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Xonok
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  • they tested to see if it exists. first they tested empathy.how? they showed 2 images with a number over them and a sign in the middle. the people, who were being tested, were asked to solve the maths equation and were provided with possible answers.

    however. sometimes these images would be an emotion. anger, fear, sadness, grief...etc that was expressed through the caption of the faces of real people who were experiencing that particular emotion.

    now people with empathy 90% of the time, answered the sum wrong when the image was of an emotion.

    they ran the same experiment in jails and found that murderous, particularly serial killers, always answered right (most of the time) regardless the image.

    this study was terminated... why? they were creating a program that could predetermine if you're a killer.

    the other experiment did a study of married couples, engaged, in serious relationships, flings, divorces.

    the looked at the parts of the brain activated when seeing a picture of their partner. they even went so far as to get a sample of their partners smell. they were also shown images of sexy individuals that are unknown to the subjects.

    what was discovered is that love is real. that the parts of the brain were different for serious and sexual love. not only that but the hippocampus lit up, a part of the brain linked to feelings of pleasure/addiction when showing loved ones. where as for just sexual attraction only the frontal lob lit up, the part of the brain designated for thought and conversation.

    shockingly though. they found the same part of the brain used to love, is the exact same used to hate. linking love and hate entirely.

    there was another experiment but it seems to have slipped my mind for the moment.

    it believe it had to do with the endorphins released during events like marriage, being linked with ecstasy, and the hormone of happiness.
    I Have to disagree with that.

    this whole not thinking thing, separAtes us from being human. we might as well be animals acting on instinct of machines. that's probably the reason why so many people can work and remain in a dead end job for the rest of their lives. they aren't thinking, by that point they might as well be hardware.

    my Mother is slowly slipping into that. she is so stubborn and hard headed to learn or do anything new. I won't call it an acceptance but it's almost like she's happy to just carry on making nothing of her life and eventually die learning and doing nothing special.

    that is madness.

    a fellow friend of mine says his happy to live with a job that show no sign of improvement. he says he doesn't want to make money, only he wants to just earn enough for casual living.

    that is insanity.

    an progressive life is death. I want to learn everything experience it all and change the world. why not! I will never be satisfied with just living, I want to LIVE!
    your learning physiology? have they ever told you about the experiment they held in London I believe. where they found out some people think and others act unconsciously.

    most disturbing of it all. they found out as we age, we loose the ability to mark choices. that only children actually think before they act and infact adults do things out of habit or because they recall it worked.

    how they did this experiment was to have questions and 4 possible answers. the program generated random quizzes ranging from math, puzzles, riddles and picture(ugly or hot)

    they found that some people answered consciously and some unconsciously

    but majority unconsciously. meaning they are just doing without thinking, that they might as well be robots programmed to do the things they remember working.

    there are a bunch of chilling experiments I could tell you about.
    o bloody hell

    your a clone of me!

    I've been saying that for years

    the difference between active thinking, or rather conscious thinking, and the subcouscous or habit thought behaviour.
    you think for yourself

    better yet

    you think. sometimes it's hard to tell if people are really think or just reacting

    human nature... or rather instinct in my case
    I just, well maybe a few hours ago, read your post about

    'the Islam'

    and... I seriously should have just repd you... I liked the way you thought/wrote what you said

    it speaks to how I think and that's... new, in my mind there are very few who can think alike to me.

    o well, I appreciate your cogniscience
    I've personally found that the best kind of map that could be played both in single and multiplayer is ORPG, if designed to be playable for single players. It's also a format that is capable of delivering lots of meaningful choices, which is one of the things that I value in games.
    Oh cool I didn't know this was here.

    I totally understand what you mean haha. Sometimes I see other maps or find other ideas and I want them in my map somehow, but they just won't fit. That's usually the reason I mess around in a different map for a bit. I usually get bored or something and jump back. I play my map rather regularly with one of my friends, so that is probably the main reason I always stick with it.

    For me, the map has to work with variable number of players and I have to be able to play it by myself. If I need to find 4 friends to play the map, then I will probably just get bored and balancing it will be annoying. That is partially why I decided on a hero defense map. I think hero defense is also just fun in general and not too complicated to make.

