Saturday, November 28, 2009
Tuesday, June 23, 2009
Sunday, June 21, 2009
Concept art process "Dridant"
Showing process for concepting. starts in alchemy, ends in a mix of photoshop and painter. Its not detailed at all, and this is intentional. The goal of something like this is to get the basic shapes, colors and effects you'd want to achieve in a finalized image or render. I'll likely get around to sculpting this at some point.
Sunday, August 3, 2008
WC3 Map Terrain Sketch by Zy

## Gorf ###
########
## ~Zy~ ###
###########
-Area map layout-
Two lanes that bottleneck to their respctive bases.
Wide open terrain (blight) In center battle field.
Hills/Trees/Obstacles that will provide concealment.
Map Center
There will be a circle of power there to activate the flags abilities for your team.
A goblin shop will be there as well, but charge "goblin tax". This is to discourage abuse and keep reasons for people to run back. Besides, goblins are greedy bitches.
There will be a Roshan-ish creep that is guarding the center. He is holding one of the flags, and is level 12. Respawn is 8 minutes. His level will match the highest level of creep wave that is active.
-Runes-
4 Rune spawn points.
Runes spawn randomly on shorter timers, varying durations for effects.
Runes are not identifiable. (Random spawn from list, will always show up as "Mysterious Rune"
Rune powers can be bad ( polymorph, banish, stinking cloud ect)
Good and bad runes will have uses, and counter balances within the mechanic (Double damage will cause 50% more damage to be taken, polymorph will regenerate you)
-Towers-
Tweaked to deal estimated strength characters damage.
Towers Progression:
Normal mode
-Creeps-
Faction:
Creep waves will become progressively more buff as their defending towers are destroyed. As in if your factions first tower got taken down, you will spawn stronger creeps.
Every 3 waves a siege creep will spawn.
Creep numbers in a wave are determined by the amount of players in game, and possibly on your side. (we need to tweak the game for "the one" mode)
Creep waves should consist of no less than:
2 ranged creeps that cause magic damage
4 melee grunts/soldiers
Neutral:
Neutral creeps will spawn in various locations, they will not be noted on the mini map.
Spawn timer will be 1 minute after a linked pack is slain.
Neutral creeps will patrol, and "raid' towers/other creeps
Neutral creep packs will always have an npc hero leading them, who will drop one type of *Red,*Blue, or *Green Rune *see items*
Neutral hero leaders will gain a level every 4 minutes.
No more than 3 packs can exist simultaneously.
Neutral creeps will increase in level and difficulty according to current level of creep wave (see below)
Strength, Intelligence, and Agility heros will be premade and armed with gear to live against players.
-Key Stats-
All stats will now increase armor at the following rates:
.030 armor - 1 str
.045 armor - 1 agi
.025 armor - 1 int
Hero key stats will incur the following traits depending on ranged or :
-Starter hero Template-
Heroes will use a point Bi system (Use lumber slot for this calculation to prevent players from saving points for abilities.)
Default points will be 50. Host can set up to 75.
100 hp
75 mana
Starting stats:
##########
########
######
## Perf ####
## Gorf ###
########
## ~Zy~ ###
###########
-Area map layout-
Two lanes that bottleneck to their respctive bases.
Wide open terrain (blight) In center battle field.
Hills/Trees/Obstacles that will provide concealment.
Map Center
There will be a circle of power there to activate the flags abilities for your team.
A goblin shop will be there as well, but charge "goblin tax". This is to discourage abuse and keep reasons for people to run back. Besides, goblins are greedy bitches.
There will be a Roshan-ish creep that is guarding the center. He is holding one of the flags, and is level 12. Respawn is 8 minutes. His level will match the highest level of creep wave that is active.
-Runes-
4 Rune spawn points.
Runes spawn randomly on shorter timers, varying durations for effects.
Runes are not identifiable. (Random spawn from list, will always show up as "Mysterious Rune"
Rune powers can be bad ( polymorph, banish, stinking cloud ect)
Good and bad runes will have uses, and counter balances within the mechanic (Double damage will cause 50% more damage to be taken, polymorph will regenerate you)
-Towers-
Tweaked to deal estimated strength characters damage.
