(42 ratings)
Map size is too big so it's unable to created in multiplayer and the loading time is longer too.
Played it again yesterday at the funmap evening. The terrain layout is better now, so we actually got a coherent game. I would recommend to widen the lanes a bit and have some alternative to tree spam/rocks. The sight vision is a bit choppy. The moonwells are hardly profitable/regenerate too fast. What is still bothering me are the difficult controls like the purchasing system.
I took the role of the ranged hero with the Priestess of the Moon model. Her first requires you to define a start point by normal spell cast, the ending point by a following right click. This is very disturbing as the spell has a limited range, so you might apply the right click before the hero started casting and the right click is also used for other actions, such as moving the hero. The ultimate only works when you exactly hit two targets, else it does nothing? Sense? That makes things further undynamic, the ability is without missile or wait time, so it is actually only a matter whether you can click it. The innate's area range is tiny, the regenerative bonus nearly useless later on. A big problem of the game is that the fights are very unsmoothy. You do not get any damage through if you miss the target and the spells have a large cooldown/cost, the towers take an eternity before crumbling and overall, it lacked movement.
In my current RTS projects I tend to give hero spells a multifunctionality, so each one features 2-3 effects, granting a greater flexibility. Of course, these should be intuitive and fitting together.
Unconventional aiming for abilities is my style. I wouldn't be surprised if it's jarring the first few times you use a hero's abilities, but because RoW employs different aiming, a wider variety of tactical "situations" can arise.
Good? That's a matter of taste.
As for fights being choppy, RoW is a game of aiming.
Because players need to invest effort into their abilities, there must be suitable rewards, and of course, suitable punishments for missing (cooldowns). If players consistently miss, well of course fights will go nowhere. It's when you get good players that the elaborate aiming aspect really shines and the game becomes interesting (or so I find).
Did not say to consistently miss but the fights just were not fluent. At one side, you make it hard for the players to navigate and then it becomes shittily calculable.
Having different (quoth the homepage: ludicrously abstruse) ways to target abilities increases the variety and complexity of zones
The majority of cooldowns in the game lie in the range of 10-20 seconds, which is about right for abilities which can be used often, but not spammed to the point where missing (and consequently player skill) doesn't matter. Usually only ultimates have long cooldowns.
I don't think players feel the need to max any abilities first. Mana costs quickly worsen as abilities are levelled up, so it's usually good to spread out skill points early to save mana. Alternatively, maxing abilities makes them more effective, but you can't use them as often. It's a trade-off.
I'm not sure how to interpret this. Would you mind elaborating a bit?
I only referred to the input controls. Having more "strange"/rare abilities like firing off a line damage ability starting from a chosen location to another one surely turns zoning extraordinary though I would not forcibly consider it as more complex.
Why do you think a more spammy spell (5-8 seconds) would be missing-friendly? You will still lack behind if your opponent hits.
Of course, it's better replacable and you can deal damage even after some of your moves were avoided but otherwise a hero will be practically two-shot, the random factor increases (you may hit or miss the target by luck and it's crucial) and the damage numbers would not be very flexible since you either get the cooldown-worthy damage through or nothing out of it. 10-20 seconds cooldown in comparison to being able to bite the dust within 1-2 seconds.
Whether mana costs and the like should rise with higher ability level is a problem of many games and maps. You may hurt yourself just by levelling it up. Is this a compromise or do you see it as a gambit requiring the player to decide since he/she cannot turn back?
Have already spoken of the input mechanics and also the weirdness with Dreamweaver's Haze. In a confrontation, you have to quickly come to decisions and, as stated before, it's unlikely to know if you hit the target (hello randomity) and you have to be exactly aware of all different actions' strength, which you do not get to see much of, by the way, because of minor frequency. You cannot just burn your spells as you intensified the punishment though it may also polarizingly strike in the other direction. So it's badly calculable.
but I maintain there's no luck involved: only good or bad predictions.
I use 'complex' in the sense of more factors to consider, such as proximity to other units, trees, angles for knockback, facing angle, etc., which many RoW abilities take as arguments.
Having long cooldowns means players generally don't land lucky shots, because they're not throwing spells randomly: it's too expensive.
I do not say that they should try to be lucky but it may happen and it would be much less critical with spammy spells because more attempts approximate the actual probability/actual skill. And of course, higher cooldowns decrease the flexibility and it's more boring. What I still wanted to ask: Any chance for cooldown reduction items?
You could use LUA to generate many levels for each ability where each would differ by cooldown and make a system that would change ability's cd depending on the reduction. Though it probably wouldn't be worth it as it would, as far as i know, increase loading time significantly.Cooldown reduction items: too hard to implement.
