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Thread: Feedback & Ideas Megathread

  1. #1

    Feedback & Ideas Megathread

    I'm back. I'll update the thread after I play a few games of MWW.




    Any of the popular ideas, such as arena, or other wanted things will have it's own section labeled as *Popular* at the very top for developers to read, thanks for contributing ideas and feedback! Also, major patch notes, live stream information, and other things will be posted here to keep you updated!

    Confirmed items from the live stream below! ( November Live Stream - Will be updated when the next one comes out )

    - Night Maps
    - Llamas - Mooses - Unicorns - Dragons - Leprechaun Imps - Changeable Familiars -
    - Different Game Modes - Juggernaut ( Maybe ) - 2v2 Arenas ( Next Gamemode ) - Randomized Mode -
    - Ladder System
    - Beards!
    - Some degree of vertical movement on maps
    - *Trademarked* Rolling boulder spell - Nullify Magicks - Teleport Magicks - Mirror Image - Polymorph - Crash to Desktop - Code Hagfish -
    - Practice Mode / Arena
    - Random Element
    - Possible Spell Imbuing on weapons
    - Gibberish - Announcement packs! Durka Durka!
    - Ranked Matchmaking
    - Emotes
    - Rewards for people who participate in Alpha, and in Open Beta!
    - Viking Robe
    - Old skool mode (Maybe)
    - 2 Handed weapons / Staves - Gleaming Gun
    - Dungeon Map
    - Capes
    - Merchandise, Yes! Needs feedback! Type of merchandise! Give feedback!
    ( These are all in the future )

    Last stream was on: 12-3-13 recording can be found at: http://www.twitch.tv/paradoxinteractive/c/3342006

    Patch Notes ( 12 - 17 - 13 )



    First of all, everybody gets their magicks reset to Haste, Revive, Summon Death and Meteor Shower. Teleport, Stone Prison, Tactical Dragon Strike and Thunderstorm are available in the new "Magicks screen" and we've added 2 brand new Magicks: Natures Call and Mighty Hail! Check them out and let us know what you think!

    This is how things work - to learn new Magicks you need to use Element Crystals. Think of them as the pure essence of a Magick Element, frozen in a crystalline form! We were inspired by how Magicks work in Magicka where a Meteor Shower required you to input FDFQDF. Now, you need the corresponding Crystals to unlock it permanently. The more powerful a Magick is, the more Crystals it requires.

    You gain an Element Crystal every time you level up, in sequence QWERASDF. This is why new ranks and titles are available every 8 levels - you've mastered one layer of Magick and is ready to move on to the next. There's also a rare chance to get a random Crystal as a reward at end of round - this chance increases with time played so you will get a random Crystal by just playing long enough.

    I hope you like it as much as we do, and I look forward to adding new and exciting Magicks for you to play with in the future!

    Other nice things is that we've managed to reduce the required bandwidth - which should resolve a lot of issues for players with limited upstream capacity. Also, we've reduced the client size and split up the resources so that patches in the future will become smaller.

    You'll notice a holiday themed Frontend and on our lovely little Imps and you should check out the Snowball weapon in the store. During the holidays we will also add more store content, even if we are on a well deserved Christmas break and aren't patching new features, there's still new stuff for you to enjoy every Tuesday!

    Please note that there will be no stat wipe this week. Instead we post-poned that to the next year. Let future-you handle that one!

    Thanks and Happy Holidays!

    PATCH NOTES:

    ART

    Holiday themed imps!

    Snow in the menu scene!

    New fancy mesh for earth armor



    MAGICKS

    Magick selection screen!

    Allow healing imps (and hurting Death) with the Revive burst heal.

    Lots of tweaks to the magick description texts.



    WEAPONS

    New snowball weapon! Holiday times are giving times, so throw it at people and shove some Holiday spirit!

    All projectile weapons now spawn their projectiles from the root of the character and ignore the animation state. This means the projectiles will behave more consistently.

    Vendetta Dagger projectiles now deals earth damage instead of ice to be consistent with all other weapons.



    CONTROLS

    Stop-movement functionality added, keybinding available in Settings Menu.

    Self-cast when clicking on self with the right mouse button can now be toggled in the Settings Menu.



    PROGRESSION

    Increased leveling curve at higher levels.



    OPTIMIZATION

    Reduced upstream data. This should improve the bandwidth usage of the game.

    Improved resource packaging structure to reduce patch size.



    SPELLS & BALANCE

    All mines and bombs now have diminishing returns(multiple hits from the same batch will not scale linearly). This means in general that a single mine deals more damage, but a whole cluster deals a bit less.

    WED+WWE combo now deals 427HP (instead of old 395), SSE+SSS combo now deals 710dmg (instead of old 805).



    NPC's & AI

    AI now considers all mines to be obstacles.

    AI now properly finds a new target if the current one dies.



    AUDIO

    Imp Scratch and Fall sounds implemented for login screen.

    Some new menu button sounds.



    BUGFIXES

    Mines now activate when any character enters their radius (previously only players).

    Changing password now actually results in the server responding.

    Crashfix when entering just spaces as a chat message.

    Damage numbers should now appear in the correct place when running windowed mode with black bars.

