|
Thread: Horn of the Abyss Proposals/Wishlists | This thread is pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT» |
|
Janosiczek
Tavern Dweller
|
posted February 04, 2017 03:29 PM |
|
|
New Ideas/ Proposals
Good morning HotA Crew
I would like to you and to all present here are my suggestions.
My proposed amendments to lean on the experience of playing in the "Heroes 3" in 1999.
1. Artifacts
1a) improving the transfer of artifacts between the characters
1b) can leave on the adventure map bag artifacts (eg. You no longer need)
1c) larger bag for artifacts
2. Heroes
2a) gradually unlock places (slots) for artifacts with the level of hero
2b) adding additional space (slot) for handheld artifacts (there is space for it)
2c) changes in prices for heroes in taverns
2d) the abolition of the limit of "99" for statistics hero (attack, defense, power, knowledge)
2e) the addition of further development for the hero, after about level 25 hero
- At the second level of the hero the ability to choose
- We choose the promotion that we point / s to the statistics or the ability to choose
- Some fighting on the adventure map in exchange for experience points to statistics
- Enter level 4 skills for the hero (beginner, advanced, expert, Grandmaster)
3. Map adventure / editor
3a) More control over the limits of Heroes 3 on the next map made by the player
3b) adding points to the statistics hero for all buildings in the game will depend on the level of the hero
4. Other ideas:
4a) Grail in Tower (change action Grail)
Explains:
1. Artifacts
1a) now select the artifact and move it to the hero next door, a window with artifacts from the left side closes, we open it again and move another artifact, the window closes and so on. Little it takes. (And when we have a full sack of artifacts it gets tiring).
- Add the ability to select multiple artifacts / all), and teleport them to drugieo hero
- Let the window does not close
1b) facilitate the ejection of artifacts, we do not need.
1c) On the maps G is a lot of artifacts, sometimes there are so many that do not know what to do with them.
2. Heroes
2a) Unlocking slots for artifacts with the level of hero. As for pop artifacts, such as:
level 1 - one slot
level 7 - two slots
level 16 - 3 slots
level 26 - 4 slots
level 38 - 5 slots
level 52 - 6 slots (additional, added)
2b) here you know what's going on.
2c) The inn recruit heroes but it does not matter whether he has a Level 1 or 20 with artifacts. It should not be like this! More should pay for the veteran than green. It's logical.
In 10 months we play a lot of resources and gold. You have to do something about it.
A little strange is that the hero Level 1 costs the same as the + 20 artifacts. In the end, they give a significant advantage his troops!
Offer:
Each level of the hero + 500 gold to the basic price.
level 1 price - 2500 zł
level 2 price - 2500 + 500 = 3000 zł
level 12 price - 2500 + 5500 = 8000 zł
level 25 price - 2500 + 12,000 = 14,500 zł
Call option hero of artifacts or without?
I leave here the question to talk price for 1 piece. Artifact, which has a hero.
2d) As for me, one of the most important things that should be done. The abolition of the limit "," 99 ". An example already on the map size" L "
https://zapodaj.net/d6b6b5e546a2c.jpg.html
You can see that very quickly promoted hero. Earning points also accelerate the buildings, which on large maps very much.
19 months on the map of the game:
http://i.imgur.com/pHFG53Y.png
A few days later I could not continue to develop defense reached the 99 lvl.
3. Map adventure / editor
3b) adding points to the statistics hero for all buildings in the game will depend on the level of the hero:
Level 1 hero enters the Star axis (+1 to power standard), the player gets a +1 power but when I have not visited this facility and returned to it once we have:
level 10 already get +3 to power
level 20 already get +6 to power
level 30 already get +9 to power
e.t.c.
On the map I would strongly wondering whether they really want to have to visit the facility.
And how is it now? Completely indifferent to the visit now or even 20 months. And that we have a lvl hero. Logically, there should be such a thing.
One would have to transcribe all of the objects themselves and give a fixed algorithm granting greater rewards for lvl hero.
I understand that the computer opponent you would need to teach them to think well, but this is just an idea, the idea is to do something in this direction.
