Skip to content

Posts from HotA interface improvements.

No ratings yet — be the first to rate!
User Avatar
#1
Auto-translated
Let's create a separate thread from the general "Ideas and Suggestions" section so that it doesn't get lost among the many suggestions regarding gameplay and balance. In the near future, no major changes to the gameplay of Heroes of Might and Magic are planned; only minor improvements and balancing, perhaps some specific features. However, there may be changes to the interface, as these issues have not been addressed much in the past; almost all interface improvements in Heroes of Might and Magic have been taken from the HD mod. Therefore, we would like to hear the opinions of players – what is missing in the interface? - Perhaps some new quick buttons? - Perhaps some simplifications/accelerations of standard actions? - Perhaps some additional in-game information? - Perhaps some changes to the game creation interface? - Perhaps some options for observing the opponent during gameplay? - Perhaps the removal of some illogical restrictions? - etc. Unlike gameplay changes, which are determined more by the tastes of players than by the objective needs of the game, interface changes are much more objective and therefore have a much higher chance of being implemented in the code.
User Avatar
#2
Auto-translated
Solely for the purpose of accelerating the gameplay (if, in principle, it is feasible): 1. One of the best features of the game, which does not change the gameplay in any way. Right-click on the hero icon, then Ctrl+Left-click on a cell on the map - shows the number of movement points required to reach that cell. 2. Ctrl+Left-click on a hero on the map - instantly moves the currently active hero to him and automatically transfers all troops and artifacts. Of course, with the transfer window opening, so that if desired, something could be changed.
http://ru.twitch.tv/lizard_wt
User Avatar
#3
Auto-translated
Will there be a remake?
User Avatar
#4
Auto-translated
Some changes have already been announced:
  • Turn order bar in battle (stack number in the information window as an alternative)
  • Information about whether a retaliatory attack was made by the stack in the current round
  • Information about the amount of damage received in retaliation from the stack
  • Ability to save during a battle
  • Built-in restart system (a "restart" button instead of a "replay scenario" button)

And from the realm of wishful thinking:
  • Lobby, spectator entry into the game (chat), replays.
  • Built-in FizMiG + Damage Calculator + H3CalcGuards (can be opened at any point in the game).
User Avatar
#5
Auto-translated
Is there a list of existing hotkeys for Heroes of Might and Magic?
User Avatar
#6
Auto-translated
Wicc
- could it be about removing some illogical restrictions?
The ability to freely dismiss a hero in a town's garrison.
User Avatar
#7
Auto-translated
A few more things:

Interface-based end-of-game handling
A "surrender" button appears in the game. When clicked, all important information about the game is saved to a log (with the ability to manually add details, such as the tournament and stage of the game). Save passwords are automatically sent to both players, and all daily saves are automatically decrypted.

Save review mode
For comfortable viewing and analysis of game replays, in addition to the load game buttons in hot-seat, TCP/IP, and other modes, a replay review mode button appears (instead of IPX, for example). This allows you to select a folder with daily saves. In this mode, unlike a normal load, "<<" and ">>" buttons and a game day scale (111, 112, 113...) appear for instant switching between game days, as well as buttons for switching between players. There is also a button that completely reveals the map (when loaded in hot-seat mode, cheats do not work) and, conversely, hides it so that only the explored territory is visible. Ideally, you could add a quick view of information about rewards in banks, the exact number of neutrals on the map, the hero upgrade tree, etc.

Mutual agreement to extend the timer
When both players are running out of time, both are offered to extend the timer by a fixed amount of time (e.g., 10 minutes). If both players agree, the timer is extended.
In reply to Marcus Aurelius
User Avatar
#8
Auto-translated
saves in battles
Replays
Timer to buy with money, let's say 1 minute - 10000


In reply to KobRa_RR
#9
Auto-translated
Just in case, I'll add this:
skd
I'd like to suggest another idea – slightly modify the quest log.
1) It should display the artifact to be found in the quest as its icon in the log.
2) When you click on it in the log, it should show where to deliver it.
It would be similar to how it works when you're doing a Town Portal – you view the towns, and the map shows the location of the selected town.
In reply to Marcus Aurelius
User Avatar
#10
Auto-translated
I'd like to briefly describe the direction that seems right to me in developing the HotA interface. All the important information that needs to be kept in mind during the game, reference information available in external sources, and the numbers that need to be calculated for effective gameplay – all of this should be available directly in the game interface. The ideology is that the player's skill should be determined primarily by the ability to make the right decision based on the information provided, rather than by the ability to keep that information in mind or calculate it. Of course, it will not be possible to eliminate this factor completely, no matter how hard you try, but, as it seems to me, it needs to be minimized.
=Lizard=
Right-click on the hero icon, then Ctrl+Left-click on a cell on the map – shows the amount of movement points required to reach that cell.
This number can always be displayed in the tooltip.
Wic
- maybe some options during the opponent's turn?
At a minimum, we need to add arrows showing the movement of heroes, so it's clear who can reach where. In general, we can create a turn planning mode, i.e., give the ability to make a "virtual" turn, in which all actions are available (moving heroes, trading resources, etc.) except for actions that provide additional information (visiting objects, picking up scrolls, building a guild, attacking neutrals and the opponent, etc.). The territory is not explored, i.e., heroes move within the open area, and the unknown territory remains unexplored. It is not possible to attack neutrals, but it is possible to move to a cell adjacent to them (as an option, neutrals can be completely ignored and the ability to move to their cell can be given to simulate their defeat and collect the guarded loot). When the turn is passed, all actions taken are, of course, reset. They can also be reset manually, and a virtual turn can be made again.
#11
Auto-translated
All the important information that needs to be kept in mind during the game, reference information available in external sources, and the numbers that need to be calculated for effective gameplay – all of this should be readily available directly in the game interface.
And also, online pizza ordering and train schedules. That's important and useful information too.
In reply to KobRa_RR
#12
Auto-translated
KobRa_RR

The timer should be purchased with real money.
Microtransactions directly benefit the developers :D
In reply to Pridu
User Avatar
#13
Auto-translated
Pridu
with microtransactions into the developers' wallets :D
as an option, make Town Portal and Dimension Door spells paid. Like Town Portal - 0.01$, and Dimension Door - 0.02$ :cool:
In reply to Dirty_Player
#14
Auto-translated
Dirty_Player
as an option, make Town Portal and Dimension Door spells paid. Like TP - 0.01$, and DD - 0.02$ :cool:
And then a tournament immediately comes to mind. Grand tourney "Pay to win"
User Avatar
#15
Auto-translated
I would like to express my opinion regarding the restructuring in HoTA. As I understand it, it is being ignored by the development team because it is considered to "change the gameplay, ruin the classic feel, etc." However, the planned new ways of gaining control (such as markets with scrolls, etc.) will change the gameplay and ruin the classic feel to a much greater extent. As someone who may be the most active (of those known) player of mirror matches in Hota, I can say unequivocally that for a full-fledged competitive scene and a sharp increase in popularity (including tournaments) in mirror matches, only two things are missing: 1. Restructuring of the game mechanics. 2. The arrival of experts in machine learning, if they are not starting players, - WITHOUT using machine learning. First and foremost, this concerns, of course, Jeremy. Thank you for your attention; if I posted in the wrong topic, please move it.
http://ru.twitch.tv/lizard_wt

Statistics

Welcome our newest member: dodoD0D0

Users Online 1 users 1369 guests