    Fix for imps not getting knocked down.

    Fixed some typos in the hover texts for player stats.

    Music no longer stops if you exit a lobby back to the menu.

    Password change now looks correct, no more disappearing email.

    Reward screen doesn't crash on relative exp calculation when player has reached max level.

    Tutorial fix for exponential "IMPlosions".

    Validate magicks. No more entering games with non-owned magicks!

    We only create the client key once, instead of every time we enter game state login. Fixes a rare client crash were the client had been disconnected from the login server at least 8 times.

    Teleport Magick crash fix.

    Fixed a physics related bug on the map, where attacks couldn't do damage in the area around the match start spawn points.

    Various fixes for revive magick.

    Fixes respawn position on the server.

    Rusty knife special attack animation now reverts nicely to the idle animation.

    Changed the description for the "Attackspeed" stat. It is NOT the amount of attacks per second, but rather how quickly an attack is performed.

    The Flipper Robe now has the proper stats (+Water, -Cold).

    - Escher






    Index for Feedback / Ideas
    [*] Popular
    [1]Gameplay Mechanics
    [2]Maps
    [3]Stats / Social
    [4]Spells / Magicks
    [5]Gamemodes
    [6]Gear ( Cosmetics, Staffs, Robes, Weapons, Imps )
    [7]UI ( Interface )
    [8]Misc


    [*]Popular

    - Practice Arena / Mode
    - Ability to requeue with current party
    - Ladder System / Ranked Matches
    - E - Sports - Competitive Play
    - Juggernaut Gamemode
    - Beards with progression!
    - Ability to upgrade founder packs
    - Ability to see ping
    - Cancel current elements ( Possible, but people really don't know how or just don't )
    - Random Events - Different for each map, forest trolls, ethreal spirits, etc. Something cool.
    - No progression System? ( No level requirement to unlock anything, we'll have to see how things are unlocked though )
    - Vocal Commands in game! Seen in games such as Smite, TF2, press V, 1 5 and it says Thanks! ( Something like that, that was an example. )
    - Announcement packs, examples from DOTA 2, Kill streak announcement, double kills, triple, etc, - Voiced by Vlad! ( By default, packs can be purchased to change it later on? )
    ( Only the most wanted ideas of the community go up here, in no order at all - these are from the top of my head, will be updated!)


    [1]Gameplay Mechanics

    - Ability to select your spawn point
    - Ability to imbue your weapon with elements


    [2]Maps

    - A jungle type map, lots of path variants, and some hostile AI spiders
    - An arena type of map, of course with a pit in the middle
    - Vlad's Castle
    - Dungeon
    - More interactive environment
    - Vertical Variance within maps
    - Maps with fall off zones - push someone off the map, they die.

    [3]Stats / Social

    - Leader boards / Imp leader boards
    - Main menu chat / Post game chat
    - Noise when someone joins the party / game lobby, heard even if alt tabbed out of game
    - Clans / Guilds
    - Host a match / LAN games / Ranked
    - Ladder system
    - E - Sports
    - Report option after game - Team killing, Bad Language, etc.
    - Log out button


