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Did it finally drop off the first page? Thank god; maybe a decent map will go to the 1st page in its place.
Has anything changed yet? The map was pretty boring... I mean, how can you possibly lose. There's nothing out there trying to kill you. All you need is to mass worker and carrier. Workers are the best tank (for whatever reason...) and carriers are the best simply because everything else does 1 damage O_O (didn't try other race though I guess)
Played through it with the human ranged guy (marksman)
One, cost of worker is pretty high to start. Kinda unfun to sit there shooting mudcrabs for yonks before you can build a base. Perhaps lower the cost of the first worker a bit to help actually get the game rolling.
Two, is scaling meant to work this way? For like the first couple of area's you could basically annihilate everything. Then suddenly you enter the whisper cave or whatever, and everything past that takes ages to die. If it's intended then whatever, it just seemed sort of unfun for me. I went from building out cities and turrets, to just rushing an SCV through, throwing down a gate, warping in my hero, building a few turrets, and then doing it again to progress, rather than actually exploring.
Three, leveling caves off quickly. My hero hit about level 10 reasonably fast. But then in the time it took me to kill the final boss he only got about 4 more levels. Again I think this is because of the exp gains vs hp of later monsters. He could easily survive the crystal caves area, but even with 2000 damage it took him ages to kill anything. Perhaps make the damage upgrades do more, or lower the hp of enemies past say the bloodlands, OR give the enemies way more exp compared to their hp. Honestly if shooting mudcrabs is faster exp then something is probably wrong.
Four, been reading some posts in this thread, and I guess people are having hard times with the boss? I went in with a bunch of battlecruisers + some medics, and they took off about 20,000hp before going down. Then I realized the boss has no detection, and for some reason even though he's got 0 armor he has hella damage mitigation, so I just made like 80 ghosts and they took out the last 30K hp in about 20 seconds without any of them taking damage. For starters you might want to make the boss able to detect things so you cant just cheese it via ghosts. But at the same time that may just artificially extend length (seeing as he doesnt appear to have any regen)
Boss fights are hard to get right. The goal is obviously to make it so the player has to try, without condemning the player to a loss if he cant beat the boss in one go. My suggestion? Make it so the boss starts walking towards sanctuary after youve aggro'd him. That way if you throw your forces up at the boss and they get wiped, there's actually some sort of pressure, and not "Oh well, time to remax and do it a second time!"
Doing the above will also reward players who took the time to setup bases throughout the harder area's, as they'll slow down the boss/allow for quicker warp in of more units. Rather than the current setup which rewards players who max defense, then rush a worker through, plop down a single crystal to warp in all their troops and spam at the boss till he dies.
All in all it was sort of fun, but I think you could really improve it.
Additional notes: There was some weird bug where my buildings/units would sometimes get stuck at 1 less than full hp (thor for instance got stuck at 699/700) Medics could heal it, but scv's couldnt. Which led to some troubling instances where my patroling scvs' (which were patroling around my turrets that were spawn camping the mudcrabs/larva/other stuff) would get stuck healing a nearby structure forever, rather than healing each turret. It's not a major concern, but it did get kind of obnoxious lategame to see my AGPM dropping because my spawn camp farms were suddenly dying out.
Edited by SunLite on 3/26/2012 6:44 PM PDT
I can't find the boss :(. My massive army of carriers is camping in the mage place as we speak, with nothing to kill except mages.
EDIT: I found the boss!
*Moves in with carrier army*
*Sees Fire Demon*
*Mwahahaha boss, your MINE*
*Kills Fire Demon* That was easy
*Moves forward* *sees actual boss* HOLY ****
*gets his butt handed to him*
Edited by hihihilolHI on 4/5/2012 6:07 PM PDT
There a really cheap way to beat the game in around an hour or so. Non of the enemies have the detect ability, not even the final raid boss, so I just massed Ghosts, cloaked them, ran the Ghosts all the way to final boss and killed it without losing a single unit. No enemies follow you to the final boss area, so I restored energy there. On my second time playing through, I ran 4 fully upgraded SCV's straight into the final boss area, built a Rift Portal there, and teleported a really big army over to win.
I think at least the final boss should have the detect ability. The final boss needs a ton more HP and maybe some abilities.
Just wanted to toss my experience in
This game isn't as enjoyable as the original, actually, it's quite bad in comparison.
The only reason I say that is because the entire focus is on gathering minerals. Not just farming packs. Open RPG didn't HAVE harvesting minerals IIRC, and so the focus was to build a base and build up your forces by killing. This just feels like a very watered down version of basic SC, you gather minerals, and kill enemies with a force. Except... it's just not very fun to do. I believe the mineral patches should be removed in order to focus more on simply farming. Obviously the mineral costs will need an overhaul to fall in line, but I played the original Open RPG for like... HOURS. I remember saving and coming back multiple times. You can beat this game in about 45 minutes - 1 hour, and the only thing you need to do to win is just get a bunch of bases.
By the time you have one base, you can get a second up and running in a matter of minutes, and so on and so on. By the time I got to the last boss, I basically lost my entire force (I was using basic units at first). Replaced it entirely with a force of flyers, and killed him in about 2-3 seconds.
This game is a disgrace in it's current state.
(Sorry that it's so negative, but this game simply messed up the entire system. It's well done for what it is, but it has no replay value/enjoyability once you get up and going.)
That's a stupid thing to say, sorry, but you're an idiot.
Because to make it more enjoyable it should have more depth. The point of UMS is obviously to have fun. Obviously the more fun/more depth in a game the longer we can enjoy it. What is the matter with you? Why are we expecting depth? Oh. Ok. I guess we just shouldn't have expectations anymore. Ok, check.
Quick edit: I've been trying to remember if the original had mineral gathering. While I'm almost positive it didn't, even if it did - most of the way you got money was by slowly building up a base by farming. you build it in the path of mobs that constantly respawn/patrol. Obviously once you get going - the outcome is nearly the same - you get a ton of money very quickly, and are able to typically max out before too long. But this game focuses way too much on mineral "gathering", and that's ... that's just stupid.
Edited by ProbablyHigh on 6/26/2012 2:44 AM PDT
Yo, i've played Legends open rpg quite a few times in the past, but when i logged on this time, i was the brawler on the beastial units, and i had a worker and one base set up. And when i tried to get more workers, i couldn't find any overlord option to get more supply. also there were a few different units in the build screen for the bestial worker.
for being a remake, i believe it is an over all good game. of course like all remakes it could use a little tweaking. stuff like, enlarging the map, putting a bigger variety of enemies. and fixing the problem with zerg supply. other than that, no real complaints, thanks for the game!
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