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Posts from TBM - Tournaments balance mod

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In reply to Remix
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Remix
In the game, there is a chance for a particular stat to appear, such as attack, defense, etc. These are presented in the game manual on page 300. For example, at level 21, a mage has: 2 attacks, 3 defenses, 8 spells, and 12 knowledge points. This has all been invented a long time ago. The fact that these are chances means that they may differ slightly from the stated values; this is probability theory. So, if you understand all this, you won't be surprised by anything.

I have known this for a long time (I'm talking about what is written in the manual). I am saying that this percentage does not reflect the actual chance. Well, maybe at level 1000, or even at level 40, the percentage correctly reflects the distribution (which is also not true), but in the early game, it rarely corresponds.
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I'm saying that this percentage doesn't reflect the actual chance. Okay, maybe on the 1000th hero, or even on the 40th level, the percentage correctly reflects the distribution (which is also not true), but in the early game, it rarely corresponds to reality.
To claim this, you need to document the stats that drop on a large number of heroes. You can conduct an experiment... A multiplayer map, 8 players, 8 heroes each, a script levels them all up to level 40, and then run it five times.
Perceptions may not reflect reality.
 

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In reply to MoZeS
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MoZeS
Well, maybe at level 1000, or okay, let's say at level 40, the percentage correctly reflects the distribution (which isn't true either), but in the early game, it rarely corresponds.
Are you suggesting reducing probability theory to exact numbers? So that at level 20, there would always be exactly the stats 2/3/8/12. Would you even find it interesting to play? It would eliminate the freedom to experiment with new builds. For example, if you get few spells, you could try a combat-focused build; if you get many, you could go for summoning or chaos. If you see a lot of defense, you could go for a heavily defensive build, and so on. Mathematics and exact numbers completely ruin the game and turn it into chess. Probability theory is given to you so that deviations are allowed. If you are familiar with the theory, you wouldn't write such things. Yes, I agree, it's bad when a neutral creature with +1 morale taunts 5 times in 10 turns. Is that fair? I don't think so, but it increases mental flexibility and gives you the opportunity to better plan your moves in battles against neutrals. I can stream with you where I level up a hero, let's say a Necromancer, to level 40, 100 times, but what would that give? If you want to play a game with few random factors, or where they are minimized, play Total Annihilation.
Мой канал по героям 5 - "Heroes for Fan"
Мой канал по King's Bounty - "Remix Play"
Моя группа по героям 5 - Здесь отвечу быстрее
In reply to Remix
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Remix
Are you suggesting reducing probability theory to exact figures? So that at level 20, the stats are guaranteed to be exactly 2/3/8/12.
That's exactly what I'm suggesting. To conclude the topic of knowledge of probability, I'll say that I write algorithms for money that are based on statistical data. :smile24: :smile15: :D

Added 10 minutes later
Andrail
I agree with Remix. Let there be more randomness; it makes the game more interesting, especially in multiplayer, when, for example, an opponent expects a mage to have magic skills, but instead, they get combat skills. This makes the game more challenging and engaging.

Then, what is the mod supposed to fight against? We're talking about balance. No one forbids taking skills that don't match the castle or visiting buildings that increase certain stats. They appear anyway.

I remember there's a building in WOG that allows you to convert one stat into another.
Guess what people convert into? :D (This is in response to the possibility of changing a hero's direction if probability isn't in their favor.)
An extremely unbalanced building, but it worked for WOG.
In reply to Ment
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For now, I see the current feedback as follows:
"Ment and Andrail"
blah-blah-blah-blah-blah

Really useful points were made by coldbloodedvlad and MoZeS, and I would like to express my special gratitude to them.
In reply to Remix
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Remix
I understand that 4 hours might be too much for some, but we reviewed all the factions and units gradually.
My friend, please add timestamps to the stream description so that people can find the review of a specific faction using the code (I would do it this way, but you have more experience, so it's up to you).
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Someone Unknown
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1. After a few test games, it turned out that the buff to the fire demons' ability made them adopt Islam as a neutral faction. They now perform an "Allahu Akbar" attack repeatedly without moving. It is recommended to revert the ability to its previous state and find another solution for its modification. Here is an example: https://youtu.be/vYfdsT2-FuY?t=508
2. Regarding MoZeS's suggestions about standardizing the stat distribution for classes. I am STRONGLY against this. It completely destroys replayability and intrigue. We shouldn't turn the game into a mathematical equation.
3. Regarding the theme's design. I didn't find any changes related to the heroes in the theme, even though they were mentioned in the video review. I suggest fixing this as soon as possible.
End of transmission
Vladislav.
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blah-blah-blah-blah-blah
=/
There's no need to take offense at a rather neutral expression of opinion. I represent the "passerby" type of people here, and there are probably most of them among those who have seen this topic.
Andrail and I, and apparently not just the two of us, have the same questions. Based on this, I assume that these questions will constantly arise among the "passersby." And before they become interested enough in the mod to watch videos about it and look for answers to their questions there (even if it's just a simple search), it would be good to somehow intrigue them. Otherwise, all these people will simply leave. In this regard, by the way, thank you to Magog for not being too lazy to briefly explain how things are explained in the video.
In general, don't take criticism to heart, even if it's incorrect, even if it seems unconstructive to you; instead, try to use it to your advantage and listen to it. I already have an example in front of me of a person with whom I disagreed about his mod, and I disagreed very strongly, much more strongly than with you. Moreover, I still disagree with him in some ways. But his consistent argumentation and constructive dialogues made me eagerly await his mod, and I would be very happy to try it out (it's a pity that it hasn't been released in the version I would like).
 

