Mage Guild Randomness vs Observatory Unlocks in Olden Era | |
|
Galaad


Hero of Order
Li mort as morz, li vif as vis
|
posted August 26, 2025 12:16 AM |
|
Edited by Galaad at 00:17, 26 Aug 2025.
|
Poll Question: Mage Guild Randomness vs Observatory Unlocks in Olden Era

In Heroes 3, spells were learned randomly through Mage Guilds. To access more spells, you often had to conquer towns and visit their guilds, adapting your strategy based on what you found.
In Olden Era, the base system is the same - spells are still tied to Mage Guild levels, and you still need to build higher tiers to access stronger spells.
However, there’s a key difference:
Once per day, you can unlock a specific spell of your choice via the Observatory - but only up to the level of your built Mage Guild and at a cost.
That cost is high enough that you won’t be relying on it often - it’s more of a situational choice than a regular option.
This gives you more control without removing the importance of guild progression.
What’s your take on this design?
Do you prefer the freedom to unlock one chosen spell per day or the pure randomness of the classic Mage Guilds?
Personally, I prefer the latter - but I’m curious what others think.
____________

|
|
Etharil


Shaper of Lore
|
posted August 26, 2025 02:49 AM |
|
|
Random unlocks are still present in Olden Era. The research system is just on top of it.
____________
|
|
LordCameron

 
   
Famous Hero
Veteran of the Succession Wars
|
posted August 26, 2025 05:38 AM |
|
|
I think the spell research is one of the worst things that HotA adds to the game, random all the way!
That said, there might be a time and place for it, but if every game has slow, blind, and haste, you are never casting the more niche spells.
____________
What are Homm Songs based on?
|
|
Phoenix4ever

 
     
Legendary Hero
Heroes is love, Heroes is life
|
posted August 26, 2025 07:49 AM |
|
|
Well I do not enjoy Spell Research in HotA, that's for sure.
However there are some spells that gives such a huge advantage such as Town Portal and Dimension Door and also Fly and Water Walk and even Summon Boat.
Stronghold and Fortress can learn none of those except Summon Boat, which feels pretty bad.
But there are also shrines, pyramids, tomes and Spellbinder's Hat plus adventure map scholars to make up for it, so that helps a bit.
But getting spells like TP and DD in your first Mage Guild really is a huge advantage, but sometimes you are lucky, sometimes you are not and I suppose that also adds to the replayability of the game.
|
|
Charrclaw

 
  
Known Hero
|
posted August 26, 2025 10:45 AM |
|
|
Voted H3, but I gotta play and see how it goes. If spells are powerful, they should be hard to get.
|
|
Stevie

   
      
Responsible
Undefeatable Hero
|
posted August 26, 2025 12:02 PM |
|
|
I don't see the point in having such freedom for anything other than competitive. So I don't like the system if that's the way the game will play in single player campaign too. There's no adventure or replay value without randomness.
____________
Guide to a Great Heroes Game
The Young Traveler
|
|
MattII

 
     
Legendary Hero
|
posted August 26, 2025 12:22 PM |
|
|
I'm against the idea of being able to research a particular spell, but being able to select an level and school to research a spell from would keep a level of randomness, while still allowing a degree of focus.
|
|
Ernsmk

 
Tavern Dweller
|
posted August 26, 2025 04:31 PM |
|
|
Not a big fan of the current Mage Guild / spell system. I also don't like how HotA implemented spell research either.
It does feel like it's tacked on for multiplayer balance at the expense of the singleplayer experience.
I like the idea to compromise by selecting the spell level + school to upgrade, but have the specific spell researched be random.
____________
|
|
Gnomes2169

    
      
Honorable
Undefeatable Hero
Duke of the Glade
|
posted August 26, 2025 04:51 PM |
|
|
I enjoy both approaches, though in the case of the H3 system it requires a lot more work to ensure that all the spells have at least niche usability in every situation. Low-rolling into spells that won't have any use (like getting Protection from Water in a matchup vs H3 Inferno) functionally blanks the resource expenditure of building your magic guild, which typically includes lots of precious resources AND the time penalty of spending your only building charge for the day on an RNG spell lootbox when you could build a creature/ resource/ gold/ fortification generating building instead.
Because of that cost, there needs to be some meticulous designing of spells in an RNG system... or things just need to be so generic that it doesn't matter what you roll into. Scaling up your magic should be comparable to scaling up your army, and when you build or upgrade a creature dwelling you know what you're getting. Spending the same resources on a mage guild shouldn't randomly roll you a gaggle of worthless spells and leave you feeling like you wasted your time and resources that could have been spent upgrading your creatures.
(Also, since bringing up H3's system implies this, the idea that different towns have lower or higher maximum levels of mage guilds despite giving every town a might AND a magic hero is... definitely something that needs to die with H3 and stay dead. The claim that Fortress was "Just a faction that was more focused on might, so it only got level 3 mage guilds" is like saying that Tower shouldn't have a tier 7 creature and doesn't get a tier 6 upgrade because "It's a magic focused town, so it shouldn't have all the might features!" The disparity was needless, and just needlessly nerfed entire playstyles for certain factions, making magic heroes somewhat of a trap in specific factions despite offering them anyway.)
Now, a full research system can run into a problem where you just always bee-line for the best spells for your playstyle, so again, there can be an issue there, too, just in the opposite direction: The best spells in each match-up can be figured out, so spell selection becomes rote... which we saw back in H6, with spells just being turned into skill points that you could invest in. At that point, it simply becomes a game of "Can I get the spell research resources I need to get my perfect set of spells before the big end-game fight?" While this would be great for competitive or vs mode players, it can lead to games feeling a bit boring and same-y for non-competitive players.
Olden Era seems to be going for a more hybrid system, though? One where adventure map spells are auto-unlocked, and maybe one or two spells are RNG'd from the town's 'favored schools,' but you can still research any other spells you'd like once you unlock the proper level of mage guild. There also seem to be map intractables that just teach you spells of certain levels, which also randomizes the spells your heroes have access to, though clearly not at the same cost. I do like the idea of it, even if it just seems like doing a full research system with a little luck potentially discounting how much magic dust you need to unlock all the spells you want...
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
|
|
LordCameron

