You could, but by replacing levels with skill slots, you are justifying the limits on skill slot because of the limits on skill slots. This pretty much puts you in the 'Limits for Limits sake' camp. Once you to that argument, what's stopping limits of kingdom treasuries, limits on the number of creatures in a stack, and all sorts of other limits that would be there just for the sake of being there.Gaidal Cain wrote:So what if anaolgies is a useful rhetorical tool? I could just as easy use your analogy and replace "levels" with "skill slots" and it would serve me as much as it did you.
I was actually expecting much more from you - at least "Ultimates: For the hero who has everything else..."Very cute. And what would the ultimate be with your system? "Feeling lucky? go for utlimate!" Since you won't be able to block out abilities, you're going to get so much stuff you don't need that getting the ultimate would never, ever happen.
I can't believe you are justifying limiting ability slots because it makes the options when levelling up easier. H3 had 28 skills to chose from, and just two slots, and it done a pretty good job. The only real complaints were when you got stuck with a choice between Basic Eagle Eye and Basic Scholar - but like I said, this would be lessened somewhat if the skill limit was removed, because the main arguements against these skills are that they are too weak compared to other skills you could have had in that slot...
No, I don't believe in that - why should I have to make the sacrifice of "weak" skills and abilities in order to get the Ultimate? That just doesn't make sense to me - you're intentionally making the game harder for yourself for the chance to get something that is supposedly "ultimate", which is not always the case, that you can stand quite a good chance of not reaching anyway.Which sort of kills the point of the ultimate- that you're not playing with an optimal build but in return will get something really, really good if you manage to come through anyway.. The ultimate isn't just something you should get because you've managed to get to level 30, it's something you should make sacrifices for. But you don't seemt o believe in that...
Ultimates shouldn't be "Here's a reward for sucking!"
If the system was balanced, then each ability should be of equal power. You should be arguing for Power of Speed to be made useful - not justifying it's weakness because it is a prerequisite for the ultimate.That's assuming that both of them are equally good, and that every ability has a pretty constant power level. Here, tactics is IMO better than Power of Speed, which also gets weaker as the game progreses. Four mana is nothing once you get decent Knowledge, but can be quite much earlier.
That's the thing - you are confusing choice with choices. Choice is based both on quality and quantity - so the number of choices yo make and the quality of those choices (i.e. options to choose from, options in builds, strategic considerations and tactics). Choices is strictly quantity-based. As I keep saying - limits reduces choice (as in quality). It doesn't reduce the number of choices, because it is STILL 1 per level.Sorry, but you're not making any sense here. Without limits, you get more options (as in differnt hero builds), but you're still making as many choices- one per level up.
So, you pick your abilities based solely on what you DON'T want? There is nothing stopping the system from offering you Light Magic over and over, until you gain your 5 skills - but I don't think people should be rushing out to fill up their skill slots just because they don't want to be offered Light Magic. Likewise, people shouldn't be rushing out to fill up their Logistics ability slots just to avoid getting offered Navigation.Of course there is. If I don't want Navigation, I pick three other abilities from the logistics family, and I'll never have to see it again. If I don't want Light Magic, I don't pick it up from the start. Simple.
You say that like it is a bad thing? If you want to be punished for taking tactics, go outside and whip yourself with a thornbush a couple of times...Meh. If I see Tactics and know taking it won't have any bad consequences, I'll take it.
How is looking to see what will get you through the next level a "bad strategy", exactly? How is adapting to the requirements of the map, a "bad strategy?"Sounds like a bad strategy to me...
What is the point of putting in a feature that you can't use? They might as well have not bothered putting in the feature at all. And if there is no ultimate, then a lot of the "justification" for the weaker skills and abilities disappears, which just leaves an unbalanced system.I agree that this isn't particularly well-thought out, but I also think you're a bit hung up on the damn ultimate. It's good, yes, but it's not the only way to play the game.
It would be a darn sight more interesting than going for it and being denied at the last minute, or realising as soon as you start the game that it is not an option for your starting hero. If I take the requirements to get the ultimate, I should be able to get it - I shoudn't be denied because I can't take the final ability required for it because some other perk is there, especially when I didn't neccessarily get to choose that perk.Not much to do about bad level ups (except for allowing to skip them), but Witch Huts should be changed. And it's not like you don't know that going for the ultimate is a gamble. If it were as easy to just go for it and have it fall out in the end, it wouldn't be half as interesting.
