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avatar for lkleung28 lkleung28 100 posts
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POST YOUR SUGGESTIONS HERE.

 
avatar for Dezign Dezign 1 post
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I like the simple UI design. You have put a lot of thoughts in that, which is always welcomed.

The art style is unique enough to stand out as a Flash game, as we don’t see a lot of pre-rendered 3D images in a Flash game.

I see that you are trying to keep the turned-based strategy game as simple as possible for the Flash audience. But I also felt that it had lacked a lot of the old tried and true formulas that I loved growing up, e.g. FFT and Fire Emblem.

The diagonal attacks in this game is pretty much the only “innovation” I would give praise to, for being slightly different than other traditional SRPGs.

Keep up the good work. :)

 
avatar for phyrexian phyrexian 55 posts
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Here are suggestions I made. Zening is considering some of them seriously, but no promises on any of them. If I see any I like I’ll mention them to him.

- Customizable level Limit. Two drop down boxes that let you choose the ‘min’ and ‘max’ level that players can be to join the game you’re creating.

- Stop discouraging new players.

I believe the best solution would be two fold.

1) Decrease the difference between: skills point received for a win, and skill points lost for a loss. At least so that the same thing happens in a 1v1 for level 10 as what happens in 1v1 for level 20, 30, etc.

2.) Then, drastically increase the amount of XP needed per level.

The goal being that someone with twice as many points as you have, hasn’t necessarily received twice as many powerful units and spells as you have received (which is now the case). THIS, imo, is the sole reason leveling is impossible without farming the low level players.

You can think of the way the game is now as a pyramid, the top player relies on there being some very high level players, who rely on there being several more high level players, who rely on their being a great deal more medium level players, who rely on there being a constant influx of noobs. In short, the total amount of XP of all players doesn’t really grow as a function of play time and play skill.

It may seem counter-intuitive at first, but Increasing the ease of gaining XP + decreasing the ease of gaining levels is what I believe would fix the problem.

 
avatar for oneyedog oneyedog 7 posts
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I think that another new feature that would be cool and could add to the upgrade system of hero matches would be to have maybe two more areas to upgrade. one would be spell cooldown and the other would be spell damage/duration. where the spells of a hero with these points invested would get a %(?) increase in damage(maybe adding to cooldown, depends on how upgradable) or health gained and decreasing cooldown would have the a similar effect; early upgrades would only effect longer cooldown spells, but after a few in might drop some of the faster spells like heal, fireball, lightning.
I thought this would be interesting because otherwise most of the spells become more mundane as heroes become stronger in hp and attack making more diverse set ups even more usable.

 
avatar for phyrexian phyrexian 55 posts
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I’d like a ranking system for 1v1 army (only). Could any do me a favor and figure out what formula is being used for this site’s ranking?

http://www.tacticsarena.com/rankings/

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