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Candleburg Improvements

Posted: June 11th, 2011, 9:10 pm
by DarnYak
As part of the bugfix/final release, I'm going to feel eternally unsatisfied unless I somehow get candleburg to not be a shithole that makes everyone want to quit (or at least make another attempt at doing so). This thread will be about discussing improvements and for people to throw out their ideas.

So far:

- Added a corn field maze (from Witching Hour) to attract players

DarnYak

Re: Candleburg Improvements

Posted: June 12th, 2011, 5:17 am
by jamn455
What about the other two maps that suck?

Re: Candleburg Improvements

Posted: June 12th, 2011, 11:08 am
by DarnYak
They have issues, but aren't nearly as bad as candleburg (because at the very least they end in a reasonable amount of time)

DarnYak

Re: Candleburg Improvements

Posted: June 12th, 2011, 12:22 pm
by FlyingFridge
Having not really every played Candlueburg, what was wrong with it? My extent of knowledge about it is Setokaiva screaming "NOOOOO." When candleburg is brought up
The fact it was so small every game became a giant clusterfuck?
Just curious so I can make some suggestions.

Re: Candleburg Improvements

Posted: June 16th, 2011, 9:42 pm
by DarnYak
FlyingFridge wrote:The fact it was so small every game became a giant clusterfuck?
I think that's an issue, but the bigger issue was it just took forever to take down a base, even once one team's got a clear advantage.

On a serious note, since nobody's replying:

What I'm currently considering doing is heavily messing with respawn times on Candleburg. I know part of what makes it less fun is most heroes should be dying a ton, which means more respawn, which means more waiting around. Instead, I'm currently thinking of making it a flat 30 second maximum, with the exact timer dependant on how far away from your base you died (further=lower respawn). This will mean longer respawns on defensive, shorter respawns on offensive (but you also have the time it takes to run back). Hero kill bounties/crystal would also be heavily messed with.

I suspect this would be an improvement (30s is tenative till it gets some testing), I'm unsure if this will be sufficient.

DarnYak

Re: Candleburg Improvements

Posted: June 20th, 2011, 6:22 pm
by Sparda963
Maybe add in some heavy siege spawn units that can dish out a lot of dmg against buildings? i duno im not creative when it comes to shit like that

Re: Candleburg Improvements

Posted: June 23rd, 2011, 2:49 pm
by Cokemonkey11
DarnYak wrote:What I'm currently considering doing is heavily messing with respawn times on Candleburg. I know part of what makes it less fun is most heroes should be dying a ton, which means more respawn, which means more waiting around. Instead, I'm currently thinking of making it a flat 30 second maximum, with the exact timer dependant on how far away from your base you died (further=lower respawn). This will mean longer respawns on defensive, shorter respawns on offensive (but you also have the time it takes to run back). Hero kill bounties/crystal would also be heavily messed with.
I think this will work. But I have a weird feeling that Candleburg needs something more.

Re: Candleburg Improvements

Posted: June 24th, 2011, 11:27 pm
by Sparda963
Much like the scroll in your inventory spamming noob above your head after a while, i think it just just randomly have your char yet FUUUUUUUUUUUUK, and then die. Thats about how i feel every time that map comes up lol

Re: Candleburg Improvements

Posted: June 25th, 2011, 4:09 pm
by Setokaiva
Main problem with Candleburg... All five heroes from each side are in the same lane, and there's only one group of units spawning per side. It DOES become a giant clusterfuck because there is simply too much activity. It is a very, very fun fight for a while, though, it's just that it tends to drag on until one side's heroes inevitably leave due to frustration because the game drags on for way too long, and then you don't have expert players on one side to keep turning pushes around. Once that happens its game over, but it never really feels 'worth it', you know?

If you ask me, the beauty of Candleburg is that it CAN'T be won. I feel like it is MEANT to be one giant clusterfuck. And if your side loses the other team either had stacked heroes or your team was primarily noob and thus unable to throw off the constant attacks.

All pick mode destroys the delicate balance of this map by throwing all the good heroes on one side and ending a game that is not meant to end.

Re: Candleburg Improvements

Posted: June 25th, 2011, 5:59 pm
by Cokemonkey11
How about some sort of push gameplay that eliminates lumbermills and awards crystal/energy?

What if there was a neutral, invulnerable beast that was actually some kind of artifact. It lives in the middle of Gloomreap. He stays where the battle is so as you push, he goes towards the other team's base. The objective of Candleburg would then be to push the beast to the other base which explodes and destroys it.

This would also remove the problem of games taking forever to finish.

Re: Candleburg Improvements

Posted: June 27th, 2011, 9:33 am
by Sparda963
remove the workers. if you cant repair/rebuild, that makes defending your buildings a lot more crucial.
add some spells to the main castle that you can spend gold on to cast, some support, some offensive.

Re: Candleburg Improvements

Posted: June 27th, 2011, 9:41 am
by Dekar
But skills like geyser and martyrs lightning rape buildings easily when you cant repair. :/