Skills and Abilities rant!

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
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DaemianLucifer
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Unread postby DaemianLucifer » 27 Jun 2006, 16:57

Theres a difference between strategy and gamble.Why dont we toss a coin to see wholl win then if its so full of chance?Heroes is a game of wits,intuition,planing and just a bit of luck,and not a game of luck and just a bit of wits,intuition and planing.
Gus wrote:"small" probabilities. if the game is going to continue into this "let's flip a coin to know who wins" system, then i'll pass on H6, thanks.

there's a difference between calculated risk and complete gamble. You've got a damage range, you can calculate risks. You know there's between 50 and 99 creatures in a stack, it's a huge difference, but you can calculate. How do you calculate the starting order in battle or the skill you get in Huts? You don't, that's why it stinks in a TBS.
No,not in TBS,but in the current heroes incarnation.

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Unread postby OliverFA » 27 Jun 2006, 17:03

Jolly Joker wrote: But this is exactly what makes the game. The whole game is a game of chance and probabilities and taking risks. No strategy is foolproof.
I am afraid we disagree. Of course, adding the luck factor is funny. Otherwise this would be as boring as chess, were there is no place for uncertainty. But too much luck is also not funny. If you feel that you won (or lost) because of luck, then it stops being an strategy game.

Luck is saying "oh! I got the right skill in the witch hut!". Luck is not "Oh, I got the wrong skill and I could not deny it so I had to continue with that spoiled hero for the rest of all the campaign!"
Jolly Joker wrote:Each single attack will produce a damage within a certain range and so on and so forth. Which doesn't reduce the amount of strategy at all, it just leaves room for gambling.
It depends. You can gamble and hope that you will get a lucky hit, or you could assume you will get always the worst result and make your strategy with that assumption. Or you could make your strategy getting the average damage. The possibilities are endless. On the other hand, imagine that a creature did a damager range of 1-1000- I think everybody would agree that was too much luck.

So in summary, a bit of luck adds spice to the game and makes it more fun. Too much luck factor destroys strategy and fun.

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Unread postby Da' vane » 27 Jun 2006, 17:27

Gaidal Cain wrote:An extemely bad one. I could say something how you about shouldn't be here if you can't come up with something better, but I dislike such arguments...
Analogy is one of the better debating techniques available. It would be very hard for me to come up with something better, except maybe pointing a gun to your head and telling you to agree. At the end of the day, the analogy was that you are dealing with a limited resource (levels in H5, time in the analogy) and how you spend it shouldn't affect later decisions or rule out choices. The analogy chosen was designed to point out how patently absurd such a situation is.

The alternative analogy demonstrated, one of academic study, was an attempt to justify the current H5 method, but quite frankly it is just as flawed as the H5 system. In fact, two arguments to counter it were provided with the analogy. Being smart enough to do both would be akin to ta "Take Both" button, which nobody is suggesting. However, the "do them one after the other, even though it takes longer" is exactly the option that has been denied, that I am arguing for.
GC wrote:Of course. Part of the decision of going after the ultimate is that you pretty much give up adapting to the circumstances. It's a choice you make.
Yeah, because that is really strategic. Sod the map - I'm going for Ultimate. I should add that as a sig or somthing: "Ultimates: For when you really couldn't give a stuff about the map!"
No. The existance of an ultimate skill gives you the choice early on to strive for it, or to make a hero more suited to circumstances. It does not force you to go for it. Nor does it mean that you cannt start going for it, and at a later point decide that it's probably better to choose another set of skills.

For me, if the choice at a level-up is just about what I should get on my hero right now and don't have much implications for later, I find it much less interesting. It cheapens the choice I have if I know that I could pick the other options any time I want at a later time.
It does deny you the choice of doing something else, and then deciding to go for Ultimate however. Which would really be useful, because it would be nice to be able to compete on a map, and make sure I'm going to survive long enough to reach Ultimate.

Not to mention that as it currently stands, going for aultimate and then chaning your mind is really stupid, because most, if not all, of the skills and abilities required for the Ultimate are weaker than the rest of the bunch, and are apparently only justifed by the fact that they can lead you to the ultimate. In fact, in many cases, the only way that Nival could get anybody to take them is be forcing them to in order to get the ultimate...
If we're arguing sematics, it's a random number generator that chooses those, and not an AI.
Okay - I'll let you have that. But it's still determined by the computer...
Since tactics is such a good ability, it stands to reason that hving it will make you overall much more effective in a way that Power of Speed doesn't. It will allow me to fight more difficult fights easier and with less losses, and will thus have an effect that accumulates from the point I get it.
Techincally, the same applies to Power of Speed, and all the ohter abilities. The sooner you take it, the more often it applies, so the better it works. Since this is a universal factor, it cancels out, and should not be considered.
No. There are more options without limits. That is not the same as more choices- I have to choose between as many skills and abilities each level up in both systems. But without limits, my feeling is that each choice is consiederably less important.
Without limits, you still have the same number of options, because there are still the same number of skills and abilities in the system as before. However, without limits, you have more choice with what you can do with those options.
Of course. But I also won't have any way of making sure that those I don't want will never be offered to me again, and I won't be forced to make hard choices to decide which I want enough to use my valuable slot on.