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As an outside observer, I'll say that the strategy for the Dungeon faction is clearly changing now. I'll stick to playing with Warlocks in the old-fashioned way. As I understand it, increasing their growth rate is compensation for reducing their invisibility. As for the Imps, I won't be using them because, although they are powerful, losing them is very unpleasant and has a significant impact on the Warlock. Perhaps it's worth it, as it will slow down the development of the Dungeon faction and give more chances to Necromancers, but this significantly changes the perspective on the game's tactics.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
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Regarding probability theory, I'm all for the classic system; I agree with Remix. This leads to more varied gameplay.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
Прохождения]
НЕКРОМАНТ

2,3,4,5
Заинтересованный планирует создать серию мультиплеерных карт "Фантазия безумного картострителей".
Миссия 1 - Фктиф-Зобар готова на 11,5%
In reply to Ment
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Ment
There's no need to take offense at a rather neutral expression of opinion.

I had no intention of taking offense at you or Andrail. Don't get upset over nothing. It's just that after your criticism was countered, you and Andrail simply started repeating the same arguments, saying that invisibility should be removed, stats should be reduced, the duration of invisibility should be shortened, etc. And this can only be perceived by me as
Ment
blah-blah-blah-blah-blah

as nothing more than empty talk.

It has already been said that giving invisibility to low-level creatures of a magical faction, which has a lot of summoning points, can lead to terrible consequences. Answer honestly, how quickly can you personally break through a horde of archmages, druids, and forest snipers *insert any ultra-annoying neutral creature here* with, for example, demons? In 4-5 weeks? But a summoner or chaos warlock, with minimal investment in the army (7 level 1 hunters costing 100 gold each), can break through them in the 2nd-3rd week. If you didn't know, in the original balance, the Dungeon is the most tempo-based faction, which surpasses even the Sylvan in terms of tempo. This is an unhealthy situation, so invisibility was removed from, I emphasize, low-level units. Nothing prevents the Dungeon from breaking through with invisibility through Night Hags, but in the 3rd-4th week, when they can be built. The Dungeon does not lose invisibility in the endgame, because the same Night Hags remain. THE DUNGEON DOES NOT LOSE INVISIBILITY!!! It's just that this invisibility becomes unavailable in the early stages of the game, which is why this faction was overpowered at the start.
The increase in the growth rate of scouts and beasts is due to two factors:
1. Since invisibility has been removed, the Dungeon will have to lose units, divide its forces, and engage in exchanges with neutrals. With growth rates of 7 and 5 units per week, respectively, the Dungeon is forced into very tight limits in terms of units, which will greatly complicate the gameplay for it.
2. Increasing the overall combat potential. Those who have tried to develop a warlock build in the standard game understand that this is not an easy task: a very difficult start; long breakthroughs; no room for error, because for one missed attack, you will have to pay with several weeks of growth. And even as a result, you could only win with such a build by surprise, and nothing more. So, by increasing the growth rates, I would like to make the combat-focused Dungeon an effective build, and not an exotic or crazy one.

Let's not return to this topic without solid arguments, because, frankly, I'm tired of it :smile35:
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After the rebuttal to your criticism, you and Andrail simply started repeating the same arguments, saying that invisibility should not be removed, stats should be reduced, the duration of invisibility should be shortened, etc.
Ah, now I understand what you're talking about. Well, I apologize, I didn't repeat my arguments at all.
Your reasoning is good, and I agree. In terms of solving the problem. Ideally, it would be good to explain why other nerf options don't solve the problem – I think that's what Andrail was asking for.
 

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Remix
Our mod is well-structured in the video; I can find the detail I'm interested in within 4 minutes. But if you sit down and write out time codes, you'll go crazy. 8 factions with 7 creatures each is already 56 time codes, and you need a time code for each spell. In the end, I don't want to write 150-200 time codes. It will all be cumbersome. Please spend a couple of hours and write me the time codes, and I will gladly publish them.
No, it will be enough to have them separately for each faction; why do you need each tier? I have no doubt that you will find them, but other users may not be able to find them because they don't know the structure of the video. 8 codes for each of the races will be enough.

Added 4 minutes later
Regarding invisibility: I think it should be made infinite (let's say 2-3 turns, then the next use), because it only grants immunity to direct attacks, nothing more. I don't know why it's so highly regarded, but the Crystal of Secrecy deals very well with invisibility, and area-of-effect spells deal damage to invisible units
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
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Uriel Septim X
I don't know why he's so highly regarded, but the same Secret Crystal works very well against invisibility, and area-of-effect spells deal damage to invisible units.

+1.
It's especially surprising that someone might aggressively push with a Dark Elf solely relying on Chaos magic (at the beginning of the game). :smile35: He'll fire his arrow 2-4 times, and maybe even clear a pack of enemies on the map without losses that way. But then what? Go back to the castle to replenish mana, or spend a day on a Dark Ritual (and who would even level that up in the early levels)? :confused:

There's no clear advantage to this. And it's offset by the small bonus. It's just a replacement for an alternative upgrade in the form of ranged units.
In reply to Ment
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Ment
why other nerf options don't solve the problem – in my opinion, this is what Andrail was asking for ;)
It's obvious – reducing initiative or the duration will only work well against a player, not against neutrals.

Added 1 minute ago
Uriel Septim X

Regarding invisibility: I think it should be made infinite (let's say 2-3 turns, then the next use), because it only grants immunity from direct attacks, nothing more. I don't know why it's so highly regarded, but the Crystal of Secrecy works very well against invisibility, and area-of-effect spells deal damage to invisible units.

You forget that no one is going to take them to the endgame. But they greatly boost the Warlock in early-game skirmishes with minimal losses.

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