    [4]Magicks / Spells


    Magicks List

    - Mirror Image (2) - good old typical spell. Copies cast illusionary spells that don't deal damage and have little Hp.
    - Invisibility (1) - a simple stealth mode which ends when you hit someone / try to capture a point, touching another player or taking damage would also disrupt it.
    - Wild Scent (1) - all monsters ignore you for a certain duration, ends when you damage a monster.
    - Fiery Cloak (1) - an aura that sets everything touched/attacked in melee on fire. Can be put out with a lot of water, doesn't last too long.
    - Foresight (1) - the whole map is revealed for you for a couple of seconds.
    - Counter-spell (1) - the next spell you're hit with bounces back and damages the owner for twice the damage.
    - Decompose (2) - whenever somebody dies within your radius, you get healed for 1/X of the creature`s maximum Hp. Life magic used on you reduces the duration.
    - Berserk (2) - doubles your melee attack speed and gives a small movement speed boost for a while.
    - Toxic Cloud (2) - just like the meteor shower it can be placed somewhere, slows and applies DOT to whoever goes through it.
    - Phoenix (3) - resurrect a player and deal huge aoe fire damage around the target as its being picked up.
    - Blade Flurry (3) - surround yourself with a bunch of spinning blades, they provide no protection but deal significant damage to everything around you.
    - Permafrost (2) - summon an ice cloud that will follow an enemy (just like the reaper) and freeze him upon touching. Highest level of freeze.
    - Moving Sands (3) - summon a pool of sand that will deal constant damage to anyone standing still on it.
    - Chillstep (2) - teleport to your cursor`s location (limited range, similar to the reaper) and cause an icy explosion at the target`s location.
    - Glass Shield (3) - a shield of glass appears in front of you and follows you around, reflecting beams and augmenting your ones. Can be destroyed with stones.
    - Oil Spill (2) - summon a pool of oil that makes everyone walking over it slip and is extremely flammable. When targeted with fire it becomes a huge flame wall.
    - Shackle Spree (3) - connect all nearby enemy players to you with a red laser like line. If it breaks (when a player goes too far) the enemy that was connected recieves ridiculous damage.
    - Battleblaze (3) - all melee attacks inflict additional damage + fiery cloak + all magic damage taken is reduced. All magic damage inflicted is reduced. Wears off after not inflicing damage for a long time.
    - Bleedout (2) - all your physical attacks (melee/rocks/spikes) cause bleeding - damage over time, small slow and the target leaves a blood trail making it easy to chase. Short duration.
    - Conversion Aura (1) - for a while all enemy attacks do the exact opposite to you, for example fire makes you wet, arcane heals etc. Your shields behave normally.
    - Despair (3) - two circles surround you for the duration of the magicka. Anyone inside the one close to you takes constant damage and anyone inside the 2nd one takes constant damage as long as he is not close to an ally.
    - Arcane Supremacy (4) - temporary aura, anyone inside it other than you cannot use 4 magics chosen at random. All their magic damage is reduced.
    - Zombify (1) - ressurect an imp or cast on an existing one, the target recieves a huge stat boost and can be healed with arcane/takes damage from life.
    - Antimagic (2) - create a zone that nulifies all magic cast inside it / out of it, disrupts all magicks inside it.
    - Polymorph (2) - transform someone into an immobile 2d sheep for a very short duration of time.
    - Hidden Demons (4) - gain an enchatment that turns you into a killing machine for a short duration of time when you die.
    - Soulbreaker (3) - recieve a melee weapon that can only be used once. It instantly kills anything it hits.
    - Peek into the Future (2) - open a portal and gain a machine gun (or some other modern weapon) for a couple of seconds.
    - Innocence (1) - for a short duration of time you cannot deal any damage but cannot be dealt any damage either.
    - Mystical Maestro (4) - you keep your spellcasting skills yet you cast random damaging spells in all directions constantly. A very short duration.
    - Showdown (1) - a magicka with a showdown duration, the next kill you get gives you twice as much magicka and refunds showdown as well as giving you an applause.
    - Cannon Fodder (2) - the nearest freindly imp recieves a buff that will cause him to explode dealing heavy aoe damage when killed.
    - Gills (2) - next water spell applies a curse meaning that the target cannot breath with air anymore. Only being wet prevents him from taking constant damage. Wears off after a long time.
    - Ultimate Darkness (4) - when you move you spread fog of war for all enemies that only goes away when walked into, all your damaging spells deal extra damage and you gain some lifesteal. Short duration.
    - Firebreathing (2) - on top of other spells, you constantly spray fire. Fire element is disabled for the duration of this magicka, medium duration.
    - God among Mortals (4) - for a very brief duration of time youre the only player capable of using magic. Medium range.
    - Brave New World (4) - everyone on your team gains a random futuristc weapon as well as a forcefield that reduces all damage for a short duration for time.
    - Ghostly Servants (2) - for a medium duration of time all imps that die close to you are reborn as ghosts who both cannot be damage and dont deal damage. They apply frost instead and enough fire makes them disappear.
    - When the Leaves turn Red (4) - all your spells apply bleeding, you gain huge lifesteal and increased movement speed while walking in blood for a short duration. Just like Vlad, youre not a vampire.
    - Crystalize (1) - all frost you apply is much stronger for the duration of the magicka. Wears off after taking too much fire damage/using too much ice.
    - Winter is Coming (3) - gain perfect immunity to all ice magic as well as an aura that freezes and deals constant damage to anyone entering it. Wears off after taking too much fire damage.
    - Rally (3) - all allies (including you) within a certain radius recieve a slightly longer lasting haste that also give a little bit of damage reduction.
    - Exterminate (3) - summon a golem that will chase and try to kill the closest enemy its spawned next to. It has reasonable magic resistance and doesnt have a time limit.
    - Holy Grounds (2) - create a small zone that grants health regeneration to anyone inside it. Long duration, can be destroyed with arcane.

    Elements List

    - Random Element
    - New Elements, switch out on element bar with other elements




    [5]Gamemodes

    - Spellrush - all players deal 1/2 damage, checkpoints, traps (like explosive barrels), neutral imps, 5 players and only one trophy at the end.

    - Assault - two teams of 4, one Magicka themed village in the middle with good old guards. Starts with some buildings broken/on fire, with the `Construction Meter` at 50%. 15 Minutes time limit, but if one team will get the meter to 100% (all repaired) or 0% (all destroyed) the game ends. Fire/Lighting/Charged rocksand generally harmful spells destroy buildings, water puts fires out, uncharged rocks rebuild etc.

    - Assassination - remember the king from the original Magicka? Both teams have one as well as some guards/force fields to defend him. 4 players, unlimited ticket If the time runs out the team with more player kills wins (after all players are dead), otherwise the game ends once you kill the enemy king.

    - Showdown - X players (even number), no teams and a big map with a lot of crazy rooms. Each room has a winner/ two loser doors (if the time runs out) and at the beginning of every round there are 2 people in a room. Rooms could be totally crazy with spikes and flamethrowers or as cozy as the grandmother`s dining room. As soon as a round starts the two players have to duel and whoever wins gets to use the winner door, getting closer to the final trophy room. Loser door lads to way around making it much longer. Somewhat similar to layers in the old fantasy board game whose name i cant remember.