4. Other ideas
- Graal in Tower. I checked how long it takes one round, when we exposed the entire map and 7 opponents - 24 seconds takes us from the life of your computer - when we have another lock, round lasts two seconds. Now let's count the first month, let's say that the round lasts 24 seconds and 22 seconds so 22 seconds * 28 days gives us 7 minutes and 33 seconds, which we have quietly cool one's heels.
Without grail: 2 * 28 = 56 seconds - of course later this it may extend, because in the end the opponent will be, but still.
Is the ability to preview each turn until it is so cool ...? -_-
What you can do:
- Show maps on demand?
- During the opponent's turn to add a new small window that distinctive color shows the path of heroes on the map?
- May extend the Grail with the ability to view total in castles and heroes view their statistics. (You may like to add all the locks to a separate panel, along with the characters, so that the player can (if wanted), click a castle, go inside to see what can recruit, what is a hero in the castle etc. The minimap would show only the castles, you know where it is more or less. And the current position of the characters.
Another thing - Graal usually discovered at the end of the game - so what is the point then the discovery of the entire map just as all over the map are deployed obelisks that you need to visit. Then Grail of city of Tower is the least useful of all other Graal's.
At the end:
Most important change that I saw in next upadate is / are the following changes:
The abolition of the limit of 99 points and the further development of the hero after reaching lvl 25 experience.
I visit very often this forum, If you have a questions I will try to answer.
If necessary, please HotA Crew of response to e-mail: piotrhomm3@gmail.com
|
|
Lord_Immortal
Famous Hero
DoR Dev Team
|
posted February 08, 2017 12:50 PM |
|
|
In the light of the new map sizes, which allow a much longer game than original Heroes III, and in the light of resuming the features Heroes III had left unfinished, I would like to introduce an updated Skill and Magic System.
Updated Skill & Magic System
-The first and most important feature would be adding the "Master" and "Grandmaster" level for each skill. This in order to better adapt the skills with the length of games in a map of H,XH or G size.
-Another suggestion would be the addition of new Skills (and Spell Schools). Since the HotA team is resuming old abandoned/unfinished features. Two of them are the Light and Dark Magic (Spell Schools and Skills). I have prepared an Excel Spreadsheet with my suggestions for these Spell Schools and modification to the original 4 schools.
Besides these, I would like to suggest 3 more skills:
Body Harvest- Death Knight starting skill (Necromancers can learn it too). Other Heroes have a very small percentage of learning it.
If a Death Knight is stationed in a Necropolis town, the weekly production of creatures in that town will be increased by a small percentage for every other non-necropolis town owned by the player. The percentage depends on the number of Non-necropolis towns and that of the player. If the player has many necropolis towns the percentage is divided by a factor depending on the number of Necropolis Towns and the Necropolis with the hero with highest Body Harvest level has a bigger increment. (The idea is that the people that die every week in living towns are transferred to Necropolis towns).
Bloodrage-Starting skill of Battle Mages. Each level increases the efficency of Bloodlust, Frenzy and Berzerk cast by the hero + gives a certain percentage of probability that the hero casts, at the start of each turn, Bloodlust to a random creature without spending mana. 10% / 20% / 30% / 40% / 50% (percentage for levels Basic/Advanced/Expert/Master/Grandmaster Bloodlust).
Counterstrike-Each level of Counterstrike gives a certain percentage of probability that a monster retaliates when has finished its retaliations. 20/40/60/80/100 (percentage for levels Basic/Advanced/Expert/Master/Grandmaster Counterstrike). Counterstrike is no longer a spell.
-Modifications to existing skills:
^Leadership and Luck, not only give Morale/Luck bonus but also reduce the cost of casting Mirth/Fortune.
^Artillery is overhauled. It increases the damage of the Ballista/Cannon by a factor that depends not only on the Artillery Skill level but also on the Hero Level and number of creatures in the army (thus giving the impression of having many Ballistae/Cannons).
^Estates not only give gold/day but also resources starting from the expert level. Also, if a Hero is garrisoned in town (inside, in the upper part) with the Estates skill, will increase that town's income by a percentage 10%/20%/30%/40%/50%. (percentage for levels Basic/Advanced/Expert/Master/Grandmaster Estates).
^Eagle Eye also gives a percentage to re-cast the spell just cast by the opponent with no mana cost. 10%/20%/30%/40%/50% (percentage for levels Basic/Advanced/Expert/Master/Grandmaster Eagle Eye).
