u/Ragnar0k_And_R0ll

Image 1 — Need advice for mob colour-coding in data pack
Image 2 — Need advice for mob colour-coding in data pack

Need advice for mob colour-coding in data pack

I made a datapack that gives boss mobs, raid mobs and trial mobs a waypoint on the locator bar, but I'm struggling to decide what colours to give them. For raids and trials I've given every mob a colour based on their appearance, and I'm perfectly happy with that, but seeing as the Ender Dragon and the Wither have very similar colour schemes I'm not sure if I can use that same approach. I've currently resorted to giving the Ender Dragon magenta and the Wither grey, but I think that's a but inconsistent. Any advice is appreciated.

u/Ragnar0k_And_R0ll — 7 days ago
▲ 138 r/btd6

Beast Handler Crosspathing Suggestion

In a recent blog post, Ninja Kiwi stated that beast handler is still the least used tower. I think this is in part due to its extreme differences with other towers and lack of flexibility, so people don't use it unless they feel like learning its mechanics and changing up their whole playstyle to use it effectively.

To partially remedy this issue, I suggest the beast handler's crosspaths get reworked to affect the main path's beast in some way, like the Faster Engineering crosspath on the engineer increasing foam production rate, or the Pin upgrade giving sentries the ability to pin bloons. This would bring more variety to strategies with beast handlers and also makes it more consistent with other towers.

Some example suggestions:

The Barracuda crosspath, being the path that focuses on insta-killing bloons, could allow bottom path to grab larger bloons (or just give it a damage buff), and give middle path more damage to skip more layers.

The Adasaurus crosspath, being the path that excels at popping groups of bloons, could give a pierce buff to the other beasts, plus potentially lead popping, but that might be a bit much.

The Horned Owl crosspath, being the path based around utility, could provide extra range for the other beasts, either via a static buff or by giving them the ability to target bloons near the owl. Plus maybe camo detection within the range of the owl.

These ideas aren't perfect, and probably wouldn't suddenly make everyone use beast handler, but giving crosspaths unique buffs could encourage different playstyles, like they do for other towers.

u/Ragnar0k_And_R0ll — 14 days ago
▲ 23 r/btd6

I have spent a bit of time playing the new social season event, and I have some feedback. I hope someone at Ninja Kiwi will take the time to read through this, I'll try to be as detailed as I can.

First of all, the UI. A very clean, animated design that is incredibly satisfying to look at. When it comes to the event menu, I think it's just about perfect. However, it's integration into the main game is a little clunky. The perks button in the map selection screen, the banner at the top of the main menu, it's all getting quite cluttered. It might be worth rethinking the UI in the game as a whole, but enough about that.

Next up, the goals. These simply aren't challenging. Beating games with only support monkeys for example. There's nothing stopping you from playing monkey meadow over and over again with Sauda and a 000 engineer. I try to do it in a unique way, playing harder maps on harder difficulties, but all that does is add to the time I spend on it. I won't pretend to know how the goals should work, but making them difficulty based rather than time would be a great start.

And finally, in my opinion the most important one, the team size balancing. The following was mentioned on the changelog: "Goals are balanced to require some daily effort from most of a large team, with max rewards still being possible for a small dedicated Team." This simply isn't true. As the owner of a team of 4, I can barely get the second last milestone, but as the last one requires a team of at least 12, I can not complete it. My team consists of a group of people I know in real life, and I don't want to invite strangers into it, so I find it very irritating that I'm restricted by team size.

Boss rush suffered from a similar issue. When it released, I forced all my members to grind out every island, and we just couldn't beat the last one. I think one very important concept to consider for teams in general is scaling. Sure, a larger team should be able to win easier. But does that mean small teams shouldn't be able to win at all?

For social seasons, I think a possible solution would be to remove the 'perfect score' for goals. Say we have a challenge based around beating games with only support monkeys. You earn a small amount of stars every game, but playing harder maps on harder difficulties without placing heroes grants extra stars. That encourages difficulty and variety and allows smaller teams to accumulate enough stars to also have a chance of 100% completion. I'm not saying it should be easy, but the final milestone shouldn't be exclusive to the arbitrary team size of 12.

I hope this was helpful and that Ninja Kiwi will take this feedback into consideration for future events and team challenges.

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u/Ragnar0k_And_R0ll — 23 days ago