UC having more pre-reqs matters enorumously. If the map is small, I Can safely say that Tactics is better. The larger the map, the more viable the other choice becomes- and the less meaningful the choice becomes with your system.
As it stands, there is currently no way to stop you from getting what you don't want offered to you over and over again, so this criticism is moot.

It seems that your definition of a "hard" and "meaningful" choice is based solely on what you lose and what you can't have. Yes, this would be lost under "my" system, but you can always punish yourself in this way by vowing not to take certain skills and abilities if you take others.

But for some of us, our choices aren't based on what we lose, but what we gain. If it helps our character now, we take it. If it doesn't, we won't. The "hard" and "meaningful" choices come from trying to decide which of the options will help us the most at this point in time, based on what we have seen from the map so far.
This is actually what happened when I played through the Inferno campaign. I never got offered Luck on a levelup, and couldn't get there.
It's part of the gamble for the ultimate. And No starting hero that I know of comes with three abilities, so I'll always be able to get tactics if I want.
Um, the point is that if the Hero has the wrong starting skill, they are denied the ability of getting the ultimate, and you don't have a say in that decision.
Of course. But I doubt that very many MP games will be played where you get to the levels needed for the ultimates anyway.
It's currently level 29 or 30 to get your ultimate. Even though there are no large maps at this time, there will inevitably be a map where you can get your heroes to ultimates. Quite frankly - as fun as the SP games are, the HoMM games tend to survive through multiplayer, and if you can't get ultimates in MP games, there isn't really much point in ultimates at all.
I could anyway. My hero was perhaps not exactly how he could have been, but for me, that's part of the fun.
I'm sorry, I forgot you were a masochist who's idea of fun involved "hard" choices and the loss of options. But I, for one, do not like having the option to go for the ultimate taken away from me by a bad level up or a dodgy Witch Hut visit.
Or I'm simply better. B-)
In every case, all equal balancing factors cancel out, leaving those factors which are out of balance - be they luck, choice, strategy, army size, terrain, or whatever. In a situation where all other factors are equal, including player skill, a weak hero caused by poor abilities would lose.

The only time when the poor hero could win is luck, which is the only other factor that can be unbalanced without player intervention.
Believe me, I feel the same way. I just think that the abilities that it unlocks can be part of why you choose it.
Choosing an ability because it unlocks something else may be a consideration if you are rushing for the higher ability. However, choosing something on the basis of whether it locks out ohter options, however, should not even be a factor in balancing or choice.
Acutally, Navigation needs worth on land just because water travelling isn't a very large part of Heroes gameplay. As I said, I wouldn't be taking it even if it didn't lock anything else, simply because it costs a level-up.
This is actually a mapping flaw, not neccessarily a game system flaw. If there were maps where water travel and exploration WERE a large part of the game, then it would see more use. As it stands, even in the camapign maps, water travel just isn't important - it's just a natural barrier to segreate an otherwise land-based map.

The most water-based map I've seen was the final map for the Demon campaign, and even then, quite a lot of it involved island hopping via portals and underground tunnels...
THat's what I mean with thinking ahead. Not thinking ahead would be just choosing whatever you think is cool at a levelup. Taking something early on and then complaining that you really wanted something else isn't thinking ahead, and it isn't strategy.
But taking Navigation on a water-based map IS strategy. Yet, in order to do this, you have to sacrifice going for the Ultimate. Since the Ultimate is the Ultimate, there is no incentive to adapt, but rather stick to your gameplan of getting the ultimate and ignore the events in the game completely, until such time as you are denied the opportunity to gain your ultimate.

In lots of games, you take things early on because that's what you need early on. Then later on, as the game changes, you adapt and focus on that. This is not the casin in H5 with heroes development, where you are forced pretty much from the start to dedicate a hero to either the early game or the late game.

