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Oh, these "skill trees"! :( I've expressed my opinion about them in another thread before. To put it briefly: in my opinion, the way it's implemented in "Heroes 3" is one of the most UNsuccessful things imaginable. Or rather, for beginner players, it doesn't matter; they naturally "take what they get" and don't worry about it. But those who have been playing for a long time and thoughtfully know how awful it is!:smile29: But the main thing is the different degree of importance and the result for online and offline play. In offline mode, every player who knows about the properties of the "skill trees" and the utilities that allow them to "extract" them can use them. As far as I know, this is not prohibited and is not considered cheating. Thus, everyone is on equal footing here. It's a different story online. If one player can see which branches he should develop his heroes in, and another cannot, it's obviously unfair and should be stopped (but how?)! The most radical solution to this problem (as well as the problem of cheating) would be a complete redesign of the principle of random distribution into two options: a) the skills offered when leveling up are chosen randomly not when the map is generated, but directly at the moment of leveling up; b) when leveling up, the player is offered to choose the desired skill from the entire list (this is exactly how it is done in the Phoenix mod: I haven't played it, but I saw it in a screenshot: see below). But, firstly, no one will do this to avoid being burned at the stake for heresy;), and secondly, even if someone does, no one will play such a mod, because it will no longer be "Heroes," but another game! :( It's enough to remember the epic srach "Sod vs WT"... ;)
Addition: here, I just found it in "Vestnik Geroev" No. 5 (April 2011) in an article about the Phoenix mod:
In my opinion, this is an excellent solution!:smile20:
Everything is clear with offline mode; the maps are created so that they can be played many times and all their features can be studied. Knowing the skill tree is just a matter of time, and it's good that there is a utility that helps save a lot of time by eliminating a huge number of mechanical actions. How this applies to online play is not clear to me; I would rather never have known about it. In general, the developers' solution for organizing randomness looks very cool; it's a pity that this knowledge has become available to the public.