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Posts from ASW – Alternative hero leveling.Auto-translated
That’s exactly the point ;) There’s no need to turn this project into WGE. This was a response to your class suggestions!
The class system wasn’t invented in WGE; there’s no need to attribute it where it doesn’t belong.
So, in your project, the combat system is being reworked to reduce speeds? (Similar interpretation;) This example is to make it clearer.
No, in my project, specific goals were set, and reducing speeds is just a means to an end. Dyrman
All the better, since you can’t seem to read the first post in the thread ;)
The first post only suggests two differences from TE: 1) Emphasis on aesthetics (a subjective factor) 2) No claims of balance
Let me explain the second point:
- Strengthening weak perks;
The thing is, in the context of
- No additional links between perks across schools
, this will lead to overpowered builds for strong perks through strong (previously, there was a balance: strong perks were reached through weak ones).
The most obvious example. Attack. +5/10/15% to melee damage. This skill is completely useless on its own. But it unlocks access to very valuable skills like Battle Fury, Tactics, and Fire Arrows. And your concept suggests that Attack (as a weak perk) should be strengthened? Who would then refuse to upgrade a strong skill with super perks?
Or is the goal not to “strengthen perks,” but to strengthen perks that are rarely taken? Then this is a pure TE approach.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
The class system was not invented in Heroes of Might and Magic; it shouldn't be attributed to it just for the sake of it.
No, my project had specific goals, and reducing speeds is a means to achieve them.
Well, from the first message, it follows that there are only 2 differences from TE: 1) Emphasis on aesthetics (a subjective factor) 2) No claims of balance
I will explain the second point:
The fact is that in this context, it will lead to overpowered upgrades to strong perks through strong (previously, there was a balance: strong perks were achieved through weak ones).
The most obvious example. Attack. +5/10/15% to melee damage. The skill itself is completely useless. But it opens access to very valuable skills like Battle Fury, Tactics, and Fire Arrows. And from your concept, it follows that Attack (as a weak perk) needs to be strengthened? Who would then refuse to upgrade a strong skill with super perks?
Or is the goal not to "strengthen perks," but to strengthen rarely taken perks? Then this is a pure TE approach.
The absence of redundant connections (one of the main criteria, by the way: I wrote that there should be no unnecessary connections between schools), preserving all the good perks (there is no Mentor in TE). There are 3 levels of perks: the first level should not be strengthened, but all the others should (if they are not strong enough) + the appearance of new perks, etc. Attack is a "school." No one will touch the "schools."
P.S. You invented a problem that doesn't exist and are now dwelling on it. Everything that has been discussed still does not carry any informational load because it does not concern the mod.
P.S. For some reason, you invented a problem that doesn't exist and started dwelling on it. Everything that has been discussed still doesn't carry any informational value because it doesn't relate to the mod.
Well, how can it not relate? We need to understand in which direction the mod is developing, and in which direction it isn't.
For example, I just learned that you call the attack skill (primary skill) a "school."
So far, it seems that your ASW is just one of the variations of the skill wheel, not bringing any fundamental changes. The only thing that could "work" is the introduction of new perks (through scripts). It would be especially interesting if there was an opportunity to create new perks, not instead of the old ones, but in addition to them.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
Well, of course it matters – we need to understand which direction the mod is heading and which direction it isn't. For example, I just found out that you call the "Attack" skill a "school."
In quotes, of course ;) Nargott
It would be especially interesting if there was an option to create new perks, not instead of the old ones, but in addition to them.
There are unused perks whose effects are disabled (e.g., increasing the range of archers), there are de facto dead perks (exploding corpses), there are those that, for aesthetic or logical reasons, are not in their appropriate skill trees, and there is also the aesthetic aspect. In addition, each skill should belong to only one skill tree and not depend on others (exception: Ultima, as a descendant, and racial skills, as ancestors). It is also necessary to avoid leveling up "unnecessary" skills just to reach the desired one. Expand the possibility of obtaining skills and abilities not only through leveling up but also on the global map (currently, there is a mentor and a witch's hut; presumably, it could be made optional, for example, to give the blessing of Askh for excavating Tears, if possible (and correspondingly, a stronger blessing)). But one shouldn't overdo it: skills and abilities should only be given for rare and/or difficult events and always optionally (either the skill or something else).
Here are some ideas for new abilities (someone hinted at them in the NHF thread): -A hero can find artifacts or resources in buildings on the map; -The same Valafar portal could be given as an ability, as it would be more logical than being a special ability; -Building dwellings directly on the map in free spaces; -Increasing the hero's army size or their HP; -Creating "cursed" zombies on the global map...
In addition, each ability should belong to only one skill and not depend on others (except: ultimate abilities as descendants and racial abilities as ancestors).
So, you'll remove all dependencies between the "schools"? Will you only leave connections with racial skills? This will definitely simplify the skill tree (this is not a criticism).