Part of strategy is adapting to the situation at hand. You need to be able to adapt, to be able to find and discover the opponent's weaknesses. H5 doesn't seem to do that at all - it's just a race to get your town and heroes levelled up for a final battle where luck determines the winner - because there are so many penalties for adapting.
Let me quote you again. I'll emphasise your complaining about bad documentation:
That's where we differ - it makes playing the game harder, because you have to know the system, and the map, and the AI, and all the other little factors of chance before you play. The system works if you have a fully printed out Skill Wheel, and complete walkthroughs for all the maps and the campaigns.
Maybe not half, but enough of it. And the game does allow you to adapt to things as you learn about them, but that depends on whether you foolishly spend your ability slots early on or wait until you know what you're up against.
And let me remind you and onlookers about the bits you didn't emphasis. You keep trying to convince me that better documentation solves the problem. But it doesn't - I can see this, because I have a copy of the skill wheel and the game still doesn't play any better.
How on earth would you gamble on not getting the ultimate? If you made the decision not to go for it, you don't go for it. If you suspect your opponent goes for it, try to catch him while his hero is in the middle of his development. It's all part of the game.
It's quite simple really, if you take the time to think about it. One of the main reasons a player decides not to go for the ultimate is based on their chances of getting it. Once you've made your choice based on that, you are gambing that your decision was the right one, which means that you are gambling that the other requirements for the ultimate will not appear.

Yes, you can manipulate this somewhat, but basically, your main gamble is that you won't get the skills required for the ultimate. If somehow you do get the skills anyway, you will be sick as a parrot if the only reaons you can't get Urgash's Call is because you chose Tactics rather than Power of Speed.

You may like this, but I'd rather be able to pick up another ability under Attack to be able to take Teleport Assault and get Urgash's Call on the following level, because I have all the other requirements.

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Unread postby Omega_Destroyer » 27 Jun 2006, 17:45

While the ultimate skills are nice, I think it's far better to adapt and evolve then just to set out to get one skill you may easily not end up with. As mentioned above, a lot of the skills the ultimate abilities require are useless. Does anybody use Wall of Fog on a regular basis? Cold Steel isn't worth wasting a valuable skill pick on either.

As far as the Witch Hut's go, I just reload if I don't like the skill I'm offered. And if I can't, I just run with it. However, like most of you, I am not thrilled about getting leadership for a Necromancer.

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Unread postby Jolly Joker » 27 Jun 2006, 17:50

So Gus, DL and OliverFA, you now want to tell me that no yes/no window for Witch Hut is like tossing a coin who'll win, blatantly forgetting the fact that you are not forced to take a gamble here? You MAY gamble, but you don't have to. You can play it safe. The coin-tossing is the skill that was actually put into the Hut if the map-make did randomly. Good or bad skill, worth it or not. But the actual decision whether to visit or not? That's hardly a gamble. It just OFFERS THE CHANCE for a gamble. You CAN if you want to. But you don't have to.
Moreover you simply not realizing that I don't say the yes/no must not be there or I don't want it to be there or I would hate it to be there or Nival sucks if it was there. I just can't agree with the claim it must be there in any case, it ruins the game that it isn't there, Nival sucks because it isn't there and it is the only way to go.

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Unread postby Omega_Destroyer » 27 Jun 2006, 17:52

Well said Joker.

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Unread postby Gus » 27 Jun 2006, 18:06

Jolly Joker wrote:So Gus, DL and OliverFA, you now want to tell me that no yes/no window for Witch Hut is like tossing a coin who'll win, blatantly forgetting the fact that you are not forced to take a gamble here? You MAY gamble, but you don't have to. You can play it safe. The coin-tossing is the skill that was actually put into the Hut if the map-make did randomly. Good or bad skill, worth it or not. But the actual decision whether to visit or not? That's hardly a gamble. It just OFFERS THE CHANCE for a gamble. You CAN if you want to. But you don't have to.
Moreover you simply not realizing that I don't say the yes/no must not be there or I don't want it to be there or I would hate it to be there or Nival sucks if it was there. I just can't agree with the claim it must be there in any case, it ruins the game that it isn't there, Nival sucks because it isn't there and it is the only way to go.
Of course, it's not the only way to go. I'm sure you can think of a number of other stupid design decisions, things that certainly don't break a game, but make it damn annoying.
As for the gamble, who cares if you don't have to take it? The fact remains it is a complete gamble, without any calculation in it. Where you can play with risks in a combat situation, or before taking the decision of attacking a stack, there's no such thing in a Witch Hut, where you have no clue what the skill will be, and are forced to accept the result.

