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- Nov 30, 2009
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Wow Mr. Goblin! Awesome! But, I think the "Battle Field" should be written as "Battlefield" (No space between "Battle" and "Field").
Wow Mr. Goblin! Awesome! But, I think the "Battle Field" should be written as "Battlefield" (No space between "Battle" and "Field").
I don't like the kill system and the assist system is ridiculous. How can you people even think of replacing Dota if do nothing but to create a map that is a cheap copy of it's ideals ? Wc3c tried and they failed, what makes you think you can make it?
As for the system itself I suggest something better: there are NO kills. That's right.
So, how to reward people? Easy: when a hero dies, each player of the team will get gold according to the damage they dealt. This way if you do all the job, you get all the gold. If you last hit, you get a null portion of gold. It can't get fairer than this. No needs for an assist system when you opt for the option. Just saying.
And about the spells, why only have 4 ? Why not make a tree of spells and allow the user to chose the strategy he wants like in diablo II ? Just saying, it is possible.
I could go on and on making suggestions, but experience tells me I am simply going to me flamed or ignored in the next thread, so I won't waste my time with this.
Cya guys, GL, you'll need it.
You are right, my comment was harsh, I admit it. In part because I felt offended: you try to achieve a goal that a better community couldn't, and you don't even try to innovate. You simply don't learn with the mistakes. There is no denial when I say wc3c has better coders, but at least THW has a better community and that's something I respect. I could've done it in a better way, but again, I was so sure I was going to be flamed that I simply didn't bother being nice. It may change now.Your comments are harsh in my eyes.
You could at least tune down and say it in a more happy way
I don't like the kill system and the assist system is ridiculous. How can you people even think of replacing Dota if do nothing but to create a map that is a cheap copy of it's ideals ? Wc3c tried and they failed, what makes you think you can make it?
And about the spells, why only have 4 ? Why not make a tree of spells and allow the user to chose the strategy he wants like in diablo II ? Just saying, it is possible.
@MorTar: I am admired in seeing such a friendly attitude. I was expecting something like "Go to hell" or a very similar behaviour. Perhaps it is wise to invest some of my considerable map making experience into aiding you people making this project better.
You are right, my comment was harsh, I admit it. In part because I felt offended: you try to achieve a goal that a better community couldn't, and you don't even try to innovate. You simply don't learn with the mistakes. There is no denial when I say wc3c has better coders, but at least THW has a better community and that's something I respect. I could've done it in a better way, but again, I was so sure I was going to be flamed that I simply didn't bother being nice. It may change now.
It also makes me mad the fact that you are selecting people to be your heroes in an indiscriminate fashion. How can someone ignore the work of thousands of members !? You do realize that the real hero is the community and not some lonely guy. Do you really think you should thank Ralle ? I don't, if THW didn't exist people would simply move on to wc3c or to other community. If you are going to select heads, you better have Anachron in that selection because he is working for you! XD
It also freaks me the creep system. One of the things I find completely stupid in Dota (and HoN) is the fact that although your lane creeps have mana they are just too retarded to cast even a simple spell. What's the point then? Free food? Consume more CPU?!
Creeps and NPC's should have an intelligent behaviour capable of killing players. In DOta a player simply runs into a lane and start getting free gold - it offers no challenge. The best AOS's I've have have intelligent creeps that heal heroes, buff them and aid them in killing an enemy human player. In big battles you really have the feeling to be in the middle of hell, the feeling you are just another soldier.
And what about creeps camps !? How do creeps respawn? They simply appear by magic or what? It makes no sense. In another great AOS I've played, creeps had creep camps. These creep camps had creeps for the players to kill AND buildings. It was like a mini-AI evolving. Such creep camps could be destroyed and taken. Once a creep camp is taken it start supporting the team of the hero, thus adding a fundamental strategy to the game. Creep camps are not simply dummy gold mines, they actually serve a purpose and cant be ignored.
As you said before:
[23:27:17] Anachron: End of dota as we know it
An Awesome piece of terrain!
I think this idea is great. It will be fair for players and will finish the problem of kill-stealing.As for the system itself I suggest something better: there are NO kills. That's right.
So, how to reward people? Easy: when a hero dies, each player of the team will get gold according to the damage they dealt. This way if you do all the job, you get all the gold. If you last hit, you get a null portion of gold. It can't get fairer than this. No needs for an assist system when you opt for the option. Just saying.
We just know you will import hero unit models -> that's what really takes up the space.The problem is, spells require sfx and some sfx are custom made model that could increase the map size. We want to optimize the model usage as much as possible so more hero could be implement.
This will only happen if you lack ideas. In Aeoriblyctos campaign he has 3 heroes, each one with 3 trees and none of them has repeated spells nor similar spells -> which is why I recommended it as an example.To top up with, if we add too much skill to 1 specific heroes; there is a small possibilities there is 2 hero with generally quite close/similiar spells. Which could turn into a rather much worst idea.