Not with H5 I'm not...You're playing MP on XL maps until your heroes hit level 30, and yet I'm the masochisst? Yeah, right. And I could just as easily claim that SP is what's keeping the heroes games alive, and I'd be just as right, and just as wrong, as you are.
MP is a strong factor in the survival of the HoMM series - multiplayer maps are abound on CH and other map sites on the internet.
And playing XL multiplayer maps is hardly masochistic. More maps means more buildup time before you get into the Player vs. Player battles. While reducing maps size does speed up the time it takes for players to get to grips with each other, it also removes much of what make HoMM fun - exploring, engaging in flanking manuevers, and generally trying to outsmart your enemy. A straight road between two opposing castles is not a great MP experience, in my opinion.
The skills system requires such "bad skills" to go for the ultimate, and can leave the hero in the cold by screwing that opportunity over for him at any time.Yeah, and if I have 100 Archangels while the enemy only has 2 peasants, I'll win. If one player has allowed himself to end up with such bad skills, he deserves to lose.
It's not just about "allowing" yourself to get into that state. often you don't get the choice. This is like the only reason your opponent has 2 peasants is because he falls foul to a scripted event that reduces his army to 2 peasants.
That doesn't mean you won by skill, strategy, or tactics - it means you won by luck.
No, but not playing the lottery one week when you regularly play and having your numbers come up definately puts a crip on people's life - especially when the jackpot is £13+ million...Your opinion. Certainly not mine.[/quotes]
That's been established... you like to be punished.
Except, you know, HoMM maps aren't always about objects, particulalry in multiplayer. Still, you should be arguing for more water-based objects to make Navigation viable, not clamouring for Navigation to be changed so it also works on Land.And that's mostly because there aren't, and never has been, very many interesting locations on the ocean. There are no mines or towns that you need to control. Yes, one can create maps where water travel is important, but it's much harder as you're working with much fewer objects.
It only takes the addition of a water-based town - a Hero-only skill allowing them to move on water or always have access to a boat, and a few resource locations, and suddenly water is just as important as land. Maybe this is too much work, or possibly too wonky with the system, but even so, you make a map where island hopping and seafaring are important, and Navagation will increase.
That's the point - by limiting the number of abilities and having only a single path to a single ultimate, you are dissuading people from adapting to the map. People will favour what they think if more powerful, and suddenly, you're comparing Navigation with Teleport Assault/Urgash's Call.Taking navigation on a water map should be a good idea. It does prevent you from getting UC however, so, you have to ask yourself if it's the best strategy. However, it's important to realize Urgash's Call is not the only way to properly build a Demon Lord. You choose another set of abilities, and if navigation is the aid it should be, you're stronger than he who didn't take Navigation. Or, you decide that on this particular map, you can manage without Navigation, and go for UC, and manages to use it to overcome he who took navigation. That's strategy.
I'm sorry, but Navigation is weak enough without you having to give up whether to go for what is probably the best ultimate in the game.
What you appear to think is strategy is just punishment. Don't confuse the two - strategy is about using what you have to the best advantage, not about sacrificing things because you feel the need to repent for your sins or whatever reason your masochism stems from.
That good strength is because they are generic or adaptable. Except, the ability to adapt seems to be rather limited in H5. It appears to be a simple choice of going for the ultimate or not going for the ultimate - which is basically going for right now, over in the end game. You don't get both.I disagree. You can build heroes who have good strength through the game- perhaps it won't beat the heroes optimized for early or late games if they catch you first or you take too long to get there, but that's also strategy.
Except, you are penalised by taking Navigation, even though it should make good strategic sense on the map. That penalty is that you can't get Urgash's Call. Oh yeah - I like THAT reward...No. It penalties headless adapting. If you see a small pond you have to sail across, and take navigation because of it, of course it penalizes you. If you instead wait with your logistics abilities until you can see that it's a common feature with large water areas you need to often sail around on, and then adopt by taking navigation, you can expect to be rewarded.
That's true - but that just means that better documentation solves YOUR problems, not mine. because I have a problem with limits, because I don't feel I should be penalized or punished for trying to play smart.Of course it does- because almost all of your complaints about stuff that aren't documentation are about stuff that I don't see as problems.
I see your point, but I wouldn't call that a "gamble" per se. I don't consider not buying tickets to the lottery gambling just because the winning ticket might have been amongst those I didn't buy