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Messages - Martinus

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31
Development and Presentation / Re: A realistic after-Warcraft III server
« on: November 05, 2015, 04:56:37 pm »
Quote from: "Skarn"
I actually like how you structure and document your project ideas here, though it is quite an ambitious task for you to accomplish. I suggest you using alphamaps for restoring the land shapes you wanted to add as it works out much faster and is also a more blizzlike way of texturing. Also as this work requires a lot of map editing, you would need someone good at C++ to fix modern tools, mainly noggit, in order to get rid of the bugs.

Greetings, Skarn!

It was a longer time ago I have seen your "Centaur Canyons" and the impression still remains within my memory. I therefore welcome you to the topic and appreciate your entry.

During these days I am considering to rather post all the ideas in one message, so they can be discussed at once without further waiting. By doing so I also believe that the whole image of the project will become more clear to the community and in the effect we will be able to determine which ideas will be implemented. I have already drafted all the ideas which came to my mind or were suggested for implementation and therefore I  might be able to post them soon as a whole.

I am not certain what "alphamaps" are, but we are already working on the currently existing continents: Kalimdor and Eastern Kingdoms. Further changes have been designed and so their shape and scale is in medium extent different from the ones I have proposed in the materials attached in my first message here (they will be larger [in order to feature all the relevant cities, towns and villages in Lordaeron as they appeared in the Warcraft III campaign] and some areas have been adjusted to more correspond with the pre-WoW reality [Quel'thalas has been affected in shape more than other areas]).

Concerning the map editing: I have advisors in this area who warn me about the possible obstacles in this procedure, but I am not sure now if we have already discussed about this matter. I will turn to them in this case upon which you have pointed. I thank you for your suggestion.

I also thank you for your contribution to the cause.

32
Development and Presentation / Re: A realistic after-Warcraft III server
« on: November 03, 2015, 02:16:23 pm »
I see no objections or proposals in relation to the concept of mining. I will now introduce an another concept which concerns a modification of User interface.

***

User Interface modification


In order to provide a more realistic experience and challenge, the following changes in User Interface are planned:

A. Removed functions
The following set of functions are planned to be removed entirely and therefore made unaccessible:
- Achievements,
- Dungeon Journal,
- Calendar,
- Guild Finder,
- Group Finder,
- Map,
- Titles (Character info tab),
- Quest Log.

B. Functions available only at exceptional situations
Functions falling into this category will be made accessible to the players only under certain conditions during gameplay, for instance: spiritualist will be able to sense nearby spirits - the minimap will be made available and locations of the spirits will be indicated on the minimap. Functions concerned are:
- Minimap.

C. Functions expecting reconceptualization
From current developers' perspective a following functions are, in some of their aspects, deemed as incompatible with the general idea of the project and therefore are still being under projection:
- Chat (Socials),
- Raid (Socials),
- Reputation (Character info tab),
- Who (Socials).

***

In addition to the presented ideas I would like to inform you about our progress.

The continent of Kalimdor will possibly in few days correspond its shape as it has been conceptualized in the previously published materials - ground has been added or removed at neccessary areas and coastline is being shaped while the terrain has been prepared for the changes in elevation as designed.

The work upon the eastern continents is currently being primarily focused on northern Lordaeron.

I am looking forward to your positive or constructive ideas and remain with kind regards.

33
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 27, 2015, 04:46:59 pm »
I wish you a good day again,

I inform you that as the work on the World continues, a new formalized and detailed description of the project is being prepared for publication.

Before it is issued, I will sequentially present to you individual concepts for your revisions in order to ensure their proper conceptualization and implementation thereof.

***

Concept of mining


There are planned to be a three types of means (two original and one new) of how to find resources through mining activity:
1.   By their extraction from objects (resource nodes).
2.   By their extraction from entities (giants and elementals).
3.   By their extraction from locations (universal).

In the first two cases, a resource can be extracted in the same manner as it is able currently in game. In the third case, the mining ability will be usable at any location in the World, but only certain locations contain a specific resource. Each location will provide a certain chance to find a specific resource. The actual chance will be determined by the richness of the given location. The richness and representation of resources will correspond with the character of the given location.

