Moderator
M
(4 ratings)
EDIT: Sooo;
-I've been impressed by the sound effects and the whole stuff with the spirit healer is really good
-I think the terrain could be much better, much epic (you know, a big citadel, a deep cave ...) this is way too flat here. In an ORPG terrain must b great ! (check gaias )
-The models you used for the heroes are great, BUUUT, the skills are those of Warcraft ... you cannot do an ORPG like that ! I hope you'll update this
-I couldnt play a lot, but the level design itself also seems too simplistic, the creeps are just put there and there without a real coherence
-Btw for a first map, it's good and it has a great potential Keep up the good work !
You should also make a quest in which you write the commands, not in the loading screen !
I think this is a big mistakeThe skills are going to stay as they are
The music is really good, but what's its size ? I'm pretty sure it's way too biga hint to the spirit healer music, it is actually from another game
I think this is a big mistake
The music is really good, but what's its size ? I'm pretty sure it's way too big
There are plenty of great skills already done on this website, there are done for youHmm we do not really have any experience with custom skills to start with. Getting them in would mean alot of work and time we can spend on the rest
I found a very strange "Bugg"... "Archer" has a skill to switch attack style, Melee/Range attacks. Everytime you use it, your damage increases. My damage was 70.000-71000^^
Oks i already find 2 bugs just in the begining... I can only choose one tipe of hero, the healing shaman the others dont work... and the other is when says that i must go talk to the high elf in the docks, nothing happens... and more, WTF of command is that "-ding" that increases the level of the hero in 1?? and At last, one question, how do you make 150 max levels?? on my editor the max is 100...
You give a terrible review, yet you dare ask us how we did something. Meh fine, i am not the worst.
if you were to read my carefully written lap of text above, it names exactly what 4 hero's are available to you. but here it is: Melee Tank, Melee DPS, Archer DPS, Shaman Healing.
And for the women in the docks, Unless virus screwed that one up before i uploaded this (which i highly doubt) you just run up to her (like really close. you have to ''interact'') And she will give you the quest which opens the city's doors to you. (After BETA we will stop everyone from -repick after this gate has been opened. Repick is possible at any moment for testing reasons.)
Furthermore: the ''wtf'' command IS one of our BETA commands. It is there to help you test. I have not read the quest text, the virus made that. But i am sure it says so quite clearly.
How to pass editor limits such as 100 levels and 1000mana use on spells? Shift+click should fix that.
Thank you for your review.
Thanks, but still not working that to me
i really sorry, i made exactly what you say, and only 1 hero still working, and i tryed both the black-haired and blond-haired girls on docks and nothing happened, really close...
if you can, add a Anti-Cheaters trigger, for example what callahan make in his campaign about World of Genesia, if you use a cheat, your hero loose high amounts of atributes, for exemple, make in your map, if used cheats make lost one level and lost all his gold, so cheater dont use it... i see that it works in single player.
Ah! you should also add a custom music for the map... will make it seems to be Epic
Hmm odd. It is supposed to be the blond haired girl left bottom of the docks. she is a bit shy thus hiding under a tree. Do note she hes no exclamation ''!'' mark yet. We were in the middle of adding those to our quest givers.
Anti-cheat is something we just talked about. We plan to either disable SOLO play at all. Or make cheating a living hell. As in: End the mission (fail the map) Make UI return to main menu (Lost the game as well) Corrupting any saves that happen AFTER cheating. or even make your UI uncontrollable and the map go nuts. (Lets see how you like 10 bosses spawned directly at your feet while your mouse doesn't work anymore.) So yes, Anti-cheat should be covered. But will be implemented after beta.
We are aware that music has a great impact on the game play. We plan to add more in the future. (Some is already there, it is just not used yet.) I will lift you a tip of the curtain: The Zandalar tribes ancient war-drums who recently left the World of Warcraft, Will sound once more in our map!
Thanks for the review, I hope you enjoy our next release versions.
-Okay you used almost all basic powers, the scaling on powers is fine, but you didn't even change the effects a little? Maybe the pictures? Nonne et Imo that is a simple requirment (( Protip: Nonne et means "No? and" in latin)) I have an issue with you simply increasing crit chance on the archer dps, there is such a thing as bonus damage and increased crit multiplier, it's in the basic power.
-The summons on a few powers are under-powered at high levels, for example the ulti of the healer have 1600 each and very low damage, the skeletons from max black arrow, 340 hp about and about 18-21 damage...
