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Messages - GosuSheep

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Community Discussion / New Meat on SC2
« on: June 30, 2018, 04:54:43 am »
As a break from ladder, I decided to play some arcade on SC2.

I just played a game of some dumb RoTS style game on SC2...

And I gotta tell you, after the initial "dude wtf. Why can sheeps do that?", it was actually pretty fun. And I played with multiple folks that could mass relatively quickly, run tag relatively well, and even juke for saves. I was quite impressed.

If you want a break from what you're playing now, try making or searching for a game of Sheep Tag in SC2.

If you didn't know, buying SC2 for arcade (custom games) is free.

Another "if you didn't know": the mechanics are, as far as I can tell, entirely identical to W3 ST. Whoever is making the SC2 maps knows what they're doing.

Community Discussion / Re: Where to play
« on: September 29, 2017, 04:23:59 am »
Awesome. I'm on discord all the time, so gonna how on there.

Hope to play some **** with y'all soon.

Community Discussion / Where to play
« on: September 27, 2017, 04:23:15 am »
Hi folks. Long time no see.

I've been spending a lot of time playing SC2 arcade games. Mostly Squadron TD, Special Forces Elite, and some other ****.

But I came across a couple of Sheep Tag maps that I thought were pretty fun. Most notably: Nomads. It's got a RoTS-esque gameplay to it with unorthodox abilities and items, but I find them very refreshing and fun to play with.

Where/what y'all playing? I'm basically looking for more games to play.

On a side note, I got married and hatched a daughter. Oh **** ninja.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 21, 2015, 06:59:53 am »
Played the newest version that Basis updated. The mechanics are far better. Runtagging, massing, double back building, etc. were a lot easier. Great improvements.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 18, 2015, 01:32:06 am »
Thank you for your response. All great answers. I really like your farm-count-based sheep kill bounty. I wish we thought of that years ago XD

I look forward to playing with y'all more.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 16, 2015, 10:12:12 pm »
Chef, it's Prof. Druglord, thank you. I received my Sheep Tag Ph.D. at Magoo University.

I'm not going to get into a discussion of what removing the pen accomplished (as I don't know), but I'd like to ask how decentralizing the spirit locations fixed that issue. If the pen was an issue, is decentralizing the answer? What about not being able to save sheep at all? What if spirits could not be saved, but instead can move around and locate wolves, or generate money for allies, or slowly repair hurt farms, etc.

The decentralized spirit locations might not inherently force wolves to camp until there are allowed to make a camping golem. It might just be an entirely different approach to the game. I've played very little, but the sc2 version feels different; more zoning feels better. In w3, you would have 1 camper, then attack the most isolated sheep. Here, everyone zones and attacks the sheep closest to the strongest concentration of spirits.

Further, sheep do not spawn in the same locations. They're spread throughout the map. The game play is vastly different. I don't know if we really are forced to camp. That being said, we're all in agreement that having reasonable vision of the map and having control of the map after a sheep is killed is a problem--and it is being addressed.

MadHatters, I see your point and agree with you that an isolated sheep or a sheep against multiple shades could be far more difficult. I'm not keen enough on the mechanics of it to respond to balancing issues on it.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 16, 2015, 08:43:23 pm »
Another assumption I'd like to get rid of is that this sheep tag should be like the one that existed on w3. I think that assumption should be erased immediately.

We should not assume just because things are different from w3, that they are *impossible* or whatever. I think that although the w3 kids are good at that version, we have some learning to do on this version. For example, when wolves use the shade ability, you can easily avoid that shade by just keeping a little bit more distance from the wolf. That's easy as pie. You just have to get it in your head.

As far as other suggestions, I have some below. Please don't take these as criticisms. They are merely suggestions. I am not trying to say that you've done a poor job. I think the work you've done is far better than what I could have accomplished. I just am providing my thoughts, and if you think any of them could help, great. If not, that's fine too.

