Footman16
Community Manager
- Joined
- Jul 14, 2012
- Messages
- 3,666
well ok
Something you'd like to share? Because I believe you yourself said it was best to be direct.
well ok
I think he's saying thatSomething you'd like to share? Because I believe you yourself said it was best to be direct.
is indeed aKam said:...how I felt playing the hero.
.Footman16 said:weird self-inspired connotation of how to judge
UH, nothing special here. I skipped a few because they had no hero or way to spawn a hero and I was too lazy to check if commands existed or place it in the map myself.
The best thing I saw was that ice spear/lance thing.
I think the GUI comments are jokes and do not count.
They didn't, but they should. If it were my contest I'd disqualify all GUI entries.
Edit: actually, dark sorcerer's implementation is better quality than many JASS triggers I see around here. It's overengineered to the point that it's painful, though.
Cokemonkey, sincerely I feel you've been inaccurate with all your judgements. Why do you deduct points for using only GUI? The contest clearly says we can freely use any kind of coding for all our abilities.
Regardless of whether we like his reviews or not, the fact is that he has performed exactly to the specification of the Voting method in this thread (first so far, I might add).You say you would disqualify all GUI entries, this means you stick more to the heroes made with JASS or whatever isn't GUI. This is not the purpose of the contest and judging people on such a thing brings only inaccurate hero reviews.
Woah, wait; did he actually have no physical triggers associated with his Hero spells, or do you just mean "materially" (as in Footman16's entry)?* If the former, than that could be grounds for disqualification.Cokemonkey11 said:- You have storm bolt, goblin land
mines, phoenix fire, and kaboom. No triggers.
Woah, wait; did he actually have no physical triggers associated with his Hero spells, or do you just mean "materially" (as in Footman16's entry)?* If the former, than that could be grounds for disqualification.
@A Void:
I can open your entry normally using newest JNGP.
But I found that you only have one trigger enhanced ability, it's Kaboom (yet it's very simple and deserves no point). The other one, Light the Fuse!, is actually doesn't need any trigger since you can simply learn Phoenix Fire ability.
Well I appreciate the vouch of confidence... But when you say "better effort", I'd have to disagree. It's been a while since a proper Hero Contest was Hosted, and so people are understandably rusty... In spite of that, though, we've got a pretty good selection of solid contestants (13 is higher than any Wc3C Hero Contest, and many THW Hero Contests)....
If I want to write my list, it's going to be like this:
1. Mythic
2. Kyrbi0
3. DED1
...
(I haven't tried them all so, not sure)
...
Sorry guys for saying such thing, I'm just expecting a better effort for a contest like this.
Since we cannot read your mind, all we have to go on for "why you voted as you did" is based entirely on the text you presented. And the "implementation quality" was not presented as 'most important', but rather merely one in four 'primary criteria' for you. (moreover your judging of "implementation quality" contained little (at most 2) positive remarks; was almost wholly negative remarks). This does little to gives us an idea of what you actually liked about our entries; what made one entry better than another.Cokemonkey11 said:...
* My design notes were the most important measure of their final score (it wasn't. implementation quality was the most important)
!...
* I state opinion in absolutes (it's intentional and a sign of good writing, I encourage you all to try it)...
!!People are emotional about work they produce. Text communicates empathy poorly. I am mean.
Um... Dude, no need to overreact. Mistakes are made; it's best to give people the benefit of the doubt.I do have triggers, please open the map. They (Direfury and Cokemonkey11) are false and incorrect, I have reported them for obvious false information. I will also ignore them in the future. (Another great addition to the ignore list)![]()
Woah, wait; did he actually have no physical triggers associated with his Hero spells, or do you just mean "materially" (as in Footman16's entry)?* If the former, than that could be grounds for disqualification.
Since we cannot read your mind, all we have to go on for "why you voted as you did" is based entirely on the text you presented. And the "implementation quality" was not presented as 'most important', but rather merely one in four 'primary criteria' for you. (moreover your judging of "implementation quality" contained little (at most 2) positive remarks; was almost wholly negative remarks). This does little to gives us an idea of what you actually liked about our entries; what made one entry better than another.
