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Thread: Thousand dollar question: Cash or EXP? | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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diablo-jr
Adventuring Hero
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posted October 03, 2006 07:04 PM |
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thank you for setting me straight I never said I was good at math.but if you were to add the gold piles that can't be converted into exp would my formula work?just a thought.but again thank you for showing my mistake I will change my pattern to go along with your math.
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good hunting
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TemjinGold
Known Hero
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posted October 03, 2006 07:09 PM |
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Adding the gold piles shouldn't change anything because you'd add the same amount to both equations.
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TemjinGold
Known Hero
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posted October 03, 2006 07:15 PM |
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Quote: That's an easy one.
All gold onto a Normal sized map for a month or so. Then you take in the rest Experience boosters for leveling up further and faster your initial Hero(Invading one that is). First month, building up all dwellings in Capital City.
On a Big map go for your Capitol making a.s.a.p. that will generate 4,000 GP every day. Take all(no matter the size)Chests as bonus Experience on top of the experience gained of the Battlefield along the way. So building your dwelling will be really fast on the second and third week of the very first month.
On a Very Big map, you will need at least four heroes with armies at the very first week of the game. Go for GP, for at least two chests for each hero in the field, then all Experience for all other chests found/won over. Result: Four Heroes fully battle ready by week 3 of Month 1 and, a Treasury Chest full to the top every next week. By end of Month 2, one of your four heroes is already knocking down Castle gates of the nearest opponent.
If you do that, you'll end up with 4 mediocre heroes with no troops to go around. Rushing to capitol means you'll be behind in troop development AND you won't be able to creep as fast since you can't afford creatures. If you start taking mostly exp out of chests, that makes the problem worse. You won't be higher level than your opponent; you'll actually be LOWER level because while you're gaining a level or two from chests (and then twiddling your thumbs because you have no troops to fight with), your opponent will be clearing bigger and bigger stacks of creeps with troops and generally opening up the map at a much faster pace than you are. This in turn means faster expansion and faster economy growth. This is similar to why good RTS players always get a HUGE number of worker units.
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Tunaria
Tavern Dweller
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posted October 03, 2006 10:09 PM |
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You should only choose exp from chest on the first levels.
The exp gained from battles should be sufficient, if you know how to use your creatures.
Besides, you'll need a crapload of chest to gain a level in the late game. If you count how much gold you've tossed away to gain one level, then you'll see that it's not worth it.
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DragonLord3000
Known Hero
Romanian flamethrower
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posted October 04, 2006 10:08 PM |
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getting the money is far better than the experience!
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hot peppers are an ilusion.they do not exist.
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godlyatheist
Adventuring Hero
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posted October 04, 2006 10:56 PM |
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you want to take exp up to level 5 or whatever level it is when you can't level up instantly with 1500 exp+some little fight. When you start off with 40000 gold, you will run out of money after building and buying two weeks worth of creature. So take gold after the 1st week is my advice.
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nocaplato
Adventuring Hero
Lover of Ancient Philosophy
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posted October 05, 2006 03:41 AM |
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The XP is increasingly useless for your main hero as you go further in level. Once you've hit level 15-ish the curve becomes so steep that the xp is a waste. As an alternate, all the critters building up along the way will almost always give you more xp than the chests, except in the case of the smaller level one stacks.
As an alternate, I prefer to use the chests for xp only during the first several levels, or to try to hit an early needed skill. That takes pressure off the army by increasing the power of the hero, and lets me successfully creep with the smaller army, and save my money for builds (especially the economy builds).
Then, after my main hero has hit a respectable power level and skill assortment, the chests can be used for one of two things:
1) Gold, gold and more gold.
2) I also like to save up the chests to build a second, defensive hero.
Defensive heroes don't need to be the powerhouses your main one is thanks to the castle. Hitting level 10 isn't too hard if you feed the defending hero some easy battles and a few chests and the dolman's and what not.
I know the common wisdom says to focus on just one hero, but I disagree entirely. Time is too important to squander the days and weeks of your main thrust by chasing down the odd pile of gold or gems. Instead, you need a sweeper-type hero. Someone fast and capable enough to handle the monster battles without loosing troops, and thereby freeing your lead hero the time to take the real battles and for effective positioning.
