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Posts from Wind of Change

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In reply to Dirty_Player
#122
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Dirty_Player
Calculate the probability that the difference will be 6 days.
Your option, where there are two instances of 0%, is much worse. I really don't like the option where a player has to waste resources with a 0% chance.
Yes, this solves one "problem" by creating something like a "mirror Mage Guild," but then other problems related to "mirroring" will arise.
The probability doesn't matter. What matters is the possibility that in a tournament with decent prizes, the outcome of the game will be decided by random luck rather than the players' skill. And there will be a valid reason to laugh at our favorite game and say something like, "Haha, I thought this was the best turn-based strategy, but it turns out it's just another Hearthstone, only the match lasts not 15-20 minutes, but 5 hours, and randomness still decides everything."
Who needs this? Kostya, you?
Or maybe Zhenya LuckyF, who has already been upset about this randomness on streams many times?

There are no known problems with mirroring. There are problems with "mirroring." And, by the way, as Savitar - Aive's game in the CIS Online showed, even these problems are exaggerated.

In the 0%-0%-100% scenario, the player gets nothing. At least for now, the player rolls for level 4. And in the Tower, they roll for level 5.
And definitely, the player isn't wasting resources into nowhere. They pay a price corresponding to the real value of the spells we're talking about. Even if it takes a few turns. Well, 1) this is a very valuable spell, 2) we may not have a way to do it as it should be ideally, so this is just a way to implement the best within the available conditions. And ultimately, the player gets this spell at the right price. Right now, players are wasting resources into nowhere, getting Counterspells and Sorrows at the same time that their opponent has already gotten Town Portal for the same money.
All the work on balancing comes down to setting the correct prices for what we're talking about. Prices of 3-4 times 8 for Town Portal and 3-4 times 10 for Dimension Door better reflect their real value in the game.

Okay. We can adjust the price itself, but there's an idea that has already gathered enough support – the price should be fixed, or the price range for players should be minimized; this is key to understanding.
State at least some reasons for increasing the price range when this doesn't need to be done. After all, the price range is precisely what is currently the problem.

Lizzy wrote above that they discussed it with Zhenya and came up with a range of 2 rolls, and that's fine. ("getting the control spell exactly in 2-4 (3-5??) attempts")
And how did you come up with this? Why is a range of 2 better than 0? Why is 2 better than 1? How is it specifically better?
Imagine, simply, that you personally are playing in the CIS final, sweating for 6 hours, and losing solely because your opponent (with everything else being approximately equal) got Dimension Door 2 rolls earlier. That's why on h3dm1.
I don't understand at all how this can be promoted, especially by LuckyF.
In reply to Grando
#123
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We already discussed the arguments for Hive and Hex above. "In some games, you build the Town Hall on day 121, turn 4, while in others, you start building it on day 122 due to resource, gold, or army constraints. Also, don't forget about the availability of a hero for the Town Hall. If the difference is minimal, this leads to even richer games becoming even more unbalanced. In my opinion, the difference should still exist, even if not as significant as it is now." Besides the probabilities in the game, there are many other random factors. For example, cities with a Town Hall on day 5 will become even more overpowered because each day of delay in construction in your version guarantees a delay in gaining control. Other Castles without nearby towns/villages with a Town Hall on day 5 will be forced to take a rest. You are only considering one variable (and there are also the presence of elements, the number of resources, the number of convenient objects for the army, the length of roads, and the Castle with a Town Hall). Added 7 minutes later It's better not to grant control immediately after building the Town Hall because: 1) Town Hall level 4 is very easily built by gathering resources directly on the road. 2) With the current rebuilding mechanic, this will allow you to learn other spells; control doesn't solve all problems. 2-3 rebuilds are easily done by the middle of the second week; there is no delay in the game. If you grant Town Portal immediately, you simply won't have a use for it; it's just not enough, given the small number of cities. This will make games with excellent short roads even more important; if you manage to have, say, 5 cities on those roads by the time you get Town Portal on day 121-122. And again, the influence of a fast Earth magic on the Mage. By the middle of the second week, at least someone will be using it, or the Warrior will be leveling up and using Earth magic, and Wisdom.
ICQ - 703804372
Discord - Xocenk#2473
In reply to Xocenk
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#124
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The Control problem also involves artifacts: finding a Knight's Shield equals winning. I like the idea of reducing Control based on mana cost and movement points, as Lth suggested. I would add the introduction of 5th-level artifacts, where items like Wings, Knight's Shield, Crown of Wisdom, and Hat should be placed. Boots should be moved to Relics.

Безземельный дон с HeroesPortal, инкогнито.
#125
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It’s pointless to lump together all the factors that affect randomness in the game; this way you won’t get anywhere. You need to compare the development of two Mage Guilds at opponents’, keeping everything else equal. No one disputes that things like the availability of necessary resources, hero skills, and the overall presence of a city with a level 5 Mage Guild can influence the outcome of the game – these are also factors, but they are independent of the concept of rebuilding itself. In other words, if skill were determined by the combined speed of building/rebuilding the Mage Guild and the effective use of acquired spells, then it would be logical to balance the probabilities of obtaining spells in the Mage Guild. One obvious drawback is that if something like the Fresh Mod option is implemented, inappropriate trading will begin on maps such as 6LM against cities without a level 5 Mage Guild. Otherwise, it seems that, given everything else being equal, synchronous rebuilding of the Mage Guild should have an equal chance of obtaining the desired spells, i.e., equal probabilities. However, this is not the case now, simply because of the different number of level 5 spells in cities. Limiting the number of rebuilds to obtain the desired spell seems logical because there is no point in performing more actions than necessary. TL DR I support the option implemented in Fresh Mod, including taking into account the zero probability of obtaining a control spell from the first rebuild. Because every time you build a level 5 Mage Guild, you must rely not on luck getting Dimension Door on the first try (without further plans for rebuilding), but on calculating that with N rebuilds you will get Dimension Door (with a plan to collect resources for rebuilding). P.S. For those interested, I made a comparative table of the probabilities of obtaining Dimension Door with the Nth rebuild. The main idea is that the most likely event occurs last, i.e., the worst-case scenario was considered.
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Discord: Gezelligheid#2508
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#126
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If the changes described above are implemented, cities without a Town Hall will become even weaker. In my opinion, then it would be worth allowing all cities to build a Town Hall level 5.
In reply to socola
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#127
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socola
In my opinion, then all cities should be allowed to build a Grand Mage Guild level 5.
:smile52: :smile52: :smile52:
Then, let's go all the way and allow Grand Mage Guild level 6, as Wojciech suggested!
Also, add stables, whirlpools, portals, and converters to all cities!
In reply to Dirty_Player
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#128
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Dirty_Player

Finding a way to reduce the effectiveness of control units is not easy. Simply increasing the number of moves or the mana cost is not a solution; players will immediately start optimizing for logistics, stables, intelligence, and knowledge-boosting headgear, etc.

The cost can be made a percentage of the maximum. Then both logistics and intelligence units, as well as regular units, will suffer equally.
Стримы HMM5 на полных картах мод TE:
ru.twitch.tv/noom11

Alex_nv - draw - Vovan112013 летос 236

alex_nv wrote: Наконец то нормальная игра с открытием половины карты.
In reply to Noom
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#129
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Noom
The cost can be calculated as a percentage of the maximum. This way, both logistics and intelligence units, as well as basic units, will suffer equally.

This is actually a good idea. Perhaps a bit more sophisticated than just a percentage of the maximum, but the idea is good; it could also be implemented so that the cost decreases with each hero level.
http://heroes3.tv/aiwe
In reply to Aiwe
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#130
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1. Disallow air/ground unit control and viewing.
2. Implement horse fatigue: with each day, horses become weaker and can travel shorter distances (until they die). Accordingly, in the stable, a horse can be replaced with a rested one. Introduce the veterinary skill.
3. Disallow Jebus.
Нам это идеально подойдёт! (с)

"Совесть - она либо есть, либо её нет" (с) RedWhait HP
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#133
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Is implementing mirrored control acquisition in all level 5 towers a really bad idea? (for example, if DD in the home dungeon is from the 4th upgrade, then in all cities with a fifth tower on the map, DD is accordingly from the 4th upgrade) other spells are random
https://twitch.tv/calibanhw
In reply to hex6
#134
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Yeah, we've resumed the discussion here about gaining control from the guild and probabilities. These are actually feasible and quickly implementable things. It would be good to come to a more or less common proposal for the Heroes of Might and Magic developers.

There are thousands of similar suggestions regarding changing artwork and spells in the Heroes of Might and Magic group and on streaming chats. Maybe we shouldn't be doing this here?
ICQ - 703804372
Discord - Xocenk#2473
In reply to caliban
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#135
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caliban
Is implementing mirrored control acquisition for all level 5 towers a really bad idea? (for example, if Dimension Door in the home dungeon is with the 4th upgrade, then in all cities with a fifth tower on the map, Dimension Door is accordingly with the 4th upgrade) other spells are random

Sounds good.
http://heroes3.tv/aiwe
In reply to caliban
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#136
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caliban
Is it a really bad idea to implement mirrored control acquisition for all level 5 towers? (for example, if Dimension Door in the home dungeon is from the 4th upgrade, then in all cities with a fifth tower on the map, Dimension Door is accordingly from the 4th upgrade) other spells are random
It's not entirely clear why, for example, the probability of Dimension Door should be the same in Rampart and Conflux?
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#137
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Could you rephrase the question – what is the purpose of changing the current meta regarding map generation?
A certain amount of randomness in matches is fine!
Or should we create a generator and balance it so that someone can build 5 hives under their castle on Jebus, while their opponent only gets 1 hive?

Randomness is what makes the game so interesting!
ICQ 694248141