Skip to content

Posts from Ideas and suggestions.

No ratings yet — be the first to rate!
User Avatar
Auto-translated
I would like it to display the number of monsters in the guard, it would be easier for newcomers to count; and for those who haven't played in a while.
672466033
Миха#7845
Ландау лев https://www.youtube.com/watch?v=PNj_9EQxDoI&t=1174s

Тут делимся книгами /topic/at/1139927/
User Avatar
Auto-translated
Function: record the game so that everyone can review the opponent's moves step by step after the game; without having to wait for their turn, as might happen during a stream.
672466033
Миха#7845
Ландау лев https://www.youtube.com/watch?v=PNj_9EQxDoI&t=1174s

Тут делимся книгами /topic/at/1139927/
In reply to ДаУ
Auto-translated
DaU
I would like it to display the number of monsters in the guard, it would be easier for newcomers to count; and for those who haven't played for a long time.
This is a paid feature, depending on the skill level, it costs from two to four mana.
User Avatar
Auto-translated
This is DaU - it's still the same)))))
324183776, browser32 (skype)
Играю почти всегда - пишите =)
Мой twitch канал https://www.twitch.tv/browser32

Весна-осень 2011.

In reply to HellLighT
User Avatar
Auto-translated
HellLighT
I've already expressed my thoughts; there's definitely a problem, and it needs to be addressed. Anyone who doesn't see the problem either doesn't play (or hasn't played at a high rank). I see the solution as quite simple: the game itself, using the G+U template, should be long and challenging, but the lack of tournament rules ruins everything. The amount of rating gained for a victory should be reduced by 2-3 times when the "tournament rules" option is not selected. The same should be done for custom-made templates (arenas, etc.), otherwise, people might start creating them specifically for G+U and reach the top ranks in just 10+ games.
P.S. Another thought: the game could be well-balanced without rules if joining games only costs money.
__________________________________________________
Charging money for joining is a good solution, but the value of joining should be slightly increased. It will be more profitable to buy levels 1-4 with money than levels 6-7.

Скил За инферно
Эксперт Башни Сюда.
КТо боится некра ? сюда Его кто такие некроманты )
_________
Giz

Auto-translated
HERO PLACEMENT IN THE LIST FROM TOP TO BOTTOM. During the opponent's turn, you can use Alt-click to arrange all heroes in the order they will take their turns. Suggestion: this order should be saved when your turn begins. :)
https://www.twitch.tv/grando__
User Avatar
Auto-translated
Why did they nerf Diplomat so much? At least leave an optional setting for those who don't want to play with her, otherwise, they've turned her into something incomprehensible.

Added 3 minutes ago
With these changes, there will only be rejection of playing with her; draw your own conclusions.

Added 16 minutes ago
And if you took the idea (these were just thoughts) from the author a little higher when implementing the plan, then it's a bad idea because he was advocating for reducing the rate on large maps, and he doesn't care about Diplomat. This is not just my opinion; I've been collecting all the complaints for the past 2 days, as if I was the one who introduced the restrictions.
In general, guys, you've clearly gone too far.

https://www.youtube.com/channel/UCYZ8Pk6yWouZ-0nQSdYXBlg
ютуб канал
Auto-translated
Diplomacy settings are configured in templates. In Anarchy and Clash, it works at full capacity, and no one prevents you from creating your own templates with your own settings (including disabling monster joining or choosing some other, non-standard combination of settings). If we are talking about G+U, then these are templates for single-player, not adapted for online play. In single-player, diplomacy is also overpowered, so it is toned down there. And there is no limit on the battle length. If someone creates a G+U version for online play, they will be able to set the diplomacy settings as they see fit.
In reply to Sav
User Avatar
Auto-translated
Sav
Diplomacy is configured in templates. On Anarchy and Clash, it works at full strength, and nothing stops anyone from creating their own templates with their own settings (including the ability to disable monster joining or choose some other non-standard combination of settings).

If we are talking about G+U — those are templates for single player, not adapted for online. In single player, diplomacy is also imba, which is why it's nerfed there. And there is no battle length limit.

If someone makes a G+U version for online, they will be able to set whatever diplomacy settings they deem necessary.