Example: In a cave, or ideally a mine, the chance to find a resource will be many times higher than, for example, on the farming field. Also the representation of minerals, ores and stones will be derived from a character of the location concerned. As a result, the mining performed on the farm field will provide empty loot, or at least a dirt or a stone. The result from mining in a cave will most probably be a loot containing a mineral specific to that location. The loot will also contain rock, as it is another material extracted in the process.

The highest chance to find a resource will be from extracting it from objects or entities, where its presence is evident. The presence of a resource node might also indicate an abundance of resources in respective location. So the chance to find a resource in the vicinity of the mentioned resource node will be higher. At the same time, the representation of resources in that particular location can be determined by the kind of a resource the node contains.

***

I am looking forward to your reactions.

34
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 25, 2015, 06:19:15 pm »
Quote from: "Vortalex"
I think the project is far too large for you to do. It looks okay and all I guess but, just far too large a project.

Simple as that.

I welcome everyone in joining the cause.

35
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 25, 2015, 07:41:59 am »
Quote from: "sshroud"
If I may chip in another suggestion...

Greetings again, sshroud!

I see... As the whole concept of the World is not yet finished, some forms of its realization are being conceptualized only during process of  the actual work on the project. Therefore I can not determine with certainty which modules should be applied and if their application ensures compatibility with the other ones.

Yes, during that initial stage of developent I have had provided materials (pictures and information) depicting different models of the World to decide which one can be realized. Those maps of Durotar, Barrens, Mulgore and Darkshore had represented the Model 3 of the World, where there will be minimum terrain changes (if any) and the work in that respective model was meant to focus solely on movables (entities, objects) and abstraction (quest and attributes changes). However, as I have recieved support and confirmations concerning the Model 2 of the World, which incorporates also re-shaping of the World, I have chosen this as an actual model World for the project. The work has already begun on Kalimdor and Lordaeron. Therefore I have drafted a topographical map, in this instance, of Kalimdor for coordination of the work concerning terrain re-modelation of the main continental structure.

Also in relation to the first paragraph of this message: While the work is proceeding, I am continually advancing to further details: environmental features of respective regions followed by design of, as you have noted, the "bottom ideas". As you can possibly see, I emphasize on geografical distribution of features in accordance with Warcraft III loading screens while also operating with other official Warcraft-related materials, as pre-World of Warcraft concepts and Role-playing game materials are, for illustration, for their further adjustment.

You are right. I am aware of this situation and am coordinating the work to proceed in accord with the possibilities and expectations.

As I am meaning this project seriously, all of your activities are fully respected here, sshroud. Your contribution is always appreciated, as that of anyone else.

I thank you.

36
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 24, 2015, 11:32:26 pm »
Greetings again,

I present a proposed terrain elevation in Kalimdor (please, see the attachment). New content also appears in the initial message of this thread.

I am looking forward to your kind reactions.

37
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 23, 2015, 10:48:25 pm »
Quote from: "Renan"
I think modcraft ate my message.

Welcome, Renan!

I understand it as a reference to our private conversation.

Quote from: "sshroud"
Most of the early alpha assets...

I thank you for providing me with an insight even into this issue, sshroud. I am glad to hear that it might not prove to be difficult to recreate them or create other similar models.

By an area I was refering to this:
Quote from: "sshroud"
"work with art assets [...] binary formats [...] hex editor [...] all those [...]  tasks"
, as an actual area, or field of activity, into which I do not see, as I do not know the functioning of these programs. And exactly: I intend to incorporate all of the content from Warcraft III, with proper adjustment if needed. Vital information is also stored within in-game quests in Warcraft III and, of course, manuals, even from Warcraft I and Warcraft II.

Quote from: "Renan"
And it'd also be nice...

Indeed, every vital information will be considered and consistently incorporated. I would like to include even information from official melee maps, as already noted in the case of the Monolith scenario. These pillars of stone will appear in Ashenvale (carved, erected and corrupted by Satyrs, who have advanced after the events of Warcraft III) to corrupt wildlife. The other examples are those maps with a title proper for re-use (Turtle Rock, Enacro's Way, Bloodstone Mesa), which can be used in-game to refer to a particular existing locations or create new ones after them.

