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Old 11-06-2009, 07:47 PM   #271
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think it would be cool to bring trebutchets -thingies back in some form. People could maybe buy some trebutchet bombardment to some area or something.

Just to be clear, I'll drive to Florida and beat Dusk over the head with a fish if this was to occur.
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Old 11-07-2009, 12:42 PM   #272
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Just to be clear, I'll drive to Florida and beat Dusk over the head with a fish if this was to occur.

Then Ill fly to Florida to protect Dusk from this fish assault ( but only if Dusk is willing to pay my flight ticket )

But hey, it doesnt have to be what trebutchets used to be. Just something new and cool from that trebucthet idea.
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Old 11-07-2009, 12:56 PM   #273
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How bout simply having trebutchets protect the main base.500-1000 AoE around inner towers.
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Old 11-07-2009, 03:49 PM   #274
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Because then it makes defending too easy and attacking too difficult. The attackers should always have a slight upper hand in the sieges, otherwise it never boils over and one team will never win.
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Old 11-08-2009, 01:11 AM   #275
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So... You want it incredibly complex, then. (Or you don't know what your talking about, either or) Believe it or not, (knowing you, you're going to argue this point) DoE is a far simpler map than DotA is.
No, not really. I only argue when it comes to certain kinds of topics. Mapmaking is an art, and art has no real answer, because it affects everybody in different ways. My sister said that, but she was talking about graphic design. Actually, I forgot that I made a reply to this. >.>

Let me elaborate. I guess what I mean by "simple" are abilities that don't need to be read more than once. In more recent, newer AoS'es, they seem to have gotten over the top when it comes to tooltips. I usually end up dying once or twice or people complain that I stay in base for too long because I'm trying to understand what the heck my hero can do correctly all the while trying to not let such useful abilities go to waste.

Let me point out though that this was when DoE was still pretty new. I have no idea what it's like now. However, I'm not willing to find out unless my friends literally drag me to play with them. Then I stubbornly become a party pooper, which is why they don't do it. Haha.
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Old 11-08-2009, 01:33 AM   #276
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Let me elaborate. I guess what I mean by "simple" are abilities that don't need to be read more than once.
Dunno, DoE abilities are like that. All players with a brain figure out spells right away, no trouble whatsoever. That is part of the wonder of the condition system, it takes what might be complicated things and makes them simple and easy to grasp. The only thing a player might ever have to ask is "What does X condition do?" Needless to say, many newer DotA heroes have mechanics that players even after asking still don't understand. Recipies are even worse, since it is a memory game that you have to brute force through.
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Old 11-08-2009, 02:35 AM   #277
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Huh... Wasn't even thinking about item recipes. I have to admit, remembering yet another horde of recipes in an AoS is kind of irritating. Those have been getting more complex, too.

There is a slight difference in writing too much and writing too little. For DotA, not understanding what certain abilities do (and trust me, I know) isn't the fault of the player. It's IceFrog's fault for not being descriptive enough as a writer. If someone can't understand your writing, it's most likely your fault, because you're the one who wrote it. This also happens when there's too much written- what professional writing calls clutter and should be tossed. I do this, too, though, but I am aware of it and fix it when I can. Some tooltips- even after several updates, are still too vague. I've noticed his mishaps and laziness when it comes to ability tooltips and I am not impressed.

His item tooltips are getting worse, as well. I know that '+20 Attack Speed' is increasing a unit's attack speed by 20%, but excluding the percent symbol(%) when reducing/increasing Attack Speed always refers to a percent should always have a percent. This is especially poor form because in the abilities, he writes Attack Speed and Movement Speed with reference to percent. In contradiction, item tooltips are not. A person's writing should be written in a constant, otherwise people get lost in it and/or get annoyed by it (like me).