I'm willing to believe that it's 'intentional'... But I would love to see some documentation/support behind the "sign of good writing" bit. Because not only do I personally/anecdotally disagree in every conceivable fashion, but even a cursory, value-neutral Google search on the topic ("state opinions in absolutes") comes with a wide-ranging list of how doing exactly that is a bad thing and a sign of poor writing & communication.
Ok, so of Cosmicat's two choices, you do indeed claim the latter...
Does that not strike you as problematic? Perhaps I'm reading your last-of-three sentences out of context (though I'm admittedly confused as to how the first two relate to the last), but... "Being mean is wrong". How else can that be said?
And if you are doing it, then people are well-justified in returning like for like?
I would like to apply to be a judge in this contest. If this is okay, please confirm via PM.![]()
No need to wonder (& no need to vouch, CokemonkeyI would like to apply to be a judge in this contest. If this is okay, please confirm via PM.![]()
1st | Footman16 | + Racial synergies are straightforward and fun: Cry Havoc is a powerful and tactical ability that eliminates the only disadvantage of Defending Footmen, and makes other Human units like the Knight (chasing) and the Rifleman (kiting) even stronger. + Ability synergies are straightforward and fun: Banner of the Alliance and Power Attack are melee, but Marshall can increase his own movement speed via Charge or Cry Havoc. - Acid Bomb is not compatible with itself as a buff; Alchemists will override Power Strike and vice versa. + Abilities have a coherent and cool theme, appropriate for the hero, who in turn is appropriate for his race. - Banner is on the weak side for an ultimate; the ward can be killed before the second pulse by most T3 units acting alone, and ranged heroes make short work of it no matter where it's placed. However this is only a matter of numbers and can easily be adjusted. - No indication of test triggers without opening in World Editor. * Triggers seem to be mostly for cosmetic purposes (casting Acid Bomb without seeing a projectile move from the hero to the target) but I don't view that as an issue. |
2nd | Shadow Fury | + Racial synergies are straightforward and interesting: Cross Fire provides the Orcs an equivalent to the classic Undead Triple Nuke, in concert with Shockwave and Chain Lightning; Hell Strikes is a potent area-denial effect that cuts off enemy escape routes while you advance with beefy Tauren and Grunts or punishes enemies who come in range of Stasis Wards, a Tauren Chieftain, or Raiders that have Ensnare; Fire Barrier protects squishier units such as Headhunters and Shamans. Infernal Meteor is potent no matter which build is used, without feeling especially overpowered on any path. + Ability synergies and trade-offs are straightforward and interesting: + Each ability has a different feel to it, yet is consistent with a theme of area-denial and strategic placement of long-term large-scale effects. - There is no level-up trigger, and the hero's placement is neither in the center of the map nor is it necessarily in the player's starting base. In my first two trials, my opponent's camp was at the hero's spawn point. Compared to similar problems in other entries, this one is a more significant issue for all sorts of reasons, but the main one is that I can't try him as a "second" hero. - It isn't especially clear why a Fel Orc would be helping...non-Fel Orcs. |
3rd | Dalvengyr | + The single-target effectiveness of Cold Addict vs. the army-smashing power of Frostwave represents an interesting opportunity cost and allows the hero's role to be somewhat flexible. Frost Phase is, of course, as indispensable as most mobility abilities tend to be, but its interaction with Cold Addict is interesting enough to justify learning Cold Addict while skipping Frostwave entirely. + Frozen Fate is an awesome ultimate ability, and works extremely well with a corpse-happy army (e.g. lots of Ghouls and Meatwagons and Necromancers). - Way too much crowd control to reasonably balance just by playing with numbers or slightly altering choice concepts. - Frost effects may be on-theme for Undead, but aside from perhaps a pun on "let my cries chill the living", there's no clear reason why a Banshee would emphasize ice magic this much. Frozen Fate is the only spell that seems "Banshee"-ish. The frost-based slows are also redundant since Frost Wyrms, Frost Armor, and Frost Nova already accomplish the same thing. * You rely on a lot of external libraries, which I did not think were permitted under the contest rules. |
