Posts from Built-in autosave feature (for the TE version).
Could you make the hero hiring cost not fixed?
In Heroes 5, when you buy another hero, the cost increases by 500. Thus, buying the 5th hero will cost 5000.
P.S. More explanatory pictures, please! )))
No, guys, you're hopeless... :(
P.S. Look up my recent arguments with Old Man on similar topics when you have time. It's like déjà vu. History judged us (3-0 in my favor), and I think it will judge you too.
I can, for example, give you all the source code and knowledge about replays if you want to work on them, because this is definitely a necessary and useful thing. You just need to do it, then there will be a result.
For example, yesterday I made a chat server and wrote a simple client.
P.S. Here's another quote from Horn's Manual:
Another thesis is to achieve complex and meaningful gameplay with the simplest basic rules. Therefore, when considering any potential innovation, we ask ourselves not only the question "is it necessary?", but also "is there a simpler way to achieve the same goal?".
and in relation to classes, "is there a simpler way to achieve the same goal?"
No, guys, you're hopeless... :(
But the "pepsy generation"... they really are hopeless.
History has judged us (3-0 in my favor), and I think it will judge you the same way.
There are flaws in both SoD and TE, and in TE, they are mostly self-inflicted. Judging by the fact that the new version will be noticeably different from both, why take TE as a basis, especially since, as I understand it, it is problematic to take source code and other developments from TE.
TE was created by the same fans as those who are working now, but the issue of qualifications and technical capabilities theoretically and, in my opinion, practically cannot be worse than it was then!
And moreover, take TE as an experienced sample, which has already been thoroughly tested and analyzed, and borrow the obvious advantages and avoid repeating dubious improvements.
Unfortunately, I couldn't find it, but I would have liked to.
Episode 1. The Old Man introduced 2 new (or rather, forgotten old) templates in the RP - 8xm12 and 6lm10. I presented a lot of arguments why this shouldn't have been done then, and a lot of arguments why this decision should be reversed now.
I wasn't listened to. A month or two later, a stream of complaints from players began, precisely on the points that I mentioned. As a result, the Old Man withdrew these templates and allowed everything to be played on 8mm6.
Episode 2. Stranger refused to participate in the RP, and the Old Man replaced him with Alex. A lot of protests from me (and others).
I wasn't listened to. A month later, it turned out that Alex had given up and hadn't played a single game.
Episode 3. The only one that ended constructively. The Old Man proposed a rating system for posts, like reputation. I wrote a long text on this topic, and I was finally listened to.
What is noteworthy in this story is that as long as the Old Man was actively playing, there were almost no such disagreements. But as soon as he stepped away from the affairs, after about six months, he began to feel the pulse of events worse.
I know this effect myself (in Starcraft). That's why, while reading the criticism of my latest article, I listened more than I spoke - let the critics be younger and less intelligent, but they are closer to the epicenter of events, so they know the situation better.
Time will tell, but in general, the right direction is to DO, rather than sit and speculate.
because even about your cons, there were so many arguments, and when you wrote on the FORUM what you want in the new version, it was even more...
P.S. Here's another quote from Horn's Manual:
Regarding experience, the phrase "is it necessary?" is very appropriate,
and regarding classes, "is there a simpler way to achieve the same goal?"
Explorer - it would be too strong as a skill, and without it, with only logging, it would be sad.
Artificer - it is rarely used, but it is needed to balance things (the examples are obvious, I won't give them), it would be too strong as a skill (although...).
Healer - it is needed, and in an enhanced version, as I described for Saga and on Bay. It would be too strong as a skill.
And so on.
It is possible to abandon: Speedy, Terraformer, Marauder, Leprechaun, Merchant, Sniper, transferring them to skills, it won't be too strong.
Moderated: OFF-TOPIC in the message
You can remove: Speedy, Terraformer, Marauder, Leprechaun, Merchant, Sniper, and redistribute their skills; it won't be excessive.
Terraformer - pathfinding
Marauder - economy (you can even remove the old property)
Leprechaun - luck
Merchant - diplomacy
Governor - leadership
Healer - first aid
Sniper and Explorer - remove them completely
Eagle Eye - like in WoG.
Why are you being nominated for the AK?
