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Fix it!

Post by Daeman on 06/01/12, 10:49 pm

This topic created for posting here small bugs or glitches you have found to prevent creation multiple topics with only one tiny bug. So, if you have something to say about glitches or bugs, but you think that what you've noticed isn't enough for new topic, feel free to post it here! I'm starting.
There is my pack:
• [GLITCH] Built totem walls don't increas HP while its owner upgrade Earthshaker's Totem item. I think, when you level up Totem, already existing walls should have an increase in HP as well as new walls. In this case, if wall have for example, 297hp (85% of max HP) and after player does upgrade Totem this wall would have 425 (85% of max new wall HP). Explained.
• [GLITCH] Similar with mines. All mines should have appropirate damage and HP related to upgrade item level. Fixed.
• [COSMETIC] When pudge explodes, an animation always turned in same side (perhaps, it's 0°, I don't know exactly but it's looking strictly to north). Fixed.
• [GAMEPLAY] There are useful (this way it's abuse) technique with active ability items such as Totem. What is the matter? Look. Buy Totem/Barrel, use its ability (put a wall/mine) and after give it to teammate, he can use it as well, let him use item ability and after ask him to give item to another one player. In this way, the whole your team could use any item ability. What do I suggest? To make it impossible for player to throw out the item while its ability is puted on a CD.
That's all that I have been able to remember. My friends and I fairly often play in the computer club, so I have had many testings recently. ^_^
Look up for your posts.


Last edited by Siraraz on 15/01/12, 01:30 pm; edited 1 time in total (Reason for editing : Striking out what I have acknowledged)

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Re: Fix it!

Post by Mr_Bean on 07/01/12, 10:58 am

Daeman wrote:• [GLITCH] Similar with mines. All mines should have appropirate damage and HP related to upgrade item level.
Mines don't need HP?

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Re: Fix it!

Post by Mr_LiSa on 07/01/12, 07:49 pm

Daeman wrote:
• [GAMEPLAY] There are useful (this way it's abuse) technique with active ability items such as Totem. What is the matter? Look. Buy Totem/Barrel, use its ability (put a wall/mine) and after give it to teammate, he can use it as well, let him use item ability and after ask him to give item to another one player. In this way, the whole your team could use any item ability. What do I suggest? To make it impossible for player to throw out the item while its ability is puted on a CD.
This bug was at 1.24 , yes its not fair, but never saw that somebody use him
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Re: Fix it!

Post by Siraraz on 08/01/12, 09:56 am

Daeman wrote:• [GLITCH] Built totem walls don't increas HP while its owner upgrade Earthshaker's Totem item. I think, when you level up Totem, already existing walls should have an increase in HP as well as new walls. In this case, if wall have for example, 297hp (85% of max HP) and after player does upgrade Totem this wall would have 425 (85% of max new wall HP).
• [GLITCH] Similar with mines. All mines should have appropirate damage and HP related to upgrade item level.

I think this mechanic is by design rather than a glitch. If you were to drop your item, would the walls drop down to Level 0 (not-existing)? If you were to summon level 3 wall, sell item, then start from level 1, what would happen? Also, I plan to make it so that the walls aren’t permanent, so they’ll die after a while. This ‘suggestion’ would probably be more fitted to things like permanent upgrades that can’t be reversed (example, melee games).

Daeman wrote:• [COSMETIC] When pudge explodes, an animation always turned in same side (perhaps, it's 0°, I don't know exactly but it's looking strictly to north).

I will add this to my to-do-list, but it will not be priority =)
Done.

Daeman wrote:• [GAMEPLAY] There are useful (this way it's abuse) technique with active ability items such as Totem. What is the matter? Look. Buy Totem/Barrel, use its ability (put a wall/mine) and after give it to teammate, he can use it as well, let him use item ability and after ask him to give item to another one player. In this way, the whole your team could use any item ability. What do I suggest? To make it impossible for player to throw out the item while its ability is puted on a CD.

Ahhh… now I can see why Tossrock made it so you can’t pick up an active item immediately after it’s been dropped. I never really experienced this type of abuse because I play with randoms, and we don’t organise stuff, we just did whatever. Ok, I will make it so you can’t use the ability if the item is in cooldown.

Daeman wrote:That's all that I have been able to remember. My friends and I fairly often play in the computer club, so I have had many testings recently. ^_^

Thankyou for playing =)


Last edited by Siraraz on 15/01/12, 01:31 pm; edited 2 times in total
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Re: Fix it!

