Warcraft III Reforged - Community Feedback

Level 12
Joined
Jan 8, 2015
Messages
422
Well i would preffer option to keep wc3 downloads for maps/campaigns and other things like save files bound to wc3 folder instead of having it always in documents.

Local files should still work for sake of all people who have it as only option to avoid new dubbing on all non english versions. I'm glad game is being still worked on, because it gives hope for it to finally get better where it matters over time.

While i'm fine with mess that is menues and hd assets since its a bit too extensive to redo it the right way now, unless there is some effort to do some "mega patch" for wc3 later that would make things right in that department later, it's still something that should be adressed, even if it wont come back to be a more hardcoded robust menu.
It should be as robust as possible and should operate as much as original menu as possible(ideally how SC:R is so pretty much the same but with minor adjustments for new options and features - which in case of wc3 would mean original menues with similar changes).
Please focus on all core issues both ones that came prior to RF's release in lead up updates(i.e. desyncs) and all brought in with Reforged.

I hope that by end of this year we will have feature complete wc3 with all of it's features back including save and load in multiplayer and singleplayer, custom campaigns and all else.

From issues that may have been overlooked i want to repeat: local files not working since last patch and custom games not showing that people leave or get dropped including lack of desync notification.

Possibly because for no reason it was switched from host player to that blizzard bot in melee games, which isnt in customs.
 
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Level 12
Joined
Oct 26, 2015
Messages
846
Wrath of the betrayer. Mission 4 of sentinel campaign is still broken why did no one report this.

Bottom naga base doesnt attack


Reason? Simple its just like Sylvanas last mission

@Kam

Can we get a hotfixerino

Weve fixed hyjal, new power in lordaeron, march of scourge, and made culling not retard easy to wipe out purple base (i still can) and you can no longer item farm malganis. He only drops items twice
1st time item 2nd time Consumable VS racking up 5 Strength Belts.

Lets fix another oopsie mission shall we!

EDIT:

Bug/Oversight or intended I will say unlike Hyjal and other levels being broken snorefests with the stuff we got them to fix.

I actually Enjoyed this level far more without the South base attacking. I think after level 2 and then following this up with level 5 and how frequently and unrelentingly spammy naga attacks are it starts to get very samey

This level however is supposed to feel like a race against time which while as a veteran i never felt it in classic it is severaly diminished in reforged to evoke it's intended tone.

This blocked path breaking AI makes it feel more like Another of those RPG no rush maps with only having to worry about the west base which 12 bears can deal with very casually. Even b etter if u teleport staff maeiv into the middle to FoK if youre feeling frisky.
 

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Level 12
Joined
Oct 26, 2015
Messages
846
when was that fixed?
It was fixed in 1.32.2 or 3

Archimonde was level one and anetheron and rage winterchill would stop spawning

The double azgalor and rage winterchill wave never happens because the enemy would foodcap block itself from TFT demon food cost values.

It ruined the mission

In the culling
The purple undead teleporting to your base when they left the base and the extra 4 towers surrounding malganis altar and him not dropping infinite items is also my doing for slamming the pathetic purple base offense and defense.

A new power in lordaeron sylvanas last level had ZERO attacks because all doodad gates were intack another fix i got them to make.

Also got them to fix tyrande and demo ic illidans missing inventory from the 1.31 patch that was still in classic that broke their inventories.

However minor i also got them to restore the long forgottten +6 claws that was removed in night elf campaign for killing furbolgs in the mission where you recruit druids of talon.

That had been missing well before 1.26

Other people had pointed out the lichs wouldnt attack or even ressurrect in March of the scourage arthas mission. Namely because the lichs were named and not original and thus had no AI.
 
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deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,101
Some 1.32+ feedback.

Would be nice, as before, for the game to take you back to the map you just played via Custom Games instead of bringing you to the first map from the folder.