 
   
Famous Hero
Veteran of the Succession Wars
|
posted August 27, 2025 04:39 AM |
|
|
|
Galaad


Hero of Order
Li mort as morz, li vif as vis
|
posted August 27, 2025 09:56 AM |
|
|
Really solid points, Gnomes. Investing resources and a build day into a Mage Guild only to roll near-useless spells is a real feel-bad, so I understand why a safety valve like the Observatory exists.
That said, part of the charm for me was adapting to whatever the guild gave me. That little gamble and the excitement when you finally got something powerful or unexpected. Those moments stick in your memory and make each run feel unique. Having a tool that lets you bypass the randomness gives more control, but it can also take away some of that magic if it becomes the default path.
Maybe the sweet spot for Olden Era is to keep the Observatory truly situational -a rare fallback when you’re really missing something essential- while letting randomness remain the main driver. That way you keep both flexibility and the thrill of discovery.
From my experience so far, though, it doesn’t really feel that situational. If it ends up becoming part of the regular progression rather than an occasional lifeline, we risk losing some of that unpredictability that made the classic system so memorable. But we’re still in the playtest phase, so there’s hope the system will get fine-tuned further.
____________
|
|
MurlocAggroB

 
  
Known Hero
|
posted August 27, 2025 06:20 PM |
|
|
I'm going to hold my vote until I've actually played it, but so far it looks decent. I'm a big fan of spell research in HotA and how it helps to lessen those feel-bad low rolls. Plus, moving some of those incredibly mandatory spells like Town Portal and DD to the neutral spell school should hopefully make it less like you have to get specific spells as much.
My biggest, and for the most part only, reservation with Olden Era is how much they seem to be focusing on the multiplayer gameplay and random maps. I expect the campaigns to be pretty good, but I hope the single scenarios don't suffer. Those are the real lifeblood of the series to me, both to play and create.
|
|
Stevie

   
      
Responsible
Undefeatable Hero
|
posted August 27, 2025 08:33 PM |
|
Edited by Stevie at 09:12, 28 Aug 2025.
|
Gnomes2169 said: Because of that cost, there needs to be some meticulous designing of spells in an RNG system... or things just need to be so generic that it doesn't matter what you roll into. Scaling up your magic should be comparable to scaling up your army, and when you build or upgrade a creature dwelling you know what you're getting. Spending the same resources on a mage guild shouldn't randomly roll you a gaggle of worthless spells and leave you feeling like you wasted your time and resources that could have been spent upgrading your creatures.
(Also, since bringing up H3's system implies this, the idea that different towns have lower or higher maximum levels of mage guilds despite giving every town a might AND a magic hero is... definitely something that needs to die with H3 and stay dead. The claim that Fortress was "Just a faction that was more focused on might, so it only got level 3 mage guilds" is like saying that Tower shouldn't have a tier 7 creature and doesn't get a tier 6 upgrade because "It's a magic focused town, so it shouldn't have all the might features!" The disparity was needless, and just needlessly nerfed entire playstyles for certain factions, making magic heroes somewhat of a trap in specific factions despite offering them anyway.)
I don't agree with much here, Gnomes.
First of all, if the game allows for "useless spells", then that's a bad design problem, not RNG per se. Of course, RNG can further exacerbate it by being very prohibitive and punishing, but that's a symptom of a deeper flaw. For example, if at the first mage guild level only 1 of the spells you could get was good and 9 were bad, then getting exactly that one spell would be paramount. To that end, removing RNG from the equation would make things "work", because people could then pick the one that matters. But in reality you're still stuck with a system that has too many useless spells which is the real issue. At any rate, things would have to be in a very bad place if removing RNG is how they become bearable.
But that's a worse case scenario. In a more realistic scenario, most spells should be all around good and/or situational. And in that case, it's always worth rolling the die to see which ones you get. Some may be more coveted than others, some may fit your strategy better and you really want them, but even if you don't get exactly what you wanted there should at least be something you can work with. Maybe you get one you didn't expect and could get you to pivot your build. It's up to you. It's not an automatic failure if you didn't get what you wanted, it's still the correct decision to go for it, and hindsight doesn't make it incorrect.
In my experience, the people who want to play one thing and one thing only are the ones that blame RNG when they don't get it. I've seen this in the Arena playtest a lot. That's mostly on them for being inflexible or taking their chances and not being able to live with the outcome. Like them, you assume that investing in a mage guild always warrants getting what you want. In other words, your base case is certainty, and any deviation means you are "unlucky", and so it shouldn't happen. I think the exact opposite, that the base case should be uncertainty, and whenever you roll the die and actually get what you want you're "lucky". So disappointing outcomes are mostly a result of unanchored expectations, or playing too much into one strategy and not having a backup plan.
And you also compare how getting the exact spells you want should be as sure as upgrading troops. I believe most of the meaning behind might and magic would be lost if they worked so similarly that you could compare them 1 to 1. The point is that they should be different. How do you compare getting Slow or Force Field or Antimagic to upgrading footmen? They're things that play out very differently on the combat map.
LordCameron said: Now I want a magic faction without a Tier 7.
The exact same thought crossed my mind. What's so bad about breaking the mold in such a quirky way? I would welcome it. Anecdotally, one of the biggest requests for SoC since its inception was to make factions more unique and different from one another. People seem to prefer that over factions which have the same base template and just a slightly different skin.
____________
Guide to a Great Heroes Game
The Young Traveler
|
|
Gnomes2169

