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Author | Two New Ideas/Suggestions |
Well, i have two idea's really, the first isn't an idea as such but a preferred modification to;
Mana:
I personally think that perhaps there should be a longer waiting time for mana to restore completely, as 30 Minuites for your mana to fill up isn't very ..'accurate'?
for example, if a level 3 has 20/20 Mana, it will take Half an hour to restore, but if you have a level 7 with 60/60, it also takes 30 minuites to restore, perhaps the time could be a bit longer, but buying potions can speed it up (perhaps that idea can be implemented anyway?)
Clan Tax:
Something that can, when joining a clan is automatically taken out of either your total gold ammount per week, or your winnings from each battle, which can be set by the clan leader, - the money gonig directly to the clan funds.
Thanks beforehand,
TRIDENT | 1) you do not use mana, right?
it is allready annoying enough the times are different
2) fine with me, but what if someone does not have the gold?
make it a choice of the player | 1) Maybe instead of 30 mins as a whole for mana it could be a certain number of minutes/seconds for each mana point? (e.g. 1 mana point every 1 minute) Just to make everything a little more fair?
2) Maybe not just a certain percent as a whole but as your combat level? So lower players dont have to pay high taxes compared to the higher leves of the guild. | 1) Very Very bad idea. It will be a major disadvantage to magic factions. For ex a demon lord or knight with 7 in attack can use those skill points as soon as his army is ready (19 mins?) whereas a wizard or necromancer or dark elf will have to wait 30minutes for their 7 knowledge to be fully useful. So might factions can fight at smaller intervals with full effect (2/3). With what you are suggesting it would be even larger gap thus making it much easier for might factions to level up and or make a lot of time useless for magic factions
PS: the rate is constant but it is dependent on knowledge. the more knowledge you have the faster you man is replenished. IN the Homm games which this is based off, there are skills to increase your mana more than the 10 per knowledge point, in which case the mana regeneration rates times can differ for same amount of mana depending on knowledge. | I'd like some input from experienced users over mana regeneration because currently, I don't understand it at all: why mana restores slowly?
Basically, it tells magic factions should be played less often than others.
Non-magic users can play every 15 minutes but magic users have to wait longer. It is because magic is "too powerful"? But i'm not sure magic is "too powerful" at all. Of course, magic is powerful, I won't deny it. But you have to pay for it with Power and Knowledge characteristic points that will sorely be missed in Attack and Defense. When you see the price of an artifact to get a single skill point, you really understand how hard it can be to spread your precious points in four characteristics instead of two.
It's extremely annoying to have full health but to wait half an hour more to have full magic. Because let's face it guys, against experienced players, a magic user with half the mana is toasted from the start.
It seems that Arctic was aware of the problem and introduced the strange tweak of "3/4 of mana used in a hunt restored afterwards." But it's a strange and unnecessarily complex solution. The easiest path would simply to regenerate health and mana at the same rate, so each player could be at full strength after 15 minutes at worst, period.
And I think nobody ever bought a single mana potion either. Really too weak for its price. |
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