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Heroes Community > Heroes 6 - The New Beginning > Thread: Any hope for H6 to get better?
Thread: Any hope for H6 to get better? This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
Fauch
Fauch


Responsible
Undefeatable Hero
posted September 01, 2012 11:51 PM

Quote:
I had a friend who constantly kept saying: "If stuff were easy the cleaning lady could do them"


often people can't do stuff not because it's hard, but because they think it's hard

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted September 02, 2012 07:51 AM

Quote:
Quote:
Having time sadly isn't enough. This kind of modding would be pretty deep into the code and if you were good enough to do it you wouldn't have to ask. I know I don't have the skills to make a mod that complicated.

Do you know this or just assume? In Heroes 5, changing the skill dependencies was easy as pie, changing the interface obviously more tricky but hardly impossible.

Changing dependencies is different. It's hard to think of a good metaphor, but is like the difference between changing the laces in your shoes or dying them, versus making a whole new set of shoes from scratch. You could change what's one the skill tree, you might be able to add buildings to a town, but I'm pretty sure you won't be able to add a whole new spell system, or random skill choices.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 02, 2012 10:18 AM

I think complete control over skills and spells and abilities is crap because you'll always play what you favor. The random way of H5 was superior for me, because you had to play with what you got. You basically had to determine priorities - build mage guild levels soon, for example, since you have to know what spells are available, so you can either pick or dismiss magic schools/perks.

That's more difficult to play than having complete control over things, which is also completely annoyingly illogical. Why, for example, can I construct a Might hero who starts with the +40 Mana special, and picks exclusively magic skills the whole game (and vice versa)? Why are Might skills MIGHT skills? I mean, what's so MIGHT in skills like Economist or Architect or Diplomat and so on?

So the system is not only questionable, it's also half-baked.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted September 02, 2012 11:11 AM

Now before you start getting angry at this, I am not saying that this is, it is what it sounds like to me.
To me, the "playing the cards you're dealt is fun/beter" argument sounds like a rationalisation of people wanting something else to blame other than themselves when they loose. A case of "I didn't loose because I'm bad at the game, I lost because I did not get dealt the cards I needed." Which in turn reminds me of the 'proverb' me an my shootingbuddies use when someone blames their gun for a bad score, which is "it isn't the water's fault that you cannot swim." Which is much in the line of the proverb "T'is a bad carpenter who blames his tools."

Now before we continue, I would advise you all to watch this video by the guys from Extra Credits.

In my opinion, which isn't flavoured by multiplayer, mind, but I do not think that should matter, what the current skillsystem suffers from is too much symmetry. I.E. there being a fixed number of strategies/builds that one can learn. Therefor creating a fixed system of rules and strategies that one can learn.
A way to fix this, is to introduce a Perfect Imballance into the game. In my mind to do this, one of the things that needs done is the disbalancing of the Hero building by introducing racial skills.
If done in the way the video describes, by a fixed deviation of the Jedi-curve for certain skills/strategies/playstyles and a cyclical imbalance in the meta-game of to and fro counters. Then I think it would satisfy both those who want to be in controll of their build, as wel as those who object to the inherent stasis of a too symetical balance.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 02, 2012 12:57 PM

Quote:
You could change what's one the skill tree, you might be able to add buildings to a town, but I'm pretty sure you won't be able to add a whole new spell system, or random skill choices.

No, like I said, making skill system random is probably beyond our capabilities, at least it won't be simple. But we could make a skill system like the one in H5, i.e. where there is a set of basic skills (like Charismatic Leader I, II and III (or even rename them Basic, Advanced and Expert)), and some associated perks (like Economist I, II, III) that you could learn once you had picked the basic skills. I don't know how easy it will be to add restrictions, so that for instance you can only learn a limited number of perks from each skill.

The magic skills obviously would provide more of an headache. The question would be whether you can make a building-to-skill connection so that you can add a "mage guild" that allows you to learn "spells" like in the old days, or whether the (only) way to learn spells has to be through leveling up.
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What will happen now?

