News:

FOR INFORMATION ON DONATIONS, AND HOW TO OBTAIN ACCESS TO THE GAME, PLEASE VIEW THE FOLLOWING TOPIC: http://stick-online.com/boards/index.php?topic=2.0

Main Menu

Moar, moar bosses!

Started by Ceroblitz, November 11, 2010, 08:53:12 PM

Previous topic - Next topic

HamsterPants

Yes! If this is spawned at the mountain then I approve 100%!

ARTgames

I really do like the boss and the attack.

Celson

Quote from: Ceroblitz on November 12, 2010, 03:53:16 AM


I can see a few problems with this boss, espically if it's spawned at the mountains. For one it's such a wide sprite, so when it turns around, it's gonna look a bit dodgy (much like when an RB turns around). Also the fact that the boss appears to be dragging the hammer will look weird when he's jumping and moving around the mountains, cause at some points the hammer will be floating in mid air. And not to mention that there is already the Rock boss that spawns at the mountains. He just wouldn't fit in to much at mountains.

I can also see problems with the hammer as a weapon. The head is much to skinny so actually hitting someone with it is going to be a real challenge, much harder than WH or SH. And with the fact that you want the hammer to use up 45 stamina per swing? That will make it extremely ineffective due to it's terrible accuracy and stamina drain.

My apologies for being such a buzz kill with it. I really do like the look of both sprites. I think they are very awesome looking. But we gotta face the facts.



T-Rok

Quote from: Celson on November 12, 2010, 08:16:51 AM
Quote from: Ceroblitz on November 12, 2010, 03:53:16 AM


I can see a few problems with this boss, espically if it's spawned at the mountains. For one it's such a wide sprite, so when it turns around, it's gonna look a bit dodgy (much like when an RB turns around). Also the fact that the boss appears to be dragging the hammer will look weird when he's jumping and moving around the mountains, cause at some points the hammer will be floating in mid air. And not to mention that there is already the Rock boss that spawns at the mountains. He just wouldn't fit in to much at mountains.

I can also see problems with the hammer as a weapon. The head is much to skinny so actually hitting someone with it is going to be a real challenge, much harder than WH or SH. And with the fact that you want the hammer to use up 45 stamina per swing? That will make it extremely ineffective due to it's terrible accuracy and stamina drain.

My apologies for being such a buzz kill with it. I really do like the look of both sprites. I think they are very awesome looking. But we gotta face the facts.

All this tells me is that I shall have to actually practice with a weapon for once.

Tyco-RC

I think this would be cool at the desert or better still temple because the mountain is more of a new players area an if they were to come up against this it would own them lol ;)

But all in all an awesome boss.
- 2nd Place Finish in Danimals 6th Tournament -

Lucifer

#20
As always, very unique and fantastic sprites. I could see myself using both items, especially the hat, it's kinda creepy!

However, I can't imagine a place for the boss to call home. Each area already has its own unique boss(es), and as is they're rather stuffed. The area I could see it fitting the most in would be the bandits, but with the recent addition of the Bandit Assassin (Or Dark Bandit), the activity of the area is already booming, and it's a good idea to try and balance the activity of each area. Therefore, my suggestion would be for it to have a chance to spawn anywhere, with a spawn chance even less than the SG. (Simply because other monsters are killed much more and much easier than cacti for the SG.) It would function similar to the SG in that it's not really hunted, but when it arrives everyone gathers to defeat it.

There's a few flaws in that idea, but I personally can't see a specific place for it to fit. *shrug*, someone can feel free to debate that.

One problem with the weapon I can see is in the concept of the knockback. I dearly hope your example was describing 99 strength or something, because that could easily knock someone out of the arena. Knocking someone out of the arena with a WH or SH is supposed to be a difficult feat, you don't want to make it too easy. I know that's just an example, but it needs work. As Celson described, it does look a little harder to hit with, so there's always that to help balance it, but still.

On the subject of balancing in general, I'd just like to touch on something. If you want to suggest ideas that would benefit Stick Online the most, and would have the highest chance to be put into the game, I would work on designing items that are not extremely rare and the most powerful of their type. To balance out luck and skill in PvP, there needs to be items that fit between powerful and forgotten items, "upgrades" that don't necessarily rival the rarest of items, but lower their advantage. The more items in the game, the more inherent the balance is between them all.

scsox

 I think id be cool if you made that a pirate ship boss that could hammer you off the pirate ship with 1 swing so you have to be very careful to get hits XD

plus the pirate ship (area) doesn't have any s.o. traffic cause no monsters are there.

Idk just an idea

Ceroblitz

It wouldn't fit or live on the pirate ship to become a boss, it would just fall off.

Walk, version II

RayRay

Quote from: Ceroblitz on November 12, 2010, 10:00:06 PM
It wouldn't fit or live on the pirate ship to become a boss, it would just fall off.

Walk, version II

Much better, it makes a lot more sense.

I think this is a great idea, but that hammer head is like tiny. Swinging it very fast and causing a ton of damage makes sense to me, but it's kinda not likely to hit. The graphics are amazing, but minor flaws.
So yeah, I guess a lot of us is saying the same thing, kinda.

krele

#24
The sprite is awesome, but what you want it to be is sort of imbalanced. The swing animation is of same quickness as WH, maybe even quicker. The hitbox is giant, and the knockback is just way too strong. Only cons I can notice are huge stamina cost and slow attack animation (not stated, but most likely the cooldown of the reuse as well).

Imagine this being used at tourney, with standard pvp rules applied. The strike is relatively mid-fast, and would come as an awesome surprise attack synergistic with GS and IS. Imagine a player using GS whole round, then BOOM, quickly changes to this hammer and slams the opponent from the battlefield. The knockback is just way too strong.

Also,
Why not putting our new mob in the city?

//Off-topic:

I'd love a new whip! Perhaps you could design a wine whip? Giant range, low cooldown, average damage and stamina cost, etc... We have 5-ish swords, 2 hammers, some other stuff, why not having 2 whips? I'm surprised it's not already in =)

ARTgames

I like both walking animations. It would be neat if it use one or another depending on the HP it had left. Like it started with holding the hammer and with 20% health it would drag it.

Or used one another from returning from an attack.

Ceroblitz


attack :I sliding leg is done to emphasize power.

igufed

I think the only issue I have with all of your animations are the attack is way too slow if you were making it SO oriented..
Gettra - In development  ExcessPoker - Released v1.0

CherryPie

Awesome sprites. I still wonder why Meiun didn't ask you to be included in the spriting team. :x



Forum

Officially quitted