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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 198 pages long: 1 20 40 60 80 100 ... 107 108 109 110 111 ... 120 140 160 180 198 · «PREV / NEXT»
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Promising
Supreme Hero
posted January 02, 2020 06:40 AM
Edited by avatar at 06:41, 02 Jan 2020.

There appriopate thread called HotA Bugreports few topics below your new thread.

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excalibur
excalibur


Known Hero
posted January 02, 2020 06:46 AM

Please add a rule to limit heroes.

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Pollo2002
Pollo2002


Famous Hero
posted January 02, 2020 12:06 PM

Let's start new year posting my top 4 most wanted non balance features that aren't talked about much.

1. When monsters flee give the players exp anyway  

2. Mana regeneration Changed to 1*Knowledge instead of just 1.

3. Remove luck and morale 3 cap.

4. More options when creating template, including setting amount of max heroes, forbidding "poor's man portal", editing starting town/castles buildings and maybe editing more than just objects, things like heroes and spells.

Justifications:
1. "When monsters want to flee give players exp anyway":Time is of the essence in 1v1 online play, and every second players can save I think it's very valuable. Fighting extremely easy fights for exp is a way players "waste" time.  This would save time to players while having minimal/no effect in gameplay.
If you care about flavor, everytime time monsters would flee you would just put the message that units try to fly but your hero just catches them and kill them, or something similar. However historically in RPG diplomatic situations would give you XP.

2." Mana regeneration Changed to 1*Knowledge instead of just 1.": Mana regeneration right now is too weak and high variance, finding town/well and similar creates high spike/variance situations, also casting spells is fun, but one has to be very reserved because of how poor is magic regeneration. Changing this would buff magic heroes, increase amount of spells cast which is fun, and make easier to buff mysticism (just multiply player bonus by level of mysticism.

3. "Remove luck and morale 3 cap.". Right now capping is easy wich means objects, skills, items etc, related to buffing these are kinda weak but more important are unexciting. Removing the cap would be a general buff and maybe even make fortune and whatnot somewhat playable. While also making more exciting effects.
On the other hand I don't oppose a total rework of morale and luck to make them lower variance and even more interesting, but i fear that won't happen.

4.  "More options when creating template, including setting amount of max heroes, forbidding "poor's man portal", editing starting town/castles buildings and maybe editing more than just objects, things like heroes and spells." Just giving template makers more options to create new player experiences is good. And some of these things ar available in map editor already.

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Shivaz
Shivaz


Hired Hero
posted January 02, 2020 02:50 PM

I've posted this on the other thread, and wanted to post it here as well with some extra thoughts...

I was just thinking about some skills a couple of days ago while
playing, I find my self using the same set of skills since I remember my self playing HoMM. And I feel like the rest of the skills are not worth taking and they need a serious boost to them in order to spice the game up and make me use them more, just to try and diversify the game a little bit and play different templates.
I like that in the the new update the awesome HotA team added a new skill, but the old ones can be modified to a better way in order to make me use them much more, just so I'll have a reasonable reason to replace the "same" skills.
For exp, why would I take Archery which is at expert gives me 50% range, if I can find the Golden Bow and get 100% rage?
Estates is too low in my opinion, only 500 gold at expert is not enough, any gold artifact will give you the same amount or more.
Same goes for some more skills, which I think needs to be boosted or changed or added somehow, like Scouting, Eagle Eye, Mysticism, Learning - which is completely useless in my opinion and a waste of space, Pathfinding? Well, I never really use it just because it does not give much and the skill is useless on maps that consist of grass terrain (which is most of the terrain).

Same goes for some of the mobs in different towns, I find my self playing with same towns and same creatures every time, just because they're more useful to play... I think it it's the same for many players, same skills, same heroes, same towns, same artifacts etc...
Some of the creatures in different towns should be buffed somehow, just so there'll be a reason to use them more, a lot of the towns I'm usually using 2-3 creatures and that's it, if the other creatures will have some special abilities or boosts while using two different mobs together, for exp if you use Halberdier (which no one ever uses) and Crusader (which again I rarely use) can get some extra damage bonuses to each other or some unique ability in battle like extra dmg, resists to spells, more movement to the Hero, speed, extra XP gain or whatever.... That way I'll already be using 2-3 creatures that I never used before, it'll change the whole templates and make the game more enjoyable and more versatile.

