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ColdAshen

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"A role-playing game is a game in which players assume the roles of characters in a fictional setting, Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development", so it seems to me that this game could already be classed as a roleplaying game, with or without lords and artifacts.
 

Hassat Hunter

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Maybe expanding on my last answer is needed. Thought it would be enough, but thinking more I figured it could be mis-interprated (as mindless mocking or such for example), and miss it's point...

So let's start...
Lords have skill-trees
Units already have currently. When gaining enough XP to level they get 3 skills to choose from. Pick whatever way you want to level him up to. Damage, defense, support. That isn't different than a "skill tree"

Lords will have equipment
Units already have this currently. Although it isn't shown on a ragdoll various armors, weapons, potions, amulets, rings etc. are available. Although with the stupidity that heroes can wear 4 armors. It's unsure wheter lords can use perks too, but then again, their equipment will just be ontop of it, more of the same. Otherwise, it's replacing it, and be just the same thus. Without 4 armors at the same time stupidity.

Whatever. Lords are still RPG!
Instead of repeating this, maybe counter the already often mentioned arguments that what you say makes them RPG (skilltrees and equipment) is already in the game. So what exactly is the difference that makes it "no-Warlock"...?

Lords are unique? Sucks! I want to mass-produce them and conquer the world!
Sorry, that function is already pre-occupied by temple units, which you can mass-produce. The Lords you will have to think carefully where to use, you can't have them on both sides of the map like you can with 2 temple unit squads. Which adds strategy. Which is something apparently wanted, although some people seem to think Lords will actually counter it somehow.

Lords will make the game more tactical, not strategical!
Not true. The game will be as tactical as it always was, since a lord is just another unit, albeit unique. So moving in the right hex, placement of bowmen, movement through hexes and all that tactical stuff Warlock already has remains unchanged with Lords. The difference will be at the strategic level. As said, you can't just summon lords left and right like temple units to defend and attack everything, you have to plan in advance where to use them. Much like any other unit really, except you can't multiply them if you think about 2 goals.
Also for opponents it adds more variety on what to do. As stated in another thread that exotic resources are good for strategic warfare, opposed to everyone having the same resources, the same will be in effect here. Will you go for the buffed temple unit and cost the opponent a lot of gold to recover it, which they probably will? Are you going for the unique lord and be-theft them of a unique unit they cannot replace (well, besides maybe the resurection spell)? Or do something else entirely with your units ot involving either of them. Strategic choices, which can affect the path of war, and ultimately the game.
And don't tell me that's a bad thing...
 

Colbert30

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Maybe expanding on my last answer is needed. Thought it would be enough, but thinking more I figured it could be mis-interprated (as mindless mocking or such for example), and miss it's point...

So let's start...
Lords have skill-trees
Units already have currently. When gaining enough XP to level they get 3 skills to choose from. Pick whatever way you want to level him up to. Damage, defense, support. That isn't different than a "skill tree"

Lords will have equipment
Units already have this currently. Although it isn't shown on a ragdoll various armors, weapons, potions, amulets, rings etc. are available. Although with the stupidity that heroes can wear 4 armors. It's unsure wheter lords can use perks too, but then again, their equipment will just be ontop of it, more of the same. Otherwise, it's replacing it, and be just the same thus. Without 4 armors at the same time stupidity.

Whatever. Lords are still RPG!
Instead of repeating this, maybe counter the already often mentioned arguments that what you say makes them RPG (skilltrees and equipment) is already in the game. So what exactly is the difference that makes it "no-Warlock"...?

Lords are unique? Sucks! I want to mass-produce them and conquer the world!
Sorry, that function is already pre-occupied by temple units, which you can mass-produce. The Lords you will have to think carefully where to use, you can't have them on both sides of the map like you can with 2 temple unit squads. Which adds strategy. Which is something apparently wanted, although some people seem to think Lords will actually counter it somehow.

Lords will make the game more tactical, not strategical!
Not true. The game will be as tactical as it always was, since a lord is just another unit, albeit unique. So moving in the right hex, placement of bowmen, movement through hexes and all that tactical stuff Warlock already has remains unchanged with Lords. The difference will be at the strategic level. As said, you can't just summon lords left and right like temple units to defend and attack everything, you have to plan in advance where to use them. Much like any other unit really, except you can't multiply them if you think about 2 goals.
Also for opponents it adds more variety on what to do. As stated in another thread that exotic resources are good for strategic warfare, opposed to everyone having the same resources, the same will be in effect here. Will you go for the buffed temple unit and cost the opponent a lot of gold to recover it, which they probably will? Are you going for the unique lord and be-theft them of a unique unit they cannot replace (well, besides maybe the resurection spell)? Or do something else entirely with your units ot involving either of them. Strategic choices, which can affect the path of war, and ultimately the game.
And don't tell me that's a bad thing...

