I disagree, you can find items by killing mini bosses , bosses and crates as well, if you know the map decent enough you can play it solo doing quests and crafting to gain levels super fast, i did that myself and its pretty easy (played solo with mage so far lvl 40 in a few hours already.)If you play alone, so you can't craft some items. Please change the suggested players to 3-6
So much time has been put into this map. The environment is so immersive, it can just drags you into this new world, fantastic!
My only comment so far is, we had trouble finding the exact spot to reveal the heretics in the mining village. We also got confused about if mining village could refer to the other places on the island, but maybe that was our fault.
Also, some people would give the wrong quest item to the wrong person, and then it could never be completed, since it's in their inventory (we did not try team killing the NPCs, maybe that is the only solution?)
The bag system removes all your armour / stats from items when you change from one bag to another, but that is not a big problem--- and it would take far too much time to change that. It doesn't even matter, since people will just change to bag 2 to collect stuff, then back to bag 1 for fighting.
I enjoy maps where high lvl heroes don't necessarily have high hit points like this one--- sometimes when heroes have 300000+ hp and deal 20000+ damage, it makes it harder to care about the hero. Good job with keeping numbers low.
Thank you so much for sharing this map~~.
Probably one of the best RPG maps on hiveworkshop!
Ah! Didn't realize the drop command was there. Actually, it might have been in the hints in game, but I might have just not even looked at it in depth.Thanks for the kind words! I'm really happy for all the nice feedback i got on the map thus far
As a direct reply towards droping items on the wrong NPC - There is a quick command "-drop" that drops items from nearby npcs. Not a perfect fix, but use if needed. I also have the same feeling about low numbers, it adds to the realism, the feeling of progression and makes it easier to calculate and overview the characters.
Not really, There are too many in his triggers specially in his use of regions and unit groups. I bet you saw this, too."Mostly leakless".
This should be explained in-game not only in this thread. People will not browse up to this point of this thread to know about it.The starting region has a unit with the model of Medivh which gives starter tips. There are further tips that build on the original tips given at various places, like the spell sellers/the crafting stations. The starting region is right next to the 2 main towns of that first island, so it is impossible to get lost.
Not really. Golds are golds without any system that can be used using triggers or anything like this. Changing it to wolfskin is just making this game more of like a reality as this "wolfskin" can be sold for "GOLD"If he changed the item drop system to things like "wolfskin", not only would it require overhauling the crafting system (unless wolf skins did nothing at all), it would complicate the very simple and new-player friendly crafting system
Actually, no. I cannot see why multiple creatures can be pulled. What do you mean, they will fight each other? If this is so, then make them as allies but not to the player. And why should the player die by accident if the roaming area of wolves are limited. Make these wolves never attack unless provoked.If wolves were patrolling, it would be far easier to accidentally pull multiple creatures and have players die by accident.
Everything I said.maybe you could elaborate on what you mean by "These things should be done first".
1. Most of this kind of game I played has someone or something guiding a new player how to start and play the game. Here, you just have three hints which says: 1. Learn spells from trainers inbthe city to the north. 2. Earn experience and gold from questing and gathering(detroying trees, metals, etc.) 3. Craft equipment bought from merchant. Newbee like me don't know where to go at first. Maybe you can tell newbies to roam around, find quests that fits their level. Because I see that quests in this map are based on the character's level.
2. I think it would be nice to drop wolf skin if a wolf dies, not coins. It's looks un natural to drop coins from a wolf as they dont carry them. Dropping wolf skin to be sold will make this game much more real thab it is now. Also, some wolves are very static, they dont move. What if you let them roam around but setting a limited area.
3. Remove other players in the multiboard if they are not playing.
4. Flash quest dialog button when a quest is recieved, updated, or completed.
The map is cool but these things should be done first.
Thank you and keep on mapping.
Also, what about Inkarnate?
You've integrated some pictures in the description that show as
You might want to address the leaks I found out which I said on my review. I think that would be fine.Thanks for the feedback, appreciate it i will take a look at the triggers you mentioned. I'm not a very experienced mapmaker so i knew i had some leaks and I am not always 100% sure about what can leak and how to fix it in a good way. Might have to read some more about that. However i thought it did not matter since it have never effected the gameplay over all the games we played and i have also tried to remove leaks in a lot of places. But i will take a look at it.
You can the game .exe run multiple times at once and start the map via LAN. However, you can only play one hero at a time since you have to alternate between the minimized game windows.Okay, this was pretty cool. Let me get this out first: HOW I WISH I could multiplay this map with myself, as in, control multiple heroes. That could be really satisfying to do. Having said that...
