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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Ideas and Suggestions This Popular Thread is 200 pages long: 1 30 60 ... 62 63 64 65 66 ... 90 120 150 180 200 · «PREV / NEXT»
P4R4D0X0N
P4R4D0X0N


Famous Hero
posted March 27, 2019 07:14 PM
Edited by P4R4D0X0N at 19:22, 27 Mar 2019.

I would like some "inbetween" classes... 1/2 the amount of the other both classes (~5 in total, maybe implemented in steps), mixed skillpool, primary skills -> new attribute gain

some examples:
Castle: Knight, Cleric, "Paladin"
Rampart: Ranger, Druid, "Warrior"
Tower: Alchemist, Wizard, "Archer"
Inferno: Demoniac, Heretic, "Apostate"
Necropolis: Dread Knight, Necromancer, "Vampire"
Dungeon: Overlord, Warlock, "Bladedancer"
Stronghold: Barbarian, Battle Mage, "Gladiator"
Fortress: Beastmaster, Witch, "Runecaster"
Conflux: Planeswalker, Elementalist, "Enchanter"
Cove: Captain, Navigator, "Rogue"

New secondary skills, maybe restrictions aswell. Some of these classes would would be nice for the magic balance update imho and also leaves some room for new/better combinations aswell as a mix between might and magic heroes, like I said "inbetween" classes. If it was for me -> might heroes are unable to learn wisdom, magic types, magic heroes unable to learn some might skills while inbetween heroes may learn partial a mix, individually. primary statpoint split would be a mix of both. If furthermore expands the characterpool and some more potential for prisons.



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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 27, 2019 10:56 PM

P4R4D0X0N said:
I would like some "inbetween" classes... 1/2 the amount of the other both classes (~5 in total, maybe implemented in steps), mixed skillpool, primary skills -> new attribute gain

New secondary skills, maybe restrictions aswell. Some of these classes would would be nice for the magic balance update imho and also leaves some room for new/better combinations aswell as a mix between might and magic heroes, like I said "inbetween" classes. If it was for me -> might heroes are unable to learn wisdom, magic types, magic heroes unable to learn some might skills while inbetween heroes may learn partial a mix, individually. primary statpoint split would be a mix of both.



Hota will never have it, but ERA very soon

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Djangoo
Djangoo


Adventuring Hero
posted March 28, 2019 10:56 AM



Any chance of this happening in HotA?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 28, 2019 01:08 PM

While I am not a member of the HotA team and can't speak for them, I do know enough of the way the original game was programmed (based on what I learned myself through reverse-engineering) that the 8 player aspect requires a major code rewrite to get everything sorted out to accomodate more players.

One thing, for instance, is that for visitable objects the game uses a bit-mask to determine which player(s) has visited such an object. For 8 players, that's exactly 1 byte (8 bits). Extending the number of players means that this data needs to be stored in 2 bytes for up to 16 players. This not only impacts the way the data is stored, but also how it is handled and processed through the game code.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted March 28, 2019 10:04 PM

Yeah it was requested like 20+ times before... with the answer that this won't be really practicable in case of disassembling, recoding and implementing. Dunno about a bit limitation but I don't think thats the main point.

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Djangoo
Djangoo


Adventuring Hero
posted March 28, 2019 10:45 PM
Edited by Djangoo at 22:53, 28 Mar 2019.

Ah thats unfortunate, but thanks for answering!


Balance suggestion:  

buff swamp territory; its the worst starting territory on random maps and also kinda lackluster at the moment, it doesn't offer any special buildings like on other territories (expect for Spit, but thats just resources) - something really good like the Magic Spring on rough terrain would be cool, maybe something combat related. Like a guerrilla training camp +1 combat speed for next battle; or a temporary pathfinding bonus; also a tree of Knowledge jungle style would be amazing  !


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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 28, 2019 11:15 PM
Edited by phoenix4ever at 23:16, 28 Mar 2019.

Djangoo said:
a temporary pathfinding bonus

Another way to ruin Pathfinding.

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Djangoo
Djangoo


Adventuring Hero
posted March 29, 2019 12:04 AM
Edited by Djangoo at 00:07, 29 Mar 2019.

phoenix4ever said:
Djangoo said:
a temporary pathfinding bonus

Another way to ruin Pathfinding.


Why? Do Stables ruin Logistics?

