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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: ~ Heroes 7 - Beta Discussions ~
Thread: ~ Heroes 7 - Beta Discussions ~ This thread is 64 pages long: 1 10 20 30 40 50 ... 55 56 57 58 59 ... 60 64 · «PREV / NEXT»
Neovius
Neovius


Adventuring Hero
posted August 31, 2015 10:07 PM

I think I've had enough, so here's a little list of things I observed. It's more about functionality than appearance, design or balance issues as others summarized these perfectly.

UI and Controls
---------------
-missing info about heroes in game lobby like might/magic type, class and starting creatures
-missing random faction select in the lobby
-can't double click on a unit portrait to display detailed info, same with heroes in towns
-can't view quick creature window by just holding right mouse button in combat (have to close it)
-can't rotate the camera with right mouse
-can't drag and split in tactical phase in combat
-can't cancel spells or hero attack with right mouse button
-no health bars for units under their count in combat
-creature count in combat is not colored differently when it has buffs/debuffs
-no reminder when there is a hero with movement points left or town with building available
-sleep/wake up a hero?
-no AI progress bars

Graphics
--------
-game map and cities need more contrast, it's like I am looking through a grey filter
-things seem somewhat blurry (maybe it's because the awful contrast)

AI
--
-is stupid (won't block ranged creatures when has a chance in combat)
-too slow, it's like the game is waiting for animations to finish even if they are hidden in a fog of war

General functionality
---------------------
-save files don't remember hero paths
-build window won't close after building something to show where the building appeared

Bugs
----
-deep freeze effect is sometimes huge
-attacking a minotaur says no retaliation, but he retaliates
-black market is empty

The UI is just awful, it's missing so much functionality from previous games that I wonder, if the devs even played the games. Also the music is pretty snow and unmemorable.
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Scream
Scream


Adventuring Hero
posted August 31, 2015 10:14 PM

I seem to be unable to join multiplayer games... "Unable to connect to server."

I have been able to join a couple. I usually get kicked (as they are probably trying to play with friends.) Or it's like... an 8 player game.

Also, what's with the multiplayer modes showing everybody's battles? Is this intended?

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Wellplay
Wellplay


Famous Hero
Poland Stronk
posted August 31, 2015 10:27 PM
Edited by Wellplay at 22:31, 31 Aug 2015.

Neovius said:
I think I've had enough, so here's a little list of things I observed. It's more about functionality than appearance, design or balance issues as others summarized these perfectly.

UI and Controls
---------------
-missing info about heroes in game lobby like might/magic type, class and starting creatures(you have every info about hero, concerning units this function never existed)
-missing random faction select in the lobby
-can't double click on a unit portrait to display detailed info, same with heroes in towns(use right mouse button)
-can't view quick creature window by just holding right mouse button in combat (have to close it)
-can't rotate the camera with right mouse(check controls)
-can't drag and split in tactical phase in combat(you can)
-can't cancel spells or hero attack with right mouse button(use ESC)
-no health bars for units under their count in combat(such thing never existed)
-creature count in combat is not colored differently when it has buffs/debuffs(nothing importent gameplay wise)
-no reminder when there is a hero with movement points left or town with building available(remember it yourself)
-sleep/wake up a hero?(no need)
-no AI progress bars

Graphics
--------
-game map and cities need more contrast, it's like I am looking through a grey filter
-things seem somewhat blurry (maybe it's because the awful contrast)

AI
--
-is stupid (won't block ranged creatures when has a chance in combat)
-too slow, it's like the game is waiting for animations to finish even if they are hidden in a fog of war

General functionality
---------------------
-save files don't remember hero paths
-build window won't close after building something to show where the building appeared

Bugs
----
-deep freeze effect is sometimes huge
-attacking a minotaur says no retaliation, but he retaliates
-black market is empty

The UI is just awful, it's missing so much functionality from previous games that I wonder, if the devs even played the games. Also the music is pretty snow and unmemorable.

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MeanMan
MeanMan


Adventuring Hero
posted August 31, 2015 10:29 PM

Neovius said:
I think I've had enough, so here's a little list of things I observed. It's more about functionality than appearance, design or balance issues as others summarized these perfectly.

