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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 80 100 ... 108 109 110 111 112 ... 120 140 160 180 196 · «PREV / NEXT»
planetavril
planetavril


Famous Hero
posted January 05, 2020 06:05 AM

pellish said:
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.


what conditions would you suggest?

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Winston
Winston


Known Hero
posted January 05, 2020 07:30 AM
Edited by Winston at 07:30, 05 Jan 2020.

gatecrasher said:
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?


This argument can't be made if you're also going to defend HotA removing multiple features that were in the game and changing the balance of all of the original towns in the name of MP playstyle which is the primary purpose of their mod now.

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Revolut1oN
Revolut1oN


Famous Hero
posted January 05, 2020 08:25 AM

I dont remember crying when original developer meddled with statistics of angel, cerberi, serpent fly, griffin conservatories, building prices and many more

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bloodsucker
bloodsucker


Legendary Hero
posted January 05, 2020 12:43 PM

The message when you get offered 50% of a stack still says "All the X creatures will join your army for Y...". Shouldn't it say "50% of the 2X will join your army for Y"?
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Rakso
Rakso


Adventuring Hero
posted January 05, 2020 04:23 PM

Hello, this is a suggestion of mine of adding a new objects to HotA in future. It's supposed to be a Border Guard & Quest Guard, which when being opened, they immediatly open at two places in the world at the same time(or more?), and can also be opened from both one or the other.

Althrough it's not the latest form of the idea, I thought also that alternatively, rather than adding the object, the mapmaker could simply edit the two Border Guards & Quest Guards on his map to share the same ID(Meaning: That's one being in two places at one time), so the area effect would increase to worldwide size featuring the whole map at once, and the maker being able to connect the towers between each like a spider's web.

The object function is meant for mapmaking mechanisms, where the AI is supposed to activate with doing something/being freed once the player reaches a certain point in his own pace, rather than being restricted to hurry to reach a point, otherwise AI catches him earlier.

Personal opinion:
It would highly benefit especially my map, but I believe that also plenty of others, as I'm trying to make it exactly in this way - the AI reacting to the Human progress, not the other commonly known and abused way: a Human which needs to hurry to match the AI, otherwise if he wouldn't - getting screwed and losing.
I believe this would balance out the gameplay for both an amateur and a good player, making the map both newbies-friendly as well challenging for a quicker experienced player, which is a good way in solving the problems:
"Map too hard" & "Map too easy".



I made a quick modding performance to create this object, to make a picture displaying it for a clearer view.
I'm curious of any sort of feedback regards that idea.
Cheers,

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Fdgk
Fdgk


Known Hero
posted January 05, 2020 08:34 PM

My suggestion is not really a big priority for me but I noticed that there are vertical versions only for four of the five garrisons (standard garrison, standard anti-magic garrison, palisade garrison, snowy palisade garrison). The "underground"/"evil" garrison lacks such a vertical version. Maybe you might consider adding one later on.
I hope that this is the right thread as it is not really an important suggestion but it isn't a bug either.

Cheers
Fdgk

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planetavril
planetavril


Famous Hero
posted January 05, 2020 08:35 PM

Update

Map 1

Map 2

Map 3

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Orc
Orc


Famous Hero
posted January 06, 2020 10:37 AM

Pollo2002 said:

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.



1-) dont pretend that 1v1 is most important thing on H3. Campaign is much more enjoyable.

3-) Leadership Help you combine creatures of many towns. if you only plan to play single town, perhaps you shouldnt get leadership. though I would agree with you that  it might be a good idea to slightly increase the cap, from 3 to 4 or to 6 if necessary. that should be taken into consideration.

the reason why increasing the cap might be a good idea is because of angelic alliance item; if somone have expert leadership + Pendant of courage + angelic alliance then ... oh wait you cant have angelic alliance+ Pendant of courage xD

so I will settle for +4 morale cap

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Rakso
Rakso


Adventuring Hero
posted January 06, 2020 10:53 AM

Orc said:
Pollo2002 said:

3-) Leadership Help you combine creatures of many towns. if you only plan to play single town, perhaps you shouldnt get leadership. though I would agree with you that  it might be a good idea to slightly increase the cap, from 3 to 4 or to 6 if necessary. that should be taken into consideration.

the reason why increasing the cap might be a good idea is because of angelic alliance item; if somone have expert leadership + Pendant of courage + angelic alliance then ... oh wait you cant have angelic alliance+ Pendant of courage xD

so I will settle for +4 morale cap


The leadership skill could be increased to +4 or +6, but the caps should still be the classic +3 and -3. The point is, that it could counter-play the morale from mixing armies better and not boosting the % chance of bonus movement at the same time.

But what would then be the advantage of an Angelic Alliance then? Only prayer and +21 stats? The mixing of different towns creatures would be a very insignificant bonus then.

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Orc
Orc


Famous Hero
posted January 06, 2020 10:59 AM
Edited by Orc at 10:59, 06 Jan 2020.

why would you want leadership skill to be increased to +6?

my suggestion was to increase the cap itself, not leadership bonus.


and current leadership + anglelic alliance isnt bad. it only becomes redundant if you add morale items on top of that.


