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Why is it a great idea in one case, but extremely wrong in another? I need an explanation because I don't belong to the category described above.
I guess I don't either. The only thing is, with all these changes involving mutual destruction of castles, I think it would be a good idea to remove the ring that prevents resurrection from the game. I didn't really understand why it was needed before, and now even more so.
I probably don't fall into the category of those who understand the game deeply, but in my opinion, it's time to introduce some restrictions on magic, or should everyone be against it?
Suggestion.
Change the mechanics of the Castle Gate building. If a Castle Gate is built in a town, it allows the player to send a hero to any castle belonging to the player.
Probably, this question is better addressed to Baratortch. I think many would find it interesting. Purely theoretically, is it possible to link an electronic wallet to an account in the online lobby for games with stakes? And so that when creating a game, this stake is immediately deducted from the players' accounts. After the winner types "gg" to the losers, the entire amount is automatically credited to him (possibly, minus a rake!). Something like a semi-PokerStars in Heroes.
Everyone knows that there are moments when you attack neutral creatures, and they want to flee, but there's an option to force them to fight. I suggest the following change: if the neutral creatures have a higher speed than the fastest unit in the hero's army, then it shouldn't be possible to catch them and force them to fight, which seems quite logical.
Everyone knows that there are moments when you attack neutral creatures, and they want to flee, but there's an option to force them to fight. I suggest the following change: if the neutral creatures have higher speed than the fastest unit in the hero's army, then it shouldn't be possible to catch them and force them to fight, which seems quite logical.
And if there are such creatures, for example, one angel, then only he will catch up and fight. This is also logical: rolleyes:
Good afternoon, are there any plans to change the experience workshops? Two ideas were put forward in the Discord discussion:
1. Divide into 6 stacks, as in the "Ghost Town" map.
2. Make the surface always snow.
Leaving these terrible capture points as they are doesn't seem very good, does it?
It is assumed that this problem will be solved by implementing some kind of technical limitation on the timer in battles. The fact that a player is taking something isn't that bad in itself, but the problem is that they are wasting other players' time by continuing to fight after their timer has expired.
Limiting the timer will only affect taking small stacks (a couple of harpies, fairies, or vampires). I introduced a similar unwritten rule in Hard Choice, and to my knowledge, it was never applied. Is it worth spending resources to implement it when a timer for battles between players, limiting the time to take a turn, would be much more useful? At the beginning of the game, there's plenty of time, and it doesn't take long to take starting harpies (and it's not just harpies that are used). So, is this easy army boost considered a normal occurrence? Of course, there's also the graveyard with a similar take, but at least it doesn't give an army (although it does give experience, money, and boots). Note that both objects were introduced in HotA; in SoD, such takes are not possible.
The fact that a base is taken isn't that bad in itself; the problem is that it wastes other people's time.
A long battle after the timer ends is not ideal in any case, and I hope it can be technically limited somehow. But personally, I don't like the possibility of such takeovers. In the Necropolis, it's also not ideal, but it's not as critical. Maybe create a poll somewhere? With options like: 1. Don't change anything; the current situation with the bases is acceptable. 2. Don't change the bases, but introduce a technical limit on the battle after the timer ends. 3. I don't like how the bases are currently set up; I would like to eliminate "easy takeovers."
If it turns out that most people don't see a problem, then so be it. These discussions pop up periodically, and I mainly see dissatisfaction with these takeovers.
Due to the permanent snow inside the object, because the number of golems was reduced, but their speed was not increased. It became too easy to capture.
ICQ is DEAD! Write here: my discord account is flate#4193 __________________ I'm fucking Luck like a dirty BITCH! :smile51: