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Posts from TBM - Tournaments balance mod

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But one mana, taken from a hero and given to another for 16 Imps, is not enough... the little devils also need to spend a turn on it... and there's no efficiency... 160 Imps will take up mana that could be used for two Lightning spells...

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And I agree about the Imps.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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I agree with Magistar. Considering that by the 4th week, there logically cannot be more than 190 of them (unless you hire Inferno heroes every week), and that's even without any losses. So, they generate 24 mana or 12 and give 12 (Necromancer - 80 mana, Warlock - 60 mana, Wizard - 100 mana, Gnome - 70 mana, I might be very wrong with the numbers). And everyone loves to attack them.
У меча предназначения два острия, одно из них ты.

Заинтересованный занимается написанием прохождений
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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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Let's do the math.

First, the initial units – 16 Imps. In the second week, another 16 Imps. Let's assume the Castle is built in the second week – from the 3rd week onwards, there are 32 Imps.
The first skirmishes begin after level 10; the larger the map, the higher this level. Let's say, on average, it's level 15. Then, without considering buildings that increase the amount of knowledge gained by heroes – the Knight, Dark Elf, and Necromancer (the weakest in terms of mana) will have 3 units of knowledge each. Usually, by this level, heroes have several artifacts, primarily addressing their weaknesses. Moreover, 1-2 knowledge points can be obtained from an artifact right from the start. Plus, 1-2 knowledge points can be gained from buildings during this time. In total, at level 15, these factions will have approximately 50 to 80 mana.
Level 15 requires 34,140 experience points. Let's assume we gain a minimum of 3,000 experience points per week (usually, we're already running around with levels 2-3 by the end of the first week, and then we fight more numerous and stronger neutrals).

So, we need 11 weeks to reach level 15: 34,140 / 3,000 = 11 weeks (or 9 weeks of full experience gain and 2 with normal gain). By this time, if we don't spend them, we'll have accumulated 16 + 16 + 32 * 9 = 320 Imps. Let's assume that 25% of the Imps are lost (usually in early battles), which is 80 Imps. Then, by level 15, we have 240 Imps. This means they will drain 240 / 8 = 30 mana from the opponent. This means that the average heroes of factions weak in mana will have between 20 and 50 mana after this.

That's pretty good! :D
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You forgot about the chests, which offer a great opportunity to gain a lot of experience, and they might also contain a building, and losing them is a big deal.
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 Заинтересованный
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Interested
You forgot about the chests, and they offer a great opportunity to gain a lot of experience, plus you might find a building, and they are lost very often.
No, I understand that. What I wrote is an assessment "from above." That is, the worst-case scenario for factions with a small amount of "knowledge." So, if you take chests, you can reach level 15 much earlier, and then there will be fewer demons in the first serious battles.
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I finally watched the video about your "balance mod." It seems like the entire mod revolves around the final battle. Almost all the changes are only for creature upgrades. The entire discussion focuses only on player clashes. Except for one moment when they talked about the Daughters of Heaven. In my opinion, the game consists of more factors than just the final battle. That's what single-player and skirmish modes are for. There's very little said about battles with neutral creatures, and they are the main component until the final battle. Even weakening or strengthening common gargoyles will have a significant impact, for example, in clearing out a gargoyle lair. And the same goes for all other creatures. As far as I can tell, this wasn't taken into account. Which I don't understand. Although, I might be wrong. But in a 4-hour video, there really wasn't much said about this.
«Не важно, как медленно ты продвигаешься, главное, что ты не останавливаешься.» (Брюс Ли)
twitch.tv/davnii11
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In my opinion, this is one of those changes where everything is crystal clear – it needs to be cut back, and drastically! I don't understand why the developers decided to do it this way – it's nonsense (IMHO, of course).
The logic is clear if you remember that in Heroes 3, the ideological predecessor to part 5, the abilities of creatures that consume mana are extremely weak and laughable (like stealing 2 mana per unit). That is, the developers simply wanted to make these abilities meaningful so that players wouldn't dismiss them.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Davnii11
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Davnii11
I finally watched the video about your "balance mod." It seems like the entire mod is built around the final battle. Almost all the changes are only to creature upgrades. The entire conversation revolves only around player skirmishes, with one exception when they talked about the Daughters of the Sky. In my opinion, the game consists of more factors than just the final battle. That's what HotA and WoG are for. Very little was said about battles with neutral creatures, and they are a major component leading up to the final battle. Even weakening or strengthening common gargoyles will have a significant impact, for example, in clearing out a gargoyle lair. And the same goes for all other creatures. In my opinion, this was practically not taken into account, which I don't understand. Although, I may be wrong. But in a 4-hour video, there really wasn't much said about this.