4th | Kyrbi0 | + Racial synergies are interesting and nuanced: Preservation and Spore Cloud interact nicely with the Night Elves' skew toward ranged units and kiting/scouting tactics, and (assuming some adjustments) these concepts can also synergize with Night Elf casters' need to "set up" a bit more than the other races (e.g. druids' transformations and buffs, Starcall/Tranquility/Vengeance). + Abilities synergize indirectly with each other and with other heroes: burst damage from Fury of Nature helps Spore Cloud propagate, which then helps Fan of Knives or Immolation to clean up. Fury of Nature also works well against heroes that have been isolated or cornered by a Keeper of the Grove, or to help finish off heroes that a Warden or Priestess of the Moon has injured. + Abilities feel crunchy and they work together well enough that the opportunity cost of ability leveling order feels meaningful; I would want to have access to all three by level 5, but (assuming some adjustments in Preservation's execution, but not its concept) choosing which one(s) to level further depends greatly on the rest of my army: if I have a Warden or Demon Hunter, I might prefer Spore Cloud, but if I have a Keeper of the Grove then Fury of Nature seems more beneficial. - Preservation is kind of hilariously imbalanced; it is StarCraft's Stasis Field, except without the possibility of friendly fire or the drawback that affected units become invulnerable (damage resistance would have been appropriate here). Other abilities are also noticeably overpowered, but they are easier to tune by simply adjusting some numbers. - Preservation also has an unclear area of effect, and requires a targeted enemy unit to center on for no discernible reason. + Clever use of un-triggered abilities, overall. - Fury of Nature has no clear effect when cast out of range of valid targets; the effect is very easily wasted, without any mechanical feedback about what the ability was supposed to do in the first place. - It is not really clear what, if anything, Toadstools are meant to do. - Parasite doesn't stack with itself, but this is less severe than the similar cases in other entries because it is less common for an enemy under the effect of Spore Cloud to also be targeted by a neutral creep's Parasite ability; it is far less likely that this interaction would really have an effect on the outcome of a skirmish, whether it came up intentionally or by accident. + Testing spellbook is maximally elegant and easy to use. |
5th | Wa666r | + Interesting opportunity costs in player's ability build options: Feeding does not drain mana fast enough to be especially oppressive, except that it sustains Deceive, which would then be best used as an assassination ability while being vulnerable to detection (retreat or fully draining the target's mana stops your own regeneration); but Mind War is a decidedly support-like ability that works best if Deceive is used to gain a good position. - Didn't like the forced-synergy interaction with Dreadlord heroes. + Mitigating the above, Mind War has obvious synergy and thematic relevance around Carrion Swarm (also Frost Nova, Carrion Beetles, and Locust Swarm), without feeling forced. - Ultimate does not make nearly as much sense in a Deceive/Feeding build as it does in a Mind War/Deceive build. + Cool overall theme/flavor. - No indication of what hero this is or test triggers without opening in World Editor. * Hotkey for modified Thunder Clap is still C, not W like the tooltip says. |
6th | Mythic | + Racial synergies are straightforward: existing Undead crowd control and aoe-nuke abilities like Freezing Breath, Carrion Swarm, and Frost Nova work well with Tornado of Souls and Malediction Aura. - Racial synergies are not fun or interesting: the Undead triple-nuke "strategy" from RoC is already a classic, and Impale and Locust Swarm already enhance those options. + Mitigating the above, this is a "squishy" hero that probably wants a Death Knight for protection, so the player's third hero choice (and the order to acquire heroes) is itself an interesting opportunity cost. + Ability synergies are straightforward: Hand of Corruption and Tornado of Souls keep units in place to ensure each other's success, as well as that of Darkstorm. - Ability synergies are not fun or interesting: they just involve stacking more and more damage and oppressive crowd control. The only decision is whether to prioritize Dark Swarm or Malediction Aura, and this depends entirely on whether the player is using a third hero. - Player can train multiple Dark Sorcerers. - "applying a DoT" is not clear phrasing for players unfamiliar with video game meta terms; Blizzard tooltips favor complete sentences over shorthand. - No indication of what hero this is or test triggers without opening in World Editor. |
