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| ::::How does the page look here: [https://web.archive.org/web/20210323001338/https://heroes.thelazy.net/index.php/Secondary_skill web.archive.org/Secondary_skill]? [[user:imahero|ima]] 00:19, 23 March 2021 (UTC) | | ::::How does the page look here: [https://web.archive.org/web/20210323001338/https://heroes.thelazy.net/index.php/Secondary_skill web.archive.org/Secondary_skill]? [[user:imahero|ima]] 00:19, 23 March 2021 (UTC) |
| :::::I use Yandex Browser, based on Chromium. - Juq | | :::::I use Yandex Browser, based on Chromium. - Juq |
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| ==...==
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| Q: Were you aware of earth magic or logistics supremacy, or how useless eagle eye or learning are?
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| A: Keep in mind, at the time, HoMM3 was considered, first and foremost, a single player game. If a skill or spell proved to be overpowered, it wasn’t a big concern, because the overwhelming number of games were human versus ai. If we had known, twenty years later, HoMM3 would be a competitive multiplayer game, we would have given ‘balance’ extra attention.
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| This being said, at the time, we did not know Earth Magic or Logistics would be considered overpowered.
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| Learning could have used a buff, but we were worried about it becoming a ‘required skill’, so we errored on the side of ‘underpowered’.
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| Eagle Eye was a hold over from HoMM2, and within NWC it wasn’t considered ‘useless’. Regardless, in hindsight, it could have been cut.
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| Q: Were there dedicated testers and balance designers in the dev team of Heroes III?
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| A: Short answer... no. Please keep in mind, at the time, network play was a relatively new thing, and the thought of competitive HoMM3 was inconceivable. Also, dedicated balance designers and testers didn’t really become a thing until Starcraft became an esport in South Korea. Today, it is standard practice for any pure multiplayer game.
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| Greg Fulton, the lead designer of HoMM3 (RoE and AB)
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| Behemoth Cave [http://h3.heroes.net.pl/nowina/3765] Interview (2020.11.20)
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| [https://www.fanstratics.com/fstnewsletter10 Fanstratics Newsletter #10 (June 2021)]
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