When Blizzard DotA comes out, it will bring a lot of features the community can use to create a much better DotA map than Blizzard ever would be able to. So wait for that at least.
Blizzard is a great company, but when they try to make games/maps that are not either a RPG or RTS game, they fail miserable.. They never made a somewhat successful custom-map for their games, even though they tried countless times now. The community is simply better at doing new stuff, while Blizzard is the best in the world to do what they do best: polishing a simple product for years more than other companies would, until that product is perfect, they only worked on Blizzard DotA for a year, while D3 was 10 years etc... Blizzard DotA is not gonna be at Blizzard-game quality.
- I would like to see better AI for phoenixes.
- Why no add Mamaship?
- A fourth and maybe a fifth upgrade for armor and shield (Dunno how this would play out, but I feel like it would be a valid and not OP option to have
And my main point is that it still depends on the player with the worst client to host performance as well as the overall data being sent and received, etc. terrain, triggers and unit patching. Yeah, you could do a space-map with no terrain, but try adding 100 units with a periodic trigger doing "issue move order to" and see if it's still as lagfree as before?
If you have 8 players with great computers which are located relatively close to the battle-net host server, I find it hard to believe the terrain really does a difference, and if it does, it's a bug from Blizzard.
There is a max-server-loop which I believe to be around 16 times per second, your terrain-free map might have easier to reach that limit, but that doesn't mean other maps cannot do so with the right players.
Lol, you can even test a map locally in single-player, but with a crappy enough of a computer there might still be lag/delay using WASD systems.
Logically it should be more complicated than just the terrain, and rather all the things taking up performance, but if you do further testing and you're still right on, then we should post it as a bug since there might be a fix to it then :) As I said, it's not logical
No matter how you make your WASD system or whatever is showed on your map, here is how things goes within SC2: You press key -> event is sent to server (small delay here) -> server validates information and tells unit to walk to point in server-script -> data recieved by client from server of what should happen on the screen.
These steps takes some time as your data has to go a few thousand kilometers and the server has to process things. To my knowledge it is impossible to make anything that works in fashion with Counter-Strike or Diablo 3, where client and server updates at the same time, where the server just validates the information, and sees that they are possible, and if things does not look so, the client update to what the server tells it. That is LAG and why you are sometimes put almost back in time in Counter-strike or Diablo 3, but not in SC2.
Information is sent and received at intervals, these might go up and down depending on the amount of information (many advanced terrain objects, many units with patching or lots of triggers running) and the bottleneck of either client or server.
I doubt any WASD system will ever be lagless for SC2 as Blizzard would have to change how SC2 works
@Gr3v3n:
Thanks, about the whole pet thing, there is a big change in the works where you will actually be able to choose a variety of pet's like the wolf, some can take damage and are not invulnerable. One works as a tank almost.
As a bonus I first did made it possible and viable to use more than one spirit-pet, so you can eventually fill up all your 6 spell-slots with animals to help you. Even though this might not be the strongest build it is definitively is possible and a lot of fun :)
I am doing my absolute best to keep data safe from version to version, but I cannot tell you already if the current data will make it to release, but I will do my best :)
_____
On another node, I am in the works of designing a story and the terrain for an open world with multiple maps. Will this be "Corruption ORPG"? Only Blizzard knows.. I will need the possibility to go from map to map :(
yeah, it looks a lot better than the last time I saw it :) I would choose another background-image though, not that it looks bad, but theres a big "BlizzCon" logo at thebottom of it :p
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Vampire bat bites your face off:
';..;'
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When Blizzard DotA comes out, it will bring a lot of features the community can use to create a much better DotA map than Blizzard ever would be able to. So wait for that at least.
Blizzard is a great company, but when they try to make games/maps that are not either a RPG or RTS game, they fail miserable.. They never made a somewhat successful custom-map for their games, even though they tried countless times now. The community is simply better at doing new stuff, while Blizzard is the best in the world to do what they do best: polishing a simple product for years more than other companies would, until that product is perfect, they only worked on Blizzard DotA for a year, while D3 was 10 years etc... Blizzard DotA is not gonna be at Blizzard-game quality.