7th | Cokemonkey11 | + "Arcane Arrrows", "Forrestwalk", and Sigil of Dexterity work well together and give the hero a clear purpose: she's a ranged assassin. Two of these abilities (see below) also feel appropriate for WarCraft's version of High Elves, and the hero stands out from other heroes that are unique to her faction. - Mitigating the above, the only apparent synergies between the Arcane Ranger and the Human faction involve being the beneficiary of various heals and buffs, and all such synergies already apply to other ranged assassin heroes the Humans already have access to via Taverns. Conversely, she would benefit just as much from the Night Elves' support units. In short, the hero's flavorful and unique role come at the cost of having no racial synergy to speak of. - It is not clear from the tooltip that Sigil of Dexterity's range limit is centered on the point where it is cast. Also, moving while under the effect requires focused micromanagement reminiscent of StarCraft 1, because "dashing" means a move order can't be canceled before reaching the max range and doing so also dispels the attack speed buff. WarCraft III's unit-grouping and unique-spell-cast mechanics were a deliberate movement away from this sort of thing. - Holy Sigil's cooldown and duration are almost the same, and are short, and it can't be autocast, and it's expensive; this is basically a much worse Holy Light, on a hero who can't actually protect herself. This reduces the use of Holy Sigil to a case where the player has already committed to using a Paladin, and is willing to spend every Holy Light healing the sort-of-DPS-ish ranged hero while carefully micromanaging heals on other units. - "Forrestwalk" is redundant and lacks racial synergy. Mortar Teams are the only units who might benefit noticeably from the vision range, but they can always use Flares to achieve the same effect. The Humans' tendency to clear-cut forests for lumber also creates an unclear trade-off that is difficult to plan around. This ability would have fit much better on a Night Elf hero. - Test trigger depending on Esc is annoying, since Esc has other effects already; the same key I want to use to cancel out of, say, viewing my heroes' abilities, also gives me a free level I didn't necessarily want. - Scaling on "Forrestwalk" is awful; an unreliable +2 attribute bonus for pushing it past level 1 makes which ability to leave for levels 9 and 10 an easy decision. * "Forrestwalk", on top of being physically painful for me to spell, is also visually unclear; allied players may believe her to be invisible, when really she's only getting a small buff from terrain. * Tooltip format does not match that of other WarCraft III heroes; slash-notation and other "you know this already" abbreviations belong in games where a certain amount of gameplay meta elitism is expected (dota 2, and...that's pretty much it, actually). * You rely on a lot of external libraries, which I did not think were permitted under the contest rules. |
8th | Rufus | + There are several options for the order in which a player levels and uses the Marksman's abilities, depending on whether they prefer to do single-target or area-effect damage. - There is no clear racial synergy. This hero seems to emphasize guerilla warfare, but the Human faction's other units and heroes are very poorly suited to this sort of strategy and the Marksman has no way of surviving on her own. - There is no clear synergy between the Marksman's abilities, and in fact Multishot and Volley seem to diminish each other's advantages. - Tooltips are not clear at all and give no indication about what the effect of leveling an ability will be. - "Artic Arrow" travels to exactly the point that is targeted, no further, which means you must aim very far behind the target you want to hit. This is substantially more burdensome than any other existing WarCraft III ability. - Test trigger depending on Esc is annoying, since Esc has other effects already; the same key I want to use to cancel out of, say, viewing my heroes' abilities, also gives me a free level I didn't necessarily want. |
9th | Direfury | + Racial synergies are somewhat interesting: Nourish is extremely powerful coupled with Holy Light and Brilliance Aura; AoE damage abilities work well with a Mountain King and, most thematically, an army that includes some Sorceresses. - No real ability synergies, except that Starchildren and Stormshiver allow the Arcanist to deal significant combat damage even during Nourish. But three flat-damage aoe nukes just seems redundant. - There is no reason to learn Stormshiver since the other abilities are so much stronger and easier to aim, no matter what the rest of your army looks like. - Roar is not compatible with itself as a buff; using the ability as a base creates conflicts. - Mana costs for everything are way too low, especially for what they do. - No test triggers |
