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Posts from Heroes of Might & Magic: Olden Era - Обсуждение

3.5 (2 ratings)
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1 year ago
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Yes, I'm not too worried about the lack of large units, actually. The best hero combat was in King's Bounty, where all units were the same size. But it had a convenient interface, interesting battlefields with different configurations and interactive objects, diverse creature abilities, a good spellbook, and pleasant, visually appealing graphics. It was a joy to fight there. Even in the unfinished and somewhat flawed Darkside of Xeen, it was fun because the combat remained the same (and even better - black dragons were made immune to Armageddon, which I found at the very beginning of the game in my last playthrough as a mage... and you can imagine what happened next). So, different unit sizes are not a necessary condition for good hero combat. But it's okay to grumble about the desecration of tradition.
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1 year ago
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I'm really worried. It won't be possible to defeat a large creature with small forces prematurely. Closing off with single units won't work either. Creatures like dragons will attack across two hexes, and you can't place units one hex apart, as they'll just fly right through. The value of landscape obstacles has dropped to zero; there are no large creatures to block them, and small creatures can't position themselves in a way that prevents a large creature from passing, because there are no large creatures. You can't outmaneuver a large creature with a small, agile one; it won't get stuck or start circling. They've flushed the entire tactical element down the toilet. We'll just be walking around the battlefield and collecting chests.
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1 year ago
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Next up is a philosophically inclined, hard-drinking monk, chosen specifically for a Friday evening.

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1 year ago
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Future Orson
In reply to Mооnst@r
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1 year ago
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Mооnst@r
I'm really worried. It won't be possible to defeat a large creature with small forces prematurely. It won't be possible to defend with single units. Creatures like dragons will attack across two hexes, and you can't place a unit one hex away; they'll just fly right over. The value of landscape obstacles has dropped to zero; there are no large creatures to block them, and small creatures can't position themselves in a way that prevents a large creature from passing, because there are no large creatures. You can't outmaneuver a large creature with a small, fast creature; it won't get stuck or start going around. They've completely ruined the tactical aspect. We'll just be walking around the battlefield and collecting chests.
In the aforementioned King's Bounty, this was well compensated for by spells and rage abilities. As far as I remember, in each installment, you could place an obstacle on the battlefield that allowed you to protect archers or simply kite enemies. I remember using a single black dragon, mind control on enemy archers, and a cloud obstacle to easily kite "invincible" armies, raining Armageddon down on them from above 🤣 And single units in the same fourth installment were not exactly a great idea; as far as I remember, morale plummeted after losing a unit. Single units decided the outcome on the map 🤣 And in the same fourth installment, quicksand appeared, a good tactical spell that effectively slowed down infantry regardless of size. If we're talking about a clone of the third game and the tactics familiar from the third game, then yes, you'll have to significantly change your tactics, abandon familiar solutions, and look for new ones. And I agree that this has become typical for the Heroes series, especially for fans of the third game, whom the developers are so persistently trying to please. But I've already said that what matters most to me is how the game plays overall. I've always dreamed that one day Heroes will simply copy the combat system from King's Bounty, and I'll be happy, because King's Bounty itself has gone downhill 🤣
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1 year ago
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In the second campaign book, the tactics are also good; the quest battles for heroes from the past are a good example of this, as they seem to deliberately show you that you can do things in different ways...

Of course, there are always some imbalances, and in this case, the clear favorites are high-level units + high-defense units; with any of these combinations, you can switch off your brain. But where isn't that the case?

In Heroes 3, everything is destroyed by high-speed creatures, like phoenixes. In Heroes 4, there's no point in tactics if you level up uber-heroes with combat skills or gather a doomstack of vampires. In the fifth game... Well, in the fifth game, it's probably a bit more difficult, although even there, in the late game, you can become overpowered if you're a necromancer with five castles or an orc with upgraded rage.

Unfortunately, a good game can always be broken, and the task here is to make it so that it's interesting in a normal working scenario, rather than always. Of course, for this, you need to make a suitable base, and not one that immediately filters out a lot of options as impossible or useless.
In reply to Драккошка
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1 year ago
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Drakkosha
In the aforementioned King's Bounty, this was well compensated by spells and rage abilities. As far as I remember, in each installment, you could place an obstacle on the battlefield, which allowed you to protect archers or simply kite enemies. I recall using a single black dragon, mind control on enemy archers, and a cloud obstacle to easily kite "invincible" armies, showering them with armageddon from above 🤣
I was talking about the early stages of the game, when there are no professional skills, no magic guild with the necessary spells, and certainly no dragons to destroy everything. And King's Bounty is a game of two types: for beginners and for experienced players. The former play according to the instructions, not deviating from them, while the latter explore the world from the beginning and steal maps, while simultaneously leveling up through quests without battles and gathering the necessary army. Only then do they engage in battles with the goal of completing achievements, such as casting a specific spell 100 times. Of course, in this case, single units are not needed at all, with this approach, when you are required to complete the game in a short time and without losses to your stats.