I've been looking at already approved maps and I've noticed that your map weirdly enough got 5/5 from Cweener, although I don't actually see an actual review pointing out the improvements made for the map to deserve a higher rating than the previous one (3/5).
And also is there a changelog whatsoever?
Because I really do not agree with the high rating, I agree, it's a very polished map, with an ok terrain, nothing spectacular though, also a neat hero selection system, but that's not really a gameplay changer.
However, originality-wise it's the same old AOS idea, nothing new or fresh, maybe a cool interface for the shop, but no fresh gameplay systems or anything.
And, this definitely is not balanced. In any way.
I've played 3 matches with friends, both from the hive and also users on the battle.net and the matches were quite weird.
The guy with the orange whip is quite strong and can massacre heroes in the beginning easily due to heroes being extremely weak and they also have low amounts of hp, I don't really know why you did that, it's certainly not something that makes the player feel good about himself. And the support heroes are just terribly squishy, hard to lane with and they can barely deal any damage to tanks/dps heroes.
Also I'm not really sure why the 'no stunning abilities' idea is actually balancing the gameplay in any way, stuns would actually be great counters, to cancel an oncoming skill cast and escape really fast, however some heroes don't have any abilities that stun the enemy/slow them down or anything and thus fleeing with them is quite hard.
So unless you have any explanations for this, I'll leave it as is.
If not, I'll set the rating back to 3/5. Already I can set it to 4/5 for being nothing original, but that's a different subject.
kinda have to agree with Kael. While you do have a few really cool concepts for skills and some heroes also got some nice synergy between their skills, this is still one of the most unbalanced AoS maps I have played so far. And some of the systems are really complicated and not that nice for a face paced map like an aos(example: the shop)
However, originality-wise it's the same old AOS idea, nothing new or fresh, maybe a cool interface for the shop, but no fresh gameplay systems or anything.
I've played 3 matches
The guy with the orange whip is quite strong and can massacre heroes in the beginning easily due to heroes being extremely weak and they also have low amounts of hp, I don't really know why you did that, it's certainly not something that makes the player feel good about himself. And the support heroes are just terribly squishy, hard to lane with and they can barely deal any damage to tanks/dps heroes.
Also I'm not really sure why the 'no stunning abilities' idea is actually balancing the gameplay in any way, stuns would actually be great counters, to cancel an oncoming skill cast and escape really fast, however some heroes don't have any abilities that stun the enemy/slow them down or anything and thus fleeing with them is quite hard.
Would you not call it luck if both players predict badly but one hits his/her stuff? Or if you just cannot have a better prediction because you have no sight range for example and do not completely know what up to which point the enemy has thought of (since that is nearly impossible and may be altered by every little thing the opposite perceives outside of the game you get no clue of).
Otherwise you could say ALL TD MAPS ARe the same. OR ALL RTS MAps are the same. Just with different units and styles :L
"I'm not really sure why the 'no stunning abilities' idea is actually balancing the gameplay in any way".
If it's the same for both sides, balance is unaffected; not having hard stuns is a design decision. There are numerous interrupts which are not stuns, such as knockbacks.
This isn't dice-roll luck as much as it's heavily axed towards the better player. If I asked "your mom" to blind shoot arrows using ability X, and then compared her succes rate with mine, I can assure you that I would end up much better. Replace my mom with any other player, the case is the same - because I played this more than anyone here, I can certainly better asses success on skillshots, blindfolded or not.
As for the general comments, I can assure you that none of you have played RoW enough to even remotely begin to understand how it plays out. The irony is that the project will be left to be evaluated by people who do not have the required knowledge to do so properly. And by that I mean that you have to experience the map in a true clean inhouse environment with people to explain how stuff works to truly appreciate the map. Which seldom occurs on its own. A shame, really.
..."Gold for hitting towers" as a fresh gameplay system. ...it has not changed my view/playstyle of the map so far and this can transfer to what you perceive as significant in TDs/RTSs/other maps.
Do not get the statement with "Balance would be unaffected if I gave the same stunning abilities to both sides.". As with any other ability and composition, they can be differentiated by a lot, it makes a huge distinction whom and how you give it to. And even if everyone had the same abilities, that would alter gameplay possibilities and player controls, which are parts of balance.
...every ability of every map needs to be somehow aimed .
Your objective seems to be that there is "always" a chance to dodge a critical situation or how was this design decision thought?
I was targeting the not-so-pro audience and accounting for those belongs to balance. Softmints might surely neglect these players if it was a hindrance for his/her targets however.
