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kornuletz
Hired Hero
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posted October 17, 2010 12:56 AM |
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Hero Development
So I read that the random element from the skill development is taken out and we get full control over the skills of the hero.
I just don't get how this can possibly work for the better...
Having full control leads to always picking the same in practical terms?
Why? Because:
-Balance will never be perfect, so some skills will be better and picked often, some will be bad and never picked.
-Even if the world is perfect and the skills get to be equally good, personal preference will lead players to pick the same skills each game (because of their playstyle some skills will seem better).
Basically the random element in picking skills meant a dynamically leveled hero, where the player tries to make the best hero with the given choices.
With "full control" you can basically set your hero development in stone before the game even begins. Leads to less choices and repetitiveness.
Discuss.
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Warlord
Famous Hero
Lord of Image Spam
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posted October 17, 2010 02:36 AM |
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It only leads to repetitiveness if YOU keep picking the same thing. Experiment! Who cares if you lose, right? It's all part of the fun!
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odium
Known Hero
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posted October 17, 2010 06:04 AM |
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Actually it's not always the same if the game is balanced. In an ideal world, where things are balanced, there should always be a counter to the counter. So in the end there should not exist a perfect build against a faction. What could happen is to have a build which is safer than others but it should not guarantee the win since there is a counter to it. In any case this idea of safer builds also exists in H5 which is quite random with respect to skills. In conclusion, I would say that eliminating the possibility of getting rubbish skills is OK so long there is a counter to everything.
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MrDragon
Supreme Hero
Eats people with Ketchup
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posted October 17, 2010 09:20 AM |
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1) What Odium said, I don't think I can add much to that, I'll try though.
Counters are for example why many strategy games can afford smaller unit counts without diminishing variability between matches.
Every match you might just need different units, skills, magic, tech etc, to fight your opponent's chosen strategy.
2) Many players (I think) such as me, already try to get a different skill batch when playing older Heroes games.
I try something new every time I play, unless I just feel like facerolling (I get that some times, little ashamed of it) in which case I'll pick the "optimum" choices presented to me that suit one of (many) standard builds.
So if a player wants to be boring, they can be, if they want to mix things up and explore the game's variety, they can do that too.
...So yeah... basically what Warlord said.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted October 17, 2010 12:12 PM |
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Besides the rocks papers and scissors argument you are overlooking the dynamic control it offers on the adventure map - get the counters you want against specific neutrals, control your skill timing(ie get logistics early, leave lategame skills for later), better decide what magic school suits your needs, avoid missing a skill you consider crucial etc. No game is the same, if you repeat the same skills it probably means you are not adapting to the map or your opponent's strategy/faction.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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