UI and Controls
---------------
-missing info about heroes in game lobby like might/magic type, class and starting creatures
-missing random faction select in the lobby
-can't double click on a unit portrait to display detailed info, same with heroes in towns
-can't view quick creature window by just holding right mouse button in combat (have to close it)
-can't rotate the camera with right mouse
-can't drag and split in tactical phase in combat
-can't cancel spells or hero attack with right mouse button
-no health bars for units under their count in combat
-creature count in combat is not colored differently when it has buffs/debuffs
-no reminder when there is a hero with movement points left or town with building available
-sleep/wake up a hero?
-no AI progress bars

Graphics
--------
-game map and cities need more contrast, it's like I am looking through a grey filter
-things seem somewhat blurry (maybe it's because the awful contrast)

AI
--
-is stupid (won't block ranged creatures when has a chance in combat)
-too slow, it's like the game is waiting for animations to finish even if they are hidden in a fog of war

General functionality
---------------------
-save files don't remember hero paths
-build window won't close after building something to show where the building appeared

Bugs
----
-deep freeze effect is sometimes huge
-attacking a minotaur says no retaliation, but he retaliates
-black market is empty

The UI is just awful, it's missing so much functionality from previous games that I wonder, if the devs even played the games. Also the music is pretty snow and unmemorable.


Perfectly summarized my thoughts. Devs should save your post and work on these things. Most of them aren't crucial to have, but are annoying not to have and only gives you an unnecessary hassle.

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Neovius
Neovius


Adventuring Hero
posted August 31, 2015 10:47 PM
Edited by Neovius at 22:56, 31 Aug 2015.

Wellplay said:
(you have every info about hero) it could at least say what subclass the hero is, so you don't have to guess, but it's a minor thing (concerning units this function never existed) doesn't matter, it could now
(use right mouse button) shows only basic info, you can't view what the abilities do and you can't view your hero's skills or inventory, unless you return to the adventure map
(have to close it) of course
(check controls) that's a workaround, camera should be adjustable with a mouse, not just keyboard
(you can) how? I tried everything and it didn't work
(use ESC) again, a workaround
(such thing never existed) it does in h6
(nothing importent gameplay wise) lol
(remember it yourself) kek
(no need) seriously I hope you are getting paid for this and not doing it for free

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Wellplay
Wellplay


Famous Hero
Poland Stronk
posted August 31, 2015 10:54 PM
Edited by Wellplay at 22:57, 31 Aug 2015.

You need to get them back to "Army Bar" than hold shift+relocate unit.

Profit.

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Stevie
Stevie


Responsible
Undefeatable Hero
posted August 31, 2015 11:15 PM
Edited by Stevie at 23:16, 31 Aug 2015.

Next level random seed on reload changes building's alignment.
I'm dying here.








____________
Guide to a Great Heroes Game
The Young Traveler

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted August 31, 2015 11:18 PM

This is not what people had in mind when it was said "random towns".

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 31, 2015 11:20 PM

It's a feature
____________

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Scream
Scream


Adventuring Hero
posted August 31, 2015 11:22 PM

So nobody has any idea how to fix the multiplayer connectivity issue I'm having?

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ChrisD1
ChrisD1


Supreme Hero
posted August 31, 2015 11:26 PM

ok I'm crossing to the "dark" side. after all these days i said to myself that i would try the beta without random leveling up. and it actually works really fine. I think it bothers me more in theory that no decent randomness is not well implemented.
also i put everything in ultra high settings and lowered my resolution. runs really good. but still the graphics need so much polishing, among other things
i'm still not buying it at launch. i'll wait for the first 3-4 patches.
also i finally see where they are going with the hero classes. i have yet to figure out if the non grand-master abilities are the same between two heroes that have the same grand-masters. e.g embalmer (prime, paragon) and wizard (prime paragon).
those two might grandmaster in the same stuff but the rest of the pizza might be different, thus making them kind of unique.
____________

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cdiMaster
cdiMaster


Hired Hero
posted August 31, 2015 11:38 PM

Might and Magic Heroes 7 Beta 2 Feedback:

This is my feedback after playing the Beta 2 for ~ 12 hours.

