Since I enjoy playing ARPGs and MMORPGs from time to time to grind for a bit, I thought why not create a custom game mode in Overwatch that allows for some in-match character growth and takes a while to complete.
World of Overwatch – PvE RPG Grind Mode (by Delwion#2667)
Share Code (v2.6.3): 91KMK
Changelog 2.6.3
Changelog 2.6.2
Changelog 2.6.1
Changelog 2.6
Changelogs - older versions
1. Game Mode Description
1-6 players must defeat regular enemies, champions, and bosses to earn XP! With every additional level, players get more powerful and gain additional Ability Points they can spend on useful passive abilities. But enemies get stronger, too. Choose your preferred hunting zone and grind your way to the highest level. Will you be able to defeat the legendary level 100 boss in 90 minutes?
World of Overwatch is a fun mode which poses a moderate challenge and features some repetitive gameplay. Players can control the difficulty to some extend by choosing their preferred hunting area (Warcraft, Starcraft, or Diablo-themed area). Bosses can be tough opponents, especially in games with only a few players, but with a good strategy and some teamplay, any boss can be defeated.
2. Setup - Lobby
Team 2 (Human players): 1-6 players, no hero restrictions.
3. Abilities
3.1. Town Portal
Players can use Need healing outside of the Hearthstone tavern to cast a town portal spell which will teleport them back to the tavern after a bit more than 2 seconds. The spell gets interrupted when the caster fires a weapon, uses an ability, or takes damage. Abilities with a duration will also prevent players from casting the town portal spell for as long as they are active. This includes all ultimate abilities and abilities like Orisa’s Barrier, the speed variant of Lucio’s Crossfade, or Torjbörn’s Turret.
3.2. Upgradable Abilities
Inside the Hearthstone tavern, players can unlock and upgrade abilities by pressing Crouch near one of the orbs. Upgrading abilities costs Ability Points (AP) which can be obtained by gaining additional levels. The max rank for all upgradable abilities is 10. Players begin the game with 10 Ability Points.
Basic Abilities
- Damage: Increases player’s damage dealt.
- Max Health: Increases player’s max health.
- Healing: Increases player’s healing dealt.
- Movement Speed: Increases player’s move speed.
Special Abilities:
- Extra Jump Height: Grants additional jump height.
- Stealth: Makes player invisible after a certain amount of idle time (using primary or secondary fire, ability 1 or 2, or ultimate will make the player visible again; the player will also get visible again when taking damage; using the town portal spell or a quick melee attack will not break invisibility).
- Critical Hit Damage: When landing a critical hit on an enemy will grant bonus damage as percentage of the health the enemy had prior to the critical hit (cooldown: 2 seconds; this damage is still subject to damage reduction from champions and bosses). The cooldown sets in whenever a player dealt damage while the ability was ready, even if the attack wasn’t a critical hit.
On Hit abilities:
- Fire: Will deal additional instantaneous fire damage (cooldown: 2 seconds).
- Frost: Will slow down enemies for a certain amount of time (cooldown: 2 seconds).
- Poison: Will deal poison damage over time to an enemy and reduce the enemy’s healing received for a certain amount of time (cooldown: 2 seconds).
Extra Ultimate Recovery:
- Extra Ultimate Recovery: Will grant the player a certain amount of bonus ultimate charge when dealing damage (cooldown: 2 seconds).
Cooldowns are user and target-specific: when an ability has triggered on an enemy then that enemy cannot be affected by the same ability from the same player again until the amount of time listed as cooldown has elapsed. Additionally, whenever an on hit ability is triggered, there is a global cooldown of 0.25 seconds until any enemy can be affected by an on hit ability of the same player again.
Slow and healing received debuffs from multiple players do not stack; only the strongest slow and the strongest healing received debuff currently on an enemy will be in effect; the game mode does however keep track of all debuffs (so if a stronger slow debuff on an enemy expires but a weaker one is still active then the enemy will still be affected by the weaker slow debuff until it expires as well).
Damage over time effects from multiple players can be active on the same enemy at the same time and will all continue to deal their full amount of damage.
