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1.21 Rotg

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Well, leaver games do suck, most people leave after they die once thanks to the influence Dota has had on custom gamers.
If players do leave the "game mode" can be changed by using -reset.
This makes Argonax sensible to fight instead of struggling to kill the 4v4 version with only two people.
 
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Since I didn't feel like registering on that forum, how about you add bonus HP/Mana/dmg (passive) ability on Argonax and make that ability level every time a hero levels? Since you level fast early game, it's going to be hard to take him then, but it does make him stronger late game when your heroes might be strong enough to take him out.
It doesn't havy any problems in a 1v1 since he becomes stronger every time a hero levels. If there are only 2 heroes, he won't grow as strong as when it's a 4v4.

In addition to that, you can make him grow stronger when 30 minutes elapsed, to *force* players to kill him within half an hour...
 
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Intresting suggestion, however in practice I fear it coudl cause more problems than it solves. Example, u could fast level at the beginning and then choose to -repick, resetting ure level to 1 allowing you to fast level again, thus making argonax artifically too hard. Also leveling based balancing coudl mean heroes diliberatly stay low level and pummel him with summons very early on. It could also mean that pple could take him very early by simply having a lack of hero levels. Lastly a very good team that quickly leveled woudl very fast put him beyond reach of the opposing team thus virtually assuring victory.

(also leavers would make that system dodgy at best)
 
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You could solve the repick "bug" by reducing the level of the passive buffs on Argonax by the level of the repicking hero before removing the actual hero. Remember that unlike researches, abilities can be reduced in level.

Heroes of leavers still are controllable, which means it shouldn't be a problem.
If you think it is because you have to micro 2 heroes, well you'll always have that problem, whether Argonax "levels" or not.

Additionally, you could lock the gates for the first 10 minutes to avoid summonspams early game.
Alternativelly you make Argonax 3/4th as strong as he is now, making him technically impossible at low levels, and make the passive leveling abilities less strong but still effective enough to make him stronger over time.

Actually, you might as well change the ability bonusses depending on the level: as an example I use some numbers pulled out of my ass, but ofcourse it's up to you.
Level 1: 250 additional HP (making him much stronger at lower lvl)
Level 2: 325 HP (+75)
Level 3: 400 HP (+75)
Level 4: 450 HP (+50)
Level 10: 750 HP (+50)
Level 11: 775 HP (+25)
Basically it means that the bonusses are lower the higher the levels of your heroes, while at the same time it does make him stronger... a lvl 12 Argonax would be double as strong as a lvl 4 Argonax (in a 1v1 you're both around lvl 2), while it'd take an additional 16 levels (lvl 28 Argonax - which means in a 1v1 your heroes will be around lvl 14) to become 4 times as strong than a lvl 4 Argonax...

Balancing testing will tell you what numbers to use on the abilities...

But then again, it's only a suggestion ;)
 
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