1. UI:
- the buttons are VERY VERY UGLY: what is with the background? Why can't you just use a gradient for the background? Or a simple color background?
- UI seems that has improved a little from the beta 1
- UI still feels intrusive and bulky, a lot of screen space is used by the UI borders for example
- town screen build structure UI has bulky rows: that space could be used for bigger images for the buildings
- town screen UI: after building, there is a lag
- maybe add a new UI option for having the effect of highlighting all adventure objects(ON/OFF) like when holding the ALT key
- hero Army&Inventory UI screen has a lot of dead space: it could also benefit from buttons for manipulating creatures from one hero to another (see Homm3Hota)
- hero Army&Inventory UI screen: artifacts need bigger images and change the circular layout with proper body layout like it was in Homm3 and Homm4
- hero Skills UI: the skill wheel layout feels useless without dependencies between skills -> i think some kind of a table layout would have been much better and would have resulted in more space
- hero Skills UI: the skill wheel feels too bulky, it is difficult to read and plan the skills
- hero Skills UI: the skill ability icons are to small
- some of the scroll bars feel inconsistent: see hero screen specialization + current effects scroll bar and the army recruitment screen scroll bar
UI score: 5/10

2. Graphics:
Adventure map:
- the adventure map graphics seem faded, all feels foggy, i think changes to the coloring should be done

Combat:
- animations need more work: sometimes you cannot see the unit retaliated
- combat graphics also feel foggy
Graphics score: 6/10

3. Game play:
- game feels very slow: hero moves very little on the adventure map
- combat is slow, core units have to much HP
- spells need more diversity
- add more adventure map spells: where is view air? where is view earth?
- re-play-ability was harmed by the fixed skills per hero class: i think you could just fix maybe 3 skills per hero class and the rest could be learned based on probabilities
- re-play-ability was harmed by the fact that the races do not feel distinct from each other
 Game play score: 5/10

4. Content:
- i like the races and their line-ups: except for dungeon
- i like the spy system
- i like the town defense system with the fortification and creature recruiting
- there are only 8 artifact slots ; what happened?
- i like most of the unit models: except for the Strider/Soulless, i also don't like the black dragon model
- i like that there are more buildings on the adventure map: also mage guild building is back
- townscreens are not great but they are ok (i can live and play with them maybe except for the Necropolis one)
- also because townscreens are cartoony they feel inconsistent with the adventure map graphics
- i don't like the hero specializations
Content score: 7/10

5. Bugs:
- switching ALT-TAB several times results in game crash
- entering battles after a while results in game crash
- unit retaliation tooltip shows wrong text
- some spell effects do not trigger all the time
- game loads very slow: my pc has an i5 proc and 4gb of ram and GeForce Gtx260
- game frame rate is very low

Final thoughts:
 My final thought is that the game feels rushed. I think there is still need for more time to polish/change a lot of things on different levels.
 Because i am a M&M fan, i will buy the game, but i don't think a lot of people will do the same.
 Too bad because the game has potential, it just needs more time and the team should listen more to the hardcore fans.
 Overall beta score: 5.75/10.
 

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Neovius
Neovius


Adventuring Hero
posted August 31, 2015 11:50 PM

cdiMaster said:
i think some kind of a table layout would have been much better and would have resulted in more space

But then more people would realize that the skill system is just the h6 one in disguise.
____________

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cdiMaster
cdiMaster


Hired Hero
posted August 31, 2015 11:56 PM

Neovius said:
cdiMaster said:
i think some kind of a table layout would have been much better and would have resulted in more space

But then more people would realize that the skill system is just the h6 one in disguise.


true

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cleglaw
cleglaw


Famous Hero
posted September 01, 2015 12:18 AM
Edited by cleglaw at 00:31, 01 Sep 2015.

cdiMaster said:
Neovius said:
cdiMaster said:
i think some kind of a table layout would have been much better and would have resulted in more space

But then more people would realize that the skill system is just the h6 one in disguise.


true


false.

play for at least 20+hours, 4 different heroes, factions and different builds, then comeback and claim it, i dare you

hell, it doesnt even include spells in it like h6 do, somehow this hilarious claim spreads like disease in HC. i can write every differences one by one but even this one simple truth is getting denied when i argue with someone in here just why? you guys want to believe it will suck, so you may not feel disappointment?

meanwhile you guys keep saying same wierd things, devs intruduced arcane knowladge which made differences with h6, even bigger then before.

