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#31
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Let's just say it doesn't fit. It would be boring after about a few levels of the single player. I will definitely suggest it to them or at the least, AI opponents.
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#32
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Now that the call for beta testers is a week old and we haven't heard anything since, I was wondering when you will start accepting beta requests assuming that you haven't already.
As you might have already guessed, I sent you a beta request the minute I came across your call a week ago and am very eager to help you tune Outwitters for prime time. No round based iOS game has grabbed me thus far and I have a suspicion that Outwitters may finally hook me. I do have to add though, that I have not tried them all for different reasons. |
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#33
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http://toucharcade.com/2012/03/05/gd...ts-outwitters/
Outwitters at GDC. Screenshot is from an old version though :/ |
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#34
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This sounds great. Hero Academy is in this space but they really screwed up the community aspect of it, with no player rating or matching of any sort. If you can get that part right, that will be a huge win. It has to be not fiercely competitive (Elo ratings are only interesting to the top three people on the list), but it has to have a way of putting players together with appropriate opponents.
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#35
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Quote:
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#36
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Quote:
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#37
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Ahh, that's better :P I laugh at 'medic and archer'
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#38
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Quote:
From the previous version of the GDC-preview article, I glanced the following piece: Quote:
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#39
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It seems pretty pessimistic to think that new armies will create balance issues. I haven't generally seen this as a problem with similar games in the past. There's little incentive for developers to turn off their new adopters by giving them armies that are weaker than what people can pay for.
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#40
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I am looking at this from a rather general point of view. Let me explain.
In order for the IAP team to make any sense (i. e. there is an incentive to buy except aesthetics) there need to be differences to existing teams. These differences, no matter how you balance them will give the IAP team advantages over some teams and disadvantages over other teams. One way to alleviate this (in my opinion) is to let all participants in a game only choose from teams that are available to all, therefore the possibilities are even. Example: Player 1 has purchased IAP Teams 1 and 3 Player 2 has purchased IAP Teams 1 and 2. In a game between player 1 and player 2, they can choose any free team or IAP team 1. IAP team 2 and 3 are unavailable because the opposing player does not have access to it respectively. Alternatively, I would agree to a system where anyone can unlock any team given enough time or skill and IAP is just the shortcut. Although I have to admit to not knowing the developers point of view on that model. |
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