Also there's some towns I think need to be upgraded somehow, add more unique buildings which will make you use them more, like the Conflux Town where you can sell artifacts, Stronghold Town
where you can trade creatures, Rampart Town with the Treasury and so on. Because at the moment I'm using the same 3-4 towns which I like, the rest of them are just meh...
Same goes for certain spells, using the same ones in combat over and over without even thinking like Haste/Slow/Blind/Resurrection etc.
Plus, the hero spells like Dimension Door and Fly I think they need to be eliminated completely from the game, it makes the game super easy to chase after the AI.

Sorry for the long post, just some thoughts I'd over time and wanted to share with you all... not sure how much of this is possible and how much work it takes to modify it all, but I think it'll bump the game forward and make it more interesting and get it back to a strategy game.

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gatecrasher
gatecrasher


Famous Hero
posted January 02, 2020 02:54 PM
Edited by gatecrasher at 14:56, 02 Jan 2020.

@pollo2002

Regarding 1 - ever heard of auto combat?

Exp for fleeing monsters makes no sense at all.

There are many instances of fleeing monsters you would not be able to fight without losses or at the cost of spell points.

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Pollo2002
Pollo2002


Famous Hero
posted January 02, 2020 07:10 PM

Hota has auto combat resolution as default, so yes?
And yue sit makes sense, i gave an example how in rpg not fighting gives XP.

Your third point is moot.
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Sparrow_Jack
Sparrow_Jack

Tavern Dweller
posted January 02, 2020 07:11 PM
Edited by Sparrow_Jack at 19:12, 02 Jan 2020.

Hi!

Firstly - thank you VERY MUCH for that new update. Customizable banks, number of stacks and most prominently multiple-quest seers and quest gates give so many options for custom maps that I believe we'll soon see some amazing and really creative maps which use them.

Since you decided to give mapmakers more options to precisely set some values, are you going to go even further with that? There are still things like flotsam, barrels, treasure chests etc that could also get options to set certain reward. This mechanic could be also applied to shipwreck survivor, warrior's tomb and newly introduced grave object.
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bloodsucker
bloodsucker


Legendary Hero
posted January 02, 2020 07:32 PM
Edited by bloodsucker at 19:32, 02 Jan 2020.

And don't forget skills in universities and seafaerie rings...
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sirironfist
sirironfist


Known Hero
King of the ogres
posted January 03, 2020 11:10 AM
Edited by sirironfist at 11:15, 03 Jan 2020.

Pollo2002 said:
Let's start new year posting my top 4 most wanted non balance features that aren't talked about much.

1. When monsters flee give the players exp anyway  

2. Mana regeneration Changed to 1*Knowledge instead of just 1.

3. Remove luck and morale 3 cap.

4. More options when creating template, including setting amount of max heroes, forbidding "poor's man portal", editing starting town/castles buildings and maybe editing more than just objects, things like heroes and spells.

Justifications:
1. "When monsters want to flee give players exp anyway":Time is of the essence in 1v1 online play, and every second players can save I think it's very valuable. Fighting extremely easy fights for exp is a way players "waste" time.  This would save time to players while having minimal/no effect in gameplay.
If you care about flavor, everytime time monsters would flee you would just put the message that units try to fly but your hero just catches them and kill them, or something similar. However historically in RPG diplomatic situations would give you XP.

2." Mana regeneration Changed to 1*Knowledge instead of just 1.": Mana regeneration right now is too weak and high variance, finding town/well and similar creates high spike/variance situations, also casting spells is fun, but one has to be very reserved because of how poor is magic regeneration. Changing this would buff magic heroes, increase amount of spells cast which is fun, and make easier to buff mysticism (just multiply player bonus by level of mysticism.

3. "Remove luck and morale 3 cap.". Right now capping is easy wich means objects, skills, items etc, related to buffing these are kinda weak but more important are unexciting. Removing the cap would be a general buff and maybe even make fortune and whatnot somewhat playable. While also making more exciting effects.
On the other hand I don't oppose a total rework of morale and luck to make them lower variance and even more interesting, but i fear that won't happen.




1. You could as well just solve those fights in quick combat. Just press q and no time is wasted.
Just showing off your big mighty behemoth to the poor little imp to make it flee really doesn't deserve any exp.
Adding another function to diplomacy skill to make monsters flee and still get half of the exp for your diplomatic success would be interesting maybe.

2. I think that would become a little o.p. very quickly, especially in combination with the newly buffed mysticism. Maybe getting 1 more spell point a day for every 5 points in knowledge could be a compromise? Or even spell power instead of knowledge. Spell power tends to loose some of it's meaning on very big maps when stack numbers are in the thousands.

3. I kinda agree on that one. Although the importance of having something to boost your luck has increased a lot by introducing negative luck already. But as soon as my luck and morale are not negative I really don't ever cast mirth or fortune.

