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I dig the Blazeblue audio, that's what made me initially try it. Love Blazeblue. (edit: Might be nice to credit Blazeblue in the game somehow, during the cinematic intros in the corner or something.)
I think what this game suffers from most is poor hotkeys? When I play Rush (for example) and I'm trying to blink, I instinctively hit B due to the Stalker blink ability. Being as that Rush does have an auto attack (unlike some heroes) I also do a lot of A-Clicks, only to discover that there's an actual ability bound to that key.
I think this is kind of an underlying cause to a few other problems, such as (for me, anyway) the lack of players willing to stay in a game for the full bo5. While the game is simple in concept, it confuses the hands, and frustrates people to death.
I personally think it has a lot of potential, but just needs to be dumbed down a little. I know, that sounds ridiculous. The average hardcore teamliquider might be able to figure it out with relative ease, but to be a very popular and successful map, you have to cater a little to the more casual players. I think the complexity should come from teamwork, not from having to figure out what your hero does and how to do it easily.
Also, it might be neat to have a custom interface for this, even if its just simple buttons or whatever. Considering that its only really reasonable to play this game with hotkeys, the command card is semi-redundant (which isnt to say you don't need buttons for abilities, but just less intrusive ones)
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With 1.2 coming out I may be able to make some improvements thanks to mouse tracking and UI customization.
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before anyone says that certain characters are imbalanced, too weak, useless, etc
Please play against GOOD Players and not pub stomping because I've 1v3d an entire team with sarina before, does this make her imbalanced? no. The only way to gauge the balance of this game is when it is played at very competitive levels which currently doesn't exist. Explore all options before coming to a conclusion.
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We have forums now! Albeit a bit nondescript, will pretty it up some more later.
http://www.playsmashcraft.com
Updates and announcements will be posted here from now on. Stay tuned! Big things are coming.
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I really like this game. It's not totally balanced, but the controls/interface are decent and everything is well designed. High action too! Awesome game to play with friends.
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Love this game its fricken awesome. Would love to see some leagues and tournaments fricken awesome!
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BIG UPDATE
General
-Revolver can no longer Sunder enemies into the lake on Valkyrie Summit.
-Increased the terrain area of the central part of Valkyrie Summit.
-Some intro cameras have been moved around for every map.
-The range of Pyro's Ignition has been increased to 10 (up from 8).
-The damage done by Pyro's main and DOT damage have been very slightly lowered.
-The game should now properly end in the event of the other team leaving completely at any point of the match.
-The endgame leaderboard has been moved so that the game chat does not overlap it.
- Endgame leaderboard now shows Rating adjustments per player.
Content Addition: New Pre-game Screen
After character selection, you are now given an additional 30 seconds to view your team compositions, who is playing which character, each player's PSR ranking, and also vote on the map you would prefer to play on! This screen will fade to the first round after everyone is marked as "Ready". To flag yourself as ready, choose a map option, or choose Random Map.
PSR Ranking System & Stat Tracking
Introducing the competitive meter for Smashcraft, PSR rankings! PSR stands for "Personal Skill Rating" and is determined by your performance against other players. This rating stays with you between games and also keeps track of your Win-Loss ratio.
How PSR Works:
You start at a rating of 1500. Every game you play, your team's composite PSR is averaged and the amount of points you win or lose depends on the average PSR of your opponents, and also your PSR in comparison to your team's average PSR.
The base value of a match is +/-16 points. If everyone was the same PSR, this would be the amount of points you gain for a win (+16) or lose (-16). However its not that simple when factoring in the rest of the players.
You can determine amount of points gained or lost in a match based on the following algorithm:
For a win: 16 + ((Your team's average PSR - Enemy team's average PSR) / 25) + ((Your team's Average PSR - Your PSR) / 25)
For a loss: 16 - ((Your team's average PSR - Enemy team's average PSR) / 25) + ((Your team's Average PSR - Your PSR) / 25)
Leaver Penalty
PSR is only adjusted during the Victory/Defeat screen. If you leave anytime once the first round starts (during the intro) or before the victory/defeat sequence, you automatically lose the amount of PSR you would have lost if you had lost the match. If teammates disconnect or drop during character selection, you can avoid PSR loss by disconnecting BEFORE the game starts.
With the coming update from blizzard, new features will enhance the PSR rankings integrity so hang tight, for now it is in a testing phase and is subject to being reset at any time.
