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Introduction of Haven in the Stronghold vs. Dungeon tournaments.

#127
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baratorch
It's truly irrational. What kind of modern financial platform can exist with just a couple of hundred customers who are used to spending 0 money on their hobby, especially when there's a completely free alternative (HotA) that they can create themselves?

And what's the creator of the HD mod's motivation? Did they concoct a cunning plan in 2009 to make a modest profit from a couple of hundred people after 9 years of development?
baratorch
It's really unpleasant and hurtful to read that.
There was absolutely no such goal. I perfectly understand that months of work went into it. And it's clear that the gratitude of Heroes fans is rewarding, but it's like sunshine on a freezing day. And there will always be dissatisfied people. But that's the case everywhere; none of the developers seriously expect to make a profit, but donations are always welcome. And it looks different. The question is more philosophical.
Yes, all work should be paid for, but you didn't have the goal of making money. And, by the logic of common sense, getting something, even a small amount, from a worthless sheep seems quite reasonable. But I am skeptical of any digital product, because it is just a digital release, not real work. It's just that at some point, the global copyright lobby took over and started making money, while the positions of opposing pirates and the like are quite weak. For me, any new feature in the mod was almost like a dream come true. I can only express this once in a decade, but I can constantly offer criticism, and I see the correctness or necessity of this for development.
baratorch
Yes, my product is integrated into the game itself, and this is impossible without reverse engineering the original. And reverse engineering Heroes is prohibited by the user agreement and, therefore, by the law of the Russian Federation, at least.
The reason could be smaller, but no one will really fight for pennies.
baratorch
I'm as much of a programmer as you are a professional esports player.
I also don't know if I wasted the time I spent in Heroes, or if I had a good time. Either way, it's all in the past. But the fact that sometimes you are under stress from fast mouse manipulations takes away from the fun. Speeding up the game by intensifying the actions of the players is still unnecessary. Even the timer. If it were per action, it would be much more pleasant. And the question is not that you are young or old, and you can barely move the mouse. This is primarily a game for pleasant pastime, and only then a tournament platform, and definitely not a commercial one.
baratorch
For now, it seems to me that the main problem is that many people do not realize and do not fully understand how the AI works, hence the many emotions.
And if there are problems, why not state them, clearly formulating them? And why not suggest solutions?
If there wasn't that small, great checkmark for accepting a turn, it would drive many people crazy. Being constantly under pressure is tiring. And many use the pause between turns for anything, but not at all for thinking about the move. The effect of changing activities also works.
But the problem is in the early encounter or even the encounter of opponents on the map. And as they were called: [Victims of the Temporal Rift].
So, if blue is ahead in development (in map exploration) of red and ends up on red's route earlier, then, under normal circumstances, without AI, some kind of collision-battle or avoidance of it would have already occurred, or some kind of meaningful action. And blue already turns out to be in red's role, with a setup, and not vice versa, and the map is also revealed. You need to reload, but from the previous position. Thus, the natural course of events is disrupted.
This can be prevented by some complex mathematical calculation, if suddenly the distance between the opponents (flags) in a straight line (on the road, without flying yet) suddenly decreases rapidly and with a correlation to time (turn reserve). And if it is close to critical (to the visible radius or one and a half times), then stop or create temporary delays.