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Unread postby ThunderTitan » 27 Jun 2006, 18:14

OliverFA wrote:Otherwise this would be as boring as chess, were there is no place for uncertainty.
Yes there is. You don't know exactly how ur opponent will react. Ur taking a chance that he will do what you expect. Of course the number of alternatives get lower as the game goes one, but that's all part of the game.


And another thing that's annoying is that Scouting no longer gives you Adv Map Objects descriptions. And the lack of Skill Academies considering the Ult skill reqs sucks too.
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Unread postby OliverFA » 27 Jun 2006, 18:23

ThunderTitan wrote:
OliverFA wrote:Otherwise this would be as boring as chess, were there is no place for uncertainty.
Yes there is. You don't know exactly how ur opponent will react. Ur taking a chance that he will do what you expect. Of course the number of alternatives get lower as the game goes one, but that's all part of the game.
That's a matter of personal tastes. In my case chess is too boring for that reason. But maybe for you it's ok. Is just like prefering one kind of drink or other ;)

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Unread postby OliverFA » 27 Jun 2006, 18:32

Jolly Joker wrote:So Gus, DL and OliverFA, you now want to tell me that no yes/no window for Witch Hut is like tossing a coin who'll win, blatantly forgetting the fact that you are not forced to take a gamble here? [...]+I just can't agree with the claim it must be there in any case, it ruins the game that it isn't there, Nival sucks because it isn't there and it is the only way to go.
Just to clarify things... I am not saying that Nival/UBI did a bad job or ruined the game. However, I am neither saying the oposite. I try to be in a medium point that allows me to express what I consider is good and bad about Heroes V from an independent point of view which, as it's logical, is highly influenced by my own tastes and preferences.

I am grateful that UBI rescued Heroes and restored it to the place it deserves among other famous franchises. However, this doesn't mean that I have to agree about everything. There are many good things about Heroes V, and I don't mind saying them. On the contrary, I think they should be praised. But there are also some not so good things that turn what could be a 5 star game into a just 4 star one. Without any sort of doubt, deliberately ignoring almost everything coming from H4 was the worst design decission they made. I understand they wanted to do it H3-like. I would probably have done the same if it was my choice. I don't understand they satanized everything related to Heroes 4. And the witch hut is just one of several samples.

I hope that, if I tell what I dislike and give detailed explanations of why I dislike it, I can help Ubi/Nival by giving them ideas about how to improve our loved game and make it better. I will never do gratuite non-constructive criticism because it leads nowhere.

Said all that: The witch hut "take it yes or yes" approach is not good IMHO.

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Unread postby ThunderTitan » 27 Jun 2006, 18:33

OliverFA wrote: That's a matter of personal tastes. In my case chess is too boring for that reason. But maybe for you it's ok.
Never said you shouldn't think it's boring, just that there is uncertainty in it. But it's only when you play someone of your level, like in any other game.


And if Scouting would show what the W.Hut gives then it wouldn't be such a gamble, as you could always chose to take scouting for W.Huts.
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Unread postby King Imp » 27 Jun 2006, 18:38

Jolly Joker wrote:
King Imp wrote:
Jolly Joker wrote: Apart from that this is a poor post. What are you, a small, exclusive club of nit-picking, all-knowing whiners who know everything and everything a lot better than lazy, stupid Nival who don't know squat?


I'm sorry. I forgot the Jolly Joker rule of thumb. That is, if 100 people all see a problem with something and all argued in one direction, but the great all-knowing JJ disagreed with those 100 people, then everyone is wrong except for him.

Oh, and yes, I have seen that from you in the past many, many times.
But, who are we? We obviously know nothing compared to the great one.

That's just polemic crap and you know that very well.


Actually, no it's not and I have seen plenty of people share the same sentiment, but I digress. We were asked to keep it civil and on topic so I will.

You say we are all complaining that Nival is lazy and incompetant. Lazy, hell yes, but incompetant, hell no. I never once said that and I don't believe that either. They have done many good things with this game and if they were incompetant that wouldn't have happened. Clueless to a point though, that I would replace with incompetant.

You say they aren't lazy. Well then, how do you explain stuff like the high score list being given to their Russian countrymen but no one else, the spell book disorder, no description of the hero's specialty when starting a game, visiting a Den of Thieves and getting the words "text not found", the luck problem that even you admit doesn't work properly, upgraded Scout building saying you still recruit Scouts, when two heroes meet and want to trade artifacts you cannot scroll through them, portrait of Silver Unicorns is wrong, approaching some fountains require you to hit it like 3 times to get the bonus, some visitable areas tell you you visited it, but the bonus from it doesn't appear on screen, Water Elementals being summoned underground when it's supposed to be Earth, writing Sev. instead of Several, etc.

