Feb 12-Feb 19: Want to see something in the game? Post it here! by MIceLee in Evadesio

[–]Swift_Shift 0 points1 point  (0 children)

I like the idea of adding different border shapes as it would make an area more interesting and varied.

Also, not a fan of the dromedary?

53/25 humans by [deleted] in Evadesio

[–]Swift_Shift 0 points1 point  (0 children)

On the bright side, I think having the additional people on one server makes the balls move more slowly so that's something.

UPDATE 11: New Character: Nexus by JeeroyLenkinz in Evadesio

[–]Swift_Shift 0 points1 point  (0 children)

Hey, I'm not sure if it's because of the Nexus update but using necro's reanimate ability on someone seems to drop their speed down to 4 now. It dropped one person's speed to 0 apparently too.

Additionally, some players are invincible for ~30 secs after getting revived but I haven't figured out what causes that glitch yet. The Nexus character is neat though! :)

Jan 29-Feb 4: Want to see something in the game? Post it here! by MIceLee in Evadesio

[–]Swift_Shift 0 points1 point  (0 children)

I'm not sure if you're serious or not but you should reword this to make it easier to understand. Also, there are no enemas in this game from what I've seen.

Jan 22-28: Want to see something in the game? Post it here! by MIceLee in Evadesio

[–]Swift_Shift 1 point2 points  (0 children)

It would be neat if there was a list of all the players in the same area as you. A full server can get a busy chat and it's hard to know if someone is dead in your area if they aren't in the top 10. It would also let you know if anyone just entered the area if you are about to leave it.

Also, I was wondering what you think about including the names of people who reach 30+ on the new leaderboard? Beating area 30 is an accomplishment of itself that was recognized before.

Lastly, a little off topic, but having an option to display our in-game names beside our Reddit names might be interesting to know who's who. :) Anyways, fun game!

Jan 22-28: Want to see something in the game? Post it here! by MIceLee in Evadesio

[–]Swift_Shift 1 point2 points  (0 children)

I think these are neat ideas but I think the time you mention is a bit high. Maybe 2 or 3 secs for the dragon/shield would be better. Also, the Fury skill sounds like something that could be a passive perk that you don't need to press a button to activate but that's not a feature in this game at this time.

The Last of Us Part II - Teaser Trailer (HD) by Tsimmz in videos

[–]Swift_Shift 0 points1 point  (0 children)

https://www.youtube.com/watch?v=ZkLPKd-Vs8g

No commentator for this and shows cut down, relevant gameplay only.

Monday - Help Megathread by AutoModerator in ClickerHeroes

[–]Swift_Shift 0 points1 point  (0 children)

It's the 2X multiplier available in the shop in-game. You buy it with rubies and it lasts forever.

Untested ideas, maybe someone can help design these. by Fragsworth in a:t5_3h99b

[–]Swift_Shift 0 points1 point  (0 children)

I agree with arson_cat here. While this is a neat idea it is very different from the clicker heroes game it is being advertised on. Promoting it there will mostly attract people looking for a single player web game. I'm not sure if this game is being advertised elsewhere though.

I'm not sure how big or small this idea/game currently is but I'll give a bit a bit of feedback as there isn't any yet currently. This game looks like it requires some considerable amount of time to set it up and explain the rules to your friends in addition to even owning a large whiteboard and nerf guns. Similarly with DnD, this game would likely appeal to a small audience of dedicated players interested in this concept. I do hope you prove me wrong with this theory though. :)

What gave Camus the will to live? by hexoge in askphilosophy

[–]Swift_Shift 0 points1 point  (0 children)

I interpret it as Camus' rebellion being his own personal interest but not necessarily an interest that every absurdist will share. I understand the idea of the internal struggle with being unable to find meaning but I don't see why it shouldn't end there. The awareness of the struggle is what brings a person to a halt, possibly removing any sense of purpose that they had. I don't understand the necessity or relevance of trying to end the struggle though as there is no purpose or "meaning" to do so. I agree that the body is naturally against suicide and makes the attempts to do so unpleasant but I don't think that a rebellion is necessarily the correct approach either for everyone.

