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Multiplayer Release Comments/Criticism

03-05-2008, 04:02 AM#1
The_Skullpitter
Alright, the multiplayer release is out: http://wc3campaigns.net/showthread.php?t=99306

This thread is for comments and criticism. Let us hear what you think! PLEASE! If you played the map, we want to know how you feel! This is what keeps the project alive.

The thread for error reporting is here: http://wc3campaigns.net/showthread.php?t=99307
The thread for matchmaking is here: http://wc3campaigns.net/showthread.php?t=99309

Let's hear it!
03-05-2008, 06:01 AM#2
Rising_Dusk
I'll do it in order.

Gameplay:
  • If this was the balance in WC1, no wonder they were so fast to release WC2. The conjurers were retardedly overpowered, capable of decimating an entire army in one spell (Rain of fire) for 30 mana. Water elemental was nowhere near worth 100 mana for the time of summon, and their first summon doesn't even work. Also, why in the world can they attack? What the crap can 6-6 damage hope to achieve against a knight with 105? I don't know how WC1 works because it's been years, but I really hope you don't keep the mages as two-hit wonders. (With 40 life they instantly die against any number of enemies, but they instantly kill everything with RoF. That's a terrible disparity.)
  • Archers were hideously imbalanced if the enemy didn't have one conjurer, since their 700 range made them capable of destroying an entire army of anything melee.
  • Trebuchets were useless, they attacked so slow and couldn't take any semblance of damage before exploding. Their projectiles also fired from an incorrect height and position in accordance with their model.
  • Default game starts way too slow, using strictly default settings, the game took 5 minutes before anyone could even build their second farm.
  • Lots of green icons. Man, it's not hard to make DISBTN icons, if you guys really can't do it on your own, I can whip one up for everything in your game in ten minutes if you supply the BTN.
  • The trees could only supply 50 lumber when each peasant carries 100 per shot. That means it takes two trees to fully bring back the lumber thing. You should up lumber per tree to scale with the resource demands of the game.
  • Terrain was terribly linear, there was one way in and one way out of everything. Aside from that, it was at least pretty.
Aesthetics:
  • Loved the building construction animations.
  • The knights and footmen had terrible portrait models. The archer portrait also winked at me numerous times, it was quite creepy.
  • I'm guessing stables and blacksmith were the old building types, they stand out pretty heavily with the thatch roofs.
  • I loved the conjurer model, clever use of the DotT animation set and a nice hat to boot.
  • Conjurer had no portrait model.
  • Roads were awesome, but the build icon was a DISBTN so it looked funny and was kind of confusing at first, almost like you weren't allowed to make them. Same applies for walls.
  • Weird looking load screen effect, but I imagine that's just not important enough at this juncture and will get done later.
Otherwise, you guys kept true to the game and I really like the systems in place and so forth. It needs lots of work still, but it's phenomenal progress and at the very least it's nice to see something come out of all of these projects sitting here.

Rawr!
03-05-2008, 12:49 PM#3
John_Drake
Thanks for the kind comments and for the crits. As this is the first public test since we moved over to SLKing the units, all reports of imbalance are greatly appreciated!