Added 2 minutes ago My suggestion for Fire Arrows: move them to the Machinery skill after Sulfur Rain. This way, the player will either upgrade the rapid-fire ballista or siege weapons through the catapult. Having a choice is better than having none (siege weapons + rapid-fire = an overpowered ballista, but individually they are weak). It would probably be a good idea to strengthen the basic ballista.
Added 2 minutes ago Hmm, I looked it over - your siege weapons are an alternative to rapid-fire. But this is a very weak alternative, in my opinion. Since the double shot with siege weapons is significantly better than the triple shot without them (+ an extra perk for the catapult).
Added 7 minutes ago I think the best solution is this: swap the perks of rapid-fire and the ballista (as well as the catapult and Sulfur Rain). That is, the basic ballista gives +1 shot (damage x2), the advanced one gives another +1 shot (damage x1.5) + control + durability x2. The same for the catapult. Tie Fire Arrows as an alternative to the advanced ballista (between the basic catapult and ballista). This way, there will be a choice: double shot with siege weapons, or triple controlled shot (and doubled ballista durability). In addition, this will increase the incentive to upgrade the advanced Machinery skill (advanced perks are better than basic ones).
I'll clarify right away: in WGE, siege weapons are planned to be placed as a level 3 catapult, i.e., incompatible with either the controlled or multi-shot ballista. But there, siege weapons are much more powerful.
Added 11 minutes ago Another idea: to simplify the skill tree, move all unique perks (Wide Gates of Hell, Rune Recall, etc.) to the racial skill, while preserving the corresponding incoming connections from the "schools". In addition, standardize the upgrade of each "school" for all factions (except the Barbarian). That is, move all the differences to the racial skill.
This will provide: simplification of the skill tree + alternatives for what to upgrade in the racial skill (currently there are few: there are 3 perks for every 3 levels of the racial skill).
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In this mod, will some races be given abilities that are unattainable for them? Not the racial ones, but those that are almost available to everyone. For example, the Knight will not have access to the Aura of Speed and the Lucky Sorcerer, the Demon will not have access to Vengeance, and everyone except the Knight, Warlock, and Necromancer will not have access to Twilight.
DARKNESS 1) Master of Pain 2) Master of Mind 3) Master of Curses 4) Cursed Land 5) Dark Restoration 6) Seal of Darkness 7) Outcast 8) Spell Attack (= Enchanted Arrow) 9) Enchanted Ballista
CHAOS 1) Fire Lord 2) Cold Lord 3) Storm Lord 4) Mana Burst 5) Pyrokinesis 6) Deadly Cold 7) Hellfire 8) Fire Retribution 9) Withering Flame
GATE OPENING 1) Soul Eater 2) Corpse Explosion 3) Gate Master 4) Fast Gate Opening 5) Wide Gates of Hell 6) Call of Urgash
NECROMANCY 1) Inhabited Mines 2) Herald of Death 3) Lord of the Dead 4) Spiritual Bond 5) Banshee's Cry 6) Cry of Terror
UNYIELDING MAGIC 1) Sense of Elements 2) Arcane Wave 3) Dark Ritual 4) Elemental Fury 5) Secrets of Chaos 6) Spell Luck
BLOOD RAGE 1) Strength Against Magic 2) Blood Memory 3) Pure Rage 4) Goblin Aid 5) Fire of Rage 6) Battle Frenzy
+ Distribute the Orc to the corresponding skills: goblin defense, support, fire rage, endurance, banishment, military knowledge, cry of rage, mighty roar, distraction, development of battle cry, weakness of darkness, fire resistance, return to the void; + basic perks of suppression (weakening, holding, corruption)
P.S. Any permutations are possible (this is just an example), the main idea is: more available perks for heroes. + Unique perks are placed in the racial tree, providing alternatives.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат
So, you're going to remove all dependencies between the "schools"? Will you only leave connections with racial skills? This will definitely simplify the wheel (this is not a criticism).
This will ensure that to achieve a good skill level, we won't have to pump up all sorts of nonsense that has nothing to do with the skill being developed.Nargott
Added 2 minutes ago My suggestion for Fire Arrows: move them to the machinery tree after Sulfur Rain. This way, the player will either upgrade the rapid-fire ballista or the siege engines through the catapult. This is a better choice than having no choice at all (siege engines + rapid-fire = an overpowered ballista, and individually, it's just okay). It would also be good to strengthen the basic ballista.
Siege engines can be swapped with rapid-fire, based on what's already shown in the picture: this won't allow using siege engines and the tent at the same time (like in AG). You just need to decide which is stronger: rapid-fire or siege engines. Nargott
Hmm, I looked at it - your siege engines are an alternative to rapid-fire. But this is a completely irrelevant alternative, in my opinion. Since the double shot with siege engines is much better than the triple shot without them (+ an extra perk for the catapult).
So, siege engines are better, and you need to swap the triple shot with siege engines? (Siege engines should not be used with the tent; a very good player from the AG testing times also supported me on this).Nargott
Added 7 minutes ago The best thing, I think, is this: swap the perks of rapid-fire and the ballista (as well as the catapult and Sulfur Rain). That is, the basic ballista gives +1 shot (x2 damage), the advanced one gives another +1 shot (x1.5 damage) + control + x2 durability. The same for the catapult. Tie Fire Arrows as an alternative to the advanced ballista (between the basic catapult and ballista). This way, there will be a choice: double shot with siege engines, or triple controlled shot (and doubled ballista durability).