Concerning the naming of the locations in the World, I would like that the names of the locations will not be displayed to the Players (on screen after entering into certain location or on the minimap). Even minimap shoud be disabled from the game. The only use of minimap should be enabled exclusivelly only while using certain abilities. For example: a mage casting a spell which will enable him to locate nearby humanoids or demons, who will be displayed on the minimap in the same fashion as if the hunter is using Track Humanoids.

38
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 23, 2015, 08:52:12 pm »
Quote from: "spik96"
You have to ask...

I am aware of this conditions. I will work on compilation and a more detailed description of the changes to allow a more exact analysis of the concept.

I understand and also feel sorry for that. I have already reduced the concept onto Model 2 of the World (in one of the previous messages declared that on Model 3, but I will make a correction in the text), which still contains the concept of changing the character of numerous settlements (Goldshire, for example).

Initially I intended to find someone who already has an established server, as my computer will probably not be able to maintain the server. But now it seems to me that I will at least establish a offline server to perform some work. But the most I could ever do was to use in-game commands as a Game Master. I have also looked into a database but was not able to apply changes.

Quote from: "sshroud"
Speaking of which...

Indeed, many settlements can be improved. As I have mentioned higher, even Goldshire is concerned. The houses on the pictures you have provided looks good - is it able to use them even if they are from the old version of the game?

I do not see into this area...

... and I share your interest. And I believe it will be done.

39
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 23, 2015, 01:07:05 pm »
Quote from: "sshroud"
While I remain skeptical...

Ultimatelly it can be reduced and simplified, so not all of those systems may be implemented. I have concluded these from my personal experience and expectations as well as seeing that many people desire the World to be more realistic. Regarding the compatibility of these ideas with, as you have pointed out, the working of the game engine/mechanics, this is what I am not sure to guarantee, as I have mentioned before that I do not see to the working of the game behind of what is visible from player perspective. Therefore I am able to construct these mechanics only from the perspective of those visible workings - and construct them only conceptually, as I do not have actual means to work on them.

I thank you again for your wishes. It might be, but it requires people capable of such a work and I will be looking forward to it. I will start a recruitment and await potential reactions.

40
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 23, 2015, 08:31:38 am »
Quote from: "sshroud"
Well, what can I say...

     Regarding the hunger and thirst system: the main reasons (which I believe correlate with each other) why I would like to implement this system, are following:
     a) Actual experience and association: Making eating and drinking working on more realistic basis enables game to induce an actual experience, through which a Player can trully associate such action with the nature of consumption - an action performed few times a day to keep us fit and ensure regeneration for certain (longer than 20 seconds) time.
     b) In-game role: As being an unique activity with a more extensive content (as it can be situated in different contexts: searching for food, hunting for food, trading food, buying food, begging for food or going to eat and drink together with companions), eating and drinking creates a new and profound possibilies for players to experience in game. In relation to the eating process, a state of being fed can be stacking, with a less saturating food  providing a beneficial effect for shorter duration (example: eating a mouse and eating a boar's leg). Also the time required to consume a bigger food might actually be longer (consumed by stacks [in parts {a mouse can be eaten at once, while boar's leg might require a repeated action}]), therefore providing a space for social events during such a procedure (sitting at campfire or in a tavern), creating an another possibilities for encounters, even a hostile in nature.
     c) Enhancement of gaming experience from combat: By not being able to recieve an immediate regeneration benefits from feeding and drinking as in original World of Warcraft, the frequency of players' engagement in combat might be reduced, thus not making combat a routine. This should increase an actual gaming experience from combat by making it more unique, valuable and respected - as an aspect of game-life which will be regarded, between players, as a true challenge, and does not require players to reduce this experience on raids or arenas to reach that level of experience. This is something, I believe, what actually players seek - going to raids and other locations (searching for situations) which are more demanding, risking and challenging in general. This new concept can be understood as an actual harassment and obstacle in the sense that it might limit players from combat, but it is percieved so only because the element of combat currently lacks significance and therefore requirements and expectations on it are low - as it has become a rutine, and not a serious aspect of a game. I believe this is the one of the lacking or under-estimated elements that might bring some of those desired end-game or other challenging situations to the every-day of gaming life. But it will not end there, as it will actually make the whole World more challenging and difficult to fight through. I do not believe that Player should kill 50 boars, 10 dragons, a whole cave of Ogres and in sum does so on two continents in one day in order to be satisfied. I believe that it is not a number but a quality of combat-related situations which make it interesting.

     In addition to the concept of eating and drinking: If the effect of eating and drinking lasts for 6 hours, the possible time- and resource-consuming requirements are low, for to find a water source or catch a snake or kill a boar in the hills might not be difficult. The effect of eating and drinking should be active (running out) even while being logged-out, while the Hunger and Thirst should be effective only while being logged-in.
     If being effective at the same time (the Character is both hungry and thirsty), it might require 24 hours for Hunger and Thirst to drain all of the Character's Energy, while eating and drinking can, if effective concurrently, regenerate Energy from zero-point to full in 10 minutes.
     Additionally, concerning the water sources, I would wish that all freshwater sources be a locations where a Character can use a drinking ability. And if Player would have a proper container, he can use it in such a locations to fill it with the water for storage.

     Concerning this important "macro perspective" of singleplayer and multiplayer aspects of the game, the World will be challenging and therefore commonly require a joint action. But this new game system is meant to be constructed (with the integration of different gaming mechanics [difficulty to learn a powerful spell incribed only on a stone tablet somewhere in distant land or teachable only after longer study]) to actually allow players to become unique and extremely potent. A sorcerer can become such powerful to destroy a dragon or group of Ogres alone, or overpower other sorcerers. So singleplayer experience is indeed present, but both it and the multiplayer aspect are emphasized, with the latter being more about the social aspect than of a necessity for individual progress and success in the World, though it might prove helpful even in this way. Any Character can, by the new creature strength system and world interaction, become a unique individual and possibly a hero and legend.
   
     Regarding the end-game concept: Original game's end-game concept is defined by actions related to the level cap - all activities are determined by the uniform concept of a level progression. As there will not be a leveling system in this World, the game will not have a common end-game points for all Players and therefore have similar during- and end-game activities for all Players, as the mechanics should provide a particularity.
     Some players, looking for a blacksmithing experience, might focus only on blacksmithing. And this skill (with a more dangerous and therefore challenging World), as each other, can be mastered only by those, who work on it deeply. Existing non-playable character blacksmiths can be replaced by Player charaters, who can petition a proper authority for permission to establish a blacksmith within a location of its influnce (or do so on own risk) or establish a blacksmith in a secluded area. Other Players can seek them for new armaments or reparation of the actual ones (during their absence a common blacksmith can be always present or respawned [called to service, or already serving at the Player's forge]). Others, wanting to became mages, will study books to learn how to cast spells (the book might contain reagents, locations and pre-requisites) or might learn it alone – but this might be a more difficult process. A hunter can become a lone person living in the wild or protecting borders and as the new Strength system permits, few arrows from a novice archer would be enought even for an "originally-considered 60 level" uncareful mage looking for mysteries in the dangerous far places of the World.
     In this sense, the end-game for mage will be the mastering of a mage-craft, by trying to learn the most powerful spells, or after reaching it, to protect his mysteries from the intrusion of others, therefore seeking a solitary place where to work alone, or teach others and establish a mage-guild. Even a mage can re-orient on combat skills or blacksmiting, but this, in process, might decrease his potency of his already attained skills. Or someone can become a good fisherman, knowing a proper season, period and location.

     I have seen your work and it looks indeed impressive. I did not know that the modding community is on such a level to be able to create its own original materials in such an extent, as from my humble perspective of a person not skilled in modding, your dungeon environment appears to me as an independent object and I do not know a lot of persons doing this kind of original work by creating a whole new environment. And yes, your contribution is welcome and valued.