    - Relic Hunt - two teams of 4, both teams have a temple of some sort. 5 Relics are hidden somewhere in the dangerous jungle (monsters like treants etc) and whoever gets 3 relics back 1st wins. Moving with a relic is much slower, they can be stolen from other players but not from the temples.

    - Steal the Sheep - two teams of 4 as usual, football themed playing field and a golden sheep in the middle (golden fleece myth reference, could be greek themed) with infinite hp. The sheep can be pushed around with things like water and will follow the last player that touched it. Whenever it enters your `goal` you get a point.

    - All random, all mid: One lane, 2 spawn points on each side. Instead of queueing up your own elements, they're randomly chosen for you and you have to make the most out of whatever you get.

    - Capture the Flag

    - Wizard Football ( Soccer )

    - King of the Hill game mode. 4 players vie for control of a central location in a free for all battle. Or two teams of 4 vie for control of 4 different locations, etc.

    - Hold The Crystal game mode. 4-8 players spawn on the outside corners of the map rush to pick up the Crystal (Or whatever) in the center. The player holding the crystal is buffed up a little bit to make them harder to kill. When they die it drops and someone else can pick it up. Whoever holds it for the longest time after the countdown timer runs out is the winner.

    - Free For All game mode

    - Wizard Dueling - Gamemode - 3 v 3 - Wizards from each side are randomly selected to duel, other wizards watch from the side lines, each kill subtracts a point from the other teams health pool.

    - Team Deathmatch - Use the default map now, Both starting spawn points are locked from capture, Ticket count raised to 200-300, middle can be captured, and when captured it doubles the ticket points deducted when killed against the team not controlling it.



    [6]Gear

    Robes

    - Beekeeper`s Robe - when you walk you spread honey behind you which slows everyone walking in it, -speed
    - Meteomancer`s Robe - an umbrella hat and a raincoat; +lighting, + water, - fire, - earth
    - Vampire`s Vest - adds a tiny bit of lifesteal, -life
    - Banshee`s Rags - ++ arcane, --life, life and arcane have the opposite effects on you
    - Gold Digger`s Outfit - + earth, enemy kills give extra magicka, --speed
    - Headhunter`s Set - primal leather armor; + health, + damage vs monsters, -- arcane
    - Toymaker`s Robe - all your mines are stronger, but all sprey spells are weaker
    - Archmage`s Garb - all your elements are slightly improved, -- health
    - Maestro`s Attire - as long as you dont repeat the same element twice within 3 elements you keep getting stacks that increase your magic power, when you do you get stacks that decrease it. (only for damaging spells)
    - Elemental`s Crystal Cloak - all your outgoing lasers are stronger but all lasers hitting you are stronger as well.
    - Plaguebearer`s Rags - you constantly take small poison damage, but your melee attacks inflict the same, slightly stronger status with a long duration
    - Mime`s Robes - all your damage is increased as long as the target used the element being hit with within last X seconds, otherwise its all reduced
    - Engineer`s Outfit - all enemies you kill are respawned as tiny clockwork minions, + lightning, -- speed, - stone
    - Gladiator`s Robe - ++ stone, - health, enemies killed respawn faster
    - Guardian`s Armor - +++ shield, - speed, as long as your target is under 25% health you deal 90% less damage
    - Anachist`s Vest - all your damage is increased but all the damage you take is increased as well, + fire, - water


    Staffs

    - Green Leaf Staff - ++ life, -- arcane, life is a spray instead of a laser
    - Snowman Staff - ++ frost, --- fire, frost + stone is changed into a snowball with a far stronger knockback
    - Cane of Crows - +++ arcane, - fire, - life, - stone, - shield, targets hit are followed by a crow for X seconds and are revealed on your map
    - Tiki Wand - + fire, - shield, - water, when youre on fire you gain additional speed
    - Lightkeeper`s Staff - + life, + fire, - arcane, - frost, - shield, you gain additional sight range
    - Rod of Lightning - ++ lightning, --- stone, you lightning spells gain additional range
    - Staff of Patience - you initial attacks against a target deal reduced damage, but after a couple of attacks your damage against that taget increases above base value
    - Cyborg`s Walking Stick - + arcane, + lightning, - stone, all missile attacks deal less damage
    - Staff of Brotherhood - as long as youre close to an allied wizard you recieve less damage and deal more, the opposite when youre not
    - Brute`s Staff - all your damage is increased but your shields and healing is weaker
    - Staff of Storms - + lighting, + water, -- fire, - frost, your clouds last longer

    Weapons

    - Reaper`s Scythe - 360/1.0, if you kill a wizard with it drain some magicka from the target
    - Sausage on a Stick (I just had to put it here ^^ ) - 120/0.80, commands nearby imps making them hit the target
    - Serrated Blade - 160/0.60, causes bleeding
    - Sword of Aether - 120/0.40, ignores earth armor and can be countered with arcane armor
    - Butcher`s Knife - 180/0.70, + arcane
    - Pirate`s Cutlass - 140/0.60, sprays water (water x 1) when used
    - Paintbrush of Chaos - 160/0.50, every time you swing it the weapon changes its element (and applies the status linked to it)
    - Hammer of Wrath - 220/0.60, up to +1% extra damage for every 1% missing under 50%, negative for every % over 50%.
    - Mirror Shield - 140/0.50, can deflect lasers by hitting them