^^ This

Also, some people seem to be having difficulties differentiating between strategic and tactics. From Dictionary.com:

"In military usage, a distinction is made between strategy and tactics. Strategy is the utilization, during both peace and war, of all of a nation's forces, through large-scale, long-range planning and development, to ensure security or victory. Tactics deals with the use and deployment of troops in actual combat."

If you want, you can see it this way: Strategic decissions are long term plans aimed at winning the game (race to play, perks of your wizard, capital placement, etc.); tactical decissions are immediate/short term plans aimed at winning a battle (placement of your units, order in which they'll attack, skills they'll use, offensive/defensive spell you'll cast, etc.). Some games even have especial maps for the tactical combats (Age of Wonders, Disciples, HOMM series, Elemental, etc.).
 

Mardagg

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+1 to Colbert and Hassat.I totally agree.
There are games btw where units get experience and as time goes on auto level up,often just automatically getting more strength and more HP for example.This is less rpg-heavy imo.But as soon as you are able to choose from several skills/perks at a level up,there is a significant rpg element to any such game.
 

Skyhunteren

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Maybe expanding on my last answer is needed. Thought it would be enough, but thinking more I figured it could be mis-interprated (as mindless mocking or such for example), and miss it's point...

So let's start...
Lords have skill-trees
Units already have currently. When gaining enough XP to level they get 3 skills to choose from. Pick whatever way you want to level him up to. Damage, defense, support. That isn't different than a "skill tree"

Lords will have equipment
Units already have this currently. Although it isn't shown on a ragdoll various armors, weapons, potions, amulets, rings etc. are available. Although with the stupidity that heroes can wear 4 armors. It's unsure wheter lords can use perks too, but then again, their equipment will just be ontop of it, more of the same. Otherwise, it's replacing it, and be just the same thus. Without 4 armors at the same time stupidity.

Whatever. Lords are still RPG!
Instead of repeating this, maybe counter the already often mentioned arguments that what you say makes them RPG (skilltrees and equipment) is already in the game. So what exactly is the difference that makes it "no-Warlock"...?

Lords are unique? Sucks! I want to mass-produce them and conquer the world!
Sorry, that function is already pre-occupied by temple units, which you can mass-produce. The Lords you will have to think carefully where to use, you can't have them on both sides of the map like you can with 2 temple unit squads. Which adds strategy. Which is something apparently wanted, although some people seem to think Lords will actually counter it somehow.

Lords will make the game more tactical, not strategical!
Not true. The game will be as tactical as it always was, since a lord is just another unit, albeit unique. So moving in the right hex, placement of bowmen, movement through hexes and all that tactical stuff Warlock already has remains unchanged with Lords. The difference will be at the strategic level. As said, you can't just summon lords left and right like temple units to defend and attack everything, you have to plan in advance where to use them. Much like any other unit really, except you can't multiply them if you think about 2 goals.
Also for opponents it adds more variety on what to do. As stated in another thread that exotic resources are good for strategic warfare, opposed to everyone having the same resources, the same will be in effect here. Will you go for the buffed temple unit and cost the opponent a lot of gold to recover it, which they probably will? Are you going for the unique lord and be-theft them of a unique unit they cannot replace (well, besides maybe the resurection spell)? Or do something else entirely with your units ot involving either of them. Strategic choices, which can affect the path of war, and ultimately the game.
And don't tell me that's a bad thing...

+1 for truth
 

Alexey Kozyrev

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Hi all, sorry for the long wait. The update is ready, we are waiting for the localisation and should be able to patch the game in two-three next days. Anyway - tommorrow I want to put patchnotes on this forum for you to know what to expect from the update.
 

unmerged(83282)

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Thanks, Alexey. When you say that the "update is ready [...] to patch the game" you must refer to the patch (with MultiPlayer added).

But what about the "Lords and Artifacts" DLC : when do you expect it to be available?
 

Sn3ipen

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Thats absolutely great! Cant wait for the patchnotes and the actual patch. Thanks allot for this update. :)