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Don't let heroes reuse the Stone Liths and Whirlpools while standing on them #9661
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Don't let heroes reuse the Stone Liths and Whirlpools while standing on them #9661
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Hi @oleg-derevenetz , could you please create a separate pull request with your fixes for Code Checker since we have other PRs that have similar issues? |
@oleg-derevenetz , alternatively I can disable a mandatory check for PR gates using Code Checker for now. |
Hi @ihhub
These are experimental approaches I tried to fix the CodeChecker issue. I'll open a separate PR as soon as I settle this. |
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I've added other reviewers to gather their opinion about this change. |
Hello everyone! The ability to use the space bar does not break the map logic (instead of pressing the space bar you can do save and many "load and use portal" - that how it works in the original game). So technically this change will not drastically change the gameplay but sometimes this can make using many portals more annoying for a player who really wants to move their hero to a specific location. If the community votes for this change then so be it, but I vote for keeping the master branch logic. ... and as a compromise the space bar reuse option can be disabled for Expert and Impossible difficulties and not only for portals (if you visit a dwelling at the 7th day and buy some troops and wants to stay for the next day on these difficulties you'll need to re-enter the dwelling without using the space bar, like in the original game). |
Greetings fellow collaborators. I agree and approve of this PR. However, the main issue I see with this is that currently players have started to make maps in the new It is therefore obvious that we need, and players/map makers want, a portal which allows for selection of an exit, and both this and the original portals can exist together. |
That's what I'm talking about :) It's not so easy to make such a change now, when everyone is already used to this HoMM3-style mechanics. Technically, it's nothing especially complicated, but from a psychological point of view, there is a lot of resistance to preserving the mechanics of the original HoMM2. |
It's not entirely clear to me exactly how this will work. What if some of the exits of this portal are in the fog of war, how are they supposed to be chosen? Or is it assumed that they highlight themselves (and perhaps some small area around them) for all players immediately from the beginning of the game? As far as I know, there are no similar mechanics in any (at least popular) game from the HoMM series. |
If we want to position this PR as a restoration of the original HoMM2 game mechanics then we should consider fully removing the reuse ability for heroes. @oleg-derevenetz, @zenseii, @ihhub what do you think? |
In fact, this PR is just a implementation of this proposal from @modo-lv. I decided to implement it and thereby initiate the discussion, because once again there were those who were dissatisfied with the current consensus between human player's UX improvements and following the logic of the original game. |
Hello everyone, I support the @Districh-ru's point that the way the stone liths work in the original game brings frustration to the user. In general, I'm of the opinion that if the user can bypass certain restrictions due to the game's operating design in any way (in this case saving/reloading the game before/after an action), because this allows him to remove a frustration generated by the game, one might as well directly remove the frustration generated by adjusting the game's operating design. The way stone liths work in the original game can only be considered interesting from a player experience point of view when stone liths are not yet discovered on the adventure map (still under the fog of war). The problem that arises at this point (when the stone liths are revealed) is that their use continues to be an RPG type action when it should be a strategy game type action. It's also true that some of the game's original scenarios also make use of the random operation of stone liths, and the fact that having to leave the stone liths' position and then return to use it again consumes movement points to bring a strategic dimension to the moves while retaining an RPG feel; but in the end this only increases the time needed to complete the scenario. For the rest, the fact that the hero has to leave a location and then return to enter it again, all the while expending movement points, is frustrating and, by the same token, poor game design. Concerning the possible new types of stone liths with different functions proposed by @zenseii, I'm not in favor. Now that players are used to this enhancement to revisit a site, it's going to seem like a step backwards, bringing frustration, without a real addition to the game even if it is to function as the orinal game, as @oleg-derevenetz also points out. For the operation of stone liths, here's how it could work: With two stone liths. With three or more stone liths. Several stone liths revealed, at least one hidden by the fog of war. When all stone liths are revealed, it is no longer necessary to display the entry offering a stone lith not yet revealed. With all this in mind, moving with stone liths shouldn't consume any movement points. |
In my opinion, people came here to play HoMM2 - as they remember it. I don't think there's a real need to introduce any mechanics that have fundamental differences from the original game, especially those that will be available on original maps one way or another. If the original game has a certain balance between the strategic component and the RPG component that was developed by its creators, then we need to keep it as is as much as possible, and not arbitrarily shift it to one side "just because we can". |
Getting a bad result in combat also leads players to save/load and try again to get a better result. That's player choice -- accept the result you got or savescum to get a better one. Players using save files to avoid risks is not a reason to remove those risks from the game.