Upgrade cost:
Ability | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Lv 6 | Lv 7 | Lv 8 | Lv 9 | Lv 10 | Total |
---|---|---|---|---|---|---|---|---|---|---|---|
1-4 | 10 | 40 | 90 | 160 | 250 | 360 | 490 | 640 | 810 | 1000 | 3850 |
5 | 30 | 60 | 90 | 120 | 150 | 180 | 210 | 240 | 270 | 300 | 1650 |
6 | 40 | 80 | 120 | 160 | 200 | 240 | 280 | 320 | 360 | 400 | 2200 |
7-10 | 50 | 100 | 150 | 200 | 250 | 300 | 350 | 400 | 450 | 500 | 2750 |
11 | 60 | 120 | 180 | 240 | 300 | 360 | 420 | 480 | 540 | 600 | 3300 |
3.3. Changes to Standard Hero Abilities
Mercy - Mass Resurrection: Since the respawn delay for players is reduced to 6-8 seconds in this game mode to lower wait times, Mercy’s Resurrection ability has been made slightly more powerful. It will now instantly resurrect all allies within a radius of 15 meters (no line of sight required) and has a cooldown of 12 seconds. When resurrecting an ally, Mercy will gain a bit more than 1.2% of the total amount of XP the resurrected player needed to reach the next level. Players who are resurrected do not lose any XP (normally they lose 5% of their progress towards the next level; see chapter 5: Earning XP).
Bastion is not immune to custom knockback effects in Sentry mode (since there is no easy and reliable way to find out if he’s in Sentry mode or not).
3.4. Respecs
Every player can respec twice per match, which resets all abilities to rank 0 and returns all ability points the player has invested to far.
4. Enemies
4.1. Enemy Types
Enemies come in three variants: Regular Enemies, Champions (called “Leaders” in game), and Bosses.
The power of Regular Monsters depends largely on their level with only minor random variation to their stats.
Champions are notably stronger than regular monsters of the same level (all stats increased) and will always have at least one standard ability (that can be any of the abilities 5-10 that the players have access to). Level 20+ Champions will have a second ability and level 50+ Champions will have three abilities. Champions award twice as much XP as regular enemies of the same level.
Bosses are a lot stronger than regular monsters. They will always have one super-charged base stat (damage dealt, max health, healing dealt, or move speed) and at least two player abilities. Level 30+ bosses will have a third ability, and level 60+ bosses will have four player abilities. On top of that, bosses will always have a unique boss enchantment (see list below). Bosses will grant 20 times the amount of XP of a regular enemy of the same level to any player in the game that has contributed to the kill (normally, XP are only awarded if a player is within a certain radius of a defeated enemy, see chapter 5: Earning XP).
Boss Enchantments:
- Fire: Deals fire damage to all nearby players at regular intervals, always has additional levels of the fire ability, and explodes in a fire ball when defeated that deals a high amount of damage.
- Frost: Greatly slows down nearby players at regular intervals , always has additional levels of the frost ability, and explodes in a large frost nova that deals a moderate amount of damage to players and slows them down.
- Poison: Deals damage over time to nearby players and reduces their healing received for a certain amount of time, always has additional levels of the poison ability; when defeated, leaves behind a green mist that covers a large area, deals damage over time to players, and reduces their healing received.
- Shock/Lightning: Knocks back all nearby players at regular intervals with a lightning ball, stuns and knocks back players hit with regular attacks (cooldown: 3 seconds), always has bonus move speed, and explodes in a gigantic shock wave that knocks back and damages all players within its radius.
- Holy: Takes 35% less damage and moves 35% slower than the other boss types, always has additional levels of the jump and the critical damage ability, always has increased healing dealt, any player who touches the white sphere around this boss will take 10,000 damage; cannot have the hide ability.
- EMP (Electromagnetic pulse): Any player who enters the purple sphere around the boss will be hacked, this boss type always has a very powerful version of the hide ability, will hack enemies on hit (cooldown: 1 second), will pull in (teleport to its location) all nearby players and enemies after it has been defeated.
