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Forum » CHF Development and Discussion » Balancing Current Game Content » New pre mass system.
New pre mass system.
SOUNDWAVESDate: Wednesday, 06-Feb-2013, 6:49 PM | Message # 1
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Mass starts around 2:30 from game start but it's kinda boring to wait.
so I want and suggest below things as default pre mass system for more exciting game.

1. put mass start countdown time.

2. Whenever red put new mode increase mass start time 10 second.

3. let each player can increase or decrease 5 second mass start time by typing command.
so mass start time can be max 1min increased or decreased by each players will.

4. make town portal impossible before mass.

5. auto generate 4 rock golems and whenever each golem die let them drop deadly ward or healing ward item.




Rest in Peace Rookies


Message edited by SOUNDWAVES - Wednesday, 06-Feb-2013, 10:23 PM
 
[-FTL-]RoyStoMDate: Wednesday, 06-Feb-2013, 8:43 PM | Message # 2
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Quote (SOUNDWAVES)
auto generate 4 rock golems and whenever each golem die let them drop deadly ward or healing ward item.
this is a good option
 
ic3dt3aDate: Wednesday, 06-Feb-2013, 9:43 PM | Message # 3
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Quote (SOUNDWAVES)
1. put mass start countdown time. 2. Whenever red put new mode increase mass start time 10 second.  

3. let each player can increase or decrease 5 second mass start time by typing command.
    so mass start time can be max 1min increase or decrease by each players will.

this i like
Quote (SOUNDWAVES)
4. make town portal impossible before mass.

nope, some ppl still lag and interchange will be OP during mass
Quote (SOUNDWAVES)
5. auto generate 4 rock golems and whenever each golem die let them drop deadly ward or healing ward item.
i like this idea alot too

how about this instead:

have 4 golems spawn at start, u have to kill to get wards/deadly wards/beast scroll. add a low lvl immolation so the fots take damage. killing the golems will give item, xp, BUT will also give possibility to other players to come in and do some uk on u, so u  have to be careful.

is that too complex for new players?


http://chf.ucoz.com/forum/71-3499-61942-16-1396993348
 
SOUNDWAVESDate: Wednesday, 06-Feb-2013, 10:27 PM | Message # 4
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Quote (ic3dt3a)
nope, some ppl still lag and interchange will be OP during mass

unabling tp is only before mass. if mass starts ppl can tp. it's like version 3.8(3.9?)




Rest in Peace Rookies
 
ic3dt3aDate: Wednesday, 06-Feb-2013, 10:32 PM | Message # 5
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Quote (SOUNDWAVES)
Quote (ic3dt3a)nope, some ppl still lag and interchange will be OP during mass

unabling tp is only before mass. if mass starts ppl can tp. it's like version 3.8(3.9?)


ah ok, sorry i misunderstood what u meant.


http://chf.ucoz.com/forum/71-3499-61942-16-1396993348
 
VexslasherDate: Thursday, 07-Feb-2013, 0:10 AM | Message # 6
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how about instead of all that just after 1 min has passed if all players have already picked there spells the mass starts, if not then it could check again every 5 seconds until 1:55 then there would still be the possibility of the mass starting 1 min sooner but only if everyone's ready for it.

Quote
5. auto generate 4 rock golems and whenever each golem die let them drop deadly ward or healing ward item.
and that #5 people would hate it after the first day because the pros will instantly be killing those and getting the items for free, making it super easy for pros to win mass and save money.


 
FirNesSDate: Thursday, 07-Feb-2013, 0:56 AM | Message # 7
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The golem thing would be retarded, because the first guy who will attack one of the golems will have to fight 4 of them, and he's lose all his foots.
I'm fine with 1) 2) 3) but not with 4) 5).


 
2DaYuDiEDate: Thursday, 07-Feb-2013, 6:51 AM | Message # 8
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+ someone else could use a stun/roots on the hero when the golem dies and steal the item
i dont like the golem idea either... i'd rather remove the wards entirely from mass, so ur more dependant on ur spells at mass
rest is fine i guess


 
FireHartDate: Thursday, 07-Feb-2013, 9:14 AM | Message # 9
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There is already rock mode 

you could add some golems but place them at the entrance to base


 
F00ty_R3b0rnDate: Thursday, 07-Feb-2013, 11:21 AM | Message # 10
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Rock golems are bad idea it's would be more unbalanced and you will lost all your footmen. Pubs will be raped easier.

There is already -rock golem.

The best solution is 2 healing wards + 2 deathly wards at start.

Time is correct if you need to find a build.

I think that it's good like that.


Current CHF APM ! The Legend is R3b0Rn !
http://imageshack.com/a/img401/3523/vzsc.png

 
a_chinese_kidDate: Thursday, 07-Feb-2013, 4:54 PM | Message # 11
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5. auto generate 4 rock golems and whenever each golem die let them drop deadly ward or healing ward item. 

dont know why the hell quotes dont work but anyway

if we go through with this make ww visible premass. it can run through units but it cant hide them because they would just pick up all that sh*t.
 
2DaYuDiEDate: Thursday, 07-Feb-2013, 7:00 PM | Message # 12
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350g item for killing a golem is stupid

 
FireHartDate: Friday, 08-Feb-2013, 6:40 AM | Message # 13
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People are trying to balance the game soo we that do code don't make mass unfair to us

 
Forum » CHF Development and Discussion » Balancing Current Game Content » New pre mass system.
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