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[BETA F] Some Bugs

02-26-2009, 11:16 PM#1
The Grey Knight
Well, i played PoC 1v1 with my friend today, and found a few bugs:
1. The Demon's "Jobs Done" sound is the same as the Naga. Im not sure if this was intentional or not, but just saying
2. Later in the game, my friends Temple of Supreme Tides got displaced somehow. I think it was my Brutal Lord's knockback passive effecting the building, im not sure. The select circle was misplaced from the actual model.
3. Burrowstrike doesnt work! It just shows the rider casting it.

Some suggestions:
Increase range of the Brutal Lord's Jump! It's very short range
Make him a tad smaller, my friend commented on his large size. This could also become a problem when selecting units behind the BL

I'll post a replay of my 1v1 game if moyack wants it, but I'll be playing a 2v2 game with some of my other friends on saturday aswell, i'll definetely post a replay then.
02-27-2009, 08:46 PM#2
moyack
Quote:
Originally Posted by The Grey Knight
Well, i played PoC 1v1 with my friend today, and found a few bugs:
1. The Demon's "Jobs Done" sound is the same as the Naga. Im not sure if this was intentional or not, but just saying
Well, I left the Naga voices because they fit in both races in my opinion, but I'll see if this can be set different for demons.
Quote:
2. Later in the game, my friends Temple of Supreme Tides got displaced somehow. I think it was my Brutal Lord's knockback passive effecting the building, im not sure. The select circle was misplaced from the actual model.
hmmm yes.... I thought I fixed that bug, I'll check the code.
Quote:
3. Burrowstrike doesnt work! It just shows the rider casting it.
Really??? I have to review it right now!!!

Quote:
Some suggestions:
Increase range of the Brutal Lord's Jump! It's very short range
Make him a tad smaller, my friend commented on his large size. This could also become a problem when selecting units behind the BL
I left it in that size because it's lovely huge, but yes, if it's complicating unit selection is fair enough to reduce his size.

Quote:
I'll post a replay of my 1v1 game if moyack wants it, but I'll be playing a 2v2 game with some of my other friends on saturday aswell, i'll definetely post a replay then.
I really love the replays, they give me a more precise idea about the bugs and how they look. I really appreciate them.

thanks for your comments. I'll do the updates as soon as possible.

*Awaiting 2v2 game*
02-27-2009, 09:15 PM#3
The Grey Knight
Ok, I'm gonna play the 2v2 game tomorrow, heres the 1v1 replay.
03-01-2009, 05:00 AM#4
The Grey Knight
omfg, in my infinite retardness i didnt save a replay of my 2v2 game T_T forgive me moyack. however, more bugs were found, and i do remember the majority of the comments my friends made:
1. The Rain Of Fire item for the demons does not disappear after its use, its practically useless after that.
2. The "Special units" that u gain once u kill alot of people still appear where your first townhall used to be even if it got destroyed.
3. Units go up cliffs because of the Brutal Lords jump spell, he can also land right ontop of buildings.
4. Somehow my friend got a murloc worker out into deep water, it was just standing there, no swim animation or anything. just standing there. Right after that, almost all the terrain appeared pitch black, and some parts of the units were black aswell. However, the blackness disappeared after 2 or 3 minutes. My friends also said they saw some blackness a minute after i got it.
5. One of my friends noted that the Succubus's Double Attack seemed abit strong for a basic unit, although i said that it balances out the fact that they have low hp and medium armor.
6. I found that the Lord Of Darkness' vortex ability can be abit rigged, it disables enemy units, and deals massive damage, added with Brutal Lords jump, it could kill alot of units at once.
7. You might wanna fix the hero of fire for the demons (forgot his name) tooltip for his breath of fire ability. I thought it would be something similar to thunderclap with a different sfx since it said he released abit of hell around him.
8. The Royal Guard hero for naga (forgot his name) has a little wave ability, not the one where he teleports, but something like shockwave. anyways, the knockback and sfx seemed abit delayed to me, but i dunno if its a bug or not. EDIT: THIS IS WRONG
9. Some units seem abit obsolete, such as the diabolic. It takes quite abit of micro to properly use their Blink Strikes, since it is an active target-unit spell. And the majority of the spell casters didnt see too much action either, other than the Drake. I would've used the Fel guard rider too if his burrowstrike worked. The first demon spellcaster seems abit useless to me, but i havent really explored them.
10. Some of the items in the Artifact Pit seem really cheap for what they do. Mostly the Mengrim Orb. +20 damage and a chance to slow for 275 gold. The Orb of Darkness at the Marketplace is 625 gold, adds 6 damage, and has the skeleton ability.

