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Reforged Warcraft III Reforged - Community Feedback

Discussion in 'Patch & Reforged Discussion' started by Archian, Nov 4, 2018.

  1. Zephyrius2412

    Zephyrius2412

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  2. Razorburst

    Razorburst

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    that when autocompleting skill descriptions, real values are written, they are only set integers and it is annoying to replace one by one each '' 1.50 '' '' 1.60 '' especially in passive as critical blow or evasion
     
  3. Idaero Ace

    Idaero Ace

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    Able to send statistics to map author. Totally usefull to balancing map, especially moba :p Like their pickrate, win/loss ratio, for every hero. And maybe option for players to send replay data.
    So there is a trigger to send a bunch of data (created by yourself) to the author. Well, it require the map to be integrated directly with their account. And when hosting there is an option to disable it.
     
  4. AlwaysAndForever

    AlwaysAndForever

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    - Add a section below Spell List called "Upgrade List" to Spell Book. Because sometimes I need several pages with upgrades.
    [​IMG]
    - Add ability to all the towers, which we can see if the unit is in range.
    [​IMG]
    Also it would be awesome if you add a real time on the left, and when the game start on the right.
    [​IMG]
    I'm always tired of writing my password, why not just create a button that remembers the password, like the password recovery button.
    [​IMG]
     
    Last edited: Dec 28, 2018
  5. stan0033

    stan0033

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    • You know what would be great? If we have a better control over our units and armies. For example we can select a group of units based on type with a hotkey. 1 = footmen 2 = riflemen 3 = sorceresses , etc...
     
  6. LordDz

    LordDz

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    That would disable control groups.
    You can already select all units of type ctrl clicking a unit.

    Or clicking the unit type in the selection bar, will select all of that kind.
    Or just pressing tab / shift tab.
     
  7. Sxar

    Sxar

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    Multi-training unit button like AOE3 and unit command button to command and deploy possition of huge armies like total war games frandchise: basically hold right click to draw a line where the units will move and rotate at the end increasing the line will make it lighter or even separate units. Unit formations like AOE2 would be great too.

    Buildings destruction like AOE3 where the building gets damaged by cannons.
    Also fire for buildings if they are attacked by fire units but just smoke if it's attacked by raiders or swords.
    Workers repairing inside the buildings.
     
  8. stan0033

    stan0033

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    • I really hope Blizzard gives us in Reforged in the terrain editor a tool to put markers on the terrain that are only informative and do not actually get included in the game, to help the mapmaker make better calculations and to better plan the map, like LABELS and NUMBERS, and RULER, SEPARATORS(like in SC2 editor), event PRIMITIVE SHAPES,and whatever you think of
     
    Last edited: Dec 1, 2018
  9. chessboxing

    chessboxing

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    Hello,


    I would like to suggest a few changes to game Audio Settings and Sound Options to be implemented in future patches of Warcraft 3 and Warcraft 3 Reforged:


    There are currently (version 1.30.2) no options to separately regulate the different game sounds volume levels.

    Game sounds could be grouped as follows:

    -------------------------------------

    1. Notifications and Responses:

    * Game Voice Notifications (resource notifications / base and combat event notifications) - no option to turn On/Off separately. Basically these are On if Game Sounds are on (Master Volume).

    * Unit Responses / Unit Speech (can be turned On/Off, but if turned Off players no longer receive notifications when building/training units - this could be added to Building sounds or as separate option)

    * Building Sounds - (can be turned On/Off, provides notification for research, but not for trained units)


    2. In Game Sounds:

    * Ambient sounds,
    * Environmental effects,
    * Movement sounds

    * Game Combat Sounds
    * Unit Ability sounds


    3. Game Music (regulated separately)

    ---------------------------------------



    Additional Checkbox options and Sliders in Sound Options to separately regulate some or all of the sound types could improve game audio:

    All In Game sounds categories (1. Notifications and Responses and 2. In Game sounds ) are all at once affected by the game Master Volume (Game Sounds volume).

    However in game there is a difference in their volume levels and it happens that the overall volume level of the Unit/Hero Speech and Game Voice Notifications is around 150% compared to In Game Sounds (combat sounds, ambient sounds, environmental effects, movement sounds and ability sounds etc.).

    As Speech and Voice notifications override the rest of the game sounds - they affect game atmosphere since they occur all the time throughout the game during unit control.

    Normally each Unit/Hero repeats 2 or 3 default phrases for Select/Action - which gets repeated throughout the whole game while overriding other game sounds in terms of volume (a few additional response variations per Unit/Hero could also improve game audio if added to the default responses).


    This is especially noticeable when instead of a headset, for example an audio system with Subwoofer is used.



    Currently in order to be able to hear In Game sounds properly due to high Hero/Unit Speech volume (and still not have too high Speech volume) - players have 2 options:

    1. Either to lower game Master volume (In Game sounds will have even lower volume in this way).

    or

    2. Turn off Unit Responses (and Unit Speech) completely (unable to get notifications for new units built/trained).


    Turning off the Unit Responses option - all game ambient, weather sounds, movement sounds and combat sounds can now be heard at 100% - the in game atmosphere can now be heard better and even allows overall game Master volume to be increased by the player (overall game audio is more quiet now).