     I share your idea of differetiation of the World by its eventual particulation. It is one of the ideas I consider vital for creation of a unique environment to enable a more extensive gaming experience. I would indeed like to see this aspect incorporated. I can relate this even to the concept of fishing mentioned above, as some fish might appear only in particular season and place or under certain conditions (special food/lure required). So should be even with the haunted areas you have mentioned, with skeletons and ghost appearing in the given location. And your pointing out of a required attention for the real world day cycles is well noted – this is a matter which might, in particular cases, require an individual approach.
     And as Razorfen Downs have been mentioned, I would like to use this opportunity in different context and to inform that those should be situated at the current location of Crossroads, as seen in Warcraft III, and will not be an instanced area, as any other location in the World.

     I thank you again, sshroud, for your constructive and vital contribution to the matter. I believe it is an another step forward towards the realisation of the whole idea.

41
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 22, 2015, 10:05:43 am »
Quote from: "sshroud"
Commdendable effort...

I wish you a good day, sshroud!

If you are initially relating to the concept, then I understand your position as a recognition of a hardly realisable idea. And indeed I have meant, as this topis is in such a stage, to be official as now I am making mainly public declarations. Nevertheless, I am always serious in my doings.

In these days, I am working on the "step by step" part of the project, as also spik96 in his kind contribution has suggested. I wish to post a thread in the recruitment section of the forums to see the potential of possible interest to work on the project. I intend to describe there an extent of expected work in greater detail, so each interesant can adequately consider his or her participation.

As you have also noted, as well as Amaroth before, I have decided to reduce the concept on the so-called 2. Model of the World, as it was described in my previous messages. For now, this concept incorporates the following general changes in the World of Warcraft:

a) There will not be any new World created, but only the existing one will be transformed to better corespond Warcraft III and its preceding games.
b) Non-playable characters should undergo change, as some may require relocation, replacement, removal or change in countenance or behavior.
c) Quests will possibly require the same modification.
d) Concerning the skill, spell and talent systems, these, if proved to be extensively demanding on modification, can functionally and systematically remain in the same condition, with only "stats" changed to accomodate the new creature strength system.
e) Creature (all playable and non-playable entities) should be modified to change effectiveness in combat (Ogres should always be strong as an Ogre, no matter where they appear [existing Duskwood Ogres or Badlands Ogres will be relativelly equal in combat {an Ogre with a club will deal more damage than an Ogre fighting with bare hands}]). Therefore, a particularly fearsome creature (dragon, Ancient, even an Ogre), should always be a feared one. This should also be a more realistic and experiencing criterion for Players to consider while encountering any creature in the world, creating a real-world respect for each kind of creature.
f) Together with the thirst, hunger (actually, eating and drinking might not cancel the hunger and thirst respectivelly, but merely regenerate Energy and therefore overlap the hunger or thirst effect) and burden (the more items is character carring [metal armor will be heavier than cloth or leather, but much more protective], the more his speed will be slowed down) system, I wish to also increase fall damage.
g) Weapons should deal damage adequate to their nature and use (a sword should always be more effective in inflicting damage than a dagger, if compared in the same kind of use [in original game, a sword of lower lever is less effective than a generic, non-special dagger of higher lever]).

I thank you for your review, sshroud, and appreciate any critique which might prove helpful. You are more than welcome for any kind of further contribution you see fit.

Quote from: "Amaroth"
I also thought this guy should be a novelist

I recieve it as a compliment, dear Amaroth! I am also hoping that you are doing well in these days.

42
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 20, 2015, 05:10:01 pm »
Quote from: "spik96"
"That's the project of my dreams..."

Greetings, spik96,

I thank also you for your contribution to the topic. I see that you align yourself with the general idea - you are more than welcome here.

I admit that the actual methodics with exact steps has not been chosen yet. It is why I have also intended to present it to you for opinions and reviews for potential additional ideas and means of realisation. As you have possibly noticed, I am upgrading my initial post (in its footing is a time and reason of the update) with the ongoing discussion and responding according to the queries, as many of my ideas may not come to my mind in the given moment and it may take a longer to time to present a whole concept, while some details may not be neccessary to present here and can be solved afterwards, thus saving time for efective discussion.

