The Third War Warcraft

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Giorgina Makara

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Aug 4, 2024, 5:03:00 PM8/4/24
to misdeledta
Ifind myself switching back and forth between first and third person perspective frequently in World of Warcraft in order to take a good screenshot or to get a better view of a distant object. To switch to first person perspective I have to keep scrolling my scroll wheel to zoom the camera all the way in, and to switch back I have to reverse scroll all the way back.

"Save View" not only saves the camera distance, but also saves the camera angle. So while my camera is looking upward and I want to get a better view of a flying creature, pressing the "Set View" button will bring my camera to look forward.


Although the desired camera distance in 1st-person view is always 0, in 3-person view the desired camera distance varies. Selecting the saved 3-person view will force me to use the camera distance used when the view is saved.


Quillboar? Forest and Frost trolls? Centaurs? Pirates? (Most) Dark Iron Dwarves? Evil Sethrak and Zandalari holdouts? Nerubians? Perhaps even Forsaken who may become dissatisfied with future developments in the story.


Not only does this give players a third, interesting faction to play, it also creates a triumvirate of world powers fighting for control of Azeroth, which as we all know makes war games more interesting.


I doubt that they would do a third faction as they just went from 2 to basically 1. Instead they should make a skyscraper in the game that each floor has the store mounts as bosses that you have a 0.002% drop chance each week on each mount to get.


Warcraft III: Reign of Chaos is a high fantasy real-time strategy computer video game developed and published by Blizzard Entertainment released in July 2002. It is the second sequel to Warcraft: Orcs & Humans, after Warcraft II: Tides of Darkness, the third game set in the Warcraft fictional universe, and the first to be rendered in three dimensions. An expansion pack, The Frozen Throne, was released in July 2003. Warcraft III is set several years after the events of Warcraft II, and tells the story of the Burning Legion's attempt to conquer the fictional world of Azeroth with the help of an army of the Undead, led by fallen paladin Arthas Menethil. It chronicles the combined efforts of the Human Alliance, Orcish Horde, and Night Elves to stop them before they can corrupt the World Tree.


After Warcraft II: Beyond the Dark Portal, the last in the Warcraft II saga, was released in 1996, Blizzard began development of a point-and-click adventure game called Warcraft Adventures: Lord of the Clans, which was supposed to continue the story. Lord of the Clans was canceled in favor of Warcraft III in 1998, which was presented to the public at the European Computer Trade Show in September 1999. The game's design and gameplay was significantly altered during development, with the final game sharing little similarities with the originally presented version (see similarities to StarCraft).


The game received acclaim from critics, who praised the game's presentation and multiplayer features. It is considered an influential example of RTS video games and one of the greatest video games ever made. Warcraft III was a commercial success, shipping 4.4 million copies to retail stores,[1] selling over a million within a month. Video game modifications created with the World Editor, such as Defence of the Ancients, led to lasting changes and inspired many future games. In 2020, Blizzard released a remastered version of both Warcraft III and its expansion, The Frozen Throne, called Warcraft III: Reforged.


Warcraft III takes place on a map of varying size, such as large plains and fields, with terrain features like rivers, mountains, seas, or cliffs. The map is initially hidden from view and only becomes visible through exploration.[2] Areas no longer in sight range of an allied unit or building are covered with the fog of war, meaning that while the terrain remains visible, changes such as enemy troop movements and building construction are not.[2] During a game, players must establish settlements to gain resources, defend against others, and train units from buildings to explore the map and fight computer controlled foes.[3] There are three main resources that are managed in Warcraft III: gold, lumber, and food.[4] The first two are required to construct units and buildings, while food restricts the maximum number of units that can be possessed at the same time.[3] Additionally, a new "upkeep" system means that producing units over certain amounts will decrease the amount of gold one can earn, compelling players to focus on playing with a limited number of units to avoid penalties.[5][3][6][7]