^Sorcery goes as 10%/20%/30%/40%/50% increased effectiveness of spells (percentage for levels Basic/Advanced/Expert/Master/Grandmaster Sorcery).
Here my proposal for the new spell system:
Download RAR
Note: Most numbers in the above skills proposal as well as in the Spells proposal RAR are calculations made there are simply intuitive/preliminary. The final version of such features might have completely different numbers.
|
|
RerryR
Promising
Supreme Hero
Researching Magic
|
posted February 08, 2017 08:31 PM |
|
|
I think we need and ERA mod called HOTA for these changes. Than one could implement some of you suggestions, some are already present in WOG.
But was a nice read, i like a lot of these ideas
|
|
Lord_Immortal
Famous Hero
DoR Dev Team
|
posted February 08, 2017 09:03 PM |
|
|
Thank you! I'm glad you like it!
Yes, I did take some inspiration from WoG (War Machines) but I don't want something which is exactly like WoG because it would be unbalanced.
By the way, I don't think it needs ERA II to be implemented. The HotA team has already managed to add new creatures, towns, artifacts and even map sizes without ERA/WoG. It means that they already cracked the Heroes III source code, and from there, everything is possible.
(VCMI support in the future would be nice though )
EDIT:
Your WoG mod looks great. I really like how you dealt with Wisdom, Scholar, Intelligence and Mysticism skills. If I may suggest,for the nearly useless Learning Skill, you might make something like Familiar Mana Drain effect during combat?
|
|
Baronus
Legendary Hero
|
posted February 08, 2017 10:16 PM |
|
|
Great unification Era + HotA is possible and very, very needed. WoG is only option you can off. But its a lot of options! I think that HotA planned it bedacause they added WoG units like pikemans or orcs. Its a sign they go near WoG. And its very good road!
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted February 09, 2017 12:04 AM |
|
|
Actually its the opposite, WoG took pikeman and orc from Hota. And of course, stop smoking, Hota will never be compatible with wog, they would need to recode all the thing for that.
|
|
RerryR
Promising
Supreme Hero
Researching Magic
|
posted February 09, 2017 08:17 AM |
|
|
Lord_Immortal said: If I may suggest,for the nearly useless Learning Skill, you might make something like Familiar Mana Drain effect during combat?
Well learning has been discussed a lot and i dont know how it could be improved in HOTA. My suggestion is: a hero with learning gets more bonuses when visiting objects: +exp on learning stone, +1 primary skill point at battle camp or at witch hut choose between 2 secondary skills and so on... That would fit quite nicely for learning hero and make it even useful in lategame.
Mana Drain in combat is more a thing for eagle eye i guess
|
|
Baronus
Legendary Hero
|
posted February 09, 2017 08:45 AM |
|
Edited by Baronus at 08:46, 09 Feb 2017.
|
Sorry I thought that WoG is oldest so I cant imagine that very old WoG has resources from very young HotA. Ive played for years classic Heroes III only. But HotA knows their code. WoG is open code, so there is no dissamble problem. Only work. And the best would be write 3.59 Era WoG on HotA.
|
|
nik312
Promising
Famous Hero
|
posted February 09, 2017 12:09 PM |
|
Edited by nik312 at 17:41, 09 Feb 2017.
|
Baronus said: Sorry I thought that WoG is oldest so I cant imagine that very old WoG has resources from very young HotA. Ive played for years classic Heroes III only. But HotA knows their code. WoG is open code, so there is no dissamble problem. Only work. And the best would be write 3.59 Era WoG on HotA.
The new models of orcs and pikemen were made by Alex-ander (one of the main 3D artists of HotA) a while ago - back when there was no HotA at all. When he became part of the Crew - his models came to use in HotA.
However, about a year ago the models were completely re-made by Alex-ander again - this time for HotA only. AFAIK current models (in 1.4.2) are still unique to HotA.
UPD: The first paragraph turned out to be factually wrong. See below
|
|
AncientDruids
Famous Hero
(Andruids for short)
|
posted February 09, 2017 02:19 PM |
|
|
RerryR said: My suggestion is: a hero with learning gets more bonuses when visiting objects: +exp on learning stone, +1 primary skill point at battle camp or at witch hut choose between 2 secondary skills and so on... That would fit quite nicely for learning hero and make it even useful in lategame.
