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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 thread is 22 pages long: 1 2 3 4 5 ... 10 ... 18 19 20 21 22 · «PREV

Adventuring Hero
posted January 12, 2018 03:22 PM
Edited by Ericoz at 15:31, 12 Jan 2018.

To be honest Necropolis balance wise as a whole mas a mistake. HOMM3 creators weren't expecting to have people playing it on extra large and/or bigger maps amassing thousands of skeletons. Neither they were expecting people accumulating hundreds of vampires and cleaning the whole map with zero army causalities. I don't even think HOMM3 was meant to be played on such big maps at all. Spells like dimension door and town portal become broken and hero chaining obligatory.

Conflux is also a mess but for different reasons, not going to discuss it here.

HOTA's motto that they want to keep the game's spirit true to the original is not true at all. They have their own agenda and interests and that's fine by me. What I don't think is fine is making some hard changes and not allowing them to be optional. Yes, I know HOTA isn't WOG but what's wrong with optional changes? They allow the game to be more diverse and some people just want to play a single player game, or a small map with a friend on hotseat. Now they have to deal with changes aimed for multiplayer on large or bigger maps on their game.

Now if they are focusing to improve and/or balance the multiplayer experience they'll have to make some drastic changes. Not only town wise, but spell and secondary skills wise too. And also adapt the game better for larger maps. This is probably the hardest task and would change the game a lot, and make it totally different or impossible to be played on smaller maps.

Unless they want the old linear cookie cutter mass spell might hero stomp that happens on most mp games. MP has always been Heroes of Magic Might Heroes as you can see in the statistics from heroes-iii.com

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Famous Hero
Life and Freedom
posted January 12, 2018 03:42 PM
Edited by phe at 15:49, 12 Jan 2018.

Why don't give something like negative Learning to OP heroes to level slower than others?

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Adventuring Hero
posted January 13, 2018 05:51 PM
Edited by Ericoz at 13:22, 14 Jan 2018.

Doesn't make sense, this way you are just forcing people to play bad heroes, and no one wants that. I say buff the magic heroes and secondary magic skills, make wisdom only available to magic heroes. This way might heroes would either need a scroll to cast higher levels spells or be only able to cast lower levels spells.

I just had another idea for eagle eye. I think I mentioned before but  not as specific as how i think now. It could give you the chance once per turn to attempt to learn one spell from your mage guild without needing to visit it. This is regardless of how far away you are from your or an allied town. Same percentages that it already has. It could also be used on spell shrines, enemy towns, heroes and neutral towns but in this case they need to be on your scouting radius.

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Tavern Dweller
posted January 13, 2018 07:54 PM

Installed HotA today, I'm playing with friends and we cant join the host when we want to load a game.
Starting a new game works fine.
We use GameRanger to play.

We tried the HD Mod and normal version, everything works fine.
Only HotA is affected.
The problem is the joining players can't choose if they want to Load a game or start a New Game.
When using GameRanger it always "knew" whether it was a new game or a loaded game


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Tavern Dweller
posted January 16, 2018 08:10 PM

Hello there - huge fan of HotA here since beta release; I've recently downloaded 1.5.1, and I have two minor suggestions for the game:

- First of all, this was mentioned by other people before in the main thread, but I think removing the animated lakes wasn't a great idea (unless there's a reason behind it) - I would be very happy if they eventually came back, even as an optional feature toggled in the HotA_Settings.ini file.

- Secondly - you know how the creature banks all come in different "levels", which scale the difficulty and reward? Well, I think it would be really cool if it was possible to set their "level" of the bank in the Editor! It would be set to "random" by default for normal maps, and changing it would allow to create interesting combat scenarios for small, story-driven maps.

F.eg. something like this - "if you want to pass, go to the Cyclops cave and bring me all the gems and crystals you find there", says a wizard in a Quest Guard tower - and the cave is set to 20 Cyclops and 4 of each resource (to make sure the player can defeat them at that point, and that the Quest Guard takes ALL his crystals/gems afterwards).

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