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Thread: Multiplayer maps based on DLC Scenarios | |
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Dave_Jame
Promising
Legendary Hero
I'm Faceless, not Brainless.
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posted September 21, 2012 02:44 PM |
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Multiplayer maps based on DLC Scenarios
Ok.. For once I had just about enought of this.
Can anybody please tell who makes those multiplayer maps based on DLC scenarios and campaignes? Cause they are insane, unbalance and under basci curcemstances unplayable.
Heroes VI has three big problems. The AI is bad... The player not only has his brains and autosave, but also his glyrified Dynesty which gives him ub to 5 bonuses in a game. (weapon, 3 traits, Pet). And due to this the AI needs to be boosted boosted by benefits in several way, a bit to much if we compare it to older games.
And now combine this with the half insane setting of new maps. When I first played the mape based on Crag hack's map 2, I wondered whou made a map whith no ore mine in the basic region. This may not be so bad, if you use Dynasty bonuses and play on easy. Did anybody tried to play the map whit No dynasty bonuses and on the hardest mode? No ore equals no gold, no units no progres. you are limited to what you find an are able to trade. But the AI does not suffer from this becaus well he is more or less scripted. So as the result if you want to play on the hardest mode, you need to use your dynasty bonuses, if you want it oe not, otherwise, when you manage to build your first or second Elite creature, the AI rans for your castle (because he sees the whole map) with a champion unit and 2+ weeks of elite production.
This was one mape in the patch. Now I wanted to try out the new patch. And because I'm a MaM VI fan I started the Enroth map in Blackshire and gues what. This map is made in an even wors way. In your startin area, you only have a sawmill and a crystal pit (that much for crystals being rare resources. But again no or mine. And even better the Sawmill is positioned on the most farest pint of your starting area as it can.
To tell the truth I would not even get to it, if I was not using my pet and a DW, because there were almost 8 enemy stacks on the way there. The sawmil itself was guarded by Elites and the solo way there took my secondary hero 3 days.
Only to find it on a map I never played befor took me more then a mounth of game time. I Do not even dare to think what armies my oponents had to have at that time.
I just hope Marzhin doesn't have anything to do whith these maps. just for the reason I would never download any of his work. Does anybody even playtest these maps?
Call me old fasion but I think that basic mines (ore wood) should be accesable for in a matter of lets say the first week and the way to them should be clear and marked in some way.
Also, why give AI unnescesary boost to companset Dynasty influence when dynasty bonuses are not used. Just give him a random bonus from those the player has the option to take, but only if he uses them. If you think he should be boosted more, give him one more. But do not hardcode them in such a way, that the player is forced to use the bonuses, even if he does not want to.
I cant even think about playin an of those maps for now. there is no fun in them. Eather you play on easy, and win. Play hard and don't use bonuses and die, or play hard and use bonuses and win again.
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I'm just a Mirror of your self.
We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.
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KingImp
Famous Hero
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posted September 24, 2012 04:34 PM |
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Agreed with all, especially this.
Quote: Call me old fasion but I think that basic mines (ore wood) should be accesable for in a matter of lets say the first week and the way to them should be clear and marked in some way.
Add in that most, if not all the maps, have very little resources lying around and then when you do find some they only contain 1 or 2 of said resource makes it nearly impossible to build things.
What happened to the days of coming across wood or ore and them containing 10 of the resource? Where are the 1000 gold or 6 crystal piles?
This is why the difficulty of the current map editor really pissed me off. I was so looking forward to immediately creating my own maps based on how I like to play and when I realized I couldn't figure out the basic functions of this thing, I knew this game would have no lasting appeal to me. Based on the lack of maps being created by the community, I'd say that most would agree that the garbage tool they gave us is just that. Garbage!
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wneubert
Tavern Dweller
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posted September 29, 2012 05:05 PM |
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Was the map "The Pirate Sea"? I tried playing this but there was no ore on my island and I foolishly spent what I had assuming there would be, causing me to lose. Is there ore somewhere you can get?
Was this map part of the Pirate campaign? Or maybe the Pirate scenario?