If you build the game around "mob grinding," you'll end up with nothing but logistics and engineer builds, which is what currently prevails in the Test Environment. There's no diversity in tactics, builds, or micro-management of upgrades; it's just go for ranged units and win. This is a flawed and boring gameplay that we wouldn't want to end up with, as we don't want to lose the audience that is interested in more than just "mob grinding."
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Mob grinding? What a word. I'm not forcing anything on anyone. I was just curious. Thanks for the answers. And good luck in the future.
«Не важно, как медленно ты продвигаешься, главное, что ты не останавливаешься.» (Брюс Ли)
twitch.tv/davnii11
In reply to Someone Unknown
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Someone Unknown
If you build a game around mob grinding, you'll end up with nothing but logistics and machine-building, which is what currently dominates in TE. There's no diversity in tactics, builds, or micro-management of upgrades; you just go for ranged weapons and dominate. This is a flawed and boring gameplay that we wouldn't want to end up with, so as not to lose the audience that is interested in something other than mob grinding.
A great way to promote a mod is to criticize other mods. TE isn't bad; it was developed over many years with an emphasis on equal starting conditions for all races. It is a bit specific, and playing it takes a considerable amount of time. But if all that's needed in strategy games is fun, entertainment, and

Moderated: FLOOD in the message

jokes
, then you can just play tanks or Dota – it's dynamic, there are a lot of people, and it's fun :D
Right now, the mod resembles a sequel to TE, but only with the whims of "we'll do everything ourselves."
PS: constructive criticism has arrived :rolleyes: Thanks for your attention; I couldn't resist.
In reply to JonnyP
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JonnyP
A good way to promote a mod is to criticize other mods. This one isn't bad; it was developed over many years with a focus on providing equal starting conditions for all factions. Yes, it's a bit specific, and playing it takes a considerable amount of time. But if you're looking for games that are purely about fun, entertainment, and humor, you might as well play tanks or Dota – it's dynamic, there are a lot of people, and it's fun :D
Right now, this mod feels like a sequel to TE, but with the added "we'll do everything ourselves" attitude.
PS: Here's some constructive criticism: :rolleyes: Thanks for your attention; I couldn't hold back.
I didn't linger either. :smile20: I won't do it again.
«Не важно, как медленно ты продвигаешься, главное, что ты не останавливаешься.» (Брюс Ли)
twitch.tv/davnii11
In reply to Someone Unknown
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Someone Unknown
If you build a game around grinding monsters, you'll end up with only logisticians and machinists, which is what currently prevails in TE. There's no diversity in tactics, builds, or micro-management of character progression; you just go for ranged weapons and follow a single path. This is a flawed and boring gameplay loop, and we wouldn't want to end up there, as we don't want to lose the audience that is interested in more than just grinding.
This is a very one-sided interpretation.
Let's not make unsubstantiated and incorrect conclusions.
Right now, our dialogue is something like: "I haven't read it, but I'm judging it."
HOWEVER, to be fair, there is a certain bias in the assessment of TE towards its "grinding," "monster-bashing," etc., which leads to very clear conclusions about those who use these terms...
I hope we can communicate in a different way: in a mature manner. Please take this phrase correctly and don't be offended.
I hope for understanding and mutually beneficial cooperation...
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
In reply to KillAndAction
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the first tournament on the TBM will take place, and then the picture will be much clearer...
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
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In my opinion, the meaning behind what was said about TE is clear: focusing on "hardcore" gameplay means that there's nothing for newcomers to do here. And indeed, when the emphasis is on complex strategies, and if you fail to execute them, you don't even get a chance to participate, and there's no sign of an interesting game in that case. Meanwhile, players of all levels should be able to enjoy a fulfilling game, not just those who have mastered the art of efficiently defeating weak enemies (weak because of the AI).
In short, I think the issue is a high barrier to entry and that the main skill in the game is not demonstrated in the aspect that is most interesting.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to Nargott
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Nargott
I think the meaning behind what was said about TE is clear: the emphasis on "grinding" means that there's nothing for newcomers to do here. And indeed, when the focus is on complex strategies, and if you fail to execute them, you don't even get out of the starting zone, and there's nothing to gain, there's not even a glimpse of interesting gameplay in that case. Meanwhile, players of all levels should be able to enjoy a full-fledged game, not just those who have mastered the art of skillfully controlling weak units (weak because of the AI).
In short, I think it's about a high barrier to entry and the fact that the main skill in the game is not demonstrated in the aspect that is interesting.

This is what I mean. And somewhere above, it was also mentioned (or in the video) that they don't want to force people to learn everything from scratch, because EVERYTHING has been reworked in TE. They wanted to make a minimum number of changes so that they could be reviewed quickly and understand what's what and how to play.
P - barrier to entry.

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