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- I would like to see better AI for phoenixes.
- Why no add Mamaship?
- A fourth and maybe a fifth upgrade for armor and shield (Dunno how this would play out, but I feel like it would be a valid and not OP option to have
I might add more later :)
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And my main point is that it still depends on the player with the worst client to host performance as well as the overall data being sent and received, etc. terrain, triggers and unit patching. Yeah, you could do a space-map with no terrain, but try adding 100 units with a periodic trigger doing "issue move order to" and see if it's still as lagfree as before?
If you have 8 players with great computers which are located relatively close to the battle-net host server, I find it hard to believe the terrain really does a difference, and if it does, it's a bug from Blizzard.
There is a max-server-loop which I believe to be around 16 times per second, your terrain-free map might have easier to reach that limit, but that doesn't mean other maps cannot do so with the right players.
Lol, you can even test a map locally in single-player, but with a crappy enough of a computer there might still be lag/delay using WASD systems.
Logically it should be more complicated than just the terrain, and rather all the things taking up performance, but if you do further testing and you're still right on, then we should post it as a bug since there might be a fix to it then :) As I said, it's not logical
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No matter how you make your WASD system or whatever is showed on your map, here is how things goes within SC2: You press key -> event is sent to server (small delay here) -> server validates information and tells unit to walk to point in server-script -> data recieved by client from server of what should happen on the screen.
These steps takes some time as your data has to go a few thousand kilometers and the server has to process things. To my knowledge it is impossible to make anything that works in fashion with Counter-Strike or Diablo 3, where client and server updates at the same time, where the server just validates the information, and sees that they are possible, and if things does not look so, the client update to what the server tells it. That is LAG and why you are sometimes put almost back in time in Counter-strike or Diablo 3, but not in SC2.
Information is sent and received at intervals, these might go up and down depending on the amount of information (many advanced terrain objects, many units with patching or lots of triggers running) and the bottleneck of either client or server.
I doubt any WASD system will ever be lagless for SC2 as Blizzard would have to change how SC2 works
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no problem, always here to help :D
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Make a website where you sell products really cheap. When people pay for, say a MacBook Pro, you simply don't send it to them but keep the money :)
JakeCake - Pro-adviser since 1998
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@gurluas:
I dont think it's asked before, but no, there are not new models. A lot of new models will come with HoTS though :)
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Also just received my mail. I feel like playing Diablo 3 though, but as soon as I get tired of it, I will test it out! :D
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@Gr3v3n:
Thanks, about the whole pet thing, there is a big change in the works where you will actually be able to choose a variety of pet's like the wolf, some can take damage and are not invulnerable. One works as a tank almost.
As a bonus I first did made it possible and viable to use more than one spirit-pet, so you can eventually fill up all your 6 spell-slots with animals to help you. Even though this might not be the strongest build it is definitively is possible and a lot of fun :)
I am doing my absolute best to keep data safe from version to version, but I cannot tell you already if the current data will make it to release, but I will do my best :)
_____
On another node, I am in the works of designing a story and the terrain for an open world with multiple maps. Will this be "Corruption ORPG"? Only Blizzard knows.. I will need the possibility to go from map to map :(
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Congratz
+1 post for me, awww yeah!
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yeah, it looks a lot better than the last time I saw it :) I would choose another background-image though, not that it looks bad, but theres a big "BlizzCon" logo at thebottom of it :p
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I havn't received mine yet, but it's probably their server having some problem sending it, or maybe my main-client think of it as spam or something.
..or maybe they just didn't send me one :P
hehehe, I dont care so much for it right now to be honest with D3 coming up, but it's always fun to be contacted by Blizzard :)
Anyways, I would like info if any of you can post legal
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ohh, cant wait to hear more info about it :)
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you should start by working on the font-sizes, they are way too big and make it look a bit comic.
Other than that, it's a good start :)