Scaling
Scaling
A huge problem in EotA is the scaling.
By scaling I mean terrain height. Every single version I've been through I've always had the same problem, and others too. You're chasing a hero, and he just gets away: why? You had him in the trap, one more shot would've done it. You know why? Because you held attack on him, and the moment he went out of sight, your hero pauses. You have to reclick, and by the then the guys out of the running.
I can get replays easily of this happening, as at least once a game on Stormwail this is a problem. I find it to be a very annoying problem, simply because it is no fault of the player. When you attack-move something, you expect your person to follow it. Being just a few yards a way, going up a large hill at night can be a bitch to fight through, simply because you'll go through spastic stops every few seconds.
I'd purpose either:
A) Increasing the sight range of heroes (to a much higher level, just so you don't run into this problem every chase).
B) Really softening out the terrain.
To be honest, B would be a bitch to complete, so I'd say A would just be the rational solution. But that's just me, what's your thoughts? Problem? Just me bitching?
Opinions please.
By scaling I mean terrain height. Every single version I've been through I've always had the same problem, and others too. You're chasing a hero, and he just gets away: why? You had him in the trap, one more shot would've done it. You know why? Because you held attack on him, and the moment he went out of sight, your hero pauses. You have to reclick, and by the then the guys out of the running.
I can get replays easily of this happening, as at least once a game on Stormwail this is a problem. I find it to be a very annoying problem, simply because it is no fault of the player. When you attack-move something, you expect your person to follow it. Being just a few yards a way, going up a large hill at night can be a bitch to fight through, simply because you'll go through spastic stops every few seconds.
I'd purpose either:
A) Increasing the sight range of heroes (to a much higher level, just so you don't run into this problem every chase).
B) Really softening out the terrain.
To be honest, B would be a bitch to complete, so I'd say A would just be the rational solution. But that's just me, what's your thoughts? Problem? Just me bitching?
Opinions please.
Ion.
- Dekar
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If you know it will happen, just move until you are past the point and then finish the hero off.
<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
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Good point Aed, just that some heroes are a bitch to target because they are small and fast... and Attack-move (even accidentally) doesnt always help when there is other units around.
To me it happens I often misclick when I try to get 3 spells on in 2 secs at most... I just screw up my fingers... still you can leave it the way it is because I can live with people getting away. At least they are scared and play more defensively, giving you an advantage over them.
-Ham
To me it happens I often misclick when I try to get 3 spells on in 2 secs at most... I just screw up my fingers... still you can leave it the way it is because I can live with people getting away. At least they are scared and play more defensively, giving you an advantage over them.
-Ham
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- Dekar
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Hammel needs more sightrange
And if you dont use -zoom 3000, then you will be able to click on heroes too.
( Some may have noticed, that in the last months i went down from 3000 to 2500, now you know the reason. )
And if you dont use -zoom 3000, then you will be able to click on heroes too.
( Some may have noticed, that in the last months i went down from 3000 to 2500, now you know the reason. )
<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
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For the "bitchy" to target heros: why dont increase the "selection circle area"?
Increase this number and youre able to select a hero with less trouble.
For the sight range... well i dont have a idea but i think this problem is seen in many other aos, maybe you can add a "target marker" spell based on feary fire.
Increase this number and youre able to select a hero with less trouble.
For the sight range... well i dont have a idea but i think this problem is seen in many other aos, maybe you can add a "target marker" spell based on feary fire.
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I guess that would suck because now you can escape easily and making it only work when you run up a cliff is... bitchy or heavily bugged (I suppose). Only way might be disabling the LoS-blocking of ramps, but that is hardly possible I think.
And the selection CIRCLE isn't what you need to hit, it is some part of the model... dunno what it is called though, but I bet Yak knows what to change.
-Ham
And the selection CIRCLE isn't what you need to hit, it is some part of the model... dunno what it is called though, but I bet Yak knows what to change.
-Ham
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You just need to right click on the model...I THINK the only way to increase likelihood of that (by modifying the unit) is to increase the scaling value, but...Think about it...Aeromanceress scaled x3 a Sorceress' normal size? Not to mention the... 'interesting' people that'd bring in, but the larger you scale a model, the more obvious the pixels are in the skin.
I don't want to shoot any ideas down here, but eh...A wouldn't be too likely, I don't think, but it depends on the amount of units you plan on extending the vision range by. Terrain, I'm pretty sure, affects the vision range of a unit, so would extending it really do anything?
Probably the easiest way to compensate for this has already been mentioned: Be ready for it to happen. Either 'Move' off in the direction the hero's running in, or case an AoE spell ahead of it or something.
Just my $.02 on the subject...
I don't want to shoot any ideas down here, but eh...A wouldn't be too likely, I don't think, but it depends on the amount of units you plan on extending the vision range by. Terrain, I'm pretty sure, affects the vision range of a unit, so would extending it really do anything?
Probably the easiest way to compensate for this has already been mentioned: Be ready for it to happen. Either 'Move' off in the direction the hero's running in, or case an AoE spell ahead of it or something.
Just my $.02 on the subject...
"L4D2 promises to set a new benchmark for co-op games. . ." Like L4D promised to hand us new maps, survivors, and zombies? We've seen how that works.
I was about to comment on that the first time I read this, but then I started remembring maps where I would constantly select a unit that I didnt want to select, and usualy it had an absurdly large selection circle. Thus, I haven't tested it yet, but there exists a chance it would work. I intend to reply again when I know for sure.Hammel wrote:And the selection CIRCLE isn't what you need to hit, it is some part of the model... dunno what it is called though, but I bet Yak knows what to change.
DarnYak
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