This is a very good solution. Minimal, elegant, not overpowered, yet giving a significant boost to a hero.
|
|
Baronus
Legendary Hero
|
posted February 09, 2017 04:45 PM |
|
Edited by Baronus at 16:48, 09 Feb 2017.
|
So if models were before HotA were in WoG before or after?
And I think that absolutly first thing before all is to repair poor skill system. More options amd levels.
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted February 09, 2017 05:36 PM |
|
|
Models were never in WoG, they appeared in Era 1.xx after Hota was released. There is even a mod for Era: Unhotify, which removes both creatures so graphics are reverted to original.
|
|
nik312
Promising
Famous Hero
|
posted February 09, 2017 05:40 PM |
|
|
Actually, I stand corrected - new models for orcs and pikemen were from the very beginning created specifically for HotA right before its beta-release.
|
|
Baronus
Legendary Hero
|
posted February 09, 2017 07:03 PM |
|
Edited by Baronus at 19:06, 09 Feb 2017.
|
Thanks. Interesting things. Ive played Era maybe since 2014 and dont know before. First I saw new creatures in Era. Are packed in Era WoG pac so I tell about WoG.
Maybe if majaczek edited amethyst to 999 units and we get similiar plugin for new cities full HoTification for Era will be easiest way than Era for HoTa...
|
|
majaczek
Supreme Hero
Work at Magic Dimmension
|
posted February 15, 2017 01:55 PM |
|
Edited by majaczek at 13:55, 15 Feb 2017.
|
Baronus said: Thanks. Interesting things. Ive played Era maybe since 2014 and dont know before. First I saw new creatures in Era. Are packed in Era WoG pac so I tell about WoG.
Maybe if majaczek edited amethyst to 999 units and we get similiar plugin for new cities full HoTification for Era will be easiest way than Era for HoTa...
I believe I changed the limit to 999, if not I may try.
I couldn't yet add another full town, but I have nice workaround.
Some towns of one type work normally and some are replaced.
The concept is mixed from me an Jim Vogan.
I fixed some glitches from original Dragon Peaks town and freed some variables. I also added second neutral town. But there is a problem: town have to be neutral, without possibility to build any building and have no new heroes. If I got enough graphics I may introduce third neutral town. I think I won't "borrow" the towns from Hota, there are much more other probabilities.
|
|
Baronus
Legendary Hero
|
posted February 15, 2017 02:58 PM |
|
|
Great news. I know its a big problem but maybe together you find a solution. Maybe something like this. We have 9 cities on Era and for one game its enough. If will be eg. 15 cities it can be draw 9 from 15 to gameplay. 6 not in this game but next time. In this way can be a lot of cities but in game always 9 from this number, but all can be played.
|
|
markmasters
Famous Hero
Dragon of justice
|
posted February 16, 2017 12:45 AM |
|
|
Wishlist items:
- garrisons with walls
- a new creature bank giving wood and ore
- water mines (might be weird)
- a werewolf creature
A guy may dream right?
|
|
gatecrasher
Famous Hero
|
posted February 16, 2017 01:02 AM |
|
|
Yeah, garrison with Fort wall would be just logical.
|
|
bloodsucker
Legendary Hero
|
posted February 18, 2017 11:07 PM |
|
|
This may sound crazy but I could use a seer's hut with a "be a specific hero" A or B. For instance, I'm putting some pairs of them next to each other, one asking for Corkes (player's main) and another for Gunnar (ruler of the underground) but the fact that you can visit yours doesn't affect his or vice-versa, if an OR was available I could use just one and it would.
Another thing, I know it has been like this since release but lava objects page is way too limited, half a dozen mountains some dead tree and that's it, nothing comparable to grass or swamp.
|
|
h3rocks4evah
Tavern Dweller
|
posted February 26, 2017 12:40 AM |
|
|
Cathedral
If someone wanted to specifically see the Cathedral faction activated in HoTA and wanted to fund this endeavour how much would it cost?
Would the HoTA team be interested in such a proposal and be paid for activating this faction and including it in the game?
____________
|
|
|