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Warcraft 3: World of Warcraft Venture in the mysterious continent of Kalimdor. Choose your class and learn the ways of eight different races. Fight for power, protect your people, or just live to explore the lands of Warcraft.

View Poll Results: What should the Wc3:WoW Team focus on most?
Terrain: Landscapes, Cityscapes, making all surroundings as similar to WoW as possible. 150 20.46%
Characters visuality: Visible equipped weapons and armor, physical features such as beards or hair-style, etc. 135 18.42%
Class balancing: Make all classes as balanced as possible, to make PvP much more competitive. 56 7.64%
PvE: Quests, Mobs, Instances/Dungeons, etc. 122 16.64%
The Website: Make the website have a more Warcrafty style, add more information about Wc3:WoW's progress, etc. 6 0.82%
Cool WoW-Like Features: Auction House, Inventory system, Battlegrounds, Talent Tree system, Party/Raid System, Mailing system, Casting Timer, etc. 132 18.01%
Fix it: Fix as many bugs as humanly possible before proceeding to progress on another part of the project. 45 6.14%
Beta Teams: Make the Closed Beta team a bit larger. Focus on their suggestions and consider their ideas and recommendations. Add the majority of their good ideas, etc. 12 1.64%
Ventrilo/Chatrooming: Get a ventrilo server for fans to get a chance to gather and talk to the Wc3:WoW Team, vocally or through text. 6 0.82%
Advertisement: Focus strongly on advertising Wc3:WoW on YouTube vidoes, Battle Net, etc. and release more screenshots and teaser/trailors about Wc3:WoW. 19 2.59%
PvP: Make Player VS Player/Bot more entertaining, balanced, and skill-based. 50 6.82%
Voters: 733. You may not vote on this poll

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Old 09-08-2007, 01:51 AM   #16 (permalink)
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Hey Craka, do you have a spellcasting system yet? If you do, when you click on a spell Icon, do you need to mouse onto an enemy, then click it to begin casting the spell, or do you automatically on an enemy, like in WoW?
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Old 09-08-2007, 01:57 AM   #17 (permalink)
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No, we do not have a spell casting system or casting bar or anything special within the spell barriers. But I do like that idea and I will consider trying to get that into WC3:WoW before the Open Beta.
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Old 09-08-2007, 01:59 AM   #18 (permalink)
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Yeah, my least favourite part about Warcraft 3 maps that are based around Heroes is the fact you have the click the Icon/Hotkey then scroll over and click the hero. Sometimes there's hit test problems...and...ugh.

However, this would be very fix since if you're already selecting a target unit, then you cannot have your own hero selected and thus cannot cast abilities.

Sure there's a way around it though ;)
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Old 09-08-2007, 02:05 AM   #19 (permalink)
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Yeah I have a feeling that TKoK ORPG creator "Vexen.X" tried this for his ORPG, but due to how WC3's engine's flaws, it wasn't perfect.
I fear that we'll encounter many problems in the process of making this system. But what I am afraid of even more is if it is even possible! I'll let all of you know what's going on in the spell field later when newer and cooler stuff get developed.
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Old 09-08-2007, 04:30 AM   #20 (permalink)
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Okay, here's a VERY quick map I made featuring automatic casting. I have no idea if you'd be able to make any use of this, but it was fun anyways. It's not multi-instanceable, and there are some flaws (When you right-click on something, it doesn't change your target) but it's neat anyways.

I just made a unit variable that switches whenever you select a unit, attack a unit, or are ordered to attack a unit. If it did actually turn out to be something you could expand on, you could put more conditions in on whether or not the target is an ally or what. Currently, it only checks range and if there is a unit "Selected."
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Old 09-08-2007, 04:49 AM   #21 (permalink)
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Sounds neat. I'll take a look at it in a few minutes. I'll update this post with my review once I've checked it out.

Edit

Okay, I checked out the map and to be honest, it isn't that bad. However the main downside is that I want the player to choose which target to attack. However this system is very useful to help increase the AI of player-bots. Good work!

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Old 09-11-2007, 02:21 AM   #22 (permalink)
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Information Basic Overview of Plan

any people have been asking about what our plans with Wc3:WoW is and how things are moving. This article should help provide some information on what we plan to do and focus on within the next two Open Beta releases, so I strongly encourage those of you who care about Wc3:WoW to read the rest of this article.

irst, I will discuss what our plan is for the upcoming Open Beta. Work on it has been coming along nicely and we're mainly focussing on one thing at the moment, but will work around to the other as we finish more and more new features. At the moment, we're just adding new features such as the Mailing System and the Looting System. We are also pretty much redoing all classes much more accurately to WoW than the way we had them before.