These are just some off of the top of my head. I'm sure there are many more and they are definitely not new problems. Some go back to the beta so they knew full well about these, but decided to overlook them. Instead, they'll add a tank or change the look of the Shadow Witches' cape, or my favorite of all, fix the game credits. My God, they did it! They fixed the one thing we have all been asking for! The game credits are correct now! ;|

This is what we mean by lazy, but instead they'll use the old, worn out excuse "we didn't have time to get to it" to cover up the fact that they are clueless when it comes to certain aspects.

I'm sorry, but this game was released less finished than Heroes 4 was and that's saying a lot.
Last edited by King Imp on 27 Jun 2006, 19:35, edited 1 time in total.

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Unread postby ThunderTitan » 27 Jun 2006, 18:43

King Imp wrote:Clueless to a point though, that I would replace with incompetant.

Neah, lazy covers that one too. Having to apply H4 stuff to H3 sound like work to me.
King Imp wrote: I'm sorry, but this game was released less finished than Heroes 4 was and that's saying a lot.
It's unfinished mostly in other areas then H4 has, so a comparison isn't exactly fair.
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Unread postby Gaidal Cain » 27 Jun 2006, 18:51

Da' vane wrote:Analogy is one of the better debating techniques available. It would be very hard for me to come up with something better, except maybe pointing a gun to your head and telling you to agree. At the end of the day, the analogy was that you are dealing with a limited resource (levels in H5, time in the analogy) and how you spend it shouldn't affect later decisions or rule out choices. The analogy chosen was designed to point out how patently absurd such a situation is.
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.
Yeah, because that is really strategic. Sod the map - I'm going for Ultimate. I should add that as a sig or somthing: "Ultimates: For when you really couldn't give a stuff about the map!"
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.
It does deny you the choice of doing something else, and then deciding to go for Ultimate however. Which would really be useful, because it would be nice to be able to compete on a map, and make sure I'm going to survive long enough to reach Ultimate.
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...
Not to mention that as it currently stands, going for aultimate and then chaning your mind is really stupid, because most, if not all, of the skills and abilities required for the Ultimate are weaker than the rest of the bunch, and are apparently only justifed by the fact that they can lead you to the ultimate. In fact, in many cases, the only way that Nival could get anybody to take them is be forcing them to in order to get the ultimate...
In my opinion, for most hero types, about half of the abilities on the way to the ultimate is of such quality that I'd probably pick them anyway. I agree that some are so bad that I wouldn't pick them otherwise though.
Techincally, the same applies to Power of Speed, and all the ohter abilities. The sooner you take it, the more often it applies, so the better it works. Since this is a universal factor, it cancels out, and should not be considered.
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.
Without limits, you still have the same number of options, because there are still the same number of skills and abilities in the system as before. However, without limits, you have more choice with what you can do with those options.
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.
As it stands, there is currently no way to stop you from getting what you don't want offered to you over and over again, so this criticism is moot.
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.
It seems that your definition of a "hard" and "meaningful" choice is based solely on what you lose and what you can't have. Yes, this would be lost under "my" system, but you can always punish yourself in this way by vowing not to take certain skills and abilities if you take others.
Meh. If I see Tactics and know taking it won't have any bad consequences, I'll take it.
But for some of us, our choices aren't based on what we lose, but what we gain. If it helps our character now, we take it. If it doesn't, we won't. The "hard" and "meaningful" choices come from trying to decide which of the options will help us the most at this point in time, based on what we have seen from the map so far.
Sounds like a bad strategy to me...
Um, the point is that if the Hero has the wrong starting skill, they are denied the ability of getting the ultimate, and you don't have a say in that decision.
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.
I'm sorry, I forgot you were a masochist who's idea of fun involved "hard" choices and the loss of options. But I, for one, do not like having the option to go for the ultimate taken away from me by a bad level up or a dodgy Witch Hut visit.
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.
It's currently level 29 or 30 to get your ultimate. Even though there are no large maps at this time, there will inevitably be a map where you can get your heroes to ultimates. Quite frankly - as fun as the SP games are, the HoMM games tend to survive through multiplayer, and if you can't get ultimates in MP games, there isn't really much point in ultimates at all.
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.
In every case, all equal balancing factors cancel out, leaving those factors which are out of balance - be they luck, choice, strategy, army size, terrain, or whatever. In a situation where all other factors are equal, including player skill, a weak hero caused by poor abilities would lose.
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.
Choosing an ability because it unlocks something else may be a consideration if you are rushing for the higher ability. However, choosing something on the basis of whether it locks out ohter options, however, should not even be a factor in balancing or choice.
Your opinion. Certainly not mine.
This is actually a mapping flaw, not neccessarily a game system flaw. If there were maps where water travel and exploration WERE a large part of the game, then it would see more use. As it stands, even in the camapign maps, water travel just isn't important - it's just a natural barrier to segreate an otherwise land-based map.
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.
But taking Navigation on a water-based map IS strategy. Yet, in order to do this, you have to sacrifice going for the Ultimate. Since the Ultimate is the Ultimate, there is no incentive to adapt, but rather stick to your gameplan of getting the ultimate and ignore the events in the game completely, until such time as you are denied the opportunity to gain your ultimate.
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.
In lots of games, you take things early on because that's what you need early on. Then later on, as the game changes, you adapt and focus on that. This is not the casin in H5 with heroes development, where you are forced pretty much from the start to dedicate a hero to either the early game or the late game.
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.
Part of strategy is adapting to the situation at hand. You need to be able to adapt, to be able to find and discover the opponent's weaknesses. H5 doesn't seem to do that at all - it's just a race to get your town and heroes levelled up for a final battle where luck determines the winner - because there are so many penalties for adapting.
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.
And let me remind you and onlookers about the bits you didn't emphasis. You keep trying to convince me that better documentation solves the problem.
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. ;)
It's quite simple really, if you take the time to think about it. One of the main reasons a player decides not to go for the ultimate is based on their chances of getting it. Once you've made your choice based on that, you are gambing that your decision was the right one, which means that you are gambling that the other requirements for the ultimate will not appear.
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 ;)
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett

