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Posts from HeroesLAND is another “online heroes” game.

3.0 (2 ratings)
In reply to Van
15 years ago
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Haven
...and between turns, Chapayev is thinking...
Okay. And what happens when Vasily Ivanovich has already figured everything out, but the White faction is still taking its turn?
In reply to feedok
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15 years ago
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feedok
Okay. But what if Vasily Ivanovich has already come up with everything, and the white pieces are still moving?
then it's not Vasily Ivanovich)))
In reply to Van
15 years ago
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Van
then it's not Vasily Ivanovich)))
No. It's just that they are very weak white creatures :o)
15 years ago
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By the way, I have a question for you, Fidok (I'll write it here, because you've been treated more modestly on DF2 so far).

Why not create an online hero battle simulator? It's obvious, isn't it? But get rid of all the unnecessary stuff, because it's completely different from the original, which, by the way, you probably wouldn't like yourself, because, as they say, it's no longer vanilla Heroes.

Instead, change the setting to something simpler and less time-consuming.

For example, use user-defined armies. Introduce points for each unit, spell, ability, etc., and let users start a game and specify the total number of points they want to use. The game finds an opponent with the same number of points, and they both choose their units and start the battle. It would be like Tactical Corner, but with different army compositions based on the user's preferences, and of course, in a pure online environment. And it would be easy to add some minor features, for example, that units of the same Faction cost (100 - hero level) % or something like that, where a fire mage buys 3 fire spells and gets 4 more as a bonus, chosen randomly and not higher than his level/5, and so on.

This would create a tactical simulator in the style of Heroes 3. And the idea of 2+ players in a battle can either be abandoned or rethought to fit this concept.

In any case, the strategic element in an online browser game looks dull, very addictive, and reeks of pay-to-win (((
In reply to pHOMM
15 years ago
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pHOMM
By the way, I have a question for you, Fidok (I'll write it here, because you've been treated more modestly on DF2 so far))).

Why not create a simulator of hero battles for online play? It's obvious, isn't it? But get rid of all the unnecessary stuff, because it's not original anymore, which, by the way, you shouldn't like yourself, because, as they say, it's no longer vanilla Heroes. But change the setting to something simpler and less time-consuming.

For example, to a user-defined army. Introduce points for each unit, spell, ability, etc., and users, for example, start the game and specify the amount of points they want to play with. An opponent is found for the same amount of points, they choose everything they want and start the battle. It's like Tactical Corner, but with different army compositions at the user's request, and, of course, in a pure online environment. Well, and it's easy to attach some trivial things there, for example, that units of your Faction cost (100 - hero level) % or something like that, for example, a fire mage buys 3 fire spells and gets 4 bonus spells for free, with a level no higher than his own level/5, and so on.

It will turn out to be a Heroes 3-style tactical simulator. And the idea of 2+ players in a battle can either be abandoned or rethought for this purpose.
Yes, there's plenty of modesty here :o). Although, people play both here and there.

You won't believe it, but the first incarnation of HeroesLAND, back in 2002, was exactly like that: based on points for troops, magic, and so on. Since I was programming even worse back then than I am now, it was all in HTML+javascript, and the player didn't directly participate in the battle - they only "programmed the battle tactics in advance".

However, without at least some strategic component, it's difficult to build a continuous history of the game world's development, IMHO. And the hero map itself evokes exclusively positive emotions in me. Again, it's easy to play in a "non-time-consuming" version now - fight in the arena without a timer as much as you want, up to gaining levels and building a castle there. The ideology is that if you're not in the game, no one can do anything to you. And it's interesting to fight at any level. Moreover, classic Heroes games take a lot of time.

In any case, I have in my plans both approximately what you described (distribution of points for army/spells and - into battle), and the engine already has the ability to create individual maps for those who want.
pHOMM
In any case, the strategic element in an online browser game looks dull, very addictive, and reeks of donations (((
Why? It all depends on the implementation.

