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Heroes 3.5 - WoG and Beyond: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features ( Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 )
Thread with 5085287 views started by nik312 on 01 Jan 2014, rated , last reply 23:56, 30 Apr 2024.
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posted by nik312 (Promising Famous Hero) at 15:35, 24 Mar 2018

Quote:
Would such a thing be a feasible solution to implement? It would alleviate all of the concerns of map makers and players alike, I would think.

The second question I have, is since the skill is such a radical change from the old one: have you considered just adding it as a new skill instead? I realise this impacts game balance just as well, since adding a full new skill would bring it up to 28 and mess up all the odds of getting skills across the board - including the odds of getting it from Witch Huts and Universities.


We usually update the official maps with each change and encourage mapmakers to do the same. For now we plan to continue this approach. The changes to existing elements are not regular enough for it to be a huge problem.

As for the second question... We did consider it. We may consider it again. But if this is the way it eventually goes — the old skill will be definitely banned by default.
Go To Post: No Subject
posted by Nik312 (Promising Famous Hero) at 13:37, 24 Mar 2018

bloodsucker said:
nik312 said:
P.S. Since most people tend to forget the beginning of my posts when they reach the end: do not expect me to react to your counter-arguments on any point, unless I really feel like it (trying to provoke me by ridiculousness or rudeness definitely won't work).

Well, since you asked this previously (and notice I'm just talking about custom maps), if you have to fight an enemy whose defense is much higher then your attack the obvious solution is to cast Disrupting Ray and at first sight this seams not to be affected by the change, since Disrupting Ray doesn't have a duration, so SpellPower doesn't affect it. The problem starts when you need to cast it to two or more units, a dozen times each, but the duration of your Slows and Blinds was reduced to an insignificance and you have to constantly recast them. Just try to beat King Minos in my original version of The Red Tent with the new Resistance...  


The particular situation suggests a lot of solutions. Ring of Magi being the most obvious one. If its components are not available - just get enough mana and/or Magi ability. If there was some ridiculous number of resistance already (like 70-100%) that this is impossible - it probably didn't work with the original resistance as well. Also, I suspect that are very few maps where the whole idea of an enemy is him having a ton of resistance and you having to overcome it by casting something a 100 times.

P.s. But I will check out the map you mentioned
Go To Post: No Subject
posted by nik312 (Promising Famous Hero) at 11:24, 24 Mar 2018

OrrinIsTheBest said:
nik312 said:

We could of course make it a simple golem-type resistance and just admit it as a failed skill.

I am really disappointed that you think that way and i hope not everyone in the team has the same mindset.

Golem-type resistance would be the best solution for now,because as before opponent will not know if you have resistance or not therefore turning his strength to weakness by starting with damage spell and no 30 % is big enough,please no more boost. Secondly there is already an artifact to deal with ridiculous resurrect/animate dead and vamp lords. As to elemental spam,i still believe it is a fair power magic heroes possess. In case elemental+armageddon strat gets out of control (since might heroes rarely get expert protection from fire and cape of silence is enabled) then as someone said above you can introduce some artifact that puts a block on that or smth like this.

Again best of luck in your work !


It may come as a surprise, but no, simply providing a counter-artifact for each possible strong strategy is not actually a good balancing approach. Think about it for 5 minutes (by the clock, not figuratively) and I'm sure you'll end up with reasonable understanding of why. Even Ring of Oblivion may have been a step too far.

That the golem resistance would just make the skill totally failed is not even a question, but it is still a possible way this could (maybe still can) go. Just delete the harmful mechanic and make the skill into something even more unusable. Usable only in challenge maps designed for it. If you don't think this so - you probably don't realise just HOW rare and important skill slots are. Against AI it obviously doesn't matter since on 99% of maps you can beat it with any skill progression at all. But at least it would remain as close to original as possible. A shame that magic would have to be countered only by other magic and artifacts, but it is a possible game state.

Quote:
If the new resistance mechanic really does stay intact as it currently exists I really do want the skill's new name to be "Thorgrim GG" and the icon to be Thorgrim's face with his tongue sticking out.

No need to be ridicolous.
Thorgrim was just as big of a potential problem with old resistance as he is with new one (provided the orb of vulnerability was dealt with). Just the anti-berserk and blind have been replaced  with 1-round for all buffs/debuffs (except you can have round-extending artifacts and fully counter that) and anti-summon/ressurect.

