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Heroes Community > Heroes 7+ Altar of Wishes > Thread: What changes need to be made to make multiplayer viable
Thread: What changes need to be made to make multiplayer viable
tommo
tommo


Hired Hero
Has brains is dangerous.......
posted June 05, 2002 08:47 PM

What changes need to be made to make multiplayer viable

What issues need to be addressed Before Heroes4 becomes a balanced Multiplayer game?
____________

Just tossing out seeds.

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Jenova
Jenova


Famous Hero
posted June 06, 2002 08:15 AM

Just the bug with the duplication of units.
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Lith-Maethor
Lith-Maethor


Honorable
Legendary Hero
paid in Coin and Cleavage
posted June 06, 2002 08:24 AM

yep... that's a must...

without the "clone and teleport" bug fixed, MP is a joke...
____________
You are suffering from delusions of adequacy.

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Immortal
Immortal


Adventuring Hero
Transylvanian Dread Knight
posted June 06, 2002 11:24 AM

Spells with an effect that is not cummulative (song of peace, fear ) should not be possible to cast twice or more per round by the creatures when they are split in more stacks...

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Sir_Elric
Sir_Elric


Responsible
Famous Hero
Having a bad hair day.
posted June 06, 2002 11:34 AM

The old 7 days without a castle and game over otherwise it could be a long long long long long long..........game!
____________
Neverwinter Nights - "City of Melnibone"
Direct connect - ausnwn2.dyndns.org:5121

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Scorpius
Scorpius


Hired Hero
posted June 06, 2002 12:00 PM

--> Fix the Town Portal spell, it is way too strong to cast in combat.

--> Stealth, need to say more?

--> Weaken vampires, 30 attack and defence is ridiculous, combine that with the fact that vamps are already so strong (immune to mind effecting spells, life drain, no retal) and that you can get the mansion quite easily is unbalancing, not to mention gm necro. If vamps get att. and def. of around 23, this should be enough to fix it, and they would still be very strong.

--> No Spell should last the entire combat, it promotes nasty combo's just too much. Make the duration depend on the heroes level, adjusted for spell effectiveness. So a level 10 hero with the expert secondary skill that gives +60% Spell effectiveness could cast a marthyr for 16 turns. Still a lot, but with a maximum. Especially things like casting Marthyr on a Hypnotised enemy is 'a bit' overpowered at the moment.

--> About the splitting of stack of spellcasters: Make the mana depend on the numbers of unit in the stack!

(Fi: Each 5 full mages in stack provide 1 mana, each 2 Genies give 1 mana, and each Faery Dragon gives 2 mana)
This would end the problem, and also would make spell casters be weak in the beginning and be more powerful as numbers accumulate (the numbers now determine both effectiveness and the number of spells you can cast in a combat)
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Lichie_lich
Lichie_lich


Hired Hero
posted June 06, 2002 12:45 PM

More balance on each creature choice!

Some 'less-powerful' creatures like the ogre mages and nagas should have more features to make them last longer. The Ogres should have toughness ability and more defense while the naga should move a bit faster ang again, more defense. Overall some creatures should have some attribute revamp to balance each of the choices.  

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Jenova
Jenova


Famous Hero
posted June 06, 2002 02:10 PM

Not really to do with MP, but units that have been buffed or cursed should have an indicator when the spell wears off just so the player knows without having to right click the unit.
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tommo
tommo


Hired Hero
Has brains is dangerous.......
posted June 06, 2002 02:23 PM

yeah I find it difficult to see what magic is affecting which troops. That was a very good point
____________

Just tossing out seeds.

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Scorpius
Scorpius


Hired Hero
posted June 06, 2002 02:37 PM

True, and perhaps also an indicator how much magic resistance a unit has.

I havent figured out how it works:

I had a hero with 50% resistance by the skill, the cloak that gives all targets +30% magic resistance and the spell Order Ward on by an artifact.
Still a stack of Genies was able to kill the hero with an Ice Bolt, leaving me a bit confused.


There should be something saying:

Magic Resistance: 10%
Against Nature : 60% (because of a Nature Ward fi)

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Jenova
Jenova


Famous Hero
posted June 06, 2002 03:21 PM

Scouting is going to play a big part in MP since human opponents are smarter than the AI. Please make the Obs Towers flaggable.. And at least when you look at the tower for the first time, show the view without the fog. It will make a world of difference in MP. You can easily sneak up on someone, and other players are more likely to do it than the AI.
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tommo
tommo


Hired Hero
Has brains is dangerous.......
posted June 06, 2002 03:27 PM
Edited by alcibiades at 10:21, 09 Dec 2008.

I was thinking that shipyards should work like Lighthouses in H3 (correct me if I am wrong) . Sea travel even with Seamanship takes for ever on XL maps ( I downloaded some from Celestial heavens). I also think they missed out on creature upgrades.



Moderator's note:This topic has been closed, as it refers to an older version of the game. To discuss Heroes 3, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=6]Library Of Enlightenment[/url], to discuss Heroes 4, please go to [url=http://heroescommunity.com/forumdisplay.php3?FID=17]War Room Of Axeoth[/url].
____________

Just tossing out seeds.

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