Towers Progression:
Normal mode
| Normal Mode | Level Equivalent | Damage type | Range/sight | Armor | Attack speed | Model | Hit Points |
| Tower 1 | 8 | Piercing | 700 | 10 | 1.0sec | Human/orc arrow tower | 1600 |
| Tower 2 | 16 | Magic | 700 | 15 | 0.8sec | Ancient/ziggurat | 3200 |
| Tower 3 | 24 | Chaos | 600 | 25 | 1.0sec | Human arcane | 4600 |
| *Base | 32 | Chaos* | 800* | 35 | 2.0sec | Castle/fortress | 6000* |
| *base special | *Splash | *250 radius | *regenerates moderately |
| Easy Mode | Level =avent | Damage type | Range/sight | Armor | Attack speed | Model | Hit Points |
| Tower 1 | 5 | Piercing | 700 | 8 | 1.0sec | Human/orc arrow tower | 1000 |
| Tower 2 | 12 | Magic | 700 | 13 | 0.8sec | Ancient/ziggurat | 1200 |
| Tower 3 | 20 | Chaos | 600 | 20 | 1.0sec | Human arcane | 2000 |
| *Base | 28 | Chaos* | 800* | 30 | 2.0sec | Castle/fortress | 5000* |
| *base special | *Splash | *250 radius | *regenerates slowly |
-Creeps-
Faction:
Creep waves will become progressively more buff as their defending towers are destroyed. As in if your factions first tower got taken down, you will spawn stronger creeps.
Every 3 waves a siege creep will spawn.
Creep numbers in a wave are determined by the amount of players in game, and possibly on your side. (we need to tweak the game for "the one" mode)
Creep waves should consist of no less than:
2 ranged creeps that cause magic damage
4 melee grunts/soldiers
Neutral:
Neutral creeps will spawn in various locations, they will not be noted on the mini map.
Spawn timer will be 1 minute after a linked pack is slain.
Neutral creeps will patrol, and "raid' towers/other creeps
Neutral creep packs will always have an npc hero leading them, who will drop one type of *Red,*Blue, or *Green Rune *see items*
Neutral hero leaders will gain a level every 4 minutes.
No more than 3 packs can exist simultaneously.
Neutral creeps will increase in level and difficulty according to current level of creep wave (see below)
Strength, Intelligence, and Agility heros will be premade and armed with gear to live against players.
-Key Stats-
All stats will now increase armor at the following rates:
.030 armor - 1 str
.045 armor - 1 agi
.025 armor - 1 int
Hero key stats will incur the following traits depending on ranged or :
Melee | Evasion | Attack Speed | Attack Damage | Movement Speed |
| Str | +10% | |||
| Agi | +5% | |||
| Int | +8% |
~Ranged~ | Attack Range | Attack Speed | Attack Damage | Movement Speed |
| Str | -50% | |||
| Agi | -15% | |||
| Int | -5% | -5% | +15% |
-Starter hero Template-
Heroes will use a point Bi system (Use lumber slot for this calculation to prevent players from saving points for abilities.)
Default points will be 50. Host can set up to 75.
100 hp
75 mana
Starting stats:
| Key Stat | Base Move Speed | Attack Speed | Bonus |
| Str | 285 | 2.0 sec | +2 str |
| Agi | 290 | 2.0 sec | +2 agi |
| Int | 300 | 2.0 sec | +2 int |
##########
########
######
## Perf ####
Friday, March 14, 2008
Damage meters and you.
While browsing the cesspool of wow forums this morning I came across some blue responses in the general discussion that piqued my interest... Link to the thread
Drysc while not being my favorite CM (<3 Nethaera) Made some points that I generally embrace and often rant about.
"Aside from some of the inherent inaccuracies that exist with them, and the over obsession some have with the end result, I think some of them can be used to great effect for their statistical tracking and analysis. The end of the raid spam with the numbers of where everyone placed is inconsequential to me. If there's negative reinforcement needed, that isn't the way to go about it. If you want to see where you are, and let's face it it's kind of fun to see you're doing well, then go for it. I just don't personally see any benefit to putting up a spreadsheet of comparison. It only works to demean others in a situation where you're supposed to be working together. If you see a problem then offer some one-on-one help or advice, if there's a larger issue then your GL should be watching and be able to pick that out and deal with it appropriately. If you want to know how well you're doing, or how other members are performing, then use one yourself.
I've been known to post stats of course if someone asks or someone posts numbers that are far different than my own, but I think they're infinitely more valuable for analysis, breakdowns, and comparisons which can help lead to better and more efficient play. Just showing what "place" everyone came in at isn't helpful, and in most cases detrimental to the elements of group play. But that's just my opinion."
"If you want to be competitive that's great, I compete using meters all the time, but is it a competition when you're just calling out everyone in your raid and pointing out how well/bad they're doing without their consent? Does competition need to come at the price of possibly humiliating someone for your own goals? Maybe everyone in your raid is totally fine with it, or maybe they just say they are. You can have a competition by looking at your own meters though, and if someone is under performing there are better ways to let them know they need to step it up, or offer them some help.
Contrary to the actions of many of the guilds I've been in, most of the major aspects of the game are intended to actually be about co-operation, and not competition or selfish behavior.
Maybe the interview process takes into account maturity, selflessness, and compassion?"
