- Joined
- Oct 2, 2011
- Messages
- 551
+1 for this.
In the current version? One or two hundred; I'd say. Which isn't a problem. As soon as the savecode runs over, it shows me an error message ingame and I know I have to increase the code length.So how much room for items are there left in the current save code version?
I'll think about something when we reach this point. Until then, it's a waste of time and resources for a very minor immersion element.What are you going to do once everyone is level 50 and you want to add new areas? Just instantly grant those players access to everything? This is not progression. Instead it's turning the endgame into a non-progressive farm.
Can you save game options? This will be comfortably.The save code has become rather short since the latest updates. I think I could afford adding new stuff to it.
Can you save game options? This will be comfortably.
Every game starts with same routine: enable quickbar icons, set pet behaviour to offensive. And maybe some players turn off music and change camera view.
I just throwing ideas that looks good from my point of view (and it is quite casual), if you think that they are bad, just say about it.Enough funny suggestions from you Alex!
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Removed aquisition range will hit gameplay harder than removed hold position, because you must click on every target to attack it. As far i understand - main advantage of Hold Position was white autoattack on closest targets without running into troubles, and i guess this can be achieved only with vanilla Hold Position order.My opinion on the Hold Position feature:
Either
1 reimplement Hold position & remove Stop.
or
2 Keep the current ability panel, but remove player character Aquisition range.
Well, anyway i "accidentally" lost all wc3 related things and codes, so new suggestions will appear only in very distant days. I will watch forums, so write in talents/abilities guide if something need to be updated.
I do that Zwieb. You make it sound like hell to go through, mate lol; that's just lazyAnd come on; let's be really honest here for a second: to actually use hold position, you'd have to:
- press esc to leave spellbook
- press 'H' to hold
- press 'Q' to re-open spellbook
Seriously, who does that? And how often do you actually *need* that?
I remember seeing the option to skip to the next paragraph of dialogues in some game with arrows keys or something similar. I doubted maybe it was there in Gaia too so I just tried 1.1n(2), 1.2a(6) and (13) and seems like it never was. So "Esc" completely skips the dialogue and moves to next stage of the quest, regardless of how many paragraphs. It sure happens to those of us who watch everything, read everything and remember almost everything main story-relevant that an NPC dialogue starts with short lines then moves on to huge paragraphs and we just don't get the time to read it all. Then you wanna skip and start it over to read again, but you don't wanna see the first few lines repeated. So either -clear (you'll still have to wait for the paragraph/line's time to pass to see the next) or a simple dialogue navigation system would be very convenient and stylish to add.I'll add a -clear command for you guys, though I don't really know why you would need that. Gaias isn't particulary spamy with it's text messages (except for quest dialogues, which can be removed by pressing esc, obviously).
How about an optional toggle that adds the worker classification to the hero instead? This will prevent the hero from auto-engaging targets.I do that Zwieb. You make it sound like hell to go through, mate lol; that's just lazy. A gamer's left hand always remembers the left side of the keyboard anyway so there is no problem with finding and pressing those buttons. Also when you count 3 poison clouds at bm you have all the time in the world to Esc out of spellbook, move around and stick close to caster bunch then press H (esp with zerk cuz of aoe attack or sin cuz of speed). Hold also includes a single stop command so I dunno what Stop can do that Hold can't. I just tried 1.2A(6) with Necro and water globes/fireball stop every time with H. Haven't tried playing mystic further than 25 so I dunno abt BaW.
Most people would probably find that annoying. I expect 90% of the players prefer esc skipping all dialogue instead of only the current block.I remember seeing the option to skip to the next paragraph of dialogues in some game with arrows keys or something similar. I doubted maybe it was there in Gaia too so I just tried 1.1n(2), 1.2a(6) and (13) and seems like it never was. So "Esc" completely skips the dialogue and moves to next stage of the quest, regardless of how many paragraphs. It sure happens to those of us who watch everything, read everything and remember almost everything main story-relevant that an NPC dialogue starts with short lines then moves on to huge paragraphs and we just don't get the time to read it all. Then you wanna skip and start it over to read again, but you don't wanna see the first few lines repeated. So either -clear (you'll still have to wait for the paragraph/line's time to pass to see the next) or a simple dialogue navigation system would be very convenient and stylish to add.
As stated, I'm pretty much done with the foothills content; I don't like adding new stuff to it as that would mean revisiting lots of the droplists.About mobs, I'm strongly for adding 3 to 4 more "rare item dropping" mobs like spiders, ursas, and goblin shredders. Also for a very slight increase in some drop chances [esp hammer quest ones; shouldn't quests be encouraging rather than demotivatingly hardcore]. And if possible adding monk and necro misc items to one more mob's table. You know for us veterans grinding is daily life but for newcomers the number of mobs they have to kill in foohills to get something can in turn be "grinding" to them and reduce their motivation.