    
      
Honorable
Undefeatable Hero
Duke of the Glade
|
posted August 28, 2025 02:06 AM |
|
|
Galaad said: Maybe the sweet spot for Olden Era is to keep the Observatory truly situational -a rare fallback when you’re really missing something essential- while letting randomness remain the main driver. That way you keep both flexibility and the thrill of discovery.
From my experience so far, though, it doesn’t really feel that situational. If it ends up becoming part of the regular progression rather than an occasional lifeline, we risk losing some of that unpredictability that made the classic system so memorable. But we’re still in the playtest phase, so there’s hope the system will get fine-tuned further.
Hmmmm... perhaps the system could be balanced so that it's very expensive to research a new spell (as expensive as upgrading it by two levels, maybe?) but you still get a decent number of random unlocks each time you upgrade a mage guild (5 at level 1 and 2; 3 from the "primary" schools of the town and 2 from the others, 4 at level 3 and 4; again, 3 primary schools and 1 other, and 3 at level 5; all from the primary spell schools).
That could encourage you to use the spells you randomly generate, since they would upgrade much faster, while still allowing for occasionally purchasing a spell that you need but didn't luck into. And it seems like this would mostly just be a numbers tweak, so it shouldn't be too hard to implement inside of a playtest environment.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
|
|
LordCameron

 
   
Famous Hero
Veteran of the Succession Wars
|
posted August 28, 2025 02:32 AM |
|
|
Stevie said:
I don't agree with much here, Gnomes.
First of all, if game allows for "useless spells", then that's a bad design problem, not RNG per se. Of course, RNG can further exacerbate it by being very prohibitive and punishing, but that's a symptom of a deeper flaw. For example, if at the first mage guild level only 1 of the spells you could get was good and 9 were bad, then getting exactly that one spell would be paramount. To that end, removing RNG from the equation would make things "work", because people could then pick the one that matters. But in reality you're still stuck with a system that has too many useless spells which is the real issue. At any rate, things would have to be in a very bad place if removing RNG is how things become bearable.
But that's a worse case scenario. In a more realistic scenario, most spells should be all around good and/or situational. And in that case, it's always worth rolling the die to see which ones you get. Some may be more coveted than others, some may fit your strategy better and you really want them, but even if you don't get exactly what you wanted there should at least be something you can work with. Maybe you get one you didn't expect and could get you to pivot your build. It's up to you. It's not an automatic failure if you didn't get what you wanted, it's still the correct decision to go for it, and hindsight doesn't make it incorrect.
In my experience, the people who want to play one thing and one thing only are the ones that blame RNG when they don't get it. I've seen this in the Arena playtest a lot. That's mostly on them for being inflexible or taking their chances and not being able to live with the outcome. Like them, you assume that investing in a mage guild always warrants getting what you want. In other words, your base case is certainty, and any deviation means you are "unlucky", and so it shouldn't happen. I think the exact opposite, that the base case should be uncertainty, and whenever you roll the die and actually get what you want you're "lucky". So disappointing outcomes are mostly a result of unanchored expectations, or playing too much into one strategy and not having a backup plan.
And you also compare how getting the exact spells you want should be as sure as upgrading troops. I believe most of the meaning behind might and magic would be lost if they worked so similarly that you could compare them 1 to 1. The point is that they should be different. How do you compare getting Slow or Force Field or Antimagic to upgrading footmen? They're things that play out very differently on the combat map.
This is also a great way to approach life itself. Great analysis.
____________
What are Homm Songs based on?
|
|
purerogue3

 
  
Known Hero
|
posted August 28, 2025 05:28 PM |
|
|
On the other hand if magic=instant power, might=scalable the 'destination' is always maining might, just differing how long you develope your 'secondary' magic before you can jump ship.
There HAS to be a way in which magic heroes can compete in the long game (if not directly scalable in the same way).
Or rename it "Heroes of Might after Magic"
|
|
Gnomes2169

    
      
Honorable
Undefeatable Hero
Duke of the Glade
|
posted August 29, 2025 08:38 AM |
bonus applied by Galaad on 29 Aug 2025. |
|
Howdy there, Stevie, I missed your response because you were a ninja and posted while I was making a response for Galaad. But thank you for aggressively agreeing with me. Did you miss the part where you did that? Here. Lemme point it out for you:
vvvvvvv
Gnomes2169 said: >>>>>>>I enjoy both approaches, though in the case of the H3 system it requires a lot more work to ensure that all the spells have at least niche usability in every situation. Low-rolling into spells that won't have any use (like getting Protection from Water in a matchup vs H3 Inferno) functionally blanks the resource expenditure of building your magic guild, which typically includes lots of precious resources AND the time penalty of spending your only building charge for the day on an RNG spell lootbox when you could build a creature/ resource/ gold/ fortification generating building instead.
Because of that cost, there needs to be some meticulous designing of spells in an RNG system... or things just need to be so generic that it doesn't matter what you roll into. Scaling up your magic should be comparable to scaling up your army, and when you build or upgrade a creature dwelling you know what you're getting. Spending the same resources on a mage guild shouldn't randomly roll you a gaggle of worthless spells and leave you feeling like you wasted your time and resources that could have been spent upgrading your creatures.<<<<<<<<<
^^^^^^^
vvvvvvv
Stevie said: >>>>>>>First of all, if the game allows for "useless spells", then that's a bad design problem, not RNG per se. Of course, RNG can further exacerbate it by being very prohibitive and punishing, but that's a symptom of a deeper flaw. For example, if at the first mage guild level only 1 of the spells you could get was good and 9 were bad, then getting exactly that one spell would be paramount. To that end, removing RNG from the equation would make things "work", because people could then pick the one that matters. But in reality you're still stuck with a system that has too many useless spells which is the real issue. At any rate, things would have to be in a very bad place if removing RNG is how they become bearable.
But that's a worse case scenario. In a more realistic scenario, most spells should be all around good and/or situational. And in that case, it's always worth rolling the die to see which ones you get. Some may be more coveted than others, some may fit your strategy better and you really want them, but even if you don't get exactly what you wanted there should at least be something you can work with. Maybe you get one you didn't expect and could get you to pivot your build. It's up to you. It's not an automatic failure if you didn't get what you wanted, it's still the correct decision to go for it, and hindsight doesn't make it incorrect.<<<<<<<<<
^^^^^^^
(Parts where the most aggressive agreeing happened underlined for emphasis )
I wasn't writing a hit piece against randomly generated spells, -I started out by saying I actually like the system and it's one of the reasons I play H5 much more often than H6 (which... I haven't played in years),- I was pointing out the pitfalls that come with both the RNG and spell research approaches (note how I did say the research method could be "solved," and thus become boring). The pitfalls with the RNG system come when the work isn't put in to make sure the spells it generates are actually usable, because it exacerbates the problem of having poorly designed spells. Therefore, if designers put in the work and actually develop strong spells that are varied and viable, or build the generation system in a way that compensates for the niche spells in some way (give even the niche spells some kind of generic secondary utility, generating enough spells at each mage guild level to ensure you'll have enough spells to always get SOMETHING to cast, allowing you to reroll a generated spell once each week, etc) the RNG system isn't a problem.
I was also pointing out that it's a lot of work to design those varied and useful spells while still keeping them unique. H5 Destruction somewhat has this problem, where it's all just a bunch of damage spells that scale at different rates and have different templates, but ultimately are just picking a flavor of damage, where the best spells for each situation are, ultimately, just the ones that scale best and have the biggest area of effect. Did that make it so every upgrade to the mage guild of a Dungeon, Inferno or Sylvan town gave a useful Destructive spell? ... I mean, sure, but that's more because they're all very similar spells than because there were a variety of good options to roll into.
However, the other spell schools in H5 were also rather well-balanced for what you get. In Dark, the only truly mediocre and niche spells were Decay and Curse of the Netherworld... which both still had use cases (early game clearing for Decay, and being a one-sided Armageddon for Inferno and Undead for Curse). For light it was Regeneration (which only healed, it didn't resurrect, so it was hard to use early game and got out-damaged pretty easily in mid-late game, making it quite niche) and Holy Word (which only dealt damage to specific factions and was useless outside of that). And Summoning... well, the level 3+ spells are all power-houses, and the low-level spells are okay for early-game creeping (+Raise Dead for long-term sustain if you happen to be Undead). These three schools I'd hold up as perfect examples of an RNG system going right, even if only because the number of spells in H5 spell schools in general was kept smaller, so it was easier to make them unique while keeping them relatively powerful.
So... yeah. I agree. If the spells are well designed, then an RNG spell system adds to the replayability of a Heroes game without any downsides. I'd like the spells in general to be varied, too (which H5 didn't really accomplish, what with each spell school only having 2 or 3 spells per school at each level), but that's when things get harder to design in a way that doesn't leave you with some broken and/ or worthless options. So it requires work. So far? Looks like Olden Era spells have that work put in for them, so a full RNG system might be totally justifiable if they decide to scrap the Observatory... but we'll see how things continue to develop.
