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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 196 pages long: 1 20 40 60 ... 68 69 70 71 72 ... 80 100 120 140 160 180 196 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 18, 2019 04:09 PM
Edited by phoenix4ever at 16:09, 18 Apr 2019.

Worth nothing?!, it allows you to eliminate enemy heroes and take all their artifacts! I honestly can't think of anything that could be better than that.

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bloodsucker
bloodsucker


Legendary Hero
posted April 18, 2019 08:02 PM
Edited by bloodsucker at 20:03, 18 Apr 2019.

This really isn't your best day... MP matches are oriented for a single Final Battle and when the other guy loses the artifacts he also calls GG, so there is no purpose in having them.
On the other hand, on single player maps where you depend on exhausting tactics to fight a battle that you repeated ten times, each attempt taking several hours, you wouldn't like to see that 99/99/99/99 boss to flee when you finally found a solution. And this is why I called you short-sighted, you have one way of playing and you can't put yourself in some other guy's shoes.
Take a look at some of this guy streams and then tell me Shackles shouldn't exist.
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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 18, 2019 08:22 PM

I don't feel like arguing anymore about this.
I simply don't like Shackles simple as that, luckily I can just ban it, but you don't have to.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted April 18, 2019 08:49 PM
Edited by Ghost at 21:18, 18 Apr 2019.

Illusion world II (RoE map) has 3 shackles. Maybe you can find still one shackles, you know about dragon utopia. map is hard in MP. Because monsters and artifacts are always same. When spellbinder's hat, tome of earth or shackles. If your opinion is the most powerful. Try play IW2 Yes MP, but 2 vs 2 vs 2 vs 2. My the best ranking is 7lvl creature in expert level or through 4 months.
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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted April 18, 2019 09:02 PM
Edited by Oddball13579 at 21:24, 18 Apr 2019.

P4R4D0X0N said:

the other solution is to extend the artifact pool excessively. Adding trash artifacts like "Rabbit's Foot" and others. Mainpost is here: http://heroescommunity.com/viewthread.php3?TID=43966&PID=1418933#focus But anyway... Artifacts and especially new ones with new mechanics are overdue imho. We need much more stuff, adding new possiblities to the game or allowing new strategies.

€dit: Something different
A new category for relic -> relic (weaker ones) and legendaries (strong relics), legendaries are banned with tournament rules

I agree. Having a larger artifact would certainly be nice. Also, your linked masterpost is amazing. Loved the artifacts you listed. A lot of are just unique little things that I personally would love to see in game. A few are redundant but that's okay. More "trash" artifacts like you said would be nice. Things that are helpful, but you can get rid of/sacrifice/sell very easily. Loved the combination artifacts you had designed. The Dwarven King's Shield, Impervious Hydra Scale, and Flask of Eternal Elements are really cool ideas. I personally always wished that there was a combination artifact that represented each town. Kinda like Cloak of the Undead King--->Necropolis and Angelic Alliance--->Castle. So Hydra Scale--->Fortress and Flask--->Conflux.

phoenix4ever said:
Actually Shackles should probably be the only Legendary+ artifact or just downright banned.  It makes you able to eliminate enemy heroes and take all their artifacts, what is more powerful than that?
 
Pffft Shackles are hardly the most powerful artifact in the game. Simply being able to negate a retreat/surrender hardly qualifies it as "powerful". As for its ability to "eliminate" enemy heroes. I would say the Shackle does nothing in that regard, it would be my army and magic doing that. And for taking all their artifacts? I'll get them either way, regardless if they run away or surrender. I have no problem hunting them join, I enjoy the chase. And if they were to continue to run away, well, there are other ways of beating them into submission . Also the Shackles are a blessing and a curse. Double edged sword. Sure they can't run away, but neither can I if I start losing. IMHO Shackles are a hindrance and belong exactly where they are, as a Major Class Artifact.

Edit: Ghost can you please rename the link in your post? It is kinda long and stretches out the screen.

Edit2: Thanks Ghost!!



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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 19, 2019 01:41 PM
Edited by phoenix4ever at 13:43, 19 Apr 2019.