Defensive heroes should focus on a few nifty skills that enhance their role (there are many possible combinations and skills, here are a few I really like):
1) Logistics... So they can respond to enemy advances, sweep up stray goodies and transport troops from distant towns (not accesible through summoning.
2) War Machines and Ballistics (I can't stand the computer controlling my towers... stop attacking the stupid frickin' ghosts!!!!)
3) Leadership with Estates and Recruitment. The moral boost is certainly nice, but the added troop growth and money are great daily bonuses, helpful no matter if you get attacked or not.
4) Defense is a good one too, along with all three of the main secondaries, though I prefer Evasion and Protection over Vitality here for increasing survivability.
5) For Magic Focused heroes you have to make some tough decisions and probably eliminate one or more of the above skills:
A) Enlightentment and Scholarship so you can shuttle spells back and forth to your main hero as your mage's guild catches up, especially if you're lucky enough to get it in the early or early-mid game
B) A magic skill that matches your main hero's, or consider taking Sorcery and Magic Insight. Magic is always a great way to increase survivability when you have a weaker army but the advantage of castle walls, especially Light and Dark. Destruction is great for taking out specific threats (archers/fliers/war machines). Summoning is also useful for Raise Dead, Summon Elementals and Phantom Forces spells which all enhance your forces. Coupled with the scholarship skill it's a win-win.
Only choose one major magic skill for the defending hero.
The key to a good defender is focused expertise in one or two main areas. You're simply not going to train the perfect defender unless he faces some serious defensive battles.
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Er... that's what I like to do with the extra chests.
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Dingo
Responsible
Legendary Hero
God of Dark SPAM
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posted January 15, 2007 09:49 AM |
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CA$H
Always.
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The Above Post/Thread/Idea Is CopyRighted by, The Dingo Corp.
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TheDeath
Responsible
Undefeatable Hero
with serious business
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posted January 15, 2007 04:10 PM |
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Edited by TheDeath at 16:11, 15 Jan 2007.
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Quote: Capitol or not, you won't have enough cash.
Cash ain't a problem, problem are other resources.
Quote: You NEED an extra source of cash to recruit most of your creatures AND build your town.
Actually if you want to build every day, yes you'll need gold. But anyway you'll run out of resources of other kind, unless you're lucky of great piles.. but remember there are also gold piles, so... do the math for the gold, then for the other resources. From my experience, I almost never had problems with Gold, except when I want to build the Capitol as fast as possible (believe it or not, it's better than creeping 3 days faster, 'cause every day you avoid the Capitol you LOSE 2000 gold, much more than those chests, don't you agree?). Do the math: you'll run out of gold, but in reality it won't happen too often (except for factions like Academy or Inferno, where everything is so expensive in gold). That's because, you'll run OUT OF RESOURCES first, and wait for your damn mines to give you some things...
Quote: If you want level 7 units, you need TONS of chests. The extra 1-2 herolevels will never give you as much advantage as having a 50% bigger army, no matter of the size of the map.
50% bigger army?? What are you talking about? There's just a matter of time. Eventually you WILL have time to recruit your creatures sometime... and that's because you find Dragon Utopias, piles of gold, anything else besides the chests.
So I believe it's more fair if you said "A 50% bigger army 2 weeks earlier", 'cause then you'll tie up, because even if you have 2000000 gold, you CAN'T hire creatures, 'cause you don't have damn growth (by the way, I hate the growth, we should be able to place multiple dwellings of the same type to increase growth sincerely the "limited" growth allows for limited freedom, and is a stupid system IMHO).
From my experience, I played on The Land of Outcasts map with 3 of my friends, and I just went through 3 Utopias already, the fourth one was acquired by another player.. you know what? I have more gold than I'd like.. at the beginning of the week (it's week 7 or 8 I think), I hire all my creatures, and I still have around 10000 gold remaining.. Guess what I'll do at the next days? Nothing, the gold will INCREASE, so I practically have more gold than necessary (I also have a Gold mine).