A great response from the HotA representatives: "eat what you're given, we decided it's better this way, and if anyone doesn't like it, create your own and play, nothing is stopping you"

But the section seems to be called ideas and suggestions; accordingly, a suggestion for you to think about the aforementioned.
Since the response is in the format "it's imba—therefore it's nerfed," it clearly comes from someone who isn't immersed in the Gameplay. Then, in your opinion, should everything imba be cut, like 4 Dimension Door and such?

p.s. While trying to balance one thing, you raise another.

https://www.youtube.com/channel/UCYZ8Pk6yWouZ-0nQSdYXBlg
ютуб канал
Auto-translated
I don't quite understand what you're trying to say, but your initial post sounded like a complaint rather than a suggestion. Therefore, once again: 1. If you like the diplomacy system without limitations, there are the Anarchy and Clash of Dragons templates for you. These templates were specifically added for features like diplomacy, and they allow it to function in its full capacity. 2. If you want to play with an unedited diplomacy system (or, conversely, completely without diplomacy) in some other template, create a separate version for it using the template editor. This isn't about demanding something first; it's a perfectly constructive suggestion. The template editor was created specifically so that users without programming skills can create templates tailored to their needs without having to involve the development team. You yourself wrote, "they could leave an optional setting" – well, the template editor is that optionality. If you're too lazy to figure out the editor yourself, ask someone from the group you're collecting complaints from – there's bound to be someone among them who isn't lazy. [This point applies less to mirrored templates – they are not fully supported by the editor. But people have still managed to use them to add the hero restrictions they needed.] 3. I fully acknowledge that the current default diplomacy option may not be very good and will be replaced with something else. But it's clear that the default will not be the standard SoD diplomacy, which had to be specifically disabled using rules.
User Avatar
Auto-translated
I already suggested an option for diplomacy, so that monster stacks would pass by the hero's army without a battle, possibly for a fee, allowing for a quick advance to the center on Jebus, for example, through diplomacy. Attaching half a stack for money also seems appealing. As for Mysticism, it could be buffed further, for example, to 10-20-30, so that on Expert difficulty, Mysticism would provide enough mana for a daily Direct Damage spell or a town portal.

Regarding the Necropolis, will it be added to other landscapes? It's a very interesting object, and I would like to see it not only on wastelands.
User Avatar
Auto-translated
Lizard
These diploms and other mystical things have no meaning whatsoever.

That's precisely the goal of this discussion – to make them meaningful.