I know this feature exists in WoG, but it would be really cool to have as an optional feature in HotA as well:
Allow 10 secondary skills per hero and of course have an interface that supports this.
That leaves more room for "the less fortunate heroes", that starts with poor skills, to still be somewhat useful. It would also mean you would'nt max all skills so soon, which is a big plus in my book.

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Timmysoboy
Timmysoboy


Hired Hero
posted April 19, 2019 11:57 PM

I was planning to say this myself.  It would also help with the new larger maps, keeping the game interesting in late game.  Would also be cool to see a 6 seconday skills option tbh.

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted April 20, 2019 12:22 AM

That would be interesting indeed. 10 secondary skills for longer games, and perhaps 6 or even less for smaller maps or skill challenge maps.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted April 20, 2019 12:52 AM
Edited by P4R4D0X0N at 01:08, 20 Apr 2019.

Oddball13579 said:
Also, your linked masterpost is amazing. Loved the artifacts you listed. A lot of are just unique little things that I personally would love to see in game. A few are redundant but that's okay. More "trash" artifacts like you said would be nice. Things that are helpful, but you can get rid of/sacrifice/sell very easily. Loved the combination artifacts you had designed. The Dwarven King's Shield, Impervious Hydra Scale, and Flask of Eternal Elements are really cool ideas. I personally always wished that there was a combination artifact that represented each town. Kinda like Cloak of the Undead King--->Necropolis and Angelic Alliance--->Castle. So Hydra Scale--->Fortress and Flask--->Conflux.




Thx a lot. It was just a 'lil brainstorming and adding some already known stuff. I should draw some icons for the HotA Team if I want some the stuff implemented... Guess it's the best way to ensure something like this. But I don't really have time to get it done.

Well in case of shackles, they are kinda situational. Btw. has anyone tested if it works in towns? While the oponent wears "Diplomat's Cloak" the HotA item?

Anyway, "Orb of Vulnerability" same as "Orb of Inhibition" change the gameflow drastically, same as "Cape of Silence" or "Ring of Oblivion"... All of them are situational but super powerful and "Shackles of War" are just another piece that fits in. I personally like these artifacts, most used is Vulnerability on my own dragons The magic imunity works well vs players or AI but isn't helpful at all vs monster.

€dit:
Another suggestion, make the first character slot in tavern specifiv for every town.

Example: I started a game one Rampard, and captured a Necropolis town. To use the town properly I would like to recruit a necromancer or deathknight. So it would be preferable to have that option for secondary towns.

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted April 20, 2019 08:26 PM

P4R4D0X0N said:

€dit:
Another suggestion, make the first character slot in tavern specific for every town.

Example: I started a game one Rampart, and captured a Necropolis town. To use the town properly I would like to recruit a necromancer or deathknight. So it would be preferable to have that option for secondary towns.

That's a pretty good idea in theory. But don't Taverns work by randomly selecting two heroes from the whole pool of heroes that are not currently in play? So you would have to create two separate pools, one for each town filled with the town specific heroes for the first slot, and then a separate pool filled with the rest of the heroes for slot two? You'd end up with like 20 different pools of heroes. That seems like a lot of work.

Of course, please correct me if I am wrong. I just thought all Taverns share one pool, and it randomly picks from there.  

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bloodsucker
bloodsucker


Legendary Hero
posted April 21, 2019 02:53 AM

Not that I believe HotA team would ever put some thought into that one but can't you see the potential for cheating?
There was a feature in the HD Mod called Invite Tavern, I think you can still activate it. If so, play a bit with it... I guess experience is the best teacher.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted April 21, 2019 02:32 PM

bloodsucker said:
Not that I believe HotA team would ever put some thought into that one but can't you see the potential for cheating?
There was a feature in the HD Mod called Invite Tavern, I think you can still activate it. If so, play a bit with it... I guess experience is the best teacher.


It's still available, I use it pretty extensively - but I only play single player, anyway.
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted April 21, 2019 08:47 PM

bloodsucker said:
Not that I believe HotA team would ever put some thought into that one but can't you see the potential for cheating?
There was a feature in the HD Mod called Invite Tavern, I think you can still activate it. If so, play a bit with it... I guess experience is the best teacher.

I just looked up Invite Tavern and I see what you mean. That does indeed seem like cheating. However, I believe what P4R4D0X0N meant was that the selection be randomized. You have no control over which of that town's heroes appear in the tavern that week. Only that the first slot be a random hero aligned with the town that you are playing as.