Post by Daeman on 09/01/12, 09:42 am

Mr_Bean wrote:Mines don't need HP?
What do you ask about?
Siraraz wrote:If you were to drop your item, would the walls drop down to Level 0 (not-existing)? If you were to summon level 3 wall, sell item, then start from level 1, what would happen?
Nah Very Happy Yeah, I agree that walls should have timed life. But it shouldn't appear like you mentioned. Look. You buy Totem and get ability 'Build Wall' (lvl 1) after using this appears Wall with (I'm saying example) appears wall with 350 HP. If you level up Totem, walls made with the ability 'Build Wall' (lvl 2) have 425HP and walls that already were built before should have HP equal to new walls HP. Old walls HP change in percentage. You already have known example.


And another glitch for this topic, actually I forgot to post it in previous bug-pack.
[GLITCH] When you add some walls in one group and then use rotate ability, rotates only one of them (perhaps, it's first wall in the group). I think, all selected walls should rotate at same time when you use an ability.lity.
Fixed.


Last edited by Daeman on 09/01/12, 05:32 pm; edited 1 time in total

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Re: Fix it!

Post by Mr_Bean on 09/01/12, 10:06 am

Daeman wrote:What do you ask about?
I'm saying that mines don't need HP, do they?

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Re: Fix it!

Post by Siraraz on 09/01/12, 10:53 am

Daeman wrote:And another glitch for this topic, actually I forgot to post it in previous bug-pack.
[GLITCH] When you add some walls in one group and then use rotate ability, rotates only one of them (perhaps, it's first wall in the group). I think, all selected walls should rotate at same time when you use an ability.

I already know ^.^ But I have removed Rotate for the next version :3
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I continue

Post by Daeman on 09/01/12, 08:52 pm

Mr_Bean wrote:I'm saying that mines don't need HP, do they?
I'm saying that mines don't need HP, do they?
No, they don't. On that I'm sure. But I talked about another thing. About appropriate to lvl of item dealing damage.
Daeman wrote:All mines should have appropriate damage
Siraraz wrote:I have removed Rotate for the next version :3
WHY? Sad No! It's really useful ability! (Maybe you don't think so because you haven't played enough Smile ) But in middle and especially in early game it truly provides an escape when hook radius isn't big yet. Imagine, you have only 30 hp and running away from enemy who has 350 hp. In chasing along the river you run by the wall (which is rotated to the river) and you... can't rotate the wall as you want. BUT! Otherwise you rotate wall, enemy throw his hook and it bumps into your wall! In this way you buy time, about 5-6 sec. At this time you lay a mine and after throw it in your enemy or hook Healing war rune (^_^) And BOOM! You has won him. =) I quite often use this tactic.
So... Siraraz, if you will remove rotate ability, walls will lose a half of their value (or even more)! Don't do this pls!!! It will make walls almost useless! Maybe, it would be good to add cooldown (maybe, 25secs) for rotate ability.

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Re: Fix it!

Post by Mr_LiSa on 09/01/12, 10:05 pm

rofl walls for noobs
for escape i use grap, ricochet at side of map to "lantern"
From walls more harm what benefit... Map and so little, and do headshot or to take runes if before you wall, and if yet to add the mines of allies.
P.S.At my game i ban for walls ....
P.S.S. 350 hp enemy = 1 ur hook(250) + simply attack (100 +)

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Whynah?

Post by Daeman on 10/01/12, 10:56 am

Mr_LiSa wrote:P.S.S. 350 hp enemy = 1 ur hook(250) + simply attack (100 +)
It was just an example. Matter is that you have HP only for last hit and chasing after you enemy has many times more HP than you. Wah.
Mr_LiSa wrote:rofl walls for noobs
Hah. Maybe you think so because you are not able to use it? There is fairly good tactic Ricichet + Totem + upgrading damage. Build walls to make with them a semi-circle. Then ask your ally to throw (with Tiny arm) an enemy to the walls and after when enemy is stunned, throw hook in beginning of the semi-circle. Bang! Crit may be up to 6-8x. With good teamplay and hook throwing skill isn't it enough?
Yes, I agree with you, Mr_LiSa, that items: N'aix, Totem and Ricochet need balancing and improvement. I'm gonna post my ideas in suggestion topic, but it will be later on, now I'm too busy.

Siraraz wrote:I will add this to my to-do-list, but it will not be priority =)
Done.
Wow! Now it will look really good. Thx. Very Happy

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Re: Fix it!