Also, I am considering playability of each idea from perspective of a player (as I was only a player), thus I am working only with the phenomenal side of gaming mechanics and am not familiar with their actual technical character and workings. This is why I also submit this matter here to a critique from those of you who are skilled and knowledgable in technical side of gaming mechanics, as it can be seen from the contribution of the respectable Amaroth, who has provided an insight exactly from this perspective.

Regarding the merit of your kind entry:

1. Playable races

1.1 The Night Elves
I would like to keep the Night Elves playable. The reasons are as following:
a) Their role is already well established in Warcraft III.
b) Their society and setting provides an unique, exclusive and important experience.
c) In relation the role and importance mentioned in the previous points, the whole situation of Northen Kalimdor creates a conditions for specific kind of gameplay.
d) They have, at least, my favor.
e) Also, if the "Monolith" (When Creeps Attack) idea will be incorporated, I would like to provide an experience which may be taken more personally from the position of a Night Elf. This will also be one of the major topics for Night Elves.

1.2 Undead
I express my identification with your proposition, however, with the following positions for consideration:
a) Undead Scourge, probably, shall not be a playable faction. However, I have also considered this point in the mentioned Death system, which may actually allow the player (as a Ghost)  to be risen by the powers of the Scourge and possibly join them (The Character Ghost will not have Life, only Energy. Its Energy diminishes if moving away from its corpse [Ghost starts at the corpse], and replenish while at the corpse. It can, also, increase or replenish its Energy by using unique abilities on other Ghosts [players or non-playable charactes, or even on living beings] and draining their Energy or relocating to the other sources which radiate Energy. With more Energy, the more abilities are accesible to the Ghost, some of which allow interaction with the Material world [dealing damage to the living Characters, appearing as a visible Ghost for a period of time and other]. In relation to the Undead Scourge, the player can be found to be dead by the Lich King [in that case a Game Master controlling the Lich King {and possibly the Scourge operations}], or other necromancers and offered Enegy or revival in exchange for servitude.).
b) The Forsaken can be a playable faction, but their role and position will be minor to the one they hold in original game. They will be alone and fighting a desperate and rebelant battle for survival in the ruins of the former Kingdom of Lordaeron.

2. Relations
Neutrality between the Horde and former Human Expedition forces should exist. The same applies in their relations with the Night Elves. The Undead Scourge and the Forsaken will be hostile to each other and any other faction. Inhabitants living in Lordaeron, Khaz'Modan and Azeroth will be unaware of the situation in Kalimdor (except of those who have had an encounter with the Night Elves on their hunt for Illidan). In relation to this there will be no Night Elves', new Horde's, or Theramore forces' presence on the eastern continents.

3. World Editing
I understand, but even that is not within my capacity to perform and yes - if there will be any work done, I would like it to be secure for the developement and use of others.

Quote from: "Amaroth"
Well Martinus, I can only wish you to make as many dreams real as possible. In the end, you just need to love what you are working on and to not forget why are you doing that. Like I said, there are still plenty of both good and possible to be made ideas, you will see how succesful you will be. I'm looking forward for updates, once again, good luck.

I thank you again, Amaroth,

even if not all ideas will be incorporated - especially those complex ones - some vital for lore re-habilitation can be included. I can conceptually divide the idea into three models, if considering the possibilities for execution:

1. Model: the most demanding, with the World created larger and most systems incorporated.
2. Model: more demanding, with only World re-shaped and some systems incorporated.
3. Model: The World remains nearly untouched, with just minor terrain and object changes, only few story related quests will be changed and NPCs relocated, removed or added)