Oh and yeah, Blackies & Emeralds are possible to get at a FFA (Free For ALL) game.. Rushes just don't work here, imagine you rush player 2, player 2 rushes 3, 3 rushes 4, 4 rushes... YOU.. what have you achieved?? You can't simply attack 1 player, you must take into consideration other players as well. Plus if you attack some player, and lose sieging him (flee), he can just wait to recruit blackies, the war isn't over, just the battle ;P
If you refer to playing a 4 player map with only 2 slots, then by all means it's imbalanced, it wasn't designed to work that way.. Rushes are, for me, a non-strategical point of view.
Quote: I always thought this is obvious.
Well actually it's important to take gold, but it's also important to make the choice by selecting experience when you have to. I partly agree with you that gold is important, but you over-exaggerate with chests -- gold won't give you more growth, and chests won't give you so much.. Nor will chests give you so much XP as others exaggerate.. in fact, chests are just not so "important" as you say, either if it's for gold or exp.
Quote: You need exp from chests only to get a crucial skill very fast
Quote: or for a rushing hero if you plan to end the game quickly.
And be defeated by the opponent when you siege him (siege is a definite advantage), and he won't attack you back, he doesn't want to end the game quickly
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GenieLord
Honorable
Legendary Hero
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posted January 15, 2007 04:21 PM |
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In the beginning of the game, when there's a lot of money and you just need to make your hero stronger, take exp.
When your hero is strong, a little bit exp won't help him a lot, and you need instant money, take gold.
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TheDeath
Responsible
Undefeatable Hero
with serious business
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posted January 15, 2007 04:25 PM |
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It's better to adapt to the situation.
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yasmiel
Supreme Hero
Former Chessmaster
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posted January 15, 2007 07:04 PM |
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Theres no question for me... in heroes 2,3,5 i will always pick GOLD.
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Darkeye
Promising
Famous Hero
of the Deep
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posted January 15, 2007 08:13 PM |
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In the Sylvan campaign you get some pretty interesting customized chests giving the choice of values like 6000 Gold or 5000 XP. Since monay isn't very imprtant there, it's better to get the XP.
Though normally I almost go for gold; making the 1500 (esp with bonus like enlightment or artifacts) sometimes go to XP
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted January 15, 2007 08:36 PM |
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I'm not going to argue with you, TheDeath You do whatever you want. All i wanted to say is that if you said that to some good tourney players they would laugh in your face. There are some rules in high-level gaming that are obvious.
And FFA games and maps with 38750248270 utopias obviously don't count when considering normal 1v1 game on normal, non-ultra rich map (perhaps random generated). There is never enough gold in the game. If you end up having too much gold, spend it on artifacts at merchants or use it to develop another city. Or, on map packed with tons of utopias, just get diplomacy. You'll end up with excessively huge army, one at your main hero and the recruited/coming from another town on your secondary, so you can defend your castle with the backup one AND keep doing the black work at the enemy's territory with the main one. There are many possibilities. Taking exp and wasting cash is the worst. Believe me
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theluCas
Adventuring Hero
thiNk
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posted January 15, 2007 09:24 PM |
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It depends on situation, on strategy. If i had two gold mines, always experience, if i was haven, money, if I was spellcaster, exp and so on. There is not definite verdict. U have to thing out, what will help you more vs your opponent.
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JenJen
Tavern Dweller
hello :P
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posted January 16, 2007 06:09 PM |
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Theres a pretty mixed response to this huh im using haven and coz of training, i'd need all the cash i can get right? but say that sylvan is what im playing, do i still need to stick with cash as you online tourney pros are suggesting?
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted January 16, 2007 06:31 PM |
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As Dingo said: take CASH. Always
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JenJen
Tavern Dweller
hello :P
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posted January 16, 2007 06:38 PM |
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Do i still CA$H if i know that my hero will level up with the exp, and that a big fight is imminent?
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted January 16, 2007 06:40 PM |
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Well, general exception is: if you need some kind of skill badly (tent for deleb, skeleton archers for necromancers) you may waste 2-3 chests to get it.
Second exception: when rushing of course. If a chest lies on your path, obviously take exp since you're aiming for ending the game soon.
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JenJen
Tavern Dweller
hello :P
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posted January 16, 2007 06:43 PM |
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got it.
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