Has anyone, or does anyone play the warcraft 3 custom game
dota allstars, aka defense of the ancients allstars?
i'm a huge fan, i play it probably 10-20 hours a week.
I was thinking about creating a NMR addon for majormud with all of the heroes, all of the ancients, the creep, and even including the legendary Roshan as enemies. i'd also include the items from dota in the pack.
dota wikipedia page: http://en.wikipedia.org/wiki/DotA_Allstars
dota hero page: http://dota-allstars.com/heroes.php
dota items page: http://dota-allstars.com/items.php
(as comparable and balanced as possible)
What say you all, any fans of dota, or this idea?
New Addon: Defense of the Ancients (conception)
Re: New Addon: Defense of the Ancients (conception)
many of the items don't make too much sense in a turn based game (in contrast to a real-time), but the same idea would be there.
in general, the items would have to be equipped in "Worn", or "Eyes".
here's what i'm thinking for transferring over
mana regen: straight across, but reduced
hp regen: instead of X hp/sec it'd be like X*10% hp regen
any aura item, make it so that you can only carry one of that item, and if that's not possible I'll have to rethink how to handle it
move speed/attack speed increasers: affect slowness?
stat modifiers (i.e. +10 strength, etc.): maybe instead of strength/agil/intel it could be +hp, +crit% or +mana. i don't think the +stat ITEMs work in majormud.
block damage (buckler shield, aegis, vanguard): perhaps increasing DR?
disablers non invincible (bash, purge, guinsoo): same as sleep (of course VERY limited duration)
disabler invincible (euls): same as sleep with ginv...
ORBS:
maim (from sange&yasha or just sange): slow ~3 rounds.
lifesteal: not sure, since this needs to be an attribute of a weapon.
feedback: mana dead, ~3 rounds
corruption (stygian desolator): vulnerability, ~3 rounds
Of source most (all?) of these NEED to be attributes of weapons, unless they're castable.
A chicken would be something you can hold in your inventory, to give you like +% enc
in general, the items would have to be equipped in "Worn", or "Eyes".
here's what i'm thinking for transferring over
mana regen: straight across, but reduced
hp regen: instead of X hp/sec it'd be like X*10% hp regen
any aura item, make it so that you can only carry one of that item, and if that's not possible I'll have to rethink how to handle it
move speed/attack speed increasers: affect slowness?
stat modifiers (i.e. +10 strength, etc.): maybe instead of strength/agil/intel it could be +hp, +crit% or +mana. i don't think the +stat ITEMs work in majormud.
block damage (buckler shield, aegis, vanguard): perhaps increasing DR?
disablers non invincible (bash, purge, guinsoo): same as sleep (of course VERY limited duration)
disabler invincible (euls): same as sleep with ginv...
ORBS:
maim (from sange&yasha or just sange): slow ~3 rounds.
lifesteal: not sure, since this needs to be an attribute of a weapon.
feedback: mana dead, ~3 rounds
corruption (stygian desolator): vulnerability, ~3 rounds
Of source most (all?) of these NEED to be attributes of weapons, unless they're castable.
A chicken would be something you can hold in your inventory, to give you like +% enc
Re: New Addon: Defense of the Ancients (conception)
also, some of the enemy abilities wouldn't transfer over easily.
i was thinking there would be 3 variants of every hero, level 5 (with no ultimate), level 15 (with all ultimates, but not at its strongest), and level 25 (with all ultimates, and beeefy). and of course we could even have differen types of the level 5 and level 15 ones, with their "abilities trained" in different manners, or with different "items", per the above post.
there are equivalents for most of them, except for "invisible" and variants, percentage based damages, "spell cooldowns", and a few other exceptions.
i was thinking there would be 3 variants of every hero, level 5 (with no ultimate), level 15 (with all ultimates, but not at its strongest), and level 25 (with all ultimates, and beeefy). and of course we could even have differen types of the level 5 and level 15 ones, with their "abilities trained" in different manners, or with different "items", per the above post.
there are equivalents for most of them, except for "invisible" and variants, percentage based damages, "spell cooldowns", and a few other exceptions.
Re: New Addon: Defense of the Ancients (conception)
and of course the clickable items would be an X uses per day thing, as well as requiring mana, so it would be another way the spellcasters could get ahead. also could limit that paladins, rangers and mystics can't use them, so it's only for mag2 and mag3.
the 2her's could get some of the new "items" as weapons, that would ease creating the the effects of the items.
I've yet to think of an obvious benefit for the 1h'er mag1 and mag0's.
Hand of Midas: can do 500 damage to monsters only, and mag-1 or less only. costs 80 mana, requires level 20, usable 10x/day
Black King Bar: remove all spells, mres + {some large value}, costs 150 mana, lasts 15 rounds, usable 3x/day
Manta Style: not sure how to implement "creating mirrors" of yourself
Dagon (say a mag3: priest/mage/druid, mag2: cleric/missionary/bard/gypsy/warlock only): can do energy bursts; something like as follows
Level 1: 150 mana: 250 damage, requires user level 45, castable 5x/day
Level 2: 200 mana: 350 damage, requires user level 55, castable 5x/day
...
Level 5: 350 mana: 650 damage, requires user level 85, castable 5x/day
Diffusal Blade: 100 mana, slow, level 30? 3x/day
Nathrezim Buckler: 50 mana: gives party +10ac 10x/day, lasts 50 rounds.
Mekanism: 100 mana: heals party 250 hp 3x/day.