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Jolly Joker
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Unread postby Jolly Joker » 27 Jun 2006, 19:14

King Imp, the things you mention are very minor things and don't kill the game. Obviously they are concentrating on the major flaws. I don't think the picture of a unicorn is important when there are stability issues with the MP mode, when there is a map editor to reshape when there is an expansion to be made, when there is the simultaneous turn mode still under devlopment and so on and so forth. They are still patching and still working.
To call them lazy because instead of hunting minor annoyances they try the bigger issues first is a bit strange. Don't you think, if they WOULD correct that but left the bigger stability issues out, everyone would complain about THAT (They fix the darn Unicorn, but the game STILL crashes when...!)?
And clueless they are exactly why? They didn't do the game the way you'd have liked it to be? Or what exactly do you mean with clueless, when you say that "they have done many good things with this game"?

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Unread postby King Imp » 27 Jun 2006, 19:24

If they were actually fixing the bigger problems, then maybe others wouldn't be so upset and think Nival hasn't a clue what they are doing.
Did they fix these big problems in Patch 1.1? No, but they also didn't fix small things like I mentioned. Instead they fixed the look of a unit's cape (no one complained about that) and they fixed the game credits (how does that affect gameplay again?). I'd be willing to bet almost nothing is changed in Patch 1.2 as well. Maybe they fixed the credits again.

Some of these things are so minor that a low level programmer could do in their sleep, but instead they show they don't care about things than many people have complained about over and over again and just fix miniscule things that no one saw as a problem in the first place. By not fixing obvious problems that have existed since the beta makes the fans think they don't know what they are doing and don't care. Give the fans something to show you are actually listening (which we know unless it's on Nival's Russian forum, then they are not).

And you want a description of clueless. That would be working on the expansion like you said instead of fixing all the current problems now. This seems to be a main problem with Nival. They continue to implement new features instead of going back and fixing the problems with what they have already done. It should be implement 10 features, fully test and makes sure they work properly (which is painfully obvious they do not), then move on to implementing more. Instead, they just keep implemeting, and implementing, and implementing until they are so backed up on errors that they can't get to fixing them. Then they use the excuse "we didn't have the time."

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Unread postby Jolly Joker » 27 Jun 2006, 19:40

I mean, this gets silly, I know, but if they are implementing and implementing and implementing as you say, then they can't be lazy as well, can they? The way you describe them I'd think the right word is sloppy.
Anyway, I don't think this makes any sense to discuss further, since this is way off topic.
Feel free to have the last word here.

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Unread postby Da' vane » 27 Jun 2006, 23:04

Actually, this isn't just Nival's fault - it is also Ubisoft's. Ubisoft has rushed the game out - and this is just proof. Right now, it feels like we're paying beta testers, or what would be better described as a gamma build.

The good thing about the PC is that you can patch things up, but that doesn't mean you shoud rush out games and then patch them in the field. This, however, seems to be a growing trend, because patching in the field seems be a good way of providing "support" for a game. Then, when they are done and it's all patched up on the PC, the companies bundle up everything and release it for the X-Box... :mad:

Things this buggly, with this much sloppiness should have been taken and fixed, and released when it was ready, and actually had all the features implemented properly, including a map editor and stable MP capability.