This topic will be open for discussion until the next update.
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this game is pretty fun and well designed
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I'm looking for a reliable person/people to host Smashcraft on EU, KR and SEA within the timeframe of this week.
By reliable, I mean, you must be able to update the map regularly, because I update very often. Also must be able to boost the map to at least page 2-3 (it will take off on its own from there), and reboost everytime popularity resets.
After 1.2 patch I'll add in some last minute changes and then it is ready for an official 1.0 release, with 12 heroes to start out. PM or leave me a message if you can handle this! =]
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This game rocks my socks. Damn. Apparently this I played was a tester for the map, but he wasn't even super good. But YEAH THIS MAP ROCKS. +1
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On January 11 2011 16:33 mikku wrote: sc2 bloodline champions?
Basically.
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This game is addictive. Very addictive. Was going to make a thread for it soon if you didn't Mephs. Great work on it! Hoping to see this on front page one day, it deserves it!
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Play this game. It's great. Also, hope you get a spot in the Featured Map section.
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v0.96 Changes ===========
Balance
-Sarina's Burst of Life casting time reduced to 1 second.
-Increased the healing of Burst of Life to 260 (up from 225).
-Reduced the channeling range of Refresh to 6 (down from 10).
Gameplay
-You can now change hero facing for characters such as Ace, Revolver, and Pyro by simply moving the mouse while in firing mode. You can still use the shift+right click method, but this should make it easier to turn and fire for auto-firing weapons.
-PSR has been reset to accomodate changes in the latest update from Blizzard.
-All hero models have been increased in size slightly. Collision is not changed for hit-scan abilities, this should make it easier to use clickable abilities on teammates.
General
Join our community channel on Battle.NET. Join chat channel "Smashcraft".
Content
NEW HERO! Lamia, the Vile Witch (Support) ======================================
Lamia uses the Queen model and an is a spellcaster, offensive support. She specializes in debuffing the enemy and draining enemy life to heal the team when they are cursed.
A: Shadow Tether - Fires a tendril of dark energy in the target direction. If it hits an enemy, it will latch onto them for 6 seconds, doing damage every second, and additionally slowing their movement speed by 50%. 0.5s casting time, hit-scan based ability.
S: Dark Curse - Afflicts all enemies in the target area with a curse, causing them to take 20% additional damage from all attacks for 10 seconds. Shadow Tether will heal nearby allies if used on a cursed target.
D: Void Barrier - Shields Lamia for 200 damage, when the shield is broken, it will dispel all beneficial (non-fury) effects on all nearby enemies. This includes things such as Dex's Nullifier Field, Stoneskin or other beneficial buffs enemies might have.
F: Eternal Torment - Levitates all enemies in the target area for up to 5 seconds. While levitated, Lamia will drain HP from all victims until the spell ends. Targets afflicted by the spell cannot move or act, but cannot be damaged by anyone but Lamia while in the air. The spell can be interrupted by players not affected by it.
G: Dispersion - Breaks stuns and removes all negative effects from Lamia.
R: Manafusion
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v0.102b Changes
Balance
-Dex can no longer have more than one of any kind of drone in play at a time.
-Increased the attack range and damage of Dex's auto-turret slightly.
-Turrets should now acquire the closest target to them
-Increased the healing effect of Dex's Nanomed drone to 26 (Up from 22).
Bug Fixes
-Hawk should no longer become frozen when cancelling her fury ability.
-Melee characters should now show improved "smart" target acquisition instead of randomly picking different targets to attack.
-Ace should no longer display a muzzle flash after being stunned
-Character icons on the health UI now change to the "leaver" icon when a player leaves the game
-Values on the leaderboard should no longer display decimal values.
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This game is amazing best ums ive seen so far. I highly recommend everyone tries this game.
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Pls release it on the European Server. Already thought about doing a custom map like that myself, so i have to check it out =)
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Outside server release will be tonight or tomorrow, just adding in some final touches, bug fixes, and polish.
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v0.108b Changes
Balance
-Increased the pulse range of Dex's Magdrone to 8 (up from 5)
Bugs
-Ace's attack range is now set to its intended range (15)
Content
-All abilities should now show a range indicator when possible.
-Added a "Random Hero" option.
-You can now view a player's Win/Loss/Leaver information by hovering your mouse over their PSR tab during the matchup screen. This UI will be improved later on when achievements are added.
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