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#17
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It’s a pity that Armaga’s message was deleted by the server; he was criticizing the object values in the original game.

Regarding the incorrect object values in the original game. The logic of the original game’s developers is not always as simple as it seems. For example, the value of beehives is so high, while that of cans is so low, because cans are harder to take. Or, for instance, imp slots have a high value because you can cut skeletons from them. And in general, it’s not always the developers’ logic that the higher the value, the more useful the object. They weren’t interested in the value itself, but in what generations (probabilities) it leads to. One of the reasons developers had to shift values away from the “objective” level is that different objects can have a similar “objective” value and will essentially interfere with each other’s generation (they will rarely be generated).

As an example, take the HotA (even if it’s not the original developers) value for obelisks — it’s 500. Does this mean they really value this object so low? No, it’s just that this value was convenient so that obelisks would only spawn on respawns, but not in treasures.

A good example is the same value for campfires and cans. From an online player’s perspective, this is absurd. But it all depends on the game’s conditions — map and zone size, game difficulty, number of players. For example, if each player gets a small piece of the map, difficulty is 200% (in short, it’s generally hard to develop), then a player with 2 campfires on respawn may end up in a more advantageous position than a player with 2 cans. Because they get a small but extremely important supply right now for development; they’ll find a beehive or consu later, in another zone. Meanwhile, the other player with 2 cans essentially gets nothing and falls behind in development.

I understand that for an online player this is nonsense. Online players constantly play on different templates, but the nature of the game is often suspiciously similar. You’re a bit fixated on certain game conditions and think that the conditions in which you play Heroes can only be that way.

I would advise making any major overhauls only for specific cases (templates), and for common templates — small tweaks like the value of scrolls. And even that isn’t mandatory.