comments about newest version

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Re: comments about newest version

Post  EddieBG on Thu May 28, 2015 1:47 pm

Do you even saw middle line. Its great for ganking. I tried with a terrain exact same like dota, trust me it doesn't work good due the mouse view. Second and the common problem is the triggers converted from GUI to JASS. I don't even know the region variables such as rect01 rect02 etc. what is count for. And i have no freaking idea how the creeps are move-attacking without a region plus their move is weired and also sometimes there is a nasty creep that sit there and doing aboslute nothing unless enemies are near. About items i can think about that. But we all know that hna is based on tomes NOT ITEMS like dota is. That doesn't mean i won't add new items and stuff. I asked several times in hive and even daniel how to fix the creep spawn issue sadly no one even cares. As for abilities. Some abilities need to be replaced, but i untill the bug with the trigger exist i'm hopeless. When this is fixed and when towers near castle are added to the anti-lame trigger the easy part with object can begin. If we make items like DOTA or HvA hna will not be good anymore and it will be just a replica of HvA or DotA.

P.S by the way I'm Not Doing a new map i just updating current. You know keep the legacy of this map. Cool
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Re: comments about newest version

Post  PanStyle on Thu May 28, 2015 2:50 pm

EddieBG wrote:Do you even saw middle line. Its great for ganking.

This middle ? (i'm talking about the left part in this picture, of course)
I wasn't even sure you could walk in this water.
Also it's so much high risk to go this way. It's not large enough -> you get stuck. (especially because the game doesn't have good escape mecanism. Only thing is blink from warden or maybe BM illusions).
You're in lowground -> when you get on the other side of the map you see shit (i don't mind this if you make the central area bigger, like you can play and fight there, with some space).
I like the idea tho but i think it needs a rework.

EddieBG wrote:I tried with a terrain exact same like dota
Which was not my point. You could try with a LoL terrain it wouldn't work either.
My point was : those games have great gameplay, why not use some. I don't want a poor man DotA or LoL but a better HnA.
And you can change a terrain a bit more than just a few details here and there.

EddieBG wrote:But we all know that hna is based on tomes NOT ITEMS like dota is.
Maybe the problem is here. There is like 2 builds per hero (if i can call this build) at most. On agi hero you will max agi (maybe get hp tomes). On str you will go full str and a lot of agi if you have a bash. That's it.
Where is the fun, the unexpected in this ? There is none. We all know how which hero will play even before the game starts.
HnA could be about tomes AND items. So you have the liberty to play a stat build with tome or a utility/stats build with items.
I'll just name an exemple, the silence staff :
In HnA : 1600 gold, area of silence of 7 seconds, 180 cd cooldown (iirc).
In DotA2 : 4075 gold, single target silencer for 5 seconds + increase magic damage from 30%, cd 18 seconds. (+ the staff gives you some stats :+25 int, +30 attack speed and +30 damage).
What you could do in HnA2 : 1200 gold staff of silence : silence a single target for 3 seconds, cd is 25 seconds. Add +5 int and + 3 damage to the carrier of the staff.
- > upgradable into cursing staff : 2500 gold, silence a target for 5 seconds, cd is 22 seconds, burns 100 mana and does 100 damage. Add +10 int and +8 damage to the carrier of the staff.

Things like this would rebalance items, bring new ones and gives liberty to people to go for support/carry/whatever items or go for classic stuff + tomes.

EddieBG wrote:If we make items like DOTA or HvA hna will not be good anymore and it will be just a replica of HvA or DotA.
I agree, that's why we have to make our own items and balance them.

EddieBG wrote:I'm Not Doing a new map i just updating current.
Then why do you have issues with JASS triggers and so on ? I throught the current map was bug free.


Last edited by PanStyle on Thu May 28, 2015 2:55 pm; edited 2 times in total (Reason for editing : some typos)
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Re: comments about newest version

Post  DanielPlainview on Wed Jul 01, 2015 12:30 am

I'm just curious, when we can play your wonderful superb map, Eddie?

