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HeroesLAND is another “online heroes” game.

#25
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Lider1
Please, explain the differences in game balance between this unfinished product and Breath of Death?
Your question made me think hard :o)
So.
Regarding the economy, I will only say that resources are obtained through hunting and quests, and buildings are constructed provided there are enough resources, necessary buildings, and a sufficient hero level.
I am trying very hard to make the tactical part as close as possible to the spirit of the original Heroes. Of course, some things had to be modified:
1. Due to the "infinite character history," I had to sacrifice necromancy and demonology. Instead, I made skeletons and zombies cheaper to hire and gave the player a couple of spells.
2. Due to the relatively small size of the armies, the damage of DD spells was reduced.
3. Online realities forced me to give all heroes a starting analog of tactics: before the battle, you can position yourself in an area of two columns. The Tactics skill increases the width of the positioning zone, as it should.
4. The base firing range for all ranged units has been temporarily reduced, but there are artifacts that increase this range. We will balance it.

Otherwise, these are the same tactical hero battles that we all love, and in addition to duels, there is the possibility of paired hunts, 2v2 battles, and even FFA. Well, and the AI of the mobs is still far from being smart :o)

PS. Some spells and some innate abilities of monsters have not yet been implemented.

Added 14 minutes ago
Mizrael
The goals are quite obvious; everything is following a well-trodden path in similar games:
1. An idea or brand that will attract people to the game.
2. A максимально prolonged gameplay (this is where the reduction of ranged units and the principle of mob formation on the map should be attributed: they were made so that it would not be possible to defeat stronger ones early on). The longer the player stays in the game, the less chance they have of leaving it ("oh, I'm so tired, but I'm only a few levels away from N, okay, I'll play a little more," "*%&# the game sucks, but I've already spent so much time on it" etc.).
3. Adding "perks" that speed up or make the process easier, but at the cost of resources. At first, the resources are in-game, and then the perks are given for real money (but not before an audience is gathered, otherwise you can scare people away).
4. Increasing the role of monetary investments from the real world -> finally getting a profit.

That's why the mechanics of the original game are being twisted, because they interfere with the goals. Those who want to play their favorite game in an online entertainment format will be disappointed. The project is only in its early stages, which means that you can still have fun (I will be happy for the game if it does not turn into total pay-to-win and grind).
You have painted a very familiar picture of the fate of all Russian game development, yes :o)
And, of course, no one will believe my assurances that we will not turn into "total pay-to-win and grind" right now. And even references to my previous projects, where this did not happen, will not convince many. Only time can show something.

And now, if you allow, some comments.
1. Well, of course, how else?
2. The very essence of "online without parties" does not imply instant development of the game character. Although, even now, you can calmly spend a couple of hours in the evening by the fireplace, fighting mobs/players, without rushing anywhere. It depends on the goals. Again, there are plans to create "on the fly" individual maps for sociopaths and just busy people. The engine allows it.
3. What's wrong with this scheme? You can wait (not very long, by the way) for the troops/mana to recover after the battle, or you can buy scrolls of quick HP/MP recovery in the store for a small amount of in-game money (or get them on a hunt) and use them.
4. What can you do? Since there is an investor, you have to somehow think about profitability. In any case, there will never be anything for rubles that cannot be obtained in game ways with reasonable effort. It sounds like a promise, but it's true.

"Playing your favorite game in an online entertainment format" will not work in any case, because there is no usual "turn-based" on the map. Unless the battles themselves are close to the original.

Thank you.