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Posts from Poll with comments: skill tree.

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Cheat or no cheat?
69 voters
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Cheat!
46.4% 32 votes
Well, I don't think so
30.4% 21 votes
I'm having trouble answering
23.2% 16 votes
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Well, the program is used offline, but with the HD mod, you simply won't be able to use it online, and I don't understand the point of this poll...
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I don't understand why you're so fixated on this program. I'm playing in single-player mode, I take 255 trees, extract all the necessary information about each popular hero, and that's it – I have a database. That's all there is to it.
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Apparently, there are some aspects of the game mechanics that are better left unknown.
In reply to Sadness
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Vaflya
I don't understand why you're so attached to this program.

I'm in single-player mode, I take 255 trees, extract all the necessary information about each popular hero, and that's it – I have a database. That's all.

Do you think using this program is cheating?
And what difference will there be between the program and a database? One looks in the database, the other in the program, the result is the same.
Мой ник Heroes, и никто не вынесет меня
Скажу я вам, мои друзья.
Я некромант, я маг великий, и армия моя
Непобедимая, огромная!
In reply to Heroes13
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An interesting way to frame the question, in my opinion. At first glance, I liked the idea proposed by the original poster; what's wrong with using statistics? - nothing. Then, heroes13 provided a sensible explanation: information from the bestiary is, by its nature (as it's accurate, not statistical with a certain probability), no different from information obtained from a cheat program. But then I thought further about other available information from the game's data, contained in the same bestiary. Where is the line after which previously accumulated (recorded in the bestiary) and used in an online game information transitions from being permissible to being considered cheating? Someone gave the example of Gorgons, but there are many such examples. We've simply become accustomed to using one piece of information and consider it knowledge, while we haven't yet systematized other information, and that's why we consider it a cheat... In general, there's a lot to think about...
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Sorry, this might not be entirely relevant.
I heard a legend that there are 255 different skill tree variations within a SPECIFIC save file. Not just in general, where you can take any hero and, in any save, have a mega-logistics specialist after a few levels.
This isn't entirely about Heroes of Might and Magic III, but...

Орден Фениксахаризматический :) лидер
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it’s definitely not a cheat, there’s no need for a poll.

BUT I don’t understand why there are only 255 variations of trees... it seems to me that there are many more... maybe someone can tell me why there are 255?
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Oh, these "skill trees"! :( I've expressed my opinion about them in another thread before. To put it briefly: in my opinion, the way it's implemented in "Heroes 3" is one of the most UNsuccessful things imaginable. More precisely, for beginner players, it doesn't matter; they naturally "take what they get" and don't worry about it. But those who have been playing for a long time and think critically know how awful it is!:smile29:
But the main thing is the different degree of importance and the result for online and offline play.
In offline mode, each player who knows about the properties of "skill trees" and the utilities that allow them to "extract" skills can use them. As far as I know, this is not prohibited and is not considered cheating. Thus, everyone is on equal footing here.
It's a different story online. If one player can see which branches he should develop his heroes in, and another cannot, it's obviously unfair and should be stopped (but how?)!
The most radical solution to this problem (as well as the problem of cheating) would be a complete redesign of the principle of random distribution into two options:
a) the skills offered when leveling up are chosen randomly not when the map is generated, but directly at the moment of leveling up;
b) when leveling up, the player is offered to choose the desired skill from the entire list (this is exactly how it is done in the Phoenix mod: I haven't played it, but I saw it in a screenshot: see below).
But, firstly, no one will do this to avoid being burned at the stake for heresy;), and secondly, even if someone does, no one will play such a mod, because it will no longer be "Heroes," but another game! :( It's enough to remember the epic srach "Sod vs WT"... ;)