    Probably the biggest thing about my map is that I've set it up so I can always add more and more to it quite easily. I can add more bosses, more items, more classes, more types of enemies... It's fun because I can always make a little bit more stuff here and there and the gameplay stays about the same, just with a twist sometimes.
    What chat do you mean?

    I've had my map for a very long time, but I've been on and off of it many times - I haven't worked on it for all the years it's been around. I don't really have any other maps - they got started so I could mess around a bit, but I didn't end up completing them. I also learned how to do most of my triggers through this map, so development started pretty slow. At this point, I'm cleaning it up by turning everything into JASS and getting the game to run as smoothly as I can. It's fun since I haven't used JASS on anything else before other than to fix memory leaks.
    Hey Xonok.

    Can you help me balance RTS battleground map?
    Basically how much damage and armor and how much they cost.
    I think it should be "slott" which means castle.

    I'd recommend "the Brothers Lionheart" aka Bröderna Lejonhjärta in Swedish. Written by the most famous writers Sweden has ever had, so no shitty translation needed. They read it for 6 year olds in school but it's really a quite good fantasy book considering the target audience.

    Anyway, I will help you as best as I can. I don't really get what you have in mind though :d
    I guess reading books that are somewhat good, yet simple. Schools are horrible at this since they choose shitty books.
    My parents read fantasy books for me when I was 5. I recall stuff like Robin Hood and such, maybe you could do something similar.
    Tyvärr så är svenska ett svårt språk att lära sig. Om du inte har det som modersmål då.


    Sadly, Swedish is a hard language to learn. Unless it's your mother tongue.
    That is what I meant lol.

    I also find LoL items to be rather bland. It is something that I have always preferred about Dota. The items are crazy and they're not easy to use. It is awesome to see someone get a funky item like force staff or ghost scepter and use it well.
    Agreed. One thing I think is also very important is to have very versatile items to choose from. It is nice if you can buy certain items to overcome certain hero matchups. Having a strong set of items also makes the game more balanced since all heroes have access to them.

    It also encourages diverse item selection from game to game. There is no 'build' for a character.

    I like your ability because it is super simple and yet still does a lot for the game.
    Hmm maybe it depends on which way you are looking at it from haha. I think what you describe is exactly what I am describing.

    Your example hero wants to be close to lots of enemies. This means that enemies will want to disperse from them if they are coming close. Maybe this hero can't make it into a group of 5 enemies without dying. This might affect their item choices (items have affects on positioning as well) - perhaps they want to be fast or maybe just more beefy. Another option is support abilities - this might be healing or a shield of some sort. Either way, those abilities allow someone to stand where they normally couldn't. Maybe that hero shouldn't be able to approach 5 heroes at all. This would have another affect on positioning. Maybe it is better for the enemies to stick close to kill this hero. That leaves them vulnerable to other effects that can punish that positioning.

    Maybe it is like combat conditions affect positioning "rules", but sometimes games have really boring combat conditions (ie: the positioning "rules" that come forth are not very interesting).
    you asked about the enums, they arent just syntactic sugar, they introduce new types too, and you can only pass variables from oen enum into function, if that function expects given enum type as argument, whereas you can pass in any integer
    Ah you gave me rep for that. Thanks, since you are agreeing with that, please vote for option 3, or 2 if you wish, but avoid 1.
    I personally voted for 3, to allow those images but only if there are option to block it.
    I think he fully understands and agrees, he just won't give up being so philosophical and questioning every statement's validity if it matters to the universe. I also think he confuses cultural influence with inborn traits, as if it all are equally subjective.
    Hey Xonok, I moved your thread about melee / ladder game balance to Warcraft Townhall as it isn't in the boundary of the "The Lab" guidelines and it most definitely fits in Warcraft Townhall.
    Well that sure is handy, never used google docs before. Wish I knew about those before. Real interesting additions with those unit examples, didn't till now thought about there being an actual design process behind creep units but there it is.
    Well guess all that can be done is first by making categories and sub categories. Like as you started with "Units" then divide them in to "Creeps" and "Race" units etc. I would go with race units myself as they are more important. Then go on Buildings, Upgrades, Abilities and Heroes. Can't really offer a real solution.