10th | DED1 | - All four abilities are over-complicated and irritating to use; this is especially true of the Parrot. - Pirate Warfare and Walk The Plank! are both practically impossible to deploy in any controlled way; every aspect of the Pirate's gameplay feels random instead of tactical. - I could not find any racial synergies or reason to favor any particular army composition or additional heroes while using a Pirate. - Other than the forced synergy that only sometimes occurs when Pirate Warfare and Walk The Plank! are used in concert, there are no clear or interesting synergies across the hero's own abilities. - Drawbacks are far more crippling than they are mechanically interesting, especially in the case of Pirate Warfare (which is literally useless at level 1) and Summon Ghost Ship (which weakens your army almost as often as it helps). - Acid Bomb is not compatible with itself as a buff; Alchemists will override Pirate Warfare and vice versa. + Testing interface is relatively elegant and easy to use. * Pirate-y flavor is amusing, with enjoyable thematic references to Treasure Island, Monkey Island, Pirates of the Caribbean, etc. and lore snippets help explain why this hero exists in the Warcraft 'verse, but the hero's overall theme still feels out of place here. Overall kind of a wash. |
11th | angkyseputra | - Illusion swarm feels cheap...until the enemy wipes your entire "army" with a single Shockwave and easily murders the Shadow; the hero either solos an entire enemy army without trying, or gets countered by a single strategic decision and is worthless. There's nothing interesting about this sort of gameplay. - There is no racial synergy, except that this hero looks similar enough to a regular Demon Hunter that enemies get even more visually confused by the hordes of illusions. - There is no interesting ability synergy; this hero basically has just one ability/core mechanic, split across four slightly different ways of improving it. - There is no opportunity cost in the hero's ability build; Shadow Blade -> Shadow Edge -> Shadow Dodge -> Shadow Edge -> Shadow Edge is very obviously the optimal order of ability levels, just by glancing at the skill descriptions. - Training the hero does not consume a Hero Token. Player can train multiple Elven Shadows. - Leveling test trigger does not actually work. |
12th | A Void | - Light The Fuse! is not actually an effective substitute for having a normal attack: the hero misses out on the use of items that are meant to benefit heroes; the hero's placement in an attack-moving group is automatically terrible, meaning this hero must be carefully micromanaged in ways that the rest of WarCraft III deliberately avoids; the hero cannot be countered by Sleep or other effects that are intended specifically to counter heroes; the hero is forced to take Light The Fuse! in order to be remotely as relevant as other heroes. - Using landmines as a non-ultimate hero ability is impossible to balance; it will always be so strong that the optimal use case is to rush the hero out and plant a mine at the opponent's gold mine, devastating their economy faster than a Blademaster could without presenting an opportunity for counter-play, unless it is so weak that it might as well not be in the game. - With one exception that frankly seems entirely accidental, there are no synergies between the Sapper and the Orc race. - There are no synergies at all between the Sapper's own abilities. - Light The Fuse! will not attack any enemy that has been affected by a Phoenix Fire debuff. + Landmines synergize reasonably well with the Witch Doctor's Stasis Wards and with the overall defensive layout of an Orc base that has committed to using Spiked Barricades with Bunkers, and Watch Towers. But, again, this doesn't feel like an intentional design choice so much as a serendipitous mistake. |
You know what? I have also wrote a lore story of my hero that explains why she is so icyFrost effects may be on-theme for Undead, but aside from perhaps a pun on "let my cries chill the living", there's no clear reason why a Banshee would emphasize ice magic this much. Frozen Fate is the only spell that seems "Banshee"-ish. The frost-based slows are also redundant since Frost Wyrms, Frost Armor, and Frost Nova already accomplish the same thing.