Bosses cannot die from falling out of the map. They will be teleported back to their spawn location when they fall into the water or a bottomless pit. They will also be teleported back to their original spawn location when they enter the active spawn room of their team or when they get too close to the player team’s spawn room (the limits are marked with purple light pillars when there is currently a boss in the game).
Regular enemies will despawn after 20 seconds of inactivity. Champions will despawn after 40 seconds of inactivity. Resurrected bosses will despawn after 20 seconds of inactivity. A real bosses (not resurrected) will never despawn due to inactivity.
4.2. Hunting Areas
There are three separate hunting areas. Enemies will only spawn in an area where there is at least one player. The more players there are in a specific area the more likely a respawning enemy will spawn in that area.
The Warcraft-themed area has enemies of standard difficulty and the default spawn rate for champions and bosses.
The Starcraft-themed area has slightly stronger (higher level) enemies; champions and bosses will spawn slightly more often in this area.
The Diablo-themed area has the strongest (highest level) enemies; champions and bosses will spawn a lot more often in this area.
Green teleporters will transport both players and enemies to a random one of three spots in the Warcraft area.
Blue teleporters will transport enemies and players to one of three spots in the Starcraft area.
Red teleporters will transport enemies and players to one of three spots in the Diablo area.
Whenever a boss spawns, hunting area-based spawn mechanics are disabled and regular enemies as well as champions will spawn near the boss (the level of the enemies and the champion spawn rate depend on the hunting area the boss originally spawned in). If a boss gets too close to the players’ spawn room (spots marked with purple light shafts) it will be teleported back to its original spawn location. Once the boss has been defeated, hunting area based spawn mechanics are reactivated.
4.3. Balancing Based on the Number of Players
Whenever the number of players in team 2 changes, the difficulty of the game is automatically adjusted within the next few seconds. Bosses always take 50% of the damage regular enemies do with the exception of boss type 5 which takes only 32.5% of the damage regular enemies do. (For example: in a game with 4 players in team 2, a boss of type 5 would have a damage received value of 20.5%.)
Players in Team 2 | Damage Received: Players | Damage Received: Regular Enemies / Champions | Damage Received: Bosses | Damage Received: Boss Type 5 |
---|---|---|---|---|
1 | 50 | 100 | 50 | 32.5 |
2 | 60 | 90 | 45 | 29.25 |
3 | 70 | 80 | 40 | 26 |
4 | 80 | 70 | 35 | 22.75 |
5 | 90 | 60 | 30 | 19.5 |
6 | 100 | 50 | 25 | 16.25 |
(All damage received values in % of the game mode’s default values.)
5. Earning XP
When an enemy is defeated, an XP reward will be distributed among all players who contributed to the kill and are within a 50 meters radius. Any player that has dealt damage to the defeated enemy at least once, counts as a contributor.
Number of contr.: | XP per player (in%) |
---|---|
1 | 100 |
2 | 66.7 |
3 | 52.6 |
4 | 44.4 |
5 | 39.0 |
6 | 35.1 |
Players on a damage type hero will receive 33.33% bonus XP when they were the last player with a damage type hero who dealt damage to the defeated enemy.
Players on a tank type hero will receive 33.33% bonus XP when they took damage from the defeated enemy (damage to the player’s barriers counts). They will also automatically earn the contributor status for any enemy they took damage from.
Players on a support type hero will get XP from any enemy that dies within a certain radius of the player, even if the the support hero player was not a contributor.
- Damage from summoned units (such as Ashe’s Bob, Torbjörn’s Turret, Symmetra’s Sentry Turrets) or from player abilities 7, 8, and 10 does not count as damage dealt by a player.
When players die they lose 5% of the total amount of XP they needed to reach the next level. However, they cannot lose levels from dying.