Quote:
Who knows when we will receive the next patch? (if ever, with these kind of reactions)

Exactly. Probably no earlier than New Year anyway (no plans, just a feeling).

Quote:
If black orb, resurrect, elemental summon is overpowered they should just nerf them instead of butchering well-known secondary skill.

All right. One last time. It's really excruciating to rephrase the same points time and again since nobody seems to (want to?) get them anyway. But I will try one final time to combine it all and after that I will not make any further comments on it.

First premise - the old resistance had to go. In a sense that the mechanic had to be removed from the skill completely. Why? Because it is a badly designed element for a strategy game. It occupies an extremely important and rare resource (skill slot), while at the same time having no impact in most of the games (black orb) and even if your opponent doesn't find the black orb - there is evidence of a ridiculously high number of games where 20% resistance has no impact on the match whatsoever for the whole entirety of it. No, not even against mass-slow since most times you care only about 1 or 2 particular stacks. At the same time - if it suddenly triggers a couple of times in a row - the game is screwed. There are little ways to recover after 1 skipped cast, there are almost none after 2 or more. If both opponents know what they are doing that is. For that reason you cannot increase the percentage. The same facts force any decent offline player to save-load like crazy in every important battle involving resistance. And mapmakers to account for it. "But Nik, I don't save-load like crazy in my games against AI!". Too bad, you'll underperform on any map harder than RoE campaigns and hard maps should not be balanced with you in mind.

Now that we understand that the old mechanics has to go, what would fit in its place? Obviously nothing random-related, since we're not trying to increase the random factor in an already quite random game. So, either full block of some spells, or the reduction of their effectiveness. [A year and a half of discussions ensue]. Full block doesn't click in any form. Effectiveness reduction mostly makes sense in a golem style, but it obviously makes the skill weaker than before. 30% golem resistance is not worth a whole skill slot. 50% is too much for a single slot. 40% looks and scales weird. Also, too easy for Thorgrim to reach 80% and artifacts don't really fit in well enough (mathematically). At the same time out of all magic threats this would only work on the most boring and easily countered one already - damage spells.
There is however a classical mechanic that affects most spells effectiveness, including the most powerful ones like Summon and Resurrect (both are kinda on-par with implosion in terms of usefulness). Spell Power. And while it is a little weird for "Resistance" to work by directly affecting enemy magic - the impact of such mechanics is strong and interesting enough to let that slip.

That is a shortened story of why resistance had to change in that way. While first part can not change, we may eventually decide that the new mechanics doesn't provide enough results to justify its problems. Maybe we'll change the name and some numbers. Maybe we'll change the flavor of the visuals. Maybe we just give up and send it into golem-oblivion.  

P.S. Since most people tend to forget the beginning of my posts when they reach the end: do not expect me to react to your counter-arguments on any point, unless I really feel like it (trying to provoke me by ridiculousness or rudeness definitely won't work).
Go To Post: No Subject
posted by nik312 (Promising Famous Hero) at 01:48, 24 Mar 2018

just0 said:
kvrier said:
It was said few times already you have an option in HD Launcher to choose a version of Resistance.


I'd appreciate a response from a HotA crew member as to whether or not they've considered changing the scope of effectiveness of the new "Resistance" skill back to its original. As in only lowering the spell power for spell casts that could have previously been "resisted" by the old mechanic.


Of course not, why would we make it as it is if we wanted it to impact only the spells that previous resistance impacted?

How do people imagine the process of deciding the change to a skill like that? We just toss out a few ideas and then roll dice to determine which will become reality? Or we just somehow missed all the obvious facts about how it changes the interactions with debuffs/buffs and other spells?

The resistance got this new mechanic exactly for it to impact all the spells that wouldn't be impacted by "Golem-type" resistance or any other type of resistance in your own troops including their full immunity. Most importantly - resurrection and summon elementals. There are very few game elements that could be changed in such a way to allow an elegant counter without totally ruining the idea of the element. In case of resistance we consider the idea to be simple enough - it's just a skill to reduce the effectiveness of enemy magic. Preferably through some kind of toughness in your own units, but that part is not as essential. Or at least not as important as an impact that the new mechanics promises.