To strengthen his army even more, the Lich King gifted his mighty ice elemental power of Frostmourne down to those special banshees, which soon will be known as Banshee Queens. So unlikely the other banshees, they have ice element as their base abilities.
They are allowed. But pre-made spells are not.You rely on a lot of external libraries, which I did not think were permitted under the contest rules.
Uhm.. I don't understand this part.- Way too much crowd control to reasonably balance just by playing with numbers or slightly altering choice concepts.
Uhm.. I don't understand this part.
//~ | Extend the Poll Deadline | Despite what I just said above. Would include Cosmicat's & (goodness-willing) my vote, as well as (hopefully) a few others. |
/ | Have a quick, secondary "Regular" Poll | Would let us grab some simple crowdsourced numbers and a better-represented "Voting" score... But would take some more time (if people want results NAO) (And by "regular" I mean "2-vote", probably) |
/ | Keep the Poll, Move On | Just keep going, take Cokemonkey11's vote & the Judging & put out results. |
- Mitigating the above, the only apparent synergies between the Arcane Ranger and the Human faction involve being the beneficiary of various heals and buffs, and all such synergies already apply to other ranged assassin heroes the Humans already have access to via Taverns. Conversely, she would benefit just as much from the Night Elves' support units. In short, the hero's flavorful and unique role come at the cost of having no racial synergy to speak of.
There is no indication because that isn't true. You're only limited to a total of (1000 was it?) units of dashing. i.e. you can't just keep dashing in a small circle forever.- It is not clear from the tooltip that Sigil of Dexterity's range limit is centered on the point where it is cast.
Also, moving while under the effect requires focused micromanagement reminiscent of StarCraft 1, because "dashing" means a move order can't be canceled before reaching the max range and doing so also dispels the attack speed buff.
WarCraft III's unit-grouping and unique-spell-cast mechanics were a deliberate movement away from this sort of thing.
- Holy Sigil's cooldown and duration are almost the same, and are short, and it can't be autocast, and it's expensive; this is basically a much worse Holy Light, on a hero who can't actually protect herself.
This reduces the use of Holy Sigil to a case where the player has already committed to using a Paladin, and is willing to spend every Holy Light healing the sort-of-DPS-ish ranged hero while carefully micromanaging heals on other units.
- "Forrestwalk" is redundant and lacks racial synergy. Mortar Teams are the only units who might benefit noticeably from the vision range, but they can always use Flares to achieve the same effect. The Humans' tendency to clear-cut forests for lumber also creates an unclear trade-off that is difficult to plan around. This ability would have fit much better on a Night Elf hero.
- Test trigger depending on Esc is annoying, since Esc has other effects already; the same key I want to use to cancel out of, say, viewing my heroes' abilities, also gives me a free level I didn't necessarily want.
- Scaling on "Forrestwalk" is awful; an unreliable +2 attribute bonus for pushing it past level 1 makes which ability to leave for levels 9 and 10 an easy decision.
* "Forrestwalk", on top of being physically painful for me to spell, is also visually unclear; allied players may believe her to be invisible, when really she's only getting a small buff from terrain.
* Tooltip format does not match that of other WarCraft III heroes; slash-notation and other "you know this already" abbreviations belong in games where a certain amount of gameplay meta elitism is expected (dota 2, and...that's pretty much it, actually).
* You rely on a lot of external libraries, which I did not think were permitted under the contest rules.
I couldn't edit the Gameplay Constants because of gamebreaking bugs (possibly in my MPQ).- Player can train multiple Dark Sorcerers.
