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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Adventure Spells
Thread: Adventure Spells This thread is 3 pages long: 1 2 3 · «PREV
alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 22, 2006 10:21 AM

Sorry to say, but I think your replys are totally lacking any aknowledgement of actually reading what we (me + Fuzzier + others) are saying.

First of all, the ballancing issue is solved because it's no longer skill dependant but level dependant.

Second, yes, it can be solved by running back and forth with secondary Heroes, but obviously, that going to give a huge amount of tedious micromanagement that'll be devastating for gameplay.

Third, yes, it can be solved with Teleporters and Border Gates, but that solution is not fool proof - for instance, you can cheat your way past Border Gates with Instant Travel!

And why make it any more difficult than it has to be? A major part of the gamers want to have this feature in the game - why not give us the option? As I say, it's not like we want to force you to have it, the perfect solution would be to make it optional!

There ... I'm running out of text emphasizing features, and sorry if I'm being rude. But at least aknowledge our point, it'll harm no-one to include the option.

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OOPMan
OOPMan


Adventuring Hero
posted June 22, 2006 12:02 PM

Hehehehe, I can just see the arguments in multi-player though...

Player 1: "Classic" TP is for n00bs
Player 2: I don't play with unless I play "Old Skool"

Cue huge verbal fight over what options to set in the MP session...


I think a fixed version of classic TP would be useful. Maybe something presenting mana scaling based on Town Distance...

I don't think DD should be changed much though. Maybe increase it's range a little, or make it 1 use per day but with 1 screens worth of range.

I am aware that building secondary heroes up is not a realistic solution. Also, town defence in H5 has been nerfed a lot, so leaving a low-level hero in town with a large garrison isn't so much of an option anymore.

Things aren't perfect, no, but at least they're no completely broken, as they once were.

Perhaps a change to Summon Creatures would be best? Something that would allow one to Summon Creatures from any town, but with an increase in mana cost based on town distance?
____________
It's all fun and games, until someone loses an eye...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 22, 2006 12:47 PM

I always say, make possibilities rather than restrictions. I can follow you on your thought with the multiplayer thing, but seriously, it should be possible for gamers to find a partner that want the same game style as they do.

Town Portal could be dependant on Spellpower or Knowledge or mana cost could depend on distance - the latter is not a bad idea. Or you could have base cost for closest town, double cost for next-to-closest, tripple cost for third-to-closest and so forth. Of course, there's a catch with the mana regeneration from mage guild, which I think is instant in the new game, and in any case, you have to stay in town because you use 100 % movement. Still, it would set a limit as to which towns you'd be able to reach.

About Dimension Door, I never really cared much for it, and always disabled it in WOG. However, it's kinda ridiculous to have a spell like Instant Travel that does all the BAD things of Dimension Door, but not any of the good ones.

And remember, I only wanted these spells to be available in late game. One model is like this:



(You'll find more about this revised magical system in this post on the Alter Of Wishes)

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Shauku83
Shauku83


Promising
Famous Hero
posted June 22, 2006 12:57 PM

I want to add, that I think that devs wanted to move away from the One Superhero design, to a many good Heroes design. That is why there are less places for artifacts to equip by one hero. And that is why Town Portal was nerfed - that One hero couldn't control the entire map.

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OOPMan
OOPMan


Adventuring Hero
posted June 22, 2006 01:02 PM

Basing a modified TP off any stats would be a bad idea though.

H5 seems to have a somewhat lopsided stat model, with certain Heroe classes recieving very mininmal boosts to stats w/o artifacts.

This would make a TP based on stats like Knowledge or Spellpower horribly unbalanced in favour of certain Heroe classes.

I think distance would be a better basis for spell costing...
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It's all fun and games, until someone loses an eye...

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 22, 2006 01:45 PM

I agree on the latter, OOPman. Some relation between distance and mana cost would be fair.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 22, 2006 01:49 PM
Edited by Gus at 13:50, 22 Jun 2006.

Quote:
Sorry to say, but I think your replys are totally lacking any aknowledgement of actually reading what we (me + Fuzzier + others) are saying.