Post by Mr_LiSa on 11/01/12, 12:01 am

I know and saw many tactics, and know what most mighty
I will not be able to explain negative attitude toward walls, because a dialogue will sprawl on much many sentence
Unfortunately I can not explain most ideas from the language of forum and different level of game
P.S. If use Rotate many times(every sec or less) enemy can't attack wall on autoattack

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Re: Fix it!

Post by Daeman on 11/01/12, 10:39 am

Mr_LiSa wrote:P.S. If use Rotate many times(every sec or less) enemy can't attack wall on autoattack
Do you often play with AIs? Smile IMHO, when you do attack wall, enemy team can see you: just wait a bomb from an air. ^_^
Mr_LiSa wrote:Unfortunately I can not explain most ideas from the language of forum and different level of game
I have solving idea. Add me in Skype or ICQ, I can help you with translating. Skype Daeman_DmG or ICQ 636-909-170

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Re: Fix it!

Post by Siraraz on 15/01/12, 02:02 pm

I'm back (wait, I was gone?)!

Personally, I didn't like the Barricade item's concept. My dislike for the item is due to the ineffectiveness of the item, its background concept, and the applications of it in-game. This is all due to my experience when I've played Pudge Wars, so this is a rather bias and subjective analysis.
- Barricades were easily destroyable with thrown land mines, blade barriers, or thunder novas, and were very easy to bypass with meat hook
- There were better choices such as techies’ barrel or bloodseeker’s claws
- Deflection wasn’t smooth when there were multiple barricades concentrated in one area (this is because the hook can only bounce off a barricade once every approximately 0.2 seconds)
- Only the level 5 ability seemed relevant to Earthshaker. I thought maybe it should have used the fissure crevice model like in DotA, but instead it was a really dodgy stone wall. Then I saw another Pudge Wars (which is done really well): Pudge Wars ZA. Fissure is the base ability of ES Totem, and Echo Slam (or something to do with the hook) is the level 5 ability.

But anyways, since you find use for the Barricade ability, I’ll leave Rotate in. However, I’ve added a 90-second duration to it, and a few other changes to it to make it a bit more ‘balanced’ (in my eyes, but I haven’t tested this yet). Please comment on them (changes can be seen in the update section of forum).

As for the attacking the wall thing, I’ve added a cooldown to the Rotate ability.
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Re: Fix it!

Post by Mr_LiSa on 15/01/12, 08:41 pm

Siraraz you does not it seem to that a map moves up very slowly .
if to take everything generalized, then result of 1-2 - new item and new Rune(and similarly corrections of bugs of "new" versions)
I do not understand why are my questions often ignored,I do not understand as I deserved such reputation, in fact as yet I here most "skilled player" at PW but Siraraz really not obviously that a map need cardinal variable ?
Walls its not main(item) problem at PW .

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Re: Fix it!

Post by Siraraz on 16/01/12, 01:21 pm

Mr_LiSa wrote:I do not understand why are my questions often ignored,I do not understand as I deserved such reputation, in fact as yet I here most "skilled player" at PW but Siraraz really not obviously that a map need cardinal variable ?

I do not understand half of what you say. You keep throwing me English that is hard to understand clearly, so hence, I ignore you because I don't know what you're trying to specifically say T.T


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Re: Fix it!

Post by Mr_LiSa on 16/01/12, 09:24 pm

I don't understand why my questions are often ignored, and idk how i deserved such reputation, meanwhile I'm "the most skilled" in PW. But Siraraz, isn't it obvious that this map needs major changes?

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Re: Fix it!

Post by Siraraz on 17/01/12, 07:22 am

I don't understand why my questions are often ignored, and idk how i deserved such reputation, meanwhile I'm "the most skilled" in PW. But Siraraz, isn't it obvious that this map needs major changes?

You achieved the reputation of being-ignored because of the difficulty in communication. I get the gist of what you try to say most of the times, but it's still hard to understand.

Yes, the map does need some major changes. This map isn't focused on the hook anymore, it is broken by all the other abilities that were implemented as items paying homage to DotA.
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Re: Fix it!

Post by Mr_LiSa on 25/01/12, 08:48 pm

So, why are you still idle

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Re: Fix it!

Post by Siraraz on 29/01/12, 11:56 am

In all honesty, I am finding Pudge Wars a burden to continue developing. I've felt like this for a while. I've done a lot of useless stuff to the Pudge Wars coding, which meant more bugs and errors occurred; the map even became more performance-taxing during my initial updates! So most of my time with Pudge Wars was spent trying to restore stability to the map - which I guess was very tedious and boring (I also had no idea what I was doing). I was working on Pudge Wars without a specific goal in mind to achieve, or without any idea on what direction I was heading with it. In the end, I only added useless things to the map – Phantom’s Lance (broken item) and insignificant visual and cosmetic updates. I guess I lost sight of the map as a whole and just added such content to, in a way, leave my own legacy with the map.