I would accept extending the deadline by a week if there were at least 4-5 users who were going to make use of the extra time. If we can't find users who will agree to vote, then there's no point in an extension.
I have no objection to use of the 3 votes we have at this time, but unless the vote count increases substantially, I don't believe borda-count preferential voting is stable enough to produce a meaningful consensus. Relying on the judges would give a more conclusive result.
A 'lite' poll will produce garbage/lazy data: anyone who has troubled to try all the heroes should have no problem using preferential voting.
#1) The number of entries is immaterial (mostly). Notice (as Cosmicat helpfully reminded us), on the front page, the disclaimer "as many as you can". Voters need not vote (review) each entry.Dalvengyr said:@Kyrbi0:
Your voting method might works well if we have less than 7 (or less) entries. But for 13 entries, on earth have times/efforts for them? Even with simplest common voting method, 25% people will say simple impression like "I vote for "a" because it's cool!", 65% will vote without any comment, and the rest can probably give some clean reviews about their favorites. But now, they are supposed to write reviews for 13 entries? No way.
You and me both, brudda. :<Dalvengyr said:EDIT:
And I feel kinda disappointed I didn't finish my review![]()
I too would like to see if others will Vote... But no one has spoken up.Softmints said:I would accept extending the deadline by a week if there were at least 4-5 users who were going to make use of the extra time. ...
Well, um, we are... As well as the Vote. The ultimate score is part-Vote, part-Judge (25%/75%, to be perqueer; heavily weighted towards the Judging by design). I wouldn't want to entirely discount the Vote, regardless of how small an impact it might make.Softmints said:I have no objection to use of the 3 votes we have at this time, but unless the vote count increases substantially, I don't believe borda-count preferential voting is stable enough to produce a meaningful consensus. Relying on the judges would give a more conclusive result.
A worthy reminder. : )Softmints said:As a general courtesy, I would encourage contestants to remember to give rep to the other contestants who took the trouble to prepare votes and give you feedback.
Thanks for the vouch of confidence. Your support is warmly received.A Void said:This contest seems to fail. It should have ended ages ago...
I... Disagree? The entire point was to engineer a more thoughtful, meaningful & intuitive voting method. It was a (can't find the word) 'unintentionally/happy side-effect' that resulted in a system where users would not have to test & Vote for each one. In fact, we encouraged the former & discouraged the latter.Cosmicat said:Hive in general...doesn't seem to understand MBC. Or preferential voting in general, even. The entire point was supposed to be that you don't have to try all the entries before you vote; you can if you want to, but it works almost as well to just play the ones you're interested in, and vote on those only. —Provided enough people actually do vote. I don't know how we can make that clearer in the future, but it's something we'll need to try if we want to continue to experiment with preferential voting in the future.
This is another thing (which I know you haven't been around for); as aforementioned, we were going for 'equality' via standardization & anonymity. Previous Contests have done exactly this (big fancy descriptions & nice, edited screenshots; links to such from either the creator or the host) and I feel that is a big failing. We are trying to encourage people to actually care and review/test/vote on more than just their favorites; giving them the tools to differentiate & discriminate right off the bat is counter-intuitive. The resulting potentiality of less votes (while hoped to be as minimal as possible) was deemed a cost worth paying.Cosmicat said:It's slightly more work for contestants, but in the future I would recommend having write-ups/blurbs/screenshots as part of the presentation of the poll, so that people who don't want to try every entry can choose which ones they want to try more easily.
Yeah, this really needs/ed to happen, actually. Almost no one changed their map's inner name or the map description, so testing through Wc3 (rather than "Test Map" in Editor) was really tricky.Cosmicat said:That, or more thoroughly standardize the Map Description format to the same end.
I absolutely agree. However, I didn't feel up to the task of engineering it for this site, and didn't want to ask someone else to.Cosmicat said:I still believe Schulze is a far superior method for this sort of thing, in every sense. It might be harder to understand how it works, but I think that is an advantage; even with my own intuitive heuristic for predicting results, I still can't think of a way I could metagame the system without multiple conspirators, even if I wanted to.