I would also increase the property value; 500-1000-2000 seems optimal. With the current numbers, I don't think anyone will ever take it, even 1000 per day for a dedicated skill is too little.
Auto-translated
Hello everyone. This is my first post, and it will be quite detailed. I hope someone will read it. All suggestions are based on careful consideration, not just random thoughts. :) **First, a brief summary.** The main problem I see right now is the imbalance towards magic in general, and Earth magic in particular. Skills and artifacts that provide resistance don't really fix the situation. The problem lies elsewhere. Earth magic has everything it needs (and even more): one of the most important control spells, resurrection, the strongest single-target spell (Implant), the strongest area-of-effect spell (Meteor Shower), slow, spells for defense (Shield, Stone Skin), summoning weak creatures, protection from Earth, and antimagic. If a hero doesn't get Earth magic, they are weak and useless. If a female hero gets Water magic, it's a problem. If a male hero gets Water magic, they should be put in a museum. If a Water magic book drops in Dragon Utopia, you're unlucky. Many warriors rarely get Earth magic, and many warriors don't invest in skills and knowledge. As a result, such a hero can't do anything. They can't capture objects through melee combat (defense spells - Earth, summoning weak creatures - Earth), they can't capture objects through magic (slow - Earth, Implant - Earth, resurrection - Earth), they can't move around the map (Town Portal - Earth, Dimension Door - Air), they can't defend themselves in battle (antimagic - Earth). It's just a waste of a hero... :( I suggest fixing the situation by improving morale, Water magic, and making small adjustments to Earth magic. **In practice:** **Leadership:** Everything remains the same, but at level 3, it increases combat stats by +1/+1. This buff cannot be removed. **Morale:** Increase the maximum value to 6. The buffs are as follows: +1 morale = as is +2 morale = as is +3 morale = as is +4 morale = chance for morale, as at level 3 + increases combat stats by +1/+1 +5 morale = chance for morale, as at level 3 + increases combat stats by +2/+2 +6 morale = chance for morale, as at level 3 + increases combat stats by +3/+3 **Artifacts:** Badge of Courage, Banner of Valor, Amulet of Valor - remain as is. Ring of Suppression, Intimidating Mask - remain as is. Pendant of Ruin - remains as is, but move it from the neck slot to the "miscellaneous" slot. Spirit of Despair - prevents morale from dropping in battle, but does not remove the bonuses to combat stats. Amulet of Fearlessness - instead of +3/+3, reduce it to +2/+2. Amulet of Terror (new artifact) - reduces morale and luck by -2/-2. **Magic:** Sorrow - reduces morale by -1/-2/-3 and, in addition, gives a slow effect of 25%/30%/35%. **RESULT:** A hero with Leadership and a morale-boosting artifact can clear out respawn points early in the game due to their combat stats. Without slow, Shield, or Stone Skin! This forces mages to wear artifacts that reduce morale or cast Sorrow. At the same time, mages are not left out. They can still clear out respawn points using slow/Shield... capture Dragon Utopias with Implant/summoning weak creatures/resurrection... can reduce morale and its bonuses with a single spell and secure their first turn. Maximum morale bonus: +3 from Leadership, +2 from Joy, and +5 from artifacts = +10 (but the effect only applies up to +6). Maximum morale penalty: -3 from Sorrow, -6 from artifacts = -9. The morale bonus is higher, but to achieve this, you'll have to sacrifice artifact slots or cast Joy :)))) There are also buildings and creatures that affect morale. **Water:** **Regular spells:** Healing - everything remains the same, but increase the multiplier from 5 to 7. Ice Armor (new spell) - increases the unit's defense by +4/+6/+8 (mass). Level 2 spell, requires 8 mana. Ice Ring - everything remains the same, but slows by 20%/25%/30%. This will allow Water mages to fight difficult battles on the global map or in Dragon Utopias. At the same time, the spells are more expensive than those of Earth, and warriors/rangers have less mana than mages (especially in the early/mid-game). And they'll still have to endure in their stacks, rather than summoning weak creatures or one-shotting with Implant or resurrecting. **Water spells on the map:** Water Source: gives 150/300/450 movement points per turn. Can be used once per turn. Requires 20 mana. Chakra: restores 30/40/50 mana. Can be used once per turn. Requires 20 mana. Clairvoyance: reveals an area with a radius of 2/3/4 cells at a distance of up to 10 cells from the hero. Can be used once per turn. Requires 20 mana. **RESULT:** This will allow Water mages to have some control on the map. Plus, they'll be able to avoid running out of mana at the end of their turn. And considering that Water is often acquired by warriors, who already have a mana problem, they definitely won't be upset that they got it. Water magic and Leadership are often acquired by the same heroes. And in most cases (if you're not a Knight), this means that the hero is DEAD. Now, it won't be SO bad! Leadership and Water magic will synergize. You'll be able to play such a hero without Earth magic at all. **Earth:** Sorrow - reduces morale by -1/-2/-3 and, in addition, gives a slow effect of 25%/30%/35%. Antimagic - move it from Earth to all schools of magic. The fact that the strongest single-target and area-of-effect spells, as well as protection from them, are in one school is just absurd. A fearsome warrior will attack and cast antimagic on the main stack. HORROR, mages are the most defenseless creatures, and life is unfair. The response to this can be: 1) mass dispel. Who said that a mage can't have Water magic? There was a useless slot; it was better to take Tactics/Logistics/Attack? Well, not anymore! Are you mages or what? 2) mass Sorrow and artifacts that reduce morale. We'll reduce the warrior's morale and slow down all other units. 3) We have summoning weak creatures. 4) We have resurrection. 5) We have a mana advantage. Implant - reduce the multiplier from 75 to 55/60/65. How do you deal with that now? Mages are dead, everything is lost!!! It's very simple: 1) We find a buff. 2) We increase Magic skill. 3) We wear artifacts that increase spell power, not artifacts that give everything (hello, Alliance). 