Also, I managed to find a video on Youtube that demonstrated the feature for anyone that is interested. Invite Tavern Demo At about 0:45.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted April 21, 2019 11:45 PM

bloodsucker said:
Not that I believe HotA team would ever put some thought into that one but can't you see the potential for cheating?
There was a feature in the HD Mod called Invite Tavern, I think you can still activate it. If so, play a bit with it... I guess experience is the best teacher.


I wouldn't call it cheating, the first hero should always have one lvl1 unit same as all others secondary picks.

Oddball13579 said:

I just looked up Invite Tavern and I see what you mean. That does indeed seem like cheating. However, I believe what P4R4D0X0N meant was that the selection be randomized. You have no control over which of that town's heroes appear in the tavern that week. Only that the first slot be a random hero aligned with the town that you are playing as.  


Yeah, randomized heroes of that town type with only one lvl1 unit. In case of realism it's weird anyway that heroes apear in every other town aswell. I can buy the same hero in any town.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 21, 2019 11:56 PM

Well ok, but what can be the consequences, did you think at?

Once you recruit the native hero, does another native have to replace in that town? If yes, that would be a nightmare, granted that you can have up to 50 towns on the map, how to deal?

And if another native has to replace, that boosts the chances of getting Tazar or Crag - or whoever you prefer playing - from 1/140 to 1/15. That's a big thing.

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bloodsucker
bloodsucker


Legendary Hero
posted April 22, 2019 01:02 AM

Salamandre said:
that boosts the chances of getting Tazar or Crag - or whoever you prefer playing - from 1/140 to 1/15. That's a big thing.

This is what I was talking about.
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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted April 22, 2019 01:40 AM

Salamandre said:
And if another native has to replace, that boosts the chances of getting Tazar or Crag - or whoever you prefer playing - from 1/140 to 1/15. That's a big thing.

When you see the math written out like that....yeah, definitely an easy way to cheat.

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Pollo2002
Pollo2002


Famous Hero
posted April 22, 2019 11:41 AM

I'm the only that thinks many of the hota new obects are undervalued by the system or pays too well?
Black tower, churchyard and XP shops in particular I find are the biggest problems. They are often unguarded and they give a LOTS of stuff compared to how hard is to break them. both black tower and churchyard can be easily done day 1 or 2 and give tons of rewards.
XP shops are a little harder to break but compared to Hives and conservatories are too much easier and gives tons of XP.

I already think hives and conservatories pay too well. but this 3 objects are kind of on the same level or better.
the fact that churchyard and XP shops have no moral make things tons of time worse since you can safely do them day 1 with certain units with 0 risk of failing.
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Pollo2002
Pollo2002


Famous Hero
posted April 22, 2019 06:58 PM

And Idea I would like to see is to be able to do a combat simulation from the distance during game.
Just to give an example, that you can Ctrl click with current hero a wandering stat(Even if you are far away), the computer assumes worse case scenario (for example 19 units in a pack) and you get autocombat results for that, this would help new players to get faster over the barrier of entry in the game.
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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted April 22, 2019 08:15 PM

Pollo2002 said:
And Idea I would like to see is to be able to do a combat simulation from the distance during game.
Just to give an example, that you can Ctrl click with current hero a wandering stat(Even if you are far away), the computer assumes worse case scenario (for example 19 units in a pack) and you get autocombat results for that, this would help new players to get faster over the barrier of entry in the game.

So what you are suggesting is an auto-resolve button that the younger Heroes games have? With the option to retreat before entering combat I assume?

I think that given that HoMM3 is so old I believe that this is beyond its capacity and coding.

Although, now that I think about it I guess you could get the results via entering combat and then switching to AI control. Thus the AI is giving you the combat in an old fashioned way. Yet this locks you into combat, the AI either wins with heavy loses, or the AI looses. There is the retry combat option but that just seems like throwing new players into the deep-end against a stack they may not be ready for, guaranteeing their defeat.

But how you would implement this to have it as a sorta faux auto-combat without actually entering combat and that gives you a casualty list at the end of the "simulation" might just be beyond HoMM3 capabilities.  

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