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Habitus
Habitus

Tavern Dweller
posted September 02, 2012 09:00 PM

Random would even probably be possible by making it randomly pick one skill thats available to you from the skill tree (ie still the tree but no control)

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted September 02, 2012 09:31 PM

Quote:
I think complete control over skills and spells and abilities is crap because you'll always play what you favor. The random way of H5 was superior for me, because you had to play with what you got. You basically had to determine priorities - build mage guild levels soon, for example, since you have to know what spells are available, so you can either pick or dismiss magic schools/perks.

That's more difficult to play than having complete control over things, which is also completely annoyingly illogical. Why, for example, can I construct a Might hero who starts with the +40 Mana special, and picks exclusively magic skills the whole game (and vice versa)? Why are Might skills MIGHT skills? I mean, what's so MIGHT in skills like Economist or Architect or Diplomat and so on?

So the system is not only questionable, it's also half-baked.

I can understand the 'having to choose priorities', but all of the rest of it I disagree with. The mages guild was a nuisance. In addition how is it more illogical that a might hero could choose to study only spells than a might hero is randomly forced to choose only spells? It was less likely but if you choose all of your abilities for your skills you could have a might hero level up and your only options are magic. In addition how does being randomly forced to learn say either destruction magic or war machines make more sense than choosing what to study as you level up? I think it makes perfect sense that a wizard would study tactics, or a warlord a few basic spells. 'Might' has always been a catch all for tactical studies, not actual physical strength; "Heroes of tactics and spells" just sounds wrong.

Quote:
Quote:
You could change what's one the skill tree, you might be able to add buildings to a town, but I'm pretty sure you won't be able to add a whole new spell system, or random skill choices.

No, like I said, making skill system random is probably beyond our capabilities, at least it won't be simple. But we could make a skill system like the one in H5, i.e. where there is a set of basic skills (like Charismatic Leader I, II and III (or even rename them Basic, Advanced and Expert)), and some associated perks (like Economist I, II, III) that you could learn once you had picked the basic skills. I don't know how easy it will be to add restrictions, so that for instance you can only learn a limited number of perks from each skill.

The magic skills obviously would provide more of an headache. The question would be whether you can make a building-to-skill connection so that you can add a "mage guild" that allows you to learn "spells" like in the old days, or whether the (only) way to learn spells has to be through leveling up.
I'm certain you could make many more requirements, I think it's unlikely you could restrict someone to one ability per level of the main skill. I never really liked the one ability per rank of skill anyway, and a skill tree would be practical. I know that where you "place" a skill on the skill tree left and right is arbitrary, if it is also arbitrary up and down we could "rotate" the skill tree such that higher level abilities are on the right instead of the bottom. This would leave room for a more complex skill tree.
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krs
krs


Famous Hero
posted September 02, 2012 10:44 PM
Edited by krs at 23:23, 02 Sep 2012.

I think that up to date this is the most commented thread I've made. This shows to me that there are strong issues/feelings attached to the actual skill system.

- Some like H5 style with a little less randomness.
- Some want Spells out of the skill tree.
- Some like the idea behind the current system but at their turn they have some issues with it.

So I perfectly understand this mod will be great only for some people I do not want to say majority, but my feeling is that for sure 30%+ would like it.

So: Can someone get a definitive answer: Is a mod possible for a H5 like skill system? (functionality, not actual skills)

And Second, even if not possible, can we make a draft version of this skill system? I am not running away from anything but to be honest some of the fictional game work on this forum exceed by far the best that I can do.

ps. For the randomness, even if it is not possible to implemented close to H5 (but more predictable). For each hero class there can be introduced something like differen costs for different skills. EG. You are a mage you need to spend 2 skill points For an attack skill. (Just a suggestion, please do not associate 1-1 with the idea to make skills like in H5)

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 03, 2012 06:57 AM

Quote:
Quote:
I think complete control over skills and spells and abilities is crap because you'll always play what you favor. The random way of H5 was superior for me, because you had to play with what you got. You basically had to determine priorities - build mage guild levels soon, for example, since you have to know what spells are available, so you can either pick or dismiss magic schools/perks.

That's more difficult to play than having complete control over things, which is also completely annoyingly illogical. Why, for example, can I construct a Might hero who starts with the +40 Mana special, and picks exclusively magic skills the whole game (and vice versa)? Why are Might skills MIGHT skills? I mean, what's so MIGHT in skills like Economist or Architect or Diplomat and so on?

