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first impressions and castle (building) suggestion Icon_minitimeby Sir Albe 2024-03-07, 06:57

Poll
Global announcements should be:
Everlasting, 1 for each project.
first impressions and castle (building) suggestion Redbar110%first impressions and castle (building) suggestion Redbar12
 0% [ 0 ]
Temporary, when there is something new to announce.
first impressions and castle (building) suggestion Redbar11100%first impressions and castle (building) suggestion Redbar12
 100% [ 6 ]
Holalala... No idea where the Ultimate artifact is.
first impressions and castle (building) suggestion Redbar110%first impressions and castle (building) suggestion Redbar12
 0% [ 0 ]
Total Votes : 6
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Heroes III: The Succession Wars v0.8.1 Beta

 

 first impressions and castle (building) suggestion

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YhyJasne
Nomad
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YhyJasne


Messages : 99
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Registration Date : 2016-01-21
Location : Poland

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PostSubject: first impressions and castle (building) suggestion   first impressions and castle (building) suggestion Icon_minitime2023-01-02, 02:15

Looking with a fresh eye, my first impression is that mod is really unpleasant and unrewarding to play, because there are couple things that don't simply work with heroes 3 system.

The growth of low level creatures (especially 2-4) is simply too high. building creature buildings is unrewarding as most of the gold at each level of difficulty is spent on level 2-4 creatures, who create most of the early-mid game army. I don't want to spend most of the gold on zombies or boars who make up a strong unit through the whole game. remember ex. 80 zombies were a lot in heroes 2 and in the mod it's like month 1 easy to achieve number.

suggested solution: make castle (the building) give +2 to every creature in growth and citadel +1.
this will create more simplified early-mid game gameplay as the creatures will be easier to buy and player could focus more on both exploring map and building

this will change lategame where in total +3 titans/black dragons every week with full castle build will make advantage to some of the fractions, which is fine imo because it reminds of heroes 2.

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Sir Albe
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Location : Aalborg, Denmark

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PostSubject: Re: first impressions and castle (building) suggestion   first impressions and castle (building) suggestion Icon_minitime2023-01-02, 02:31

Hi YhyJasne and a happy New Year to you Smile

Thanks for your feedback, even though I of course wished you enjoyed the new version a bit more. I understand you don't like the balance in the new version, but I believe it was an improvement over v0.8.1. I will post the creature changes in the respective thread soon, Right Here, so that it will be easier to visualize. Your suggestion has been taken into account multiple times, but we are not convinced it will be beneficial. My previous points about this still stand, as you can read Here.


Last edited by Sir Albe on 2023-02-10, 07:19; edited 1 time in total

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YhyJasne
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YhyJasne


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PostSubject: Re: first impressions and castle (building) suggestion   first impressions and castle (building) suggestion Icon_minitime2023-01-02, 04:32

well i thought the whole thing through and there's one fundamental problem. minimal of best creatures growth is 1, which includes titans, black dragons, bone dragons and phoenixes. minimal of second best creatures is 2, which includes cyclops, crusaders, genies and vyverns.
the balance you created includes making them grow +1 and +2 which is 100% growth rate. this is the minimal if we want to take balance of each fraction seriously.
this creates real problem with gameplay which is low level creatures (talking about 2-6lvl) stack infinitely as the player is never going to spend gold (excluding case the map is very very rich) because the capitol gives 3k gold which isnt enough.
you took my suggestion to decrease the gold from capitol from 4k to 3k and didnt reduce the growth of low level creatures.
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YhyJasne
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YhyJasne


Messages : 99
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Registration Date : 2016-01-21
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PostSubject: Re: first impressions and castle (building) suggestion   first impressions and castle (building) suggestion Icon_minitime2023-01-02, 05:08

Also, why did you reduce the resources cost of nearly everything, green tower, mage guild...
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YhyJasne
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YhyJasne


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PostSubject: Re: first impressions and castle (building) suggestion   first impressions and castle (building) suggestion Icon_minitime2023-01-02, 08:28

Sir Albe wrote:
I of course wished you enjoyed the new version a bit more.
of course I would enjoy it if it reminded of h2 more, maybe I didn't like it much because I've played heroes 2 recently and wanted a version that reminds of more heroes 2.5 than heroes 3 with heroes 2 creatures
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number128
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Registration Date : 2017-04-29

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PostSubject: Re: first impressions and castle (building) suggestion   first impressions and castle (building) suggestion Icon_minitime2023-02-09, 08:53

YhyJasne wrote:
Sir Albe wrote:
I of course wished you enjoyed the new version a bit more.
of course I would enjoy it if it reminded of h2 more, maybe I didn't like it much because I've played heroes 2 recently and wanted a version that reminds of more heroes 2.5 than heroes 3 with heroes 2 creatures

I think you're missing the point of this mod. If you want modern but vanila H2 experience, check out fantastic work made by fHeroes2 team.

This mod aims to be something between Heroes2 and Heroes3. You have new cities, heroes, units, many gameplay tweaks. It simply has other purpose. I think mod is fine as it is.

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Orzie
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Orzie


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PostSubject: Re: first impressions and castle (building) suggestion   first impressions and castle (building) suggestion Icon_minitime2023-02-09, 21:21

Yes, it is the new level, a semi-sequel if you will, some kind of a "dream game" we were building for a while. Well, we grew older and our dreams started to change, but that's why we are still around.

Originally (in the times of Mister Kalu) the project was more of an experiment carried out for fun. It had upgrades for all creatures (a big no-no for the Heroes 2 atmosphere), lots of graphics borrowed from other games and was generally a proof of concept, like whole WoG mod was, spiritually and technically. It was, however, absolutely inspiring.

After Kivo and Kegolo joined development, the mod received polishment and got its own distinct design features. The guys obviously operated within certain technical limits, which were much more strict than we have now, but the game indeed had a flavor. I remember that specific atmosphere very well because when I found the project in 2013, I spent weeks playing before actually joining the team.

Those of the team who are still around all remember those times. The topicstarter also hails from those times, older than even myself IIRC.

Can't say the current vision is necessarily better, but I love Heroes 2 and still play it to this day. The mod was rebranded as "Heroes of Might and Magic III: The Succession Wars", because I wanted to move on and create something like a spiritual continuation (plus, a new life for the old classics, that's why the map conversions are here).

The big irony is that the most changes YhyJasne asks for can be done via editing text tables and creating his own local copy of the mod to play (like I'd like to do with removing the Wait button for my copy). But after all these years I came to understanding that the main reason we still get such reviews from the topicstarter might not concern the balance.

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