    Rings

    - Ring of Friendly Fire: You do 50% less damage to teammates
    - Ring of Unfriendly Fire: You take 30% less damage from teammates (These two rings directly deal with the griefing problem of teammates killing their own teammates)
    - Ring of the Imp killer: You do 30% more damage to imps (enemy and friendly)
    - Ring of Imp Protection: Imps deal 50% less damage to you
    - Ring of Fiery Rage: While you are on fire, your melee attacks are 50% faster
    - Ring of the Slippery Devil: While you are wet, you move 10% faster
    - Ring of Support: You heal teammates faster, but heal yourself slower (This one encourages teamwork)
    - Ring of Capture: You capture control points 10% faster
    - Ring of Respawn: You respawn 10% faster
    - Ring of the Super Meter: You build up your Magick Meter 10% quicker
    - Ring of the Glass Cannon: You do 10% more damage when you are below half health
    - Ring of the Glass Healer: Your healing is based on how much health you have. At 100% health, you heal 50% better, at 50% health, you heal normally, and below 50% health, you are worse at healing
    - Ring of Heated Blanket: You thaw from being frozen 10% quicker
    - Ring of the Dry Towel: You dry off from being wet 10% quicker
    - Ring of the Extinguisher: You are extinguished from burning 10% quicker
    - Ring of the Lazer: Your death and life beams last 10 % longer
    - Ring of the Charge: Your earth and ice ranged attacks charge 10% quicker (For the bottom 5 rings, I realize that increasing your elemental affinities already do this. However, these rings are meant to stack on top of your affinities and be used together to make powerful combos)

    Imps

    - Different Familiars
    - Different types of imps
    - Stronger Guardian Imps
    - Imps move out of the way of wizard spells

    Cosmetics



    [7]UI ( Interface )

    - HUD should be able to be scaled
    - Main menu could look a little sharper
    - Should be able to change region after login screen
    - Ability to toggle gore on / off
    - Language Selection
    - Ability to ping the map, like league or dota2
    - Shade areas of minimap that aren't visible
    - See dead friendly wizards on minimap
    - Different Menu Themes
    - Reconnect after disconnect

    [8]Misc

    - I feel like the goblin in the login screen is a little low res, if there was a graphic update mainly to around his eyes or something, that'd be sweet. Also, he's annoying as hell.

    - Gamepad support (Xbox 360, that kinda stuff)

    - Minigames while waiting for matches to start

    - Ability to rebind keys to key combos, such as melee is shift + click, stuff like that.

    - Possible VOIP for team only?

    - Ability to /taunt /dance /joke, stuff like that.

    - Patch notes list in game menu or at login screen.
    Last edited by Fscreams; 17-12-2013 at 23:18. Reason: Updated

  2. #2
    Games are definitely too short, just now I spent about 10 minutes waiting to get into a game which lasted almost a minute, we took all 3 spawns and killed all 4 of them on the first life. Before there is some sort of match making to balance this it would be nice if the game was perhaps a little less harsh on the losing side, I know they're balancing this by making Magicks easier to attain while you're losing but a little more couldn't hurt.

    The imps are annoying, I really like having guard imps at the spawn points and frankly I think they should be stronger and larger, like big bouncer type imps, but the personal imps I find just irritating, they block spells and get in the way, they clutter up the map and don't appear to add a lot of gameplay at all since they're useful for only a few seconds since almost every spell is AOE and they die fast. Buff up the spawn guard imps, do away with the personal imps.

    Haste could be a little funner, right now it's just wait half a second, then gain a movement speed boost, would be nice if there was a little more gameplay involved, why not make it much faster to cast but have the boost decay over its duration? So it would actually function as a getaway ability, a quick burst of speed to run away and not just an all-purpose sprint that works for every occasion, this would be a lot funner.

    Make it so that you can view down and up a bit more by moving your mouse, you can cover a great amount of the screen by moving your mouse to the left and right but you can't see anything at all if you look down, this needs to be solved for balance reasons because if I'm travelling downwards towards an enemy he will see me before I see him since the upper side of the screen can see more. Thankfully the game already has a system that would solve this perfectly, make it so that when you move your mouse down you move the camera a lot more than you usually would, this would solve the problem completely.

    EDIT: New Suggestion
    Give players the ability to scale the in game UI, I don't mind the mini map size or anything else, but the name text above players, their health bars and the damage numbers are miniscule, I would really like to be able to scale them up and make them brighter. I want to see big huge numbers when I deal damage like in TF2.

    Also just reiterating my disdain for imps, the number of kills I've lost because a friendly imp decided to absorb my attack is very annoying, I wouldn't mind if they actually helped me at all but so far I've yet to see a situation where they help and I've seen many where they hinder, if they serve a useful purpose I don't know what it is.
    Last edited by cimbop; 17-10-2013 at 18:26.

