle. This is bad because it allows me to take control of the most important area of the map and provides few ways for someone to push me out. even if they only have 1 other hero, he levels so slowly (especially on a side lane) that i can easily snipe and run, collect 1000+ gold and force him to go elsewhere if he wants to level his hero. |
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| AwaKening | Apr 29 2007, 11:14 PM Post #8 |
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How do ya like me now
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This is going to be a little difficult to fix since the levels go double now. I was however thinking that the bounty award system may need some adjustments. It seems a little high. |
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Women, learn to work the toilet seat. You're a big girl. If it's up, put it down. We need it up, you need it down. You don't hear us complaining about you leaving it down. | |
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| MaziarShah | Jun 29 2007, 06:18 PM Post #9 |
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Man I post a lot
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I think 14 should be highest level when u have so many heroes. IT makes balancing much much easier as well. |
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| AwaKening | Jun 30 2007, 08:46 AM Post #10 |
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How do ya like me now
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I did make a custom rule now to set the max level at 10. This also reduces troops hp/dmg back to older maps. For next release I'm planning on adding the option also to make the max set at 14 like you stated, but I needed some testing on level 10 to check for side effects first, which I am indeed finding. |
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Women, learn to work the toilet seat. You're a big girl. If it's up, put it down. We need it up, you need it down. You don't hear us complaining about you leaving it down. | |
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. More heros means less gold earned from killing the town units. Hero kills are still unaffected however.
5:17 AM Sep 9