A combination between an rpg and aos?

crazyfanatic

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So i wanted to hear some comments about my map project - combining an ORPG with an AOS map. This includes an enhanced AOS map with unlockable quests, mini arenas and very powerful upgrades for all the creeps and towers. The gameplay will be defined by a command /basic game or a full game/. I have already started a thread with the map, but pls comment.

http://www.epicwar.com/maps/127745/
 

Zwiebelchen

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So i wanted to hear some comments about my map project - combining an ORPG with an AOS map. This includes an enhanced AOS map with unlockable quests, mini arenas and very powerful upgrades for all the creeps and towers. The gameplay will be defined by a command /basic game or a full game/. I have already started a thread with the map, but pls comment.
And where's the thread? You should give a link. And besides: If you already got a thread for it, why do you open a new one? o_O

@ your idea:
Dunno. I can't imagine how this would work. AoS and RPGs are - if you ask me - not compatible with each other.
And I know that it would be easy to just add Quests to AoS maps and make them trigger something that helps invading the other town (kinda like the quests of Alterac Valley in WoW) ... but that is not RPG, if you ask me. It's just ... quests.
 

Viikuna

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Save&load codes + PvP combat is something that can not be made to work really. At leats I personally see too many ways for it to fail and too little possibilities for it to actually work.

Nothing stops you trying of course. Thats, after all, the only way to really find out.

( But still, I think its really fucking bad idea )
 

Lobster

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Save&load codes + PvP combat is something that can not be made to work really. At leats I personally see too many ways for it to fail and too little possibilities for it to actually work.

Nothing stops you trying of course. Thats, after all, the only way to really find out.

( But still, I think its really fucking bad idea )

I dont think he mentioned a save/load. But if he does, maybe it wont store levels?
 

Viikuna

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I thought ORPG means that theres save&load.

And no, it wont work. It simply sucks too much to start playing against opponent who has a level advantage.

Ive player one AoS like this. It worked mostly because levels had only a little effect to Heros power. But then again, whats the point of levels if they dont really have any effect?


It just wont work. It does work in WoW in some battle grounds where mad koreans whon play 24 hours per day wanna compete with each other, but that is because there is so much more in WoW to do.

Doing a map which is completely based on this idea would be a really bad idea. It could be a side feature in some RPG map maybe, but not the concept.
 

HeX.16

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Maybe an ORPG with a quest like an AoS which you dont carry over levels? Like every 15 mins you can meet at a point for a "dota" lol. And you do quests to unlock items and get gold. Make it so levels carry over and gold(maybe).
 

Zwiebelchen

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You could do something like this:

As Hex.16 proposed, make some time based events that block the PVP combat for a while (for example the chokepoints of the maps are flooded with water) and then give the players like 10 minutes to do quests that improve their army, etc. until the flooding vanishs ...
I wouldn't add Save/load. It would totally disrupt balance in PvP.
 

crazyfanatic

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I thought ORPG means that theres save&load.

correct!

It simply sucks too much to start playing against opponent who has a level advantage.

The Save\Load will be acrivated by a mode command, that will ask ALL the players if they aggree to load characters. If any of them declines, the load will simply not be available. And when all codes are loaded, depending on the advantages of any unbalanced characters, all the levels and some of the items will be rebalansed to avoid any too bad disbalances.

Maybe an ORPG with a quest like an AoS which you dont carry over levels? Like every 15 mins you can meet at a point for a "dota" lol. And you do quests to unlock items and get gold. Make it so levels carry over and gold(maybe).

Somthing like that. Most of the quests will require the whole team to help, and some of the quests will be done by making all players allies against one very strong boss (giving rewards for each % of max hp of the boss done as damage). During quests, requiring a whole team to be unavailable will make towers invuilnerable for both teams, avoiding people winning against noone.

And a little about the PVP... It will be like a small arena, where you can challenge an opponent to fight with him. In those arenas there are going to bee strong bosses too. Those bosses can be killed for some items.
 

HeX.16

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correct!



The Save\Load will be acrivated by a mode command, that will ask ALL the players if they aggree to load characters. If any of them declines, the load will simply not be available. And when all codes are loaded, depending on the advantages of any unbalanced characters, all the levels and some of the items will be rebalansed to avoid any too bad disbalances.

Sounds like to much work. But if you can do it DO IT!!
 

crazyfanatic

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The work is really much, but i have almost everything in my head... All i need is much time. And now i have fixed mu bug with the non-working multiplayer and fron 1st April I am starting to prepare the heroes. I just wanted to know if it is useful to make a combination like this, thanks for all the comments.
 

Viikuna

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It kinda looses its purpose IMO.

The reason wy people play multi player rpgs such as WoW, is because they wanna be better than others, have more levels and cooler items. Be able to defeat everyone else.

( Of course there is also other aspects as well, such as when you want to do stuff together with your friends, raid some creatures lair, or something, but we dont talk about this right now )



Now, if you balance items and levels, these people feel like you took away the hard work they have done when developing their character.

Then again, if you dont do it, you simply cant create working game for wc3, unless you can somehow build big enough player base, which is kinda hard because wc3 doesnt have too many players anymore. Its only DotA today, really. Youd have to have somekind of ladder thingy for different levels, kinda like those battle grounds in WoW. Some stuff like that.


So, in other words: Its gonna be damn difficult thing to pull together.
 

crazyfanatic

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I aggree completely about the hard work, but the purpose I want to make it, is that people don't need to play the same old story, starting from level one with the same amount of gold. In such cases, no matter if the map has hundreds of heroes, it just reaches the point of casualness. A good character (if I do it) will be possible to create for about 5-6 hours of game (MP only) so if you choose to play with loading, you aggre to possibly lower your hero's advantages (or raise them). Of course a good map with balanced heroes and items (like DotA) can also be often played. But the question is - has the casual AoS map even the chance to be so played as DotA? Most of the people will just say "The next pathetic crap!" or just "Damn DotA, i hate DotA!". So a normal AoS map has no chances. If you have any better ideas, i would really like to hear them.

And the purpose I think about a Save\Load system is just that WHO THE HELL WILL PLAY 4 HOURS OF AOS???????
 

Viikuna

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DotA has a bigger player base than wc3, so even if you made a map that is better in terms of popularity it would not became more popular than DotA.

Also DotA is not balanced. It just works because the community knows what stuff is good and what stuff is bad.


And the purpose I think about a Save\Load system is just that WHO THE HELL WILL PLAY 4 HOURS OF AOS???????

Id rather eliminate the early game and make Heroes start with 5 ability points so they can start real combat without having to level first.
Aim for short, 30 minute intense games with loads of PvP combat and as little PvE combat as possible.
 
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