We could of course make it a simple golem-type resistance and just admit it as a failed skill (barring some ridiculous numbers like 50% on Expert), but we instead would actually love the skill to be usable for its purpose. It is at the end of the day the only actual anti-magical skill. At the same time it better not be yet another boring "enemy damage spells hit weaker", that literally every other magic counter already provides.

P.S. May add a few more thoughts in 10-12 hours
Go To Post: No Subject
posted by Nik312 (Promising Famous Hero) at 18:44, 21 Mar 2018

bloodsucker said:
Dairy said:
So thats what is all the fuzz about, because some maps wont be playable ?

Please, open Maps4heroes and see how many custom maps were made till this day before making these kind of observations. Not to mention the difference in quality between a good custom map and what you usually get from the RMG.


Please do that very same thing and then show us at least 2 maps, which depend on resistance skill as much as you (and some others) imply and which will become totally  broken with the new mechanic.
Go To Post: No Subject
posted by nik312 (Promising Famous Hero) at 18:19, 19 Mar 2018

Mateusz said:
Hi everyone,

Honestly, I'm not an active user here but I have quite important thing to ask.

Firstly something about Ressistance (because it's hot now xD). For me PERFECT CHANGE. Old effect was dumb, completely random and annoying. Nice work HotA crew.

Ok, next, more important thing. I'm organizer of Heroes III Polish Championship. That's the biggest tournament in history of this game. We had 529 registered players at the beginning. And I'm also one of the co-creators of "Arena Konwentowa 2.5" (very popular map for duels).

My first question to HotA Crew: Is it possible to be in touch with me some way? Your big changes were released during our Championship and sometimes it is danger for tournament. Fortunatelly resistance case is not. But I can imagine for example that we organize a big final (probably on May) and in this day you have some work, lobby changes or something what paralyze this big and beatiful event.

My second question to HotA Crew: Is it possible some way to "block" random seed which is responsible for obstacles on battlefield? Why I'm asking. We have special tournament map, also very popular in for fun gaming through lobby "Arena konwentowa 2.5". The main concept of this map is to make hero, choose some artifacts and troops and perform a hard-fought final fight. On this map players always have three "squares" on the map to fight with different setting of obstacles. I sacrified a lot of time to find nice three squares in the row with good setting. But every new version of HotA change random seed and now, because of changes in battlefield Arena Konwentowa is definietly worse

My email adress: mateusz.jarzembski@gazeta.pl


Sent you an email - check it out
Go To Post: No Subject
posted by nik312 (Promising Famous Hero) at 15:41, 18 Mar 2018

Salamandre said:
nik312 said:

Why do I even post if nobody bothers to read...

"Any randomness", sure. Because the resistance was "any randomness", not the absolute example of how NOT to implement random reatures.


Well, actually I was more commenting your initial post in "whishes thread" where you claimed no wishes contradicting NWC classical vision will be considered. Again, I have no problems with how other people want to play the game, stripping it of core elements if they like. But it contradicts with the opening statement, you guys were the fanatic zealots of the vanilla patterns and concepts, this is what made your force. Now, if you go the custom and experimental way (opponent resistance downgrade my ability to resurrect hitpoints?), I bet your baby will become as controversial as WoG, while it wasn't before. Worth thinking imo.


Well, that's just depends on what one considers "core" to the game. I would argue that although the mechanics of resistance is classical enough to stay in some form (a creature ability as it always was in other heroes games) it is definitely not suited to be one of hero skills and should've never been implemented as such. That is just another NWC mistake that we correct. Such glaring examples are rare, though. But there is some merit to the point, that the skill should've been removed completely and replaced both in name and icon not to create additional dissonance. Maybe it will be the eventual route this takes, maybe not.

Overall, yes, it was obvious that rebalancing skills and spells treads very carefully on the line of non-classic stuff. With resistance being one of the more extreme examples. But we are doing it anyway, trying to stay as close to original as reasonably possible but in case of resistance skill it was not possible at all.
Go To Post: No Subject
posted by nik312 (Promising Famous Hero) at 14:55, 18 Mar 2018

Quote:
So from now, is obvious that all upcoming modding will go into that direction, remove any randomness and luck based features from the game then transform it in sort of chess where the best always win.


Why do I even post if nobody bothers to read...

