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Post by drunken on Jun 24, 2012 11:45:12 GMT 2
love myth hate no games
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Post by vihaan on Jun 24, 2012 13:32:38 GMT 2
pretty much what everyone above said, a little more -
the point system the uniqueness of each character, for example thrall shouldnt be healed, and trow cant be healed all the way to full health by a normal heron. also that each unit has its own special ability. Some part ambiguousness for example should i drop the satchels on a float match, or would i want to keep them to take a heron guard hero down with me?
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gekko
Still just a thrall
Posts: 18
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Post by gekko on Jun 24, 2012 14:17:15 GMT 2
Hey kith. I remember you! Welcome back Camera, camera, camera, physics engine, tools to modify this game. Unit balance, formations (+ gesture click) and spread out button -> easy to manage many units and make them dance Positioning is very crucial. Every unit has few key characteristics and they balance very well together. It's easy to differ one unit from another. Still, after 14 years I see stuff happen that I've never seen before. Random factor is a big thing in this game. It's hard to predict outcomes when you charge in to a fight... The way the gameplay has evolved. People find new and interesting ways to use units together or just how to use one unit. How to use the surroundings as advantage. Or to stop lock from shooting by taunting. This game has moved forward very much from the early days in ways not thought by the developers... mb? Of course there's some limitations to this game, but it feels very FREE. Ground destructability would be nice along whacking down the trees with explosives. I like the arcade feeling of it. And of course there is the community that has grown around this game made possible by the lobby system, tournaments and forums. But I think it's mainly becouse this game is just so damn good and fascinating.
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Post by Aki on Jun 24, 2012 14:42:00 GMT 2
i don't see how lobbies are different than channels. the reason myth has a good community is because the community has always been really small and people have liked the game enough to play it for years.
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Post by grim on Jun 24, 2012 15:20:47 GMT 2
Even something little like seeing an afk blue line (of Shincos) makes the experience more intimate (no homo) than just seeing the name attached to what someone is saying. It just feels like the people you're chatting with are somehow closer to you than on a simple channel chat, like in D3.
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Post by Aki on Jun 24, 2012 16:47:19 GMT 2
i dunno about d3, but d2 had chat channels with big avatars across the bottom of the screen. the difference was d2 has hundreds (thousands?) of people in a single channel, and tons of channels. and if you joined a random game you would never see those same players again unless you (butt) buddied them.
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Post by blardtholomew on Jun 24, 2012 18:00:57 GMT 2
The user interface is a shitty chat interface from 14 years ago false. it's an absolute gold standard. user interface (UI) doesn't refer exclusively to the chat room. it refers to the entire user flow from opening myth to finishing a game to quitting the application, and all scenarios within (selecting your units, pre-game stratting, creating teams, changing gametype elements, etc, etc). maybe by 2012 standards it doesn't have flashy elements and the graphics are dated, but that's not what makes good UI – it's about standardizing the user's options and creating an intuitive workflow. not debating that community is unimportant at all. I completely agree it keeps the game going. But the solution and approach of software developers shouldn't be "build a strong community" – it's "build a strong product that generates a strong community."
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Post by guest on Jun 24, 2012 18:45:07 GMT 2
smited blade for being too logical.
THIS IS NOT THE TIME OR PLACE FOR COHERENT, REASONABLE POSTS>>
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par73
Forum legend
Posts: 935
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Post by par73 on Jun 24, 2012 19:40:35 GMT 2
Of course there's some limitations to this game, but it feels very FREE. Ground destructability would be nice along whacking down the trees with explosives. I like the arcade feeling of it.
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Post by blardtholomew on Jun 24, 2012 19:47:22 GMT 2
smited blade for being too logical. THIS IS NOT THE TIME OR PLACE FOR COHERENT, REASONABLE POSTS>> well in that case... I DON'T LIKE WHEN THRALL FIGHT UNDERWATER OR TROW DON'T HEAL ALL THE WAY THESE ARE CRITICAL ELEMENTS FOR THE NEXT MYTH GAME!!¡¡⁄ ALSO ADMINS ARE GAY.
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Post by guest on Jun 24, 2012 20:44:57 GMT 2
Better. Now you get exalted.
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Post by honkey on Jun 24, 2012 22:37:02 GMT 2
Love:
The different unit strengths weaknesses and how it opens up so many trade/strategy options. (Puss, archs vs trows, duffs vs stygs herons healing enemy thralls, crazy myrks)
The random factor of duds, dud puss, bottle bounces, random shrapnel killing units,
NO ECONOMY. Rewards strategy and positioning much more than gold farming and APM.
Game type vs bc- You can win without killing. Your team is never "out of the game" so to speak.
Balance- One of the most balanced games I have every played, other than a few maps, the main units can be balanced out through awareness, or combinations of soldiers.
Game speed- Rewards positioning and strategic though a ton.
Film feature
Hate:
Not being able to test formations as you make them, as opposed to entering, exiting the game etc.
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Post by headhunter on Jun 24, 2012 22:51:35 GMT 2
I agree with everything that's been said thus far other then whoever said the (UI) is no good. Blade is right - it's golden. Find a way to replicate it, caste system and all. The Rank Icons gave Myth it's initial drive. Now-a-days rank doesn't mean anything but only because the stat system is broken and lack of players. How many of us remember striving for a celest? The fact that the greatest honor was to be a celestial body as opposed to a mere material crown is amazing. RTS w/o resource management and the flexibility within set trades. 16 is a decent amount of players but the cap should be more, especially with higher grade systems. Would be great to see some 16v16 on double sized maps. As long as units are balanced with the map it would call for multiple large squad maneuverings, placing even greater importance on the captain. In this case it would be more like a general. The un-ending strategies of Myth due to the uniqueness of units. RANDOM CHAOS IS HILARIOUS AND EXTREMELY FRUSTRATING. I oppose Grim's idea of no duds on dry land. M2 did not have nearly enough dwarf bomb duds - especially with normal dwarfs. The hopeful bounce is just as much part of a strategy as a known explosion, only more interesting. I am interested in beta-testing this game and assisting with the storyline depending on what would be needed. Order/Clan/Guild system could be updated significantly One thing that made Myth successful is the individuality of the players. Need to find a way to embrace this - and remember, something as simple as Myths (ui) was extremely successful. The Ability to HOST! LoL.
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Post by guest on Jun 24, 2012 23:02:32 GMT 2
Let me know when you start up the kickstarter for this game so I can donate some money.
Anyone have Tiger's information - I'm certain he would love to help as well.
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Post by blardtholomew on Jun 25, 2012 0:10:32 GMT 2
zakimo, are you in danger of becoming a good man?
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