Appendices
Formulae (outdated)
Formulae
A list of some of the calculations and values the game mode uses:
Base Stats and Special Abilities
- Damage dealt (%) = Player Level * 2 + Ability_1 * 10
- Max Health (%) = Player Level * 2 + Ability_2 * 20
- Healing Dealt (%) = Player Level * 2 + Ability_3 * 15
- Move Speed (%) = 80 + Player Level * 0.4 + Ability_4 * 5
- Jump bonus (speed of apply impulse) = 2 + Ability_5 * 0.8
- Chance that enemy will jump when player is within radius of 20 meters and at standing least 3 meters above enemy (every 0.25 seconds) = 25%
- Hide Delay (seconds) = 9.5 - Ability_6 * 0.75
- Recover Ultimate Charge (Ultimate charge gained on hit or heal) = 1.5% * Ability_11
- Recover Ultimate Charge (cooldown in seconds) = 1
On Hit Abilities
- Critical bonus damage (% of enemy current health prior to hit) = 5 * Ability_7
- Critical (cooldown in seconds) = 1
- Burn (damage) = ( Player Level + Ability_1 * 5 ) * Ability_8 * 0.24
- Burn (cooldown in seconds) = 1
- Freeze (duration in seconds) = 0.5 + Ability_9 * 0.2
- Freeze (speed modifier) = 0.5 - Ability_9 * 0.025
- Freeze (cooldown in seconds) = 1
- Damage Over Time (damage duration in seconds) = 1.5 + Ability_10 * 0.15
- Damage Over Time (damage per second) = ( Player Level + Ability_1 * 5 ) * ( 0.15 + Ability_10 * 0.06)
- Damage Over Time (healing debuff duration in seconds) = 1.5 + Ability_10 * 0.15
- Damage Over Time (healing received modifier) = 0.6 - Ability_10 * 0.04
- Damage Over Time (cooldown in seconds) = 1.75 + Ability_10 * 0.15
- Boss Stun On Hit (duration in seconds) = 0.5 + boss level * 0.01
- Boss Stun On Hit (cooldown in seconds) = 3
- Boss Knockback On Hit (impulse speed; cancel contrary motion) =10 + boss level * 0.1
- Boss Hacked On Hit (duration in seconds) = 2 + boss level * 0.04
- Boss Hacked On Hit (cooldown in seconds) = 1
XP and Ability Points
- Ability points gained at level up = Round up ( New Level * 0.5 ) * 10
- XP required to reach next level = Current Level * 10
[This used to be: “Rounded Down ( Current Level ^ 1.5 * 10 )”, but with the match time limit of 90 minutes I had to adjust it so the game can be won.]- Default XP per enemy = Rounded up ( Enemy Level ^ 0.8 * 8 )
[This used to be: “Enemy Level ^ 0.5 * 8” in original “hardcore” mode.]- Champion XP reward = Regular enemy XP reward * 2
- Boss XP reward = Regular enemy XP reward * 20
- Split XP reward = Rounded up ( Default XP of enemy / number of contributors ^ 0.585 )
- XP Bonus for damage/tank role players = Rounded up ( Split XP reward * 0.33 )
- XP Bonus for healer role players = Rounded up ( Split XP reward * 0.5 )
- XP penalty upon death = Rounded up ( 0.05 * Total XP required to reach next level )
[Was 20% instead of 5 in original “hardcore” mode.]- XP reward from resurrection = 1 + Rounded up ( XP required to reach next level of player that was resurrected * 0.012 ) [adds up when multiple players are resurrected]
[Was 5% instead of 1.2 in original “hardcore” mode.]- Max distance to defeated enemy for XP reward = 50
- Max distance to defeated enemy for healer bonus XP reward = 30
Spawn mechanics
- Hunting area modifier = 0 for Warcraft area; 1 for Starcraft area; 2 for Diablo area
- Chance for enemy to spawn as champion: if random integer with min value of 0 and max value of 7 - hunting area modifier * 2 - Rounded down ( enemy level * 0.025 ) <= 0
