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Old 02-04-2009, 09:43 PM   #751 (permalink)
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He's not my master, he's my god.
Its just my part of the team to reply on the topic if you didnt knew.
Anyway, that bug is already fixed by me.

The Team

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Old 02-05-2009, 09:43 AM   #752 (permalink)
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good that u remaking the spells i tested this in 1 player single player its to hard to kill the zombies :S and stuff :) otherwise it was kinda fun.
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Old 02-05-2009, 10:07 AM   #753 (permalink)
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I have played the most recent version just last night and I must say, its looking very good. There are a few things I would love to see fixed/cleaned up. That being...

Spelling, Grammar, Suffixes!

Some of the items tool tip, and basic tool tips are worded very badly, personally I would advise going over every item and cleaning it up a bit.

Grammar, quite a lot of the items have bad grammar. I know this is not a current #1 issue, however with a map coming along like this I would love to see it put together in as much a professional and neat manner as possible.

Suffixes!!! I can only assume Diablo 3 will keep with the past, and more likely general suffixes used on many randomly generated items in not only the Diablo universe, but in any MMO or RPG. IE. Armor of Agility, should more than likely use Armor of the Monkey. (Preferably one of the Diablo suffixes, etc as seen here Diablo II Item Suffixes) (I would be more than willing to offer a hand at doing a complete item, and item tool tip overhaul)

Also, with this more recent addition (1.11) there are a few spells that have incorrect, or to an extent broken tool tips. A few of the Barbarian abilities have messed up text causing lines to start next to a previous ability looking something like this...

Jass:
Level 1: X Damage
Level 2: X DamageLevel 3
X Damage

Gameplay in 1.11

The Siege Breaker Assault Beast uses his knock ability a hell of a lot, personally I feel the ability needs to be toned down, or at least put on a longer cool down.

Also! Allow Health Potions to stack like Mana Potions, its annoying that my fellow party members can carry 8 or more Mana Potions and I can only carry a max of 3 Health Potions!

Aside from that 1.11 and more importantly the BETA is shaping up quite nicely and I can't wait to see the new inventory system!

Last edited by Lumograph090; 02-05-2009 at 10:56 AM.
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Old 02-05-2009, 11:30 AM   #754 (permalink)
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Quote:
Originally Posted by Lumograph090 View Post
I have played the most recent version just last night and I must say, its looking very good. There are a few things I would love to see fixed/cleaned up. That being...

Spelling, Grammar, Suffixes!

Some of the items tool tip, and basic tool tips are worded very badly, personally I would advise going over every item and cleaning it up a bit.

Grammar, quite a lot of the items have bad grammar. I know this is not a current #1 issue, however with a map coming along like this I would love to see it put together in as much a professional and neat manner as possible.

Suffixes!!! I can only assume Diablo 3 will keep with the past, and more likely general suffixes used on many randomly generated items in not only the Diablo universe, but in any MMO or RPG. IE. Armor of Agility, should more than likely use Armor of the Monkey. (Preferably one of the Diablo suffixes, etc as seen here Diablo II Item Suffixes) (I would be more than willing to offer a hand at doing a complete item, and item tool tip overhaul)

Also, with this more recent addition (1.11) there are a few spells that have incorrect, or to an extent broken tool tips. A few of the Barbarian abilities have messed up text causing lines to start next to a previous ability looking something like this...

Jass:
Level 1: X Damage
Level 2: X DamageLevel 3
X Damage

Gameplay in 1.11

The Siege Breaker Assault Beast uses his knock ability a hell of a lot, personally I feel the ability needs to be toned down, or at least put on a longer cool down.

Also! Allow Health Potions to stack like Mana Potions, its annoying that my fellow party members can carry 8 or more Mana Potions and I can only carry a max of 3 Health Potions!

Aside from that 1.11 and more importantly the BETA is shaping up quite nicely and I can't wait to see the new inventory system!
Thanks for the review :D

I recently added some new abilities to the siegebreaker to make him more interesting, but your right xD Those knockback spells are rather annoying at the rate they currenty occur :S I'll be sure to adjust that for 1.12 :)

As for the health potions, they do stack :) I just retested it myself. You just need an open slot in order to pick them up. As far as I know, you cant get a potion to stack if the inventory is full due to warcraft inventory restrictions, but I'll take a look into it, and see if I can get them to stack even with a full inventory :)

As for those typos, and description bugs, I swear they're breeding o.O I keep fixing them, and they keep appearing lol :) As for grammar and spelling, its not that I'm bad at it, I've just gotten into lazy habits whil'st typing, especially as I type rather fast, and rarely check what I've written ;) It happens to the best of us =[ I'll fix them whenever I see them though :P

As for the tooltips, ty! I beleive the example you found was on the stamina ability :) Just fixed it for 1.12! :)

Also, that idea about suffixes is a rather good one ;) That way, diablo players may recognise a few of the items, which in turn should help to create the diablo mood even further :)

Keep those reviews coming! Otherwise how else are we going to improve this map? ;)
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Old 02-05-2009, 12:18 PM   #755 (permalink)
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Everything looks pretty good. One sugestion in models. Witch doctor could be Shadowhunter hero with additonal weopon and mask without beard. 1.11 ver witch doctor doesnt look good.
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Old 02-05-2009, 01:46 PM   #756 (permalink)
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Right! im afraid im going home from uni this weekend :) Havent been back in like a month, so I dont really wanna have to spend it being unsocial ;) lol

So in conclusion, there won't be any updates until next week =]
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Old 02-05-2009, 02:24 PM   #757 (permalink)
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You can make the potion drops to powerups so when you take the powerups, you get a potion, that would make it possible to stack, i think. Still not sure about it, but i think that will work. And when a player drops a potion, replace it whit a powerup.