nother major thing we're focussing on for the upcoming Open Beta is Player Versus Environment(PvE) aspects of the game, such as making combat against mobs better and making instances much more tactical than they were many years ago. The upcoming Open Beta will feature only one or two low level instances. One of which that will definately be in the beta is the Horde dungeon: Ragefire Chasm, which is recommended for levels 13-18. What is the purpose of this dungeon? It's meant mainly for players to complete quests given to them from members of the Horde faction and can also be useful simply for levelling purposes, since Ragefire Chasm mobs give players better experience (xp) to low level players at the recommended levels.

ur plan to make instances more tactical, meaningful, and enjoyable, is to make the player in charge of the party to have almost complete control of the party members. For example, we plan to add a function that will allow the player to open a list of commands such as "Heal Target", "Sap Target", or "Attack Target". This new idea will help make instances easier and more organized. It's a new way to be in total control of your party, and if the party wipes, it will most likely be your fault. It's not required to command your party, but your chances of survivabilty are far more increased if you keep your party organized and issue necessary orders at the right times.


he second plan is after we've finished a bunch of PvE aspects of the game for the upcoming Open Beta, we plan to begin working hard on PvP elements of the game and make the A.I. (PvP-wise) much more intelligent. We may also consider adding the battleground Warsong Gulch(WSG) to make our new Honor System more of use to the players. But the team has not discussed too much of the PvP aspects of the game too much as far as battlegrounds go.

ut the main thing we plan to focus on is the A.I. of Player-Bots when engaged by hostile Players/Player-Bots. Our studies show that when a player engages or is engaged in the wilderness while questing or grinding that the player will try harder to kill his prey/predator with more effort than in the battlegrounds. The reason for this is because players fear to lose durability and are more aggrovated to have to deal with a mob and an annoying player, both trying to kill them. In battlegrounds, you lose no durability and you usually try to attack what ever hostility you can find; meaning that you usually could care less what hostile player you attack. Although when a hostile player is holding the flag, then you have a better goal and put more effort into winning.


n the Open Beta after the upcoming Open Beta, we're going to pretty much increase the difficulty of Player-Bots both PvE and PvP-wise, but primarily PvP-wise. For example, when a Player-Bot is engaged in combat by another Player or Player-Bot, the two targets will try to accomplish one of the two main priorities. One priority is to engage the target in close-combat and keep the target slowed and in range for melee damage or other close-combat advantages such as imobilizing the target. The other priority is to keep away from the target, but to be in just enough range to cast spells and other offensive ranged attacks while the target is out of range (if melee) This will make Player-Bots much smarter and make them much harder. The only thing in the way is if the real Player has good gear, since we will most likely not have Player-Bots equipping good gear.


ell now you know what the basic layout of our plans are, and hopefully this will have answered a variety of questions you may have had on your mind. Thanks a lot to those of you who have read this article. Feel free to leave posts either at our forum or post comments in this article if you have other questions that need answering that relates to the PvE/PvP plans we have.
~Wc3:WoW Team.
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Old 09-11-2007, 03:19 AM   #23 (permalink)
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Mmmm...illuminating article Craka. However, a few things are foggy.

You spoke of a mailing system, but wouldn't the purpose of a mailing system be for the Multiplayer part of the game? I was under the impression that since WarSoc wasn't released, you wouldn't have started the Multiplayer part yet.

There was a thing about durability. Do you have durability in the game yet, or is it just a future goal?

Thanks in advance,

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Old 09-11-2007, 04:21 AM   #24 (permalink)
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Mailing system works for single-player as well. Don't worry though, we'll get rid of it probably when the multiplayer versions are released. The player in Single-Player can mail his other saved characters stuff, and we may later on enable it so the player can mail bots items and gold, etc.

Durability has not been implemented. Though I think it won't be too much of a problem to add. Just may be hard to keep track of durability when save/loading a character.
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Old 09-11-2007, 05:16 AM   #25 (permalink)
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I guess you want it as close to WoW as possible, but IMO durability is not necessary.
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Old 09-11-2007, 05:19 AM   #26 (permalink)
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If it becomes a problem to add durability, we will probably put a hold on durability systems.
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Old 09-11-2007, 09:37 AM   #27 (permalink)
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its so easy to do durablity. Structs FTW! well, with item structure we would be able to assign many things to item. Like, attaching integer (struct index) and then loading all variables which correspond to that index. Save/load will also be easy to do as things are ALREADY in cache.
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Old 09-11-2007, 01:38 PM   #28 (permalink)
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Oh? Well then there is a high chance it will be included. :)
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Old 09-11-2007, 01:43 PM   #29 (permalink)
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If u can add durability system, do it.
I dont agree that this system aint important, cause it rly makes you want to fight seriously, knowing that you if you die, will lose durabilty which in a way means money.
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Old 09-11-2007, 01:48 PM   #30 (permalink)
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Actually I forgot that durability plays a good role in PvP too such as gankers try to kill you while you're fighting mobs just to decrease your durability. So therefor it will be added for sure, just for the sake of motivation to kill. ;)
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