Stevie said: And you also compare how getting the exact spells you want should be as sure as upgrading troops. I believe most of the meaning behind might and magic would be lost if they worked so similarly that you could compare them 1 to 1. The point is that they should be different. How do you compare getting Slow or Force Field or Antimagic to upgrading footmen? They're things that play out very differently on the combat map.
I didn't say that you should get the exact spell you always want, actually. I said that upgrading your mage guild should be comparable to building/ upgrading a creature dwelling, and comparable =/= exactly the same. When you build or upgrade your creature dwellings, the usefulness of that creature might be niche or it might be vital, but it's always something you can use, and depending on your skill investments and specializations you can make the more niche options better.
Scaling up your magic works differently in multiple ways. First and foremost: Your hero needs the skill in order to learn the spell in the first place (In heroes 3, this is Wisdom. In 4&5, it's the relevant school skill). So you need to invest that time and the level-up resources, whereas a level 1 hero can pick up tier 7 creatures immediately (as long as the dwelling is constructed). If you generate a spell in a category that you don't have the skill to cast, then that's functionally a blank spell slot in the mage guild... and getting the magic skills is a little game of RNG in and of itself. Oh, there are certainly weighted magic skills for each faction, a H5 Warlock is almost certainly going to get Destruction eventually for example, but it is still entirely possible to not get an opportunity to pick up the signature magic school skill because it doesn't generate before level 12 (... ask me how I know). So the way the level system works is already adding in a touch of chaos.
Second: There are whole categories of spells that don't scale with time, whereas creatures, and thus "might" heroes, build up numbers and power every week. Buffs and debuffs can build up power as the creatures you're buffing or debuffing increase in numbers, but direct damage spells, healing spells and obstacle/ hazard spells all scale purely off of your hero's spell power and magic skill level.
Third: Your spells run off of Mana, not creature numbers and gold or other resources. You can run out of mana without losing a match (in fact, doing so means you've given yourself better odds of winning), but if you run out of creatures you immediately lose the fight. So, outside of H4 (where your heroes were easily stabbable idiots on the battlefield), every hero, might and magic both, will need to have creatures, while spells are more or less optional depending on the hero and playstyle. Thus, it's typically best to build base creature dwellings immediately, but spending the resources to upgrade mage guilds can often feel quite a bit more optional unless you're rushing for specific tiers of magic. And, thus, when I was comparing the cost and build time of upgrading your magic guild to upgrading/ building a creature dwelling, I was saying the benefits of both should be comparable.
Ultimately, in an RNG magic system, the "Might" investment is more consistent, since you know exactly what you're getting for your investment when you build a creature dwelling, while the "Magic" investment is a bit more chaotic (and still is even if magic was researched instead of randomly generated, thanks to how Heroes games generate skills... except in H6, but the weakest part of that game is how it removed as much variance as it did), but investing in both of them should still improve your army. Thus, the spells generated need to be at least partially usable, even if it's just one or two at each mage guild level. It's Heroes of Might and Magic, after all, both aspects should still be usable for your heroes even if they're focusing on one over the other. 
LordCameron said: Now I want a magic faction without a Tier 7.
Stevie said: The exact same thought crossed my mind. What's so bad about breaking the mold in such a quirky way? I would welcome it. Anecdotally, one of the biggest requests for SoC since its inception was to make factions more unique and different from one another. People seem to prefer that over factions which have the same base template and just a slightly different skin.
This was not the lesson to learn from that H3 Fortress rant, guys.
But, more seriously, making a faction that's that different from the others would require... quite a lot of changes, and would basically just end up being a gimmick. Sure, you could do a "challenge run" thing where everyone just keeps their one starting town, and this hypothetical magic town would have something like an altar in the tier 7 slot that globally gives allied heroes +1 spell power every week, another (or an upgrade to that building) that grants a trickle of mana regeneration mid-battle, a building that reduces enemy magic resistance, etc, etc...
But the way most Heroes games work, the moment you get another town, this Magic-focused faction would keep all the ways they have to compensate for lacking a tier 7 creature, and it would just use the creatures from the "might" focused town. So you'd get the best of both worlds, thus circumventing their gimmick and getting all of their power with practically none of the downsides.
Could that be fun? I mean, sure, once or twice. You'd basically have to change your playstyle based on the secondary faction you pick up... or it could end up just being the Super Destruction Hero (and meat shields) show, and you go for a spellcasting god unique to that magic faction that blows up the entire battle map while your creatures are effectively just redundant idiots standing there to give your hero time to blow their magic load for victory, and thus it doesn't matter what creatures you find. Which isn't an invalid way to play the game, but it does require designing the game vastly differently from how HoMM works now, and can be quite oppressive and annoying to play against if not handled correctly.
So definitely unique, but something that either requires adaptability other factions don't ask of you, or something that gets old quickly.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
|
|
Galaad


