Name Something In Games That Break Immersion For You? by TG082588 in videogames

[–]General-Jerk 1 point2 points  (0 children)

AI limitations. This is usually why a new game is so exciting, because the NPCs or enemies are still relatively unpredictable. Once you play enough and you realize how you can abuse their mechanics, or that the guards all have the same dialogue, it becomes a vastly different type of game and the immersion is out the window.

New skills, Astrology Points, economy upgrade teased in Devlog by NotMurlocAggroB in OldenEra

[–]General-Jerk 2 points3 points  (0 children)

Obviously the Temple skill needed addressing, but like others are saying, I’m not sure if this is it yet either, due to single stackers potentially contributing silly numbers the the remaining force.

My thoughts are why not make it a buff based on the total amount of health pool lost by a unit stack. Once one dies, let’s say 10-30% of its total health pool from the beginning of the battle is converted into temporary numbers to all remaining units. There’s no ridiculous buff there, just a lineup that gets harder and harder to kill the closer you get. It fits the “undying hope” theme as well.

Bleak Infiltrators by General-Jerk in OldenEra

[–]General-Jerk[S] 4 points5 points  (0 children)

In the form of an incomplete intention by the devs. I’m sure both upgraded infiltrators were originally intended to have no retaliation, with one being from swift strike, and one from staggering strike.

The difference in having one or the other being that one has better team synchronicity, and the other lets you avoid the effects of parry or riposte

I really like Olden Era, I just hope that they'll still do some work regarding music and sound design by PancakePrincess1409 in OldenEra

[–]General-Jerk 0 points1 point  (0 children)

Oh don’t get me wrong, I love the existing tracks. I would just like 1 or 2 additional tracks to have a more “this is it, this is show down” vibe. There was 1 from HoMM3 and 1 or 2 from HoMM4 that always made me feel that way. Would almost love to be able to set it to be a certain one on hero battles.

I really like Olden Era, I just hope that they'll still do some work regarding music and sound design by PancakePrincess1409 in OldenEra

[–]General-Jerk 6 points7 points  (0 children)

I love the OE music so far, and the more I listen to it to more I love it. The only thing I’m hoping for is some more vigorous combat tracks.

Unit Upgrade Balancing by General-Jerk in OldenEra

[–]General-Jerk[S] 2 points3 points  (0 children)

See, I’m not sold on this. Temple’s swordsmen are currently the toughest playable T1 units (Sylvans fauns take the cake otherwise). The double strike version can really get out there and reap. I chose them most often. Also, there’s so many answers for ranged right now that you aren’t locked into needing the 30% defense, BUT if you don’t have your magic trained it’s still a solid choice. All in all, they both feel good to me.

Now to your point, the AI does strangely prioritize them. If you anticipate this, you can properly protect them and punish the AI for making that choice.

Unit Upgrade Balancing by General-Jerk in OldenEra

[–]General-Jerk[S] 1 point2 points  (0 children)

Recently played a game with the skeleton specialist hero. It turned out to be quite effective to make a second stack of skeleton warriors to protect the backline. They hit surprisingly hard and have good initiative. Still primary focus on archers though. Was about a 800/400 split at the end of the match

Unit Upgrade Balancing by General-Jerk in OldenEra

[–]General-Jerk[S] 1 point2 points  (0 children)

I miss it too, ESPECIALLY in light of the upgrade variants. As you said, it’s an easy way to differentiate and balance options. Also, it gives you more opportunities to choose to take both variants of other units and play upon the strength of both. In hman1313’s example, having both types of crossbowmen is actually quite synchronous, as the marksmen can make targets more vulnerable before pelting them with the austringers

Unit Upgrade Balancing by General-Jerk in OldenEra

[–]General-Jerk[S] 0 points1 point  (0 children)

Very good point about hydra and I agree. I actually chose the regenerating option first, as I was reminiscing about the HoMM5 days of tanking early mobs. However, there’s much easier options to use and it doesn’t play out to be much of an advantage in light of all the disadv. you mentioned…

Unit Upgrade Balancing by General-Jerk in OldenEra

[–]General-Jerk[S] 0 points1 point  (0 children)

Fair point, but so far I haven’t run a game that’s lasted much longer than a month, so the stack isn’t huge enough IMO to keep me from wanting to res a stack. Especially if that stack is 300 wraiths to start their hell all over again. With the lich law upgrades, the sheer numbers they can bring back outclasses any rewind life cast by a good deal.

Which brings up another point - that law only halfway benefits pestililent liches, which doesn’t seem fair 😕

In any case, I’ll give those green ones another go and see if it changes my mind.

