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Reforged Warcraft III Reforged - Community Feedback

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

  1. Razorclaw_X

    Razorclaw_X

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    You can actually do this already, even if it is in a hacky sort of way, using the Eat Tree ability and specially-created models (the latter being the biggest reason why it's not that common).
     
  2. titans_zealot

    titans_zealot

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    Oh darn. I hope they don't go too into it.

    The pitlord bug, I think, from last I remember, doesn't allow pitlord to level up to 6
     
  3. Sverkerman

    Sverkerman

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    Yeah you are right actually, but it's a huge workaround - A native would be much better imo.
     
  4. WerBackIII

    WerBackIII

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    Having consumed almost all the information that is currently available, I gotta say I am extremely thrilled, and don't have much of a negative feedback to provide. Most of the customization options are already here, especially for map makers (including the ability to change the UI!).

    That said, as others have said, unit proportions are way out of scale. It worked for the original game due to its comical style, but the stylization of Reforged does not allow for such discrepancies in size. Heroes are towering behemoths when compared to the generic units, and while this works for the Dreadlord and other "unique race" hero units, it really makes Uther, Jaina and Arthas stand out as sore thumbs.


    And I do agree the option to change skins would be nice as well. As well as the option to provide an interface for new races, different than a custom map -- e.g. you just select the melee map of your preference, and 'import' a custom race or rules script through the game itself.
     
  5. Krolan

    Krolan

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    @Razorclaw_X

    I just have to ask, since you seem very confident about current version WC3-Maps being compatible with Reforged.
    Can you confirm that WoS will essencially work on Reforged?

    Greetz,
    Krolan (Big Time Fan of your Campaign)
     
  6. yxq1122

    yxq1122

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    Complete compatibility, cross-edit, and cross-play between classic and reforged versions are most important for map makers and players.

    I just concern the cross-edit of high-quality BLPs, models and sounds. Can the high-quality arts be indentified and translated into the corresponding classic ones if the map being reopened in the classic world editor such as JNGP?

    I just suggest that any map can be opened by both reforged and classic editors no matter which editor it originally made with. The classic editor can read the high-quality arts by the classic mode, while the reforged editor will try to read any art by advanced mode into high-quality version.

    In addition, not all players throughout the world will choose to use the reforged version after released. Many players from china (probably more than half of all players) prefer to use patch 1.28, 1.27a, 1.26, 1.24e or ealier of the classic version even if the classic version has been updated to patch 1.30.2, because most maps were made by YDWE which doesn't support patch 1.28+. Therefore, the reforged version should consider these maps and patches, and give compatibility as much as it can. So I suggest that the reforged should serve as a graphical/visual framework like the classic, on which almost all patches can work. Or make the reforged as an installer that can be installed on any patch to enable the graphical enhancements. Players can also switch the patch version on the reforged by patch installation like on the classic.

    The situation after the reforged wc3 released may become a bit complex like that of windows OS. New OS like Windows 10 just provides better user experience and visual effect, comparing with the old ones. Today even Windows XP are still used by people, but it will not bring troubles because any OS can work together with others no matter new or old.
     
    Last edited: Jan 9, 2019
  7. Darklycan51

    Darklycan51

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    Alright, posted my thread that I posted on old forums on the patch discussion forum
     
  8. Scytharius

    Scytharius

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    Art Style: Cartoonie and simplified.

    Animations: Use the same or similar from the original. (I don't like most of the new animations.)

    Models: Some models are too different from the original. Like the tauren, grunt, and footman.

    Too much change isn't good in my opinion. I would prefer just re-skins of all models and textures.

    That's all I want from reforged.
     
  9. Uncle

    Uncle

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    Some feedback:

    The art style is pretty much on point in my opinion. It's not too realistic, but also not too cartoonish, a sweet middle ground that suits Warcraft 3 perfectly. I see some complaints about it, but I really can't relate. Perhaps when they see the game running at 60 fps it will change their minds. There was obviously SOME hiccups here and there and tiny things off about the art, like maybe the Riflemen were too big, but I feel like that just comes with the territory of an an unfinished game. I noticed the special effects for abilities were using the old Warcraft 3 assets, which surprisingly stand up to the test of time extremely well. They're obviously a placeholder, and i'm thinking maybe that was what was turning some people off to the art.

    I was also happy to hear that the World Editor would be improved. I'm excited and hope that means it will be improved in more ways than what the patches you've been releasing recently have done. The patches are great and all, but I am hoping you guys REALLY open up the possibilities with the editor. It would be great if you kept it's simplicity, and just expanded on what you already have. I love being able to throw an idea for a map together in a few hours, where as with the StarCraft 2 editor, albeit powerful, it can be extremely time consuming to do the littlest thing.