"Any randomness", sure. Because the resistance was "any randomness", not the absolute example of how NOT to implement random features.

Quote:
I think they ended up developing the mod in completely another direction at some point due to lack of 3d modelling manpower and "hardware failures that consumed lots of hard work for new towns" while having stable amount of programming manpower.


That's just plain wrong. The plans to rework certain spells and skills in near-priority were always clearly stated and plans do not take turns based on team composition.
Go To Post: No Subject
posted by nik312 (Promising Famous Hero) at 14:43, 18 Mar 2018

nik312 said:
Quote:
Wow, this escalated quickly.


Yeah, that's one way of putting it...

It really seems to me that people take this change for a lot more than it is. This is not a sign of "eliminating any random factor from the game", this is not a sign of "totally destroying all the other skills and magic" - Resistance is a unique example of a skill so fundamentally harmful for the game that it needs to change completely.

It is not just the  "random factor" that is bad in itself (although there is quite enough of randomness in heroes already) - it is the power of that random. The difference between successful proc and a miss is quite often the whole game. It's almost impossible to recover after a lucky 10% proc against your implosion or blindness. That also means, that the correct strategy involved in utilizing this in single-player is A TON of reloads until you get that one lucky proc.

That is why the old resistance had to go.
And about why we consider the new version better than all other ones (and we have truly reviewed ALL of them) - there is a detailed enough explanation in the post.

Also, it kinda seems to me that noone really read the explanations, since noone seemed to even notice this:
Quote:
In order to allow the players to compare the two mechanics and appreciate the advantages of the new one, we introduced the test version option in the HotA 1.5.3 launcher. With it enabled, the game will employ the old Resistance mechanic.



Adding to the above:

As for the sentiment of "how are we supposed to counter mass slow now??"... I don't even... Is that a bad joke? Really sounds half like a joke and half like a mockery of the situation. You are considering how to counter mass slow and your answer is "I think I'll invest a full skill slot to have a 20% chance that it will whiff on exactly the right stack at the right time"? Not "I think I'll just cast haste/antimagic, and have 2 turns in a row with the advantage of first cast in the next round"? That's exactly why no decent player ever starts a massive battle with casting mass-slow and going all-in on it. He understands that he may just be overwhelmed in the course of 2 rounds. Or sometimes the best answer to mass-slow is just casting a good combat spell - like shield, prayer or implosion and make use of the fact that your opponent wasted a turn without getting a quality advantage.
Also, Cloak of Silence exists for a reason.

There are obviously problems with mass-slow, but those mostly come from the fact that it is so OP against the map, not against actual players. And resistance is definitely not a solution for that.

Berserk would be a slightly more legitimate concern but we are monitoring situation on that front. At the very least there is a whole artifact to prevent exactly that problem.

Gold dragon stuff I won't even go into. Want to ressurect your dragons? Get a black orb. Want your army protected from implo? Get opponent's SP to 1 with new resistance, should help.

Again, the only reason resistance was okay as a skill before is because whole magic system was not so important thanks to red orb
Go To Post: No Subject
posted by nik312 (Promising Famous Hero) at 14:05, 18 Mar 2018

Quote:
Wow, this escalated quickly.


Yeah, that's one way of putting it...

It really seems to me that people take this change for a lot more than it is. This is not a sign of "eliminating any random factor from the game", this is not a sign of "totally destroying all the other skills and magic" - Resistance is a unique example of a skill so fundamentally harmful for the game that it needs to change completely.

It is not just the  "random factor" that is bad in itself (although there is quite enough of randomness in heroes already) - it is the power of that random. The difference between successful proc and a miss is quite often the whole game. It's almost impossible to recover after a lucky 10% proc against your implosion or blindness. That also means, that the correct strategy involved in utilizing this in single-player is A TON of reloads until you get that one lucky proc.

That is why the old resistance had to go.
And about why we consider the new version better than all other ones (and we have truly reviewed ALL of them) - there is a detailed enough explanation in the post.

Also, it kinda seems to me that noone really read the explanations, since noone seemed to even notice this:
Quote:
In order to allow the players to compare the two mechanics and appreciate the advantages of the new one, we introduced the test version option in the HotA 1.5.3 launcher. With it enabled, the game will employ the old Resistance mechanic.
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