Monday, 13 April 2015
Warcraft III The Frozen Throne - Strategy Despositorium V
In 4v4, units cluster around a field,
the formation plays more.
Bases great for defending tier 1 pushes
may have some troubles in tier 4 fights.
Siege units being vulnerable
in 1v1 or 2v2 no longer
becomes the case in many 4v4
battles taking place around
main bases.
Having shops at every expo help
emergency teleport. Let they
be viewed as the teleporter,
than the kwik-e-mart.
For mode 4v4, late tech in solo no
longer stays late, becomes due fitting
by time of major battles, most
of the time, plus on map.
Sharing of voodoo lounge enables
undead's heal early on.
Night elf gathers lots of lumber at end-game.
Human players rule the plain
with helicopters and siege engine.
(herein above are not recommendations
are the ways to play the game)
(tweak may be necessary to polish the game
up a lil, specifically for 4v4, if they
would like the game retain the epic
priestege in which they were bequeathed)
Certain form of pooling if not every
transactions should be taxed, as
duty to abide to the theme of balance.
Pooling without tax allows
saving of building cost
for 1 player, an fully
un-intended part of the game.
For example, the orc
can save its 2nd
beastiary and pool
the human player for dual
workshop instead. This
way, the building cost of 2nd
beastiary gets saved,
and roughly translates to
1 increased unit, resulting
in slight alteration of course
of the intended gameplay.
Here are some good unit composition for 4v4 teams, assuming full team:
Grunt + Raider + Kodo Beast + Statue + Fiends
Fiends + Riflemen + Sorcerer + Huntress + Grunts
In general, hero spell-stackers pose dangerous threat
to the enemy team. And team army composition
follows the principle of frost wyrm, buff casters,
strong dps, mortar teams and anti-air.
Auras being the area of effect non-correlated
with numbers non-cost (free) stackage they are,
4v4 becomes their place to shine.
Macro games become of
the light, in 4v4s. Things
lengthen the solo composition.
Bigger maps, wider voyage
distance. Tech to higher tier,
time stretch like mattress,
the players could in 4v4.
Keeping expo running, when to
run expo, conservation below
50 food upkeep becomes a central.
Though may not be designers'
intended or want.
An extreme pillar of some stretch
as per usual, give good learning
visuals: suppose game had 12 v 12,
elements there we seen would
highlight knowledge naturally.
Tuesday, 7 April 2015
Warcraft IV The Frozen Throne – Strategy Despositorium IV
National Labour Woodcraft Statistics
Racial worker gathering features:
Night Elf wisps gather auto on wood, keeps the tree. The gold miners are protected under a strong roof.
Orcs and humans gather the standard normal way, peons in and out the goldmine while lumbers are chopped and shipped to the refinery.
The Undead does things quite differently: it's themed around worshipping ghosts. The gold mines are run as independent node, while the townhall can be seperate: like a engine and a cargo of a truck, or a train rather, that's better. While its lumber production are gathered via ghoul's sharp claws, chopping or perhaps hammering at the trees.
Humans do their thing similar to the Orcs.
Every worker gathers 2 gold per second at constant.
It's set to be equal for all 4 races, overall, roughly.
This didudes to the fact that every 75 gold, cost
of a worker, would have its cost returned in less than
37.5+0.00001 seconds. Thankies for making
this more complex than needed, but that's
just Henry, oh Henry.
While a fully operational gold mine
gets its cost back in probably less
than 45 seconds, let's pick
a well-sounding and familiar
number.
Counting in the peons to be built, then
gold investment return time ich le
less than 45 + 38 = 83 seconds.
(accounting for 0 time spent
building workers that is)
In regards to lumber, with elves'
wisps un-destroying trees for eternity,
their later-on lumber input gains
more of an increase relative to
4 other races, including random race,
if that is a race.
Therefrom we can deduce the tactic
that it's better to pool elf to wisp-lumber
gathering and let that teammate money
transfer than seperate work, assuming
very competitiveness wanna be achieved.
How fragile and weak are the real-life humanoids.
A lil bit of feeding to their troll or ego bloated
stomach, and they will go vamoose.
Anyways, gameplay rarily should theme
around ramp blocking or townhall blocking.
If there is such a deal, then the ego
swarm would worship it, presenting
views neglecting the whole casual player
base, which is much more larger, and contains
folks of more prominent social status.
In-game human race in comparison have
much stronger footies. Their cheetos chips
cost a lot lesser, if travellers visit Stormwind
with a pandarian amulet, ok joking.
Night elf archers deal fair damage, though
leave fragile space for panda's fire breath,
or strong hero armor units, which would
be none other than heroes at the moment
of the patch.
Human's tier 1 ranged equalvalent deal
lesser relatively damage than archers
per food, while hold greater hitpoints.
Their lower movement speed make them
poorer chasers, looking like intentionally
originally designed as stationary hard
hitters with ranged arrows.