- Chance for enemy to spawn as boss: if random integer with min value of 0 and max value of 39 - hunting area modifier * 10 - Rounded down ( level of highest level player * 0.15 ) <=0
[when a boss dies, no other boss can spawn for 30 seconds]- Respawn due to Inactivity: regular enemies: after 20 seconds; champions: after 40 seconds
Maximum x/z distance from spawn center = ±35
Maxium y distance from spawn center = ±6.7Boss Radius Effects
- Fire (radius) = 3.2 + boss level * 0.05
- Fire (damage) = boss level * 4
- Fire (cooldown in seconds) = 1
- Frost (radius) = 4 + boss level * 0.08
- Frost (slow debuff duration in seconds) = 2 + boss level * 0.03
- Frost (slow debuff speed modifier) = 0.4 - boss level * 0.003
[The Frost boss radius effect used to completely freeze players for 0.5 + boss level * 0.03 seconds. This made the Frost boss extremely powerful and left Orisa as the only viable counter to this boss.]- Frost (cooldown in seconds) = 1
- Poison (radius) = 4 + boss level * 0.06
- Poison (instant damage) = boss level * 0.75
- Poison (damage over time duration in seconds) = 1
- Poison (damage over time per second) = boss level * ( 0.3 + boss level * 0.009 )
- Poison (healing debuff duration in seconds) = 2 + boss level * 0.04
- Poison (healing received modifier) = 0.5 - boss level * 0.005
- Poison (cooldown in seconds) = 1.25
- Lightning (radius) = 4 + boss level * 0.11
- Lightning (damage) = boss level * 0.75
- Lightning (impulse speed; cancel contrary motion) = 10 + boss level * 0.1
[The Lightning boss radius effect used to stun players for 0.5 + boss level * 0.01 seconds. Due to the surprisingly high amount of players leaving the game whenever this boss type spawned, the stun effect has been removed.]- Lightning (cooldown in seconds) = 0.25
- Holy (radius) = 1.25 + boss level * 0.03
- Holy (damage) = 10,000
- Holy (cooldown in seconds) = 3
- EMP (radius) = 2.5 + boss level * 0.075
- EMP (hacked status duration in seconds) = 2 + boss level * 0.04
- EMP (cooldown in seconds) = 2
Boss Explosions
- Fire (duration in seconds) = 0.25
- Fire (damage) = boss level * 12
- Fire (max radius) = 10 + boss level * 0.15
- Frost (duration in seconds) = 1
- Frost (damage) = boss level * 6.5
- Frost (slow debuff duration in seconds) = 2.5 + boss level * 0.03
- Frost (slow debuff speed modifier) = 0.4 - boss level * 0.003
- Frost (max radius) = 12 + boss level * 0.24
- Poison (duration in seconds) = 4 + boss level * 0.06
- Poison (instant damage) = boss level * 0.5
- Poison (damage over time duration in seconds) = 3
- Poison (damage per second) = boss level * ( 0.2 + boss level * 0.008 )
- Poison (healing debuff duration in seconds) = 2 + boss level * 0.04
- Poison (healing received modifier) = 0.3 - boss level * 0.003
- Poison (initial radius) = 4 + boss level * 0.06
- Poison (max radius) = 16 + boss level * 0.24
- Poison (cooldown in seconds) = 1
- Lightning (duration in seconds) = 0.25
- Lightning (damage) = boss level * 3.75
- Lightning (impulse speed; cancel contrary motion) = 20 + boss level * 0.2
- Lighting (stun duration in seconds) = 1.5 + boss level * 0.01
- Lightning (max radius) = 50
- Holy + EMP (animation duration in seconds) = 0.75 / 1.25
- EMP (teleport range) = original sphere size * 4.5
Visual Effects (Play Effect Action)
[The effects Good Pickup Effect and Bad Pickup Effect have a fixed size so any radius value will produce the same effect.]
