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#535
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What is the purpose of introducing this object? To upgrade a Tower and a new Castle? To further simplify the construction of a Town? Resources in Haven are already much easier to collect due to resource depots, a stronger starting army, good roads, and mansions.
ICQ - 703804372
Discord - Xocenk#2473
#536
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Yes, the goal might be well-intentioned. Variety. Abundance. More objects, more diverse experiences.
More space for a skilled player to extract value from their abilities.
There's simply a mathematical problem here – accurately assessing the value and strength of an object to add it to the game world. Here, it just looks like a miscalculation.
https://www.twitch.tv/grando__
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#537
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I don't think increasing the value will significantly improve the situation. Even if the value is set to around 10,000, this object will still be easily defeated early in the second week. It would be better to remove it from random maps altogether. At least on those templates where the main strategy is building a Grand Mage. It can be left on maps like Jeb.
#538
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25000? 10000 with an exchange rate of 2 to 1? 15000 with an exchange rate of 2 to 1?
Almost any such simple task can be solved reasonably well with 2-3 iterations of trial and error.
Usually, the problem is simply that there is no one to calmly consider the already known information and come up with the next option for trial and error.
https://www.twitch.tv/grando__
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#539
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The alchemist's laboratory is a unique object; when a player performs an exchange operation, they don't lose anything. There isn't another object like this in the game. In my opinion, this is fundamentally wrong and shouldn't be the case. In any case, there should be some kind of limit that prevents players from performing exchange operations endlessly.
#540
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The purpose of introducing the object is to provide visual and atmospheric diversity (primarily for the wastelands, but it should be considered that in the future, they will also serve as the starting terrain for cities, meaning they will be roughly like snow is now, so simply removing it from the snow is not a definitive solution). No particular gameplay role was intended (except perhaps to provide a slight boost to the Tower on Jeboom). Now, we just need to figure out what minimal measures can be taken to eliminate its negative impact on gameplay.

Atmospherically, the object doesn't exchange resources; instead, it allows converting one resource into another. Therefore, any other approach would not be very appropriate.
socola
I don't think tweaking the value will significantly improve the situation. Even if the value is set to around 10,000, this object will still be easily defeated in the early stages of the second week.
It will only be defeated if it is even within reach. It only appears on two types of terrain, and with a value of 10,000, it is unlikely to spawn (and with a value of 15,000, it will definitely only spawn as treasure). Therefore, intensive use of the object is unlikely to occur in most games. And if the object does appear in treasure as a valuable object, wouldn't the player still prefer Utopia instead? If they would, then it is unlikely that the object can be considered overpowered.

Banning the object everywhere except on Jeboom is a possible option, but changing the value is preferable. For now, it is not very convincing that it cannot help.
#541
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Sav
The object doesn't exchange resources in terms of atmosphere; instead, it allows converting one resource into another. Therefore, any other approach wouldn't be very suitable.
It's possible to convert for a fee into gold:
-You can charge for the ability to convert each time it's visited.
-You can charge once a day upon visiting.
-You can charge a fixed amount for each conversion operation.
-You can charge an amount proportional to the converted units for each conversion operation.
-...
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

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In reply to baratorch
#542
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Yes, adding a gold cost for transformation (a fixed price for converting each unit of resource would be the most logical) would look good and add to the atmosphere.
In reply to Sav
#543
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Sav
Yes, adding a gold cost for transformation (a fixed price for converting each unit of resource would be the most logical) would look good and add to the atmosphere.
As another option, you could group the resources into pairs. Sulfur <-> Mercury, Crystals <-> Dragonstones.

You could also change these pairs each time they are generated. Then you could keep the exchange rate at 1:1 and not use gold.
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#544
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What if, upon entering a map, one angel disappears from the player's army and, conversely, one angel appears for the opponent? This way, the total number of angels remains the same, but the atmosphere becomes much more intense!
ICQ 694248141

In reply to baratorch
#545
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baratorch
it can be converted into gold for a fee:
-you can charge for the ability to convert each time it's visited.
-you can charge once a day when visiting.
-you can charge a fixed amount for each conversion operation.
-you can charge an amount proportional to the converted units for each conversion operation.
-...

Only this way. You pay the alchemist with a minted coin - he performs the transformation, if you don't pay, he doesn't. It's atmospheric and the principle of losses in the exchange operation is observed.
In reply to Sav
#546
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Sav
Yes, adding a gold cost for transformation (a fixed price for converting each unit of resource would be the most logical) would look good and add to the atmosphere.
With 9 markets, 1 valuable resource costs 1000 gold or 2 other valuable resources. You could then set it to 1 valuable resource and 500 gold for 1 desired valuable resource. It definitely wouldn't be cheaper than 500 gold, maybe more expensive.
ICQ - 703804372
Discord - Xocenk#2473
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#547
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The idea of gold is perfect.
500 coins for a resource is a fair price.
Or make it "unlimited" for the day, around 5000.
In reply to korovka1987
#548
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Why aren't professional players raising the issue of the suddenly increased strength of the red color on the 6lm10a map in version 1.6.0? Are they unsure, or is it just streamer "banter"?
In reply to Ligre
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#549
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Ligre
Why aren't pro players raising the issue of the suddenly increased power of the red color on 6lm10a in 1.6.0? Are they unsure, or is it just streamer "banter"?

What has changed in 1.6.0?
Basically, as far as I know, it's still the same as before - red has better paths. At the very least, a very frequent stalemate occurs in the 6k zone for blue.
discord: Nodl#5086