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Re: comments about newest version

Post  EddieBG on Wed Jul 01, 2015 12:11 pm

Well to be honest every critical bug has ben fixed resently. The only part miss is making trigger abilities. We need to improve current state of heroes to become attractive etc. When they are done map is rdy. But like you said there is no point of it. Hots and other mobas are here now. And hna is so unpopular. I have an idea for a paladin. Replace his ulty resurrection with divine protection replace his divine shield to Blessing of Kings buff that gives bonus stats to alies. But sadly no one will agree and cared anymore. If you wish to help you could always contact me and discuss things that has to be done Smile I have spend the most of the times deleting useless common stuff in object editor and import editor and it was very hard for a noob like me to fix Multiboard trigger(Now Game time is Hours, Minutes and Seconds  Cool  ) and antilaming castle towers that if u destroy them and u have barracks left castle is vulnerable + hero respawn are has ben moved to the fountain area and enemies will no longer get spawn kills  Razz  also fixed random creep stuck near barracks and towers. Suggest spells you like that can be found on hive workshop then maybe map will be playable very soon. However if you like same abilities and replace some like paly/dk ulty etc still can be done. I have an idea why instead of flying bat/griph pay with gold and wood at recruit center then get a golems or other neutral powerful creatures for push. That would be nice

P.S I'm back in business with new lap top Acer Aspire V 15 Nitro Black Edition with I7 8 cores up to 3.6Ghz and Nvidia GPU up to 4GB. Again please excuse my english!
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Re: comments about newest version

Post  DanielPlainview on Wed Jul 01, 2015 1:20 pm

EddieBG wrote:If you wish to help you could always contact me and discuss things that has to be done
If I'd like to waste my time, I can find another ways.

I'm trolling, I don't care about it, seriously. Don't be loudmouth, Eddie, it looks poorly.

I'm just going to leave it here:

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Re: comments about newest version

Post  imba.balvan on Sun Apr 22, 2018 5:04 pm

Seems that last played dope version on new patch is not working as intended, but eddie manage to fix attacking tower and selling buying items, so we can play game, and manage to reduce size in almost 1 MB, we tested should work fine.
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Re: comments about newest version

Post  DanielPlainview on Sun May 13, 2018 11:40 pm

balvan is hardcoded in h&a map code, btw:

(if you remember such a thing like a "mega random").

This man reached unbelievable heights in his life.

P.S. Link from the screenshot: http://heroesandarmies.justforum.net/t349p360-comments-about-newest-version#28825

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Lets try make map better but not changng too much!

Post  imba.balvan on Mon May 21, 2018 5:28 pm

So lets make some for new version, we are focusing on making game faster:

On my side i think global xp distribution need to be way higher, i find some triggers in map that can easily change to higher value.

-for me creep denying is bad thing, just because what hero composition you get you will have advantage, denying heroes is legit tactic and should be rewarded if done correctly not giving gold or xp (no need changes)

- gold pre creep kills need to be higher this is my reasoning lets say you have 100 creeps kill above your competitor calculate 40 gold you get on average so you get 4000 more gold in creeping that's actually very small number 4000 / 950 = you will get like + 21 agi dmg. Some heroes need balanced stunners are rly hard to deal if they got 2-3 so duration need to get fix, its bad think when you don't need to go higher stun above lvl 3.

Was thinking to get global distribution of gold higher but that's bad thing, because scaling of agi heroes will become more imba.

Maybe put night vision longer, just because of tactic of fog and element of surprises.

Lets get discussion to make game faster what you think ?
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Re: comments about newest version

Post  pacstyle on Mon May 21, 2018 6:13 pm

games need to be shorter i agree, global xp and more gold are good ideas
what about 1 lane 5v5/4v4? all on 1 lane and disable the other lane creepwaves. i think its been mentioned before but its a good idea for temporary fun/fast mode solution.
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Re: comments about newest version

Post  DanielPlainview on Mon May 21, 2018 8:40 pm

Hey, I'll try to makes changes until Saturday. I'll make list of planned changes tomorrow to start discussion.

