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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 423 pages long: 1 50 100 ... 149 150 151 152 153 ... 200 250 300 350 400 423 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 04, 2016 01:34 PM

@ThGRyphn: NO, no, no, i really don't want that, only for barbarians! the rest is still up for removal later
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 04, 2016 01:39 PM

with regards to shout vs shouting and destructive vs destruction the difference is so small, i don't think i really care.
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strigvir
strigvir


Adventuring Hero
posted April 04, 2016 02:15 PM

Take note that if a class have an access to Shatter "School" skill, it will replace the school skill at Witch Hut. So you can safely exclude Dark Magic from all classes with Shatter Dark.

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thGryphn
thGryphn


Promising
Famous Hero
posted April 04, 2016 02:35 PM
Edited by thGryphn at 14:53, 04 Apr 2016.

strigvir said:
Take note that if a class have an access to Shatter "School" skill, it will replace the school skill at Witch Hut. So you can safely exclude Dark Magic from all classes with Shatter Dark.


That I wasn't aware of, thanks for the info.

It's scrapped anyway, now that magno is confirming a bugfix is coming eventually.

@magno, to clarify, all Stronghold classes should get both Learning and Shouting as extras on their skill wheel, right?

Edit: Sorry for the stupid spelling correction on my phone...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 04, 2016 02:41 PM

@ThGryphn: yes those 2 extra 'flaps' are only needed for stronghold and should contain learning and shouting.
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Belisarius
Belisarius


Promising
Known Hero
posted April 04, 2016 02:56 PM

Brainstorming:

Skill is called: Learning, and degrees are : Basic Learning, Advanced Learning, Expert Learning.

Skill: Shouting.
Basic Shout; Advanced Shout; Expert Shout.

Skill: Destructive Magic.
Basic Destruction; Advanced Destruction; Expert Destruction.

Skill: Shatter Destructive Magic.
Basic Shatter Destructive Magic, Advanced Shatter Destructive..., Expert Shatter Destructive...;

Those sound logical to me.

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Gidoza
Gidoza


Famous Hero
posted April 04, 2016 03:02 PM

Sooooo...I've taken the time to download H5.5 and play it a bit to see what's up, what's new, what's different.  As expected, there are some things I like, and some things I really don't.  Are you interested in seeing an outsider's opinion?  ^_^

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thGryphn
thGryphn


Promising
Famous Hero
posted April 04, 2016 03:02 PM

Belisarius said:
Brainstorming:

Skill is called: Learning, and degrees are : Basic Learning, Advanced Learning, Expert Learning.

Skill: Shouting.
Basic Shout; Advanced Shout; Expert Shout.

Skill: Destructive Magic.
Basic Destruction; Advanced Destruction; Expert Destruction.

Skill: Shatter Destructive Magic.
Basic Shatter Destructive Magic, Advanced Shatter Destructive..., Expert Shatter Destructive...;

Those sound logical to me.


I don't understand how come such an inconsistency sounds logical to you...

If you call it Destructive Magic, then call its skill levels with the same name.

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thGryphn
thGryphn


Promising
Famous Hero
posted April 04, 2016 03:05 PM

Gidoza said:
Sooooo...I've taken the time to download H5.5 and play it a bit to see what's up, what's new, what's different.  As expected, there are some things I like, and some things I really don't.  Are you interested in seeing an outsider's opinion?  ^_^



Why not?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 04, 2016 03:16 PM

thGryphn said:

If you call it Destructive Magic, then call its skill levels with the same name.



Please just keep it destruction...
My gut feeling says "desturctive" is not the way to go...
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 04, 2016 03:33 PM
Edited by magnomagus at 15:35, 04 Apr 2016.

@Gidoza: I'm always interested in peoples opinions, also the negative ones.

@Dredknight: ?? it is called 'destructive' in TOE not 'destruction'. EDIT: oh wait you were talking about mastery levels..never mind
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Belisarius
Belisarius


Promising
Known Hero
posted April 04, 2016 03:45 PM

The magic skill is about destruction. But it is not destruction by it self. Skill/magic about destruction is a destructive skill/magic.
The different levels of a destructive skill, wold require a hero to learn/acquire a specific destruction knowledge level. When a hero knows only basic things it would be basic destruction. Then he/she learns advanced destruction, and finally expert destruction.
That is if one does not add the word "magic" to it. In that case it would become Basic Destructive Magic, etc.

