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Heroes Community > Library of Enlightenment > Thread: Heroes 3...Is it luck?
Thread: Heroes 3...Is it luck? This thread is 2 pages long: 1 2 · «PREV
Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted October 08, 2006 02:18 PM

I say slightly more but the skillful players do tend to make the amatuers fold the best hands
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Dreaming of a Better World

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Maximus
Maximus


Famous Hero
Bronzed God
posted October 08, 2006 02:57 PM

Quote:
Poker is so much more luck than h3.


totally incorrect.
this is because you play only the cards. poker is about playing the "player". that is why u can win hands with nothing.

h3 is alot of luck, it was designed that way. but 130% is bad lvl to play at, and ppl dont loke 200%. 160% is by far better i think on all random games.

jebus, sorry to say, bad rmg unless you just want a fun casual game, which most ppl do want, and is also ez for non random players to play, since there is very little skill involved in the scouting/building process.

randoms should be about exploration and strategising, this is only possible when u have many zones to enjoy. block templates like jebus lacks any real strategy or skill, any1 can crash gaurds and romp into middle it just depends who is luckiest to get cons/hives etc and where they are placed in start zone.

these block templates imo ruined the random game, and now its all ppl know, ask some1 what original template they like, and u prob get response like "uh 3do, i thought they was bankrupt" lol

h3 multi gameplay has been moulded by its maps, same way open maps gave way to closed maps, ppl like security and no rush games. its not really how game was supposed to be played.

ppl prefer to hide in safety behind big blocks and build huge superheros, this is the game you guys have made it into, i dont see the point of complaining about luck now :/

sometimes you lose bad to luck, sometimes you just play bad....


maybe every1 should play no rules games and just take all luck as it comes :0

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bjorn190
bjorn190


Responsible
Supreme Hero
Jebus maker
posted October 08, 2006 03:57 PM

Very interesting post. Being an original random player, I sort of miss the thrill of starting with a scouting  hero and finding an evil eye dwelling. But times change.

When rmg hit the games were sort of dominated by fixed maps, but rmg allowed the randoms to take it all over. Jebus was forged in the fires of mount noob, not necessarily to make a great template, but to block and hinder the fixed maps of the time by making a random template that had what they had and more. It was a cartopolitical statement in code, and I guess it worked

H3 is sort of passed, and h5 cannot wear its crown. The old crowd has scattered and a new generation of noobs has been handed h5.

Imho what made playing h3 great was that the players HAD to organize themselves to play, which has now been taken over by the game companies, allowing ranked play, which robs the game of the social aspect. Games are now made for antisocial players, isolated and prevented from ever needing to get to know other people, because its all automated.

But now I'm rambling, trying to explain why h3 will never be again. Sure it was partly about luck, partly about skill. The trick is to embrace the % of the win that is luck, and do all u can to excell in the % that is skill

GL & HF every1 !!

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durell
durell


Adventuring Hero
Sub-n00b
posted October 08, 2006 04:04 PM

Quote:


But now I'm rambling, trying to explain why h3 will never be again. Sure it was partly about luck, partly about skill. The trick is to embrace the % of the win that is luck, and do all u can to excell in the % that is skill

GL & HF every1 !!


Well said that man!!
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liophy
liophy


Famous Hero
Bulgarian
posted October 08, 2006 04:12 PM

Quote:
Sure it was partly about luck, partly about skill. The trick is to embrace the % of the win that is luck, and do all u can to excell in the % that is skill


Exactly what i said (in other words)

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Citrus_mind
Citrus_mind

Tavern Dweller
posted April 01, 2007 12:42 PM

I'm having a hard time getting into the random map generators.  Typically there are not many towns and you will most likely grab your ore and wood mines and scout for the rest of your resources... this feels like a very simplified or perhaps different way of playing.  I think a game is more rewarding if you can gather mines for every resource after a week and a half and then get 3 or 4 towns before even seeing your opponent.  Because of the haphazardnous of random maps, the entire strategy is varied.  Has anyone ever offered to build maps as a neutral party for other players?  I mean what I see is probably a tendancy to get pulled into "random map" strategy, which is different than logical maps.  What I mean by logical is enclosed areas containing all resources and blocked by a high level creature.  Wouldn't it be equally challenging to have you and your opponent seperated by a quest guard where you have to reach level 20, and you get 5 towns each.  And also have to complete a few quests within your area to gain the levels necessary to fight each other.  This would require management on a larger scale and would just be a different game then counting paces and measuring out ore rationing.  What do you guys think?  Random maps seem to be totally luck unless you learn the style that sort of map requires.
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