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Sorry, on your own with that.
[deleted]
Sorry, on your own with that.
Read moreLet's say it's based on score/battle points, not damage done to Heroes.
For example:
Game begins. After 2 minutes, we assign the first 3 heroes on either side. The top 3 players on both teams with the most battle points get to become heroes.
I imagine this being more like a pop-up during gameplay, rather than from the spawn menu, similar to original SWBF2.
The chosen players get to play those heroes for 2 minutes, then they are despawned. The 6 player who played heroes are now reset in battle points and have to go to the back of the queue.
After another minute, we assign the next 3 heroes for either side, based on whoever has the most battle points at the time. Then they play for 2 minutes. And that continues for the rest of the game.
In such a system, we still reward players who collect the most battle points in that they likely get to play heroes more often, but we still try to cycle through everyone through the course of a gam...
Variation to this system would be:
At the beginning of the game, you get to pick the hero or villain you want to queue for. The first one to get enough Battlepoints to become that specific hero (say 4k BP's or something) and there is a hero slot available (say only ever 2-3 active heroes) get to respawn as that hero through a pop-up.
Play that hero for as long as you want. Once you die, the next person who has enough battle points and has chosen that hero (and if there's a hero slot available) get the pop-up and get to play that hero for as long as they want.
Downside of this system is that some heroes might have a longer queue than others, which might be frustrating. In fact, you might be queing for someone for the entire game and still not get to play them (because someone lives forever or the queue is too long). Also a bit difficult to explain that you're next in line, but there are too many other heroes active right now for you to be chosen.
I ...
Read moreThat was fine for that mode, but in a larger mode where there are other objectives besides "kill the hero" to be done, I'm worried that such a mechanic would lead to some players going all-in on hero-killing and not minding the actual objectives.
Let's say it's based on score/battle points, not damage done to Heroes.
For example:
Game begins. After 2 minutes, we assign the first 3 heroes on either side. The top 3 players on both teams with the most battle points get to become heroes.
I imagine this being more like a pop-up during gameplay, rather than from the spawn menu, similar to original SWBF2.
The chosen players get to play those heroes for 2 minutes, then they are despawned. The 6 player who played heroes are now reset in battle points and have to go to the back of the queue.
After another minute, we assign the next 3 heroes for either side, based on whoever has the most battle points at the time. Then they play for 2 minutes. And that continues for the rest of the game.
In such a system, we still reward players who collect the most battle points in that they likely get to play heroes more often, but we still try to cycle through everyone through the course of a gam...
Read moreThank you Dennis.
I think the community is whilling to share their ideas with you here, getting some inspiration.
For those of you who played the (refactured) Hero Hunt back in SWBF1 - how did you feel about the system where the most damaged/points earned get to be the next heroes which resets your total so you have to start from zero once spent?
I am thinking about this a lot lately. There's a couple of different ways to solve this and we're trying to figure out the best way forward. I agree it's a problem. More on this later.
This is something you'll see each day, it replaces the Daily Crates.
https://i.redd.it/owl7x2ybubr31.png
Hey everyone,
Just a quick heads up that the patch that was due to go live tomorrow has now moved to next week. We identified a last minute issue that meant we needed to postpone this week's release.
We'll be back shortly to confirm the new date and time. However, in the mean time, here are the release notes.
RELEASE NOTES
CO-OP
Working on a fix.
Imagine the AI spawning in as the 327th on Felucia. Marvellous.
We should add that.
Does this patch give the AI enough credits to buy the other heroes?
"Fixed an issue where not all Hero AI would spawn on games of Instant Action"
You should jump in on this communities discord channel, lots of like-minded players looking to group up. Details on how to join are in the sidebar.
Best of luck to you in your search!
Excellent!
Quick heads up. There'll be a patch this week which looks to address a number of issues, along with some tweaks and improvements.
Current plan is to get this live on October 9th. Full release notes will be available tomorrow.
External link →Imagine the AI wearing the 327th appearance too.
Happy Monday, Community.
Just a quick note to let you know that we've made a server side change to Darth Vader. This will increase Darth Vader's stamina, allowing him to swing 10 times instead of 8.
Do let us know how you get on.
External link →I'm dedicating this one to /u/T0TALfps
Most pleased. Most pleased indeed.
Just a note on this. We were in a meeting on Friday afternoon about the UI and how we can improve things.
Expect a focused feedback thread this coming week, would like all your thoughts on it.
Wait so you're not touching their middle ability? I saw a video where it was shown to give 50% damage reduction.
I meant damage reduction, was thinking of the health it gave you.
F8RGE I’ve asked you and the others so so many times, but you never answer. Can you please just give a brief answer? Will there ever be toggleable HUD elements added to the game? I feel it clogs up the screen too much. That’s all I wish for the game.
Thanks
We had a meeting on this today. Nothing official yet, but is being discussed.
Good to hear!! I take it vehicle AI will take longer to implement?
Yes