One thing does not necessarily exclude the other. In "LoL" (per example) heroes have evolution trees, and people still love the game because it is still fast paced. In TCO (Aeroblyctos camapign) you actually choose the tree when the game starts and not in the middle of it. There are lots of options that can help you "fast pace" the evolution with trees. Besides, as Vikuna says, doing this will mean you will focus more on the human vs human player strategy and it also means people will like it better.as mortar say, aos was afterall a fast paced action game.
How was I supposed to know that!? lol...Just because you do not any suggestion about it at here, it doesn't mean it have not been discuss at other place.
Yet, it doesn't exclude all other ideas. Don't focus too much on that, if you do you risk doing nothing original at all. People like new ideas, this is the place to have them implemented. People are tired of common AOS, that's why they are leaving Dota for other maps and games. Don't focus on the obvious.Its all about cool player vs player combat. You need to focus on that.
I don't like it that much :s. So you have no mana and no HP to cast spells ? It could make sense to use it as a "rage meter" like they use it on the videos, but nothing else... It also doesn't feel good to see a large damn grey box following your hero all around the map ... it's just "meh". XDAlso improving normal wc3 hero system with new mechanics such as Blood Meter, is not a bad idea. You dont neccesarily have to live with only health and mana, for example.
Anyways, my point was that your ideas are too much about some random nerubian emipres, when the thing that you should focus on is Hero vs Hero combat, which is why the game is actually played. ( You wanna pwn some other guys with your friends )
It's true that it's a nice idea, but keep in mind that the map being developed is an AoS; it will definitely have more than 3 heroes. The tree idea might not be bad though if it was applied to one hero to make that one creative or unique.In Aeoriblyctos campaign he has 3 heroes, each one with 3 trees and none of them has repeated spells nor similar spells -> which is why I recommended it as an example.
Won't this make the game harder for newbies to learn? I really sounds a bad idea to me. What do you need rage for !? Bonus damage? Buy items then! Bonus armor? Buy items then! Bonus HP or MP ? BUY ITEMS !(lol).Shit, you could even get rid of Blizzards own health bars, and do some custom bar thingy which shows health, mana, rage, energy or whatever that unit uses. ( Just took those example from WoW. It could be blood as well. )
Again, I answer with games such as "LoL" and DemiGod, which both use trees and people still like the fast paced AOS tactics it brings.It's true that it's a nice idea, but keep in mind that the map being developed is an AoS; it will definitely have more than 3 heroes. The tree idea might not be bad though if it was applied to one hero to make that one creative or unique.
The nerubian empire was only an idea. It is the factor that makes every game different because both teams will try to get to it first. You'll still be trying to pawn an enemy human player, but with more strategy involved. People like that.Anyways, my point was that your ideas are too much about some random nerubian emipres, when the thing that you should focus on is Hero vs Hero combat, which is why the game is actually played. ( You wanna pwn some other guys with your friends )
Won't this make the game harder for newbies to learn? I really sounds a bad idea to me. What do you need rage for !? Bonus damage? Buy items then! Bonus armor? Buy items then! Bonus HP or MP ? BUY ITEMS !(lol).
The nerubian empire was only an idea. It is the factor that makes every game different because both teams will try to get to it first. You'll still be trying to pawn an enemy human player, but with more strategy involved. People like that.
I want it to be clear: I am not saying you should add a nerubian player to the AOS, I am saying that you should use NPC's as a factor to create random events in the game to make it more interesting.
Legends of Sand? I think I've heard about it. A map in which there are caravans that carry gold? And that gold is used to allow your lanes to spwan creeps? very interesting map, one of my favourites. I played it 1 time and loved it. To bad the human vs human spells were just too simple. That killed the map for me, I was expecting better code![]()
So you would make players unable to buy items ? What to do with gold then? Simply upgrade your units? buy more units? evolve the citadel? It is a possibility, personally I don't like the concept of items in an AOS much either.Because something is done in one way in wc3, it doesnt mean that its the best way. You have no real argument here.
Seriously. Trying new things and ideas is the way you find better ways to do stuff. I personally hate the whole item conpect.
There is nothing interesting in spending X gold for Y damage and Z agility.
The best hero arenas had random events. People loved them and so did I. Killing players was nice, but entering the random event (like a duel every X minutes) and win gold, or killing zombie pigs in the lanes was super fun. My opinion.I personally find the interaction between players more interesting than random computer driven events.
Of course you can have both, but I still feel kinda uneasy with these ideas. I cant really say why, because I dont know. ( lols )
And you say you don't like NPC's events? lol.edit. For those who havent played The Legend of Sand: There were three caravans you could try to ambush.
Stone Caravan - stone was used to raise your towns tech level to get better shops with better items, better unit types for lane, stronger defence structures.
Food Caravan - food was used to feed your army. If your town runs out of food, your troops get this starving debuff, which makes them shit ass weak.