---
What a mess: while I was writing you an answer, I discovered that the very old code is still alive - it's been wandering around with Maryland, hehe :)
So, gentlemen, a record of the "battle" from 13-08-2003 03:39 http://maryland.ru/h/sb.php?id=392
:o)

Merry Christmas to everyone, by the way.
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15 years ago
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many ambiguities: it is unclear whether there are hero specializations as in Heroes of Might and Magic III, or if these are just beautiful portraits? Does magic exist in the Academy, for example, Armageddon, and if so, do firebirds and the like have natural immunities to it?
In reply to RomarioGrom
15 years ago
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RomarioGrom
There are many unclear aspects: it's not clear whether there are hero specializations like in Heroes of Might and Magic III, or if these are just beautiful portraits? Does the Academy guild, for example, have Armageddon as a spell, and if so, do Firebirds and similar creatures have natural immunity to it?
Hero specializations are not available yet, as their classic set is very uneven. If only the conditionally "good" specializations are left, there will be too few of them.
The guild can only be built up to the third level in the castle. Scrolls of higher levels are found on the map. A scroll of a single spell is learned only once throughout the hero's history.
Natural immunities are implemented for all creatures. As are almost all innate skills and spells of the units.
In reply to feedok
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15 years ago
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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.
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15 years ago
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Is there a spell that prevents magic and a cloak that prevents magic above level 2? It's very important because if you're leveling up a mage, you might end up in a bad situation.
In reply to RomarioGrom
15 years ago
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RomarioGrom
Is there a sphere of magic ban and a cloak of ban for magic above level 2? It's very critical if you're leveling a mage, because otherwise you can just completely miss out:(
There is no such sphere or cloak, and there won't be. After all, it's Might & Magic, not just Might.
There are only properties on certain artifacts that either increase or decrease damage from different schools of magic.

Added 34 minutes later
Wicc
I would like to explain the situation a bit — what the problems might be and why there is such a reaction.

The thing is, modern Heroes is not pure fun, but rather a Competitive game. Tournaments are played, including those for money. Therefore, the requirements for it are slightly different than for ordinary games.

For example, any change to the rules or engine features changes the balance of towns, the balance of strategies, and most importantly — the power hierarchy of the players. Therefore, many changes are perceived as hostile a priori simply because they might infringe upon the interests of those who learned to play in one format, whereas in another, their win-loss statistics might worsen.

Plus, there is a risk of adding imbalance or impoverishing the gameplay, and many such things are not discovered immediately. For instance, when classes were added and monster specializations were improved in TE, they didn't anticipate that Broghild would turn out to be such an imb; this only became clear a couple of years later.

Therefore, if you want to make alternative online Heroes, you should immediately determine the target audience, gather a support/lobbying group, and design the gameplay specifically for them.

To illustrate the scale of the problem, one can cite dozens of threads in which megabytes of posts have been written over the last 3-4 years on the topic of SoD vs TE/VT.

So, you shouldn't expect enthusiasm like "oh how cute!" here.

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

Plus, try not to push your own ego too much, regardless of whether it's on point or not; respect and kudos in this business usually come long after the work is completed, while during the process, you mostly get rotten eggs.
Thank you, Wicc.

I am sure that "tearing true Heromanics away from classic Tournaments" is a utopia. And such a goal is not being set, naturally. Although we have grounds for competition for every taste, including tournaments starting this Monday.

The player hierarchy, formats, and established development schemes are also wonderful, seriously. However, there are not only positive aspects to the latter. And that is the first nuance.
The long games characteristic of classic matches without direct contact with the opponent (there's even a tournament rule about "restart on early encounter") is the second nuance with an ambiguous assessment. Moreover, a significant number of games end without any battles at all with anything other than AI.
And the third nuance is the extremely long duration of a single game. It's quite difficult to set aside several hours in a row even for beloved Heroes. There are saves, of course, but...