There are some who don't agree with the elements of the map (hook is not important with all the items, etc), so it should have been my job as developer to identify this and direct Pudge Wars into a better game. Although I am thinking I'm merely the 'programmer' of Pudge Wars now, not really the 'developer', at least not the 'content developer'. I guess because of feeling Pudge Wars was a burden, I would always shove it aside in my free time and do something else. I could actually update it through the year more regularly, but I choose not to because I just have no will to do so. This is the primary reason I am “idle” with Pudge Wars.

tl;dr: I am Tossrock’s failure successor, and Pudge Wars was brought into destruction because of my incompetence as developer.
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Re: Fix it!

Post by Sugusmax on 19/03/12, 02:38 am

Mr_LiSa wrote:
Daeman wrote:
• [GAMEPLAY] There are useful (this way it's abuse) technique with active ability items such as Totem. What is the matter? Look. Buy Totem/Barrel, use its ability (put a wall/mine) and after give it to teammate, he can use it as well, let him use item ability and after ask him to give item to another one player. In this way, the whole your team could use any item ability. What do I suggest? To make it impossible for player to throw out the item while its ability is puted on a CD.
This bug was at 1.24 , yes its not fair, but never saw that somebody use him

Me neither xD

Anyway, the low FPS´S in the last version with bots is the major problem, (I love they buy items) Keep working on it! your going great! ^^
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Re: Fix it!

Post by Daeman on 23/03/12, 03:09 pm

I've found a couple of bugs right now:
1. Round mode (-rm) doesn't work normally (it behaves like -km and lasts indefinitely) — I tested with AIs.
2. There may be Tripple Grapple on 5th lvl of item


And just a few tiny suggestions:
1. Decrease before-the-start delay time from 5secs to 2secs. (Why? It's too much). Also replace sound 'Kill!' by 'Ahh! Fresh meat!' please. It would be funnier. Very Happy
2. In the number of rounds with Round mode must be only three-digit number. (e.g. 12 must be 012 and 7 = 007). But with -km using just '12' and '7' instead of '012' and '007' is OK.

3. What the color of team does pudge has when exploding? I see blue T-shirt (host) but at exploding it becomes red.
->
I'm Red player (1st) but there is one option in WarCraft:

The second mode is enabled: my units, allies and enemies.

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Re: Fix it!

Post by Mr_Bean on 23/03/12, 03:52 pm

With regard to the wrong team colour of Pudge when he explodes: as far as I know this is a set animation that plays when he explodes. It would require new models to have the correct colour for each player when they explode (I may be wrong though).

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Re: Fix it!

Post by Daeman on 24/03/12, 06:08 am

Mr_Bean wrote:this is a set animation that plays when he explodes
I thought so. Is it difficult to change color of T-shirt and create new 11 animations? Very Happy
But there must be another rational way to change the color of unit. It should act like other unit animations, for instance animations of walk or attack suit any player with the same model.

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Re: Fix it!

Post by Mr_Bean on 24/03/12, 07:30 am

I'm sure there is something that can be done. I'm not a modeller so I don't know much about this.

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Re: Fix it!

Post by Siraraz on 23/04/12, 01:10 pm

Daeman wrote:I've found a couple of bugs right now:
1. Round mode (-rm) doesn't work normally (it behaves like -km and lasts indefinitely) — I tested with AIs.
2. There may be Tripple Grapple on 5th lvl of item

1. Corrected.
2. It isn't a bug, but should something be done about it?

Daeman wrote:And just a few tiny suggestions:
1. Decrease before-the-start delay time from 5secs to 2secs. (Why? It's too much). Also replace sound 'Kill!' by 'Ahh! Fresh meat!' please. It would be funnier. Very Happy
2. In the number of rounds with Round mode must be only three-digit number. (e.g. 12 must be 012 and 7 = 007). But with -km using just '12' and '7' instead of '012' and '007' is OK.
3. What the color of team does pudge has when exploding? I see blue T-shirt (host) but at exploding it becomes red.

1. I supposed 5s is a bit too much. I've reduced it to 3s now. Also, the irony of it Razz Pudge isn't actually "Fresh Meat" but rotting meat ^^
2. Hmm I think it's fine as it is ^^
3. I will play around with it, but it won't be priority.
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Re: Fix it!

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