Think what you will. I won't discuss with someone who:
- starts by saying he's right but that i don't want to acknowledge this
- Abuses somewhat of bolding in an attempt to make a point.
____________
If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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Fuzzier
Fuzzier


Adventuring Hero
posted June 22, 2006 02:10 PM

We all concern about balance, but nerfing doesn't always settle things down.
First, in H3, the unfairness arises from one player with Expert Wisdom and Expert Earth gets a TP or DD while another doesn't.
But in H5, the situation has changed completely, VERY player will get the spell eventually, not by stacking Mage Guilds, but by leveling. And this ALONG eliminates the unfairness as someone claimed.
Second, nerfing doesn't always make things right. Current TP or DD can be exploit given careless map design --- certain towns can be placed for better utilizing TT while others not, certain terrains for DD, and it's very unlikely that every player has equal opportunity to access these towns or terrains, thus make the spells game-defining. And now I feel no need to use these spells to win a game, and I lose a game not because I don't use them. And I think most people feel the same. But I don't refuse the possibility that future maps will encourage people to use these spells.
Finally, what we need is an option, not an enforcement. The map makers should have the ultimate right do allow or nerf or disallow to suit their map designs.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 22, 2006 02:32 PM

Quote:
Quote:
Sorry to say, but I think your replys are totally lacking any aknowledgement of actually reading what we (me + Fuzzier + others) are saying.

Think what you will. I won't discuss with someone who:
- starts by saying he's right but that i don't want to acknowledge this.



...

My point was, there is no "right" or "wrong" in this discussion.

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diplomacy4you
diplomacy4you

Tavern Dweller
posted March 17, 2007 07:57 PM

Instant Travel needs improvement

Instant travel is almost a worthless spell, it costs half of your movement points to move only a few squares.  It should at least be effective enough to allow a powerful hero move further than they have movement points for.

However, I guess it is useful for jumping cliffs and things like that but I still think it needs improvement.
____________

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Homer171
Homer171


Promising
Supreme Hero
posted March 17, 2007 10:57 PM

I don't wish to see old DD back and personally think Instant Travel is enough as it is. We don't wanna break the game.


That said i would like to see open casual non rated mod games out there. Lots of games have mods now days and H5 could have mod games aswell. Playing online/hotseat or single games whit modifications what changes the basic rules of the game completely would be nice addition.


I liked the system from H3 WoG mod where you can change various things in the game on/off like banning spells or changin advanture objects in the game. If you could also ban or change game skills,heroes,artifacts or even spells for instance what about if Town Portal can actually summon you in town you choose or you could change the moment cost of the spell etc. Also you could add new spells, artifacts... to the game.


I like the game whit stric rules but it would be great sometimes to play this other world where everything is possible and customizable.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted March 18, 2007 01:19 PM

Actually, such mods are great, but it's the worst what can happen to an online game. No rules. Everybody wants his own rules - say, in WoG players that play wizard castle will love to turn the sorcery boosters on, and might players will want to turn them off. In the end they won't play unless someone accepts the other person's settings anyway.

So why not to make it fair and use global, unmodded settings for everyone?

That's why i think mods are good only for single player games.

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Istari
Istari


Known Hero
Truth Teller, ToH
posted March 20, 2007 08:05 PM

I would love to see exactly hom many days it takes to get to a location.  When you mark a distant location it just says 3+ days travel.  If I knew the exact number I could determine which town  would be portaled to using town portal.
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Opinions are immunity to being told you're wrong.

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nurul
nurul


Disgraceful
Adventuring Hero
posted April 21, 2008 04:01 AM

Instant travel is not a decent spell, unlike dimension door in H3

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ColdBlast
ColdBlast


Hired Hero
The Frozt master
posted September 30, 2011 03:19 PM

My comment about adventure spells:
1 Vessel of Shallasa
This spell can summon a boat but to difficult prequistries like stand on the shore,and there must a boat.
2 summon creatures
This spell can summon creatures without have come to the town.But each one creatures cost one mana and if your creature you summons is too much, it will consume lots of your mana. And, this spell only work for nearest town.
3 Instant travel
This spell can help you jump over obstacles, like mountains, etc. But it will consume half of your mana.
4 town portal
This skill is useful whwn you get pursued by your enemies. Cast it and POOF! You go back to your town and able to catch a breath. But this spell only worked for the nearest town.
Here is the simple trick when you in two towns and one is closest but the farrest is strongest:
You go near to the your strongest city, then cast it. Then, your able to cast it with out losing any movement points because you have use all of that!

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ColdBlast
ColdBlast


Hired Hero
The Frozt master
posted October 16, 2011 12:43 PM

Uhh... instant travel cannot jumping obstacels that too long!!!

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