One more example would be Shouting.
Basic, Advanced, Expert Shout. If one uses skill at the end it would become Basic Shouting Skill. But when hero learns specific Shouts it is Basic Shout, etc...

That is how Shatters are called Basic Shatter Destructive... Even without using the word "magic" at the end that is left without saying, cause it is obvious. This skill is shattering the skill about destruction, not the destruction itself.

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Skeggy
Skeggy


Promising
Famous Hero
posted April 04, 2016 04:54 PM

magnomagus said:
@ThGRyphn: NO, no, no, i really don't want that, only for barbarians! the rest is still up for removal later


I suppose some Knights are also exception, meaning those Knights that can have Dark Magic. In case of those special Knights having Dark Magic is not a bug but special case based on special alignment. So, those special Knights can have Light Magic, Dark Magic and Shutter Dark all together, but having Light magic gives them -2 Moral penalty.

It seems too small penalty for that kind of benefit, and possible conflict. -5 Morale for both Light and Dark would be much more appropriate, and another -2 Morale for having Dark Magic and Shutter Dark together. So, if that special Knight happens to have Dark, Light and Shutter Dark, then it would have -7 Morale.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 04, 2016 07:27 PM

Skeggy is right about the renegades, but they can also take a peek at the heretic tree, so keep this low priority.

I also think maybe the 3 universal tree buttons should remain on the levelup screen for experienced players who only need a quick look at the branching.  the UI cannot know which class you are, so after opening the skillwheel menu there will always be an extra click needed to get to the right skillwheel.
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Belisarius
Belisarius


Promising
Known Hero
posted April 04, 2016 07:32 PM

Haven Heroes & Classes

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Skeggy
Skeggy


Promising
Famous Hero
posted April 04, 2016 08:07 PM

magnomagus said:
Skeggy is right about the renegades, but they can also take a peek at the heretic tree, so keep this low priority.

I also think maybe the 3 universal tree buttons should remain on the levelup screen for experienced players who only need a quick look at the branching.  the UI cannot know which class you are, so after opening the skillwheel menu there will always be an extra click needed to get to the right skillwheel.


I am glad that you think that way, but does your sentence imply that the moral penalty should be greater and that the penalty should include the paradox that only renegades can have same magic and corresponding magic shatter?
Also, why not, if it is possible, on the levelup screen together with 3 universal buttons, put also a button for skillwheel?
It is good to meditate paradoxes and levelups.

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thGryphn
thGryphn


Promising
Famous Hero
posted April 04, 2016 08:51 PM

magnomagus said:
Skeggy is right about the renegades, but they can also take a peek at the heretic tree, so keep this low priority.

I also think maybe the 3 universal tree buttons should remain on the levelup screen for experienced players who only need a quick look at the branching.  the UI cannot know which class you are, so after opening the skillwheel menu there will always be an extra click needed to get to the right skillwheel.


This is not true. Once you go to your skill wheel, the next time you visit in the same session will take you exactly where you left.

So, putting 3 buttons on the level up screen is unnecessary clutter and loss of aesthetics.


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Gidoza
Gidoza


Famous Hero
posted April 04, 2016 08:57 PM
Edited by Gidoza at 21:09, 04 Apr 2016.

thGryphn said:
Gidoza said:
Sooooo...I've taken the time to download H5.5 and play it a bit to see what's up, what's new, what's different.  As expected, there are some things I like, and some things I really don't.  Are you interested in seeing an outsider's opinion?  ^_^



Why not?


magnomagus said:
@Gidoza: I'm always interested in peoples opinions, also the negative ones.



Thanks, guys.     I appreciate the opportunity to have a voice in all this.


After thinking about it, I've decided to categorize my thoughts into different colors, and go into a few things section-by-section.  Yes, I admit I'm still new to H5.5 so please keep that in mind; at the same time, I'm confident about my thoughts and know how to sort them well, so please keep that in mind.  So, that said...

Green is something that is just thumbs up all the way.

Blue is something I haven't made a decision about yet, possibly because I need to put more time into it, but potentially other reasons.  Some reasons could be that I need more information that H5.5 isn't providing (because there doesn't seem to be a dedicated site to H5.5 that lays all these things out like heroesofmightandmagic.com does for H5), and clarification would work for me.  I'll also put stuff in blue that I was surprised not to see in H5.5.