- Critical Hit (purple bad explosion; radius) = 0.1 + Ability_7 of user * 0.06
- Burn Hit (red good explosion; radius) = 0.3 + Ability_8 of user * 0.06
- Freeze Hit (blue bad pickup effect; radius; fixed size) = 1
- Damage Over Time Hit (green bad explosion; radius) = 0.3 + Ability_10 of user * 0.06
- Teleport effect: white good pickup effect
- Resurrection effect: yellow good pickup effect
- Fire boss radius and explosion hit effect: red good pickup effect
- Frost boss radius and explosion hit effect: blue good pickup effect
- Poison boss radius and explosion hit effect: green good pickup effect
- Lightning boss On Hit effect (yellow bad explosion; radius) = 0.5 + boss level * 0.007
- EMP boss radius and On Hit hit effect: purple bad pickup effect
- Fire boss explosion: red good explosion + red bad explosion
- Frost boss explosion: blue ring explosion
- Lightning boss explosion: yellow good explosion
- Fire boss continuous effects: red bad aura + burning effect on boss player + red good pickup effects
- Frost boss continuous effects: blue cloud + blue good pickup effects
- Poison boss continuous effects: green cloud + green bad aura
- Lightning boss continuous effects: yellow sphere + yellow good explosions
- Holy boss continuous effects: white sphere + white good aura
- EMP boss continuous effects: purple sphere + purple bad pickup effects
[To add later: visual effects from boss enchantments]Enemy Stats
- Area modifier = 1 in Warcraft area; 1.05~1.15 in Starcraft area; 1.1~1.3 in Diablo area
- Enemy min level = level of lowest level player in hunting area * area modifier
- Enemy max level = level of highest level player in hunting area * area modifier
- Boss min level = level of lowest level player in the game * hunting area modifier of the hunting area where the boss spawns
- Boss max level = level of highest level player in the game * hunting area modifier of the hunting area where the boss spawns
- Number of abilities type 5-10 (champions) = level 1-19: one ability; level 20-49: two abilities; level 50+: three abilities
- Number of abilities type 5-10 (bosses) = level 1-29: two ability; level 30-59: three abilities; level 60+: four abilities
- Enemy base ability modifier for regular enemies = 0
- Enemy base ability modifier for champions = 0.015~0.03
- Enemy base ability modifier for bosses = 0.075~0.1
- Supercharge modifier = 0; except for supercharged stat (bosses only) where it is 1
- Ability level (ability 1 - damage) = ( 0.1 + enemy base ability modifier * ( 1 + Supercharge modifier ) * 2 ) * ( 0.5 * level + 0~level)
- Ability level (ability 2 - life) = ( 0.1 + enemy base ability modifier * ( 1 + Supercharge modifier ) * 1 ) * ( 0.5 * level + 0~level)
- Ability level (ability 3 - healing) = ( 0.1 + enemy base ability modifier * ( 1 + Supercharge modifier ) * 1.333 ) * ( 0.5 * level + 0~level)
- Ability level (ability 4 - faster) = ( 0.1 + enemy base ability modifier * ( 1 + Supercharge modifier ) * 0.8 ) * ( 0.5 * level + 0~level)
- Ability level (abilities 5-10) = Rounded up ( champion/boss level * 0.1 )
- Bonus to ability 6 (boss type 5), ability 8 (boss type 1), ability 9 (boss type 2), ability 10 (boss type 3) = Rounded up ( champion/boss level * 0.1 )
- Ability 4 (boss type 4) = ( 0.1 + enemy base ability modifier * ( 1 + Supercharge modifier ) * 1.6 ) * ( 0.5 * level + 0~level)
- Ability 3 (boss type 5) = ( 0.1 + enemy base ability modifier * ( 1 + Supercharge modifier ) * 2.667 ) * ( 0.5 * level + 0~level)
- Bonus to ability 5 (boss type 5) = 4 + boss level * 0.06
- Max level (ability 6) = 11
- Max level (ability 7) = 11
- Max level (ability 9) = 16
- Max level (ability 10) = 15
- Enemy critical hit chance = 16.667% (AI bots will never land a regular critical hit so they have a chance-based critical hit instead)
Known (minor) issues
Known (minor) issues
- Ashe, Baptiste, Symmetra, Torbjörn: Summoned units with health such as Ashe’s Bob, Baptiste’s Immortality Field, Symmetra’s Sentry Turrets, or Torbjörn’s Turret unfortunately always have their default max health values. That means that they have far too much health on lower levels and too little on very high levels. The damage of these units does scale correctly with the damage dealt value of the corresponding player, however, they do not trigger the “Player Dealt Damage” rule so there also seems to be no way at the moment to check if/when they dealt damage to a player.
- (Possibly not a problem anymore, needs testing; could also apply to Ashe’s dynamite dot): The damage over time dealt by Widowmaker’s Venom Mine does not scale (properly) when Widow’s damage dealt has a very low value (it deals far too much damage). It’s possible that the attacker for this attack internally is null instead of the Widowmaker player (though the mine does trigger the “Player Dealt Damage” rule) or maybe the damage per second is rounded up to an integer internally. Not sure what causes this discrepancy.
