r/WC3 • u/Own_Meat_6266 • 2d ago
Discussion Assuming Blizzard is firm in actually supporting Warcraft 3, at least periodically, what are your most requested/wanted features and content?
For me, personally, and I think a lot of people who at least dabble in creating their own maps, the AI needs to be more flexible to put it in line with other RTS games. The one we have is still running on the fragile "shopping list" style of thinking that breaks or has to be worked around.
Not saying they should rework the whole thing, that's both unreasonable given the budget they clearly have to work with and the fact that it would literally break the game and most of the custom maps, but at least build on top of it so we have the OPTION for a more modern framework, literally just a checkbox saying: "Enable Dynamic AI Framework" or something....
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u/Heroman3003 2d ago
Co-op mode. Literally, give us official multiplayer gamemode that isn't ladder pvp.
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u/AllGearedUp 2d ago
Tons of custom maps like this
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u/Heroman3003 2d ago
Official being the key word
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u/Gwiny 2d ago
Why? Why do you care about something being "official"?
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u/Heroman3003 2d ago
Because that's what gets people to actually play it unlike the average PvE custom map where you wait for three hours, lobby never fills and it's cancelled
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u/Gwiny 2d ago
Popular maps fill fast, unpopular maps wouldn't fill regardless if they are official or not.
But more than that, it seems like a waste of potential. Coop maps is something you already have in great amounts. If one gets to ask Blizzard for something, ask them for something only they can do. Its like asking a God for a sandwich. I'm sure that a sandwich from God would be great and all, but you can make a sandwich yourself. Ask them for something only they can provide.
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u/Hurikane92 2d ago
Naga.
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u/Fine-Needleworker661 1d ago
seems like such a slam dunk to add naga to wow forever and integrate with wc3 like they did with FP
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u/Grimmy554 2d ago edited 2d ago
For solo RT matches:
Automated penalty for leaving during the first 5 minutes
Automated penalty for being AFK for over ~X amount of seconds during the first 5 minutes
Automated penalty for players who receive X amount of reports over a certain period of time
Automated penalty for players who inflict X amount of damage on units/buildings owned by themselves/allies during the first 5 minutes
Significantly reduced MMR impact, or no impact, for the losing team in games that last under 5 minutes, have AFKers/instant leavers, or have TKers
Significantly reduced MMR impact for RT v AT scenarios
Toggle seach option allowing ATs to prioritize finding games against other ATs
Increased impact of player's individual 'total score' on their MMR
As for the 'automated' leaving/afking penalties, before the penalty is imposed the game should trigger a vote allowing the allegedly bad actor's teammates to decide whether the penalty should be imposed (simple majority vote - opponents get to vote in 2v2). This would avoid allowing people to grief the system by trying to get their teammates to quit.
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u/Karifean 2d ago
#1 most important imo will always be stability and reconnect features, possibly even resume from replay or netcode improvements in general. I come at this partly from a lot of trauma over playing hours long RPG custom maps with multiple people only to have desyncs or lagouts happen and there's just nothing you can do about it except start all over. GProxy was a godsend back in the day for this but that was also third party. Idk if having rollback netcode in WC3 is a pipe dream but that'd be spectacular I feel, as well as having old limitations of the engine being gradually loosened like the hard caps on micro-orders which you run into if a player has too many units moving at once in the game and all of them start moving very sluggishly.
Besides that I think they could have a long term content plan in recreating the Warcraft 1+2 campaigns as WC3 campaigns, or other parts of the lore that are suited to be told as a war story, to give people the RTS campaigns they want; just be ambitious enough with the story for it, try and earnestly make it something epic to play, make something that lives up to WC3 if nothing else and how it had strong central characters but was still ultimately a story more about survival of peoples rather than morality. Connected to that, Forsaken Kingdom brought a lot of nice new custom assets to play with in the editor with it, always love to have more of that.