-The enemies are OVER-powered for example as the tank, I went to go explore I found the level 70, about, magnataurs they have what 30k health, 3x more than me, 400 chaos damage, 100 less than me, which is also 200 more than the archer... and was magic immune... well let's just say I gave up
-I found the level 80 enemie had their base damages and 40k health... I hate to see the level 150's...
-At certain levels your ultimate, if fully invested, costs more mana than you have
-The quest-giver after opening the gates did not work for me, so I didn't bother getting into quests
-Without being the tank I died before I made it past the centaurs... at max level...
Overall, I found it to be, very bad and requiring ALOT of work that should have originally been done, might be more that I noticed and forgot but, for now, that is all
Oh i love you already. Where to start? Lets see now shall we?
- Yes we used all the basic powers, We had complaints about this, we are busy replacing some effects and probably creating one custom spell per character to make the unique. This map is a beta, Details like this are the least of our worries for now.
- Then you complain about the damage multiplier. Well apparently you never had to balance a map, else you wouldn't be whining about how simple i tryed to make it. Once again, as stated in the description of the map. This is our very first shot at this. Cry if it makes you feel better.
- The powers are perfectly fine, Trust me. i will clarify later.
- Yes the black arrow skeletons aren't scaled. I should inform you that if you read the map changes logs in the description, it says that the black arrow and some other skills have been reimplemented since recently. Our early map versions didn't support mob respawn when the skeletons of the mobs were removed by black arrow etc. Ill get to it when i get some time free from school.
- Enemy's are exactly as we want them to be. You get hit by them and you do not get healed. Tough luck. As we have put in the map description about *counts in his head.. 1 2 3 4 maybe 5 times* the map is about teamwork, So either get 1 or 2 friends to play, or you are going to have 1 tough time doing so alone. the dynamic dungeons are going to be practically impossible for you. We even think we want to remove the 1 Player option all together after Beta.
- At certain levels your skills cost more then you can effort. That will teach you to over-stack in them! This is mend to be for just this reason.
- The quest givers after opening both gates work just fine, IF you bother to do the quest chain linking to them. (Hint: It has something to do with the pool of souls on your right hand of the main path)
- Good, Thank you for that information about the tank. If you'd read the description though, our map not yet supports it's level 150 characters. Because after level 15 you just run out of weapons to buff you up to par. This might be the only one on this list i maybe should have warned you for. Then again you should have been bringing yourself a healer and it would be a whole different story.
Thanks for the review, and i will gladly take your counter argument on the above statements.
yours sincerely,
Smileynator.
Here we go...
-As I said before no matter who you are, what map it is, if it was released, the heroes powers NEED to be custom in some way, I don't care who said anything about it before me, and by some I hope you mean all effects... and this map is a beta, it's the GREATEST of your worries, it's something that needs a large amount of work. It should be finished before the beta is over.
-Damage multiplier, as in the critical strike complaint I assume, you didn't address anything else I said, this would normally discredit your statment... And yes I have balanced a map before, the one I'm working on is very well balanced and the one that I released is also well balanced, being my first and second maps (http://www.hiveworkshop.com/forums/maps-564/forest-expansion-2-6c-159963/)
-What was your third point a response to?
-Don't you think thats something you should definatly have done? It ranks up there with the first one, I don't really care what the problem was before, if you fixed it but, didn't bother to fix the redone black arrow, it was a bad idea, you ignored what I said about the healer.
-I beta'd in one player because it was fast and simple, I can do a two player beta tomarrow, I made it through fine, but somethings were rediculous, dynamic dungeons were an irrelevant comment as they are not yet implemented, I think that for a map like this, it's unneccesary to remove single player, your screwed alone anyway.
-90% of players will go for an ultimate everytime it is available, You shouldn't be 'teaching' people a 'lesson' it's not your place, your making a map for them to enjoy, no one else does something like that, unless they play your map religiously, there is no point. Just increase the level skip requirment, or reduce mana cost.
-I saw only one quest-giver after the original, it did not work.
-Don't you think those items were something that should have been there already? Beta or not... are you trying to waste time on a second beta, or even third at your pace, only implementing parts... You could have alpha tested then beta... if you were going faster. While it doesn't need mobs for them yet, thats understandable, but items should be there, they take alot less effort... I finish all my items the first day on my new map.
I will be testing 2-player tomarrow. Yes, I was camping this thread. Just say five, don't count 'in your head', insults are unneccesary, I'm trying to help, even if I am using a firm hand.
