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Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Wed May 06, 2009 3:03 pm
by tipereth
To be perfectly honest, Warcraft 3 really isn't the proper medium for this kind of story. VotF worked because in the end, the player was working to prevent the big bad guy from killing everyone or retconning them out of existence or whatever. WoS is driven by the characters searching for something, with a large host of recurring allies and villains who are pretty much only there to slow the heroes down. It just feels more suited to a comic book or a true RPG engine. That's not to say you didn't do a good job telling the story.

EDIT: Note that I haven't finished Book 6 yet and if it turns out to have a Dark Tower ending I am going to be so disappointed.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Wed May 06, 2009 6:37 pm
by RazorclawX
tipereth wrote: EDIT: Note that I haven't finished Book 6 yet and if it turns out to have a Dark Tower ending I am going to be so disappointed.
I had to look up this Dark Tower thing; no, it doesn't end like that.


WoS is driven by the characters searching for something, with a large host of recurring allies and villains who are pretty much only there to slow the heroes down. It just feels more suited to a comic book or a true RPG engine.
If I had it my way it would be an action RPG on the vein of Crystalis or the later Ys games, where if you died it was your own damn fault and killing monsters was fast, fun, and easy.

The problem is, there isn't a builder for an action RPG.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Wed May 06, 2009 9:18 pm
by tipereth
That would explain why the B&D missions were so friggin painful. Especially that one in the first book where its you against Ayame and Chika, ugh.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Thu May 07, 2009 2:31 am
by Larc
tipereth wrote: To be perfectly honest, Warcraft 3 really isn't the proper medium for this kind of story. VotF worked because in the end, the player was working to prevent the big bad guy from killing everyone or retconning them out of existence or whatever. WoS is driven by the characters searching for something, with a large host of recurring allies and villains who are pretty much only there to slow the heroes down. It just feels more suited to a comic book or a true RPG engine. That's not to say you didn't do a good job telling the story.

EDIT: Note that I haven't finished Book 6 yet and if it turns out to have a Dark Tower ending I am going to be so disappointed.
I've found the WC3 engine very suitable for WOS...what other game fuse so well the elements of RPG and RTS?
The B&D missions adds also variety to the campaigns,and that's a good thing in my opinion. (but I think that he has added them only because WC3 is at 75% an RTS)
Spoiler
There's nothing interesting in the Dark Tower,except a big reset button.
Actually,Game Maker and Rpg Maker are simple,but effective tools to create your own Games\Rpgs.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Thu May 07, 2009 5:19 am
by tipereth
Yeah, and that ending sucked, which is why it would have been a total copout if they were like 'Oh, hey, you guys have all done this like a zillion times before and failed, you just don't remember it. The End.'

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Sun May 10, 2009 2:48 pm
by Larc
A thing that usually annoys me are the loading times,I think that this happens only because the filesize of the campaign is pretty large... (I have a recent CPU)
There isn't a way to improve the speed of the loading times? everytime I lose against a boss I have to wait too much and got frustrated sometimes...

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Sun May 10, 2009 7:03 pm
by Theia_Loki
Just finished the last book. I must say, I really enjoyed the conclusion.
Not just the conclusion, in fact everything it had: the plot, the character development, the map layout, the music.
Especially the music. Each music track that was used suited each separate part of the campaign that it was used for, and was absolutely moving.

Thinking back, I realized the major reason why I started playing this campaign. It wasn't just the faction tech-trees or the spells, or the hero classes or the units, or the way each map in the campaign was fashioned. The true reason I played this campaign was the connection our dreams in real life could have in relation to this. Heck, we could all have met one another in our dreams and not remember a whiff of it. By Jove!

I'm looking forward to any future stories you come up with in the future, especially those relating to Nekurow (whom seems to have become less of an ass than initially portrayed). Other than that, Jolly Awesome Show, Razor. Jolly Awesome Show. ;)

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Mon May 11, 2009 1:50 am
by manstein
Totally agree, the  last book was very enjoyable.
Though, after playing through a couple of times I have to say that I think Hikaru and Dalles are overpowered. They are very hard to kill, even if you use all spells all the time and have some fancy items in your inventory. Maybe these two bosses might need a little rebalancing.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Mon May 11, 2009 10:41 am
by Rui
Hey there.

Congratulations on the sixth book, I've been playing it and I'm liking it.
The techtrees were a little boring. Hikaru was already pretty powerful, but the Siege Golems you could train with the Murloc Tribe made everything way too easy.
On book 5, techtrees were averagely well done (or am I just a fan of the races?), I guess I was expecting a bit more from this one.
Sorry for my little rant regarding them, I play melee (ladder), and as such, I'm used to the perfectionism of the ordinary races.

Anyway, your work's awesome.

There's something I've been wondering ever since I started playing this final book: why is Hikaru using his old model? His soft-hair version looked better. Yes, a little too much like Arthas, no doubt, but I'm really not a fan of the low-res hair.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Tue May 12, 2009 9:29 pm
by RazorclawX
Rui wrote: Hey there.