  3. #3
    Feedback
    - Games seem to be short, they should be longer.
    Only one game type so far, and folks just don't know what they are doing. But I wish they had another mode, alpha or not.
    - Some spells just seem to function weird, three lightning elements, and it last for about one second.
    Haven't noticed this, I thought it got more range.
    - I'd rather have 6th elements instead of stuck at 3, it's just better.
    I'm glad they took it down to 3. Doesn't reward the macroing (which would have been absurd in MP), and it seems like much of the complexity remains.
    - Wizards seem to move very slow, I feel like the speed should be upgraded slightly.
    Eh?
    - The shield by itself, ( wall ) seems useless. It blocks beam attacks, but when a rock hits it you still take damage.
    This confuses me as well.
    - Matchmaking takes a while, and I get disconnected a lot.
    Yup (alpha...).
    - Spawning points should automatically be captured, and they shouldn't be able to be captured until 2:30 into the game, allowing the length to be increased, and have more fun killing eachother.
    Uh, please no? If anything capping should take longer. What you want is TDM, which isn't a mode yet.
    - Frost slows WAY too much, to the point where you can't do anything. ( You can get rid of it, but it takes 10 years )
    Fire yourself?
    - Tutorial needs to be more indepth, even having imps run around would help, not enough players use revive after the points are captured, and things like that could be covered.
    Yes please. God please give us a training mode we could play around in. Is it there? Can I not find it?
    - Game menu looks nice, but I feel like it could look sharper.
    - From a few of the games i've played, almost no one team kills on purpose, although I have had some where I start out and they freeze you for no reason, or set you on fire or other stupid things. I feel like this can be fixed easily.
    Please don't remove team damage...
    - There are some lag spikes / fps drops in game.
    - Steam overlay causes the game to fps lag momentarily, it also seems to give you some code mammoths, and other stuff like that.
    - When inviting a player to a party, it will say pending and the player cannot connect. This happens on occasions.
    Yeah (alpha).

    Ideas
    - The game desperately needs enchanting elements on weapons.
    - Robes need to be able to be colored like they could be in Magicka.
    - Titles could be earned through achievments, displayed in lobby and ingame under name.
    - Achievments
    - Statistics, most used element, least used, most damaging spell
    - Replays of the last match played
    - Guilds
    - Accessories for robes, different hood types ( Like adding stuff to the robe you have on )
    - Leader Boards
    - Practice mode - Imps and Static AI wizards to test spells on - This is a must have
    - Wizard Dueling - Gamemode - 3 v 3 - Wizards from each side are randomly selected to duel, other wizards watch from the side lines, each kill subtracts a point from the other teams health pool.
    - Different imp types / minion types
    - Different costumes / accessories for minions
    - Team members should not be able to effect any other team members with effects besides healing, until they have engaged combat, i.e. a friendly has taken damage or given damage to an enemy player, until then team mates should not be able to use spells to damage team mates.
    Sure (alpha...).

  4. #4
    Fire just takes to long to unfreeze your self, especially with the lowered cast speed.
    Last edited by Fscreams; 16-10-2013 at 20:07.

  5. #5
    Quote Originally Posted by Fscreams View Post
    There is no way to fire yourself. I tried it, and the fire does no damage to your self.
    Really? Fire / MB doesn't do it? If true that is a problem.

  6. #6
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    If people use it, ward yourself against cold... But I agree, freezing shouldn't be less desirable than cooling.

    The shield... Yeah. I don't know. I actually think they are good as they are now. Beams are considerably more powerful (compared to Magicka) and you don't die as fast, so in turn E has been nerfed from the universal savior it was.

    I actually think ED (and variations) are still a bit to strong though. It seems like people can just retreat and forever hide behind them and there is not much to do against them.

    Capping is ok as it is, as is the length of games. The problem atm is simply that queue times are long, and servers unstable, but yeah, it's alpha.

    Don't remove friendly fire, ever! This would ruin the Magicka feel, you might as well call it something else if you do.

    Enchanting elements on weapons... I kinda miss it, but I understand why it had to go, so I'm ok with it. RIP IWD

  7. #7
    Quote Originally Posted by Fscreams View Post
    There is no way to fire yourself. I tried it, and the fire does no damage to your self.
    You can't set yourself on fire (ie you take no damage like in the original game), but you can remove Chilled Status by using Fire on Self.

  8. #8
    More complex tutorial would kick ass. Practice room also. Id also like To ask for one tiny thing... remember beards from The Stars are Left? How about awarding it for some high level or even better: give it for alpha participants at the beginning of beta ^^

  9. #9
    Im also for a practice room, would help me a lot experimenting with the different spells without feeling pressure as i do in online battles.

    Also for the forum, is there any chance a up vote/ down vote button can be useful when it comes to see if the majority like the wanted changes/added stuff to the game

  10. #10
    Quote Originally Posted by Fscreams View Post
    Feedback
    ...- Games seem to be short, they should be longer...

    ...- I'd rather have 6th elements instead of stuck at 3, it's just better...

    ...- Wizards seem to move very slow, I feel like the speed should be upgraded slightly...

    ...- The shield by itself, ( wall ) seems useless. It blocks beam attacks, but when a rock hits it you still take damage...

    ...- Spawning points should automatically be captured, and they shouldn't be able to be captured until 2:30 into the game, allowing the length to be increased, and have more fun killing eachother...

