Spells could have beenWe welcome new spell ideas all the time. The only matter is the members' willingness to contribute.
more diverse still. Try to have at
least 4 spells per category per hero
for selection. For example, Galeoth
healing spell only has 2 possible
selections.
Items can be improved: fix spelling, grammatical and expression errors, include a short quirky comment/ brief background for all items (only some has this now)Where? I'd want to know. I fixed most of the descriptions some versions ago.
be clearer with how the abilities in the item works (e.g. occasionally summons a blast that heals allies for jade set - what do you mean by occasionally?)Aero wants the game to be playable by everyone, including complete idiots, so he opted to make the descriptions very simple - perhaps too simple.
Please remove vulgarities and sexual connotations from this map because I dont think we need to use them to advance the plot or make things funny.Fradz has been using Aero's computer.
A voice-over will be a bonus.However, voice takes a huge amount of space, and I don't think anyone would want longer loading times...
Vitality system and spell book upgrades to come backVitality messes with selling prices, so Aero had to remove it. And he's just too lazy to add the spell book upgrades at the moment.
Please remove vulgarities and sexual connotations from this map because I dont think we need to use them to advance the plot or make things funny.I don't remember any vulgarities or sexual connotations. Where are those?
Cut down on unnecessary texts that repeat ideas for long cinematicsLike where?
Cut down the time taken for each wall of text to disappear cause I don't read that slow.
Sometimes I cant skip cinematics, especially at the beginning of each chapterWill do something about this.
Some animations for spells shouldnt be reused, e.g. the shockwave animation.Once again, I want some examples.
- Potions should be transferrable between levels.But they are?
- More creeps per map; but dont make then able to respawnWhere?
- Vitality system and spell book upgrades to come backWell, upgrades will come back as soon as I've finished all the spells. So in 1.9 with chapter 9.
- 1 new profession, maybe mining as I have suggested earlier?Oh, yea. But I fear like the mining is too similar to digging... :(
- Achievement system and weather system as suggested beforeArchievements? Oh yes, I need to do this some day. We do have weather system already?
Fradz has been using Aero's computer.Or Fradz is Aero. ;)
Yea, well I know this is a problem for some people. But we have to think about others too who don't read that fast.After my small analysis I found out that the average wpm of the texts in the campaign is around 140-150, which is too slow for most people, unless if you're trying to learn English through these texts, or reading the texts to memorise them. Maybe not the complete novices in English... but they cannot understand most of the texts anyway.
And potions are not transferrable between levels Aero.
Dynamic skipping would be my dream come true.. and fixing repetition in dialogues of course :D
Is there a quick way to read cutscenes from an unprotected map?Yes, but you can only read the lines, you can't watch the cinematic itself.
QuoteIs there a quick way to read cutscenes from an unprotected map?Yes, but you can only read the lines, you can't watch the cinematic itself.
Open the unprotected campaign, find the cinematic triggers, and look for the ones that display 'Display XXX text for Y seconds'. Or something like that.QuoteIs there a quick way to read cutscenes from an unprotected map?Yes, but you can only read the lines, you can't watch the cinematic itself.
That is all I want to be honest, how do I do it?
Thanks
Open the unprotected campaign, find the cinematic triggers, and look for the ones that display 'Display XXX text for Y seconds'. Or something like that.QuoteIs there a quick way to read cutscenes from an unprotected map?Yes, but you can only read the lines, you can't watch the cinematic itself.
That is all I want to be honest, how do I do it?
Thanks
Oh I hoped there would be a more friendly method, that would take a bit of effort finding and clicking every one :(
Random question: Is there a puzzle in chapter 5? Scoreboard says yes but I cant find it.There used to be one, but Aero removed it. And, since he almost never finishes anything 'properly', he did not remove it from the multiboard.
- Maybe we could have a system whereby items can be empowered using honour points, something like spell book upgrades (two choose one)?WC3 items, unlike Diablo ones, are hard coded and static. If you want to create 'upgrades' for items, then you have to make a new item for every upgrade, which can make the loading times even longer.