So the system is not only questionable, it's also half-baked.

I can understand the 'having to choose priorities', but all of the rest of it I disagree with. The mages guild was a nuisance. In addition how is it more illogical that a might hero could choose to study only spells than a might hero is randomly forced to choose only spells? It was less likely but if you choose all of your abilities for your skills you could have a might hero level up and your only options are magic. In addition how does being randomly forced to learn say either destruction magic or war machines make more sense than choosing what to study as you level up? I think it makes perfect sense that a wizard would study tactics, or a warlord a few basic spells. 'Might' has always been a catch all for tactical studies, not actual physical strength; "Heroes of tactics and spells" just sounds wrong.

That's just a red herring. If something is CHANCE-BASED, you cannot argue with the fact that CHANCE may FORCE you to something that isn't logical. Random picks may represent something like an event or key experience that makes the aspring hero in question learn something: a dream, an encounter with someone, whatever.
Now, with complete control there would be absolutely NO logical explanation for picking a "might hero" and pump him or her up with magic skills first OR vice versa except that the system is half-baked and would demand it or make it profitable. FOR EXAMPLE, there has been the brilliant idea (I think, it was made by Alcibiades) to move Tier 1 and 2 Magic skills to Tier 2 and Tier 3 slots respectively, and vice versa for the Magic hero, which would have led to Magic heroes being able to learn might skills only starting at level 5 and vice versa, and idea I had been touting like hell, but was for whatever reason dismissed. Not to mention that "Might" has always been the opposite of Magic, that is, ATTACK and DEFENSE as opposed to SPELL POWER, KNOWLEDGE and SPELLS. It was Heroes 5 that introduced War Cries and Runes, and Heroes 6 mixed everything up into those god-awful "abilities".

And Mage Guilds a nuisance? I'd say, that's a minority opinion and one I can't share at all. On the contrary - if it was me, I would organize EVERYTHING like spells, war cries, and runes, that is, with skills and corresponding town buildings that would give the skill-corresponding abilities. Not only would that make it possible to give different towns access to more or less abilities, you could also have differences in building prices.

But of course that's only me.

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted September 03, 2012 08:06 AM

Quote:
So: Can someone get a definitive answer: Is a mod possible for a H5 like skill system? (functionality, not actual skills)

And Second, even if not possible, can we make a draft version of this skill system? I am not running away from anything but to be honest some of the fictional game work on this forum exceed by far the best that I can do.
That's what we've been discussing this whole thread. What you're hoping for isn't going to happen.

@JJ My opinions stay the same.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 03, 2012 08:18 AM

Quote:

@JJ My opinions stay the same.
I have no problem with your opinion, only with your reasoning. Sure, there's nothing wrong with a Wizard studying Tactics EVENTUALLY, but if someone with the label "Wizard" starts his/her career by learning Tactics, Reinforcements, and Ambush - what exactly IS making him/her a Wizard then? I mean, if you feel the calling of scientific research, you don't start by learning Martial Arts, Woodcutting, and Cooking.

So if the game rewards such a picking strategy, something is definitely wrong with it. You can debate, what and how - in theory - to change it to the better, but not the fact.

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted September 03, 2012 08:27 AM

Wizard just means that spells are your specialty, not your initial focus. Why is rewarding choosing the best skills wrong? It has always been possible and beneficial to mix might and magic.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 03, 2012 09:02 AM

Quote:
Wizard just means that spells are your specialty, not your initial focus. Why is rewarding choosing the best skills wrong? It has always been possible and beneficial to mix might and magic.

It is wrong, because INITIALLY Magic skills should not be best or even allowed skills for Might heroes and vice versa. In Heroes 6 you pick a Might hero for better Might stats (majority of creatures are Might) and Tier 3 might skills; you pick a Magic hero for better Magic stats (and less creature power), Tier 3 spells and longer casting power. Magic Heroes should not start the game with a Might special and vice versa - or IF they do, the special should differ: +20 Mana for a Might hero instead of +40 for a Magic one and so on.
Same with ability picks. It should be advantageous for a Might hero to pick might skills and for a magic hero to pick magic skills and disadvantageous to pick the opposite. Or simply impossible at start.