Red is stuff I am definitely in opposition to, and my opinion is unlikely to change.  I will be sure to ground my arguments in a constructive way, to make it clear that I am not just being a reactionary child.  Sometimes all my opposition amounts to is a qualification of what exists in H5.5 and not elimination or anything like that, so that needs attention.


So anyways, let's start my rant.  



Graphics -- The very first thing I noticed, particularly on the combat screen, was the nice background.  Maybe it wasn't new...but it certainly looked more gorgeous to me than the H5 game I was playing a few minutes before.

Furthermore, H5.5 seems to run considerably more smoothly than H5, in anything from turn processing, to moving my hero, to fighting a combat.  This is quite awesome.  


The Combat Buttons -- I'm discovering how much of a visual person I am because of this, because I'm arguing with myself over the new placements of the wait/defend/spellcasting buttons on the screen.  Yes, I know that I could use the keyboard for this - but I really don't like using the keyboard for them.  In their new positions, the buttons seem far away from everything and much too small, and I need to actively think about the matter each time I do anything, which is really disruptive.  This may pass with time, but we'll see.


The ATB Bar -- At first, this took me aback.  But after a few combats, I got used to it and really like it.  Beautiful!  


The Combat Announcements Bar -- This, on the other hand, makes no sense to me at all.  With the announcements on top, and the ATB bar on the bottom, I find my eyes jumping all around the combat screen to figure out what's going on, and I miss half of the announcements.  It doesn't make any sense to me for the announcements bar to be separated from the ATB bar - these are both bars that I'm looking at typically to see what's going on, so why separate them?  The new format for this in particular makes combat very frustrating and unenjoyable.  Putting the announcements back underneath (or just above - I don't care) the ATB bar would offer a much better flow.


Blood Rage Button -- This may well be one of the coolest things I have ever seen.  YES!!!


The Skill Tree/Hero Types -- Well, you saw my complaint in the other thread...this looks amazing.      This essentially solves most of the issues that I was seeing and it looks like you guys have done an awesome job here figuring it all out.

I'm still struggling to understand exactly how it all works, though, because I don't find the descriptions especially clear.  For example, say we have a particular skill, let's call it skill A.  Skill A then lets you pick specialties B, C, and D, which in turn let you pick specialties B1, C1, and D1.  Do B1, C1, D1 all then in turn let you pick specialty E?  Or is specialty E only accessible from a very particular branch of B, C, and D?  (the former would make ideal sense to me, the latter not so much)


Skill Descriptions -- This is a very specific complaint.  Whereas on one section of the guide it shows all the symbols and how they connect, my problem is that I don't know what most of the symbols mean.  So when I go to the section that explains what the symbols mean, I get the explanation - but in that section, the connections aren't made.  So then I need to jump back to the connections page and look at that again, and it just turns into a jumping-back-and-forth fest trying to figure out what things mean and how they connect.

SUGGESTION:  The descriptions page can remain the same, just indicate very clearly which specialty pick comes from which other specialty pick, so page-jumping isn't happening all the time.


AI Cheating Specs -- The AI cheating specifications cover too many things at once that I don't see as being related.  I'm looking at three things in particular...

1.  The player's starting resources.
2.  The computer's recuperation of losses.
3.  The experience gained by the player.

I understand the need for the AI to cheat for some degree to keep up with the player.  However, regardless of the level of cheating, let me make one thing clear...

Don't you DARE touch my experience points!!!

Having the AI cheat to play at a competent level is not the same as levelling things out by depriving me of my fun of picking new skills.  Please don't put these things together!  Ever!!!

As for the others - recuperation of AI losses is also one thing, and starting resources another.  Quite frankly, I'd like to start with no resources at all (like Impossible in H3) while leaving the computer to have normal losses.  Starting with excessive gold (10000+) sucks the fun out of the first couple weeks of the game for me, because all resources are superfluous and I can build whatever I want.  I'd like to work for some of this stuff.  The exchange isn't worth it, though, if it deprives me of experience points.

I just see this as a three-bars issue instead of a one-in-all can.  I don't like this can of fish.


Free Spells??? -- I take particular issue with Master of Summoning at the moment, which my hero acquired.  I'm not so happy with getting the free spell.  Now, let's look at the iterations of this...

1.  I realize that Master of Summoning without a summoning spell is completely useless, which was the problem with Vanilla H5, because it was hard to justify taking the skill unless you had something to use it with, which we often didn't.  So this isn't a good option.