With regards to the editor functionality I'll always welcome more of the underlying systems being exposed a bit more. There's still no way to adjust attack and damage type of abilities for example, a lot of interactions are hardcoded etc. and could benefit from having flags to get some measure of control over them. There are improvements on this front every patch and I'd just like to see this trend continue.
A better melee AI, likely having to be completely reworked from the ground up, would be very cool if they tackle for sure.
And in general, it's definitely nice if they always have an eye on the melee game scene and introduce changes to heroes, units, both to shake up the meta and to address current issues with the game design or balance.
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u/Necessary-Guest2869 2d ago
Speaking of Ai, how about more difficulty levels. Why just a few, no reason there couldnt be for example insane 1-5
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u/Khyrberos 2d ago
More Tavern Heroes 😉
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u/BadaBingAddict 2d ago
A Naga royal guard hero would be sick
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u/Khyrberos 2d ago
Absolutely. If I wasn't already planning on adding the Naga as a full faction myself (modding), I'd definitely be adding him to my "moar Tavern heroes" side-project.
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u/Necessary-Guest2869 2d ago
This was apparent to me when I played chronicles of the second map. I had to down load from a 3rd party, it was pretty annoying to download this. Blizzard should have a way map/campaign creators can just let you do a 1 click download. For example, I click downloadable maps, I search "chronicles of the second war" I find it, click download, and it is now playable. I can search other maps/campaigns this way.
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u/ShroomyD 2d ago
Just a little bit better pathfinding, like maybe 5-10% better. I don't want to change the game too much but the long stops and blockages when units path around each other is kinda bad. Perhaps an unchanged pathfinding mode for melee if other gamers aren't too keen on it and an upgraded version for custom maps? Idk if that can be accomplished but a gamer can dream.
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u/GlitteringPapaya6738 2d ago
A naga naga with naga nagas that would be able to naga all my nagas with naga. Thank you.
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u/escaleric 2d ago
1 extra hero for each race and maybe a new unit for each race? Would shake things up!
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u/ZeroZelath 2d ago
To be able to make groups online in the chat lobby and when the leader joins a custom game, it puts you all in that lobby. Would make it so much easier when playing with friends and finding the same game to get into
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u/Kloppy6k 2d ago
the pathfinding is a mess in this game. especially when you are used to Supreme Commander pathfinding
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u/Apprehensive-Touch74 2d ago
Still waiting for that major balance patch, like come on, its been almost a whole year lol
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u/Average_Citizen_117 2d ago
I'd like to have another faction added to the game: the Burning Legion. Full on Eredari, Dreadlord, the whole nine yards.
I might also really enjoy a like "prequel" campaign where we play out the lore of Draenor. Pre-Gul'dan Orc and Draenei campaign. Could also include the burning legion in that one, honestly. Start the game as the biggest, baddest of all bad guys to ever exist. Run through the Draenei campaign from there where we got part of their lore from the BL campaign and finish it through their own campaign. They end on Draenor and we start the Orc campaign that leads up to their first introductions to the Burning Legion and the corruption of Mannoroth.
Legit, this sounds like a lot of fun, and could even lead into a remake of the original game to follow up after that. Like, the 4th camapgin here would be the original human campaign from Warcraft: Orcs & Humans, just remade to be more modern while keeping to the story line as best they can.
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u/Saelendious 2d ago
Without getting into stuff like the World Editor and what campaigns they should make
1) Community spotlight: periodic acknowledgement of community made maps and campaigns, both past and recent 2) Reconnect, if possible to implement 3) More UI, faction and hero skins (as a way to monetize the game and give mapmakers more assets to work with, they can be toggled off anyway) 4) If they do end up adding more stuff like heroes and units to the four factions, or even add another faction like the Naga, give players the option to play without them through some toggle 5) more terrain types with new creeps and mercs 6) access to more info (% values of armor and damage type efficiencies in descriptions, visually display a spell's range when mousing over it or targeting, etc), preferably make it all optional
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u/AzzyIzzy 2d ago
Just to start with, I'm not an MP player, so I'll have no suggestions towards that.