Otherwise - why have different heroes at all? Start with a 1/1/1/1/1/1 hero and get stat increases depending on your ability choices: if you pick a magic ability, depending on your race you'll have a certain chance to aquire 2 points out of Magic Att, Magic Def and Luck, for Example, with an Inferno Hero you may have 50/35/15, while with a Haven one you may have 40/50/10, and the same thing for a might ability, only with might attack and defense and Morale.

Or make it the other way round: In Heroes 6 the advancing of heroes is always the same for each hero class. It could have been that way, that there was no mixing (that you'd advance primarily only in might or magic), and then you'd be able to pick either might or magic depending on your primary skill advancement.
Or you could have had mixed primary advancements as well, allowing both.
Or you could have might, magic and neutral skills, with neutral skills being always allowed to pick or only with mixed advanacement...

There is a virtually unlimited number of ways to make things work in a more structured and logical way, RESTRICTING the access to the opposite skills in a more refined way to promote SIGNIFICANT DIFFERENCES in might/magic hero development especially BEFORE level 15, not after level 15.

Or do you really think it makes sense, that - disregarding the automatic skill gains - if you compare a level 14 Barbarian and a level 14 Necromancer, the only difference you may find in skill picks, if any, are a few Primary picks for the Necro that are Life/Fire Picks for the Barbarian?

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted September 03, 2012 09:48 AM

Quote:
I think complete control over skills and spells and abilities is crap because you'll always play what you favor. The random way of H5 was superior for me, because you had to play with what you got.

That's more difficult to play than having complete control over things, which is also completely annoyingly illogical.


I agree with JJ here.....the randomness has been always been a part of Heroes....

Besides, in H5 when you got offered what you wanted (e.g. Empathy) you gave a cheers and opened a bottle of champagne (so to speak)....H6 has lost this excitement....
Also remember, in H5, although random, you could structure your build to what you want (there was a skill itself in doing this)...

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krs
krs


Famous Hero
posted September 03, 2012 11:34 AM
Edited by krs at 11:36, 03 Sep 2012.

Quote:
Also remember, in H5, although random, you could structure your build to what you want (there was a skill itself in doing this)...


Nailed it! The backbone of every heroes game! (well i can only speak for 2,3,5).

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted September 03, 2012 01:40 PM

If it fills up the missing factions:
Rampart/Preserve
Dungeon
Academy
Fortress(H3 lizards')
Tower(H5 dwarf Fortress)
Conflux(Elementals)
And the missing resources:
Crystal
Mercury
Sulphur

Yes,it has...

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted September 03, 2012 11:27 PM

Quote:
Quote:
Wizard just means that spells are your specialty, not your initial focus. Why is rewarding choosing the best skills wrong? It has always been possible and beneficial to mix might and magic.

It is wrong, because INITIALLY Magic skills should not be best or even allowed skills for Might heroes and vice versa. In Heroes 6 you pick a Might hero for better Might stats (majority of creatures are Might) and Tier 3 might skills; you pick a Magic hero for better Magic stats (and less creature power), Tier 3 spells and longer casting power. Magic Heroes should not start the game with a Might special and vice versa - or IF they do, the special should differ: +20 Mana for a Might hero instead of +40 for a Magic one and so on.
Same with ability picks. It should be advantageous for a Might hero to pick might skills and for a magic hero to pick magic skills and disadvantageous to pick the opposite. Or simply impossible at start.

Otherwise - why have different heroes at all? Start with a 1/1/1/1/1/1 hero and get stat increases depending on your ability choices: if you pick a magic ability, depending on your race you'll have a certain chance to aquire 2 points out of Magic Att, Magic Def and Luck, for Example, with an Inferno Hero you may have 50/35/15, while with a Haven one you may have 40/50/10, and the same thing for a might ability, only with might attack and defense and Morale.

Or make it the other way round: In Heroes 6 the advancing of heroes is always the same for each hero class. It could have been that way, that there was no mixing (that you'd advance primarily only in might or magic), and then you'd be able to pick either might or magic depending on your primary skill advancement.
Or you could have had mixed primary advancements as well, allowing both.
Or you could have might, magic and neutral skills, with neutral skills being always allowed to pick or only with mixed advanacement...

