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Post by wascalwywabbit on Jan 20, 2016 1:08:17 GMT -5
Is there a way to implement Sp gain directly by spending ap as a self buff.
E.g. a self buff where u gain say 4% of that character's normal sp total as a 1ap spend. Maybe instead of the basic attack..?
Call it something like recharge spirit, focus or deep breath - whatever.
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Post by anrdaemon on Jan 20, 2016 2:59:38 GMT -5
That would be an infinite SP pump. Leave one last mob around, tank it to your heart's content and recharge and recover as you wish.
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Post by wascalwywabbit on Jan 20, 2016 3:04:36 GMT -5
For casual play that'd be fine. Each use could cost score for leader board.
Edit: It would take 3.5 turns full ap use and a decent amount of clicking to reload full Sp that way.
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Post by CdrPlatypus on Jan 20, 2016 4:05:16 GMT -5
I vote no on this idea. Too big of a game balance change.
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Post by wascalwywabbit on Jan 20, 2016 5:40:09 GMT -5
No worries, pretty much all my ideas are nonstarters.
You could say I've hare-brained ideas.
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Post by fallen on Jan 20, 2016 10:31:48 GMT -5
Sorry, this isn't something we will be adding to Heroes of Steel. It is in the same vein as previous requests to regenerate SP as you move around the map. We'd basically be asking players to do a small repetitive task many times over to get SP.
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Post by wascalwywabbit on Jan 20, 2016 14:29:24 GMT -5
Sorry, this isn't something we will be adding to Heroes of Steel. It is in the same vein as previous requests to regenerate SP as you move around the map. We'd basically be asking players to do a small repetitive task many times over to get SP. I guess I was thinking about it differently, as a supplement to potions or emergency when potions (and gold) run out. If people would use it entirely instead of potions, yeah that wouldn't be too time efficient or good for the game... -Silly wabbit, design is for designers.
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Post by Cory Trese on Jan 20, 2016 14:36:04 GMT -5
If it is any consolation, we throw out about 90% of the ideas we think up ... maybe 10% of them make it into a prototype and then probably half of those are thrown away before the alpha. I'd estimate that 5% of the ideas we had for BF actually made it into the final release.
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Post by richard on Jan 20, 2016 14:52:37 GMT -5
wabbit idea is good if you did not have the camps. I like the camps way better than kill time recovering HP and SP.
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Post by wascalwywabbit on Jan 20, 2016 15:07:43 GMT -5
There are a couple places where running back to camp is either not safe (there are workarounds for that once I got some experience playing having to be sure to travel around FoW) or just too far out of the way. I know that's already on the list to look at some time after episode 4. I just thought the idea for Sp gaining by ap use was a good way outta needing basic attacks UNTIL fallen and anrdaemon started poking holes in my illfounded thoughts. I may be able to stop many holes of my leaky ship but not all. And of course CdrPlatypus has a really robust grasp of the playing experience as an experienced nmi, so I always try to get where he's coming from.
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Post by anrdaemon on Jan 20, 2016 17:11:13 GMT -5
Running back to camp always safe. As long as you are following your steps.
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Post by wascalwywabbit on Jan 20, 2016 17:14:42 GMT -5
Running back to camp always safe. As long as you are following your steps. Yeah, but that's my point, sometimes I've had be careful to avoid auto-pathing thru FoW. Easy workaround, but still.
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Post by anrdaemon on Jan 20, 2016 17:15:47 GMT -5
After first 50-60 deaths you learn to not make such mistakes.
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Post by wascalwywabbit on Jan 20, 2016 17:23:10 GMT -5
After first 50-60 deaths you learn to not make such mistakes. Hahaha! I hope not that many. Only 2 so far, and a couple excessive potion uses.
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Post by Cory Trese on Jan 20, 2016 17:24:34 GMT -5
It's really interesting how fast the death rate falls off for players after they hit combat #24.
Not sure why exactly that seems to be the magic point in the game, but after completing that combat deaths drop off (relative to user count) by around 85%
That's only counting the last 3 months -- we did a lot of work last year to smooth out hot spots and resolve particularly deadly encounters early in the game.
The results have been very positive in terms!
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