Given what they showed with the new stuff: redo/retool the original campaigns to have similar features/new content (gearing, items, special encounters, leveling, talents).
New campaigns, maybe set up for wow classic (NE story of joining the alliance and creation of telidrassil, formation of stormwind and subsequently the poison that would be blackwing/onyxia controlling the politics and creation of the defias brotherhood, that sort of stuff) with a mix of traditional RTS maps, and the new rpg focus. Maybe have us create our own hero that will be an early hallmark of the "heroes" that we create and become in wow (certain classes and arch types).
Coop vs Ai like sc2 coop.
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u/Standard_Company_957 2d ago
For me :
Returning Offline and LAN
Adding DE models where they're still missing (+activating DE mode for the classic campaigns)
Tweaking some of the DE models so they feel less stiff, lifeless and unnatural (Keeper of the Grove, Dryad, for instance)
Beyond that, I'm game for new campaigns, tavern heroes, units, etc... Whatever they throw at us
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u/AmuseDeath 2d ago
I've got a lot to say.
Design:
races should feel as distinct as possible, we don't need every race to solve their problems in the same way
instead of patching every weakness a race has, we SHOULD have races have unique weaknesses that opponents can exploit, weaknesses also make playing a race very interesting, it's not only about strengths
strong elements in the game should feel strong, weaknesses should feel really weak, we should push for stronger strengths and weaker weaknesses rather than making everything in-the-middle boring
allowing players to easily get to T3 then invalidates T1 units, it turns into just stall and creep as much as possible without getting much and then actually spend on units once you are at T3 (Orc is different because 99% of its units are available at T2), it just makes going all-in on mass T1 not viable as a strategy (aka Huntress) and make players actually fight at T3, it just removes an interesting aspect of the game where it could end early which is commonplace in Starcraft Brood War
Specifics:
Batrider is a horrible example of design. I guess he is mostly okay 1v1, but this unit completely dictates multiplayer games. We should not attach area of effect anti-air, siege attack onto an air unit. This makes the only feasible way to deal with it, is with spell-based area of effect damage or attack from ground units. This unit just creates so many unfun situations because it's a harass unit that you have to chase on the ground. Either make him a siege unit that is attackable by air, or make him an anti-air unit. And as an anti-air unit, it's just dumb how his ability can't be reacted to. You have to kill him before the ability goes off. It should honestly work like Scourge in Starcraft Brood War where they do get killed, but skill allows hits to connect.
Flying Machines are similar. They are incredibly fast units that deal ranged, area of effect air damage. They are the strongest anti-air unit in the game. They are so strong that you have to run because they will win air-to-air fights. Their design often renders Dragonhawks useless. IMO, they should be specialized to deal with mobs of smaller air units, but they should be weak to bigger air units. It's a design mistake to mix fast movement, area of effect damage, ranged attack onto a flying unit. It's often the case that the best way to deal with them is an area of effect spell, which makes the game turn into some silly "dodge the nuke" gameplay.
Headhunters should not have had their ranged increased by 100 and kept it at 450. They would be shorter-ranged, but they more than make up for that with their Berserker upgrade and Berserk ability, alongside all the buffs Orcs have (Bloodlust, Endurance Aura, Command Aura, etc.). It would balance out the fact that they are the most supply-efficient unit in the game; they just have to deal with shorter range.
Fortified Defenses at T2 closes a window where you can attack Orc and makes T3 even less necessary for Orc. Keeping it at T3 makes Orc have to play defensive and allows interesting attacks to work against them like mass caster attacking Burrows. It also makes Watchtowers way too strong at T2. It just makes gameplay into "Oh he has FD up at T2, I guess I can't attack." A good compromise is to allow the upgrade to only work on Burrows at T2 and require T3 for Watchtowers. Otherwise, reverting it to T3 should be tried.
Wand of Negation just feels tacked on just for competitive play. It's just a really unexciting item that you never want to get unless you want to counter something annoying early on. I would rather have Scroll of Healing at T3 rather than Wand of Negation. I don't mind the item, but each race having their own weaknesses is fine.