Congratulations on the sixth book, I've been playing it and I'm liking it.
The techtrees were a little boring. Hikaru was already pretty powerful, but the Siege Golems you could train with the Murloc Tribe made everything way too easy.
On book 5, techtrees were averagely well done (or am I just a fan of the races?), I guess I was expecting a bit more from this one.
Sorry for my little rant regarding them, I play melee (ladder), and as such, I'm used to the perfectionism of the ordinary races.
The Murloc tech tree is a carbon copy of the one from the Warcraft 3 demo-- mostly. The Murloc casters and the melee/ranged are made from separate buildings and an altar was added, but that was it.

The levels with the B&D elements in it were designed in such a way that you didn't have to use them if you didn't want to (except maybe the one where you get the Eclipse Cannon, as that one is much more difficult without a standing army).

There's something I've been wondering ever since I started playing this final book: why is Hikaru using his old model? His soft-hair version looked better. Yes, a little too much like Arthas, no doubt, but I'm really not a fan of the low-res hair.
That is the old model. I hate it even more than his current one, and I don't even like the current one. Ideally I imagined Hikaru to be a more lanky person (less football player, more basketball player), but that isn't something that I bothered to try to fix.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Thu May 14, 2009 7:53 am
by Rui
I see.

Well, I'm going to play the campaigns all over. Now I don't know if I'm happy or sad for book 6... I guess both. Because, until you finished it the story had a continuation... and now it's over...  :'(
I am always sad when a great story comes to an end.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Thu May 14, 2009 10:33 pm
by RazorclawX
There are several other things which I wanted to add, but didn't find a place to fit it in.

One of the unit pissed responses I was saving was a rickroll, and I didn't have any place appropriate enough to use it.

Another thing I was thinking hard about was having Shion, Kanna, and Ziel take a little more active part in certain places. In concept Shizuka would've had a sort of Metal Gear type level and then you could 'radio' support for various things like opening a door or something, but it didn't really pan out since all of Shizuka's levels dealt with her party members rather than her.

Thought about having Yue Fang getting possessed by Phoebe, but that really served no purpose. It would've given Yue Fang the ability to walk on the lava, but then, that's not really something that couldn't have been accomplished with the harpoon rifle.

Back when Johan was supposed to go to Sorceria, he would've showed up in the East district rather than Kurumi. He also would've gone to Sorceria Core with Hikaru. I later decided I needed to cut down on the number of characters I was messing with, and Johan really didn't serve any purpose by going to the city.

Likewise, when Sazabi was going to go to Sorceria, he would've showed up in the East district for Shizuka in addition to the governor, and there would've been a Troll population there asking him to stay and lead them (that concept was mostly moved to Book 5-- also to remove him from going to the city).

In the planning stages if you spared Kevin in Book 4 you wouldn't have had to fight him and he would join you instead, but I went with what happened in the campaign instead because it worked out better.

Aleyah, Malicia, and Araj were to be the three main characters of an idea I was toying around with for another campaign conceptually as a time cop story. All three characters were 'drafted' by the Bronze Dragonflight to deal with a recurring set of time bandits sponsored by the Infinite Dragonflight (a Gnome mage and an Orc warrior). Whether I follow through with this or not largely depends on if the concept ever leaves paper, but I added them to the Free Mode to see how they worked out as playables.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Mon May 18, 2009 6:46 pm
by Theia_Loki
Sounds like you have an idea already in mind.

But, I'm curious about the title of one particular track that was used.
Spoiler
I do recall it playing before you end up fighting Abolisher's Mekani Crais in the North District with Hikaru. Not surprisingly it even plays in "Pirates vs Ninjas"before facing the Nightmare Beast, and in the cutscene in "Truth of the Heart" before Clench orders Gorbash to destroy the Dam.
(spoiler tabs used, just to avoid spoiling anything for anyone new to WoS)

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Tue May 19, 2009 7:46 am
by RazorclawX
Protectors.

Re: Wanderers of Sorceria Dedicated Update Thread

Posted: Wed May 20, 2009 2:47 pm
by Rui
Well, I just finished Book I. It seemed a little easy even on Hard (only the level before the last gave me trouble). Anyway, I learned some new things about the story I had missed when I was younger.
There are others I didn't understand, still: why didn't Kosseimaru perform the ritual earlier if Queen Arcadia was slowly retrieving his soul from the beginning? Did he wish to preserve his human form?
Another question: on the WoS official page (which doesn't seem to be accessible at the moment), Shizuka and Ziel show up under "Madoshi". Who are these Madoshi?

Finally, I'd like to know if it is possible to clean the heroes cache, so that in Book II they'll show up fresh. I don't want to keep Shizuka a Demon Hunter, but rather make her a Priestess of Water. She gets that fancy wave of frost ability then, doesn't she?

I'm sorry if I'm getting a little off-topic here. If yes, I guess I'll create a new thread in the forum.