    The Voice Notifications (resource notifications / base and combat event notifications) in this mode are still On however and still have higher volume (around 150%) than other In Game sounds. An option could be added to turn Game Voice Notifications On/Off with a separate checkbox and also a slider to regulate the volume.


    Unit Responses are essential to gameplay - especially for melee gameplay, where players need to have the Unit building/training sounds On (unit training complete) upgrade sounds etc. If Unit Responses is turned Off completely - with no sound notification for new units that are built - this impacts melee gameplay significantly.


    If possible an option to separately turn On/Off for Unit Responses/Speech, Unit Training Sounds and Voice Notifications (even set separate volume levels via sliders) would be very useful.
    Volumes of Unit Speech/Responses, Training sounds and Voice notifications could be regulated separately in Sound Settings to allow the rest of the game sounds to be properly heard.


    For example for every checkbox in the sound Options menu - there could be a slider to regulate the volume separately:
    Unit Responses; Building Sounds, Ambient sounds; Game sounds (Combat and Ability sounds); Weather Effects, Music As well as Master Volume that would affect all settings.

    In this way players can customize the game audio to better hear the combat, movement and ambient sounds, while still have the Building Sounds, Unit Training Notifications, Unit/Hero Responses and Speech On, but with slightly lower volume.


    Alternatively - trained units notifications could be included to Building Sounds - sound notifications when a new unit is built could occur as notifications for Building/Research complete.

    Unit Responses option in Sound Options could be changed to turn On/Off only Unit Speech (only when a unit is selected and commands are issued) - not affecting new trained units.



    Additional Unit sounds:

    Movement sounds:
    Currently only some unit types have specific footsteps effects. Smaller units and some Hero types do not have footsteps effects on different terrain.
    In water areas all units have footstep effect.
    Additional footsteps effects could be added for all units and also filters could be implemented for different terrain types:
    Dirt / Grass / Snow / Desert / Stone etc.



    Additional sound effect presets could be implemented (could be optional, possibly player customizable):
    * for Hero/Unit/Item Auras (different sound effects)
    * for buildings (ambient building sounds or sound effects when a building is producing units)
    * for units like the Orc Kodo Beast (different rhythm patterns or drum pitch options)



    Optional Visual Effects:

    Additional visual effects related to Unit Health - similar to the building damage effect.


    Options for in game toggle of Show Unit Health Bars
    Using shortcuts that would allow to toggle different Health Bars of units On/Off in game - without having to switch to Game Menu (for example Ctrl+[ for allied units // Ctrl+] for enemy units and another shortcut for all units). Currently this can be used when pressing ALT for all, [ for allied and ] for enemy units, but there is no option to toggle the settings using a shortcut as for example turning On/Off Sound (Ctrl+S) and Music (Ctrl+M).





    All the best
    :psmile:
     
  10. Rui

    Rui

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    You guys are kinda overboard with your hopes if you think Blizzard would change the campaigns like that :p. I think we'll see small changes, but Jaina picking up Frostmourne or Grom rejecting the blood pact is so not going to happen. And I highly doubt the majority of people would enjoy those retcons anyway.
     
  11. Deolrin

    Deolrin

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    1) Unit Portraits & Characterisation - This is perhaps my biggest gripe with the build we've been exposed to. In Warcraft 3 Classic, every unit had personality and character - this was expressed largely through an emotive, expressive Unit Portrait, which always corresponded to fantastic voice acting. Elements were exaggerated - the Peon's and Peasant's large, orb eyes made them look stupid, the Goblin Alchemist's feet draped around his Ogre mount made him seem completely in control and uncaring about his unwitting "companion". There were other elements of characterisation in those portraits - Troll creeps were visibly cunning and smug looking, smiling slyly at the player. Grunts grimaced, exposing their teeth. Sometimes, the Sorceress would hover slightly higher in her portrait, centring the camera on her breasts - she would then come down and visibly reprimand the player for "staring" - and the list goes on and on.
    Those little details allowed each unit to feel unique and to have a sort of personality to them - the same applies to Starcraft 2's portraits, to some extent - and I feel that this is severely lacking in the Reforged version that we've been shown. Warcraft 3 has always been full of life and character, and to have a dull camera and a barely animated view of each individual character feels extremely cheap and blank. I sincerely hope that this point is addressed before release.

    2) Terrain / Unit / Building Inconsistency - Based on the screenshots and the gameplay videos we've seen, there is a very big problem related to the contrast between the high-definition models and the outdated environments. This seems to be caused by an overall lack of attention to the modernisation of the environments - a few things that can be done include randomised shrubbery / rocks / small details on the tiles themselves (not as doodads), more advanced terrain tiles (akin to work done in substance painter?), better and more interesting variations of doodads (trees should not be resized clones of eachother, but have unique details such as empty branches, differently coloured leaves, etc), and an easier transition between buildings and doodads and their underlying terrain (trees should have leaves / roots underneath them, buildings should have "splats" similar to those already featured in Classic WC3, but higher definition). These features should be seamlessly integrated into classic Warcraft 3 maps as they don't mess with any existing objects.