2.  So instead the proposed solution is just to give the spell to the hero.  This results in a level 4 spell (now level 3 I guess) being granted to the hero potentially at level 2??!? which is immensely powerful and lets me creep the map with ease, as if it wasn't easy enough already.

No, I'm not okay with this.  This isn't a good solution.  This is besides the fact that it devalues the Level 3 Mage Guild in its acquisition of a useful spell, particularly because there are only two (at most three) spells per magic type in a guild.  I was hoping the days of Solmyr (and the others) from H3 would be over here, but apparently not.  Once again, sort of like starting with too much money early on - I'd like to be able to earn my spells, not just get them easy-peasy like this.  The bonus helps alot - and that's precisely the problem.

My feelings are similar for basically all the other spells that are granted for free.  A "middling" solution would be nice, but I don't know if that's possible.  Anyways, given the choice between 1 and 2, I'd choose 1 hands down - I'd rather have no strong spell than a super spell early on.  However, if it summoned half as many elementals for twice the cost until you got the spell FOR REAL from a mage guild - then that's different.


Animate Dead -- Basically the above spell commentary reminded me of one of the other spells that's now in this category, Animate Dead.  Where we have early-game Necro that never lose anything.  I guess I just want to insert a commentary at this point, because it's something I've noticed throughout the series...

At some point in H3, I wondered what would happen if Resurrection and Animate Dead were just removed completely from the game, and I set up maps for that purpose.  What I discovered was an actually considerably more fun and entertaining game than the one where I was never losing troops.  Why?  Because it was more challenging.  Whereas the AI is losing stuff regularly because it's the AI, I was playing the game where I couldn't help but lose stuff regularly - and if you're playing on a Large or XL map where there's lots of towns around, those turrets add up over time and start to hurt.  One can depend on a wimpy force to destroy everything when the wimpy force is being whittled down at every combat.  Throw on top of that the elimination of DDoor and Town Portal, and one is forced into logistical strategy, guerilla combat, and split troops - all of which are thrown out the window the moment that teleportation spells enter into the game.

My point is that Animate Dead (and Resurrection, and others) seem like the "weak" version of what is really a cheat code in the game.  It's not "cheating," because it's in the game and legitimate.  But if I'm to be honest with myself - I like my super-powerful items, and super-powerful heroes, and destroying everything mercilessly, and I cannot tolerate it if I lose a single Sprite in combat.  And yet, the most dull and intolerable games are these very kind, where there is no challenge.

I haven't yet edited maps to see how H5 AIs perform without certain spells kicked out of the game, but my experience of H3 was that it was awesome to get rid of them.  AIs DO need a handicap of some sort, because they're AIs - I guess what I'm mentioning here is that I've noticed while reading on the forums a general failure to realize that certain spells are cheesy in their essence and give the AIs an indirect penalty that they don't need.  I haven't found that H5 is any different in this regard, and it doesn't seem to be so in H5.5, either.


Ultimate Artifacts -- Two comments here.

1.  My main comment is how artifact sets can create ultimate artifacts when traded at a certain place.  My basic concern here is that it devalues the very artifact sets that are used to create the ultimate set.

If you think about it, say I'm getting the Dragon item set - it's an awesome set of items, and the bonuses are more awesome, while not being as horrendously overpowered as Combination Artifacts were in H3.  However, when I'm combining these items, I'm doing it because the combination of more Dragon items is just plain good and the bonuses are nice.  If I get the whole set, I get an even nicer bonus - that's been the whole point of the escapade.  Throwing an ultimate item trade into the mix makes it about the ultimate item instead, and not about the actual combination of items itself.

Think of it another way.  We moved to H5.5 with some things in mind, one of them being the skill system - the problem precisely was that skills were picked for you because some were too good, or too blending, or whatever, or that certain skills were just needing as a means to an end.  The new ultimate artifacts are now exactly this all over again - it's just moved to the artifacts department.  Let ultimate artifacts be ultimate artifacts with unique ways to acquire them, and let the rest of the artifacts be the rest of the artifacts.  Do not connect them - let each have value in itself.


2.  My second issue is the notion of super items in general.  When H5 first came out, I was super annoyed that there was no Helm of Heavenly Enlightenment, no Sword of Judgment, and so on...none of the super overpowered items that are awesome to have.  And they ARE awesome to have.  However, what I've eventually realized is that I think the non-existence of super items is one of the most brilliant introductions that was made in H5.  We don't need more stats (and I'll have more of that in a minute).  Some of the most exciting battles are the ones where you have limited mana, crappy spell power, and two mediocre armies fighting one another, it's a grind to kill everything, you're out of spell points finally, and you just need to strategize your way to the end of the battle through sheer force, which you may or may not have.  Super items throw this whole element of the game out the window.