Riflemen's instant strikes compared to
archer's slow pull-then-fired volleys
add a lil bit of difference in actual
gameplay than on theory.
Though not entirely that good, but
riflemen's instanteous attacks make
them better hit-and-runners than archers,
compartively that is. While the archers
seem to be meant for stationary
raw damage output units as the
original creators seemed to had intended.
Orcs and humans gather the standard normal way, peons in and out the goldmine while lumbers are chopped and shipped to the refinery.
The Undead does things quite differently: it's themed around worshipping ghosts. The gold mines are run as independent node, while the townhall can be seperate: like a engine and a cargo of a truck, or a train rather, that's better. While its lumber production are gathered via ghoul's sharp claws, chopping or perhaps hammering at the trees.
Humans do their thing similar to the Orcs.
Every worker gathers 2 gold per second at constant.
It's set to be equal for all 4 races, overall, roughly.
This didudes to the fact that every 75 gold, cost
of a worker, would have its cost returned in less than
37.5+0.00001 seconds. Thankies for making
this more complex than needed, but that's
just Henry, oh Henry.
While a fully operational gold mine
gets its cost back in probably less
than 45 seconds, let's pick
a well-sounding and familiar
number.
Counting in the peons to be built, then
gold investment return time ich le
less than 45 + 38 = 83 seconds.
(accounting for 0 time spent
building workers that is)
In regards to lumber, with elves'
wisps un-destroying trees for eternity,
their later-on lumber input gains
more of an increase relative to
4 other races, including random race,
if that is a race.
Therefrom we can deduce the tactic
that it's better to pool elf to wisp-lumber
gathering and let that teammate money
transfer than seperate work, assuming
very competitiveness wanna be achieved.
How fragile and weak are the real-life humanoids.
A lil bit of feeding to their troll or ego bloated
stomach, and they will go vamoose.
Anyways, gameplay rarily should theme
around ramp blocking or townhall blocking.
If there is such a deal, then the ego
swarm would worship it, presenting
views neglecting the whole casual player
base, which is much more larger, and contains
folks of more prominent social status.
In-game human race in comparison have
much stronger footies. Their cheetos chips
cost a lot lesser, if travellers visit Stormwind
with a pandarian amulet, ok joking.
Night elf archers deal fair damage, though
leave fragile space for panda's fire breath,
or strong hero armor units, which would
be none other than heroes at the moment
of the patch.
Human's tier 1 ranged equalvalent deal
lesser relatively damage than archers
per food, while hold greater hitpoints.
Their lower movement speed make them
poorer chasers, looking like intentionally
originally designed as stationary hard
hitters with ranged arrows.
Riflemen's instant strikes compared to
archer's slow pull-then-fired volleys
add a lil bit of difference in actual
gameplay than on theory.
Though not entirely that good, but
riflemen's instanteous attacks make
them better hit-and-runners than archers,
compartively that is. While the archers
seem to be meant for stationary
raw damage output units as the
original creators seemed to had intended.
Saturday, 4 April 2015
Warcraft III The Frozen Throne - Strategy Depositorium III
A night elf mirror match becomes a war
of attrition and whose fist is larger
direct brawl in early part of the game.
The tech tier transition can be
understood by many players if
they were given the secret formula
to memorize.
Though the most talented doesn't need
this method or uses other means, nevertheless
there is given window for laming the way out.
A real strategy game should
have greater skill ceiling, letting
the mastermind able to put in
their thoughts into the game,
allowing them to exercise more
decisions, as oppose to purely
creating room for OCD spams
(action per minute spams).
Undead army is particular dangerous in later tiers
in that it has got several aspects of a strong
army all obtained:
- it is speedy due to deathknight's aura, assuming fairy levelled
- it has burst damage for smiting heroes as well as almost any unit
- the regeneration is fast
- creep speed has generally no problem: few micro intensity or danger of units being taken downby creeps, including high levels
- the units are of fair price
To win over this the trick
is to prevent this sized army
from happening. The suppression
should be done to Undead forces
than both sides creeping.
Deduction at expense of own level
in this case yields better than both
sides roaming freely for gains and plunders.
across the map.
Most heroes scale from 1 to 1.3 from level 1 to 2,
then from 1.3 to 1.7 from level 2 to 3. While
the Undead heroes tend to scale a lot higher:
despite the visual still picture, an level 3 Death
Knight would out perform level 1 Death Knight
at almost 5 times as much.
This makes the Undead's core play revolve
around keeping the heroes alive and farmed
in experience points well.
Any Orc player should creep deny and
creep hijack, while expanding on own.
Then be picking a fight right around tier 2
sized army, and hopefully be able to
down the undead hero, especially
with decent amount of mana left.
All of the above are great strategic ideas &
principles, which can be used in business,
finance, public administration, military,
life in general and the whole lot of it:
in pretty much everything.
Though getting those strategic ideas accepted
is another issue, as many sages, such as owls
and octapus have amazing ideas, but aren't
allowed to perform, or even contact with anyone,
so then needless to mention their chance
of submitting a report.