    ...- Frost slows WAY too much, to the point where you can't do anything. ( You can get rid of it, but it takes 10 years )...

    ...- There are some lag spikes / fps drops in game...

    ...- Steam overlay causes the game to fps lag momentarily, it also seems to give you some code mammoths, and other stuff like that...

    ...- When inviting a player to a party, it will say pending and the player cannot connect. This happens on occasions...

    ...Ideas...
    Just want to join in on some of the points here.

    The duration of games 'can' be very short indeed, but I've had several long matches that had our tokens taken down to zero, which felt very nice. The only problem is when you manage to take all three spawn points very quickly and ends the game on less than two minutes. This is a little annoying, both for losing and winning like this. Setting in a delay on captured points and trying to expand the killing time isn't an ideal solution however, as wizards still need to spawn some place. Having a natural spawn just allows for a spawn camping, and random spawning would make teaming up slightly annoying.

    As for the element queue, Paradox said that they lowered it to make it seem much less advanced and allow new players into the game as well. It still allows for high dynamic in casting spells, and the way you queue up spells for different effects have also changed, as you can get arcane lightning now. I even noticed that water and fire don't get turned into a single steam element, if I'm not wrong? I don't think you increase duration of spell casting with more elements, as three lightnings still only last for about a second, but increase range and damage only. Lightning seems fit to be a short burst of decent damage to multiply enemies. Also the shields only block beams and sprays (lightning seems to get through?) while a rock wall will block projectiles. It's true that rock walls will also block beams, but they crumble very fast and you barely get time to move around before the beam is hitting you again. You can get away with setting up a rock wall against a beam attack, and follow with a normal shield however.

    Wizards do move very slowly in the start of the game, until you get enough power for a haste spell. I guess this is what slows down the game pace a bit, allows players to check the minimap (Which I love by the way) and check where to head. It also allows people to aim with rocks and not just let them run around them in circles (Unless they are very close). Frost is very good at slowing down people, and I keep forgetting that a fire burst around you can save you so easily. It's just about being a bit quicker with that fire or frost aura.

    Any of the lag issues is indeed, just the alpha doing what you can expect from an alpha, having a few issues here and there. I'm sure many of these connection loses, mammoths, hagfish and mice will disappear soon enough.

    Idea-wise, I think we should let this first gamemode be as it is. It's very fun with the exception of the lightning quick matches, but seems stable in a 4v4 matchup that is equal. A practice mode would be nice, to try out and get used to the mechanics of the game.
    I'd rather not see more gear slots, four should be plenty to customize your wizard with. Do remember, this is just alpha, so more ropes, weapons, staffs and the mysterious rings will surely follow up.
    Do keep the friendly fire at max. This is Magicka, not some fancy teamwork gam-... Wait, we doing four against four teams?.. Oh.. Well best notch up the friendly fire then.

  11. #11
    Quote Originally Posted by k4m43l View Post
    More complex tutorial would kick ass. Practice room also. Id also like To ask for one tiny thing... remember beards from The Stars are Left? How about awarding it for some high level or even better: give it for alpha participants at the beginning of beta ^^
    Beards are always awesome. As are braids.

    So practice room. What kind of features would you like to see in it? I hear training dummy and some npcs to practice on. What about move lists? Damage output calculators?

    Sunshine and fast conjuring,
    //NDKarlsson

  12. #12
    For the practice room i for one would like to see:

    Npc's you can spawn and train on, dummies and if possible a list of all the spells that are possible to create and the damage shown in a dps list which show what spell combo you used and damage that spell produced and also show total damage/healing done during the session

  13. #13
    Quote Originally Posted by NDKarlsson View Post
    Beards are always awesome. As are braids.

    So practice room. What kind of features would you like to see in it? I hear training dummy and some npcs to practice on. What about move lists? Damage output calculators?

    Sunshine and fast conjuring,
    //NDKarlsson
    Dummies, npc that will walk, attack or attempt to escape?
    Damage numbers would be nice.
    Maybe a 'arena'ish little style where you can tell the game to, as an example, summon three enemy imps to fight against?
    Spell casting practice, either have the game tell you which spells to cast in which you have to cast that as quickly as possible, or have a npc wizard charge up spells in which you have to respond with shields, attacks, auras, ect, so you can counter them.
    Far out ideas, but still ideas!

  14. #14
    Quote Originally Posted by Soulthedragon View Post
    Dummies, npc that will walk, attack or attempt to escape?
    Damage numbers would be nice.
    Maybe a 'arena'ish little style where you can tell the game to, as an example, summon three enemy imps to fight against?
    Spell casting practice, either have the game tell you which spells to cast in which you have to cast that as quickly as possible, or have a npc wizard charge up spells in which you have to respond with shields, attacks, auras, ect, so you can counter them.
    Far out ideas, but still ideas!
    Yeah. Like the practice dummies you had in VM in the first outside Zone. (They even ran away when you cast fear on them, which was hilarious!)

  15. #15
    What Soulthedragon said

    At the moment i'm just practicing by playing and doing. Sometimes it goes well, other times..not so well :P
    The shields and such i didn't even know existed so that would also be great to practice with in a practice room.