Suggest: Rename Pendant of downfall into DragonSkull

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Rakso
Rakso


Adventuring Hero
posted January 06, 2020 11:13 AM

Orc said:
why would you want leadership skill to be increased to +6?


It would allow to simply only use even more different town creatures, without bypassing the morale cap. The original leadership allows for 4 different creatures as I recall correctly without them decreasing the morale to -1 when using.

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Weilan
Weilan


Known Hero
posted January 06, 2020 11:14 AM

Winston said:
gatecrasher said:
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?


This argument can't be made if you're also going to defend HotA removing multiple features that were in the game and changing the balance of all of the original towns in the name of MP playstyle which is the primary purpose of their mod now.


And how are the vanilla rules and  balances better?


Some towns are OP and some are useless. Playing Necropolis or Conflux in the vanilla is literally like using cheats. Sure, it can be fun for 5 minutes if you're an 8 year old who just discovered cheats, but on the long run it's plain stupid and forced a stigma on the towns, literally forcing people to choose one of the meta towns.

The vanilla game and it's balance are not the pinnacle or any sort of example of a good balance. It's common practice in many games for the developers to leave bugs and imbalances that modders later have to fix.

For example HoMM4 is one bugged, imbalances mess, is it OK? Not by a long shot. There is the Equilibris mod, but it doesn't support Windows 10 and it's abandoned, kind of like the game itself.

The Elder Scrolls 3 Morrowind is one of the most popular and one of the best RPGs of all time with a massive modding community, which also is responsible for cleaning up after the developers and the mess that they left. Everyone is using the mods that fix the bugs, the ones that add additional content are optional.

HoTA is no different - it not only breathes new life into the game, but it fixes the mess that the developers left behind.

Sure the vanilla game is still playable, but after having a taste of HoTA, I just can't go back to vanilla anymore.

HoTA is like the unofficial continuation of HoMM3's development and I applaud it and everything it brings to the table.

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gnollking
gnollking


Supreme Hero
posted January 06, 2020 02:48 PM
Edited by gnollking at 14:51, 06 Jan 2020.

Weilan said:
HoTA is no different - it not only breathes new life into the game, but it fixes the mess that the developers left behind.

Sure the vanilla game is still playable, but after having a taste of HoTA, I just can't go back to vanilla anymore.

HoTA is like the unofficial continuation of HoMM3's development and I applaud it and everything it brings to the table.

So true. And the quality of HotA is unmatched, WoG/ERA feels like such an unprofessional mess now. I won't deny that the possibilities for modding and mapmaking are superior in ERA, but HotA is so much more polished there's no contest. With the latest map editor updates the future for mapmaking on HotA feels promising, on the Russian DF2 forums it was said more options alike to the seer's hut and creature banks will most likely come for other objects as well.

@Edit: A suggestion with the new repeatable seer's huts; it would be a great option to have them only be visitable once per day or once per week. Would love that as a toggle option in the seer's hut properties.
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LordInsane
LordInsane


Known Hero
posted January 06, 2020 02:55 PM

Weilan said:
Winston said:
gatecrasher said:
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?


This argument can't be made if you're also going to defend HotA removing multiple features that were in the game and changing the balance of all of the original towns in the name of MP playstyle which is the primary purpose of their mod now.


And how are the vanilla rules and  balances better?


Some towns are OP and some are useless. Playing Necropolis or Conflux in the vanilla is literally like using cheats. Sure, it can be fun for 5 minutes if you're an 8 year old who just discovered cheats, but on the long run it's plain stupid and forced a stigma on the towns, literally forcing people to choose one of the meta towns.

The vanilla game and it's balance are not the pinnacle or any sort of example of a good balance. It's common practice in many games for the developers to leave bugs and imbalances that modders later have to fix.

For example HoMM4 is one bugged, imbalances mess, is it OK? Not by a long shot. There is the Equilibris mod, but it doesn't support Windows 10 and it's abandoned, kind of like the game itself.

The Elder Scrolls 3 Morrowind is one of the most popular and one of the best RPGs of all time with a massive modding community, which also is responsible for cleaning up after the developers and the mess that they left. Everyone is using the mods that fix the bugs, the ones that add additional content are optional.

HoTA is no different - it not only breathes new life into the game, but it fixes the mess that the developers left behind.

Sure the vanilla game is still playable, but after having a taste of HoTA, I just can't go back to vanilla anymore.

HoTA is like the unofficial continuation of HoMM3's development and I applaud it and everything it brings to the table.

Everyone playing Morrowind is using the mods that fix bugs, but when there was a mod released that focused more tightly on fixing bugs and not making changes that 'looked' right or was for balancing, it immediately sailed up as more popular than the previous Unofficial Patch. Now TES III is a very different kind of game to Heroes III (no multiplayer, for one), but that just makes using it as an example in your argument problematic for another reason, doesn't it?

