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Do it! It's a good idea, in my opinion! Maybe other players will support me too...
The reason why Hotatime needs to listen to people's opinions is that they should be able to think like these "pseudo-intelligent walls" and generate them on demand for any given topic.
The "let's just do it" and "it's very simple" approach has already been tried in WOT, and the result wasn't very good.
The question was asked there, not a suggestion made.
Which templates should be fixed? How exactly should they be fixed?
Casual players have much more divergent opinions about what HotA should be than online players. Therefore, it makes more sense to talk about a "HotA for Prim3." If you clearly state what changes you need, I think the developers will share advice on how to make it happen.
I don't have extensive experience with all map templates. I can only provide specific suggestions for the 6lm10a template. I agree with the idea of having two mandatory starting paths for both player and AI units. From the main junction (21, 22, 24, 25), for example, there should always be three paths leading to the 3k and 6k AI units, and one path leading to the corner (7, 8, 15, 16). As for the treasure area (9, 10, 13, 14), there should be easy access paths to the orange and purple AI units (22, 24), but never generate paths to the super-treasure area. It's also very important to never generate paths to the central zone (23) or within it. This is my specific suggestion for this particular template! What does everyone think about this?
Make Dimension Door cost 50 mana, and Town Portal 40, and that's the whole fix
By the way, this is a good thought experiment for gameplay modeling – what gameplay effect will the specified change have?
the portal needs to be nerfed;
Make Dimension Door cost 50 mana and Town Portal 40, that's the whole fix
I don't have extensive experience with all map templates. I can only provide specific details for the 6lm10a template. I agree with the idea of having two mandatory starting paths for both player and AI units. From the main junction (21, 22, 24, 25), for example, there should always be three paths leading to the 3k and 6k AI units, and one path leading to the corner (7, 8, 15, 16). As for the treasure area (9, 10, 13, 14), there should be easy access paths to the orange and purple AI units (22, 24), but never generate paths to the super-treasure area. It's also very important to never generate paths to the central zone (23) or within it. This is my specific proposal for this particular template!