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Unread postby Bandobras Took » 27 Jun 2006, 23:33

Just a few small and hopefully non-inflammatory comments:
Da' vane wrote: Not to mention that as it currently stands, going for aultimate and then chaning your mind is really stupid, because most, if not all, of the skills and abilities required for the Ultimate are weaker than the rest of the bunch, and are apparently only justifed by the fact that they can lead you to the ultimate. In fact, in many cases, the only way that Nival could get anybody to take them is be forcing them to in order to get the ultimate...
That example doesn't really hold with the Inferno; Teleport Assault, Power of Speed, and Dead Man's Curse are all skills that I like.

In a larger sense, though, you're still assuming that your preference and play style is the same as everybody's. It's become apparent to me that one of my favorite skills, First Aid, is nearly universally considered crap by other players.
Da' vane wrote: It seems that your definition of a "hard" and "meaningful" choice is based solely on what you lose and what you can't have. Yes, this would be lost under "my" system, but you can always punish yourself in this way by vowing not to take certain skills and abilities if you take others.

But for some of us, our choices aren't based on what we lose, but what we gain. If it helps our character now, we take it. If it doesn't, we won't. The "hard" and "meaningful" choices come from trying to decide which of the options will help us the most at this point in time, based on what we have seen from the map so far.
This is it, in a nutshell. There is a difference of opinion among the players of the game. Nival chose to go with the more stringent option. Those of who really like having to weigh our options -- not to mention trying different builds off the same class -- are appeased. Those who like to explore every option of a skill at once are infuriated.

That having been defined, I don't think anybody's going to jump the fence on this one and go over to the other side, if twelve pages haven't managed it. :)
Da' vane wrote: Um, the point is that if the Hero has the wrong starting skill, they are denied the ability of getting the ultimate, and you don't have a say in that decision.
Well, of course you do. It's the hero selector when you start a map. If I'm aiming for Urgash's Call, my first step is to select Grok as my starter. If not, I'll likely still select Grok since I love his specialty. If I'm looking to build a spellslinger and shred my opponent's defenses, I'll choose Grawl. If I want a townbreaker and a good early game, I'll choose Deleb.
Da' vane wrote: It's currently level 29 or 30 to get your ultimate. Even though there are no large maps at this time, there will inevitably be a map where you can get your heroes to ultimates. Quite frankly - as fun as the SP games are, the HoMM games tend to survive through multiplayer, and if you can't get ultimates in MP games, there isn't really much point in ultimates at all.
There it is -- "barring all situation in which Ultimate abilities have a point, there's no point in Ultimate abilities." :)

Seriously, in my own town, Heroes survived on the strength of its Single Player capacities. If Ultimate abilities are primarily meant to enhance single player, then MP will not suffer from not realistically being able to reach them.
Da' vane wrote: I'm sorry, I forgot you were a masochist who's idea of fun involved "hard" choices and the loss of options. But I, for one, do not like having the option to go for the ultimate taken away from me by a bad level up or a dodgy Witch Hut visit.
Yep, but it sure is organic when you get a bad level up and have to deal with it. :)

Okay, maybe that was a little over the top. The only times I've been frustrated going for an Ultimate, though, have been from a bad Primary Skill offering. Being limited to three subability slots has had nothing to do with it.
Da' vane wrote: In every case, all equal balancing factors cancel out, leaving those factors which are out of balance - be they luck, choice, strategy, army size, terrain, or whatever. In a situation where all other factors are equal, including player skill, a weak hero caused by poor abilities would lose.
Except, in players of equal skill, poor abilities wouldn't enter into it. I am, again, speaking from personal experience. I have never failed to get the subabilities I've aimed for, so two players of equal skill may reasonably expect the same success rate in getting what they're aiming for. Poor Primary Skills might affect it, since there's absolutely no control on what Primary Skills you get offered. We may be better served with a way to increase the options on Primary Skills. At least, that's what my own experience with the game indicates.
Da' vane wrote: But taking Navigation on a water-based map IS strategy. Yet, in order to do this, you have to sacrifice going for the Ultimate. Since the Ultimate is the Ultimate, there is no incentive to adapt, but rather stick to your gameplan of getting the ultimate and ignore the events in the game completely, until such time as you are denied the opportunity to gain your ultimate.
Naturally. The Ultimate Abilities are rather powerful, and getting to them is supposed to be tough for that reason. If we toned down the difficulty of getting to them, we'd also have to town down their strength, with the end result that it feels like just another subability rather than an achievement.
Da' vane wrote: In lots of games, you take things early on because that's what you need early on. Then later on, as the game changes, you adapt and focus on that. This is not the casin in H5 with heroes development, where you are forced pretty much from the start to dedicate a hero to either the early game or the late game.