To be honest, I'm not going to play this map yet since I'm still waiting for a file save/load system to make things orderly but hey, seeing how lots of things changed from the last time I played it pre 1.0, played it and had quite some fun.
Progression wise, it was rather fun at first having lots of promises and things to explore from items, dungeons, quests and etc. But as time goes on, it gets less interesting sadly. Additionally, it heavily relies on the extreme grind at the end which is very repetitive such as the medal progression and quest hunting. It could've used a better system to it in acquiring the medals rather than just pure repetitive questing. Additionally, the honor point rewards could also use better scaling at some point based on its difficulty. I just can't wrap my head on doing the elite boss hunting quest and having only gained 3 honor points for all that effort. The medals also could have some more perks to it than just being a stepping stone to getting the endgame quest/s and boss. Probably additional stats? passive auras and etc?
Other than that, everything's good. I like the item variety in the game and how items can be gained through different ways (crafting, elite hunting, dungeon runs and etc). The usage of elemental scaling in damage/spells is a neat concept. It's not unique but it works for this game which provides varieties of skill and item build for the player to discover and counter different types of mobs. Dungeon mechanics are neat and provides some needed challenge to the players. The terrain is just eye candy having that WoW look to it though the terrain lighting could be toned down which could prove somehow distracting to some. For example, the lava area's red tinting glow is just painful to look at. It's honestly headache-inducing.
Overall, I'm interested to see how this game will progress further. The game's giving me that Gaias/Gem of Unification vibes with the slow-paced but immersive gameplay but of course, having its own identity apart from those mentioned. Now that will purely depend on how the game's development will be approached.
Legends: [+] Positives, [-] Negatives, [?] Suggestion
- [+] Slow-paced but immersive gameplay
- [+] Progression wise, fun and promising at first.
- [+] Great item variety
- [+] Neat concept in elemental affinities in attack types and defense types
- [+] Neat dungeon mechanics with difficulty setting to gauge player strength
- [+] Eye candy terrain having that WoW look
- [-] Stale endgame. Repetitive grinding without much pay off (referring to medal progression)
- [-] Honor Point rewards scaling in quests are uneven. Could use more rewards in harder to finish quests such as the elite boss quest.
- [-] Terrain lighting could use a bit of toning down since it can prove distracting to some players
- [?] File Save/Load System. I know it's there and coming but looking forward to this for easier access to save files in the future.
- [?] More varieties in spells in the future. So far, I like the different builds for each and every class. Hoping for more in the future.
And there's my review. I'd gladly give it 4/5. It's a great RPG showing lots of promises. It's open to lots of improvements but so far, the game's fun and working!
The atmosphere is enchanting for an RPG. The terrain work is impressive, at least 4/5. Unfortunately, the rest of the map doesn't match in quality.
Almost all enemies faced are sandbags with perhaps 1 passive, all the way up to dungeon bosses who just have a stomp in addition to their passive. Each dungeon has a very simple mechanic that sometimes needs to be addressed but more often than not, doesn't do enough damage to be considered or can be ignored with an invulnerability potion. Other than that mechanic which is often disregarded, there's nothing you even need to look at the screen for, even up to the lvl70 ascended dungeon.
The inventory is clunky. There is some cast time to check your additional bag and while you're there, you're unequipped. You're essentially switching inventory. Considering the focus put on gathering materials and quest items, it's extremely inconvenient.
The save system is like something from 2008. You can only save 6 items, your level and stats. Your build and second inventory is tossed. You have to write down the code manually, but I'm sure that can be fixed in short order.
The idea of building and rebuilding your hero is cool but the way you have to run across the map for trainers (until you grind to max honor and they can be accessed in the royal quarter) just makes it too inconvenient to bother with in almost all cases. You're only allowed a certain amount of points to distribute which can't be reset unless you load the map again, this makes absolutely no sense.
Moving around the map is painful. If you don't stack movement speed potions from the start, you'll feel like you're running through waist-deep mud. It's often faster to kill your hero to get back to the last town, but unfortunately there's no suicide command and there's no enemies after completing a dungeon so you'll have to trek.. slowly.
This map is very pretty but it's a pain to play, and doesn't offer any engaging encounters until perhaps the last 2 bosses. If more focus is put on quality of life updates and creating actual boss fights, this will be a really great RPG. As it stands, there's little if any reason to keep playing after you've walked through all the terrain.
heres 1.27b patch from blizzard site (128mb map limit):Anyone know how to remove 8mb limit? Old game.dll 8mb remover is not working anymore