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Posted

I agree It does seem unfair, but havent your group already got 1 lot of exp? The original group didn't have any.

There were 4 groups initially, my group, DD's group got through first, and now DD's and Quarryman's original groups get xp, while mine and Flare's groups don't. So until now it is: Mine and Quarryman's group 1x, DD's group 2x, and Flare's group 0. If it was because they were just faster, that would make sense, but it's actually only round 2 in Benji's battle... So.. I'm sure it'll get worked out. :wink:

Posted

There were 4 groups initially, my group, DD's group got through first, and now DD's and Quarryman's original groups get xp, while mine and Flare's groups don't. So until now it is: Mine and Quarryman's group 1x, DD's group 2x, and Flare's group 0. If it was because they were just faster, that would make sense, but it's actually only round 2 in Benji's battle... So.. I'm sure it'll get worked out. :wink:

True but in this case Flares team is the losers.

Posted

I'm speaking from an outside view here, but wouldn't it make more much sense, and a lot more fairness, to give everyone not knocked out in the battle as a whole the same experiance? Darkdragon's group get double, because they finished first, how is that fair? :sceptic:

Posted

For cripes' sakes, guys! The other parties got their actions in faster and beat their opponents faster, so they are allowed to join other battles and get experience multiple times. It might not be fair to everyone, but such is life.

At least the party leaders have given all the loot into a common pool, so that everyone has a chance to get good items. :wink:

Because they got no xp.

They get experience from the last battle.

Posted

Ellaria heals Herself - Heal Less (No effect, -1 Ether)

Would Ellaria actually lose one ether? I would think that her action would eiter become null or it would change to an attack. :sceptic:

I guess I always thought of it in the same light as if a player attacks an enemy, but the enemy is killed before the player's turn, then the player's attack is switched to another enemy. So for healing I sort of assumed that if the target no longer needed healing, the healing would be switched too.

Also, I don't know if it's entirely fair for some of the Level 1s in quest #44, because they were targetting weaker opponents, but those opponents got knocked out which automatically pitched them against stronger opponents who knocked them out. :look:

Posted

Would Ellaria actually lose one ether? I would think that her action would eiter become null or it would change to an attack. :sceptic:

I guess I always thought of it in the same light as if a player attacks an enemy, but the enemy is killed before the player's turn, then the player's attack is switched to another enemy. So for healing I sort of assumed that if the target no longer needed healing, the healing would be switched too.

Also, I don't know if it's entirely fair for some of the Level 1s in quest #44, because they were targetting weaker opponents, but those opponents got knocked out which automatically pitched them against stronger opponents who knocked them out. :look:

In the latter case, it's a (player-originated) issue with the Battle Order, not a QM issue. When Heroes of such disproportionate levels are present in the party, the battle order should look something like this:

Sample Battle Order

High-level Knights (to soak up any Free Hits; in the current Q44 battle the Cannoneers automatically absorb Free Hits so this isn't that important).

Low-Level Heroes (so they can attack the low-Level enemies BEFORE said enemies are KO'd)

High-level Heroes who are not Clerics

High-level Clerics (note how they are put BEHIND most of the party so they have a shot at healing Heroes who take damage this round, but BEFORE the injured Heroes)

Any Heroes who are injured

Posted

Would Ellaria actually lose one ether? I would think that her action would eiter become null or it would change to an attack. :sceptic:

I guess I always thought of it in the same light as if a player attacks an enemy, but the enemy is killed before the player's turn, then the player's attack is switched to another enemy. So for healing I sort of assumed that if the target no longer needed healing, the healing would be switched too.

Ellaria does lose the ether, because she does heal herself despite being at full health. Stupid wench. :tongue:

I probably should start giving conditional battle actions as well (e.g. "Ellaria heals herself, but if Ellaria is at full health already, she will attack instead"), but maybe that would only piss off the QMs. :tongue:

Also, I don't know if it's entirely fair for some of the Level 1s in quest #44, because they were targetting weaker opponents, but those opponents got knocked out which automatically pitched them against stronger opponents who knocked them out. :look:

Again, such is life. The weaker players always have the option to not spend their turn, or use items instead. I already made the enemy roster varied enough to fit all players, I think that's fair enough.

What would this game become if QMs started to protect players from getting knocked out, anyway? :wink:

Posted

Another solution is that strong heroes could avoid targeting the same enemies as weaker heroes if they know they'll be acting first, a simple issue of taking the time to decide who should target each enemy. (and - I saw this during the Dastan final battle, too - carefully reading previous posts to see who's already targeted enemies) The weaker heroes could also include conditional statements in their declared action specifying what they'll do if their originally targeted enemy is defeated.

Posted

Another solution is that strong heroes could avoid targeting the same enemies as weaker heroes if they know they'll be acting first, a simple issue of taking the time to decide who should target each enemy. (and - I saw this during the Dastan final battle, too - carefully reading previous posts to see who's already targeted enemies) The weaker heroes could also include conditional statements in their declared action specifying what they'll do if their originally targeted enemy is defeated.

Yeah, I really don't see why. It shouldn't take more than a minute to look at everyone else's actions and pick an untargeted enemy. :wacko:

Posted

Nah, Possible multiple hits go first, or there is damage that is possibly lost.

Screw damage being lost--I'm worried about experience being lost. :laugh:

In all seriousness, though, if you're Party Leader for a bunch of Heroes who are far beneath you in level (not targetting you specifically, Scuba, I'm using the general "you" here :wink: ), then your priority needs to shift from "gotta deal as much damage as I can" to "I gotta make sure the new kids don't die on me." As Zeph and WBD have both said in the past, it's more about responsibility for the party than priveleges for myself. :wink:

Another solution is that strong heroes could avoid targeting the same enemies as weaker heroes if they know they'll be acting first, a simple issue of taking the time to decide who should target each enemy. (and - I saw this during the Dastan final battle, too - carefully reading previous posts to see who's already targeted enemies) The weaker heroes could also include conditional statements in their declared action specifying what they'll do if their originally targeted enemy is defeated.

Yeah, I really don't see why. It shouldn't take more than a minute to look at everyone else's actions and pick an untargeted enemy. :wacko:

Both good suggestions, though it should be noted that, unless conditional actions become more common (as, perhaps, they will, now that Sandy has officially stated they are legal), lower-leveled players might not think to use conditional actions; thus, it falls slightly more toward the higher-Level Heroes to look out for the "little guys". :wink:

Posted

Both good suggestions, though it should be noted that, unless conditional actions become more common (as, perhaps, they will, now that Sandy has officially stated they are legal), lower-leveled players might not think to use conditional actions; thus, it falls slightly more toward the higher-Level Heroes to look out for the "little guys". :wink:

I agree. The high Level heroes are the ones with experience who should know how battle works in Heroica, and they should at least try to coordinate all the actions. Sometimes the low Level players fail to go along with the plans of the high Level players, though, and then there might not be anything the high Level players can do about it. It all leads back to the need for players to plan out their actions and read actions and suggestions that have already been posted.
Posted

Well, it took six hours to render, but I think it's worth it.

Endgame...I hereby present you with Heroica's first Killer QM Award. :grin:

7984145128_e81336e1ca_z.jpg

Enjoy. :tongue:

This is a wholly unofficial, unsanctioned award. This award was made and granted in fun; "Flipz" is not responsible for any and all reactions to this award. May cause inflated ego and/or the jealously of others, but probably won't. Do not view while driving or operating heavy machinery. Consult with a psychologist before developing an obsession or any other psychological complex over this award.

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