A few weeks ago, Fielding made a very in-depth post regarding how our design team feels about the state of the game, and what our focus and goals will be going forward. For those of you who missed it, check it out at http://forums.heroesofnewerth.com/sh...d.php?t=177772. It's definitely worth the read if you're interested in what direction this game's going, and it's even color coded to sparkle.
In line with Fielding's Design Update, we will be maintaining a series of HoN Dev Blog posts in order to give you guys some insight into why we make the changes we make, how they fit into the direction that we want to take HoN, and provide greater transparency so that you guys can know what we're working on. As always, we're looking for your feedback, and we feel that these blog posts will be invaluable in giving you guys the opportunity to do so in the right context.
Patch 1.0.20, in addition to adding more axes to HoN, introduces some significant changes to Forests of Caldavar and how assisting in kills is rewarded.
* Half of the total bounty awarded for the hero kill is divided evenly amongst all assisters on the kill
(Example: If two players assist on a kill worth 400 gold, then 200 gold is split evenly between the two assisters - they each get 100.)
* The player who gets the kill receives the same amount of gold.
(That means that the gold assisters get is bonus. None is taken away from the killer.)
* You still receive gold for simply being in the proximity of an enemy hero kill
This change to assist rewards will vastly increase the amount of gold that is injected into the game when a kill takes place. We feel that attaching more gold rewards to kills is extremely necessary because prior to 1.0.20, when a kill takes place past level 8, more gold is taken out of the game via gold loss on death than is put in through kill bounty. Player interactions and exciting fight scenes should result in a game's progression - not regression. Additionally, this will place less emphasis on who lands the last hit when several players are collaborating to take down an enemy, as it rewards assister(s) with a hefty cut of the bounty as a bonus. Support players will also be able to translate their assists into gold and items, as enabling your teammates to rack up the kills becomes personally rewarding.
Forests of Caldavar Changes:
* The bases are now the same size, centered, and all the barracks are equidistant from the main building/fountain.
* The ramps leading into the base are wider and the space outside of the bases are much larger/more open.Before, the Hellbourne base was much much larger than the Legion base and they were both lopsided and not aligned with the lanes correctly. Pushing a particular lane could give you an advantage based on the number of arbitrarily placed filler buildings between the barracks and the main. Now, everything is even, centered, and it is equally effective to push any lane.
* Added some trees above in the Hellbourne side of middle lane (up-left of the middle outermost Hellbourne tower)Before, the ramps were quite small and the area outside of the bases were constricted or had very narrow paths. This discouraged pushing, as it placed the aggressor in a massively disadvantageous position, and drew out games unnecessarily. Now, the lanes and approaches to the bases on all sides are wider and more open. This makes team-fighting and pushing much more appealing since there are no more "death-trap" corner spots that can ruin an otherwise good push.
We noticed a discrepancy in the difficulties of ganking a hero on the Legion side of mid lane versus ganking one on the Hellbourne side of mid lane. You can approach a Legion hero in the middle lane from behind on the right side and remain hidden by fog until you're practically on top of him due to the trees next to the tower. It was impossible to do the same from behind on the left side of the Hellbourne's middle lane because the treeline did not extend out far enough to cover a hero as he enters the middle lane from the Hellbourne jungle. By extending the treeline a bit, we've provided more symmetry to middle lane, allowing Legion gankers to get a few hundred units closer to their victims before they are revealed.
Last edited by DivA; 11-19-2010 at 03:21 PM.
Pu Liu | Director of Monetization
when a kill takes place past level 8, more gold is taken out of the game via gold loss on death than is put in through kill bounty.
Could you give some more numbers on how it`ll work now? Will income be much higher than loss? Or about even with slight advantage for income?
If the target killed is level 10, he loses 300 gold when dying. The killer will earn 250. The assist gold added would be 125, putting the total given (excluding proximity, which is difficult to factor in due to the dynamic movement nature of fights) to 375, higher than the gold lost.
If the target killed is level 20, he loses 600 gold when dying. The killer will earn 300 gold, and the total assist bonus would be 150, for a total of 450. This means later in the game, the new assist bonus will not be enough to overcome the massive discrepancy between gold injected and gold removed from the game.
Pu Liu | Director of Monetization
if there are 2 that are getting a kill worth 400g will one get 400g and the otherone get 200g?
I really like the assisting gold re-balance and the direction HoN is in, keep it up S2.
"Reality is merely an illusion, albeit a very persistent one."
I really like the assist changes, that wil also make killing heroes with killstreaks worth even more
Good thing about playing with friends: you will never get kicked when picking Night Hound as Orange or Brown.
45 seconds seems like a more happy medium.
I also like how assisting has become more rewarding- hopefully people will ***** less about "KSing" - both with people trying to do it less knowing they'll still get some decent gold and people being bothered less for the same reason.
Now, am I correct in my understanding that the assist bonus is in addition to the proximity gold?
Last edited by Alhanalem; 11-19-2010 at 04:30 PM.
If u kill an enemy hero lvl 1, reward is 205 gold. I had 1000 gold and jumped to approximately 1275 gold. This means the proximity gold is given to u even if u get the kill. Then why not for an assist?
But havent been able to try it in a real game and actually pay close attention. Mayb practice mode screws things up, but personally i dont see why this wouldnt be the same as in a normal game.
U don't NeedPants for the victory dance, coz Baboon's better than Weasel. I.R. Baboon, big star of cartoon. ==> I.M. Weasel!
I.R. Baboon reigns king in his mind, he's just as good as the weasily kind, but round every corner he's likely to find: I.M. Weasel! I.M. WEASEL! I AM WEASEL!!!
Beyond the obvious changes the assist-gold change brings, this will be good for competitive play as well, because no longer will teams need to worry so much about letting a carry get the last hit in certain cases because he'll still wind up with bonus gold (obviously, it would still be an advantage to let him have it, but it won't play as big a role.) Also this fits in well with what you guys mentioned about making support heroes able to support something beyond 30 mins because they will be able to build up useful support items and buy wards and such much more easily.
I like it.
Good changes, would love a reason for lowering the pause-thingy tho.
Only problem with this gold system is that I solo'd a nymph earlier as Arachna, hellbourne neuts took the last hit, I was awarded a whopping 56 gold, for putting her from full to dead.
I was orb walking her to avoid her stun, she had my spider on her etc. If you check her deaths she's got a death to "blank" at 24m23s (which i'm geussing is when it bugged).
I think it was 56g, I shall check.
*Just watched the replay, so forget all that +previous posts*
It gave me 200g + 63g even though hellbourne got the kill, was confusing as I have gold numbers on and 63g popped up afterwards.
I still don't get why I got 263~g when hellbourne got the kill/why hellbourne get the kill in that situation.
Last edited by DrGerman; 11-19-2010 at 08:05 PM.