Awww that's sad... Anyway I was looking at all the threads in Idea Factory and I found several ideas quite good but not yet implemented. One of them was the idea of upgrading items... Well let's see if it will make loading times too long... Anyway is there any air units in TCO?
Thought of a new random idea. We can have each unit possibly dropping random items ranging from common to myth with low drop percentages. Then, we can have items that increases the chance of dropping any items and items that increases the chance of dropping rarer items, mainly item drop chance and item rarity chance. That will make the game more dynamic, I believe.
- If voiceover will make the game load even slower, then I prefer faster loading times than voiceover.Well, not really. The biggest problem is that the voiceover will ruin the atmosphere, it doesn't matter how good voice actors we'll have. I've never ever see a good voice acting in any Warcraft 3 game and believe me, I have played a lot of Warcraft 3 custom games.
- If I am not wrong, in chapter 5, there's a female villager who talks about Fradz's dick being very big and another who talks about the wild sex they had...Okay, haha. Will change that then.
and the optional cinematics in Chapters 7 and 8 tend to have repeating ideas.I'm not sure about these. There are many optional cinematics...
Some other comments to add on top of the questionnaire:Yea I totally forgot this one.
- Weather system: http://www.tcocampaign.com/index.php?topic=1184.0; (http://www.tcocampaign.com/index.php?topic=1184.0;) it has been discussed before but it isn't inside the game yet. Would love to have the environment placing +ve/-ve defuffs on the heroes and enemy units alike, with changing buffs once every hour? Also, the buffs should sort of suit the terrain the chapter is in.
- Scoreboard: Currently it bugs from Chapter 5 onwards. Bugs include not showing that I defeating elite and epic bosses, not showing that I have completed all main and optional quests and not showing that I digged all spots, stole from all possible monsters and collected all flowers. Sometimes also dont show the attack speeds. And there's alignment issues with the dmg indicator for spell book spells. Do fix that.You mean save/load bugs or I've simply forgot to add something to the multiboard?
- Chapters: I would like to see a revamp of Chapter 2, 3 and 4 because they do not really advance the plot, just about heroes travelling from one place to another.At this point, there's nothing to save them. Originall chapter 2, 3 were not in the campaign at all. What I can only to do those chapters is to give more "fillers".
- I think every portal in the game should have a portal guardian to defeat before we can use it. Makes things more challenging :)Portal...?
- Personally, I prefer 8 boxes for each character so that I will have more space for my items :D4 boxes not enough?
- Any chance we can use honour points to upgrade our abilities we chose in prologue, just like the spell book upgrades (two choose one)? Would love that!I don't know...
- Maybe we could have a system whereby items can be empowered using honour points, something like spell book upgrades (two choose one)?I think Synthesis is just enough.
- I wonder if the heroes actually have their own lines they say when they do different actions like walking, fighting, mediating and more actions etc. It'll be quite cool to have this!
- It will be also good to gain passive bonuses by fighting more creeps and fighting for longer periods of time without stopping, that way it will discourage hit and run tactics.We have many items and abilities like that?
- Other than pressing on people to see floating texts, there could be areas whereby upon entering, there will be floating texts to show the thinking of the heroes.Well, possible. Would bring the world more alive, but of couse we have those cinematics already...
Thought of a new random idea. We can have each unit possibly dropping random items ranging from common to myth with low drop percentages. Then, we can have items that increases the chance of dropping any items and items that increases the chance of dropping rarer items, mainly item drop chance and item rarity chance. That will make the game more dynamic, I believe.The campaign is not build like Diablo; this is a single-player RPG where you exactly know where to obtain each item so you don't need to grind forever to obtain some specific items.
- Increase cost of buying items and recipes and books from storesThis is not possible since item costs are all hardcoded.
Just played on Normal now and I find little difference in the difficulty of the game as compared to easy. I suggest that other than increasing enemy units' damage, you can or you may already:
- Increase hp, hp regen, attack speed, armor of enemy units
- Decrease gold and exp gained from killing enemy units
- Increase cost of buying items and recipes and books from stores
- Increase damage and frequency of bosses' spells, mini-events and events
- Add more spells, mini-events and events for bosses
- If something requires a time limit like fighting epic boss chapter 3, shorten the time
- More demanding quests and more quests
- More mini-bosses and enemy units
Suggestions are good, but you also need to decide what to do with the other difficulties. If we do all this for normal we need to look at hard and extreme and what effect it will have there too.
But yes normal is too similar to easy :)
Suggestions are good, but you also need to decide what to do with the other difficulties. If we do all this for normal we need to look at hard and extreme and what effect it will have there too.
But yes normal is too similar to easy :)
What I meant is that the increases I mention can be progressive as difficulty gets harder. Like more and more armor for each monster as I proceed from easy to normal to hard to extreme and to ****
Just played on Normal now and I find little difference in the difficulty of the game as compared to easy. I suggest that other than increasing enemy units' damage, you can or you may already:
- Increase hp, hp regen, attack speed, armor of enemy units
- Decrease gold and exp gained from killing enemy units
- Increase cost of buying items and recipes and books from stores
- Increase damage and frequency of bosses' spells, mini-events and events
- Add more spells, mini-events and events for bosses
- If something requires a time limit like fighting epic boss chapter 3, shorten the time
- More demanding quests and more quests
- More mini-bosses and enemy units
Yeah, reducing the gold gained? So we'll be forced to grind EVEN more?
Tsk. Not a good thing.
The range indicator is shown in the attachment. And I also like to suggest that all bosses, mini-bosses, elite and epic bosses, as well as the characters, to shout the name of the spell they are casting. It'll be quite cool IMHO :)It is very possible to do both.
Also is it possible to add items that can reduce cooldown of spells, itemcosts etc. And I would like to suggest a new passive: Penetration - x% chance for an attack to ignore the armor of the enemy.
Also, why not we have scrolls that can be dropped by mini-bosses, bosses, elite and epic bosses that can be used on an item to increase the stats of the item, buffing it? That'll be quite cool and makes things personalised.Since WC3 items are static, if you were to make 'upgrades' for items, you have to make a new item for every upgrade, which will surely bloat the maps even more.
I find some stuff in Chapter 9 too easy, mainly: the fights against the death knights, the multi-colour crystal cave quest, the escort quest and the Axobada quest. My suggestions on how to increase the difficulty of these quests/fights:
- Death knight fights: Increase hp and attack, add more spells and events cause death knights, I thought, were suppose to be very strong such that they can kill Dragon Slayers.
- Crystal cave quest: Change the crystal to be destroyed into a new mini-boss that can use spells and cast events, one of which could be summoning of crystal golems. And when it is at critical hp, it could continuously summon golems, so the characters need to finish it off before too many golems are spawned.
- Axobada quest: Have several (like 10) random, independent electric orbs floating around the arena. If they touch a monster, it is healed to full hp. If they touch Fradz, they can deal high damage to him. Makes it more difficult to finish the quest and Fradz now cant just stand on one spot to kill the monsters.
- Escort quest: Have some ambushes by the golems or ancient creeps along the way, as the two NPCs are walking. So Galeoth need to tank the damage and quickly kill the monsters while the other NPCs are protected. When they are at the second cave, there could be a mini-boss guarding it, so Galeoth needs to fight and kill it to allow access to the second cave.
Another suggestion: to have a tooltip in the NPC that explains the upgrade system of spell books. Now, while only one upgrade is imparted into each spell, we can change the upgrade anytime we want, at the cost of 5 honour points. This is necessary because I was misleaded into thinking that both upgrades will be imparted into each spell, wasting my honour points :((((
Yep, yep. I try my best to avoid this.QuoteAlso, why not we have scrolls that can be dropped by mini-bosses, bosses, elite and epic bosses that can be used on an item to increase the stats of the item, buffing it? That'll be quite cool and makes things personalised.Since WC3 items are static, if you were to make 'upgrades' for items, you have to make a new item for every upgrade, which will surely bloat the maps even more.
My CSS system is capable of doing that. However the item aspect of the campaign is completed and Aero won't use it :vYes, yes. No need to advertise this I'm not going to use it in the campaign. ::)
- To have a status icon to shown when a hero is mediating. Helps me not to move them while they're doing so.What do you mean status icon?
- For Chapter 9, the cinematics involving the fight against many death knights, could it be changed into a main quest with a mini boss, in this case, a Death Knight or two to be defeated, either individually or as the whole team, something like Chapter 8's. That'll be more fun! :)))
My CSS system is capable of doing that. However the item aspect of the campaign is completed and Aero won't use it :vYes, yes. No need to advertise this I'm not going to use it in the campaign. ::)
I find some stuff in Chapter 9 too easy, mainly: the fights against the death knights, the multi-colour crystal cave quest, the escort quest and the Axobada quest. My suggestions on how to increase the difficulty of these quests/fights:
- Death knight fights: Increase hp and attack, add more spells and events cause death knights, I thought, were suppose to be very strong such that they can kill Dragon Slayers.
Easily done I increased their health and attack damage. Creating new events and spells takes a lot time as I will have to create the ideas first. If you have ideas, post them.
- Crystal cave quest: Change the crystal to be destroyed into a new mini-boss that can use spells and cast events, one of which could be summoning of crystal golems. And when it is at critical hp, it could continuously summon golems, so the characters need to finish it off before too many golems are spawned.
I don't want another mini-boss for Phodom or things go out of balance. For each character two mini-bosses. I'm satisfied with the current amount of bosses in the chapter. One thing that I might still add is second phase of the main storyline boss which will be optional. This also includes the puzzle I never created for the chapter.
- Axobada quest: Have several (like 10) random, independent electric orbs floating around the arena. If they touch a monster, it is healed to full hp. If they touch Fradz, they can deal high damage to him. Makes it more difficult to finish the quest and Fradz now cant just stand on one spot to kill the monsters.
It is true now your tactic is simply to find a perfect spot where you stand. I can create these orbs easily, however. Will be done.
- Escort quest: Have some ambushes by the golems or ancient creeps along the way, as the two NPCs are walking. So Galeoth need to tank the damage and quickly kill the monsters while the other NPCs are protected. When they are at the second cave, there could be a mini-boss guarding it, so Galeoth needs to fight and kill it to allow access to the second cave.
I'll do something about this. You'll see.
- To have a status icon to shown when a hero is mediating. Helps me not to move them while they're doing so.What do you mean status icon?
- For Chapter 9, the cinematics involving the fight against many death knights, could it be changed into a main quest with a mini boss, in this case, a Death Knight or two to be defeated, either individually or as the whole team, something like Chapter 8's. That'll be more fun! :)))
What? You'll fight against all the death knights in chapter 10 again in a team battle. Including Zylcious himself.
Random feedback: For the random hints in the game, can you remove the hints that talk about vitality and food? This system has been removed some versions ago....Where is vitality texts?
Random feedback: For the random hints in the game, can you remove the hints that talk about vitality and food? This system has been removed some versions ago....Where is vitality texts?
And I want something else than a simple healing spell.
About the death knights I have added now some improvements I will do in the future.
Random feedback: For the random hints in the game, can you remove the hints that talk about vitality and food? This system has been removed some versions ago....Where is vitality texts?
And I want something else than a simple healing spell.
About the death knights I have added now some improvements I will do in the future.
my suggestion would be to give the target invulnerability for 1 second. that way you could use it to make a target lose aggro, dodge an enemy spell or dispell effects from him. very versatile. also if its based on the priests heal, its amazing.
What weather system? I thought this idea was long time ago discussed and in the end we came to a conclusion it's pretty pointless. I mean different positive / negative stats based on the weather.Quote from: CoNteMpTmy suggestion would be to give the target invulnerability for 1 second. that way you could use it to make a target lose aggro, dodge an enemy spell or dispell effects from him. very versatile. also if its based on the priests heal, its amazing.
Okay, so heal, armor, magic damage + 1 sec inv? Sounds pretty overpowered for me.