I don't agree that it's the same, as I explained in my original comment.
It also increases the risk that the enemy (AI or human player) will gain advantage. While your hero is wasting movement points trying to get to the right portal exit, their heroes can spend theirs on exploring the map, acquiring resources etc. I believe that the randomness, combined with having to move away and return, is/was a way to limit stone lith use, similar to how spell points limit teleportation spells like Dimension Door. Being able to just teleport across the map to any lith you want can be a very powerful feature in a game where movement is limited, so having some cost associated with it makes sense. I feel this was intentional by the original developers (as evidenced by maps specifically designed with this limitation in mind) and should function as in the original. Especially if it also makes human and AI gameplay rules more consistent. As for the PR itself, I think that it is crucial to have an informative message pop up when a player tries to use spacebar on a portal, letting them know that the exception is intentional. I'm not seeing that in the PR, which could make this change come across as a bug or at the very least confusing for players unaware of these discussions. P.S. Spacebar activation also didn't exist in the original HoMM 3, it was added with Armageddon's Blade expansion. I wonder if NWC developers had as much discussion as fheroes2 about portal balancing. :D |
Regarding this: the game UI already has an indication of whether you can reuse the object you are standing on or not - the image on the "continue movement" button (with the horse) serves for this purpose (because this button is used to re-visit the object on platforms that may not have the hardware keyboard - e.g. Android). Therefore, if the question concerns whether the fact that the spacebar does not work on this object is intentional or not, then the state of this button should resolve all questions of this kind. Another question is why this is intentional (i.e. the rationale). In this regard, I doubt that one or the other explanation of "why" in this case will be enough, because it will exceed the size of this discussion :) And even so, there will still be dissatisfied people, so I consider the explanation of "why" in a dialog window superfluous. As well as a dialog window that simply says "you cannot do this", which will simply duplicate the already existing information from an already existing button in the UI. |
Oh, and I'm still not opposed to making this a setting -- as a last resort, if that's what it takes. @oleg-derevenetz explained why he's against it, and I completely agree that having a bunch of game mechanic variations is a bad idea, but maybe a rare exception could be justified for this, if a consensus can't be reached. As long as it is made very clear in the code and everywhere else that it is not done casually just because someone asked, but only for a controversial, long-debated issue where the original mechanics and those who prefer them directly and irreconcilably conflict with those who prefer the modernization. |
In general you're right, I'm just thinking about the fact that players are used to the spacebar teleportation. If this PR goes through and the portal "spacing" stops working, it might lead to a bunch of superfluous bug reports, Discord questions, etc. A popup saying something like "you must step away from the liths and gather your scattered mind to be able to use them again" would leave zero doubt about the intentionality of the change. |
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If Mozart wrote that a part of a composition had to be repeated/played twice then that was his intention, if someone doesn't like that then they can simply find something else to listen to.
In a similar vein, you have the map Alteris 2, which puts a bunch of portals with the intent to slow you and the enemy down. I don't like this design choice so I always delete this map from my maps folder and move on.
I have an impression that there will be a lot of "Discord questions, etc" in any case - "but why???". And to explain this "why" is not an easy task at all, there always will be dissatisfied people. |
The "why"s will need links to discussions, yeah, there's no way to explain something that meta in-game. It just seems like a flavor text popup could help with transitioning to a new behavior process for players (and also for new players, who know/discover the spacebar first, and then think they've encountered a bug when they get to a portal). But of course it's not functionally necessary. |
close #7139
close #9638 (sort of)
Related to #5625 and #9578
Technically this PR seems to work just fine, but I suppose there will be some dissatisfied people who are used to the HoMM3-style mechanics of portals.
fheroes2.engine.version_.1.1.6.2025-03-20.21-11-47.mp4