4) There are stat-boosting items. Yes, you have to invest in Magic skill instead of Logistics/Tactics/Leadership. How often do mages invest in Magic skill (if they don't have it already)? Once in 100 games? Now it's useless! Why should warriors invest in a skill, gather artifacts for combat stats, and gather artifacts that reduce spell power? And mages gather the same artifacts, and on top of that, they also reduce the stack's effectiveness and have protection from this in Earth magic?? **RESULT:** Earth remains the most versatile and powerful magic, with which a mage can do anything: play in the early game, capture Dragon Utopias, break through strongholds, reduce stacks, control the map, reduce morale and speed. But, at the same time, you'll have to put in a little effort: invest in Magic skill instead of Logistics, develop Water magic just in case, gather and wear buffs, gather artifacts that reduce morale. **As a global result:** 1) Mages become mages. 2) Warriors become warriors. 3) Battle mages become battle mages (equally good and bad at everything). And not like now, when you basically have to develop a battle mage with Earth magic, and that's it! I hope someone will read this (especially HotA crew). And even write something in response... :)
User Avatar
Auto-translated
The new "Warlock's Laboratory" building on XL maps is simply an overpowered element. Essentially, instead of four valuable resources, we get one that can be converted in any way. Easy to build in GM. I would also like to understand the principle behind the changes made. For example, if they decided to nerf overpowered strategies, why didn't they reduce the most significant abuse in the game – the Moon Wall? Why were the skills reduced in this particular way, and not another? What was so wrong with intelligence? And diplomacy is a completely separate topic. It's completely unclear how this will affect the balance. This is not criticism, I just want to understand the logic. Thank you for the work you've done, but many of the changes/innovations are very controversial.
Auto-translated
Many people complained about the exploits with the "цех" (workshop) mechanic, and it needed to be addressed. Introducing neutral golems eliminates "quick" exploits (without making life more difficult for the "Башня" (Tower) – the neutrals don't have +1 on snow), and the limit of 100 rounds eliminates long exploits on morale. In addition, the problem of endless battles between players, where one cannot catch up to the other, has been automatically resolved (now you can end such a battle normally without reloading, using manacles; and when playing with someone who doesn't understand the rules, you don't have to argue with them, but simply continue until the battle is forcibly ended). "Погост" (Graveyard) is more controversial (especially since it makes life more difficult for the "Башня"), but we decided to try it as an addition to the "цех" (workshop) (they were often mentioned together when people talked about exploits). The "Луна" (Moon) is more often considered a feature than an exploit, so it wasn't on the urgent agenda. Other relevant things: - Separating "помехи" (interference) into a separate skill has been desired for a long time and promised, and this was used to rebalance and weaken magic: the overpowered collection has been removed, but the artifacts themselves have been strengthened (and made more frequent: 2 minor and 1 relic). At the same time, minor artifacts are worn in light slots, and the relic is worn on the body, which means sacrificing your own SP (including the top +10 artifact) for the bonus. Thus, the power of magic in battle is generally reduced, which weakens mages. Another detail: "помехи" (interference) do not drop for magical classes, except for battle mages and navigators (they drop with the minimum possible probability). That is, protection against magic is more of a warrior feature. - People have long complained about specialists in scouting, so their specialization has been weakened. In scouting, each subsequent point opens up more cells, so the fact that +3 is given at level 20 instead of +5, and +5 is given at level 30 instead of +8, will be quite noticeable. Regarding the rest: - Rebalancing spells/secondary skills is planned (and has been for a long time). In 1.6, it was decided to include what is easily implemented and does not depend so much on other changes. - The goal of weakening "замедление" (slow) was to make battles with neutrals less "clumsy," but without depriving the game of the ability to somehow counter the speed of Phoenixes/Archangels/... in the endgame. It can be noted that if you compare the current version and replacing the 50% multiplier with 30%, the results are the same for speeds of 3, 5–8, at a speed of 4, the current weakening is even stronger (slow reduces speed only to 3, and not to 2), and for fast speeds, starting from 9, the current version reduces the effect of the spell less (which also corresponds to the intention). - The AI Value of Ifrit Sultans was increased to reduce their number on the Jebus Cross (so that it doesn't become even more difficult to defeat it, considering that they now have a speed of 7 under slow). - The imbalance of "логистика" (logistics) and its artifacts is obvious. But for now, the least radical option for reducing it has been chosen. - Intelligence was reduced to reduce the amount of mana (and therefore, the likelihood of spamming summons and other unpleasant things) in battles. At the same time, it still gives a large bonus and is unlikely to seriously lose in the "ranking" of skills. - Regarding "мистицизм" (mysticism), it was decided to make this skill primarily applicable at the beginning of the game, so numbers were used instead of percentages (there are certain considerations that when the percentage exceeds the number, mana regeneration will no longer be so relevant for taking the skill). - There have long been plans for "дипле" (diplomacy) (here, two things coincide: the need to cancel the rule and raise (if you look from the point of view of prohibiting joining) the skill), but now it turned out that the necessary settings were added to the monsters in the map editor, and this became possible. Since diplomacy is regulated in the template editor, this change is not an alternative imposed on players. - "Имущество" (property) has simply been strengthened by 2 times, so that it is at least interesting for newbies to develop it. - Ancient Lamps were added to the Jebus Cross to strengthen the "Башня" (Tower) (they only appear on its respawn). It is unlikely that there is anything to fear that the "Башня" (Tower) will become too strong. The Laboratory can be banned in the template editor, so if its presence turns out to be unacceptable, this problem can be solved.

Statistics