Moderated: OFF-TOPIC in the message
Why are you being nominated for the AK?Moderated: OFF-TOPIC in the message
...
Speedy - Navigation
Terraformer - Pathfinding
Marauder - Economy (can even remove the old attribute)
Leprechaun - Luck
Merchant - Diplomacy
Governor - Leadership
Healer - First Aid
Sniper and Explorer - should be removed altogether
Eagle Eye - as in Heroes of Might and Magic III
The same goes for Healer - it's too strong for a single skill; people will only hunt for him at the start.
There was an idea to give the Marauder's bonuses to Leadership, but we need to think about the percentage so that Castle doesn't just rake in money, but in moderate amounts.
Accordingly, assign Merchant to Estates. This is in line with the skill - either buy goodies or get them with money.
Speedy, yes, to Navigation.
Leprechaun, yes, to Luck.
Terraformer, yes, to Pathfinding, but we need to think about it - Pathfinding is still a useful skill, maybe it would be better to assign it to Ballistics or Artillery. The second problem is that Terraformer is a fairly strong skill; it can give the advantage of your land in all battles, which is significant. Maybe somehow limit it in this regard. In short, it's up for discussion.
Sniper, yes, can be removed. There were suggestions to give Ballistics the ability to increase the range of direct fire - a worthy compensation for Sniper.
Governor is way too strong for Leadership... people will constantly restart if they don't get a leader at the beginning. It's a walking gold mine with a few extra perks, and that's already at level 3.
Battle machines can be combined into one skill, like in In the Wake of Gods!
...
Whether it's "fat" or "not fat" doesn't matter, because the class's functionality can be adjusted or, conversely, enhanced... it's not difficult.
The main thing is the essence, and the essence is that classes can be removed by replacing their functionality with an increase in "dead" skills, which is much more convenient and doesn't require adding extra elements to the game. But all of this is just a possibility for the future.
As long as you take SoD as your point of reference, it will be hard to find common ground. Because for me, the point of reference is 1.03q. And based on that, there's no great sense in tinkering with what already works well. There was a class, then it disappeared, and later it was resurrected as a skill, and with altered functionality at that... wow, what voodoo //gestures "crazy" by temple//. As for why/how — only the party and the government know.
My point is that if you want a proper reception, you should first look to the TE players. Because for SoD players (whom your version is supposedly oriented toward), the reception will be cold in any case, if not worse. And from the perspective of TE players, the situation looks exactly as described in the previous paragraph.
from http://www.heroes-iii.com/tree.php
Wic
2009.03.03 00:36
Yes, the complexity of the functionality is a drawback. But many people have already gotten used to it. And the advantages, such as balancing skills and adding new strategic layers, are too good to simply give up on. Therefore, I believe that reducing the number of classes is normal, but removing the most distinctive classes (like the Healer or the Governor) is, in my opinion, not a good idea.
asm
2009.03.03 08:04
- Many people got used to it, but an even larger number of players were simply turned off by it and didn't accept the game at all. I'll repeat myself: you can balance skills without classes, and strategic layers are just a figment of the imagination. It would be much more strategic if all skills were competitive. Moreover, people use only 3-4 classes. Why do we need these crutches? Now I'll be a little ironic: let's make subclasses! If you combine 3 classes, you get a subclass! This will bring new strategic layers!
Regarding experience, I also seem to have gathered all the pros and cons in a well-reasoned manner.
Many got used to it, and an even larger number of players were simply put off by it and didn't accept TE at all.
Let me quote something to you as well; someone quite eloquently summarized the general opinion:
"I have always been a fan of SOD, and I acknowledge the features that affect the gameplay mechanics in TE to the extent that it is an interesting project and, like any other, has the right to exist and be respected. But these are different Heroes. Has TE become more balanced? And by a lot? Let's say it has. Do you know what bothers those who are against TE (me, at least, as someone who is not in favor of TE)? Even though it is clear that it has become more balanced and fair, the awareness that the gameplay has been tampered with prevents me from accepting this idea. Yes, it's quite conservative. Unfortunately, arguing here is pointless; all opinions have already been expressed."
I emphasize - this is the opinion of people whom you are going to force into the Procrustean bed of unified rules, and for whom you are creating a unified balanced version.
Do you still believe in democracy? (c)
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