Dunno how to interpret that. My point was: balance is numbers; if everyone's stun durations are 0, then it's still balanced.
Most people seem to know what I mean when I say aiming.
Not really. I have aimed abilities because I enjoy using them, and the players seem to agree. I don't have stuns because I don't enjoy being stunned. And again, players seem to agree that less downtime, especially at critical moments like when players are exchanging spells, is a good thing.
I dont know if they got fixed in the most recent version since i didnt play it afaik, but some bugy that kept on being present since 061a:
- If you use the market via GUI and buy an item, the icons aren't updated (players gold amount should be rechecked and icons appear red)
- Dont know if willed but The Void Masochist can drop coins when kileld by alies and adds a soul to that felhound hero
- With any kind of leap/tree destroying spell you can kill the treewall on the right side/ right bottom corner and get behind it
Small things:
- Presents should have playercolor..
- buy-commands should be readable somewhere
- If you are at enemy fountain you get lifedereg but afair no buffSFX
- if you get hit with poison that makes dmg when you move it needs to have a more distinct SFX/explanation. Almost no1 reads the buff tooltips and tries to run away.
...disables would add to variety and homing abilities turn it better calculable, so it would be easilier playable and not as weird.
..."all aiming" is not necessarily a plus point.
How are active items thought to be controlled btw, of which you have some? Mouse only and NumBlock hotkeys are knowingly atrocious.
And at the same time you increase cooldowns and make abilities that can only be cast on exactly two enemies else resulting in nothing. That reduces freedom and flexibility, too.
Just wow.
EDIT:
This game really has HIGH potential. This is a very good AoS game. I hope you continue updating this game, add more items and please add GAME MODES, All Pick mode please.
Tho I would like to report some 'bugs'/'typo'
When you use the 'Ranger' in the Legion side, her two skill descriptions are mixed up.
I don't enjoy being completely disabled (stun, sleep), so I don't include those either.
With respect to variety, I'm excluding one kind of disable, and one way to aim an ability. That leaves a lot of room for variety, as the map itself should attest.
That's out of my hands. Use Warkeys? I just use numpad myself.
Moderately long cooldowns are necessary for aiming to have any meaning. If an ability is too spammy/available, there's no incentive to make an effort because missing is inconsequential.
Furthermore, having downtime after using an ability provides strategic depth and opportunities; Oracle for example is very difficult to kill while he has his abilities ready, so he needs to be baited, or taken down with numbers.
If you don't like Ty, don't play her is all I can suggest.
What's with the poison at 0:15? The panda is rather disabled while in iceblock and some of the knockbacks are kind of hard.
Your promotional video shows some movement and "spectacular" combos tearing up victim heroes within seconds even with the positions being totally off and in random scenarios. But what I would like to see is some structural setup displaying the standard tactics that is not destroyed by a sudden mistake/one-shot.
It's not about what I use. You should raise the question when designing the game. So you currently expect numpad or that people load Warkeys on their own.
If the effect stacks up well, it won't be inconsequential. Yeah, I did not mean that you should turn everything to 4 seconds but the avoidance of down-time was your point.
What if I only do not like that one ability? And should I force everyone else in the game to not pick her? Winning is not everything, I would also like to face a reasonable challenge when playing against her or her as a teammate and after all, she belongs to the game.
Hi, great you still develop this.
I just played 062o, and didn't notice many changes:
Druid
...
Def op.
That tauren melee/ranged swapper
Oh well I wanted to test out this new? Hero, just to find out it's total garbage.
the poison in ranged mode does 0! really 0 dmg andeven with attributes you can't buff it up enough.
Spells in Row, the main dmg-spell doesn't use the main attribute of the hero. why?
Gameplay
RoW is SloW.
the time is kinda like that
|---------------Early-------------||-----Mid----||--End--| Game
In early you can't do shit (except you are druid)and have to boringly help killing creeps, the only harass are ranged heros against melee.
This takes so long and nothing happens, maybe with more players some action would happen, but you canÄt get this map full, also because it's like 8 mb and no1 @garena wants to wait that long.
Thats also another thing..the gold for tower attacking is kinda funny, but imbalanced for the team the gets it first. If you can farm long enough at a tower you get much much more gold and better items.
Items...why wouldn't any hero get adelaster first? Chasing/First blood is mostly undoable or kamikaze, so just farm your mana a bit.
Ugh. RoW is a bitch. To be honest, I would wanna play it because of the interesting heros/spells/(items), the automatic killgold and refined game mechanics, but the balance and the control is just horrendous!!!
The difficulty thing you display at heropick is also totally off.
Oh and that shielditems that casts healingwave is way too strong.
I strongly advice and demand AI