...
I don't know what your implementation of MBC looks like, but I'm pretty sure any one of Cokemonkey11, Sreg, Levi, or myself would have the technical skill to implement the Schulze Method algorithm with pretty much any interface you could want. Provided you yourself (or a delegate...) have enough time to look over some mock-ups.
This may be true. In fact, it's very likely. But I'm not sure I'd be willing to see the bar lowered too much more. That would defeat the whole purpose of our many months of discussion on the subject.Cosmicat said:We might have overplayed the "support/justification for vote" angle; I suspect some people might have been scared off by the idea that they were expected to review things with a certain amount of rigor—and that bar may have looked too high.
Not sure what you're getting at. Are you saying we shouldn't bother suggesting/implementing improvements? Some things may change, but we can incorporate Contest parameters/criteria to handle it, I would submit (i.e. "if 3-5 entries, X voting method. if 6-10 entries, Y voting method. If 11+ entries, Z voting method")Cokemonkey11 said:Any kind of suggested improvements are subject to change when the number of entrants, duration of contest, number of judges, and number of voters are so volatile and subject to change.
This is true. Which is why I'm glad we didn't ask for all that.Cokemonkey11 said:If you ask every entrant to write a page-long description with explanation and screenshots, 2/3 of the entrants will not have a submission.
<3Cokemonkey11 said:There isn't really a great way to get guaranteed improvement from this. Let's just finish the contest and move on. It's gone (relatively) smoothly already.
Lawl NOPE.Cosmicat said:Is there any kind of deadline for voting on what's going to happen to the votes?![]()
//EDIT// - So at this point I've tested (barest run-through) & written up votes for all but 4 of the entries.
In other words, that part of the Theme (& "Fitting to Race") is extremely lacking.Kyrbi0 said:...The fact is, the race you made it for (Undead) already has a hero like that. Not just an Intelligence hero, or an Intelligence Caster hero, or a ghostly Intelligence Caster hero, but a ghostly Intelligence Caster hero with ice powers. I'm just not feeling it. I would say the same about someone designing a nature-wielding four-legged demigod for the Night Elves, or a voodoo-obsessed lanky Troll spirit-master who turns people into frogs; it's just not creative.
Good idea. I would go for a Shadow Assassin myself if I didn't feel I had to make a Necromancer hero so badly.I would really have been excited to see a Shadow-Hunter-esque "pure Support caster" (no DD-abilities at all), with a variety of interesting spell types (preserving life, encouraging death, debuffing, etc etc)
Good analysis, I'll keep that in mind. Rites and Incantations - those keywords really hype me- Similar to the Role-complaint, I was really excited to see a sort of departure from the Lich (in that he's heavy 'glass cannon' caster with a total ice fetish), especially in a Thematic sort of "rites & incantations of the dead". Instead, it's just "death-death-death", interspersed with "doom". Check the in-game Necromancer; lots of variety there.
Thanks. Yeah, I was indecisive. Next time I hope I don't go through a lot of concepts again. :>In the future, don't give up so easily; some of your earlier ideas sounded super-schweet, but it seemed you were unsure/indecisive/un-confident. Trust ya'self!![]()
~ Cry Havoc was a buff, but had red tooltips & turned unit portraits red. Don't know if anything can be done about the latter, but I do for the former.
~ It's spelled "Grand Marshal" (one 'L').
Where do I even start... A Void, this entry was just remarkably lack-luster. It did not feel like you put nearly any work into it, and it did not play like you put any thought into it. I'm sorry if that sounds harsh, but it doesn't seem this entry (or your remarks & attitude before/during/since it) have done anything to prove any of us wrong.
We love to encourage participation in these Contests, and enjoy the 'meeting of the minds' that results. It's great to see new & interesting ideas brought to the fore. So why did you feel the need to just be... problematic much of the way? This entry probably should've been disqualified on more than one account, but I let it stay in. Please don't let that have been a mistake.