  16. #16
    Quote Originally Posted by NDKarlsson View Post
    Beards are always awesome. As are braids.

    So practice room. What kind of features would you like to see in it? I hear training dummy and some npcs to practice on. What about move lists? Damage output calculators?

    Sunshine and fast conjuring,
    //NDKarlsson
    First and foremost, allow us to invite other players to our practice room! This way we can teach stuff to friends, practice spell combos, etc.

    Other things:
    Dummys/NPCs, with and without all possible immunities (so we can test the exact effects of a spell against an exact immunity).
    Environmental "hazards", as in, some area that constantly applies chill/burn/wetness, so we can test how that affects our fighting style.

  17. #17
    At players being immune to team mates magicks, it's more stated that they should be immune within the first 5 seconds, there are players that just troll and do that stuff in the beginning.

    As for the practice arena:
    - Accessed through main menu
    - Able to invite friends in, maximum of 4.


    Static Imps - No resistances, respawns after a few seconds.
    Mobile Imps - They can just run around in circles, or something, same as the above.

    Static Robes - No resistances, has the stats of defaulté wizards, respawns after a few seconds.

    Static Damage Robe - No resistances, has the stats of defaulté wizards, infinite health, used just to test damage.

    Elemental Robe - Has the stats of defaulté wizards, but when hit with a spell it takes that damage and has resistances to it, until it dies. Only uses the first two elements to determine resistances, if the elements are doubled, fire, fire, then it has double resistances. ( Like shield + Fire + Fire )

    Static Attack Robe - Infinite HP, cast exact spell it was hit with back at player wizard a few seconds later.

    While in arena, players have the ability to cast their 1, 2, 3, 4, magicks infinitely.

    There should be a circle of dummies, with room to get into, to test AOE damage as well.

    Also -

    There should be a ready check to when the game starts, so you don't have afkers. ( I haven't seen someone afk yet, but it can happen. )

    Would be sweet to have the swedish language back in the game, or w/e it was. I liked hearing the durka durka all the time. It made magicka magicka.
    Last edited by Fscreams; 16-10-2013 at 17:16.

  18. #18
    Sergeant

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    I was pretty psyched when I was able to continuously slaughter imps after the tutorial, but not being able to get back into that "room" afterwards was pretty disappointing...
    So the one especially great feature I'd like for the practice room: The ability to wait for a match while practicing.


    As for the OP's feedback:
    - Games seem to be short, they should be longer.
    This is being discussed extensively in another thread.
    - Some spells just seem to function weird, three lightning elements, and it last for about one second.
    Not quite sure what you mean, I assume it's how adding extra lighting doesn't increase the duration? It does increase the damage though!
    - I'd rather have 6th elements instead of stuck at 3, it's just better.
    The dev team has very explicit reasons for that, you can read up on it here.
    - Wizards seem to move very slow, I feel like the speed should be upgraded slightly.
    I agree it seems a little slow if you're moving from one point to the next without anything to fight in between, but in the grand scheme of things I can't complain. Maybe using some speed boosting equipment would suit your playstyle!
    - The shield by itself, ( wall ) seems useless. It blocks beam attacks, but when a rock hits it you still take damage.
    Shields as they are now are specialized anti-beam/spray defense. Have you tried using barriers (The ED rock walls)? They won't reflect the beams, but they will block them and everything else.
    - Matchmaking takes a while, and I get disconnected a lot.
    Alpha shenanigans.
    - Spawning points should automatically be captured, and they shouldn't be able to be captured until 2:30 into the game, allowing the length to be increased, and have more fun killing eachother.
    Sorry, but no. The entire essence of any kind of control points game mode (in any game really) is the idea of fighting for control. You seem to be more interested in a pure deathmatch style map, which I'm sure they have ideas for after alpha.
    - Frost slows WAY too much, to the point where you can't do anything. ( You can get rid of it, but it takes 10 years )
    It does, but it also takes a long time to get to that point, giving plenty of opportunity to thaw yourself out. Maybe you were wet at the time?
    - Tutorial needs to be more indepth, even having imps run around would help, not enough players use revive after the points are captured, and things like that could be covered.
    I agree, but it's probably low on the priority list for alpha stuff.
    - Game menu looks nice, but I feel like it could look sharper.
    Same as above.
    - From a few of the games i've played, almost no one team kills on purpose, although I have had some where I start out and they freeze you for no reason, or set you on fire or other stupid things. I feel like this can be fixed easily.
    Others have mentioned a 5ish second grace period, we'll see what the devs think.
    - There are some lag spikes / fps drops in game.
    - Steam overlay causes the game to fps lag momentarily, it also seems to give you some code mammoths, and other stuff like that.
    - When inviting a player to a party, it will say pending and the player cannot connect. This happens on occasions.
    All three can be explained with lots more alpha shenanigans. Keep in mind that one of the primary purposes of the alpha is to test server load and capacity.

  19. #19
    Updated - Feel free to add more suggestions too this, and I'll add it into the first post.

  20. #20
    Sergeant

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    Regarding the reaper, his attack counts as physical/magick, so you can reduce the damage by putting on rock armor before getting hit. (According to this gude. I haven't tested it myself yet.)

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