Recent Posts

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New Ideas / New Game in Development
« Last post by Autogamer on December 28, 2023, 05:19:56 am »
Hiya guys! For those who still lurk here, a new game is under development; Hex War!

The game is based off of the original map with the same mechanics/balancing and has been rebuilt from the ground up!

It will feature a map based on Warcraft III units (Orc vs High Elves) however all balancing will remain identical to how current zerg hex is.

The goal is to slowly increment balance changes that are meaningful and necessary without going too far as feeling like a new game, such as zerg hex+

Current changes in progress: (temporarily) Removing tank, changing rating system to be more impactful, objectives/ingame tutorials for newbies, Correctly addressing early leaver income bonus for Orc(zerg), and lots of backend changes to fix late game lag!

Proposed future changes in mind: Redesigning tank, making games go faster, and lots of balance changes!

Starting a small community if anyone wants to contribute to development ideas and keep up with announcements to the game's progress. Plan is to have it ready for playtesting within a couple weeks!
https://discord.gg/83qH9jnM75
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Balance Discussion / Great balance idea
« Last post by Persephone on November 03, 2023, 01:06:32 am »
Mike had a great idea to balance lobbies: allow players to bid on a mineral bonus for playing as zerg.

The default would be that zerg gets a very high mineral bonus that would give zerg a chance against even 6 pros. Say 1000 minerals.

In the race selection menu, players would be able to bid to play zerg for a lower amount. So if you thought you could beat the lobby with only 500 extra minerals, you could bid 500.  But if someone else thought they could win with just 200 minerals, they could bid 200.

The amount could even go negative for noob lobbies. So if someone bid zero but you think you could win even with a negative amount, you could bid -100 or -500 or whatever.

The 2 players who bid the lowest amount would get to play zerg.

This could theoretically make every lobby balanced.

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New Ideas / Re: Further Game Development?
« Last post by RickSanchez on May 09, 2023, 09:32:57 am »
Imagine calling this **** an improvement. Clown Fiesta Hex or Zerg Hex- would be a better name than Zerg Hex+
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New Ideas / Re: Further Game Development?
« Last post by Fatline on November 23, 2022, 07:09:40 pm »
Well since WMaster aint doing it :D

https://discord.gg/Ffj4GCaF6M
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New Ideas / Further Game Development?
« Last post by Fatline on November 18, 2022, 01:35:02 am »
Hello,
are there any plans for further game development? Over a year without simple patch seems pretty sad, the game has solid foundations thats why it is still played even with no updates, but could use some improvements
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Balance Discussion / Re: Zerg response time
« Last post by guguizg on October 27, 2022, 07:29:49 pm »
Without actual overlords, zerg has no ability to scout terrans. Once terrans get a wall secured, zerg has no idea what the terrans are doing in terms of eco, tech or army. Zerg won't know when a terran attack is coming until it actually hits.

This is completely untrue. There are several indicators of the terran's activity if you are fast and careful enough to notice, which I personally am not lol.
- Tech sctructures: You can see when the terran builds a yard or when they get gas extraction, meaning that they are ecoing. Also the wall investment is something that delays the terran, such as additional wall layers, defenders, unified armor, etc. Building an armory indicates they are going to push. The order in which the player builds those structures matters: armory before = aggressive, yard first = economical/defensive (generally)
- Batteries: Acquiring more batteries when there is not enough troops to depleate marine's energy indicates they might use them for a push soon
- Marine upgrades: Shattering is the easiest upgrade to spot, as there is a visual indicator. Pen laser is needed to destroy the buildings, and that can also be seen if you click the marines and see if the atk dmg is 3 or 4.
- Number of units: It's very rare to see terrans hiding their units. Usually they just leave all the marines on the armory, meaning that you can see how much the army is growing.
- Basic knowledge of timings: If there was no pressure on a terran during the game and its 15 minutes you should expect them to push. There are predictable push timings for terran, so roaches should be a preamptive measure not a palliative one

There are other indicators too, these are just a few. The problem is not that it's impossible to acquire information, it's just difficult and takes important apm

Zerg is imbalanced, but this isn't the problem or the solution
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Balance Discussion / Zerg response time
« Last post by ketchup on October 10, 2022, 06:12:54 pm »
Zerg needs to be able to respond faster to terran pushes. Without actual overlords, zerg has no ability to scout terrans. Once terrans get a wall secured, zerg has no idea what the terrans are doing in terms of eco, tech or army. Zerg won't know when a terran attack is coming until it actually hits. But it takes 40+ seconds for roaches and higher tier zerg spawners to finish morphing, then another 8 seconds for units to spawn.

So why not decrease the morph time for zerg spawners? If roaches finished morphing in 10 seconds, then zerg could actually respond when terrans start pushing instead of getting overrun in the 40 seconds it takes roaches to morph.
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Builds & Guides / Re: Zerg Hex Science
« Last post by guguizg on July 10, 2022, 04:01:45 am »
How did you get to those numbers?
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Bug/Exploit Reports / Create italis in the ion vision
« Last post by guest133 on July 08, 2022, 03:19:26 am »
Hello

i just want to let you know that when player activate an ion you can create an italis in, near the zerg base, i don't know if it's a bug or not .
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