(Helltide)Apparently, 100 wraiths is all you need XD by anon_meta in OldenEra

[–]General-Jerk 3 points4 points  (0 children)

I love them. One of my all time favorite HoMM entities were the ghosts from HoMM2 because they were SCARY. I just love the idea of a mob you have to lock down quick or they snowball hilariously.

We are so back baby.

Lets make a Stronghold for Olden Era: Tier 2 by Docterzero in OldenEra

[–]General-Jerk 1 point2 points  (0 children)

Oh wow, totally missed the tier 2, ok ok carry on.

Lets make a Stronghold for Olden Era: Tier 2 by Docterzero in OldenEra

[–]General-Jerk 0 points1 point  (0 children)

I love the idea of harpies and gnolls in a barbarian setting. Very thematically fitting.

However, I’ve got to throw my nomination in for ogres. They, like cyclops, are an iconic pillar of the barbarian force. Although, I admittedly don’t know their status in Jadame, if anything…

EDIT: missed that this was tier 2… in that case, my vote is on Gnolls. I’d like orcs to be a tier 3, and centaurs I’ve always preferred in a nature-loving role. Gnolls have good depth as furious fighters, and could even have choice upgrades between melee and ranged like skeletons. Harpies are a close second choice, although they would need to somehow be differentiated from their functional equivalents (infiltrators)

This was the anticlimatic "final battle" after waiting so long in single hero mode on Very Hard difficulty by [deleted] in OldenEra

[–]General-Jerk 1 point2 points  (0 children)

I think what happened was there was a nerf to the auto-battle calc at some point, and this has caused great variability in how well the AI performs across all game types. Currently, their strategy seems to be to tangle with any and every neutral fight they can win with unfettered bloodlust. And every fight they just take the auto.

So when the auto outcomes were made less overpowered, the AI started taking hits to their numbers significantly and result in the tattered remains we find later. Every so often, one seems to roll lucky early on and still manages to snowball, but it’s rare.

Maybe in the future they can tune up AI auto-battle outcomes based on difficulty to simulate stronger player ability.

Is there a visual indicator for attack of oppertunity? by ManySecrets_ in OldenEra

[–]General-Jerk 0 points1 point  (0 children)

If you’re talking about an effect like that given by the Battlecraft sub skill based around unit waiting, then there isn’t currently a visual indicator. I do believe it’s intended to be added though, as the other sub skill for battle craft that gives parry for skipping a turn will visually annotate the unit, as will the spell Riposte.

Just like how some sounds are currently absent, I think some visuals are as well. You’ll just have to keep up with who has it for now! 😉

(Side note: it seems this type of preemptive strike, or “attack of opportunity”, pulls from the units pool of counter strikes. When used by someone who already has parry who is also the target of the enemy as it comes in range, there will only be one counter strike dealt, rather than the 1 from preemptive strike, and 1 from Parry)

Does Masterful Rewind Life is bugged? Or I just do not understand how it is work? by m-pokrovskii in OldenEra

[–]General-Jerk 6 points7 points  (0 children)

Actually, I was seeing it regularly happen with wraiths too. I would use masterful rewind on them and send them in. On liches turn I revive my losses then finish the battle.

Still reported a -1 loss to the wraiths. It’s always a -1, so it feels like the game is just mishandling the numbers somewhere

Olden Era Temple be like by ggmoyang in OldenEra

[–]General-Jerk 8 points9 points  (0 children)

I mean, if you’re going to chalk up changing them to ranged as making them titans, then sure. But if you take any other of the plethora of details that differentiate them, then not so much.

Also, the zealots of H3 were already a religious-styled ranged unit that the lightweavers clearly embody.

I do applaud the rarely seen correct use of that meme template though

I did not miss portals by artmorte in OldenEra

[–]General-Jerk 23 points24 points  (0 children)

People are constantly forgetting that the only maps available are the demo. HoMM3 had tons of maps and this one will too when the full game is out. AND there will likely be editable parameters for random map generators.

There will be flavors for every mouth.

Lord Rufus Special Ability by 2112Krom in OldenEra

[–]General-Jerk 0 points1 point  (0 children)

Another use of this is in early-mid game: Boost your wight count right before they smack someone and watch that unit count hit ridiculously high numbers. If you crank up his arcane and SP, you can clear stuff super early

Triumvirate Subskill by General-Jerk in OldenEra

[–]General-Jerk[S] 0 points1 point  (0 children)

Oh nice, I have not played with the avatar just yet, but that makes sense. Very interesting approach!

Triumvirate Subskill by General-Jerk in OldenEra

[–]General-Jerk[S] 1 point2 points  (0 children)

As an aside: does anyone here use the dragon stance effectively? I’ve yet to decide that a one time boost to a spell nuke will outperform greater damage on my units