In that 3. Model of the World, those minor changes can touch, for instance, the following:
a) NPCs at Tidus Stair (The Barrens) will be removed and replaced by Samuro, the Orc Blademaster.
b) Raptors and Lions in the Barrens will be removed and replaced respectively by Wildkin (Moonkin/Owlkin/Owlbear creatures). Also the Raptor Grounds to the west from Northwatch Hold will represent a place, where Samuro fought with Bloodbeak, thus serving as a Wildkin nesting place.
c) Thunder Lizards will be green.
d) Valley of Trials may better serve as Thunder Ridge than the actual Thunder Ridge, wich can be a place where a Kobold, Nogrinn Onetooth was.
e) Skull Rock can be Orgrimmar Tunnels, with Kobolds and the Horde mining and dredging operations.
f) The place where Rexxar battled warlocks can be to the south from the Skull Rock, on the solitary and unpopulated mountain with cliffs and rocks.
g) Tiragarde Keep should be transformed to a more simple establishment, resmebling the one seen in the mission "To Tame a Land". The Humans there, however, will be only loading the remains and preparing to depart from Durotar to Theramore.
h) Dustwind Cave above Razor Hill can be The Beast Den, where Rexxar fought Quilboars and Satyrs. Now, it can serve as a place where the last surviving Satyr of the mentioned sect resides and reanimated the Quilboars. The Satyr can be Bazzalan and undead Quilboars can be used from Razorfen Downs.
h) Murlocs can live in Southfury River.
h) Echo Isles will have creatures like Bats, Hydras, Murlocs (enslaved by the evil Mur'gul Tyrant). Hydra, Sea Giant, Spider Crab Behemoth can be like a minor world bosses there. This part is meant to be a reference to the Echo Isles in Warcraft III. Aditionally, there will be no rebelious Trolls. The destroyed village on Echo Isles (pre-Pandaria) is the one destroyed by Admiral Proudmoore's fleet. The one, which originally contains Zalazane, will be a normal Troll settlement with Vol'jin.
i) Furbolgs will be better defined by color: White Furbolgs will be the Polar ones, living in Northrend in Warcraft III. Brown Furbolgs will live in most of Northern Kalimdor, while the Black Furbolgs will live in Darkshore.
j) Dark Trolls should be incorporated.
k) Nighthaven will be a Night Elf capital.
l) Black Dragonflight, which can be encountered through out the Central Kalimdor, will be based in Maraudon, and might be a source behind the Centaur aggresive nature.
m) And more.

Indeed, I will upload the content and also be looking forward to your opinions.

43
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 20, 2015, 10:40:15 am »
Quote from: "Amaroth"
"Work on yourself...

... much more happy."

Greetings, Amaroth!

If I am correct, you are the one who was working, as I have seen in the videos, on concepts of Arathor, Erutia and Nimer. I appreciate your reaction on this matter, as a reaction of the one experienced and skilled in these doings. I am, therefore, recieving and understand your message as a valued and competent one.

I thank you in advance for answering many of my questions, despite they were not explicitly stated. Your reasoning have provided me with the insight for which I was looking for, as it is a key point in determining the possibility of realisation of such a idea.

Personally, I do not aspire for owner- or leadership as much as for seeing such a thing done. I am just sometimes intrigued how would it be to see a World of Warcraft more in accord with its predecessors - to know that it is indeed it.

It is few years since I have tryed modding - if I can call it so - in World of Warcraft, but I was not even able to get through the programs. Main factors were that my computer was not sufficient and I have had not enough knowledge of their workings. Therefore I am at least hoping that someone else might be inspired with the ideas and incorporate it into his work.

In relation to your review of the concept:

I restate the notion contained within my introductory paragraphs of this message - I appreciate and value your review. I now have a better insight into the current modding possiblities and potentials, as I am not familiar with the situation within this kind of community.

I have supposed that it will possibly be a project, which might take years to finish. So, as the problem is being discussed in detail, I now specify some of the ideas:

1. Reshaping the World
As it would be more difficult to create a new World (from nothing, as I understand it, in contrast to just working on the existing one), the concept can be reduced on just reshaping the existing one. But the requirements shoud be the same:
a) from global perspective to be in shape of the world as depicted in the image contained within my first     message;
b) from regional perspective the geographical dispositions shoud correspond those seen in maps of Warcraft III - I;
c) localities should be based on the dispositions from scenarios of Warcraft III.

2. Quest design
I would like that there would be some repeatable quests, which would make a main body of questing (as depicted in the case of an "orc character and his starting possiblities"). These quests will serve to secure economic standing of a character as well as social one (after certain amount of repetition, Player can have access to more difficult and responsible quests).