    Anyway I can at least offer my old work. And yes grammar is so bad it kills people.
    Fair enough, fair enough good sir. I am only formal in PMs anyway. Think I can sum up my misunderstanding by saying "I was not thinking of creeps enough". Mostly because you said the document was to help make races in which case you don't really need to observe rules for creeps as they are different.

    *I would kinda argue that race units are the core and not creep units. They live in separate systems.
    *Ah DPS for creep units, I was thinking of faction units.
    *Huh odd for Furbolgs. I expected actually more that to be case for Turtles and Makrura (I was sure their level 1 examples get better armor than other creeps).
    *True neutrals only have well weaker and stronger units.
    *Regarding ability terminology look in the Silence or Cloud ability. You will see that game does make difference between spells and abilities. That is why Dragons can be webbed even though they are immune to magic. It does get confusing because at same times abilities are all.
    *Oh not literal HP cost. You mean creeps with spells get reduced health to balance things up. (And Demon Hunter laughs)
    *Well for neutral units yeah speed is not the factor when they stand still. But for player units story is different.

    Yes then I agree ranged units typically do get lower health. I suppose you could call their advantage an ability. I thought you meant ability as a game mechanic.

    Principle sure, but not facts. That would imply no derivations from rules.
    Ok looked at the list you linked in the thread (why did you use word informal anyway? did you mean "informative"?) and have chosen to respond here. I do have some comments about it.


    - About Units with more health have no abilities. Not true with Mountain Giant and Druid of the Claw, they have abilities and they aren't low on health. Most tier 3 Air and Melee units get passives (they are abilities too) but it isn't a rule.
    - Repair is true.
    - I would say "based on caster upgrades". True.
    - Same as before, mana reg is based on caster upgrades. True
    - By most melee units having 1.35 attack speed you only mean Footmen (Ghouls are 1.30 and get upgrade to get it even lower). Melee units do seem to be faster than ranged units but orcs still are way slower than everyone else (Grunt 1.6, Rider 1.85, Tauren 1.9). Attack speed is very complicated thing.
    - I guess die value thing is true. I didn't ever look in to it myself.
    - I don't understand the meaning of "Average DPS of unit is level 5". If you mean that melee units are all under level 5 it is so they wouldn't receive the spell reduction benefits.
    - Furbolg thing seems random. I guess it is natural that higher level furbolg creeps get better armor?
    - Yes casters and support units don't get high damage. It isn't their job to DPS that is why you get all other units.
    - Highest damage is actually definitely on Tier 3 flyers and not on melee units (both have passives). Even if we include creeps Dragons are some of the strongest units. As for tanking M.Giant definitely has abilities, Siege Engine has passive ability.
    - There are no abilities that cost 50-100 max health. No really show me an example of ability that uses hp and not mana. And Evasion does not work against spells.
    - Abilities don't use mana (Ensnare, Flare, Web), Spells use mana. Abilities ignore magic immunity. Abilities and spells do get mixed up always.
    - The rule about manafree abilities not changing power of the unit sounds like a paradox. Why would they exist if they are useless? Frenzy definitely for example increase dps of the unit.
    - Actually movement speed does matter. But AI cheats when retreats so not even fastest units can reach them when they should. Also people usually move all units at same time so they move at similar speed then.

    Your research only reveals why anti-casters were added and magic attack to casters. Casters also lost attack upgrades from RoC. Still no explanation for all other armor/attack changes. Would be nice to provide the source of the info

    Don't have anything to say about "rumors" except that I highly doubt range attack being ability (you won't block it by setting silence to disable abilities).

    Also be sure to test things on latest patch if you are doing it through World Editor. By default maps use 1.07 patch for some reason (spellbreakers have heavy armor for example). Oh and don't conclude that patterns are facts as there are exceptions to rules quite often.
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