Some text needs adjustment. For instance that from the Quest Log, it's too small and uncentered.
anima.png

Also, Reforged maps should not be seen at all in Classic. Instead you get an error message and the loaded map details look like this:
anima.png
But the map details are read fine before creating the game:
anima.png

The cooldown blue timer FX on icons is too opaque. You can't tell what's behind it.
anima.png

Would be neat to have an option to fill all slots with Computer players or close or open them.

AI might be causing lag spikes in melee games. See attached replay.
 

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Level 4
Joined
Apr 27, 2014
Messages
73
There should be some sort of maybe like options in the game (both for campaign and custom game) that the UPKEEP GOLD TAX CAN BE DISABLED or REMOVED.

Not all players prefer or are good with micro unit controls. Others, such as myself, prefer and enjoys LARGE ARMY unit control for massive war battles.
 

deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,101
There should be some sort of maybe like options in the game (both for campaign and custom game) that the UPKEEP GOLD TAX CAN BE DISABLED or REMOVED.

Not all players prefer or are good with micro unit controls. Others, such as myself, prefer and enjoys LARGE ARMY unit control for massive war battles.
That means editing the campaigns for the AI to do the same...
But the actual issue is that more than around 40-50 units per player makes those units not follow commands properly anymore.
 
Level 5
Joined
Nov 17, 2020
Messages
42
Does anyone know when they will finally fix the battle net login bug?

The login still asks for a validation key (sent per email) every single time I login to battle net, although the password is entered correctly.

Sometimes it takes hours until the mail with the key is sent out. This problem only exists since reforged.
That, we may not know for sure, and quite frankly, I think Blizzard would need entirely new, dedicated, talented staff to be able to properly fix W3 and Reforged before anything else. The storytelling, especially: the path they take is so bland, overdone, forced to the point of sickening boredom and overall terrible compared to games with better stories, like God of War and Witcher.
 
Level 8
Joined
Dec 31, 2016
Messages
304
I am sure someone has already suggested it, but I would really love to have a search option in custom games creation.

I have a lot of maps and I have problems finding specific maps I want to play.

I hope it will be added.
 
Level 16
Joined
Feb 2, 2006
Messages
992
Well, if it is optional it should work with some correct numbers. I want no AI to control them and not to be shown in the lobby but in the score screen it would be okay to see their score.
Here is anther strange thing with the stand animations of city buildings. They sometimes show their birth animation:
HouseBirth.png


edit:
  • Something like a "rehost" button would be nice? If I have hosted a map or been part of it and I want to host it again immediately, it takes time to create a new game. Just add something like "Rehost".
  • Allow marking text or opening links in the browser. Many maps have URLs to Discord/Hive etc. to rate the map/give feedback. The URLs only work by making a screenshot. Or add some URL to every map like the description.
edit2:

In the sound editor, when I use the same sound twice, once normal and once as 3D I get the following map script generated:
Code:
set gg_snd_death_short=CreateSound("war3mapImported/death_short.wav", false, false, false, 1, 1, "DefaultEAXON")
    call SetSoundDuration(gg_snd_death_short, 3751)
    call SetSoundChannel(gg_snd_death_short, 19)
    call SetSoundVolume(gg_snd_death_short, 127)
    call SetSoundPitch(gg_snd_death_short, 1.0)
    set gg_snd_death_short_threed=CreateSound("war3mapImported/death_short.wav", false, true, false, 1, 1, "SpellsEAX")
    call SetSoundDuration(gg_snd_death_short_threed, 3751)
    call SetSoundChannel(gg_snd_death_short_threed, 0)
    call SetSoundVolume(gg_snd_death_short_threed, 127)
    call SetSoundPitch(gg_snd_death_short_threed, 1.0)
    call SetSoundDistances(gg_snd_death_short_threed, 0.0, 10000.0)
    call SetSoundDistanceCutoff(gg_snd_death_short_threed, 3000.0)
    call SetSoundConeAngles(gg_snd_death_short_threed, 0.0, 0.0, 127)
    call SetSoundConeOrientation(gg_snd_death_short_threed, 0.0, 0.0, 0.0)
and it leads to the following syntax error:
Code:
Undecleared variable gg_snd_death_short_threed

edit3:
I cannot change the size of an array global variable in the trigger editor (triggers list) but only the variables editor. When I change it, it will be reset to the previous value.

edit4:
When watching a replay, I cannot open the quest log and I don't see the quests from the map. Besides, chat messages are shown twice from the player who is chosen. It would also be nice for replays to see the command buttons (to know what was available like upgrades). This was of course the behavior in classic.
 