"And that's not possible to relate to them in a personal manner, through a whisper perhaps? Something that may actually help them instead of just trying to force them to do better through negative reinforcement? If you're not able to speak with people on a personal level about their performance, and have to result to passive aggressive behavior, then you should not be a guild leader."
Don't be mistaken, I tend to be an elitist apathetic dick in most circumstances. Yet I fully agree with everything he offered on this subject. You can't meter teamwork and utility, only personal performance at best. I use meters because I like to play nuking classes and the output of meters helps me improve my tactics in various encounters. I mean, people that play dps classes have to feel important somehow right?
TL;DR:
Damage meters < Team Play
"Aside from some of the inherent inaccuracies that exist with them, and the over obsession some have with the end result, I think some of them can be used to great effect for their statistical tracking and analysis. The end of the raid spam with the numbers of where everyone placed is inconsequential to me. If there's negative reinforcement needed, that isn't the way to go about it. If you want to see where you are, and let's face it it's kind of fun to see you're doing well, then go for it. I just don't personally see any benefit to putting up a spreadsheet of comparison. It only works to demean others in a situation where you're supposed to be working together. If you see a problem then offer some one-on-one help or advice, if there's a larger issue then your GL should be watching and be able to pick that out and deal with it appropriately. If you want to know how well you're doing, or how other members are performing, then use one yourself.
I've been known to post stats of course if someone asks or someone posts numbers that are far different than my own, but I think they're infinitely more valuable for analysis, breakdowns, and comparisons which can help lead to better and more efficient play. Just showing what "place" everyone came in at isn't helpful, and in most cases detrimental to the elements of group play. But that's just my opinion."
Q u o t e:
This opinion appears to be shared by every CM universally; actually remarkable. I wonder at the possibility that part of Blizzard's interview process involves the question: "Are you mortally terrified at the concept of competition?"
"If you want to be competitive that's great, I compete using meters all the time, but is it a competition when you're just calling out everyone in your raid and pointing out how well/bad they're doing without their consent? Does competition need to come at the price of possibly humiliating someone for your own goals? Maybe everyone in your raid is totally fine with it, or maybe they just say they are. You can have a competition by looking at your own meters though, and if someone is under performing there are better ways to let them know they need to step it up, or offer them some help.
Contrary to the actions of many of the guilds I've been in, most of the major aspects of the game are intended to actually be about co-operation, and not competition or selfish behavior.
Maybe the interview process takes into account maturity, selflessness, and compassion?"
Q u o t e:
Sometimes people need to know that they suck. Posting the meters in raid chat lets ppl know that they need to step it up or get gkicked.
"And that's not possible to relate to them in a personal manner, through a whisper perhaps? Something that may actually help them instead of just trying to force them to do better through negative reinforcement? If you're not able to speak with people on a personal level about their performance, and have to result to passive aggressive behavior, then you should not be a guild leader."
Don't be mistaken, I tend to be an elitist apathetic dick in most circumstances. Yet I fully agree with everything he offered on this subject. You can't meter teamwork and utility, only personal performance at best. I use meters because I like to play nuking classes and the output of meters helps me improve my tactics in various encounters. I mean, people that play dps classes have to feel important somehow right?
TL;DR:
Damage meters < Team Play
Sunday, February 17, 2008
My take on WoW raiding-
Personal the word "raid" left somewhat of a lackluster taste in my mouth for the longest time. It generally meant a scheduled day of many instanced npc's going balls deep on my character, costing me lots of money, taking at least 5-6 hours generally... oh yeah and the small glittering hope out there that faintly speaks of a reward (generally not obtained).
Honestly now, I enjoy seeing content as much as the next guy. I do like to get shiny lewts and it makes me giddy like a 4 year old sometimes.

But realistically, if you raid consistently and put in the out of raid time to go and farm to increase your potential to the group; you are looking at around 8-10 hours per instance generally. Don't plan on getting an item more than 16% of a time in any BC instance (this assumes you go every single time,aren't getting screwed over by randomness, and kill every boss every time.) So every 65ish hours of raiding you should be guaranteed an item right? Oh wait stop me now you "hardcore" people.
"Raiding is not about lewt"- I hate to break it to everyone, but hardly anyone raids for charity. Even if someone is... by extension they are there for helping someone else get loot. What reasons people want the loot differ of course, but this is one of those touchy issues that many dogmatic end-gamers will start vomiting out things that they consider facts of WoW -having done no actually research its almost always based entirely upon what they have heard from someone else. Its people like this who circulate urban legends and insist they are true, even in the face of evidence.
DADDY LONG LEGS ARE NOT FUCKING POISONOUS NOR DO THEY EVEN HAVE FANGS. THEY EAT CARRION AND PLANTS. >_>
Am I building up to a point here? Are you flasked and is everyone ready?