Hero of Order
Li mort as morz, li vif as vis
|
posted August 29, 2025 12:24 PM |
|
|
Gnomes2169 said: Hmmmm... perhaps the system could be balanced so that it's very expensive to research a new spell (as expensive as upgrading it by two levels, maybe?) but you still get a decent number of random unlocks each time you upgrade a mage guild (5 at level 1 and 2; 3 from the "primary" schools of the town and 2 from the others, 4 at level 3 and 4; again, 3 primary schools and 1 other, and 3 at level 5; all from the primary spell schools).
That could encourage you to use the spells you randomly generate, since they would upgrade much faster, while still allowing for occasionally purchasing a spell that you need but didn't luck into. And it seems like this would mostly just be a numbers tweak, so it shouldn't be too hard to implement inside of a playtest environment.
Yeah, I also thought about making the Observatory more expensive to keep it situational.
From my experience so far, the current amount of random unlocks already feels pretty decent, but I agree that pushing the odds a bit more toward a town’s primary schools could make things more interesting while still keeping some surprises in the mix.
____________
|
|
Stevie

   
      
Responsible
Undefeatable Hero
|
posted August 29, 2025 08:53 PM |
|
|
Gnomes2169 said: Howdy there, Stevie, I missed your response because you were a ninja and posted while I was making a response for Galaad. But thank you for aggressively agreeing with me. Did you miss the part where you did that? Here. Lemme point it out for you:
vvvvvvv
Gnomes2169 said: >>>>>>>I enjoy both approaches, though in the case of the H3 system it requires a lot more work to ensure that all the spells have at least niche usability in every situation. Low-rolling into spells that won't have any use (like getting Protection from Water in a matchup vs H3 Inferno) functionally blanks the resource expenditure of building your magic guild, which typically includes lots of precious resources AND the time penalty of spending your only building charge for the day on an RNG spell lootbox when you could build a creature/ resource/ gold/ fortification generating building instead.
Because of that cost, there needs to be some meticulous designing of spells in an RNG system... or things just need to be so generic that it doesn't matter what you roll into. Scaling up your magic should be comparable to scaling up your army, and when you build or upgrade a creature dwelling you know what you're getting. Spending the same resources on a mage guild shouldn't randomly roll you a gaggle of worthless spells and leave you feeling like you wasted your time and resources that could have been spent upgrading your creatures.<<<<<<<<<
^^^^^^^
vvvvvvv
Stevie said: >>>>>>>First of all, if the game allows for "useless spells", then that's a bad design problem, not RNG per se. Of course, RNG can further exacerbate it by being very prohibitive and punishing, but that's a symptom of a deeper flaw. For example, if at the first mage guild level only 1 of the spells you could get was good and 9 were bad, then getting exactly that one spell would be paramount. To that end, removing RNG from the equation would make things "work", because people could then pick the one that matters. But in reality you're still stuck with a system that has too many useless spells which is the real issue. At any rate, things would have to be in a very bad place if removing RNG is how they become bearable.
But that's a worse case scenario. In a more realistic scenario, most spells should be all around good and/or situational. And in that case, it's always worth rolling the die to see which ones you get. Some may be more coveted than others, some may fit your strategy better and you really want them, but even if you don't get exactly what you wanted there should at least be something you can work with. Maybe you get one you didn't expect and could get you to pivot your build. It's up to you. It's not an automatic failure if you didn't get what you wanted, it's still the correct decision to go for it, and hindsight doesn't make it incorrect.<<<<<<<<<
^^^^^^^
(Parts where the most aggressive agreeing happened underlined for emphasis )
I wasn't writing a hit piece against randomly generated spells, -I started out by saying I actually like the system and it's one of the reasons I play H5 much more often than H6 (which... I haven't played in years),- I was pointing out the pitfalls that come with both the RNG and spell research approaches (note how I did say the research method could be "solved," and thus become boring). The pitfalls with the RNG system come when the work isn't put in to make sure the spells it generates are actually usable, because it exacerbates the problem of having poorly designed spells. Therefore, if designers put in the work and actually develop strong spells that are varied and viable, or build the generation system in a way that compensates for the niche spells in some way (give even the niche spells some kind of generic secondary utility, generating enough spells at each mage guild level to ensure you'll have enough spells to always get SOMETHING to cast, allowing you to reroll a generated spell once each week, etc) the RNG system isn't a problem.
There's no need to point how we "aggressively agree" that a good system needs good spells because, uhm, duh? Who wouldn't agree on that? It's preaching to the choir more than it is something enlightening to talk about (although from the looks of it did enlighten at least someone). I only mentioned it to lead to the actual point - that what you see as a pitfall of RNG is in fact an issue of spell design that would still be present in a full choice system. So you tell me if we agree on that.
Gnomes2169 said: I was also pointing out that it's a lot of work to design those varied and useful spells while still keeping them unique. H5 Destruction somewhat has this problem, where it's all just a bunch of damage spells that scale at different rates and have different templates, but ultimately are just picking a flavor of damage, where the best spells for each situation are, ultimately, just the ones that scale best and have the biggest area of effect. Did that make it so every upgrade to the mage guild of a Dungeon, Inferno or Sylvan town gave a useful Destructive spell? ... I mean, sure, but that's more because they're all very similar spells than because there were a variety of good options to roll into.
However, the other spell schools in H5 were also rather well-balanced for what you get. In Dark, the only truly mediocre and niche spells were Decay and Curse of the Netherworld... which both still had use cases (early game clearing for Decay, and being a one-sided Armageddon for Inferno and Undead for Curse). For light it was Regeneration (which only healed, it didn't resurrect, so it was hard to use early game and got out-damaged pretty easily in mid-late game, making it quite niche) and Holy Word (which only dealt damage to specific factions and was useless outside of that). And Summoning... well, the level 3+ spells are all power-houses, and the low-level spells are okay for early-game creeping (+Raise Dead for long-term sustain if you happen to be Undead). These three schools I'd hold up as perfect examples of an RNG system going right, even if only because the number of spells in H5 spell schools in general was kept smaller, so it was easier to make them unique while keeping them relatively powerful.
And that's exactly the design issue I'm talking about, one which would be present regardless of free choice or RNG. When you have spells bundled together around what they do, like Destruction in H5, you inevitably arrive at a point where you have redundancy. Does it lead to a loss in unique flavor? Yes, obviously. Is it a pitfall of RNG? No, it isn't. And by the way, easy fix for this? Elemental magic schools, where the spread sorts things out by itself. But guess which route OE stuck with anyway? But to the point here, the example you gave yourself has nothing to do with RNG.