There is a virtually unlimited number of ways to make things work in a more structured and logical way, RESTRICTING the access to the opposite skills in a more refined way to promote SIGNIFICANT DIFFERENCES in might/magic hero development especially BEFORE level 15, not after level 15.

Or do you really think it makes sense, that - disregarding the automatic skill gains - if you compare a level 14 Barbarian and a level 14 Necromancer, the only difference you may find in skill picks, if any, are a few Primary picks for the Necro that are Life/Fire Picks for the Barbarian?

You're saying "If you're going to separate might and magic, you have to do it this way or not at all." In every heroes it was possible to teach only might skills to a wizard or vice versa (except for the one skill you start with).

You then blend into your opinion that heroes should be penalized for picking abilities of the other type. The heroes are separated the way they are because that is the way the wanted to separate them, and it is a reasonable separation.

But rather than saying "I prefer that skills are restricted more" you go into a rant of how the system is WRONG, and that to make it RightTM you MUST make THESE restrictions: Heroes must be separated in THIS way. Otherwise, why bother separation them at all, when clearly my way is the only way?

I don't think it is inherently wrong for a barbarian and a necromancer be able to choose the same basic studies. Also there already is a system for penalizing cross classing, the stats themselves. If a barbarian picked only spells, his spells would suck because he has no spell power or knowledge to cast them.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 04, 2012 08:16 AM

Quote:

You're saying "If you're going to separate might and magic, you have to do it this way or not at all." In every heroes it was possible to teach only might skills to a wizard or vice versa (except for the one skill you start with).
That's not what I'm saying at all, and you remind me of the American presidential campaigning by trying to "translate" what I say, into gibberish.
What I'm saying is, if you have a might HERO and a magic HERO to start with, you have to separate them ONE WAY OR ANOTHER (and in my post I sketched A COUPLE of ways, not only one, and I added that there would be certainly more ways), all of it with the aim to create different heroes RIGHT FROM THE START and not starting at level 15. After all, they develop differently in primary stats as well.
Now YOU continue to say that it was possible in every Heroes game to teach only might skills to a wizard and vice versa.
The first thing you don't mention is the fact that we had only one hero type for a faction in Heroes 1, 2 and 5, so the only Heroes games that count are 3 and 4.
In both games different hero types START with different skills - 2 or 1/4 of them are different from the start. Was it possible to have a high level Wizard and a high level Barbarian which would look alike in the end? The answer is yes, it was, even though extremely unlikely, and I've certainly never seen it. Not to mention that the completely different situation at start would have meant very different play to get there.
In 4 the differences were even more pronounced. If you have played the game you will know how difficult it was to make a might hero - starting with either Tactics or Combat, something else than a General, and to give a magic hero something else than Combat to their magic skill. In every regular game Heroes would be EXTREMELY different.
So I#m inclined to say that you are not keeping to the facts here for the sake of your point.
Quote:

You then blend into your opinion that heroes should be penalized for picking abilities of the other type.
This is again not what I say. I speak of DISADVANTAGES, and as an example I name the Mana special where I say that it should gain less mana for a might hero, because it makes no sense that a might hero can pick a magic special (and vice versa)
Quote:
The heroes are separated the way they are because that is the way the wanted to separate them, and it is a reasonable separation.
This is a very uninformed statement. How would you know that it is the way they WANTED to separate them? It is the way IT TURNED OUT to separate them, but whether they WANTED it to be that way or whether they, for example, didn't have the time or the resources to implement another way is something you wouldn't know.
Quote:

But rather than saying "I prefer that skills are restricted more" you go into a rant of how the system is WRONG, and that to make it RightTM you MUST make THESE restrictions: Heroes must be separated in THIS way. Otherwise, why bother separation them at all, when clearly my way is the only way?
The one ranting is you, because if you would care to keep to the facts, you'd see that I do NOT talk about THIS way:
Quote:
There is a virtually unlimited number of ways to make things work in a more structured and logical way, RESTRICTING the access to the opposite skills in a more refined way to promote SIGNIFICANT DIFFERENCES in might/magic hero development especially BEFORE level 15, not after level 15

