The map patch isn't final, just so you know. We were planning to reduce the influence of the Sky Warriors.
The map patch isn't final, just so you know. We were planning to reduce the influence of the Sky Warriors.
New here? I'm Roha — want a quick tour?
Well, the next battle can be fought even with some losses. The main thing is to win.
The map patch isn't final, just so you know. Cutting down the number of Sky Warriors was planned.
I don't have kind words for Nixon's walkthrough, so I can only say that his walkthrough was ruined even before the waves started. Besides, he lost in the third wave, not the fourth.
It is assumed that the player will have to sacrifice something for the sake of victory. The map has plenty of fodder to replace losses.
But the element of randomness is still significant: the calculations rely on AI making poor decisions, but sometimes it can act intelligently. There's nothing you can do about that. After all, Heroic difficulty is meant to be challenging.
Дракон крылами дом наш укрывает,
Страж ловчий сидит в укрытьи, не дремает...
Мегеры со смехом кинжалы свои точат,
Великий минотавр врагов убить всех хочет!
В пещерах мрачных Гидры проживают,
Наездники на ящерах - добычу загоняют
Безликие старинные за всеми наблюдают,
Загадочны - как тьма, но ответы они знают...
неизвестный автор - 910 Год Седьмого Дракона
. I’ll probably do some rebalancing of the last two waves. But I need to think it over carefully. Although, of course, the current concept also makes sense: the difficulty of the fifth wave lies in reaching it without huge losses)I've long since gotten used to the suffering in my maps. If necessary, there are always easier difficulty levels available. You could call hardcore a kind of trademark of my work, but... in my opinion, there are plenty of even more difficult maps on the forum.
I have no doubt that there are very difficult maps on the forum. But what kind of difficulty do they offer? I can also greatly increase the number of troops and enemy stats, and somehow win through incredible luck with loading screens, and say that "my map can be completed on Hero difficulty, and if you can't do it... it's just that I like hardcore, so suffer." But will players be happy to play such a map?
There's a simple way to have your cake and eat it too: adapt the map to different difficulty levels. Luckily, I've been doing this since my very first map. One version is for those who want to test their skills, while the other is for those who don't want to take risks.
So, my stance is as solid as dwarven steel: I won't adjust the balance for those who choose a Hero but don't remember anything from the texts, ignore side quests, don't even try to understand the new Faction on the map, and then wonder why they didn't win. However, I will definitely consider normal playthroughs where it's clear that, for example, the celestial warriors in the fourth wave consume too much blood, but in the fifth wave, they don't.
A map creator is an artist who works hard and does it for free, for their own enjoyment, for the game, and for its community. They should be proud and be able to distinguish between harsh but justified criticism and unpleasant negativity. This is my position regarding Nicksan's playthrough. As for the difficulty policy... I really love games by Miyazaki. Such relaxing, kind games, for everyone... The source of inspiration determines the policy. And I've never been inspired by Master, but I am a fan of the Red Haven formula. And his maps are definitely not simple.