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Pollo2002
Pollo2002


Famous Hero
posted January 03, 2020 01:48 PM

Quote:
1. You could as well just solve those fights in quick combat. Just press q and no time is wasted.
Just showing off your big mighty behemoth to the poor little imp to make it flee really doesn't deserve any exp.
Adding another function to diplomacy skill to make monsters flee and still get half of the exp for your diplomatic success would be interesting maybe.


Somtimes autocombat loses you some units, that you wouldnt if you play, so what you do instead is play the combat, wasting playing time, specially once sim turns are over.
Heroes already has a game length problem any feature that would reduce that time even in the slightest should be pushed imo.
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Pollo2002
Pollo2002


Famous Hero
posted January 04, 2020 12:16 AM

Also i know probably never gonna happen but i would like to see a template option where hero chaining is eliminated (When two heroes meet, the hero with the most movement points left, gets the same amount of points than the hero with the least movement points)
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gatecrasher
gatecrasher


Famous Hero
posted January 04, 2020 12:59 AM
Edited by gatecrasher at 01:03, 04 Jan 2020.

How would that eliminate hero chaining?
You could still get stuff to your main after their turn.
Do you really want to have a game where trading between heroes is a PITA?

And why do you want chaining to be eliminated?

You are free to play wihout chaining.

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Orrinisthebest
Orrinisthebest


Known Hero
Invest in your future.
posted January 04, 2020 09:02 AM
Edited by Orrinisthebest at 09:03, 04 Jan 2020.

Sparrow_Jack said:
Hi!

Firstly - thank you VERY MUCH for that new update. Customizable banks...

Customizable banks,really? I planned a long break but looks like it is time to reinstall the game ogchamp:

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planetavril
planetavril


Famous Hero
posted January 04, 2020 07:33 PM
Edited by planetavril at 19:36, 04 Jan 2020.

who is available to test these two maps created by me with the new terrain?

Map 1

Map 2

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pellish
pellish


Famous Hero
posted January 04, 2020 08:29 PM

planetavril said:
who is available to test these two maps created by me with the new terrain?

Map 1

Map 2


I only took a quick glance at the first one - which is a randomly generated map with a few touch-ups at best. Why is the loss condition  to lose a town which is owned by a computer player? So weird.

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Pollo2002
Pollo2002


Famous Hero
posted January 04, 2020 08:57 PM

gatecrasher said:
How would that eliminate hero chaining?
You could still get stuff to your main after their turn.
Do you really want to have a game where trading between heroes is a PITA?

And why do you want chaining to be eliminated?

You are free to play wihout chaining.


I already explained in my post how to eliminate hero chaining. So i find dazzling you ask something that is already explained in the post you are referencing.

I think me and other players do not enjoy hero chaining.

And yes i would like that in fact ive played without hero chaining many times as i Have an ERA mod that removes hero chaining.
I'm not free to play without chaining, and much less enforce it in 1v1. But it requires mechanical things that can't be just done on the air.

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bloodsucker
bloodsucker


Legendary Hero
posted January 04, 2020 09:24 PM

Pollo2002 said:
I think me and other players do not enjoy hero chaining.

Just learn to play. Heroes chaining is one of the things that take the most effort to master but it's also one the most importants be it in PvP, be it to establish records in SP.
Only lazy players that want to use a single hero all the time "do not enjoy hero chaining".
It's not going to happen anyway but still.
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gatecrasher
gatecrasher


Famous Hero
posted January 04, 2020 09:46 PM
Edited by gatecrasher at 22:18, 04 Jan 2020.

Pollo2002 said:

I'm not free to play without chaining, and much less enforce it in 1v1. But it requires mechanical things that can't be just done on the air.



How come you can't if you don't want to?

So you don't like the way XYZ MP is played and now other players should be forced into your playstyle?

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Pollo2002
Pollo2002


Famous Hero
posted January 04, 2020 10:49 PM

You are just making no sense to me, so i can't even answer your questions.
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Pollo2002
Pollo2002


Famous Hero
posted January 05, 2020 01:49 AM

bloodsucker said:
Pollo2002 said:
I think me and other players do not enjoy hero chaining.

Just learn to play. Heroes chaining is one of the things that take the most effort to master but it's also one the most importants be it in PvP, be it to establish records in SP.
Only lazy players that want to use a single hero all the time "do not enjoy hero chaining".
It's not going to happen anyway but still.


Just l2p? what has that to do with anything? Did i mention i dont know how to hero chain? I say i DONT ENJOY hero chaining.
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