![]() ![]() Some say he’s still angry because his father, Cronus, swallowed him whole as a baby. Nobody knows what his problem is but everybody’s got a theory. One of the moodiest water gods out there, and the most famous of all the Greek sea gods, is Poseidon, also known as the god of the sea. Fun fact: Poseidon was credited with the creation of the horse. ![]() Family: Son of Cronus and Rhea brother of Zeus.Realms: God of the sea, earthquakes, and horses.Here are some of the most significant from all of the Greek mythology: Poseidon - Greek God of the Sea and Water There are Greek gods and goddesses for nearly everything, including several who ruled over the water and the sea. Tlaloc - Aztec God of Rain and Fertility.Lord Varuna - Hindu Sea God and King of the Universe.Ganga - Ganges River God and Hindu Water Goddess.Poseidon - Greek God of the Sea and Water.An example of a "negative" effect, would be reduced rewards on low tier arenas (or you lose renown for fighting weak opponents), Positive effects could include having "fans", they might have a chance to encourage or inspire you in dire moments in a fight to do a critical/resist death with 1hp, etc. Renown should have more effects - some "negative" also. You could always make certain arenas unscoutable or possibility of scouting failure. It is an easy to implement inclusion that would add some depth and less randomness to fights. Either give us a general idea of what style of weapons are favoured in a certain arena, or allow us to spend a little gold (% scale based on gold reward/travel time) to scout our upcoming opponents. Tactics! If different weapons/fighting styles are better against certain weapons then give us a chance to use that to our advantage. Maybe being more aggressive and keeping the fight in the opponents side of the arena should give you a bonus to damage, increased gold rewards or extra renown? Maybe the people watching find it more exciting and give you special rewards for having the positional advantage in the arena tug-of-war. To combat this, perhaps there needs to be a reason to approach first. Skipping a turn with Mantra to let AI close the gap mindlessly so you can get a free punish is too easily abused. The fights themselves spacing the AI and movement in general needs a rethink. A heavy weapons user might have a passive skill that weakens the enemies own attacks for a turn or two due to the impact, etc. You want to have an Unarmed fighter specialist? Perhaps you can "Grapple" or "Trip" opponents with an appropriate STR/DEX check - incapacitating them and giving you a bonus to damage for a set number of turns. Regarding skills, if you do decide to have Gladiator "Paths"/"Classes", or have an expanded skill tree relating to core stats (or based on experience with weapon?) this would open up a lot of opportunities to improve gameplay. You could also combat this by having a weapon experience modifier, incentivising more styles and nailing down the feeling of each gladiator truly being unique. (I understand that 20% Str bonus on 2 handed aims to achieve this, but other weapons don't.). Right now, I can have a few sets of high end equipment and change it between my gladiators each fight and it works just as effectively from one to the next, it takes any character or meaning away from individual gladiators and encourages the tedious practice of switching gear all the time. Looking at the current implementation, if there were skill paths for Gladiator types, or certain skills/weapons locked behind stat walls it would empower the feeling of difference between gladiators. I have a few suggestions based off my experience if you are interested. Going to repost some ideas I had for the game that I think might improve it if you're interested. Um patch deve sair nessa semana ou na próxima, está tudo pronto para o próximo patch, estamos apenas terminando de balancear / arrumando pequenos bugs que encontramos.Ī new patch should arrive at this or the next week, everything is ready to the next patch, we only need to finish balancing / fix a few minor bugs we've found. ![]()
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