The other type of quests will be a class-determination ones: Player can serve a local blacksmith by providing him with materials, forging or doing additional work regarding given proffesion. Through this process he will learn himself to be a blacksmith. The same will work with the magecraft or combat skills. It can be seen even in the original game, but here, the interaction, dependency and depth will be more present.

3. Spell, talent and skill system
I would not like to stress on balance, or at least in the way it is solved in the original game. It is one of the factors I believe were implemented at the expense of the lore, situation and dispositions in the World (1 versus 1 faction system in order to ensure balance, equal number of races, relative distance kept between the starting areas and their location as well as the location of other areas and more, unique role of classes [each class is in principle based on the same type of game, only visual effect is and type of combat is different but each class ultimatelly follows the same route {mage hunting pigs, paladin starting as an ordinary peasant with a wooden hammer, warlock included in society in which he is lore-wise unacceptable} and does the same]).

The system of spells should be as following:
a) Each character starts (as stated) as a generic member of a given race, with basic (generic) abbilities to perform (simple strikes, blocks, kicks). In addition for imagination: Tauren will have more life, be faster and deal more damage, than a gnome, but this inbalance can be solved by few explosives the gnome creates.
b) The effectiveness of an ability will increase with greater strength of Character, which in turn is increased by performing physical exercise (dealing or even recieving damage will increase strength).
c) Spells will be learned from trainers or objects or might be learned by self-training. The system can be based on system of professions (blacksmithing, fishing...). There will be ingredients for spells, some may provide insight on functioning. Increased skilling and using of spells increases maximum skill which in turn automatically teaches new spells in the process with the respective description of requirements (reagents, locations...) to cast a spell. The same system may apply for normal combat abilities (punches, kicks, blocks...).
d) I have faith in those random juvenile or maturing persons.

4. Thirst, hunger and burdens
a)The system of thirst and hunger may require to eat 3 times a day in order to evade the effects of the Thirst "debuff" (if I understand this term correctly) and the Hunger "debuff".  It means that the character will be fed or not thirsty for about 6 hours after eating or drinking and be safe from the effects of hunger or thirst respectively.
b) In addition, hunger and thirst will not be fatal - they will only drain Energy (mana), which is required for health regeneration and perfoming actions (attacks, absorbing damage, casting spells). Therefore the player in the sake of his own aspirations should search for food and drink. If not, he/she can play, but will be more vulnerable.
c) If someone would wish to hasten life-regeneration process, he, or she, should search for special means to do so: first aid (as in reality), healing spells, heling herbs (which can also feed the Character) and other means.

This concept seems to me more logical and realistic

5. Death system
This concept is more complex and I can reserve a particular place for it, for, as you have stated also in relation to the other ideas, it may prove to be a very difficult one to perform. So I will explain this only if a sufficient interest is shown.


I thank you for your analysis, Amaroth - know that I highly appreciate it. As I have noted: I have had this idea in my mind for a longer time and now I have decided to to discuss it with competent persons for their opinion.

44
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 19, 2015, 08:49:24 pm »
Quote from: "MountainLion"
Well met :)

I see. I would suggest that you begin learning then. You can always start with Steff's Noggit Tutorial series http://modcraft.io/viewforum.php?f=78 and get familiar with world building. Modding involves many different aspects.

I suggest that you begin working on the project yourself and then others might be interested in perhaps joining it and contributing further to it, after seeing that work has been put into it already!

If you have questions about stuff just ask and someone will point you in the right direction. Good luck!

I thank you for your kind suggestion and wishes.

As I have mentioned, I do not have capacities to do such a thing. I have intended to present the idea to the interest of others and to see reactions on it and, if possible, to establish a team which will work on it.

45
Development and Presentation / Re: A realistic after-Warcraft III server
« on: October 19, 2015, 08:00:51 pm »
Quote from: "MountainLion"
Somewhat of an ambitious project. Have you any knowledge yourself on modding yet?

Greetings, MountainLion,

I can say that I do not have. I have read some tutorials before, but it was longer time ago and I have never put it into practice.

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