You know what I mean. Everyone knows that pathfinding is a huge problem, especially in fights with lots of units and fights in bases. Are they going to update the pathfinding or completely change it?
Also, what do you guys think about the 12 max selection cap do you think they are going to make it higher if they fix the pathfinding?
Isnt the easy fix unit collision size?
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Hopefully the Classic Games team won’t change the pathing or unit collision size for melee/ladder.
In contrast, unlimited unit selection would be an improvement for melee/ladder.
Maybe they could make more sophisticated pathfinding an option for the campaign and custom games.
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I disagree, I’d rather have unit selection increased slightly (maybe around 16 or 20 max) but I dont think it should be unlimited… instead I would rather see pre-set ontrol groups like this ----> Pre-set Control Groups in Option - #48
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Unlimited unit selected is not an improvement. You sound like a typical casual player that has no idea about the consequences of changing something as fundamental as that.
Learn from history, the more noob/casual a game is, the quicker it dies at attempts to be competitive. Like heroes of the storm. Its a reason starcraft 1 is still so popular as starcraft 2
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you can’t make rts noob/casual…if a player fails to adopt mechanics, learn the metas and apply good decisionmaking - they will never be good/successful at a game like this.
gimme gimme’s are popular amongst gamers now, and they want free everything in almost every genre - but blizz can’t give you good decisionmaking…this game is so unforgiving for stupid decisions that a noob will always be a noob.
and yes, it’s obvious the poster asking for unlimited unit selection is not an RTS gamer at all. there’s a reason there’s unit selection caps in games like this…there’s a reason the unit selection is smaller than a game like starcraft 2 (food count / army size hint hint), and there’s a reason there’s only 4 races.
lots of wow players have transitioned here and the feedback is pure gold. one dude was hoping grubby would ask pete stillwell for a naga race…like really, are you seeing what it’s like to balance 4 races already? think adding one more tavern hero to the state of the game is going to fix something? lol
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When I play maps like Azeroth Wars or other custom melee maps this 12 unit limit is very sux, can’t control big armies as I want, I must billion times select units and order them, As my opinion the main popularity of warcraft 3 is custom map games. At least this is why I still play this game since 2003
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Well i dont know this funmap, but since we are not talking about funmaps here thats not really an argument. maybe set an option for unlimited unit selection in custom games. And i dont know actual numbers, but i still have to disagree. even if more players on bnet play cg instead of ladder, the importance of the game still comes from its competitive mode (tournaments, streams, etc.)
Ye, like league of legends …oh wait. One of the reasons sc2 dropped so hard in popularity besides the social aspect, is that it is too hard (Before you call me a casual i were multiple seasons master). Not even that you need an insane amount of hours to get good at it, i’d even argue the real fun and beauty of sc2 doesnt start before high diamond. When you are finally able to do and fend off multipronged attacks and actually have the time to think about strategy and mind games. Before that your mostly busy with getting the basics builds down flawlessly and trying to learn to read the opponent (latter is the most important part for actually playing strategically). High Diamond onwards are around top 8% of the players. There is a reason most people watch and dont play starcraft. Every e sport need its casuals to fund the scene.
The refusal of elitists like you to even accept QoL changes like group size, that top players couldnt care less about and doesnt affect the gameplay is a huge ****block for making strategy games more appealing to a bigger crowd.
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Yes when a request about path finding only gets 1 like from me and some random nonsense is viewed by thousands .-.
11/10
but yep, pathfinding should get some proper polish.
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Saith just read until the part you said sc2 is harder then lol
well yeah it’s an RTS game… LoL is a moba (aka heresy that should be burned in holy fire because it encourages dumb people to be rambos with magic sticks like call of duty on steroids)
however i won’t say companies can’t tune down on this difficulty and make it more conviniant.
and in my own part warcraft 3 is harder then starcraft 2 for me because it’s literally sc2 but with 2 hero’s to manage (plus items) and harder to manage selection because it’s limited to 12.
and i have no idea how much high is LostBear on drugs or crack but his comment right before Saithis makes -300000000000 sense.
Hots didn’t fail because it was casual it failed because moba market was saturated. the end.
LoL and Dota 2 are both literally dumb down petty games compared to sc2 wc3 AoE C&C (real time strategy games) and it’s top dog for 12 + years now ? yeah no people tend to choose to easier way around to shut their brains off and play a game if they could.
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Grubby (the most successful Warcraft 3 player of europe) has the opinion that more sophisticated pathfinding would probably ruin the game for good players (Remove the x in front of the link):
xhttps://clips.twitch.tv/FurtiveGentleWrenBabyRage
I completely agree with Grubby.
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grubby’s opinion isn’t gold dude…he can be wrong…and one of the things i think he’s wrong about is that the pathing in the game is okay for today’s standards in an RTS.
like yeah of course it’s gonna mess people up to learn how to unit block again with better pathing, but it’ll still be doable…just not as clunky.
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I agree with the pathfinding, it is something very fundamental, as wc3 is a micro game. But the 12 unit selection cap is just not needed for wc3. In Sc1 it turned out to be an accidental comeback mechanic, that is vital to the game balance, but sc1 is a macro game and nothing like wc3. You rarely will have the need for it, as 2/3 groups are usually enough for every army. But I still think, that it will put off new players, as they are used to stuff like this from other rts games. Also for custom games, it would be an improvement and more players is always good for wc3, even when they do not play ladder. In the pro scene it would not matter at all, in the casual scene it would, so I am all for it, as we need more players again. More gamers will ultimately mean more monetizing (i think they will monetize with skins and such) and more monetizing means more likelihood to continue support the game with more content, maybe even a new campaign or expansion.
So heck yes, make the game easier for noobs, I am pretty sure nobody will win just because he can select 20 instead of 12 gyros at once. If that is the case, the noob is clearly on the other side…
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when dota2 beta release, ppl say same things - new pathfinding will ruin the game. But the fact - it’s not, it’s just improve the quality of gameplay a lot, while blocking move and surrounds are still possible.
Same for wc3 - better pathfinding > better feeling of a game > better emotions. And pros will adapt fast to it and will perform same technics too.
Also, i knew some semi-pro wc3 players in past who refuse to play wc3 after playing sc2 as it just feels terrible at controls. Ok, let’s get away from top 1% of plyers and try to feel what usual player want (and 80% of them didnt post on forums) - i think they prefer better smooth pathfinding.
PS: i dont care about count of units in groups, maybe it will be more required if mass skeletons strats were possible. Or maybe for some custom maps, but usualy customs allow you to control less then 12 units.
Why tf would you bump and 8 month old thread?
I think you should go build a new rts.
Can we have an automatic aimbot on all characters in overwatch while we are at it?
How exactly would improved pathfinding ruin the game for good players? Why can’t they adapt? lmao
1 Like