1. Is there playable version of this map on MMH? Cause T7 version still has selection mode bug which prevents many from playing.
2. What does the hero revamping means? Will you (Argos) scrap them completely? Cause they are quite lovely and I grow to like them (also like the way they are balanced with few exceptions). Will there be no longer limit for only 1 hero? Will hero still affect units and tech tree?
So we can expect to see completely new spells for each hero?
I just found out later that pact of blood isn't working. Why Conquest need alteration?Argos said:Thanks, though T8 is still garbage. Found out that one game-mode is broken and another needs some alteration to prevent horrible gameplay.
Not a fun of this decision atm, but I'll let you suprise me in good wayAs i mentioned before, paths will be merged with heroes in beta and current 4 "elite" unit types are not sufficient. I will delete all requirements on units until beta release.
Dayum ShameCurrent crafting system will be also suspended in beta, that is the reason why i try not to lose my time with things i will delete anyway. Instead in beta features a new crafting system closely bound with mining and hunting orders.
Not liking adding unique grunts to each neutral clan. But I like idea with buying chieftain - maybe some demi-hero? The current neutral base units roster for recruitment is ok. Only Watcher cost is kind of too high. Maybe rather enable recruiting your own grunts in neutral bases? Cause with 1 barrack in main base it is always question (Will I spam my basic grunt or go for other specialty unit).?brunner said:Also what I think would be great is if the little clans you take over could some how do something more. Like maybe you could pay 60 gold for you to appoint a new chieftain in those little clans and be able to make those clans grunts. That way it shows other players that you conquered those clans and subjected them into your horde.
This is TERRIBLE IDEA. As Istarian Paladins were OP even though human needed them it was like handing to player 210 gold worth of unit free per income. Late game when your training facilities works all the time it is even more of a problem. And they stat line was rlly good (950hp, around 50dmg and quick armor upgrades - they could fight evenly with most melee heroes around level 6-7 with few items =.=). Additionaly you get Ogres as Blue but have to pay for them (also there is limit pool of mercenaries). I belive that Mountain Clan will have it's own durable units but Ogres are over the top.Also I would like to help you with the heros storys I really like the mountain clan and the direfury. I think maybe the mountain clan should maybe be able to get a upgrade like when you was doing the humans at high guard you payed 120 to get ishtari paladins. Maybe do the same and they would get ogres or some type of heavy unit?
Well lag is situnational. Most of the time it is nowhere as bad as it was before T7. Still game can crash after some major battles (with around hundred units per side), which is confusing cause it don't cause in the middle of bloodbath.APproject said:But the main bad thing was that it started to lag, those spawning units caused so much of lag I was forced to shut down WC3. I know I haven't tested much, but from the first glance, it is a bit too early for an alpha in my opinion.
I tried alpha version for like a minute. Camera is not set properly, I just moved mouse wheel and it got reset to normal. Many many missing DISBTN icons. Very poor spells and descriptions. But the main bad thing was that it started to lag, those spawning units caused so much of lag I was forced to shut down WC3. I know I haven't tested much, but from the first glance, it is a bit too early for an alpha in my opinion.
Happy birthday Argos!
Guys please don't have a needless argument.
I will test out the map to see how it is, and if I'm in the mood slip in a short review.
Late Happy Birthday Argos!
Before I start presenting my ideas, there is little aspect I'd like to touch. Number of teams as design. Playing 1.4 in Call of War mode I was rlly impressed with gameplay cause there were 3 forces nicely positioned across 2 battlefronts. Generaly speaking in many games (MMO for example) problem with only 2 factions/sides of conflict brought way to much harm. Of course this map being part of W3 won't suffer the same fate as some MMO but to some degree is still affected by this logic. To put it simply - with 2 sides of conflict once the statis quo is destroyed, it goes kind of downhill for other team. They still can make comeback though. By having that 3rd party, the losing side can recover easier and still hope for victory while the winning team must be more aware of getting stabbed in the back. In my personal opinion 3 team design is superior both to 2 team and 4 team design. Why more teams isn't better? Cause it can easily evolve into alliance game which will turn into 2 team game. Also there can be so many players in w3 map, so bothering with more than 3 teams isn't worth it.
I'm entirely sure that I want humans back. There are people who enjoy playing them. Sure. But we would have to once again make some filesize space for their moddels and such. They were fun (while unbalanced because if people didn't prevent them from getting supplies they roftlstomped, and if they were in check they were just gold starved and powerless). They were event heavy (in comparison to rest of clans in alpha version) which was a nice change.
I was wondering what about getting additional clans but:
- with 9 and 11 clans it becomes tricky, cause 2 even teams no longer can be created,
- with 10 clans we are back to current situaion and have new "Humans Bastion",
- with 12 clans we have no space for neutrals I suppose?,
Food for thought and matter for reconsideration.
Regarding me playing on Battlenet - I'll have some break cause I've 2 exams next week. So if anyone will be looking to play then look for games at mmh Thursday and Friday.
Some ideas for Bloodbane.
As you have brothers and betrayer I think it would be to cliché for betrayer to be the villain. Why not make it that 1 of brother is villain drowned in his urge for vengeance at all cost while second brother would be more neutral from story standpoint while betrayer would be a good guy?
As they already were planned to have event of Dragonspire why not make it, an event which decides which path do they go? I think it would be cool if dragons were the future of this clan:
- Bloodbane clan would decide to drink slain dragons blood to empower themselves, transforming them into Fel (Red) Orcs. This change would be permanent and all units would get passive ability of partial magic immunity. I would associate it with Villain Brother as a path, who decided to absorb power of dragons into his people,
- Our lovely red clan could also decide to defeat and tame dragons to add them to their ranks. This would allow them recruitment of costly Red Dragons. At the same time heroes would get access to many additional dragon based items. This path would go with Neutral Brother, as he decided that his clan needs more power but not at all cost.
- And lastly path of Betrayer would include attempt to forge alliance with dragons and cooperation. Thankful dragons would share their wisdom with Bloodbane clan, gifting them in depth knowledge of magic (especially fire based spells), as well as one time bonus experience levels for heroes.
As for units you will have to wait cause I want to first hear your opinion about what I’ve written above and make full roster.
I’ll try to come up with more ideas if you will like anything from my suggestion.
CheerS!
Give me ideas and references for the East Side :/
Give me ideas and references for the East Side :/
We will use cube-like buildings for Skullcrush. Maybe some dark-stone tint on classic rocks would make things more interesting? Lava maybe? They are artisan smiths and their iron craftsmanship is renowed among other clans.
Argos what are the events for each clan? Could you tell me?