Night Elf feels boring because two of their tech paths are unusable, which forces them to go Bears and Dryads. Huntresses are avoided because they either must win right away or they simply delay getting to the superior Bears. A possible solution is to allow all of their upgrades to be researched at T2 or maybe try T1. Air is not usable because of how strong Batriders, Flying Machines and Gargoyles are. Batriders and Flying Machines would need to be toned down for Gargoyles to be toned down. This would then allow more NE air units to be usable. That just leaves Bears and Dryads which cover all the bases alongside Staff of Preservation.
Minor nitpick, but Unholy Frenzy should do its 4/s damage again so it can double as a unit buff AND as a damage spell. The current 2/s damage makes it into a very one-dimensional buff. This is what I mean by boring design.
I wouldn't mind if siege units played a larger role in the game. Mortar Team currently moves at 270. Demolishers, Glaive Throwers and Meat Wagons move at 240, up from 220. I wouldn't mind seeing them move at 270 as well, just to try it. And while it is a buff, the fact that these units are mechanical are a huge downside which means they cannot heal, they require a worker to repair and repairs cost money. They also have extremely low HP, have a minimum attack range and are bulky and are easy to kill.
Forsaken Paladin really should have had an ability to manipulate dead/life states because it would be very thematic and it would combo into his situational spell Consecration. It would also have cool synergies with the Death Knight and Paladin who he's obviously influenced from.
The current way dispels are really punishes big debuffs and encourages spamming cheaper debuffs. A better way would be to have dispel reduce the time on the buff/debuff, with big spells generally having longer durations. It would make dispel have a gradual effect as it would work better against smaller spells and require more to dispel bigger spells.
It would be great if the game would remember your last settings for custom games so I don't have to click a million times if I want to play a custom game with 7 computers each time I recreate it
AT v RT will always favor AT and their ability to better coordinate. I honestly wouldn't mind AT v RT if RT was given a handicap like 100 gold. The 100 gold would be brilliant because it would matter a lot in high level games, but it would mean very little to low-level games where casual players wouldn't be able to make good use of it and often have a lot of resources floating anyways.
A "X players Vs AI" mode like in Starcraft 2 would be great for newer players.
A lot of controversial takes yes.
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u/E-proselyte-5789 2d ago
Give us ability to load different maps during the multiplayer (co-op campaign). Just imagine Rexar campaign in co-op, or simple missions campaign.
Also ability to reconnect, it's a must have for long custom games.
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u/SevenSpanCrow 2d ago
New Races and/or customization for current races. I want to play Blood Elves!
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u/mini_lord 2d ago
I mean I would like to have basically everything from W3C in battlenet.
One thing I love about battlenet are the separated queue in team melee games.
Beside that well the 1v1 mmr system to be fixed with seasonal resets etc.
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u/mountmexXx 2d ago
fixing the main menu and the buggy client would be a great start. unfortunately blizzard is a small indie company
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u/Chunky_Monkey4491 1d ago
More campaigns and potentially new races to play in MP like naga, demons, forsaken etc
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u/SirDalavar 1d ago
Global map campaign similar to dawn of war or total war, new playable factions. Let me conquer the world for Pandaria!
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u/Ranakastrasz 1d ago
lan and offline. I see nothing wrong with being banned from battlenet, like you used to be, if you lacked internet. for single player thst is unacceptable. it is barely understandable to require that to start a game.
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u/Flashky 1d ago
All available graphic styles available at all campaigns.
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u/Own_Meat_6266 21h ago
Its alredy been confirmed that is in the works. The devs were shockingly open that they didn't have time to implement it retroactively due to deadlines
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u/Nekzar 19h ago
no they have no intention of adding classic or reforged graphics to the Forsaken Kingdom campaign, they will probably consider it if there is a lot of demand.
I care not for it personally though, so I hope they spend dev time elsewhere.
yes DE for ROC and TFT are confirmed as plans.
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u/bulbishNYC 2d ago
Add a Youtube-style time position slider to replays.