Gnomes2169 said: So... yeah. I agree. If the spells are well designed, then an RNG spell system adds to the replayability of a Heroes game without any downsides. I'd like the spells in general to be varied, too (which H5 didn't really accomplish, what with each spell school only having 2 or 3 spells per school at each level), but that's when things get harder to design in a way that doesn't leave you with some broken and/ or worthless options. So it requires work. So far? Looks like Olden Era spells have that work put in for them, so a full RNG system might be totally justifiable if they decide to scrap the Observatory... but we'll see how things continue to develop.
I disagree with the fact that spells need meticulous attention or be as generic as possible in order to fit an RNG framework. Yes, they do need work, obviously, like everything else does (even bad spells get work put into them). But not the kind of work that renders them tailor-made for one specific scenario and useless for the rest. Nor the kind of work that makes them generic. Either way, this is not a question of delivery, which is what RNG is, it's a question of either design or balance.
For clarity, what I understand by "meticulous attention" is when something is custom made for very limited strategies or has very exclusive requirements, such as being from one faction or alignment. Although given their nature they tend to be quite unique and flavorful, so with a bit of tinkering they're probably worth. Examples here would be Raise Dead, Armageddon, Word of Light, Curse of the Netherworld.
And by "generic", I understand spells that have significant overlap and there are clear winners and losers. If a spell is outclassed in every way, it's redundant. Like Regeneration compared to Resurrection. Or 50 shades of Destruction magic.
Gnomes2169 said:
Stevie said: And you also compare how getting the exact spells you want should be as sure as upgrading troops. I believe most of the meaning behind might and magic would be lost if they worked so similarly that you could compare them 1 to 1. The point is that they should be different. How do you compare getting Slow or Force Field or Antimagic to upgrading footmen? They're things that play out very differently on the combat map.
I didn't say that you should get the exact spell you always want, actually. I said that upgrading your mage guild should be comparable to building/ upgrading a creature dwelling, and comparable =/= exactly the same. When you build or upgrade your creature dwellings, the usefulness of that creature might be niche or it might be vital, but it's always something you can use, and depending on your skill investments and specializations you can make the more niche options better.
Scaling up your magic works differently in multiple ways. First and foremost: Your hero needs the skill in order to learn the spell in the first place (In heroes 3, this is Wisdom. In 4&5, it's the relevant school skill). So you need to invest that time and the level-up resources, whereas a level 1 hero can pick up tier 7 creatures immediately (as long as the dwelling is constructed). If you generate a spell in a category that you don't have the skill to cast, then that's functionally a blank spell slot in the mage guild... and getting the magic skills is a little game of RNG in and of itself. Oh, there are certainly weighted magic skills for each faction, a H5 Warlock is almost certainly going to get Destruction eventually for example, but it is still entirely possible to not get an opportunity to pick up the signature magic school skill because it doesn't generate before level 12 (... ask me how I know). So the way the level system works is already adding in a touch of chaos.
Second: There are whole categories of spells that don't scale with time, whereas creatures, and thus "might" heroes, build up numbers and power every week. Buffs and debuffs can build up power as the creatures you're buffing or debuffing increase in numbers, but direct damage spells, healing spells and obstacle/ hazard spells all scale purely off of your hero's spell power and magic skill level.
Third: Your spells run off of Mana, not creature numbers and gold or other resources. You can run out of mana without losing a match (in fact, doing so means you've given yourself better odds of winning), but if you run out of creatures you immediately lose the fight. So, outside of H4 (where your heroes were easily stabbable idiots on the battlefield), every hero, might and magic both, will need to have creatures, while spells are more or less optional depending on the hero and playstyle. Thus, it's typically best to build base creature dwellings immediately, but spending the resources to upgrade mage guilds can often feel quite a bit more optional unless you're rushing for specific tiers of magic. And, thus, when I was comparing the cost and build time of upgrading your magic guild to upgrading/ building a creature dwelling, I was saying the benefits of both should be comparable.
Ultimately, in an RNG magic system, the "Might" investment is more consistent, since you know exactly what you're getting for your investment when you build a creature dwelling, while the "Magic" investment is a bit more chaotic (and still is even if magic was researched instead of randomly generated, thanks to how Heroes games generate skills... except in H6, but the weakest part of that game is how it removed as much variance as it did), but investing in both of them should still improve your army. Thus, the spells generated need to be at least partially usable, even if it's just one or two at each mage guild level. It's Heroes of Might and Magic, after all, both aspects should still be usable for your heroes even if they're focusing on one over the other. 
I was putting things into context, because the leading reason why people complain about RNG is that they don't like what they get. But sure, let's leave that aside and stay focused on what you've said, that they should be comparable. I disagree, they shouldn't, and most of the time they aren't. And to point again where part of my disagreement stems from (which you could have addressed, but didn't), please answer the question about how getting Slow / Force Field / Antimagic is comparable to upgrading footmen. What's the common denominator for comparison here? How do you do that? Spoilers: you can't. Not in absolute terms or with accuracy.
But, in relative terms you can at least anticipate usefulness, so I can see that angle. And here I agree, because obviously there has to be an advantage to gain so that it's worth considering, just that it heavily depends on circumstances. But then, how is this all connected to RNG again? Let's go back to see exactly you said:
Gnomes2169 said: Spending the same resources on a mage guild shouldn't randomly roll you a gaggle of worthless spells and leave you feeling like you wasted your time and resources that could have been spent upgrading your creatures.
And with this I definitely disagree, which is why I said: "It's not an automatic failure if you didn't get what you wanted, it's still the correct decision to go for it, and hindsight doesn't make it incorrect." Because, one, spells shouldn't be worthless (otherwise it's a design problem), two, the player has to understand the opportunity cost compared to building something else, then weigh the odds, assess risk-reward and finally make a judgment call (and failure to do that is skill issue), and three, if chances were good but the roll was bad, then it was still the correct decision to go for it (just unlucky, part of the game of odds). None of these cases reflect poorly on RNG as a mechanism, so the scenario you described is not one where RNG is to blame.
The other part about a town without the 7th tier, well, I don't share those views either. But addressing that is not the point of this thread, so I won't go there.
Anyway, we agree on some things and that's just normal, but there are too many nuances lets say where our respective views diverge. And that's fine, just as long as there's more clarity to where we're coming from, it's good exercise.
____________
Guide to a Great Heroes Game
The Young Traveler
|
|
Oddball13579