  • Add the name of the group to "Tips" section or the map loading screen. Could give folks higher chance of joining the channel
  • Add a note somewhere about rating the map. Could yield more ratings, which could yield more players.
  • You might want to put on Boots of Speed "Doesn't Stack". I saw a wolf with 2 boots.
  • I noticed the 350 cost claws are equivalent in damage to 3 of the 100 cost claws. You're essentially paying 50 extra gold for the convenience of having more item slots. I think if you've reached the point of filling your item slots, you either (1) are way ahead and probably deserve to win because you played well or (2) you are way behind and need as much help as you can get. I think it could make sense to make the 60 damage claws cost LESS than 300, not more.
  • Some suggestions for map control / camping
    • Add a permanent golem that you could use for camping
    • Add a "camper" minion that has to be within a certain distance of spirits (they have stun abilities anyway)
    • Make wards have a smaller cooldown and larger vision
    • Make spirits require multiple hits or require that *each* sheep be attacked to be rescued (instead of mass save)
    • Show vision of a sheep when they're in a certain range of a spirit.
    • Add a teleportation ability that allows wolves to, after a 5 or 10 second delay, teleport anywhere on the map. This teleportation is shown on the screen so sheep know it's coming, but at least wolves could have a better option if a spirit is across map.
  • I believe that certain abilities are so much better than others, that an overhaul is necessary. For instance, Mirror Image and Golem, in my opinion, are required. Mirror Image not only can be used to block sheep from building (which was a necessity in high level play on w3), but IT CAN ALSO DO DAMAGE (50% of wolf). That's INSANELY good. Far Sight can show sight of a place, sure, but you can always send a Mirror Image to explore. Far Sight doesn't move. I think Image is so much better than Far Sight, you shouldn't even have 1 wolf get Far Sight in a game; all wolves should get Image. While I agree that having options is important, I think the options should be on par with how good Mirror Image is, and I just don't think the other abilities are there yet. Same thing with Golem. Golem provides a jumping option, a camping option, and an additional cutter. It's way better than increased speed or the other stuff that's in there. I can't remember all the stuff that is there right now, but I think having a discussion about ability overhaul (perhaps in game) would be a good use of time.
  • I think the gold reward system needs to be overhauled. Currently you get 10 gold for killing a tiny farm, 7 gold for killing a money farm, and 0 gold for killing a farm or a sheep. I don't think the gold-to-farm-value adds up. I think you should receive a reward for killing a sheep. If you want to prevent snowballing, perhaps you could make the reward based on how many sheep are left and maybe even how many wolves are playing. For instance, if you kill 1 sheep and there are 6 left, you probably need some help to kill those other sheep. If you kill a sheep and there is only 1 left, you probably don't need as much help.
  • As far as the team balancing goes, maybe if it's 6 sheep vs 1 wolf player and 2 AI wolves, maybe you could give the wolf better stuff. More gold, auto max level, super abilities. Something to account for the difficult of having no teammates.

In general, to summarize the above list, some topics to discuss and focus on could be:

  • Map Control / Camping / Saving
  • Team balancing
  • Advertising the game and the group
  • Items and Abilities
  • Updates to the engine to allow for easier sheep killing, better turn speeds for sheep, and other stuff people mentioned.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 15, 2015, 10:40:29 pm »
Hatter: I have no idea what you're talking about.

Chakra: I concur. I don't know if range motion buffer is a thing on sc2, but I've asked him to look into that and map control first.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 15, 2015, 06:30:45 pm »
I concur. He was on last night and we got several 8-10 player games.

This game is REALLY **** hard for wolves. I'm trying to come up with a list of changes to suggest to him.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 15, 2015, 12:36:48 am »
I have not been to Europe before. Just the thought of such a journey frightens my balls. Why don't we play it by ear. If there are more Muricans, we'll go to the homeland. If Euros are abundant, I'll man up and go over to that place.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 14, 2015, 10:51:37 pm »

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 14, 2015, 07:30:51 pm »
The game is not Revo. Differences from Revo I think will be fun for us and helpful for building the community.

Here are some differences:

  • Map is generated every game
  • Sheep don't start next to each other
  • When you die, you are born as a "wisp" right where you died
  • There are a lot more abilities
  • There are less items
  • Stack farms can't be placed on wolves (but this is a considered a bug, not a feature)

You shouldn't buy SC2 because you want to play the exact same Sheep Tag that already exists on Warcraft3. You should buy SC2 because there are more people playing Sheep Tag on it and it's a cool new map that we can grow.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 14, 2015, 04:09:17 am »
It seems to be relatively active. We were able to get a good 8-10 players on a consistent basis today. No idea how it is during the week.

The creator definitely has some balancing to do. It is a little too easy for sheep. But I guess that's a good thing for pubbies.

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