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HeroesLAND is another “online heroes” game.

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#38
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I would like to explain the situation a bit – what problems might arise and why there is such a reaction.

The thing is, modern Heroes games are not just pure fun; they are more of a competitive game. Tournaments are held, including those with monetary prizes. Therefore, the requirements for it are slightly different than for ordinary games.

For example, any change to the rules or features of the engine changes the balance of factions, the balance of strategies, and, most importantly, the hierarchy of player strength. Therefore, many changes are initially met with resistance simply because they may harm the interests of those who have learned to play in one format, and in another, their win-loss statistics may worsen.

Plus, there is a risk of adding imbalance or impoverishing the gameplay, and many such things are not immediately apparent. For example, when classes were added in the expansion and monster specializations were improved, it was not anticipated that Broghild would be such an overpowered unit; this became clear only after a couple of years.

Therefore, if the goal is to create alternative online Heroes, it is worth immediately determining the target audience, gathering a support/lobbying group, and designing the gameplay specifically for them.

As an illustration of the scale of the problem, one can cite dozens of topics in which, over the past 3-4 years, megabytes of posts have been written on the topic of SoD vs. the expansion/Warlords.

Therefore, it is not worth expecting enthusiasm on the topic of "how cute!"

The easiest way is to take one of the popular versions as a basis and make it a complete copy in terms of gameplay, but with new technical capabilities.

Plus, it is better to be less self-centered, even if it is relevant or not; respect and recognition usually come much later, after the work is completed, and in the process, mostly rotten eggs are thrown.