Twisted Marionette - Minor Tweaks/Suggestions
3: If a platform team is successful, allow them to assist the other platforms that may still be struggling.
4: Only kill or down the players taking part in the boss fight. Don’t kill players who aren’t even taking part in the battle, or can’t even see the boss, or are just loading into Lornar’s Pass.
5: Attacks by the marionette should be dodgeable. Be consistent with your game design.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Nice ideas. I’d also love to see a Lane Counter. Just a simple counter that tells you how many players are in each lane during the warm up, so you could better handle reinforcing weak lanes.
Some people on TS had the idea that the pads fill up 1 person at a time so as people go in pads 1-5 fill up with one person and then when thats done it gets filled with another person in each pad.
With this in mind JQ ended up getting those on TS to join each commanders party and hang out near the gate so we could be the first through and fill up those pads with people in TS. Not sure if it made a difference but it worked and we downed the marionette.
Lane counters we had /supplyinfo on commanders and we evened out the lanes. FYI we also chamged the numbering for the lanes so the south lane is lane 1 since it goes in first. Also there needs to be a min of 25 people in each lane so that all the pads get at least 5 people. Each time a lane goes in a new boss is faced and the pads are raised. Gets harder the closer to the top
Something really needs to be tweaked regarding the portals.
It happened twice now that I stepped in the portal, and before my computer had loaded, I was dead on arrival. Often I was the only one there. Then another guy would join in and he gets smacked too. And a third, etc.
There just needs to be a grace period between the time to enter portals and the time the boss on the platforms becomes active, so everyone has a chance to enter, load the screen and get ready etc.
Pads that win should be able to get to other pads to help.
5: Attacks by the marionette should be dodgeable. Be consistent with your game design.
This is so people stop with all the zerker gear. Expect more like this in the future.
5: Attacks by the marionette should be dodgeable. Be consistent with your game design.
This is so people stop with all the zerker gear. Expect more like this in the future.
Just evaded the stomp attack by dodging out of the area… not sure if I’m missing something is this what your referring too? Because as far a I see its possible at the moment (:
If the portal gate entry stopped and then an appropriate scales boss appeared after a few seconds it would allow for a fair encounter and fix a whole number of scaling Ian’s loading issues this event currently has.
What I was thinking was meant by that was you cannot dodge while the attack is in progress and it show you evaded as you can with other attacks. You can as you stated dodge before the attack when the circle shows up.
I was assuming this is some of the anti zerker measures being implemented and tested.
The circles are also marked different than the normal aoe’s we have seen in the past.
(edited by Gbok.1039)
3: If a platform team is successful, allow them to assist the other platforms that may still be struggling..
THIS!!!!!!!!
Every time theres only 1 platform that fails and due to that 1 platform, everyone looses.
Why should few peoples individual fighting skills decide the entire events faith??
I agree with 2 of the posted suggestions:
1. After you kill your champ on the platforms, allow the barriers to fall and go help others on their platforms. If I am in a full platform, and my neighbor has 1 or 2 people, it will fail as it is now.
2. Make entry to the portal automatic. I ran to the portal, and evidently passed the point where you had to hit “F.” I couldn’t figure out what I was doing wrong, and realized I had to back up to just the right spot in order for the “enter portal” mechanic activated.
Other than that, I had a blast.