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AuthorTo developers / administrators - A HUGE BUG !!!!!!!!!!!!!!!
look at this battle http://www.heroeswm.com/warlog.php?warid=468142661

3-lvl Elf vs. 3-lvl Elf
All the battle my archers shoot AFTER the enemy archers?!?
The problem is that I possess a speed artefact and the other player DOES NOT HAVE ANY!!! (He got absolutely no morale bonuses)
It's even more ridiculous because you can point at any time on the unit infos and it's written clearly that my archers have 10.4 initiative and the enemy's have 10.3 ?!

Thus the slowest player in this case has major advantage shooting first at my archers. A reward for non wearing arts maybe?

Eventually I managed to win just because I am full of other arts but how can I be sure next time some other one would decide to take a rest even it is being weared?

This ruins all the idea of money making, stuff buying, etc. if the stats of a hero does not matter...
http://www.heroeswm.com/help.php?section=29

The pre-combat positioning of units on the bar happens with a random deviation of 0% to 10%.
for IF_:
100% Right
This used to be a discussion subject of many months on the other players.
The idea is, if you really want your archers to outstrip anyone (even with thee same initiative), you gotta have 11% more initiative than the other hero does.
This is certainly not impossible, considering all the ways to get initiative (artifacts, Thieves' Guild, faction skill bonus, with time - certain secondary abilities). Let's say, your opponent elf has 3%. If you have 14%, this ensures that your archers will get their turn before the enemy archers, even in case of the greatest deviation not in your favor (0% vs 10% to the opponent).
Finally, I'd like to ask you to restrain from putting that many exclamation marks in any one short post or thread name. Thanks.
So I guess I am player number 1001 who thinks the rules of this game should be reconsidered. Not for my pleasure. Just in the name of fairplay. There is a sense in this rule but 11% is far too many! It's pointless. Why should players leave so much to the luck?! We're not playing lottery here. 4-5% will be more reasonable.
You see, I used to be in that 1000 players and I was actually supporting the suggestions to reduce this dependence, because at that moment the deviation was [0,20%] =)) Yep, twice bigger.
Now, that was certainly a bad idea, there was even no way to get YOUR creatures move before the same enemy's creatures with absolute certitude!

But right now, what seems pointless to you at this level, will start making a lot of sense on levels 5-6 already =)
Let me introduce you some artifacts for level 6:
http://www.heroeswm.com/art_info.php?id=circ_ring
http://www.heroeswm.com/art_info.php?id=shoe_of_initiative
http://www.heroeswm.com/art_info.php?id=broad_sword

Thus, using ONLY the blade, the shoes and two rings instead of, lets say, shoes for defense and rings for morale, you get +16% initiative!
That is exactly the point where your game style becomes formed =) You decide whether to take arts for defense and become a tank, or to pull as much initiative as you can get to make yourself swift and ensure more turns.

Also remember from my previous post, that artifacts aren't the only way to get initiative ;)

One more thing: Knights have slow archers if compared to elven bowmen and especially orcs. With the 10% deviation, we have at least some tiny chance to take the first move. In the case of 4-5% we'd be doomed to get an artillery firing in all cases.
7
Knights need more improvements:) Let's make a revolt and ensure Knight's domination in this world:)

P.S. Just kidding:)
Arctic, I understand that. The possibility of making a good fight strategy and some other nice whims are the reason I am playing this game but I have also played strategies and RPGs since "Eye of the Beholder" under DOS, through "Icewind Dale II", "Heroes" and many many more, to the latest titles of these days and there is no such thing as "Once got the deviation on your side, it's always on your side to the end of the battle".

I am sure the developers of this game are also familiar with D&D rules or AD&D3 or other gaming rules and this will make the understanding of their mistake a lot easyer.

The chances of that kind should be calculated on every TURN, not in the beginning and last for the entire battle. This can frustrate even the calmest minotaur, what about a human... Why should then the damage vary on every strike units make? It must be calculated in the beginning and not change for the specific unit-specific unit clash following current heroeswm logic.
This topic is long since last update and considered obsolete for further discussions.

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