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Thread: Opinions - which randomness is good and which bad in HOMM ? | This thread is pages long: 1 2 · «PREV |
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Fauch
Responsible
Undefeatable Hero
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posted August 07, 2011 06:56 PM |
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Edited by Fauch at 21:46, 07 Aug 2011.
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not necessarily in homm.
and I believe you talk about players who are actually really good overall, but you have probably seen many which were very predictable as well and convinced to be good?
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted August 07, 2011 07:07 PM |
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Quote: That is indeed a funny thing to say. Because I knew many good players who were anything but rigid.
What happened to them?
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted August 07, 2011 11:16 PM |
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Quote: I can only post ideas that won't be implemented, but how about this:
- spells available to you at the next level of Mage Guild are revealed one level sooner. This means with no guild you know what level 1 spells will be. With level 2 guild you know what level 3 spells will be. Then you could make a decision to pay resources for these spells or not.
- rumors at the tavern. "They say the level 5 spell in Sorpigal is really Mirror Image."
Well, this would at least spare players the time and disappointment
Quote: I would like to select heroes from any faction, not just my own.
That would also be interesting to see, assuming none of them is Wyngaal tier of course
Quote: It's been a while since I played Heroes 3, but in 2 the results are indeed identical, as long as you move exactly the same. Reloading won't help you unless it's to try a different tactic.
Heroes 2 isn't bad actually on that matter! It's heroes 5 that wen't overboard with the randomness In H2/H3 luck wasn't exactly double damage and iirc the chances of the effect triggering maxed out at 30%. Morale could be pretty game breaking if all your army got it though
Quote: The good thing about being offered random skills was exactly not rolling the dice, but picking your skills so that you maximized your chances to get what you want.
This can also be implemented. Roll two or three times for higher priority skills or make a simple formula (Excel will do) to do that for you
It's not silly. I don't think anyone would bother with this, but if randomness was that important to me, I'd actually try to implement it that way in single player. Maybe that's just me I can be quite dedicated to the games I like.
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MattII
Legendary Hero
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posted August 07, 2011 11:18 PM |
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Quote: If you can refuse, then all in the end will have same skills which proved being best. If you always have same abilities and powers, what's the point in re-playing the game?
But you won't all have the same skills, because between level-up chances and Witch Huts you may still not get the skill you were really after, but at least you wouldn't have to suffer through the Eagle Eye/Scholar decision, and knowing you're going to lose either way.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 08, 2011 08:45 AM |
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Quote: This can also be implemented. Roll two or three times for higher priority skills or make a simple formula (Excel will do) to do that for you
It's not silly. I don't think anyone would bother with this, but if randomness was that important to me, I'd actually try to implement it that way in single player. Maybe that's just me I can be quite dedicated to the games I like.
You just don't get it, do you?
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What will happen now?
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Crayfish
Known Hero
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posted August 08, 2011 10:06 AM |
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Edited by Crayfish at 10:07, 08 Aug 2011.
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Surprisingly few people have any intuitive grasp of statistics and probabilistic thinking whatsoever.
Something of a drawback as every single part of human experience and decision making is inherently probabilistic in nature. I thought evolution might have fixed this one by now.
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted August 08, 2011 10:16 AM |
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Dude, I've still got my coccyx.
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted August 08, 2011 10:37 AM |
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Quote: Surprisingly few people have any intuitive grasp of statistics and probabilistic thinking whatsoever.
Don't worry, got my "A" mark on probabilistic @ college I know what Alci is referring to, however, I still think that a player, if determined to have what he wants, should seek alternate answers if the company releasing his favorite game made a change.
Hence, mods, or even limited rule change like that self-randomness imposing
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 08, 2011 11:01 AM |
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It's fine that you prefer free choice, that's a perfectly valid oppinion. But please don't equate what I say about my preferences with rolling a dice, because that's not at all what it's about, and you should be smart enough to understand that.
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted August 08, 2011 11:03 AM |
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Wasn't trying to imply anything other than a possible solution for those who really like randomness. I did things like that once (emulating past rules) once the newest game failed my expectations
Guess that makes me a big nerd
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 08, 2011 01:28 PM |
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Yeah.
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Nocturnal
Promising
Supreme Hero
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posted August 08, 2011 06:49 PM |
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I see randomness as a bad thing in a strategy game, if that randomness has the ability to decide your advancing.
Bad :
-Random skill choices as you upgrade. Nothing is needed to say about this I think That's one of the biggest problems H6 has fixed.
-If you want to become a master in Dark magic but your magic guilt in the castle doesn't have them, you will have to choose another school. So I think you should be able to buy any magic you want in the magic guilt.
-In H5, the randomness of the Runes you will see in your town was frustrating. I once even had a Stronghold hero in the "Good Old Duel" tourney, who didn't have Exorcism, Etherealness, Thunderclap or Battle rage, but had the other runes of the each level.
-I hated how magic resistence worked in H5. I had battles where it never triggered with expert luck. It's being in the "Luck" tree was ridiculous alone. I would prefer your resistence going up with "defense" stat upto a maximum of %90 resistence.
The only "good" randomness I see are random weeks, luck/morale and tavern heroes.
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Fauch
Responsible
Undefeatable Hero
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posted August 08, 2011 08:16 PM |
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Quote: - spells available to you at the next level of Mage Guild are revealed one level sooner. This means with no guild you know what level 1 spells will be. With level 2 guild you know what level 3 spells will be. Then you could make a decision to pay resources for these spells or not.
sounds good
Quote: Skills: Yes to randomness in skills, no to randomness in perks.
it could be good actually, you can make some heroes classes more specialized in some skills by playing with probability. remove the randomness, and a demonlord could easily pick light magic for example. or you could ban it for the demonlord, and it would reduce the number of their options. whereas in H5 it is hard to get, but it is possible.
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