Part of strategy is adapting to the situation at hand. You need to be able to adapt, to be able to find and discover the opponent's weaknesses. H5 doesn't seem to do that at all - it's just a race to get your town and heroes levelled up for a final battle where luck determines the winner - because there are so many penalties for adapting.
I would contest this, as well. Deleb, for example, is strong in the early game, but with Brimstone Rain becomes a town-breaker in the late game. Grok, who starts with Teleport, gives the Inferno a leg up in the early game, while his Logistics specialty sustains him in the late game. I don't see that capacity in the early game automatically guarantees incapacity in the end.
Da' vane wrote: And let me remind you and onlookers about the bits you didn't emphasis. You keep trying to convince me that better documentation solves the problem. But it doesn't - I can see this, because I have a copy of the skill wheel and the game still doesn't play any better.
But it's solved the problem for me -- I know precisely what I want to aim for and I go get it. Most of the time that doesn't include the Ultimate, because the map's over before you'll get it. Which would reinforce that Ultimate Abilities are a SP garnishing.

The game doesn't play any better (except that it goes alot faster for me with the patch), but I certainly do.
Da' vane wrote: It's quite simple really, if you take the time to think about it. One of the main reasons a player decides not to go for the ultimate is based on their chances of getting it. Once you've made your choice based on that, you are gambing that your decision was the right one, which means that you are gambling that the other requirements for the ultimate will not appear.
But the other and bigger reason is the levels required for it. If I'm romping around at level thirty and thinking I need Urgash's Call to win, I likely screwed up my game long before then, and under circumstances that have nothing whatsoever to do with skill selection.
Da' vane wrote: Yes, you can manipulate this somewhat, but basically, your main gamble is that you won't get the skills required for the ultimate. If somehow you do get the skills anyway, you will be sick as a parrot if the only reaons you can't get Urgash's Call is because you chose Tactics rather than Power of Speed.
But here you return to documentation: why would a person choose Tactics rather than Power of Speed if he's going for Urgash's Call? And under what circumstances would somebody decide they want it at level 28? Especially since, by this time, they'll have Frenzy and Puppetmaster?
Da' vane wrote: You may like this, but I'd rather be able to pick up another ability under Attack to be able to take Teleport Assault and get Urgash's Call on the following level, because I have all the other requirements.
But if Ultimate Abilities aren't intended for MP, then why worry? And if they're "icing on the cake" for SP, why do we worry about whether or not to get them at the end of the map?

The person that tries and fails for Ultimate abilities will be at a disadvantage, you say. How so?

I can't think of any Hero who'd be so fundamentally weakened by failing to get their ultimate that they wouldn't stand a chance against a hero who hadn't gone for it in the first place.

The only case of real weakness would be against someone who'd gotten the Ultimate vs. someone who hasn't, but you've fortunately countered that situation by describing for us in detail how incredibly difficult it is to get one. :)

The summation of this rather long-winded and likely boring response:
1) Some of us like the limitations, some don't;
2) Most often, when people complain about getting the wrong subabilities, it's because they've misunderstood how to get them;
3) Ultimate abilities are really difficult to get and most likely intended for SP, so those who cherish the MP aspect don't even need to worry about them; and
4) This thread is wandering off into "Yes it is!/No it isn't!" Land.

Goodbye! :)
Far too many people speak their minds without first verifying the quality of their source material.

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Unread postby MrSteamTank » 28 Jun 2006, 12:06

Corelanis wrote:If you think the game is taking to long put on a turn time limit
and ignore the windmills etc. If its still a problem uninstall the game and play wc3/sc becuase tbs are imo supposed to be longer. I agree that flaggable mills would be nice but we dont have them in h5 so oh well.
As for skill i like the currant skill system, it could use some tweaking but i dont like the idea of every heroes getting every skill/ability regardless of their lvl or how hard to get them it is.
LOL! What are you doing to be able to get 3-4+ hours of spare time? I wish I had that kind of time. If you want to reach a broader fanbase you need to speed up the game considerably. I'm not saying killing what homm is about as you can easily still have the same game with a much smaller 'in your face' style map that encourages early game rushes and battles and features to streamline the game.

For example no collect every week structures, small maps with no strong creatures blocking your path from the enemy, caravans from homm4, and simultaneous turns would be a very nice start.


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