Casual raiding > Hardcore raiding
Go ahead and argue it. I've been to every raid instance in the game thus far aside Hyjal (fuck that attunement like dronens mom.) This includes all the "old school" Raids like MC,ZG,BWL,NAX,AQ20&40. Really I'd like to list Old scholo and strat which used to be endgame, but too few of us are around from those days and no one really cares. In any case...
The most fun and rewarding raids are those that don't feel like a second job. This is largely due to the aura of 'WE ARE SRYS RAIDERS" not being this looming cloud of lashes, just waiting for someone to strike down upon the unfortunate at the mildest of mistakes. No, this is much more like sitting in a room with people playing a party game and having Fun. Oh shnap, I said the F word in raiding.
Casual raids have slower progression sometimes, and may wipe a bit more. But as long as your among friends its a far more rewarding experience.
Hell, the most fun I have ever had in raiding was pugging Gruuls, SSC and BT on Tichondrius with only one guy I knew and the rest were just random people that wanted to go in for some quick loot. In grulls with 23 complete strangers we all outperformed most any guild I have ever seen set foot in there. No pots, flasks, or rigid class composition (this one priest was like half in greens) and we downed high king and grull within 20 mins, No deaths on high king or gruul. Few of us died on the pulls including a warlock who swore he could tank and was succeeding until he got charged twice lol.
Similar tales from SSC and BT except for the not dying. BT was partly cleared, so I don't know the first fight or two :/ but let me tell ya how much more relaxing it is to be among good players that don't really care about the politics so much as the fun. I can see this working for a guild as well, you just have to approach it the right way and snub people that start to take things to seriously. Let them go to "hardcore" guilds, don't worry they will probably be back ;).
PS. I didn't really get the frog :(
Honestly now, I enjoy seeing content as much as the next guy. I do like to get shiny lewts and it makes me giddy like a 4 year old sometimes.

But realistically, if you raid consistently and put in the out of raid time to go and farm to increase your potential to the group; you are looking at around 8-10 hours per instance generally. Don't plan on getting an item more than 16% of a time in any BC instance (this assumes you go every single time,aren't getting screwed over by randomness, and kill every boss every time.) So every 65ish hours of raiding you should be guaranteed an item right? Oh wait stop me now you "hardcore" people.
"Raiding is not about lewt"- I hate to break it to everyone, but hardly anyone raids for charity. Even if someone is... by extension they are there for helping someone else get loot. What reasons people want the loot differ of course, but this is one of those touchy issues that many dogmatic end-gamers will start vomiting out things that they consider facts of WoW -having done no actually research its almost always based entirely upon what they have heard from someone else. Its people like this who circulate urban legends and insist they are true, even in the face of evidence.
DADDY LONG LEGS ARE NOT FUCKING POISONOUS NOR DO THEY EVEN HAVE FANGS. THEY EAT CARRION AND PLANTS. >_>
Am I building up to a point here? Are you flasked and is everyone ready?
Casual raiding > Hardcore raiding
Go ahead and argue it. I've been to every raid instance in the game thus far aside Hyjal (fuck that attunement like dronens mom.) This includes all the "old school" Raids like MC,ZG,BWL,NAX,AQ20&40. Really I'd like to list Old scholo and strat which used to be endgame, but too few of us are around from those days and no one really cares. In any case...
The most fun and rewarding raids are those that don't feel like a second job. This is largely due to the aura of 'WE ARE SRYS RAIDERS" not being this looming cloud of lashes, just waiting for someone to strike down upon the unfortunate at the mildest of mistakes. No, this is much more like sitting in a room with people playing a party game and having Fun. Oh shnap, I said the F word in raiding.
Casual raids have slower progression sometimes, and may wipe a bit more. But as long as your among friends its a far more rewarding experience.
Hell, the most fun I have ever had in raiding was pugging Gruuls, SSC and BT on Tichondrius with only one guy I knew and the rest were just random people that wanted to go in for some quick loot. In grulls with 23 complete strangers we all outperformed most any guild I have ever seen set foot in there. No pots, flasks, or rigid class composition (this one priest was like half in greens) and we downed high king and grull within 20 mins, No deaths on high king or gruul. Few of us died on the pulls including a warlock who swore he could tank and was succeeding until he got charged twice lol.
Similar tales from SSC and BT except for the not dying. BT was partly cleared, so I don't know the first fight or two :/ but let me tell ya how much more relaxing it is to be among good players that don't really care about the politics so much as the fun. I can see this working for a guild as well, you just have to approach it the right way and snub people that start to take things to seriously. Let them go to "hardcore" guilds, don't worry they will probably be back ;).
PS. I didn't really get the frog :(
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