I'm terribly sorry for not saving the replay. I'll try to organize another game some time, and i'll save it.

EDIT: ok, found some balancing issues after playing a 1v1 game.
I was Naga, he was Demons.
1. All he did was camp in his base, and mass dragons as his offensive force. He would manuever around my base into my goldmines, and kill my workers, then flee to the edge of the map, so i couldnt do anything.
2. The Dragons lightning thing is fairly annoying, i suggest making it an active spell instead of auto-cast, or lowering its chance to trigger.
3. Lord of Darkness's vortex effect that draws units in still works even after i ran far away from it, even when i teleported out. dont know if this is part of the spell.
Heres the replay of the 1v1 game.
Attached Files
File type: w3gpoc 2.w3g (90.6 KB)
03-01-2009, 06:08 PM#5
Av3n
Just want to add my comments here about my previous FFA game with someone in my clan.

We both agreed that there were too many active skills (Especially the heroes) and not enough passive.

-Av3n
03-01-2009, 11:15 PM#6
The Grey Knight
i think 1 passive, sometimes 2, per hero would suit nicely.
03-01-2009, 11:25 PM#7
moyack
Quote:
Originally Posted by The Grey Knight
i think 1 passive, sometimes 2, per hero would suit nicely.
2 passives per hero... no.

Let's see the passives distribution:

Nagas:

Venom Warrior: 1 passive
Naga Enchantress: 1 passive
Naga Imperial Warrior: 0
Naga Warqueen: 0

Demons:

Brutal Lord: 1 passive
Demon Knight: 1 passive
Lord of Darkness: 1 passive
Arachnian Queen : 0

Human: 3 of 4 heroes have passives: blood mage is the only with actives
Orcs: 2 of 4 heroes have passives (3 passives in total)
NE: 2 of 4 heroes have passives (DH and Warden doesn't have passives)
Undead: 2 of 4 have passives (DreadLord and Death Knight are the only with passives)

Seriously... there are too many actives??
03-02-2009, 12:45 AM#8
The Grey Knight
with the units.
03-02-2009, 02:00 AM#9
Av3n
Yeah. Like the reasons why some heroes have all actives because they are more like support heroes IMO.
The fact is that, there is too much stuff to cast, which then completely over complicates the player (As with my clan member)

-Av3n
03-02-2009, 02:12 AM#10
moyack
Ok, then... I would need suggestions.

Which abilities you consider more appropriate to become passive?
03-02-2009, 02:59 AM#11
The Grey Knight
the lighting thing on the drake. and i recommend changing diabolics ability to no target instant.
um...i cant think of anything else right now. ok, might wanna fix up Brutal Lord's description, it says he has 2 spells he used to but now he doesnt.
and 50% splash on bloodfiends? might wanna lower it to 35 or 40.
one last thing, i've had succubi that deal as high as 111 damage with their upgraded double attack, was this intentional? since the description says theres a fixed damage to it. heres the replay, itsi n there somewhere:
Attached Files
File type: w3ggood poc.w3g (71.8 KB)
03-08-2009, 01:37 PM#12
Gwydal
When BETA is done - will you release something like an Installer of POC for other maps (like in "creeps rebellion")? That would be fine!
Or is the AI specific for this one map?
03-10-2009, 12:53 AM#13
moyack
Quote:
Originally Posted by Gwydal
When BETA is done - will you release something like an Installer of POC for other maps (like in "creeps rebellion")? That would be fine!
Or is the AI specific for this one map?
Actually all the engine is being designed so it can be imported to any melee map. when the release gets ready (soon hopefully), I'll start a thread where people will be able to submit their melee map and we'll inject PoC on it.

About the bugs, I'm working on them.