This is exactly where we want to build HeroesLAND — by navigating between these nuances. We really want to. That is, basing it on turn-based tactical battles that are maximally familiar to those in the know, plus a dynamic (non-turn-based) adventure world map with treasures, quests, hunts, fights, fortress sieges, and attempts to capture the whole world. By the way, it's not at all mandatory to look at that map.

Possible and actual balance problems are indeed the absolute reality. But we are trying.

As for a "complete copy of one of the popular versions," I think that is simply impossible in the chosen format. True turn-based movement on the map can only be implemented in a PBEM game or a complete "clone" based on matches.

PS. Of course, the heart finds phrases like "oh how cute!" much more pleasant — not without reason — but the mind understands that critical remarks are many times more useful when they carry at least some constructiveness.
15 years ago
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Question for feedok:
1. Don't you think that 10% of the gold income for a referral is too big of an advantage for players who have the ability to distribute a large number of links? Is there any limit to this?
2. What protection is provided against multi-accounts? How well is the search/penalty/ban system for such users working?
15 years ago
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I apologize for the late response.
1. No, I don't think so. Simply sharing a link isn't enough, you'll agree. And practice confirms that there are no significant advantages to be gained.
2. This is at least prohibited by the rules. And it is actively monitored by us and by the players themselves, as all battle logs and the movement of valuables in the game are publicly available.
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15 years ago
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Lol. I decided to try this out. I registered. I chose the Rampart faction. I took Kir, wanted to build something, and lo and behold, the elves cost 7500 and 20 wood! What do you think? ))) Upgrading centaurs and dwarves costs 5000 and 10 wood :) But you only start with 5000 :) And of course, the hero arrives completely empty, without any troops. ))

The way the hero moves around the map is, of course, amusing. By the time he runs 10 squares, you have time to read the forum and think, what else can I do in the meantime so as not to just stare at the screen??? + to all this, sometimes it happens that the turn gets messed up, every 3 squares, you have to re-specify where he should go. What the heck, never mind.

Let's explore further.

The first battle, I used one stack of centaurs, and it didn't go very well. The second battle, I made some level 1 units, positioned them on the left, and then I clicked with the MOUSE, I wonder if the developers have heard of HOTKEYS? I mean HOTKEYS??? Not Ctrl+Alt+W, but just W. How annoying it is to play with the mouse in such cases!!! And how annoying it is to strain your hand to press some miserable "wait" button!!! I have no words, I'm furious! But there's another catch here: the main right stack (bottom) starts moving first from the level 1 units!! This is after the "wait" command! Isn't that crazy??? )) Lol!! What were you thinking? What?

In general, I don't understand how to hire dwarves? I still have 5000. When do the reinforcements appear? Heh. And now the hero has stopped moving around the map altogether. Hmm... In general, not very good. Or is it just bugs? These spearmen keep appearing endlessly near the castle. I've already killed them twice, how many more times?

By the way, the game consumes almost half a gigabyte of memory. And it's so laggy. Funny.

It's also annoying that you can't view the map by dragging it with the arrow, you have to move the heroes yourself, and the speed is... the speed...

(By the way, what is the server's bandwidth?)

Now I noticed that all lost troops are restored after the battle. If there were 55 centaurs, there are still 55 in each battle. So, tactics aren't needed here??!!, you either lose 5 centaurs or noobishly lose 40, who cares! The main thing is that you won the battle! The troops will still be restored! Well, isn't that weird?

Right now, I have 5033 gold after these 3 battles, at this rate, to earn 7500, I'll have to sit until 12 at night, if not later, grinding all these monsters.

So, forget it!!!!!! This browser game. Better to use SoD/Complete and Hamachi/Garena. Forever.
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15 years ago
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And sometimes, out of boredom, I check in on Heroes of Might and Magic Online. And today I noticed something that shocked me. There's no turn order based on speed. I attack centaurs with centaurs. **First, all my centaur stacks move, and then only the neutral stack moves.**

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