I don't.Btw, where do you play, I've only seen you once on the bots.
You mean toggle hero to act like neutral NPCs? This one will need everyone to state their opinion.How about an optional toggle that adds the worker classification to the hero instead? This will prevent the hero from auto-engaging targets.
A lot of people read stuff at least once to know whats happening. You can't mean only 10% care about story, lore and quest details, dialogues etc. Esc needs to be there for complete skip. Page down/up also zoom in/out; alt/ctrl/shift + arrows won't work cuz they still move screen.. how about P for previous and N for next?Most people would probably find that annoying. I expect 90% of the players prefer esc skipping all dialogue instead of only the current block.
Arrow keys would look ugly, as they will also pan the camera on default WC3 controls.
Here you said you played though:I don't.
... because that's my preferred gamestyle. I only used -QI as a healer (and rarely also as a tank).
Curiously, could you add a couple more Ursas in that little area with the bears/ursas that you opened up a little bit?
No it will just disable all auto-engage of the hero when enabled. The hero will only attack or retaliate if ordered to.You mean toggle hero to act like neutral NPCs? This one will need everyone to state their opinion.
No side effects, except that it adds the "select unused worker" button on the bottom left corner.Mine is: Will it have to toggled every time from boss fight to mobs? Won't it have side effects? Can't Hold just be swapped for Stop, like an easier solution?
Will cause a lot of people to accidentally open the port menu if they have a pet out and the spellbook closes due to mana running low.I also think adding X as hotkey for opening tele-book and q-w-e-r + a-s-d-f etc for locations in order of addition, would be convenient.
No problem; I'll add some.^yes please do this as they die so fast and we need them for farming. Also it's not like there is a lot at the moment. What is the number: 3-4? That's a tiny amount. I think in the current area, there is room for at least 2 more. This is something that would easily be achievable. Maybe even make a grouped spawn with 2 next to each other to save space.
I'll add a toggle for that. Actually, I already implemented a toggle for that in a very early version, but removed it again later because I used the inactive worker button for something else.Please, please, please add the worker classification to the hero if it removes no auto-ai-stupidity and is easy to implement (which it is).
This would require me to change the way the dialogue system works. Huge effort for a relatively minor feature, imho. I'll keep it in mind, but it's not high priority.Scratch all those hotkeys about dialogues. How could I not think of this... can we just add a « and » to NPC control box buttons beside talk and accept quest? And maybe to top it off, a (counter/)clockwise open circle arrow like ↺ to re-read dialogue.
I know what you're coming from. My first RPG project (long before I started Gaias) actually had a reputation system with good and evil quest choices. However, it mostly pigeonholed people into doing unwanted morality choices for the sake of getting the loot they wanted.Thanks bro!
Now that you are talking NPCs, I always thought it made sense with a "choices and consequences" (c&c) system in some future cases.
For instance: An npc wants to have another npc assasinated. Either do it, or turn the schemer in to the guards.
From a gameplay perspective it is c&c because of the possibility of different rewards based on player choice and no turning back once you made a decision.
In the long term this could even make larger rivaling factions with quest chains. But I suppose the duality element will create a lot of extra work, which is probably not worth it. But the lore sure is suited for it. What with the different religious factions and their fanatics for instance.
That is possible, yes. Feels a bit boring, though, as it basicly makes imbue armor a weak variation of divine protection. Making Imbue-armor kind of a self-centered AoE (so basicly it shields all party members instead of just the caster) could be cool idea though. It absorbs way less than divine protection, so it might be justified to have this effect.1. How about giving her a support aspect? Like make imbue armor targettable for allies.
That would be a bit lame for a level 50 talent, right?2. Make twisting metal stun or interrupt every time the damage applies (that would be 3 instances?)
Yes, this is possible, but self-res talents are usually unpopular, as it's basicly dead weight (hehe...) most of the time.3. Would something like an auto-life be possible to make? Like if you die, you immediately drain the life force of your slave and force your spirit back from the farplane through sheer willpower (with 50percent HP and 0 mana)
That was the initial design. I changed it back because I think this is a mandatory balancing element: spellcaster enslaves are already way more popular than punchy enslaves, hence why I want this as an option to make non-spellcasters more viable to enslave.Also could you include a SP bonus in the level 50 talent that provides AP to enslaved creatures? If we want to enslave a spellcaster they should be able to benefit from that talent as well.
Maybe make some love for melee Psion builds?I'm open for new suggestions for a level 50 Psion Talent.