 
    
Supreme Hero
Grandmaster of the Hunt
|
posted August 30, 2025 12:43 AM |
|
|
I have to say I really do not like the idea of researching spells this way. If I can just pick the most OP spells and never touch the other spells, why even put them into the game? This is just like giving a Heroes 3 player the ability to pick Resurrection, DD, Town Portal, Slow, Haste, Chain Lightning (I know these spells are not in Olden Era as they are, but I am just using HoMM 3 spells as an example) and other hugely impactful spells right out of the gate with no repercussions aside from the cost and the once a day limit.
However on large maps, resources become trivial and you can snowball extremely quickly with this system. The cost does not matter if you are sitting on hundreds of resources and most of your towns are maxed out. Now granted I do not know how the full system works, but if each town can build an Observatory then that means each town can purchase a spell once a day. Now if this requires a hero to visit to be able to use it that makes a bit more sense. But it is also easily circumvented if I can just buy the Olden Era version of Town Portal and jump around to my towns to learn all the OP spells.
Now if if the once a day use is universal I think it is... alright. It's not great, but it is at least better.
I will admit it is a very interesting idea. However, I do feel that it gives a bit too much control into the hands of the player. It is a bit too precise. Some other people have commented on the idea to only be able to purchase a random spell based on the level. This adds a risk-reward system. Do you gamble the resources and potentially get a very good spell? Or do you waste the resources and get a super niche spell that is useless to you? To me this idea seems a much better alternative.
That said I do like how HotA added spell research. Although I am not blind to the fact that it is highly exploitable. That said it is a fun addition and I do enjoy it.
Gnomes2169 said: I enjoy both approaches, though in the case of the H3 system it requires a lot more work to ensure that all the spells have at least niche usability in every situation. Low-rolling into spells that won't have any use (like getting Protection from Water in a matchup vs H3 Inferno)
Forgive me, I may be wrong here. But I was under the impression that HotA edits the spell tables and adjusts the weighting depending on what towns are on the map. So in your example, detecting that there is an Inferno town, Protection from Water would be a low to nil draw. This is how I thought it functioned. That way you are less likely to get a bad spell that is useless against your current matchup. If I am wrong please feel free to correct me.
>>>>>>:AUTHOR'S NOTE TO GNOMES: I wrote all the below out before scrolling down further to see the post Stevie made and the response you made clarifying your statements along with your more in-depth explanation. With that, I was typing for a long time and I didn't want to delete all this, so I am leaving it here in case whatever I said sparks more conversations or a different discussion. Feel free to ignore all this Gnomes. I understand what you are saying now.<<<<<<:END NOTE:
Gnomes2169 said: Because of that cost, there needs to be some meticulous designing of spells in an RNG system... or things just need to be so generic that it doesn't matter what you roll into. Scaling up your magic should be comparable to scaling up your army, and when you build or upgrade a creature dwelling you know what you're getting. Spending the same resources on a mage guild shouldn't randomly roll you a gaggle of worthless spells and leave you feeling like you wasted your time and resources that could have been spent upgrading your creatures.
Sorry Gnomey, I have to disagree with you here. I have always been of the opinion that most of the spells in HoMM 3 were well tuned. There are no useless spells, just bad matchups. Every spell has a situation where it is useful, now if that situation ever comes up is up to RNGesus.
But the element of RNG does force you to shift and change your tactics. If not, the gameplay would become stale. Frustrating as it is to get what many would consider sub-optimal spells, it does make you have to shift and rethink. Which is a strategy element that I do enjoy very much. You are right that the wasted resources are a loss, and time was wasted not upgrading creatures. But that is all part of the game. The risk-reward. Do I do this or do I do that?
I do agree that scaling your army or magic should be equal. But there is definitely a certain charm in having your magic hero ramrodded into being a might hero. Or a might hero forced to become a magic hero. After all, skills gained on level up are random and sometimes you just get dealt a really poopy hand. Not too mention that magic heroes often start with a spell as their specialty. Adelaide my beloved, can decimate with just Frost Ring if you get shafted with other spells.
Of course this is all about HoMM 3. I can't really speak for Olden Era yet as I have not played it. But I do think the RNG system is more fun and adds more depth to the gameplay. But we will have to wait and see how it all unfolds when it hits Early Access. The spells are either really good and therefore worth their cost, or there are just gonna be spells that are never bought because they are sucky.
Gnomes2169 said: (Also, since bringing up H3's system implies this, the idea that different towns have lower or higher maximum levels of mage guilds despite giving every town a might AND a magic hero is... definitely something that needs to die with H3 and stay dead. The claim that Fortress was "Just a faction that was more focused on might, so it only got level 3 mage guilds" is like saying that Tower shouldn't have a tier 7 creature and doesn't get a tier 6 upgrade because "It's a magic focused town, so it shouldn't have all the might features!" The disparity was needless, and just needlessly nerfed entire playstyles for certain factions, making magic heroes somewhat of a trap in specific factions despite offering them anyway.)
Again I must disagree with you dear Gnomes.
I really enjoyed this system because it made each faction unique and flavourful. Each faction has a specific design philosophy and adheres to that very well. They all play differently, all function differently, all have their strengths and weaknesses. This is a good thing.
Without it, all the factions would have no unique identity. The gameplay would just be monotonous and boring. Monotony is the death knell of any video game. If Conflux and Stronghold played the same, or if Necropolis and Rampart played the same, not only would it be incredibly boring, it would erode their unique identities. Identities that we all love and adore.
Granted, HoMM 3 is old, and the complexity of the game can only go so far compared to current modern day games. But it is still there. And it shouldn't be ignored or removed because it is an important game element.
The design differences encourage different forms of playstyles. No one said you can't take a magic hero when playing as Fortress. Just don't go expecting said hero to be on the same level as a hero from Tower or Conflux. There is nothing that bars this hero from learning spells from other captured towns later on. The playstyle is flexible, but still adheres to specific faction identities that you have to think about what you want to do. Fortress should not play the same as Tower. If they did, what would be the point of even having differing factions with different playstyles? If all the factions played the same, with the same stats, same weighting, same bonuses, same abilities, why bother with making such a diverse and unique roster? You'd be better off just making 2 factions. Generic Good and Generic Evil.
What Fortress lacks in magic, it makes up for in defense. Nothing says you can't play magic with Fortress. But choosing magic for the very obvious defense oriented faction and being sad that your magic is lacking when compared to the other magic focused factions is a very odd gripe to have. If anything you should be prioritizing defensive magic that bolsters the defenses of your army. You are not going to be casting Lightning Bolt that decimates the enemy any time soon. But you can make your already tanky creatures even tankier to the point they could shrug off a magical nuke.
You disparage the HoMM 3 factions and the design, but Olden Era draws from the exact same design philosophy. Factions that are you incredibly excited about. And celebrating the uniqueness.
All the factions have a very defined, set, and unique design behind them. Hive is incredibly offensive focused and Schism is very heavy on range and ability usage. This encourages differing playstyles and approaches to combat. The only difference from HoMM 3 is that Olden Era leaps into the deep end of faction identity. Each faction displays a uniqueness that the factions of HoMM 3 can only dream of obtaining. No one that plays StarCraft 2 complains that Terran, Protoss, and Zerg all play differently despite they all have similar units that preform the same roles.
____________
"Just slide her down a bit farther. I could wear her like a hat." - Gnomes
|
|
|
|