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Heroes Community > Tournament of Honor > Thread: Arena -THE MAP - updates and future changes
Thread: Arena -THE MAP - updates and future changes This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted March 28, 2009 03:18 AM
Edited by Zenithale at 03:23, 28 Mar 2009.

Quote:
knowledge is the worst stat in the game, everybody hates getting knowledge artifacts at the merchant

I'm an alien (I like the knwoledge artifacts)!

Quote:
if we make level 12 max

No no no, I propose 12(+5) instead of 15(+5), so we can reach level 17!

Quote:
academy would become worst for sure, same for magic factions who depend on spellpower and skills to win the battle usually

I'm definitely an alien! IMO low level magic heroes are better than low level might heroes.

Quote:

The knowledge topping up, then unlearning it, maybe can be stopped reducing the amount of money ?

I think we need reduce the amount of money, for sure.
Exemple with the orcs: we can now reach level 20, buy costly artifacts, visit the mentor AND recruit ALL troops except Paokais (which are (very) often left aside to use 2 stacks of earth/sky daughters).

The problem with the reduction of money is: less creatures and so a greater importance of the heroes during the fight... and so we need reduce theirs levels to respect balance.

Quote:
but if the built doesn't play a part, only the moves in the battle field, it becomes like a game of chess though.

Now it's almost the contrary IMO! Build AND moves should play a part in the fights.
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sq79
sq79


Famous Hero
posted March 28, 2009 04:23 AM
Edited by sq79 at 05:03, 28 Mar 2009.

Quote:

I'm definitely an alien! IMO low level magic heroes are better than low level might heroes.


That happens when you're creeping, with low levels and little troops,
Now we're talking about ready troops to the size of week4 or 5.
The same mass r.might can be casted by the might races, while academy would lose the same 3 levels to improve on mini arties by a few more % or health, dungeon would lost out more on the spell power from their enlightment.

I don't think that's an improvement in magic factions at all. Please kindly explain ...

Yes, there's some hopeless matchup which is harder to win, but overall its still balanced in a way. This map has been refined a lot of times before such troop figures and hero levels are out. Will changing all the base creatures, levels, knowledge stuff etc all at once really make it better? I'm afraid it would change the entire balance.

In the duels tourney, creatures size was adjusted upwards because dungeon simply rules there when it was based on 6 level 7s, now elvin up 1 week growth, it becomes too weak.
This balance thing is sensitive really. Do you have the version you have created ? Maybe all the arena players can play test some games to see how it goes.

Its a huge change though you're talking about, not that it won't work, but it takes alot alot of play testing.


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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted March 28, 2009 01:40 PM
Edited by feluniozbunio at 14:00, 28 Mar 2009.

I didnt notice any cookie cutters (right spelling?) builds around. I think it is so because you always adjust your build to opponents faction. I love the way this map was created. You get cash a bunch of possibilities that all cost money and you have to choose how you want to spend your gold.  (feels like playing tabletop game, which is grat. Long, long time ago i even wrote a thread where i described idea very similar to what this map became)

Knowledge artifacts sucks, its good to be able to sell them. With balanced armies higher lvl favour magic heroes, thats obvious(they are spellpower dependad, whereas light/dark isnt)

Theres no need for dramatic changes, balance is quite good atm. I would like to see more things added coz, after so many games (dunno 100 maybe?), it started to get little boring

I would add another tavern to be able to choose another faction hero more often. Add some effects to useless skills. Is there any way of improving war machines? They take so many slots and do so little on the battlefield. maybe add war machines huts??

ps Inferno isnt bad with all the ToTE units


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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted March 28, 2009 05:20 PM

Quote:
I don't think that's an improvement in magic factions at all. Please kindly explain ...

Well, with low level it will be frequent to reach level 12 with a Power/Knowledge of 1, 2 or only 3 with a might hero (it happens even with level 15 or more). So might couldn't cast a lot of mass spells. Moreover the magic heroes can use efficiently skills like Seal of Drakness and Suppress light against a might hero, skills often ignored in high levels.

Quote:
creatures size was adjusted upwards because dungeon simply rules there when it was based on 6 level 7s, now elvin up 1 week growth, it becomes too weak.

I know dungeon problem and I really don't like play with or versus a warlock, just because of his full attack based skillwheel. Dongeon will probably always be a problem if we don't change skillwheel and/or spell.

Quote:
Do you have the version you have created ? Maybe all the arena players can play test some games to see how it goes.

I hope soon. Now I finish an other MOD to improve the unupgraded creatures.

Quote:
it takes alot alot of play testing.

Of course.

Quote:
after so many games ...it started to get little boring

Same for me.
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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted March 28, 2009 07:37 PM

Quote:


I would add another tavern to be able to choose another faction hero more often. Add some effects to useless skills. Is there any way of improving war machines? They take so many slots and do so little on the battlefield. maybe add war machines huts??