Addition: here, I just found it in "Vestnik Geroev" No. 5 (April 2011) in the article about the Phoenix mod:
Learning secondary hero skills.
The main difference from the old dialogue is a single window for all skills. Moreover, learning skills happens immediately, without closing the dialogue window. In addition, the player can choose whether to confirm the selection of a skill to learn or to perform the learning automatically.
In my opinion, this is an excellent solution!:smile20:
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Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
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Marmot
Oh, these "skill trees"! :( I've expressed my opinion about them in another thread before. To put it briefly: in my opinion, the way it's implemented in "Heroes 3" is one of the most UNsuccessful things imaginable. Or rather, for beginner players, it doesn't matter; they naturally "take what they get" and don't worry about it. But those who have been playing for a long time and thoughtfully know how awful it is!:smile29:
But the main thing is the different degree of importance and the result for online and offline play.
In offline mode, every player who knows about the properties of the "skill trees" and the utilities that allow them to "extract" them can use them. As far as I know, this is not prohibited and is not considered cheating. Thus, everyone is on equal footing here.
It's a different story online. If one player can see which branches he should develop his heroes in, and another cannot, it's obviously unfair and should be stopped (but how?)!
The most radical solution to this problem (as well as the problem of cheating) would be a complete redesign of the principle of random distribution into two options:
a) the skills offered when leveling up are chosen randomly not when the map is generated, but directly at the moment of leveling up;
b) when leveling up, the player is offered to choose the desired skill from the entire list (this is exactly how it is done in the Phoenix mod: I haven't played it, but I saw it in a screenshot: see below).
But, firstly, no one will do this to avoid being burned at the stake for heresy;), and secondly, even if someone does, no one will play such a mod, because it will no longer be "Heroes," but another game! :( It's enough to remember the epic srach "Sod vs WT"... ;)

Addition: here, I just found it in "Vestnik Geroev" No. 5 (April 2011) in an article about the Phoenix mod:

In my opinion, this is an excellent solution!:smile20:
Everything is clear with offline mode; the maps are created so that they can be played many times and all their features can be studied. Knowing the skill tree is just a matter of time, and it's good that there is a utility that helps save a lot of time by eliminating a huge number of mechanical actions. How this applies to online play is not clear to me; I would rather never have known about it. In general, the developers' solution for organizing randomness looks very cool; it's a pity that this knowledge has become available to the public.
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If such a program can be used not only by a small circle of enthusiasts but by everyone who wants to, I don't see any reason to prohibit it. Moreover, I don't see any reason to prohibit the map editor. It contains the same information as the tables on demonology, movement points, etc.

By the way, the possible existence of such a program might explain some of the actions of the Chinese player Thinkeerr.
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
In reply to JustObserver
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JustObserver
Offline play is straightforward; the maps are designed to be replayed multiple times, allowing players to explore all their features. Mastering the skill tree is simply a matter of time, and it's great that there's a tool that saves a lot of time by eliminating a huge number of repetitive actions. As for how this applies to online play, I personally don't understand it; I would have preferred not to know about it. Overall, the developers' approach to random skill generation seems very cool, it's just a shame that this knowledge has become public.
I'd like to express my gratitude for the comments – the sense of humor is excellent!

However, I apparently didn't make my previous post clear enough. In the vast majority of cases, offline players replay not the map, but the save file! And these skill trees of 255 skills, in my opinion, are generated at the time the initial save file is created, rather than being hardcoded! Therefore, a skill tree table is only possible for a specific save file, and as for the rest, there are probabilities for obtaining skills...
If I'm wrong, please let me know; you live and learn.

Орден Фениксахаризматический :) лидер
In reply to Qwerty
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Qwerty
Therefore, a skill tree table is only possible for a specific save file.

So, according to you, a hero, let's say level 5, on day 114, will gain a level 6 skill in one skill tree, and on day 115, it will be completely different?
In reply to Javdet
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Javdet
If such a program can be used not only by a small circle of enthusiasts but by everyone who wants to, I don't see any reason to ban it. Moreover, I don't see any reason to ban the map editor. It contains the same information as tables on demonology, movement points, etc.

If the program draws data from the online game and provides data on the hero you need, then it is, of course, cheating!
But if there is already a database of options, and you find yours in it and understand how the development of skills will proceed, then this is certainly not cheating.
In reply to Neoandy
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Neoandy
So, according to you, a hero, say, at level 5, will receive a skill from one tree at level 114, and at level 115, he will receive a skill from a completely different tree?
No. When the initial save file is being created, the contents of chests, etc., are generated. At this same time, I believe, the 255 trees for each hero are also generated. And then – it’s the same as with a chest. Whether you open it at level 114 or level 124, the contents are the same.

Орден Фениксахаризматический :) лидер
In reply to Dima Surmay
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Dima Surmay

But if there's already a database of options, and you find your preferred one and understand how the skill development will proceed, then it's definitely not cheating.
I believe that such a database is only possible for a single, specific save file. That is, different maps may have different sets of 255 creatures. Isn't that right?

Орден Фениксахаризматический :) лидер

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