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Level 9
Joined
Oct 18, 2015
Messages
273
Considering the failure that is Reforged (lots of broken promises, removed features, etc., and above all, the art style is terrible in my opinion), I'm not sure a new Warcraft product is good news... Prove me wrong Blizzard!
Well i would estabilish warcraft 3 on a new engine, that has to be powerfull...
Sc2-wc3 mechanics work already exist,so i would make that fully compatibile...
Then i would pass it to new engine based on sc2 (btw hots is based on sc2 engine,just saying)

Then when i test some assets, i would redone whole wc3 reforged art from begining and estabilish a new core lifetime art style. Why core?

Because i would build a powerfull high quality base, with no heavy content, on which i would upgrade the product trough out years and deliver new expansions,new art content.

Within a decade,the game would become what we call Warcraft IV

So,dont do the whole content at once, blizzard cant do it anymore...

Step by step is better strategy...
 
Level 16
Joined
Feb 2, 2006
Messages
992
Multiple base Doodads have been deleted and make opening custom Doodads crash the World Editor and let models appear black! See [Crash] - Clicking the doodads-tab in Object Editor crashes World Editor and [General] - Converting a Frozen Throne modification with custom SLKs to a single multiplayer map in Reforged

They should restore ALL deleted base IDs for object data even if the model does not work anymore. Never delete anything which has already been used!

edit:
When working with a map in a folder structure and testing the map it seems that when saving the map while playing it sometimes textures cannot be accessed anymore and that the saving changes used texture and model files or even removing them. This is some strange behavior maybe because the testing map loads from the same directory.

edit2:
Custom tilesets do not work as before (see [Import] - Import custom tilesets in reforged world editor). Most of the custom ground textures don't work anymore and those which work are not shown in the icons of the tool palette when working with a folder structure or in general with a map.

edit3:
As probably pointed out many times: The custom minimap previews are not working anymore when hosting maps which is really annoying.
 
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deepstrasz

Map Reviewer
Level 56
Joined
Jun 4, 2009
Messages
16,101
I never thought I'd say this but I agree with DracoL1ch. Is there any particular reason to believe this thread can serve it's original purpose of informing a (non-existent) Blizzard team that can make these changes?
Who knows, maybe Retera and others who will mod his recreation of Warcraft III would use this thread. Or if anytime we'd get the original game's source code, fans/the community could patch.
 
Level 3
Joined
Jan 25, 2020
Messages
18
At the very least it can serve as a possible collection of ideas for future rts / game makers. Hive's certainly been a resource for many budding devs. And, on the dark side, it can also serve as a cynical reminder of what activision thinks of blizzard fans.
 
Level 12
Joined
Mar 18, 2014
Messages
590
Multiple base Doodads have been deleted and make opening custom Doodads crash the World Editor and let models appear black! See [Crash] - Clicking the doodads-tab in Object Editor crashes World Editor and [General] - Converting a Frozen Throne modification with custom SLKs to a single multiplayer map in Reforged

They should restore ALL deleted base IDs for object data even if the model does not work anymore. Never delete anything which has already been used!

edit:
When working with a map in a folder structure and testing the map it seems that when saving the map while playing it sometimes textures cannot be accessed anymore and that the saving changes used texture and model files or even removing them. This is some strange behavior maybe because the testing map loads from the same directory.

edit2:
Custom tilesets do not work as before (see [Import] - Import custom tilesets in reforged world editor). Most of the custom ground textures don't work anymore and those which work are not shown in the icons of the tool palette when working with a folder structure or in general with a map.

edit3:
As probably pointed out many times: The custom minimap previews are not working anymore when hosting maps which is really annoying.

Do we know which doodads are deleted?
 
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