Warcraft III - Strategy Despositorium - II
The Naga Sea Witch is a particular good hero from its feature
of able to be summoned directly after tier 2 tech, skipping the
altar 60 second training altogether.
Grabbing this hero without that benefit logically
would mean a weaker hero, though not completely
incompotent, relative to other candidates, which we
can select to choice upon bywhich means ok
nevermindo.
Orc has a relative difficult time to heal except
with shadow hunter and clever healing
fountain usage.
The undead's statue is a very powerful
pve tool for levelling up heroes, and pro-longed
slower frosted-preferbly fights. Their
heroes also scale up very well with levels.
The human towers are something of formiddable
might. Its lack of sudden burst damage output
from units and heroes means resortment to
out-grind or be grinded out (overcoming the
heal replenish amount).
Elf needs good bear and dyrad support or
the moonwell gets taken down, while
base turn into a natural park with no entry
fees or gates.
Elf towers can walk, but due to its ultra slow speed,
hardly ever blessed the battle changing from
tie to victories as per usual by time the towers
are up, that side as already won. In addition,
building addition towers can compensate
for the immobility of other races' towers, or
elf's own immobile towers (from coming
patch, expansion and such).
Tier 3 magic damage units (the high damage
tier 3 fliers) may deal more damage to
creeps than suggested. Them getting nerfed
a bit, somehow by creating a seperate category
for them, would make the game more balanced.
preventing the case of 1-base or two-base tower
holder, hero harass and tier 3 creeping level
catch-up games from occuring.
Various ways can be used to nerf something.
The principle of design is to set a new set of
mechanics or categories to adjust their battle
potencies and so on that are reltable to real-life
meanings. So instead of directly saying gryinphors
shall be nerfed, it is said that the since gryinphors
belong to mythical type of units let's say, and the
creeps being hostile to those naturally due to
its aggression (preceived), those get ensared
or dealt poisonous damage a lot more - a meaningful
nerf than some direct flat text statement nerf.
Ultimately overall, for warcraft to grow, this game
has to be marketted more to casual thinking side,
not casual, but casual-strategy social side,
than soloism lethality side. There ought to be
more 4v4, 5v5, 3v3 modes than 1v1 no-obs
mode.
Heroes and races should be constantly added.
If there is imbalanced, the only time imbalanced
appear is when the game idles in design development
and too much time is given for replay-cookie-cutting.
The shadow nature of those soloist ladder environments
encourges and says no stopping sign to the
rather unreputable lamerist users, and those
type'a of behavior.
Warcraft III The Frozen Throne - Strategy Despositorium
The standard building order
comes at the interplay, the
optimization more specifically
of multiple forces.
The force to seek victory and
display skill is the ultimate
universa goal, while within there
small forces can be find:
- the force of max gold
- the force of max army
- the force of predictions
- the force of higher hero levels
finding equilibirum points between
those forces yield the current build
order result and such.
General build order for Orc, Night Elf, Undead and Humans goes
hero altar and population building (food) first. Followed by the
tier 1 unit structure. Game begins with 5 workers (or racially
equalvalent) plus 1 townhall for each race.
Though in economic sence, for any cash stashes, it's better
to let the 6th workr, and that is the 1st workr out of the
townhall or stronghold build the food production building,
the delayed hero comeout may not compensate for that
30 something gold that was unspentable gold.
Ultimately any real-time strategy game, or any strategy
game that matter is a game of optimizing choices.
Mathematical inquiry can yield right strategies, though
may be difficult for most analysits. Intuition tends to guide
a whole lot better. The reason for the diffiulty of mathematical
analysis for Warcraft III is that the door of entry is slightly high.
While the ones passing that entry may yield great analysis,
everybody below would yield null or false intereptations.
Here is an example for that: the math analysis who is amateur-istic
would allocate value of an grunt to 200 gold, while a structure
that does same damage and assuming walks as fast costing 230 gold
would make grunt more worth it. This isn't right calculation as
the grunt's food cost needs to be taken accounted for, and if wants
to be polished further, unit's hero experience potentialis as well.
Master mathematician would analysis this as: a grunt may not be better
as it gives experience if killed, cannot be built simutaneously with
another grunt at the same barrack, and also costs burrow cost: 160 gold
and 40 wood plus peon's time spent un-lumbering potentially for 3
out of the 10 food. While building may also be not much better counting
in its peon's labor time, its inability to be salved.
Build order of voodoo lounge coming right around alter's finish time
was dued-to the building time of these two structures. By the time
a hero is trained inside the alter, voodoo lounge's beginning construction
would arrive at sametime of production finish, allowing the blademaster
hero to purchase salve at first instance.
Time of training a hero is 60 seconds, from the altar, and
construction time of the orc shop is 60 seconds as well.
One more thing: real-time
strategy is a real-time thing,
like a hockey sport. Words
such as 30 seconds, 45 seconds
will not be in use by the time
of realplay. Alternate ones
would be in play.
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