But swapping them is interesting. Nargott
In addition, this provides a greater incentive to upgrade the advanced machinery (advanced perks are better than basic ones).
I'll make a reservation right away: in WGE, siege engines are planned to be placed as a level 3 catapult, i.e., incompatible with either the controlled or multi-shot ballista. But there, siege engines are much more powerful.
Aesthetics be damned? I repeat: I'm giving siege engines as an alternative to the tent. The tent is a very strong skill, as are siege engines.Nargott
Added 11 minutes ago Another idea: to simplify the wheel, move all unique perks (Wide Gates of Hell, Rune Recall, etc.) to the racial skill, while preserving the corresponding incoming connections from the "schools". In addition, standardize the upgrade of each "school" for all factions (except the Barbarian). That is, put all the differences in the racial skill.
All these racial skills are designed in the mod as the first levels of skills, depending on the racial skills (according to the wheel arrows).
Added 53 seconds ago RedHeavenHero
In this mod, will there be skills that are unattainable for some races? Not the racial ones, but those that are almost available to everyone. For example, the Knight cannot access the Aura of Speed and Lucky Mage, the Demon cannot access Retribution, and everyone except the Knight, Warlock, and Necromancer cannot access Twilight.
Yes, there will be for everyone (although something like Wide Gates of Hell definitely won't).
Added 1 minute ago Nargott
I have a suggestion to expand the wheel to the following option: 9 standard perks for each skill, + 6 for the racial skill.
I have all the ready-made "schools" and their skills at work. I just haven't translated them into numbers yet. I won't look at yours yet, so as not to accidentally steal something, and then we'll compare ;)
This is how the upgrade looked in the AG mod that I mentioned above (I will redo it, so don't criticize) see the attachment.
These racial skills are designed in the mod as the first-level abilities, dependent on the racial skills (according to the skill wheel).
Then, it wouldn't be a problem to move them into the racial skill tree as advanced perks (level 2), preserving or adding connections to the skills from which they were taken. This would allow us to redistribute the overloaded skills and populate the empty racial skill tree (which currently has no choices for upgrades). This would bring the composition of each non-racial skill to a standard level (differences may exist in the connections between skills).
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Then there's no problem moving them to the racial skills as advanced perks (level 2), while preserving or adding connections to the skills from which they were taken. This would alleviate the burden on overloaded skills and populate an empty racial skill tree (where there's no choice of what to upgrade).
The idea isn't without merit, but to talk about a significant benefit would be a lie. For example, in the AG mod, "Fast Gate Opening" was moved to the Inferno racial skills, although instead of hellfire :) But then the problem arises: will it be possible to upgrade all racial skills?
There's this option for upgrading units. The catapult should be enhanced with the "Ring of Machines" artifact or something similar.
It's an interesting option. But it still seems like additional links are needed from the ranged attack skill to the offensive skills + from the tent to the "Control Machines" skill. Like a clever tent. Without these links, it might be possible to take both the tent and the offensive skills at the same time.
But then the problem arises that it won't be possible to upgrade all racial skills?
And why would you need to? Can you upgrade all the perks in defense at once? The point is precisely in the choice, and that's what makes it interesting.
Added 4 minutes later
The idea isn't without merit, but to talk about a significant advantage means lying.
Well, it depends. An alternative racial skill or a uniform racial skill (if you take 3 perks, you get them all at once) – in my opinion, this is a significant advantage. Imagine if there were only 3 perks to choose from in defense, but you could upgrade them all. Would that be better than it is now? The same applies to racial skills. The difference is that racial skills are always given at the start, i.e., improving them is even more relevant than improving defense skills.
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This is an interesting option. However, additional connections from the Marksman to the Offensive Skills + from the Tent to Machine Mastery would be beneficial. Like a clever tent. Without these connections, it might be possible to acquire both the Tent and the Offensive Skills simultaneously.
Yes, but in this case, we will have uncontrollable Offensive Skills (which is a disadvantage compared to controllable ones). We need to think about this. Nargott
And why? Can you upgrade all the perks in defense at once? The point is precisely in the choice, and that's what makes it interesting.
As I mentioned, it's interesting, but the benefit won't be significant, only a small one, but it's still some kind of "+". Nargott
Added 4 minutes ago
Well, it depends. Is it an alternative racial perk or a uniform racial perk (if you take 3, you get them all at once)? In my opinion, this is a significant advantage.
That's what makes the racial perk unique. And will all races have unique ones? How, for example, should we handle "Goblin Aid"? It requires a cart.
That's what makes racial abilities unique. And do all races have unique abilities? For example, how should we handle "Goblin Assistance"? It requires a cart.
They will – all of them will. See my detailed example above. What's wrong with Goblin Assistance?
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