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Rakso
Rakso


Adventuring Hero
posted January 06, 2020 09:27 PM

Suggestion:
Could the Factory level 7 unit, the Mech be a "flying" type unit, of which animation is jumping? I haven't seen a HoMM3 unit that could be jumping very high, that would be unique and awesome to see. A jumper Mech. lmao

The idea might sound weird, but personally I like it. lol

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 06, 2020 10:52 PM

Weilan said:
Playing Necropolis or Conflux in the vanilla is literally like using cheats.


It's not using cheats that is fun, it's to counter them. Not everyone is a top player, majority of players were and are still not in online lobbies. Imbalance is not only in the game, but also in the players skills.

It is fine, Hota offers a new multiplayer experience and there is a demand for that too, but to denigrate the original design is a bit much imo.
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Winston
Winston


Known Hero
posted January 06, 2020 11:53 PM

Weilan said:
Winston said:
gatecrasher said:
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?


This argument can't be made if you're also going to defend HotA removing multiple features that were in the game and changing the balance of all of the original towns in the name of MP playstyle which is the primary purpose of their mod now.


And how are the vanilla rules and  balances better?


Some towns are OP and some are useless. Playing Necropolis or Conflux in the vanilla is literally like using cheats. Sure, it can be fun for 5 minutes if you're an 8 year old who just discovered cheats, but on the long run it's plain stupid and forced a stigma on the towns, literally forcing people to choose one of the meta towns.

The vanilla game and it's balance are not the pinnacle or any sort of example of a good balance. It's common practice in many games for the developers to leave bugs and imbalances that modders later have to fix.

For example HoMM4 is one bugged, imbalances mess, is it OK? Not by a long shot. There is the Equilibris mod, but it doesn't support Windows 10 and it's abandoned, kind of like the game itself.

The Elder Scrolls 3 Morrowind is one of the most popular and one of the best RPGs of all time with a massive modding community, which also is responsible for cleaning up after the developers and the mess that they left. Everyone is using the mods that fix the bugs, the ones that add additional content are optional.

HoTA is no different - it not only breathes new life into the game, but it fixes the mess that the developers left behind.

Sure the vanilla game is still playable, but after having a taste of HoTA, I just can't go back to vanilla anymore.

HoTA is like the unofficial continuation of HoMM3's development and I applaud it and everything it brings to the table.


That's a lot of defense for things you imagined I said. I simply stated a single fact that HotA's design goals and purpose is to be a multiplayer tournament mod. Everything else you were responding to is conjecture on your part.

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Sparrow_Jack
Sparrow_Jack

Tavern Dweller
posted January 07, 2020 03:41 PM

If slow still seems too powerful for 1st level spell, maybe it would be a good idea for this spell to affect only base speed of creatures. That would make artifacts with +speed better and buff prayer.

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Casper96
Casper96

Tavern Dweller
posted January 07, 2020 05:28 PM

Sparrow_Jack said:
If slow still seems too powerful for 1st level spell, maybe it would be a good idea for this spell to affect only base speed of creatures. That would make artifacts with +speed better and buff prayer.



That addresses the power of slow against an opposing hero. I think the real impact of the change to slow is making certain map fights somewhat harder / force you to be slightly stronger/faster before taking them on. Against a hero, it's about finding a way to attack twice in a row, or get in multiple attacks before the opponent gets a chance to cast a counter-spell, and those things are unchanged.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted January 07, 2020 06:02 PM
Edited by Doomforge at 18:05, 07 Jan 2020.

Weilan said:
For example HoMM4 is one bugged, imbalances mess, is it OK? Not by a long shot. There is the Equilibris mod, but it doesn't support Windows 10 and it's abandoned, kind of like the game itself.


Oh but it does work. You need a wrapper, but it works fine. I'm playing HoMM4 right now.

The game does have this horrible hollow feel to it and that's because it's rushed by an underfunded team, and everything seems just sort of slapped there without a second thought. At best, it feels like a glorious musical piece with a mediocre game added to it.

Such a game deserves to be changed because it failed.

HoMM3 is different, because the game was polished, made with much love and it stood the test of time. This game shouldn't be changed much because... you don't really change a winning formula. And HoMM3 is one. Some polish, yes. A revamp? Nope. There is a very thin line between changes that are OK and those that aren't.

What the original team had was VISION. This is what makes games legendary. Someone visioned it to be just like it is. Modders are usually just soulless number crunchers and overmodded games just turn into chess for tryhards which appease maybe a tiny bunch of the players, highly frustrating the veterans. The magic just vanishes. You get another boring "meta simulator" with everything "balanced" to be bland and pointless. A perfectly balanced game is actually the ultimate irony because it's unplayable - you can pick whatever, everything works the same (=balanced) so you may as well delete the options altogether because they produce the same outcome.

Worse, at some point, it stops feeling like the original game. Once you reach that point, there's no return. It's like playing some anon's idea of how the game should be played and unsurprisingly it almost always flops.

HotA team did a fantastic job so far because the game (unlike many WoG iterations) still feels exactly like HoMM3 while being expanded. However, once you start meddling with internal mechanics and change too much, it will start becoming less HoMM and more HotA, if you know what I'm saying. That's not necessarily bad, but I would not be interested anymore.

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