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Heroes Community > Heroes 7+ Altar of Wishes > Thread: No chaining anymore?
Thread: No chaining anymore? This thread is 8 pages long: 1 2 3 4 5 6 7 8 · NEXT»
Conan_dw
Conan_dw


Hired Hero
posted July 12, 2011 09:03 PM
Edited by alcibiades at 10:50, 15 Jul 2011.

No chaining anymore?

i have read, that u could only hire 1 sec. hero per town.

this would be the end of chaining....

wth is the sense of this stupid rule? why will they forbid the good old chaining?

i HOPE, this is a rumor and wont be in the final....
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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 12, 2011 09:07 PM

Chaining heroes was the most stupid thing ever. Period.

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted July 12, 2011 09:11 PM

Quote:
Chaining heroes was the most stupid thing ever. Period.


Agree.

That was the most ridiculous thing in the game.Not to mention the way how the AI handled it...
Ahh the times where the AI made 1 unit heroes in order to cap your mines everywhere.Effective vs humans too,but extremely annoying.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 12, 2011 09:18 PM

Noobs. Period.
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infinitus
infinitus


Supreme Hero
posted July 12, 2011 09:31 PM

Chaining is important part of Heroes game. Multiplayer will loose lots of strategies because of that. Chaining is more important to me compared to town screen missing. But in last beta i hired on skirmish map  as much heroes as i want. Will be changes in that mater ?
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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted July 12, 2011 09:44 PM

Quote:
Noobs. Period.






Chaining is lame.Period.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 12, 2011 10:21 PM

Arguing that chaining adds to the strategic part of multiplayer.. well..

But from what I can see there no longer is one hero per town cap anyway.
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Nocturnal
Nocturnal


Promising
Supreme Hero
posted July 12, 2011 10:32 PM

I am sorry but I have never ever heard of a think called "chaining" in this game What's that?
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rainalcar
rainalcar


Promising
Famous Hero
Heroji su zakon
posted July 12, 2011 10:37 PM

Chaining, excessive as it was in Heroes 3, is not desirable. And this is coming from someone who actually could chain as good as anyone. Ofcourse, H4 solution where creatures could walk the adventure map heroless was horrendous by itself, but the approach in H5 was good imo, and could be balanced to perfect. By making every additional hero cost linearly more, you are making players think do they wish to invest in mobility, by buying more heroes, or power, by buying troops, buildings, etc.
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odium
odium


Known Hero
posted July 12, 2011 10:40 PM
Edited by odium at 22:41, 12 Jul 2011.

I believe this is a good step. Maybe there is some truth about chaining being strategical in some situations however it's a one of those menial things which you hate doing. I believe that the solution they opted with sharing the pools of creatures from castles and forts, corroborated with the introduction of town portal buildings is an elegant replacement that will have in itself strategical value.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted July 12, 2011 10:44 PM

Is my previous post invisible?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 12, 2011 11:32 PM
Edited by alcibiades at 23:34, 12 Jul 2011.

Spam-smiley again, and it will be punished, no further warning.

Quote:
Is my previous post invisible?

Chaining = having a lot of heroes, and then do creature transport by transfering from one to the next, and then from second to the third, and then from third to the fourth, etc., thus greatly increasing mobility range.

PS: I won't miss it. Always seemed a silly feature. One of the (few) good things about H4 was the idea that creature could never move longer than one day's worth of movement. I didn't like that slow creatures had short movement range, though, that was just a pain.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 12, 2011 11:33 PM

I think it was linked with the fact that creatures didn't lose their movement points when the hero did. If i'm not mistaken, it was fixed in H4. if a hero with all his movement points left received a creature with no movement point left, the army became unable to move.

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted July 12, 2011 11:37 PM

Quote:
Spam-smiley again, and it will be punished, no further warning.

Quote:
Is my previous post invisible?

Chaining = having a lot of heroes, and then do creature transport by transfering from one to the next, and then from second to the third, and then from third to the fourth, etc., thus greatly increasing mobility range.


Alci, you are my saviour! You should see me crying in the Wasteland. Thanks for the info!

Now, how can they prevent that? It is not allowed to have heroes more than 2 or even 1 in the game?

Because I always used that in H5, TOE and H3. Maps are giant and you get Town Portal very lately. Will I have to let the creatures wait for being killed by an enemy hero in the castle alone?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 12, 2011 11:41 PM

Now your hero count can only be = your town count + 1. So initially, you can only have 2 heroes, and then for each town you capture you can have one more. Thus, a lot less heroes than previously.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 12, 2011 11:47 PM

Well, for the ones who never used it it may seem weird. However it was and it is the core of Heroes strategy (H2-H3 anyway). While outsiders see it exaggerated, it suits a very realistic pattern: in RL wars are often won because of logistic plans, not only brute force. So, when some see it as "creatures not loosing mv points", the ones who played with it see it as a chess position, with various complexities and issues.

How to control several key positions in same turn, how to reach several of them in same turn, this was and still is the factor defining the master player from the lurker.

If it is removed, other compensations should trigger, to keep the game active and complex at it was. But to say it is a stupid thing just shows how noob you are, because it was one of the most enjoyable feature for several generations of great players. Saying that AI can't use it shows also how superficial is your knowledge of the editor, which allows several bonuses for AI, to compensate. Anyway, chaining was the win factor in Multiplayer dimension, when you just run with Hulk through a single map, there is no need of.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 13, 2011 12:04 AM

I never played competitively, and one of the reasons I didn't was because I think some of the measure necesary to play - or at least win - in that league were downright silly. And chaining is the epitome of that. If you had to 'cheat the game' in order to stand a chance, frankly I would rather not play.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 13, 2011 12:56 AM

I don't know why you think chaining is a "cheat". It is part of the game, as it came out. After complains, they fixed some issues as "rehiring hero with full movement and 2 full slots", but nobody touched the chaining ability. They wanted it in.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 13, 2011 01:24 AM

Quote:
I never played competitively, and one of the reasons I didn't was because I think some of the measure necesary to play - or at least win - in that league were downright silly. And chaining is the epitome of that. If you had to 'cheat the game' in order to stand a chance, frankly I would rather not play.

That's kind of close-minded to say. A good player doesn't cheat, he doesn't need to. Sure some things are ridiculous and disrespectful against an opponent like mentoring kamikaze secondaries or hit&running with your main but sending troops to your main with a secondary..? It's kind of natural. Where it starts getting silly though is if you chain 3-4 heroes to send your town's army across half the map in one turn. Then it's rather ridiculous.
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Map also hosted on Moddb

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Razorphilia
Razorphilia

Tavern Dweller
posted July 13, 2011 01:51 AM

"...because it was one of the most enjoyable feature..."

I will admit I am not a great player, but setting up chains was tedious for me. I can't imagine it ranking as one of the most enjoyable features for some players. I suppose that knowing on Day 1 you could get all of your reinforcements wherever you wanted would be satisfying, but actually going through the steps was mind numbing for me. The group I played with actually made rules against it because of how it lengthened turns.

My favorite part of heroes is the battling. It looks like they have improved the battling and took out a lot of the tedious activities. So hooray.

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