I was just messing with the map because I have been trying to wait till patching is complete before finishing the original campaign and the new DLC ones. I want all the new features (town screens for example) to be there when I play so I can enjoy the full game. Also I don't want them making balance changes so that all my battle strategies that I spent hours learning are useless. I noticed in just a few minutes that my necromancers had no where near the healing ability they had when I played the campaign. Not so much a problem except the strategies and playstyles I developed for them are now poor at best.
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blob2
Undefeatable Hero
Blob-Ohmos the Second
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posted September 29, 2012 07:38 PM |
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I find that campaign maps aren't the best material for a scenario map. They just don't fit in. I think that it's an example of the devs laziness when making "additional content" for adventure packs like Piratess... Also the whole idea with dynasty weapons is just plain stupid. I mean, how much of a handicap you can get!
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wneubert
Tavern Dweller
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posted September 30, 2012 04:45 AM |
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All the Dynasty stuff is optional, you only use when you have more fun doing so. When I played that map I was set to no dynasty weapons or traits. It was on easy anyway and I only lost because there was no ore.
I did look and it was not the scenario map, which seems pretty nice (I played it a few minutes just to check it out). It must have been from the campaign, but I couldn't verify this.
It does sound like it is the campaign map according to the last post.
Maybe you can start in one of the other towns, otherwise it's a major problem to use that map at all.
Most of the maps are not from campaigns, are all the new ones from the DLC campaigns? There was really no reason to add campain maps as skirmish if they were not a good fit. Maps4heroes has plenty of maps and I never even played all the original maps or finished all the campaigns anyway.
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Dave_Jame
Promising
Legendary Hero
I'm Faceless, not Brainless.
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posted September 30, 2012 11:42 AM |
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Yes it most probably is the map. All 8 last maps added in patches are based on scenarios from various ocasions. The last years christmas scenation, Varn scenario and the DLC1 campainge maps, DLC2 Campaigne maps, Terra scenario and Enroth scenario.
and it is not true that only few of the maps in the game are based on campaigne maps... Almost 3/4 of the mlutiplayer maps are based on maps from the campaigne or a scenario. It would be easier to cout those that are new and unique.
I have nothing against maps made from campaignesunder two conditions
1: they are balanced for multiplayer
2: there are other (more) unique maps that are not based on campaignes/scenarios
But examples like the Enroth map or Pirats map show that somehing has been done wrong. And in singleplayer kill the game. I eather will use dynasty bonuses or/and low difficulty settings and win the game with almost up to no effort.
Or I will try to make the game a chalange and end up losing because the maps and game fails to provide an equal enviroment both for me and the AI. With out basic resources and no dynasty, you cant compare to the automatic bonuses the AI gets.
It gets more resources, more units, more Exp. Starts with Blood/tear path on level 2 and sees the entire map. You on the other hand do not have resources, therfor only few units, therfor you level up slower. You might know the map aswell as he does. But he has a bigger army then you when you get to him, plus he has fortification.
So your only chance is to know, if there are any of the new buildings, that can give you units. You have to act fast, in order to not let him get to stronger and you almost have no time to explor the map and enyoj the game. And even if you do all of this, you can't be 100% sure if this will work.
If a game comes down to only a fast ruch as an option to win on hard difficulty, there is something wrong..
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I'm just a Mirror of your self.
We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.
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KingImp
Famous Hero
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posted September 30, 2012 04:38 PM |
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Quote: You have to act fast, in order to not let him get to stronger and you almost have no time to explor the map and enyoj the game. And even if you do all of this, you can't be 100% sure if this will work.
If a game comes down to only a fast ruch as an option to win on hard difficulty, there is something wrong..
This is a major issue I had with H5 as well.
Ubi had it in their heads that long, drawn out battles were not needed and wanted everything to be over as quickly as possible. They pretty much said so themselves way back when.
I could not stand how if you didn't have something blocking the AI from getting to you until they built up their army, they would ignore everything around them and make a beeline straight for you. That's why when I made maps, I deliberately put in neutral fights that were way too strong for a low level, low creature amount hero to get through.
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