Could be a flat 15% bonus for example on top of  usual Pathfinding bonus.

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted March 29, 2019 08:00 AM

Yeah okay, I thought you meant it would give expert Pathfinding for a limited time.

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Djangoo
Djangoo


Adventuring Hero
posted March 29, 2019 08:06 AM

Hmm,yes was badly  worded.

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P4R4D0X0N
P4R4D0X0N


Famous Hero
posted March 29, 2019 08:46 PM

Pathfinding is well as it is... It's more or less just useful for Swamp, Desert and Snow... thats it.

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Djangoo
Djangoo


Adventuring Hero
posted March 29, 2019 11:57 PM
Edited by Djangoo at 00:11, 30 Mar 2019.

I just rechecked how Pathfinding mechanics work and actually also a flat bonus would
be redundant, since Expert Pathfinding already removes any penalties. So yes a buidling like this would not boost Pathfinding and "Ruin" it.

But I don't really care about such a building at all: just having some unique stuff  on each terrain would be nice as a long term goal, especially on the bad ones like Snow and Swamp. Highlands is a good example, it got lot of love with Hermit and the Artifact Trader. Sand has Pyramids    , which is fine.

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Erathianer
Erathianer


Adventuring Hero
posted April 02, 2019 08:48 AM

I recommend making peasants more strong. At least increase their health from 1 to 2 hp. They are human beings and 1 hp is just too low for that. Also attack and defence should be 2. I get the point of making a really weak creature with stats of 1 everywhere but for a human being as I said it's too low imo. They have even weapons in their hands.

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okrane
okrane


Famous Hero
posted April 02, 2019 12:42 PM

Will hota ever be available as standalone vcmi? And perhaps with it add features that are impossible to add in the current game?

Such as new spells, new Mechanics, etc?

Thanks

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planetavril
planetavril


Famous Hero
posted April 02, 2019 01:12 PM

you could introduce a building where you can remove or add magic points by exchanging them with attack points, attack points, exchanging them with defense points, etc. etc.

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Stojcus
Stojcus

Tavern Dweller
posted April 02, 2019 05:06 PM

Hi, first a want  thank a whole team for great work, that makes our beloved game better and better. During games with my pal Robert we got a few ideas.
1) add a choice to activate Plaque chance in random scenario. For me, it was fun unpredictable thing and I think we could have a choice to enable it.
2) add a button in Town to upgrade all basic units in your hero army. It's too slow upgrade units one by one.
3) add a choice cancel alliance with another player. Something like Declare war. Sometimes allience isnt working and i think it will be fun to having choice cancel it.
Thanks and game on!!

____________

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gatecrasher
gatecrasher


Famous Hero
posted April 02, 2019 06:31 PM

planetavril said:
you could introduce a building where you can remove or add magic points by exchanging them with attack points, attack points, exchanging them with defense points, etc. etc.


No, providing ways to reverse decisions is too much of a depart from the original game mechanics.

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted April 02, 2019 11:25 PM
Edited by Oddball13579 at 23:26, 02 Apr 2019.

Erathianer said:
I recommend making peasants more strong. At least increase their health from 1 to 2 hp. They are human beings and 1 hp is just too low for that. Also attack and defence should be 2. I get the point of making a really weak creature with stats of 1 everywhere but for a human being as I said it's too low imo. They have even weapons in their hands.


Even if you raised their attack and defense stat to 2, or raised their hp to 2, those are pretty minor changes. And when compared to other level 1 units, minuscule. It would do nothing in the grand scheme of things. All it would do is make them equal to Pixies. Which are still the worst starting units of any town.

Besides, Peasants are supposed to be the weakest unit in the game. They are after all just peasants. Just farmers waving pitchforks around

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phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted April 02, 2019 11:36 PM
Edited by phoenix4ever at 23:39, 02 Apr 2019.

I made peasants about as strong as skeletons, the gap from Peasant to Centaur Captain was simply ridiculous.
The original peasants are not good enough to be level 1 units.
I also don't like how neutral creatures lack a native terrain, not even Nomads which are "sandwalkers" have a native terrain.

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted April 02, 2019 11:44 PM

That would make their attack skill a little too high for my tastes. I'm thinking maybe around Gnoll or Goblin strength. Leaning more towards Goblin.

But does it make sense making them stronger? Does anyone really use peasants for anything other than free Skeletons in the Skeleton Transformer?

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