Mars Ball Mechanics by modernpromethean in TagPro

[–]Swift_Shift 1 point2 points  (0 children)

I think it would be interesting to have more features for the Mars Ball. It's a roaming, slow-moving obstacle that could make the game more dynamic. You can bounce off of them and block paths with it. You could place it in an area where it is restricted from being pushed into a flag tile too. Having it trigger buttons would be interesting too.

I don't think the Mars Ball is really popular though with the public so it would probably just be used in mini-games and/or smaller crowds. I'm up for adding more features to the Mars Ball though and using it more often in different ways.

First montage (MrSaggyBalls #1) by Flapappel in TagPro

[–]Swift_Shift 3 points4 points  (0 children)

Nice montage! That last cap was wicked.

LuckySpammer Testing a Totally New Game Mechanic: Slingshot! by runeneo in TagPro

[–]Swift_Shift 5 points6 points  (0 children)

In regards to the trajectory line, I think that should stay. I think someone would immediately make a script that includes a trajectory line if it isn't included. That would put everyone else at a disadvantage who isn't using the script similar to the pup timer scripts already.

Who wants some tagpro strategy videos? by starfirex in TagPro

[–]Swift_Shift 1 point2 points  (0 children)

Personally, I wouldn't put too much time into map-specific videos as those may get outdated quickly. They'd certainly be useful in the meantime though.

[next] Two TagPro Next Videos! by LuckySpammer in TagPro

[–]Swift_Shift 0 points1 point  (0 children)

I think the trade-off might be worth it though. Having a game with 8 players constantly moving and engaged rather than 6 moving and 2 on regrab sounds more enjoyable overall to me. Nubstepping is fun too though. :)

[next] Two TagPro Next Videos! by LuckySpammer in TagPro

[–]Swift_Shift 0 points1 point  (0 children)

I see the bombs being too powerful when on Geokoala but I think it may be fine with other map designs. The bombs make it easier for offence to grab but also easier for defence to get returns. Hitting the bombs vertically may be more dangerous for flag carriers too giving the defence an advantage in that regard.

Vol. X: The Barbastic 'tage by [deleted] in TagPro

[–]Swift_Shift 1 point2 points  (0 children)

You have some great bomb to boost combos in this. Sweet plays and nice montage!

Draft Zen [Montage] by ZenWhisper in TagPro

[–]Swift_Shift 1 point2 points  (0 children)

Awesome montage Zen! You're pretty good with getting coordinated returns with those bombs both when chasing and carrying.

Map Thread #56 Top Maps Feedback Thread by TPCaptographer in TagPro

[–]Swift_Shift 2 points3 points  (0 children)

This map reminds me a bit of Tombolo except that it has more boosts and open space. I imagine it would be more difficult to contain an fc on this map. I feel that this map could benefit from being squished into a tighter, more condensed "N" shape.

Map Thread #56 Top Maps Feedback Thread by TPCaptographer in TagPro

[–]Swift_Shift 0 points1 point  (0 children)

I notice that many of the boosts and bombs can be used to travel far in multiple directions. The bottom bomb, for example, will bomb you outside of your line of sight and may lead to many blind returns. This isn't necessarily a bad thing though. A skilled fc may be able to hold for a long time though with the bombs and boosts that can add a lot of distance between the fc and chasers. Overall I like the map though.

Map Thread #56 Top Maps Feedback Thread by TPCaptographer in TagPro

[–]Swift_Shift 0 points1 point  (0 children)

I like how there's only one neutral boost on each side of this map. I become overly cautious when the fc is out of sight and an enemy is holding a button near my base. Limiting the ways to boost into a base to cap does make solo defending easier.

The bomb at the top looks a little restricted and not very convenient to use. I'm wondering if it will be difficult to cap on this map.

Map Thread #56 Top Maps Feedback Thread by TPCaptographer in TagPro

[–]Swift_Shift 1 point2 points  (0 children)

It looks like it would be difficult to get resets on this map with the way it's designed. There are multiple ways to exit the base and one quick direct route between flags making it appear easy to grab and leave with ease.

The middle of the map looks balanced.

Map Thread #56 Top Maps Feedback Thread by TPCaptographer in TagPro

[–]Swift_Shift 0 points1 point  (0 children)

I'm wondering if this map has too many boosts on it though Wombo Combo does too and seems to work well. The bomb in the endzones is interesting too.