    What I want:
    -Improved Editor that retains the original one's simplicity.
    -More and more editor additions: UI manipulation, increased file size limits, breaking the movement speed cap of 522, adding a PAUSE unit action that doesn't freeze cooldowns/buffs, better options for controlling units (uncommandable/uncontrollable/etc), changing alliance for a single unit, adjustable Armor formula, built in hero glow/better team color options, better sound control (play a sound for a specific player), efficient alternative to Dummy units casting spells for you, a Channel ability that allows you to create a more customized spell without the need of triggers, making abilities have their own cast points/backswings, and the list goes on.
    -Improved Matchmaking
    -Don't change anything too drastically!

    Thanks for listening Blizzard!
     
  10. Razorclaw_X

    Razorclaw_X

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    I'm fairly confident in that any of the changes being made for Reforged are already being implemented right now. It makes no sense to develop two different versions of Warcraft 3 when Warcraft 3 is already capable of handling something as simple as switching out graphic models based on context (which the game already does when you consider that between RoC and TFT there are a number of units that have completely different versions between the two-- such as the Night Elf Ballista in RoC vs the Glaive Thrower in TFT as an example). What would be interesting to see is if they can pull off doing this in Real Time like in Starcraft Remastered (and if they can-- that means we should be able to do that, too!).

    World Editor between Vanilla and Reforged will be the same editor. Believing in that gives me good reason to believe things will work in Reforged as long as I keep up with the changes/Blizzard keeps fixing the compatibility issues.
     
  11. yxq1122

    yxq1122

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    1. World editor:
    • PJass, a Trigger editor syntax highlighter (TESH) and a ToolTip Colorizer should be integrated into world editor. Code editing mode in trigger editor should be emphasized. If realized, map makers will not choose to use other modified world editor like JNGP.
    • It has come to the key point to add some necessary features including map encryption and easy to plug in.
    • Is it possible to allow the artists to update their old models and skins into new high resolution versions by using the reforged 3D modelling tool? I think it is also important to provide compatibility for cross-edit of arts.
    2. User-interface:
    In the propagandist video, I have noticed that the portrait of unit seems to be static in the reforged version, while the head portrait in the classic version shows animations when unit being clicked or selected. I think most players love the latter.

    The animated portrait of widget is a very popular feature of wc3, and should be inherited by the reforged version.

    3. Some tiny suggestions:
    The Tauren's weapon (wood) seems to be a bit thick, and the wood's color seems to be not very natural.
    The tree needs more 3D elements to enable it to be more natural. Some additional animations such as fluttering in wind and rain weathers, can be considered.

    4. Custom campaign:
    The custom campaign can support multiple-player gaming.
     
    Last edited: Jan 9, 2019
  12. Nudl9

    Nudl9

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    I'm worried that there won't be that many custom models because the entry level barrier for making custom models of equal quality is just too high.
    If they really just toned down the level of detail this would help immensely.
    Either that or at least provide some toolkit for modders to use, similiar to what Valve has done in the past.
     
  13. Veldris

    Veldris

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    I want an select all on imports so i can delete faster plz this is my wish simple ey? plz
     
  14. Nudl9

    Nudl9

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    ^ Or shift+select/drag select for multiple imports.
    And icon paths being a toggle option so i don't have to copypaste paths with all icons.
    That would save a workload.
     
  15. Veldris

    Veldris

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    yes!!
     
  16. fenix140

    fenix140

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    I do not know if this question has been repeated, but if it was not the case, I'll mention it.

    - If they change the models to another type of extension. Models with Mdl and Mdx extensions can leave it in the game and be functional in the new engine, so that at least the old Custom and original maps are playable in the Reforged. This could be of help to the recycling of resources, for diversity and to keep the maps with old models Customizable for any map within the new editor.
     
  17. Misha

    Misha

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    I just hope the model code doesn't get messed up 'u'
     
  18. 00110000

    00110000

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    Hoping for SC2's save/load functionality and maybe an editor option to use it's armor/unit weapon system (flat amount reduced rather than % reduction) / each unit in the obj editor can have its own weapon type.

    (e.g. Archer deals pierce damage vs Archer deals +5 to Light and +0 to others, and a Rifleman that also had piercing now deals +5 to Light +5 to Medium and +0 to others)

    Functionality to change what abilities a hero learns in the learn interface.
    Interface option/functionality to show the hotkey button on ability icons.
    Have a hero unit that does not use str agi or int.
    Customization for loading screen load bar interface.
     
    Last edited: Nov 5, 2018
  19. item

    item

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    Did anyone else notice until now that there are only 4 slots for spells in the current interface, while there have been 6 previously? I guess that breaks a lot of backward compatibility if they don't have a mechanism to solve ...
     
  20. Kostyarik

    Kostyarik

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    Any way of genuine Blizzard clone Reforged to SC2 or HotS engine? =)
     
    Last edited: Nov 5, 2018