Sincerely,
Dofc
- It should be finished before the beta is over. << We know. But programming events and content is more of a buzz for us at the moment, Besides i am the guy balancing the skills (and probably picking most of them as well.) And i just do not got the time for it due to studies. In due time. Beta is not over in a long shot.
- Nice to see you know what balance is. Though the_virus made a tower defense or 2. (never uploaded because we couldn't be assed to bug fix every single thing for something with SO many inside jokes for us) Though try and do a RPG map for a change, balancing 45 levels of skills is a shitload of work. And since i try to learn from doing it myself without anyones help, i think it is working just fine for now.
- nothing.
- Hmm, Black arrow just didn't get fixed yet. When corpses could be removed, we re-added the black arrows ''skeleton effect'' but didn't look into the dps of those skeletons yet. The ulti of the healer? I assume you mean the spirit of vengeance. All it does now is improve on time, and from 1 upto 3 spirits. Probably i will make the health scale as well. They are mainly to take aggro and take some damage for the healer and his party. Not for DPS reasons.
- Hmm single player is still in there because of testing reasons if you are to test mechanics. Not the game-play. We test every release before we actually upload it. So i hope you enjoy the 2/3player game tomorrow. It is highly recommended. i recommend at least 1 of you is a healer. healer/dps is doable but not recommended.
- If you want to have a higher level of that skill at the cost of more mana, That is all up to you. Played Two worlds 2? Or oblivion? You can have spells that cost just to much mana for you to use. Same applies here.
- We are still into that. Then again we should limit leveling to level 30 or 40 because of this. We have gear and quests up to that level.
Have fun doing the 2player game.
Smileynator
Now this is a reply i can work with, Thanks for that before all other.
let's keep it in the order you put your statements:
- The leveling thing may be way more simple in your eyes, Maybe it is and i didn't discover it yet. However, i will look into this system, as a lot of problems seem to point that way, maybe i should make it more static, and less mana sucking aggressive.
- You do not know how far we will go with item's implementation. Maybe we will even allow you to buy skills/attributes? However no excuse. Same as the above, damage done and mana loss points to that.
- There are a total of like 10 quests in the map at this moment:
Opening the door to town
After that you can go to the racoon ''mr. wiggles'' he gives you 3 follow up quests. Until you have slain the bandit lords.
then you get to go north (Still need some redirect quest to send you there) There you automatically get a peasant calling for help, it activates another quest for you to go save him deep in the swamp. If you do so, He points you to a orc camp, and allows you to take more quests from there at certain levels (These do not activate if you did not finish the swamp quest)
- I must admit not much testing has gone past level 18ish. So the higher up places are a bit unbalanced. The entering to the 2nd city is still way to easy (as a level 14 ish can run right to the end of the trail) and the demon forest is quite the pain in the ass. We have yet to pinpoint what exactly we are going to do. But we mostly blamed it at lack of gear (Seeing how these demons are level 20+ and you still wear level 10 gear if you buy all available greens.) If this does not fix the problem, once again redirected to point 1's problem.
- Player respawns need to be redone? I sure hope you are talking about the ''pick any town stone''? I plan to make players ''last visited town'' your link on the stone. and remove the other 2 stones in play.
Partner in gameplay:
- Point 1 above again.
- This idea, honestly was from the virus. But i do second his motion. It is so that if you move over it, You start with -10% damage (Aka, no armor) with later levels healers/DPS get some normal values (They are not supposed to have alot of armor, let tanks handle it) And tanks actually have to spend like 1 or 2 points in devine armor to get a positive armor value. It only occurs for the first 5ish levels.
- last point for you, This is also due to unbalanced, is that chaos damage the demons in the forest? We probably might need to Nerf those a bit. also, watch your pulls, gets out of hand quickly. do not expect to rush it.
Hmm custom loading screen, Because none standards are any good. and because i like the blood-elf's. We considered changing the maps name a week or 2 ago, But then we had no map name to go with AT ALL. Suggestions are welcome. The loading screen has no reason to change, so it'll stay right there until i ever find something better to fit.
As a last i must say all points above are discussed with my partner and will be taken into consideration.
Thanks for the honest review,
Sincerely,
Smileynator
call PlayMusic(music path)
I've seen worse. Doesn't mean much, but you can derive that you had to do a few things correctly.Smileynator said:it leaves me wondering if i actually DID do anything correctly in this map.