Personally, I want ability to disable 1 lane temporary, start game at lvl 10.

I'm not sure 100% about increasing xp and gold, tbh. In the past we had "speedy mode" and it was bad as games were just endless.
Also, it may be "too fast" when one side starts to dominate too obviously, such games are not interesting either.

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Re: comments about newest version

Post  DanielPlainview on Mon May 21, 2018 9:13 pm

By the way, probably we should disable "the final strike" Smile

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Re: comments about newest version

Post  Ace Ventura Yesterday at 8:22 am

single lane?
i think the one lane thing should be a mode option, because in most cases it would heavily benefit ranged heroes.
So it could be that the melee heroes wont be able to creep anymore and just make it boring to play those melee heroes (staying back all the time isnt fun)

increasing gold?
i also wouldn't touch the gold of creeps. atm it's quite balanced imo. so heroes who aren't so good at creeping or are good in late game still have a chance to win. increasing gold will heavily benefit heroes who have wave and will maybe lead to conflicts within the team (who steals most creeps from others)
also increasing gold per min would be not the best otion because it would be maybe too good for agi heroes or make it too easy for them

global exp?
i like the idea, but it should be something like in HotS: you only get global exp when one of your team mates is actually near the dieing enemies, so when the whole team is back at the shop they dont get exp. so that bullying the enemy back for healing at the fountain is actually usefull (they loose exp with that).
but i think that's not so easy to code

more exp?
maybe creeps give a bit more exp instead of starting at lvl10?

final strike?
maybe make it smaller first?
i agree that it extends some games too much

duration of stuns?
idk how to fix that. 3,6sec stuns are waaaay to long, but on the other hand it's often not so easy to kill anyone without the stuns...
maybe beeing immune for stuns for 2sec after the last stun duration expired?
also not so easy to code and maybe not the best solution...
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Re: comments about newest version

Post  DanielPlainview Yesterday at 2:54 pm

What is "global xp"?

Ace Ventura wrote:global exp?
i like the idea, but it should be something like in HotS: you only get global exp when one of your team mates is actually near the dieing enemies, so when the whole team is back at the shop they dont get exp. so that bullying the enemy back for healing at the fountain is actually usefull (they loose exp with that).
but i think that's not so easy to code
XP already works in this way, doesn't it? Players who stays near fountain gain less XP or don't gain at all.


Last edited by DanielPlainview on Tue May 22, 2018 3:03 pm; edited 1 time in total

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Re: comments about newest version

Post  Ace Ventura Yesterday at 3:00 pm

global exp = all heroes from one team have the same amount of exp, but you and your team only get exp if you or one of your team mates are actually near the creeps

i think balvan meant that you get exp whereever you are, even if you are the the fountain of the other side of the map you get the exp (which would also lead to the fact that you and your team have the same exp, only when someone is dead he doesnt get exp)
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Re: comments about newest version

Post  DanielPlainview Yesterday at 3:12 pm

Ace Ventura wrote:i think balvan meant that you get exp whereever you are, even if you are the the fountain of the other side of the map you get the exp (which would also lead to the fact that you and your team have the same exp, only when someone is dead he doesnt get exp)
Hmm, but it's not true. Even if nobody dies, levels of heroes are almost always different, because someone wastes more time near fountain or stays at the lane with higher number of mates.

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Re: comments about newest version

Post  pacstyle Today at 12:28 am

1 lane mode is i think a nice option that we def should play.
you only need 1 stun or root/net to get the pressure of the melee on the ranged . just random/repick and 1 lane without final strike?

all the xp gained from the team is globaly collected by the whole teams(so also if just 1 player is in lane, the other 4 who are chilling at the fountain also get the same xp gained as the 1player in lane?). the only way to not get xp is a hero/tower kill that you didnt participate in .
is that a possibility? and also what about xp from the damn towerkills.

i dont think you should mess with the stuns. its fine the way it is.
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