Maybe a solution like the logistics one with money for war machines skill? 2500 per mastery level maybe ... Or granting the dragon set artifact with +3 knowledge and war machine initiative for expert war machines, but it might be too much maybe ?
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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted March 28, 2009 09:10 PM

I think the crown might a be pretty good idea. I think war machines atm are so weak it wont be too much (actually its hard to say coz i dont even remember any game anyone using them).

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sq79
sq79


Famous Hero
posted March 28, 2009 10:55 PM

Maybe improve the hp of warmachines to 2000, and defence to 30
So no one will have time to kill that machine ?

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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted March 29, 2009 10:16 AM

I think the problem is the low damage compared to levels invested in them... and in case of big HPs, there's always Cold Death...

I think the best solution for war machines, might be offering Ring of Afinity for a lower price... Dragon Cap, for free would be probably too much, if there is another Dragon artifact in Merchant ( +7 stat points !!! )
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feluniozbunio
feluniozbunio


Promising
Supreme Hero
posted March 29, 2009 12:40 PM
Edited by feluniozbunio at 12:44, 29 Mar 2009.

4 of them being knowledge, i think WM need serious boost , not slight tweaking(as nobody uses them?) Hut could be placed outside starting area so that people dont take WM just to get the crown and sell the skills.

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted March 29, 2009 09:43 PM

If you want test it, here is my new MOD to improve the base creatures for all faction. With it we can play with 3 different creatures for each level.
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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted March 30, 2009 09:36 AM

+7 stats is almost a 2nd Enlighment, War Machines cannot turn into that... but with a cheap ring of afinity it could be good in some situations.

I had another idea that I forgot to mention ... Altering Raise Dead a little, so that it decreases HP only with 10-15% instead of 20. Summoning Magic is actually the worst magic school, and a boost for it would be nice imho ...
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted March 30, 2009 06:46 PM

New version of my MOD (bloodrage bonus improved for the new orc creatures).
I hope you will try it.
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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted April 07, 2009 01:44 PM

You can download a .zip of Replays (games played on the Arena v2, which I will release soon).
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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted April 09, 2009 01:21 PM

Interesting somehow, but seems strange seeing such low level heroes

I have a new idea ... but it will require a lot of work ...

Hero specials, like Vinrael's extra experience should give something in arena also ... like an extra level ...

We'll have to make a list of heroes and the thing to do to make their special matter
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JackFromShadow
JackFromShadow

Tavern Dweller
posted April 22, 2009 07:04 PM

If who saw version RTA 1.4:
http://webfile.ru/3435021
I offer:
1. At the first course, the course of heroes automatically comes to the end, at teleportation in the second lock, occurs automatic autosave.
2. At the third course opponents the automatic machine teleport from boxes (or if very long thought (braked) from a lock court yard) on the central arena. Exits from boxes to close.
For the third day that hero who took levels (the Script is transferred to mark it)
3. As is known, the "meat" increase can counteract shock spells (if them not to cut down) for balance.
The offer to add still quantity of units to armies and to leave spells alone. Certainly to recalculate difficult money, but it is a beautiful way out.
If similar recalculation happens an increase to armies of certain stacks it is necessary to carry out non-uniformly. An increase to stacks of 1-2 levels not strongly (to distribute on force on other levels) (that devils did not take away all mana, and shock shout did not become cheats)

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Jinxer
Jinxer


Legendary Hero
*****
posted April 22, 2009 09:24 PM

How much have you had to drink Jack? Am I the only one that thinks that Jack just wrote a full page of words.. yet said nothing.  Well nothing that made a lick of sense?
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JackFromShadow
JackFromShadow

Tavern Dweller
posted April 22, 2009 10:43 PM

Should be, the English translation by means of the program looks ridiculously, certainly. But thoughts simple: to make an automatic recording of the first course, at the termination of time of the second course an automatic exit on arena, and at last to lower (нивилировать) action of spells "Armageddon" and "words" to increase quantity of units,"Meat" as speak in russia
(All aforesaid concerns version RTA 1.4)

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Jinxer
Jinxer


Legendary Hero
*****
posted April 23, 2009 01:49 AM

Your translator is broken... you still are making NO sense. Sorry mate.
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Towerlord
Towerlord


Promising
Supreme Hero
Hero of Good, Slayer of Evil
posted April 23, 2009 08:36 AM

I understand what he says though, but it requires expert scripter ...

He wants an automatic save performed, right when you start the game, so the setup gets saved, and also he wants the heroes to be automatically teleported in the middle to fight when the 2nd turn ends.

Not very hard to understand recording ~ save , though it's used for music more ... and course ~ turn , if you think of a meal, and foods take turns to come to the table

Also he wants the numbers of the troops(meat) to be increased in order not to be wiped out in two Armageddons
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JackFromShadow
JackFromShadow

Tavern Dweller
posted April 23, 2009 01:19 PM

All is true; thanks, TowerLord.

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