In any case, you will have to sacrifice units in the early stages to achieve the most advantageous outcome in a particular battle, and the ability to use tactical maneuvers will only diversify the battles and reduce these sacrifices. And when none of this is available, all that remains is a rush.
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1 year ago
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I fall into the third category; I wouldn't call myself a beginner, but I don't use pro-level tactics either. I play to relax, unwind, and check out different cool units, try out various interesting abilities, and explore different factions, and so on. I'm the kind of person who builds a Capitol, hangs out on the map for a couple of in-game years, and then loses to an AI opponent on easy difficulty because I can 🤣. So, I guess we'll just stick to our own preferences 😅.
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1 year ago
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By the way, the battle arenas could have been borrowed from King's Bounty, rather than this monotonous rectangle. To avoid frustration in PvP due to unfavorable positions, you could add an option in the editor to choose different arenas for each game mode.
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1 year ago
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The heroine, who previously appeared in the demo interface showcase. She's a cavalry specialist and suffers from psychological trauma due to being hit by a slowing spell. For some reason, I'm convinced that her biography references the overpowered slowing spell from the third game.



Mооnst@r
By the way, the battle arenas could have been borrowed from King's Bounty, not this monotonous rectangle. To avoid frustration in PvP due to unfavorable positions, you could add a checkbox in the editor to allow players to choose arenas for each game mode.
It's not a rectangle. We examined the field in Discord: it has no corners. This is observational information, not official.
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1 year ago
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I have a couple of questions, as usual. 1. According to the description, Keliandra got so entangled when she met the necromancer that she couldn't move. And then she ran away... How did she do it, by hopping away? In the game, you can, of course, click the escape button when your soldiers are slowed down, but this is lore. And it sounds more like the necromancer should have wiped her out without a chance. 2. And after that, she became a cavalry unit... But before that, she was a knight, but did she have a horse? Or did she always dismount? Why did she do that if she was always a fan of fast attacks? And if she didn't have a horse, did she arrive on the battlefield in passing carts? Did she walk on foot? How does this work? Maybe she didn't have enough money for a horse before, but if that's the case, just say so, otherwise it sounds like an incredible discovery: "Wow, it turns out you can fight on horseback, how did I not realize that before!!!!" But according to the first sentence, the girl was always fast and brilliant.... 3. Since she's so brilliant, she understands that horses' legs get stuck in the mud even more than human legs, right? So it won't help. And it doesn't matter what kind of horse collection she has if they all get stuck. She probably needs a camel if she wants to fight slowing necromancers... Although, maybe she has a camel, I haven't seen the lineup of her units in a normal way yet
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1 year ago
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Well, mass slow is countered by mass haste, didn't you know? biggrin

I knew someone would add that "li" to the name.

My experience points suffered, by the way... everyone left. It's sad.
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1 year ago
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With mass haste, she could have taken down the zombie instead of running away smile17
In reply to AstralLein
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1 year ago
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AstralLein
It's not a rectangle. We were looking at the map in Discord: it doesn't have corners. This is observational information, not official.

A circle? An oval? A hex? Maybe a triangle? How simple and clear should I have named it, according to you? I was also considering it when I counted the number of hexes and compared it to the second game (-8%) and the third game (-45%), since it's based on their gameplay.
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1 year ago
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That's why the Necromancer would cast Slow again... typical Heroes III: every turn, they cast one of these two spells. That's why the girl's psyche broke down!

And she switched to cavalry, I think, because horses also hate mass Slow... the sacred order of those who hate the balance of spells in Heroes III! Holy Sun, burn all the magic experts!

Mооnst@r
Circle? Oval? Hex? Maybe a triangle? How simple and clear should I have named it, in your opinion? I also considered it when I was counting the number of hexes and comparing it to the second game (-8%) and the third game (-45%), since it's based on their gameplay.
An elongated octagon. That is, a rectangle with cut-off corners. It's like an anti-box was made there.

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