- Bastion gets knocked back from boss type 4 (both from regular damage and boss radius/explosion effects) while in sentry mode.
- Balancing: When a player who is far higher level than all other players in a game leaves the game after a high level boss has spawned then the remaining players will struggle to defeat that boss. However, the regular monsters and champions that keep spawning will have their levels based on the levels of the remaining players so the players can still try to gain additional levels while avoiding the boss.
- Currently, there is no way in the workshop to save variables across more than one match or for players that are not in the game so unfortunately, players lose all their levels and abilities when they leave the game.
- Balancing: Since all bosses do some pretty nasty things to players that get too close to them, low range heroes such as Junkrat, Doomfist, or Reinhardt are at a serious disadvantage in boss fights.
Other things I noticed about the workshop (very old - partially outdated)
Other things I noticed about the workshop
- HUD texts that are created in an action of an Ongoing - Each Player rule will be destroyed/disappear when the event player leaves the game.
- Creating a lot of effects within a short amount of time will sometimes lead to problems, especially if there’s a lot of other actions in loops taking place already (effects don’t show up at all or with the wrong graphics and the server will crash shortly after that). In some cases, the problem can be solved by placing a short Wait action (like 0.1 seconds) right before and after a Create Effect action.
- Chasing a variable with destination “another variable that is chasing something” can easily lead to problems (server crashes), especially if a camera is set to the position of the first variable (since the camera is also “chasing” that variable with Blend Speed != 0) and if the chasing is done for many players at once (Ongoing – Each Player rule).
- When a player uses an emote it will stop the custom camera and movement from forced throttle actions.
- For hero abilities that deal no damage – such as Pharah’s Concussive Blast, Orisa’s Halt!, and Reinhardt’s Charge when it does not hit a wall with a pinned target – there is currently no way to check if/when they hit a target.
- There are some actions that have no effect on AI bots (start facing, set facing, start forcing hero, start forcing throttle).
- After using the action RESURRECT on a player, the action RESPAWN seems not to work anymore.
- Using the actions SET PLAYER ALLOWED HEROES and/or RESET PLAYER HERO AVAILABILITY a lot seems to have caused server problems in my game and eventually made the server crash. So I’ve removed those actions (luckily they weren’t that important for this game mode, I just wanted to make it clear to players that the game won’t let them switch heroes when they die until they have actually been resurrected in the spawn room).
- An Ongoing – Each Player rule that loops with a relatively low waiting time and has a lot of actions (problems started at around 10-15 for me) will cause micro-stutter and eventually make the server crash when there are 12 players or AI bots.
- The PLAYER DEALT DAMAGE and PLAYER TOOK DAMAGE rules are only executed when the damage was dealt by an actual player (damage dealt by any damager that is not a valid player who is currently in the game will not trigger either of these rule).
- When a player teleports to an area where PLAY EFFECT effects have been created while the player was far then all those effects suddenly appear all at the same time.
Final Thoughts/Regrets (old text)
Final Thoughts/Regrets
In retrospect, it might have been a good idea to implement a system of personalized loot with random modifiers (a bit like magic and rare items/sets/uniques in Diablo 2) to make the game mode more addictive. The biggest challenge with such a system probably would have been to display the stats of items on screen (with the current string limitations). Having nearby drops appear on ground and saving their position, deleting them after a while, etc. seems like something that could have been done. It should even be possible to add completely new custom weapons that players could obtain as drops as long as these weapons are hit scan weapons and don’t use projectiles (a system with projectile weapons that require an effect to be created for every single projectile and have its position updated continuously I think would very quickly lead to something the server couldn’t handle anymore).
In any case, I hope somebody can find some enjoyment in playing/testing this mode. It’s supposed to be more on the fun/leisure side of things, and not competitive or Esports-oriented.
Originally posted on May 29th, 8:21 pm GMT
All workshop modes I have published:
[Workshop Modes] Delwion's Workshop Modes