Refresher: not sure... ideally it would reset all usages on items ~3x/day, but i doubt that's possible
Necromonicon: not sure, summoning your own units could be baad (/me thinks of a safe room)
Anyone can use:
Boots of Travel: incorporate with the recall module, requires level 30
Most of the specialty items would be DROPPED by the new heroes. You would have to combine them (for a potentially hefty price) for balance sakes.
the 2her's could get some of the new "items" as weapons, that would ease creating the the effects of the items.
I've yet to think of an obvious benefit for the 1h'er mag1 and mag0's.
Hand of Midas: can do 500 damage to monsters only, and mag-1 or less only. costs 80 mana, requires level 20, usable 10x/day
Black King Bar: remove all spells, mres + {some large value}, costs 150 mana, lasts 15 rounds, usable 3x/day
Manta Style: not sure how to implement "creating mirrors" of yourself
Dagon (say a mag3: priest/mage/druid, mag2: cleric/missionary/bard/gypsy/warlock only): can do energy bursts; something like as follows
Level 1: 150 mana: 250 damage, requires user level 45, castable 5x/day
Level 2: 200 mana: 350 damage, requires user level 55, castable 5x/day
...
Level 5: 350 mana: 650 damage, requires user level 85, castable 5x/day
Diffusal Blade: 100 mana, slow, level 30? 3x/day
Nathrezim Buckler: 50 mana: gives party +10ac 10x/day, lasts 50 rounds.
Mekanism: 100 mana: heals party 250 hp 3x/day.
Refresher: not sure... ideally it would reset all usages on items ~3x/day, but i doubt that's possible
Necromonicon: not sure, summoning your own units could be baad (/me thinks of a safe room)
Anyone can use:
Boots of Travel: incorporate with the recall module, requires level 30
Most of the specialty items would be DROPPED by the new heroes. You would have to combine them (for a potentially hefty price) for balance sakes.
Re: New Addon: Defense of the Ancients (conception)
it could be Very nice...but as you can guess..the system are quite diffrent between WoW and MMud,i won't say MMud wasn't thought till the bitter end entierly,but there are some holes and some are pretty big,,in contradiction the WoW game is still evolving,,still bugs/"features" are found and fix mostly at the spot once noticed.
still your idea of combining such elements sounds like a task worth doing no doubt,i'm no big nightmare expert so i can't pull it yet,i guess there is some players that can pull it off,i wish this project will take shape,sounds like huge addon to play on..:-)
still your idea of combining such elements sounds like a task worth doing no doubt,i'm no big nightmare expert so i can't pull it yet,i guess there is some players that can pull it off,i wish this project will take shape,sounds like huge addon to play on..:-)
Re: New Addon: Defense of the Ancients (conception)
Quote:
Originally Posted by hybrid
it could be Very nice...but as you can guess..the system are quite diffrent between WoW and MMud,i won't say MMud wasn't thought till the bitter end entierly,but there are some holes and some are pretty big,,in contradiction the WoW game is still evolving,,still bugs/"features" are found and fix mostly at the spot once noticed.
still your idea of combining such elements sounds like a task worth doing no doubt,i'm no big nightmare expert so i can't pull it yet,i guess there is some players that can pull it off,i wish this project will take shape,sounds like huge addon to play on..:-)
The addon he wants to plagerize is from Warcraft 3, not World of Warcraft.
Still, I mostly agree with what you said. I think most of us have come up with ideas and ways to keep mmud fresh and fun. It's hard to do, and personally I just haven't had the want/interest to host a server and see my ideas implemented.
Originally Posted by hybrid
it could be Very nice...but as you can guess..the system are quite diffrent between WoW and MMud,i won't say MMud wasn't thought till the bitter end entierly,but there are some holes and some are pretty big,,in contradiction the WoW game is still evolving,,still bugs/"features" are found and fix mostly at the spot once noticed.
still your idea of combining such elements sounds like a task worth doing no doubt,i'm no big nightmare expert so i can't pull it yet,i guess there is some players that can pull it off,i wish this project will take shape,sounds like huge addon to play on..:-)
The addon he wants to plagerize is from Warcraft 3, not World of Warcraft.
Still, I mostly agree with what you said. I think most of us have come up with ideas and ways to keep mmud fresh and fun. It's hard to do, and personally I just haven't had the want/interest to host a server and see my ideas implemented.
Re: New Addon: Defense of the Ancients (conception)
sorry i don't see plagurism as copying charectures and items in a game when you flat out say where it comes from and why you want it.
althought it would take a year to get all that stuff input set for quest and all that stuff.
althought it would take a year to get all that stuff input set for quest and all that stuff.
Re: New Addon: Defense of the Ancients (conception)
have you ever done hardcore editing in majormud ray?
i have been doing it for a while, and maybe its just me but i run into a lot of dead ends. Things that i plan on implementing and in my head think would be easy, turn out to be a completely different deal using mmud's textblocks. you definitely have a good idea of what you want to do, its just making it happen in majormud thats the problem.
i have been doing it for a while, and maybe its just me but i run into a lot of dead ends. Things that i plan on implementing and in my head think would be easy, turn out to be a completely different deal using mmud's textblocks. you definitely have a good idea of what you want to do, its just making it happen in majormud thats the problem.
Re: New Addon: Defense of the Ancients (conception)
nightmare does add a little to the confusion factor and i WISH syntax would give me access to the source or at least sit down and go through some changes that should be made. Im starting to get quiet a list going.