View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006124 | Valley 1 | Suggestion - Balancing Issues | Feb 24, 2012 1:01 am | Mar 28, 2012 12:34 pm | |
Reporter | eRe4s3r | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Summary | 0006124: Health orb revision - Health orb function problems - Health orb exploit on Battlefields - and performance related too | ||||
Description | Health orb spawns (not globes!) have various issues, i am just gonna coalesce them in this one suggestion because it's many interlinked things... So, i suggest... x) Have them decay over time x) Have them not follow you all at once (in range) when you are damaged x) Have them only respond to close proximity and health-need and only the closest ones according to your need x) Instead of moving to the player in swirly glory, have them trigger a transfer-animation with fade out, not a movement. The battlefield Exploit is this Kill bots, Amass healing cloud Advance, take damage, have healing cloud follow you I think i overdid it and actually lagged my pc ;P Must probably have been like 600 or 800 health orbs following me every hit and jump (on screen-movement it even slowed down below the usual 60fps) Attached Image to show how it could look, but it probably be better to just draw a sprite path, apply gradient animation and thats it.. no need to make this a performance hog ;) | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0006076 | resolved | Chris_McElligottPark | Should health globes disappear? |
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The strong against is about them disappearing over time, same reasons as in the related thread (One of the downsides of sticking it all in one issue is it's muddy to vote support or oppose :-P ) |
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Yeah, originally i mean to put an OR in there, if one of either these suggestions is met i would actually be against them disappearing as well, particularly if they don't home in on you. So that it takes some decent skill to actually get to them (but right now, thats nearly always not the case) Its also why I didn't number the suggestions ;) But making a new suggestion just for the "homing" would require another suggestion for the change from "moving towards you to triggering an animation and fading away" as well as requiring another suggestion for the "only trigger as many as we actually need" And i kinda figured, 3 suggestions all for one thing, orbs, would be overkill ;) But so that its clear, i am against them disappearing if they stop homing in on the player and require a CLOSE proximity ^^ |
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Judging by the notes the choice has been made to just make them disappear after 30 seconds. Bummer :-( Now we have a dis-incentive to fight enemies if we're full health :-/ |
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Bit of an odd one, that, since Chris was very much undecided in 0006076 and then - presumably due to the battlefield exploid eRe4s3r mentions above - opted to just make them expire after 30 secs. Given that enemies don't respawn, this does indeed make each enemy a potentially valuable health resource to be preserved if not needed. Which isn't necessarily bad, but it's certainly different from past versions! |
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Fixed a while back. |
Date Modified | Username | Field | Change |
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Feb 24, 2012 1:01 am | eRe4s3r | New Issue | |
Feb 24, 2012 1:01 am | eRe4s3r | File Added: doodle.png | |
Feb 24, 2012 1:10 am | eRe4s3r | Relationship added | related to 0006076 |
Feb 24, 2012 2:38 am | Armanant | Note Added: 0019722 | |
Feb 24, 2012 3:09 am | eRe4s3r | Note Added: 0019723 | |
Feb 24, 2012 3:11 am | eRe4s3r | Note Edited: 0019723 | |
Feb 24, 2012 9:19 am | tigersfan | Internal Weight | => Feature Suggestion |
Feb 24, 2012 9:19 am | tigersfan | Status | new => considering |
Feb 25, 2012 10:06 pm | Armanant | Note Added: 0019823 | |
Feb 26, 2012 5:07 am | zebramatt | Note Added: 0019824 | |
Mar 28, 2012 12:34 pm | Chris_McElligottPark | Note Added: 0021481 | |
Mar 28, 2012 12:34 pm | Chris_McElligottPark | Status | considering => resolved |
Mar 28, 2012 12:34 pm | Chris_McElligottPark | Resolution | open => fixed |
Mar 28, 2012 12:34 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |