ofc! you are totaly right. this was just a sidenote of mine regarding balance. catalyst has much potential for customization (given that every piece of equipment is on a similar usefull level). now the chassis have to be different. Eiviyn is currently implementing this.
i fully understand that nothing is final and that testing is of much need. however if i read that a single unit can snare, hook and stun for 3 seconds while dealing massive amounts of damage (in old catalyst you are dead in 4 seconds.. no matter how many hp you have) it gives me the shivers ;)
and ofc you are right again, dota has a different gameplay and needs a different approach. but still it can be taken as a good reference for many things. for example the hero setup in dota mostly evolves around stunner. they are most of they time so much more usefull than anything else.. just for the fact that you completely take nearly everything from your opponent (movement, damage(exceptions..)). now imagine how it would be in catalyst to be disabled for 2 seconds.. i am no fan.
If you really want to have 5 tiers for abilities and 3 choices per tier you will run out of ideas that dont feel generic for new classes (protoss) really soon (gotta save some stuff for later throwing too much at the player is not always good for gameplay). I would suggest either reduce the choice per tier to 2 or reduce tiers to 4.
just for the record.. this is a (allready successfully used) strategie to reduce/negate imbalances. just give the player so many possibilitys that its almost impossible to effectivly compare everything. take dota for example.. there are 50 heroes? and 5 player per team.. that makes what.. 10k possibilities? (ninja edit: wrong formula.. should be a much higher number)
have fun.
this however is a shitload of work ;-)
then dont do direct damage abilitys :)
do things like 7 seconds invisibility, weapon disable, sight range enhancements, tank mode etc
i will watch the video now. looks promising so far! good job!
edit: huh weird. do the zealot die so fast or is the weapon going crazy and switching targets? couldnt really tell under that big beam :(
back to the abilitys. as far as i understood you want specific abilitys for every chassis. should they be only actives or passives fine? how many per vehicel? dota style 3+1 or even more?
oh i didnt mean including new featuters.. i meant rebuilding the layout of the map like 8 times without squishing mandatory bugs first :) that has nothing do do with getting paid or not. if you make a map i assume you want people to play it. if you want people to play your map you should at least consider feedback they give you (and maybe a little bit more if its an issue brought up by 3 different people since the first version?)
fully understandable that you hold onto the name and the map. i would do the same. sadly this is still the best map on battle.net which is now slowly dumping away. on the other side getting a helping hand is not a bad thing. here are so many people who would love to work with you on this project that you could focus on the parts you really want to do and still get the rest gradually polished.
the problem is you priorize the things wrong, cute mapdesign is fine WHEN the rest actually works well. and sadly it does not. there are great things about this map, it has much potential to be a hit but things are going either the wrong direction or are not changing.. the killcount bug for example.
i would not call it a failure, its just far from finished.
and what do you mean with this experiment?
edit:
creation25: i dont even know her/his/its accent. for me Eiviyn is a mapdesigner. but if she has a sexy accent then good for the people raiding with her :P
wow. voidcraft sucks.
you should focus on catalyst :-(
nvm s
the blue team spawning in the red base? maybe it got fixed between the days i did not play. then i am sorry
its on hold with an gamebreaking bug? huh weird..
huh, noone is playing it??
sounds amazing, when will you release a public version?
Do want!
ofc! you are totaly right. this was just a sidenote of mine regarding balance. catalyst has much potential for customization (given that every piece of equipment is on a similar usefull level). now the chassis have to be different. Eiviyn is currently implementing this.
i fully understand that nothing is final and that testing is of much need. however if i read that a single unit can snare, hook and stun for 3 seconds while dealing massive amounts of damage (in old catalyst you are dead in 4 seconds.. no matter how many hp you have) it gives me the shivers ;)
and ofc you are right again, dota has a different gameplay and needs a different approach. but still it can be taken as a good reference for many things. for example the hero setup in dota mostly evolves around stunner. they are most of they time so much more usefull than anything else.. just for the fact that you completely take nearly everything from your opponent (movement, damage(exceptions..)). now imagine how it would be in catalyst to be disabled for 2 seconds.. i am no fan.
just for the record.. this is a (allready successfully used) strategie to reduce/negate imbalances. just give the player so many possibilitys that its almost impossible to effectivly compare everything. take dota for example.. there are 50 heroes? and 5 player per team.. that makes what.. 10k possibilities? (ninja edit: wrong formula.. should be a much higher number) have fun. this however is a shitload of work ;-)
@iamtoolazy: Go actually positioning is a skill too..
then dont do direct damage abilitys :) do things like 7 seconds invisibility, weapon disable, sight range enhancements, tank mode etc i will watch the video now. looks promising so far! good job!
edit: huh weird. do the zealot die so fast or is the weapon going crazy and switching targets? couldnt really tell under that big beam :(
back to the abilitys. as far as i understood you want specific abilitys for every chassis. should they be only actives or passives fine? how many per vehicel? dota style 3+1 or even more?
oh i didnt mean including new featuters.. i meant rebuilding the layout of the map like 8 times without squishing mandatory bugs first :) that has nothing do do with getting paid or not. if you make a map i assume you want people to play it. if you want people to play your map you should at least consider feedback they give you (and maybe a little bit more if its an issue brought up by 3 different people since the first version?)
fully understandable that you hold onto the name and the map. i would do the same. sadly this is still the best map on battle.net which is now slowly dumping away. on the other side getting a helping hand is not a bad thing. here are so many people who would love to work with you on this project that you could focus on the parts you really want to do and still get the rest gradually polished.
the problem is you priorize the things wrong, cute mapdesign is fine WHEN the rest actually works well. and sadly it does not. there are great things about this map, it has much potential to be a hit but things are going either the wrong direction or are not changing.. the killcount bug for example. i would not call it a failure, its just far from finished.
and what do you mean with this experiment?
edit: creation25: i dont even know her/his/its accent. for me Eiviyn is a mapdesigner. but if she has a sexy accent then good for the people raiding with her :P
still the same bugs, the same issues, the same bad things.. im getting tired of this sorry
if killcount >= x then reward
or
if killcount = x then reward AND proper killtriggers
bug since version 1.