Let me show you how to hump without making love.
Azrael is right. He isn't using strawmen excuses. The map is not excellent, and it won't get where it is supposed to be until the mappers work on it which I don't see anytime soon, or ever. I propose handing control of the map to someone who will work on it and only be able to upload with the consent of others. I'd like to point out that another reason the map is currently in a state of garbage is because people like BloodreaveZ can make suggestions and changes which are uncalled for, and out of line. My main example of many instances is summoner. The leash on this unit is like having your balls clamped between a bear trap. It's totally unecessary, even when this unit does not have the hard counters it used to. It was never OP, and it will never be OP. People have generally feared summoner because no one is smart enough to counter it (which only takes the common sense of a 12 year old). I actually like some of the changes to the units (banelings and modified L2), but seriously there is so many uncalled for changes and restrictions to the unit it sucks. I'd also like to point out changes to units like Ling and medic. Has no one ever seen a late game medic and ling together, where ling is in l4 being constantly healed and l4'd by medic so his form won't end? What the fuck kind of thinking is that? Does no one have foresight?
@BlackParade
Good on you, that shit needs to be heard. I definitely see the validity of MTR's ideas for spawn, but at the same time see his matchup comments as misinformed.
@General
It's hard to make a map, when the community on SC2 has only played TS1 post-CAFG era.
Problem is that none of the changes that go for what you guys are asking for never get implemented because nobody gives changes a chance. Unless they fix exactly what you guys want, they are bad and everyone refuses to give them a chance. This then leads to the team wanting to revert it... The map will never get anywhere like that and will stay in it's current state. If you guys think the original Temple Siege didn't have any problems you must be high and this project gave it a chance to become better because it was able to escape the limitations it had before.
Believe it or not, I fucking despise the term MOBA because that doesn't even describe what the game is. The closest anyone has got to naming the genre is calling it an Action Real Time Strategy game (ARTS), but people seem to be abandoning the strategic foundation of the game for a game where all that matters is the heroes. I find that a central component to the genre since way back in the days of Aeon of Strife and the many maps that built off that concept, were the computer controlled units that went down the paths laid out. They weren't just food but forces that you could use in helping your team win the game through various means, such as pressuring lanes without even having a hero present and as a protective force if you need to. StarCraft limited mappers from going further into this but WarCraft 3 did not and it added a lot to the games that followed, not limited to DOTA.
Don't you dare whine to me about how I tried to make the game into LOL/DOTA because there are so many things I despise about each and every game in the genre. They seem to eventually abandon their older mechanics that brought a lot to the game because players don't recognize them and instead focus on what the player base wants, which is more heroes that use mechanics they find fun. This leads to older heroes becoming obsolete and the newer ones having several imbalance issues, but they keep pumping them out because that is what people want. You complain about wanting more heroes, but why should there be more when the current ones don't even work correctly? Which brings us back to the point, why do you complain about how heroes don't work at a fundamental level and when we change it, complain that we changed it? Then want the old one back? This has been consistent throughout the development and to be honest it isn't your fault.
Before I quit the development I had wanted to make a lot of changes that would help drive the game into a direction that none of the other games have done and would give Temple Siege 2 a very unique feel to the game. The problem is that nobody seems to want to deal with change. Then there seems to be a restriction on what our community allows us to do and that is a horrible way to develop a game. There is a time to listen to your community and a time to just let them complain for a while. Giving a new concept less than a day worth of a chance before changing it is probably the biggest reason I couldn't stand working on the team anymore. "We need to fix this." So I did a change that would fix it, "So some people didn't like it over the course of two hours and we reverted it." Well no fucking shit they didn't like it because they aren't used to it. Give people time to adapt.
It's just an overall buzz kill when someone who hadn't worked on the map before is given more privileges than the entire team combined by someone who was pretty much a backseat driver the entire design process, simply because the latter individual didn't like how fast the map was being developed. Then when that person makes mistakes, it's all of our faults for the issues that his changes bring. I wanted to take the game in a completely different direction that it currently sits within but was never allowed to because it wasn't the exact way you wanted. For a more in depth strategy I wanted to make heroes have a rock/paper/scissor feel to them throughout the match, sometimes shifting their role from say scissors to rocks depending on how they were built. However that idea didn't sit well with people because it wasn't the way it was in TS... But you come and complain about how heroes countered other heroes... Isn't that the same thing? Apparently not because the idea was flamed at, even though you sit here and talk about counters. Guess it's different because I wanted to broaden the horizon and streamline it.
Or take the what I said earlier about creeps, instead of having them evolve I made it a steady incline because that made them more efficient as they game went. But players couldn't handle that change and immediately bashed it as trying to make it DOTA/LOL... Even though the systems shared a single concept together and were otherwise different from each other in a variety of ways. Though hey, you guys know everything about games that you apparently despise and refuse to play.
tl;dr This topic makes my head hurt.
It's not so much that you don't post accurate information, it's that you lack the actual information and are just doing broad strokes to rally up some kind of retarded "change" that will never happen. The development team is pretty much gone and all you have is a guy who balances the game with imaginary numbers, cannot create heroes or fix bugs within the game system. Then sitting behind him is a guy who doesn't know anything about those topics either and tries to speak up with his opinions talking about how they weigh heavily, yet didn't even contribute to a majority of the longevity/success his own creation had. Don't mean to sound like a dick but holy fuck am I just frustrated with the whole situation that I am taking sides with people that piss me off and raising a pitch fork towards former colleagues (of sorts). The game had a lot of potential and to be honest I find it pretty much a disaster that it's "creator" wont let be salvaged.
Post has been edited 2 time(s), last time on Jul 12 2013, 2:18 pm by LoveLess.
None.