Zonoro13 wrote:On almost every stage I call all waves as soon as they appear, so the whole thing would be a contest of tapping speed.
Kicksave wrote:Zonoro13 wrote:On almost every stage I call all waves as soon as they appear, so the whole thing would be a contest of tapping speed.
Not at all. On Rotten Forest, Pandemonium, or Bittering Rancor Iron Veteran you really call waves as soon as they appear? Maybe the first few you could get away with, but you wouldn't survive latter harder waves--they are challenging enough without calling subsequent ones waves early. Of course, in the Vs. mode, we'd let players call waves even earlier (as soon as they want) if they think they can handle it. That's the risk vs. reward balance. Any fool who calls all waves immediately on a Veteran stage (especially when his opponent can send in additional enemies) loses instantly.
Kicksave wrote:Zonoro13 wrote:On almost every stage I call all waves as soon as they appear, so the whole thing would be a contest of tapping speed.
Not at all. On Rotten Forest, Pandemonium, or Bittering Rancor Iron Veteran you really call waves as soon as they appear? Maybe the first few you could get away with, but you wouldn't survive latter harder waves--they are challenging enough without calling subsequent ones waves early. Of course, in the Vs. mode, we'd let players call waves even earlier (as soon as they want) if they think they can handle it. That's the risk vs. reward balance. Any fool who calls all waves immediately on a Veteran stage (especially when his opponent can send in additional enemies) loses instantly.
blu3 wrote:humble brag much
I wrote:Of course, Endless Mode couldn't be played the same way each time to get the same results, but there can still be similar effects for using the same strategy if it's really good. Topping this off, #3 would still be a big problem and impossible to fix when it comes to Gnome Shop unless they're disabled during that time, which would in turn make Ironhide look like cheapskates for having the gem system when it can't be used in multiplayer. Sorry, but it wouldn't really work this way.
Kicksave wrote:I just looked at Kevin's idea...honestly I did not know it existed. In essence, the vs. battle mode is the exact same idea as this one albeit 1000x more refined (the battle spells offer more interaction than just the enemy spawn spells I proposed). He even has the same screen toggle idea. All of your criticisms could apply there as well.
He just posted a sandbox idea just a few minutes ago on how to randomize the levels a bit, which basically was what I was talking about in #1. Again he's way ahead in that he's actually come up with the mechanic (vs. just the idea).
That is why I found your remarks non helpful. Yes, my idea is nowhere as developed because I haven't spent weeks on it and didn't know his existed...but you jumped on it anyways when it is almost the same core concept. Could have just linked me to his post and told me that someone was way ahead of me. Then I'd just offer up ideas in that topic.
Big Bad Bug wrote:I figured you knew since you mentioned having lurked the forums already.