The game displays units and buildings as well as the environment from a classical top-down perspective with a slight angle that can only be zoomed and rotated slightly.[3][4][6] The game features a fixed interface in the bottom of the screen that displays a mini-map, the information about the currently selected unit or group of units and possible actions for this unit or building.[5][8] If multiple units are selected, the game automatically groups them by type, allowing all units of the same type to be given special commands (like using their skills).[5] A small top bar displays the current time of day as well as the currently owned resources and the current upkeep level. The top left corner displays a portrait of the player's hero(es) for quick access. If worker units have no jobs to do, their icons are displayed in the bottom left corner for easy assignment.[5]


The game also introduces creeps, computer controlled units that are hostile to all players.[5][6] Creeps guard key areas such as gold mines or neutral buildings and, when killed, provide experience points, gold, and special items that can be used by heroes.[5][6] Warcraft III also introduced a day/night cycle to the series.[5][6] Besides having advantages or disadvantages for certain races, at night most creeps fall asleep, making nighttime scouting safer; however, the line of sight for most units is also reduced.[5][6] Additionally, some Night Elf units become invisible at night when not moving.[4][9] Other minor changes to the gameplay were due to the 3D terrain. For instance, units on a cliff have an attack bonus when attacking units at lower elevations.[10]


In addition, Warcraft III adds powerful new units called heroes.[11] For each enemy unit killed, a hero will gain experience points, which allow the hero to level-up to a maximum level of 10.[11] Progressing up a level increases the hero's attributes and also allows the hero to gain new spell options (bringing role-playing video game elements to the series).[5] Certain hero abilities can boost allied units.[5][3] All heroes can equip items to increase skills, defense, and other abilities.[4] At level six, the hero can obtain an "ultimate" skill that is more powerful than the three other spells that the hero possesses.[11] Heroes can also utilize the various natural resources found throughout the map, such as controllable non-player characters, and markets in which the hero can purchase usable items.[11] Often, hero units become the deciding factor in determining a winner.[5]


Warcraft III's campaign mode is divided into four campaigns, each featuring a different faction.[5] Each campaign is itself divided into chapters, and there is a set order in which they have to be played as the story follows the events in these campaigns.[5][6] Additionally, an optional prologue campaign that serves as a tutorial can be played before starting the main campaign.[5][6][11] Unlike previous Blizzard titles, such as Warcraft II or StarCraft, there are no mission briefings in which plot exposition occurs and objectives are announced; rather, Warcraft III uses a system of "seamless quests".[12][4] Some plot development happens in an occasional cinematic, but most occurs in-game with cutscenes.[5] Objectives, known as quests, are revealed during the progress of the map.[4][13] Main quests are those that must be completed to proceed to the next chapter, but there are also optional side quests that are not initially revealed, but can be discovered and completed while following the main questline, oftentimes granting benefits that help with those main objectives.[4][13]


Through each race's campaign, the player retains control of one or more heroes who slowly grow in experience as the levels progress, which is carried over to subsequent missions, allowing the hero to become more powerful throughout the course of the campaign.[8][11][14]


While different in terms of story-line and precise gameplay, all of the different races' campaigns are structured similarly.[8] Each begins with a level involving simple mechanics to introduce the faction and the basic elements of their hero and units.[8] After one or two such levels, the first "building mission" occurs, requiring them to build and maintain a base while competing with one or more enemy forces.[8] The only campaign that breaks this pattern is the Night Elf campaign, whose first mission involves building a limited base.[8] The last level of each race's campaign is an "epic battle" in which a large number of enemy foes has to be defeated.[8]


The game's multiplayer mode uses the Battle.net network. Players can create free accounts in regional "gateways," which helps reduce lag; these are Azeroth (U.S. East), Lordaeron (U.S. West), Northrend (Europe), and Kalimdor (Asia).[5] Unlike previous Battle.net-enabled games, Warcraft III introduced anonymous matchmaking, automatically pairing players for games based on their skill level and game type preferences, preventing cheating and inflating their records artificially.[15] If players want to play with a friend in ranked matches, Warcraft III offers "Arranged Team Games", where a team joins a lobby, and Battle.net will search for another team; as with anonymous matchmaking, the enemy team is not known beforehand.[15]

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