And if im right, there will be alot of work on 1.12 and that will make it hard for both of us to work at the same time :'o
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Old 02-05-2009, 05:03 PM   #758 (permalink)
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Shouldn't there be spell resistances in Diablo III ? :P
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Old 02-05-2009, 05:18 PM   #759 (permalink)
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Why do you wonder, bboy-tiger-?
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Old 02-05-2009, 09:32 PM   #760 (permalink)
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Once you guys are done with the abilities, and put in more items, I'll give you a version with typos fixed, if you want.
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Old 02-05-2009, 09:52 PM   #761 (permalink)
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Thnx for your kindness, Bartimaeus.
But im afraid that your typo fixes will dissaper as soon as i have figured out how to make my pickup system. After im done with the pickup system, My inventory will be working for player one. Then i just have to redo it for the 5 other players.
But right now i dont have time to work on that system becouse of " ".
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Old 02-05-2009, 10:39 PM   #762 (permalink)
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I've only sorta fiddled around with this on single player; and I'm sure my remarks will be virtual copy pasta of things you've already heard; but:

first off; the actual map design is amazing and beautfiul.

I'm sure this took a lot of work.

second:

the witch doctor is virtually perfect. firebomb is awesome; the pets are awesome; the heal is meh; but someone needed some sort of heal; and the mana drain forces a player to decide whether they want stronger abilities or the ability to control mana issues through paying attention & actively utilizing their abilities.

the wizard is a tad more sketchy; she's still got some impressive custom abilities but... I dunno. tbh; I actually enjoyed your witch doctor more than I liked the witch doctor from watching the gameplay vids. the wizard; otoh; was the opposite. I understand that this is a WC3 map, and one being designed by a single person at that, and again want to stress that what you've done is impressive; but I think the wizard could use a little more tweaking. I'm normally not into casters; but when I saw the gameplay videos I couldnt help but think to myself "damn; this may be the first time I seriously pursue a caster character.

the barbarian; on the other hand; really; really needs some rebalancing. I honestly think a small party could do just fine without him as he is now; whereas the witch doctor & wizard feel more essential.

barbarian pros: its nice that his whirlwind also helps regenerate life. this makes it an all-around good ability.

-cons: his mana regen is too low & ability costs are too high for him to do anything but attack with any regularity- this is very much what blizzard is specifically aiming to get away from with the D3 barb.

-even if you just try to build him as a bland auto-attack whore like you could do with any generic hero from any generic campaign; hes pretty weak early on. just because hes melee shouldnt mean hes more boring than the other classes.

if you havent checked it out before; you may want to check out "The Black Road" wc map. its an online multiplayer game that took a fun and interesting approach to non-casters. the barbarian, in specific, works similar to the "Rage" concept blizzard has used for warriors in WoW and the barbarians in D3.

through the use of triggers the barbarian naturally [I]degenerates[I] mana during downtime; but attacking, killing, and taking damage all give the barbarian mana; allowing them to use a lot more abilities when they're on the front lines of a hectic fight.

adopting a system similar or working out something on your own would make your barb a lot more fun to play. as is, he feels like a boring meatshield who isnt even really necessary if a witchdoctor focuses on just their pets & mana steal.

all that aside; this is a serious quality map that, with the amount of work you continue to put into it looks like it will be played by many WC3 fans even after the actual D3 is released!
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Old 02-06-2009, 01:16 AM   #763 (permalink)
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Another thing I would love to see happen is an increase in Health and Mana regeneration. Perhaps it would be possible to run a trigger checking the last time a unit has taken or delt damage, if the time in which these actions last occurred was less than say <= 30 seconds then create a dummy unit and cast Rejuvenation on that particular unit.

A way you could go about preventing this from being abused to give an edge on say boss encounters just use the out of combat item rejuvenation ability to restores mana and health, this way if the hero then rushes into combat as soon as s/he is attacked the buff will fade.

Personally I feel this would be a great addition to the game play and keep the game moving at a more steady pace.
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Old 02-06-2009, 06:14 AM   #764 (permalink)
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Lol, - RolePlaynGamer is not in the team, i asked him.....he is working with me, on a dungeon map.
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Old 02-06-2009, 07:03 AM   #765 (permalink)
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Thats becouse CloudWolf forgot to change the team list.
Hes the one i contact when we need some help, ask him about that.
He said that himself "im not really in the team, i just help you guys when its needed"
And that is as beggin a part of the team, just at the wrong spot in our team list.
@Lumograph090
That idea is kinda good BUT... omg... its that BUT again.... this map is not suppost to be to easy, me, cloudwolf and 3 other quys rushed trought the map without getting any problems. We just gave potions, anks and stuff to the people that needed it. also called "team work". ^^ So thats not really needed. But i think that blizzard will add health/mana per second outside of combat. But thats not confirmed yet i think :O
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