    3) Lighting - Warcraft 3's lighting engine is highly outdated. As a matter of fact, it was outdated even when it came out. Ensemble Studios' Age of Mythology managed to create a much better implemented lighting engine around the same time Warcraft 3 came out. To strive for a more modern appearance, something should be done about the lighting. Better shadows, more obvious transition from day to night, without harming the visual clarity (team colour and unit shapes come to mind as potential issues) would be incredible. Moreover, give map developers access to much more powerful lighting options, greatly improving the appearance of custom maps. Lighting dictates a lot in terms of visual fidelity.
     
  12. Sxar

    Sxar

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    Units with slighty diferences between them: In Medieval II Total War for example, they designed a system where the models of a unit (group of units) swap parts of a set (heads, arms, legs, chest) creating a unique combination of soldiers for that unit. In our case would be something like, you create a footman, then the footman have his armour but someone have the helmet, others don't or a variation; a few have a short cape or even tabards... so once you select them they are all footmen right but slighty different between them.
     
  13. HateCrew

    HateCrew

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    That sort of thing is implemented in starcraft 2 for dark templars, i think they had 2 or 3 model variations with different weapons and maybe a bit different armor...
     
  14. Jeppe109

    Jeppe109

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    That reminds me:
    Submodels, a la GoldSrc/Source: Models could have multiple submodels that can swapped out with triggers and the Art - section of the Unit Editor but still use the same skeleton. So Orc grunts could have submodels that corresponded with the different clans, like with the models of Gandulfo, Ujimasa Hojo etc. This is already kind of present in WC3 where throwing weapons and lumber and gold bags and the like are only rendered during certain animations, but it'd be nice to have more control over that stuff.

    Speaking of, if the Gold and Lumber models could be seperated from the models and made part of the gather ability, that'd make things a whole lot cleaner for custom race makers.

    Custom sound sets should be implementable through simple text files, i.e. you write the paths of the soundfiles you use for each response (and are free to choose how many what, pissed, attack etc. files you want to use). This way, you can use voice clips from units already in the game, but exclude clips that contradict the lore of your unit, for instance (so we won't have racist worgen in custom race maps or ordinary units claiming their father to be a king)

    Death Sound should also be choosable, rather than bound to the model (and it would be great if more death sounds were implemented for the same unit)

    Decay Time would also be appreciated if made editable per unit type rather than primarily controlled by global triggers (So buildings without traditional death animations could be made to disappear on death rather than hanging around for an undeterminable amount of time)

    A birth size value for buildings, allowing the user to have a building grow from one size to another upon construction like they do when upgraded, or in the animations of Night Elf Buildings, would probably be too nitpicky to ask. Instead, like how I proposed an interpolated/smooth movement function, an interpolated/smooth size change function would also be greatly appreciated.
     
    Last edited: Dec 3, 2018
  15. Michael Peppers

    Michael Peppers

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    Give us ways to disable some blizzard.j code without having to replace that with our own and create all sorts of compatibility issues with updates. Also, is there a specific .j file that gets loaded after blizzard.j but before anything else? If there's none please make that happen.
     
  16. pyf

    pyf

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    Despite the fact that the original official requirements for WC3 were a "8 MB 3D video card [...] with DirectX® 8.1 support", the list of supported video cards show that Blizzard was targeting Direct3D 6.0 / OpenGL 1.2 compliant 3D accelerated hardware from the 1998-2000s era, such as (at worst) the Nvidia Riva TNT, the Intel i810 family of chipsets, the 3dfx Voodoo3, or the ATI Rage 128. Blame a four year development cycle which started in 1998, for a different kind of game.


    The minimum DirectX version required for Age of Mythology and its BANG! Engine in 2002 was DirectX 9.0 afaik. The game also required a 16 MB 3D-accelerated video card iirc. In 2014, 'Age of Mythology: Extended Edition' improved the rendering of water and lighting (among other things).
     
    Last edited: Dec 4, 2018
  17. Nudl9

    Nudl9

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    Image Functions Suggestion:
    Not sure if image function has been mentioned in the thread, but it would be nice if we didn't have to manually remove alpha channels on every single image just to use image function. These black bars will appear with all images unless you remove alpha channel. It's pretty annoying.
     

    Attached Files:

  18. loktar

    loktar

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    this so much

    In the same vein, I really hope they keep the animated main menu and the fully animated 3D menu backgrounds (not the more static backgrounds seen in WoW and most of its expansions).
     
  19. stan0033

    stan0033

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    • I think Blizzard should include in their game melee maps made by the community, and include melee maps in the updates by the community.
     
  20. deepstrasz

    deepstrasz

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    They're already doing it...

    EDIT: look into Maps/Frozen Throne/Community
     
    Last edited: Dec 6, 2018