I won't deny the appropriateness of super items for larger games (like big scenarios and such), but for the more standard game, it would be sad to see one.  The game is more rewarding when it is limiting and difficult in its essence (as opposed to giving handicaps).


Hero Direct Damage -- This falls into the category of stuff I was surprised that wasn't changed.  My wimpy low-level hero can do a direct hit on some level 4 creature and manage the same amount of damage as an Eldritch Arrow - and my hero doesn't have Avenger, nor any kind of other ability that would improve direct damage, and my attack is 0.  This is lame.  Strictly from my hero's direct attack, I cannot justify the use of a single spell in my spellbook, because my hero's damage is better than my magical damage, and the benefits of any buff spell I have will only mathematically become useful after I get a month's worth of extra troops to add to my army.

Result?  I guess I'm always using my hero's attack for now.  In Heroes 3 terms, it would be like starting the game with a hero who has magic arrow and infinite mana.  Once again - this is lame.

While the presence of direct hero attack in the game is cool and I like it (and I want it to be there), I've always felt that it was way too strong, particularly against high-level creatures.  I see no reason for the hero's damage on a Black Dragon to be higher than that on a Sprite - in fact, even equal damage favors hitting the Black Dragon - because that equal damage is by-passing all that Defence that any other unit would end up with reduced damage on.  Neutral fights are super anti-climactic, even in H5.5, and the only seeming solution is to make some groups obscenely powerful, which I don't really see as a solution.

To put it one way - in H3, there really is more strategic involvement:  when my mana runs out, I need to decide if I want to get into the next fight and suffer some serious losses, or run back to a town or a well to recuperate my mana so the next battle can be reasonable, even if it's only 20 mana.  H5 and H5.5 give no allowance to this - instead, in some battles I can run a unit around endlessly while my hero nukes it, and at the end I still have a full load of mana left (which recovers even faster in H5) in case I should run into something troublesome.  The effects of the benefits are cumulative, and it's overkill.

So in the end - I would have liked to see it where Heroes do marginal damage with their physical attack (VERY marginal), such that it is really a BONUS to the battle, and not critical to the fight.  Special abilities are an exception, because they're intended for that specific use, and I would see the current damage as being normative for that.

Anyways, that's my thought here - just curious of your opinions.


Default External Settings (Town Improvement) -- My last major comment for now.  After seeing Governance, Town Gate, and Town Conversion, I'm not a fan of any of them, but this is besides the point.

My main point here is that all these are external additions to H5, and not on the same scale as anything else mentioned above (such as spells, or skill adjustments, balance, etc...).  These things have been advertised as optional.  But given that they are external and completely new additions, the default for such things should always be OFF.  I want to play Heroes 5, and when I see these, I am not convinced that I am playing Heroes 5 any longer.  Why is the onus upon me to be fiddling with .pak files or adding scripts to maps to get rid of them?  I don't even know how to do this.  I don't mind if someone else uses these, but to default something to H5 that is not of H5 is not okay.

As for Governance specifically - my comment on why I don't like it is simple.  Basically, whereas in H3 I would find a hero that made money and equip her with Legion or Gold items (say Jenova), nevertheless if I wanted Estates, or her to be strong, or play a defensive role - I tell her to go and find Learning Stones, or I fight a couple battles with her to level her up.  If she gets ambushed in the process and dies, too bad for me.  Meanwhile, I need a new hero to babysit the house while she's gone.  A decent stay-at-home hero takes WORK.  They can be AWESOME, and they're WORTH IT.  Governance takes all the work, all the reward, and packs it in to just staying at the castle, effortlessly, and adds more bonuses on top of that.  Pretty much the whole tactical management of stay-at-home heroes is gone out the window.  Proper "governance" in Heroes doesn't need to be consigned, it's a state of being and part of the strategy of a decent player that is just playing the game as it is.  Please don't force this on me by making it the default!!!


Anyways, in other news...