Heh. Someone's probably wondering if I do this writing criticism often. I do, but writers judge themselves the hardest. I always edit everything I write (on the forums, too- I'm doing right now). If you think I'm annoyed by this, think about how I much I annoy myself when I'm writing for my map.
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Old 11-08-2009, 12:03 PM   #278
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His item tooltips are getting worse, as well. I know that '+20 Attack Speed' is increasing a unit's attack speed by 20%, but excluding the percent symbol(%) when reducing/increasing Attack Speed always refers to a percent should always have a percent. This is especially poor form because in the abilities, he writes Attack Speed and Movement Speed with reference to percent.

Huh, I'm pretty sure there is no such thing as a percentage increase of attack speed in WC3, and therefore +20 Attack Speed is the correct way to describe it?

I mean, with a base of 100 attack speed, +20% attack speed and +20 attack speed would give the same result, 120 attack speed. However, if you would now add +20% attack speed to the 120 attack speed, the result would be 144, but in WC3 I'm pretty sure the result is 140 and therefore +20 Attack Speed is the correct way to describe it.
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Old 11-08-2009, 12:23 PM   #279
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Huh, I'm pretty sure there is no such thing as a percentage increase of attack speed in WC3, and therefore +20 Attack Speed is the correct way to describe it?

I mean, with a base of 100 attack speed, +20% attack speed and +20 attack speed would give the same result, 120 attack speed. However, if you would now add +20% attack speed to the 120 attack speed, the result would be 144, but in WC3 I'm pretty sure the result is 140 and therefore +20 Attack Speed is the correct way to describe it.

both things exist in Wc3
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Old 11-08-2009, 02:48 PM   #280
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need a guide or 'tips panel' describing buffs like 'ruin', 'blind', 'bleed'. some of them are obvious, some of them could have an explanation of mechanics (ex. how much bleed dmg per sec), others are obscure.
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Old 11-08-2009, 04:47 PM   #281
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Quote:
Originally Posted by fX_
need a guide or 'tips panel' describing buffs like 'ruin', 'blind', 'bleed'. some of them are obvious, some of them could have an explanation of mechanics (ex. how much bleed dmg per sec), others are obscure.
They are all explained, actually, in the condition tooltip. (Inflict Ruin on someone, click them, and hover over the buff icon) It is the most clean solution without adding lame quest log stuff that no one reads except the people that don't need it.
Quote:
Originally Posted by akolyt0r
both things exist in Wc3
There is no such thing as raw attack speed bonus. It is always percent. Raw bonus wouldn't even make sense. What does "+20 attack speed" even mean?
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Old 11-08-2009, 09:32 PM   #282
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They are all explained, actually, in the condition tooltip. (Inflict Ruin on someone, click them, and hover over the buff icon) It is the most clean solution without adding lame quest log stuff that no one reads except the people that don't need it.

There is no such thing as raw attack speed bonus. It is always percent. Raw bonus wouldn't even make sense. What does "+20 attack speed" even mean?

Exactly the same as +20 movement speed? ;G

But alright, attack speed is %? Then I supposed attack speed stacks additively, not multiplicatively, which would then make perfect sense.

I prefer saying +20 Attack Speed, though. Not sure why. Might be HoN.
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Old 11-08-2009, 10:15 PM   #283
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Exactly the same as +20 movement speed? ;G
Except that movement speed is quantified by an absolute value. Your character starts with X (integer) movement speed and you can either gain flat values or percent bonuses.

Attack speed is a pure percent quantity. The only absolute value associated to it is "attack cooldown," which gets smaller with diminishing returns the more attack speed you have. +20 attack speed makes no sense even with regard to that, since you'd want a smaller attack cooldown, not a higher one.
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Old 11-09-2009, 02:32 AM   #284
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v1.14c released, see first post for change log link and download.
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Old 11-12-2009, 06:19 PM   #285
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A very minor detail, but may I suggest making respawns in singleplayer mode instant? I mean, there's no risk of losing even if you do die so there's no real purpose that I can think of to have to wait a minute or so to respawn (and alt-tabbing pauses the game in singleplayer so you can't even do that) when you're just testing somebody out.
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