Gold Caravan - gold was given to players so they could buy stuff. This replaced common X gold/sec mechanic which is used in many AoS maps.
Yes (good idea)Random events.
Team upgrades.
Players able to control the creeps (click = overwrite owner, unselect = owner change again).
That`d be fun. And not that after player deselcets the unit it stops. The AI takes control over it again so it move on.No no no, player able to control creeps is out of the question. Everyone would just make them stop, pile up an army and the send it. No jut leave em at control of PC. Random events and team upgrades (if they upgrade the PC not the heroes) are cool.
Flame_Phoenix said:It also freaks me the creep system. One of the things I find completely stupid in Dota (and HoN) is the fact that although your lane creeps have mana they are just too retarded to cast even a simple spell. What's the point then? Free food? Consume more CPU?!
Creeps and NPC's should have an intelligent behaviour capable of killing players. In DOta a player simply runs into a lane and start getting free gold - it offers no challenge. The best AOS's I've have have intelligent creeps that heal heroes, buff them and aid them in killing an enemy human player. In big battles you really have the feeling to be in the middle of hell, the feeling you are just another soldier.
And what about creeps camps !? How do creeps respawn? They simply appear by magic or what? It makes no sense. In another great AOS I've played, creeps had creep camps. These creep camps had creeps for the players to kill AND buildings. It was like a mini-AI evolving. Such creep camps could be destroyed and taken. Once a creep camp is taken it start supporting the team of the hero, thus adding a fundamental strategy to the game. Creep camps are not simply dummy gold mines, they actually serve a purpose and cant be ignored.
It is indeed true that most users of the team are discussing with me in private. Some idea's might sound very basic because they are also the basic of an AoS and not dota. Dota is almost the equal word for AoS which should not be. Beside the fact of having basic idea's we also have fresh idea's to add which have not been used before.Septimus said:I hate to burst your bubble!! Some suggestion are not offficially announce yet. Some of us discuss some of the suggestion privately with xarwin because we do not want to reveal the entire content.
Just because you do not any suggestion about it at here, it doesn't mean it have not been discuss at other place.
Septimus said:The problem is, spells require sfx and some sfx are custom made model that could increase the map size. We want to optimize the model usage as much as possible so more hero could be implement.
Viikuna said:Have to lol.
Actually, creating a more popular wc3 map than DotA is impossible, because DotA alone has a bigger player base than rest of wc3.
Flaming_Phoenix said:It also makes me mad the fact that you are selecting people to be your heroes in an indiscriminate fashion. How can someone ignore the work of thousands of members !? You do realize that the real hero is the community and not some lonely guy. Do you really think you should thank Ralle ? I don't, if THW didn't exist people would simply move on to wc3c or to other community. If you are going to select heads, you better have Anachron in that selection because he is working for you! XD
Sounds great. Perhaps we should replace the lumber resource for that since we're not using it yet.redscores said:What about using gold as a kind of score, and if you reach a certain score you can unlock things, for example:
1000 Gold required: Allied units attack 10% faster.
2000 Gold required: Allied units deal 10% more damage.
and so on, that would make it challenging and not frustrating!
Gold would be GLOBAL, everyone can gather it, but you cannot by simply fighting, you have to be lucky that a creep drops a coin and heroes always drops coins which count as 5 coins of gold or so... isn't that a idea?
So basicly: You have a gold vault in your base, the gold value which shows normally your real gold shows the amount of gold in the vault, if you have enough gold you can unlock a bonus ^^.
Random events sounds good, I was thinking on something like that too lately.Random events.
Team upgrades.
Players able to control the creeps (click = overwrite owner, unselect = owner change again).
Just to throw some stuff into the discussion.
I am not sure if controlling creeps is a nice idea. It works in single players, but what about having 5 players controling 1 creep? Bad idea imo.Random events.
Team upgrades.
Players able to control the creeps (click = overwrite owner, unselect = owner change again).
This would be the perfect map. It remembers me of a demo map Moyack made. I can post it here if you wantAnyways. Something in between generic AoS and ladder AI might turn out to be pretty cool. Trying to protect your retreating troops might be pretty fun. As well as trying to kill enemys. Some caravan stuff for suplies might also be cool.
Then you suggest we simply copy the others thousands of AOS's without adding anything new?No. not such a system for a AoS.... I am out of this then, a rpg item system simply doesn't match a AoS....
___
Ok, what about this part of my suggestion? I think it is acceptable.As for the items themselves ... the concept does not offer any space for originality. I suggest throwing away the Wc3 item concept and create a concept simillar to the concept of an RPG. Per example, if the hero buys a sword, the player should see the model with the sword. If the hero a new shield, the player should see the new shield on the model.
This is possible using small add-ons:
Weapon attachments
However one needs to make sure that the models of the heroes DO HAVE A BONE STRUCTURE and that they have the necessary attachment points -> which is why I think that using normal Wc3 model should be enough, since they have all you need and cost 0 extra space.
Just a suggestion for you to consider.