Balance -- Of creatures, spells, and other things - looks amazing!!!  I wish, however, that the "math" we hear of that has enabled all these calculations was displayed somewhere.  I essentially see the logic in all the changes and love them, but explanations on how things came to be would be nice.  As mentioned above for the skill tree - I've looked but not found an actual comprehensive list of what all the unit stats are, so I assume one hasn't been developed, or otherwise it's sitting on an excel sheet somewhere.  I'll be spending more time observing the changes as I play, I'd just like it to seem like the backup is on the page while I'm making the observations.

For example:  Sprites can only Wasp Swarm once.  Perhaps there's a good reason for this - but I don't know what it is, and haven't heard it.  The only major experience I have with Sprites and Wasp Swarm is that casting it enables neutrals to kill more of MY stuff...which I don't mind.  It's good to lose a creature sometimes, so I know I'm actually playing a game and not just being given the winning ticket the moment I've started.  :/


A Note -- An observation I made when casting the Mines spell...the description on the page said that it should create 4 of them, whereas it was actually creating 3 when I cast the spell.  Obviously some kind of inconsistency bug here.





So these are my thoughts for the moment...I guess I could summarize everything like this.



Green -- The balance efforts look amazing, the graphics are clean and smoothe, and there's an internal logic to the game that far surpasses the original H5.

Blue -- I wonder how much the community is locked into a God-mode mentality in its insistence to keep certain spells/modes of the game intact and how much this actually harms the AI in the process.

However, on this note - some of these blues are things I'd be more than happy to edit for myself on my own computer and not involve the rest of the community, as I can understand how others wouldn't agree with me on these ones.

Red -- External new features need to be kept external and not default.  AI cheating specs are very inflexible.  Combat announcements ought to stay with the ATB bar.  More clarity in the skill descriptions zone.  Free spells harms mage guilds.




Well - thanks for listening!  
-Gidoza

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thGryphn
thGryphn


Promising
Famous Hero
posted April 04, 2016 09:36 PM

Belisarius said:
The magic skill is about destruction. But it is not destruction by it self. Skill/magic about destruction is a destructive skill/magic.
The different levels of a destructive skill, wold require a hero to learn/acquire a specific destruction knowledge level. When a hero knows only basic things it would be basic destruction. Then he/she learns advanced destruction, and finally expert destruction.
That is if one does not add the word "magic" to it. In that case it would become Basic Destructive Magic, etc.

One more example would be Shouting.
Basic, Advanced, Expert Shout. If one uses skill at the end it would become Basic Shouting Skill. But when hero learns specific Shouts it is Basic Shout, etc...

That is how Shatters are called Basic Shatter Destructive... Even without using the word "magic" at the end that is left without saying, cause it is obvious. This skill is shattering the skill about destruction, not the destruction itself.


Vanilla TOE calls it Basic Destructive Magic, which is undeniably correct. You can say that it's too long, but then why not try to shorten Basic Summoning Magic? So, I really don't understand why you guys are trying to make a special case about Destructive Magic. It's called Destructive Magic, and its skill levels should be called as such.

About Shouting, I think your argument is even worse. When the hero learns specific shouts, we don't call them shouts, they're called warcries. So, it has nothing to do with specific shouts. The skill is called Shouting, so it's levels should be the same. We don't call Runelore skill levels Basic Runes, etc., so why different thinking with Shouting?


With your argument here, for each of the 26 skills, I can come up with a different skill naming scheme than the name of the skill itself. And a good example would have been Learning. Once you learn something you would know it, so the skill levels should actually be called Basic Knowledge, Advanced Knowledge, etc. See? I don't like it either, just like I don't like trying to name skill levels differently by providing some reasoning.

To summarize, if you really want to say Basic Destruction, then change the skill name to Destruction. Or, just keep it simple and consistent and call it Basic Destructive Magic, just like other magic schools. Dark Magic, we don't say Basic Shadows or Basic Darkness. Summoning Magic, we don't say Basic Summons. Light Magic, we don't say Basic Illumination or Basic Brightness, or even Basic Light. So, why oh why try to make a special case about Destructive Magic???

I agree though that Shatter Destructive is sufficient to convey the meaning of Shatter Destructive Magic.


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Skeggy
Skeggy


Promising
Famous Hero
posted April 04, 2016 09:53 PM

thGryphn said:

Once you go to your skill wheel, the next time you visit in the same session will take you exactly where you left.

So, putting 3 buttons on the level up screen is unnecessary clutter and loss of aesthetics.



If we develop different class heroes, under one color, does that mean that skillwheel on every hero levelup screen has different display, as we left it on that particular hero that is?

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