You did read that, did you?
Quote:
I don't think it is inherently wrong for a barbarian and a necromancer be able to choose the same basic studies.
Whereas I think it is. See the following.
Quote:
Also there already is a system for penalizing cross classing, the stats themselves. If a barbarian picked only spells, his spells would suck because he has no spell power or knowledge to cast them.
That is not really true. Start your Barbarian with the +40 Mana special. This gives him 50 starting Mana. Now pick Heal as his first skill. This Barbarian starts out as a better spellcaster than every magic hero without the Mana special. Sure, the magic hero may pick that special as well, and true, after a couple of levels the magic hero will have more mana, and his spells have more effect than those of the Barbarian. STILL, since the Mana special allows the Barbarian to make very good use of MAGIC from the start, boosting his limited knowledge (that would otherwise be WASTED), there is no penalty at all.

And here the game simply leaves the road of what is acceptable for me. Sure, the young and aspiring Barbarian may find ACCIDENTALLY an amulet or a pendant or whatever, giving him RARE access to something he wouldn't ordinarily not have, leading to a limited interest in magic and a better proficiency than the ordinary Barbarian may have.
But if it's clearly BEST PLAY for every Might Hero to start out as a gifted wielder of Mana, meaning that Ashan is swamped with them, something is WRONG. It is just as wrong for me, when every young aspiring Wizard knows about Tactics and Reinforcements and can barely cast one Heal or Regenration spell.

If it doesn't feel wrong for you that a Barbarian and a Necro can start with the same basic studies, that's fine. You certainly don't think it's wrong either when a butcher and a biologist start with the same "studies", right?

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted September 05, 2012 02:56 AM

You just did the thing where you repeat what you said before I responded.

Quote:
Quote:
You're saying "If you're going to separate might and magic, you have to do it this way or not at all." In every heroes it was possible to teach only might skills to a wizard or vice versa (except for the one skill you start with).


That's not what I'm saying at all, and you remind me of the American presidential campaigning by trying to "translate" what I say, into gibberish.
What I'm saying is, if you have a might HERO and a magic HERO to start with, you have to separate them ONE WAY OR ANOTHER (and in my post I sketched A COUPLE of ways, not only one, and I added that there would be certainly more ways), all of it with the aim to create different heroes RIGHT FROM THE START and not starting at level 15. After all, they develop differently in primary stats as well.


This is absurd. I just accused saying "My way or the highway". You say, no there are lots of ways to do it, but you have to do it this way (right from the start). That is exactly what I am talking about. I wouldn't even call this an argument, this is just you repeating your opinion. I don't see any point in responding to the rest of that, since it is just a repeat of what you said before and I would end up repeating what I said before, which goes no where.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted September 05, 2012 08:38 AM

Quote:


This is absurd. I just accused saying "My way or the highway". You say, no there are lots of ways to do it, but you have to do it this way (right from the start). That is exactly what I am talking about. I wouldn't even call this an argument, this is just you repeating your opinion. I don't see any point in responding to the rest of that, since it is just a repeat of what you said before and I would end up repeating what I said before, which goes no where.


Really?

Quote:
Otherwise - why have different heroes at all? Start with a 1/1/1/1/1/1 hero and get stat increases depending on your ability choices: if you pick a magic ability, depending on your race you'll have a certain chance to aquire 2 points out of Magic Att, Magic Def and Luck, for Example, with an Inferno Hero you may have 50/35/15, while with a Haven one you may have 40/50/10, and the same thing for a might ability, only with might attack and defense and Morale.


You don't need to "accuse me" either: this is no court. I'm basically saying that the actual solution is one of the more unreasonable ones that make not much sense. And that there is a multitude of ways to make it more reasonable, sensible and better playable. Accusing me, "you jus want to have it your way" is, indeed, absurd.
CORRECT is, "I don't want it the way it is".

You are not arguing the point, you TRY to argue with: "you just want it your way and disregard everything else", but I disregard only the way it is and I gave a lot of reasons.

So if you have no actual points, just say, "I like it that way", and be done with it.

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