...

skills are being designed to work better with free pick, aka non-random. and thats the only similairity between h6 and h7 skill systems.

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted September 01, 2015 12:25 AM

^ Troll much?
____________
Friend-shaped

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jhb
jhb


Famous Hero
posted September 01, 2015 12:25 AM

ChrisD1 said:

also i finally see where they are going with the hero classes. i have yet to figure out if the non grand-master abilities are the same between two heroes that have the same grand-masters. e.g embalmer (prime, paragon) and wizard (prime paragon).
those two might grandmaster in the same stuff but the rest of the pizza might be different, thus making them kind of unique.


I haven't played much yet (only 1 map), but I got the impression that GMs aren't mandatory as people may think. I played a sylvan mage with mostly water magic and warfare, it worked more than fine.
Also, sometimes you only want a bit of that skill for a little synergy, e.g. getting a bit of leadership just for tactics, so you can use living shelter better on the first turn.
Another thing, full flanking might not be always the best goal. I noticed there is a lot of area and aura effects.
Sylvan can have 3 (dryad, deer, treant), so sometimes you'll have to decide to go for a better flanking bonus and expose more the stack or do a front and safer attack. Same goes for debuff auras, aoe spells, etc. I liked that positioning got more relevance.

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cleglaw
cleglaw


Famous Hero
posted September 01, 2015 12:36 AM
Edited by cleglaw at 00:40, 01 Sep 2015.

The_Polyglot said:
^ Troll much?


realistic i would say.

tell me boys, how many of you played h6? just be honest before throwing rocks. do you know in h6 skill system, you were forced to spend skill points to learn and cast spells?("spell" acctually, not "spells", for every on single spell!) hows that any similair now?

...aaaand did you also know that skill sytem had no skill/ability differences?

sorry i cant help myself, but i ll just stop now.. you know, before completely telling every single difference and breaking the pink illusion.


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TD
TD


Promising
Famous Hero
posted September 01, 2015 12:43 AM
Edited by TD at 00:48, 01 Sep 2015.

cleglaw said:
cdiMaster said:
Neovius said:
cdiMaster said:
i think some kind of a table layout would have been much better and would have resulted in more space

But then more people would realize that the skill system is just the h6 one in disguise.


true


false. play for at least 20+hours, 4 different heroes, factions and different builds, then comeback and claim it, i dare you


I can back them up on that with 20+ hours time(demo+beta combined). It is very much like h6 system because it uses it as the base. It has been re-structured, but it still kept all the problems h6 had. Instead of might/magic limiting you from the third level abilities of h6, now you got classes that limit that with expert/master/GM. Same with magic, h6 had "hated" magic school which limited school out for each faction, same is in effect with h7(like haven with dark-magic). Picking skills falls down to optimization which is why you never go with different skills, in h6 you also had certain specific skills you always wanted. Unlike in h6 however in h7 you are actually much more limited because h7 only allows portion of skills which are defined by class and because you are limited to 5 skills you will essentially always have 3/5 or 4/5 skills pre-picked to make most of your hero before the game starts. And because most hero specializations blow big time you only have few heroes per faction to play limiting you even more. H6 at least allowed you to customize the hero so is actually gave much more freedom(since the optimal skills only took like half the points as must-have things. It also has same 30 point limit which is the max level. Also regarding the 1/5/15 level restriction of h6, they replaced that with more classic style of requiring skill-level. Great deal of the abilities/skills are also from h6 simply either combined(so for example you get health boost in single ability rather than 3 continuous abilities at 1/5/15), split(extra exp is now a skill rather than ability with paragon) or taken from unit/boss/dynasty abilities(same with spells).

Frankly with academy for example I don't see why I would ever play any other hero than Minasli since she becomes so utterly powerful that all battles end in 1-2 turns of spamming single spell. This is of course balancing problem, but same can be said for all factions. They all only got few heroes to really play. Those heroes have essentially single build you will use. If you don't do this, you have to hope the enemy has failed to create good hero or he/she/it will swipe the floor with you otherwise. I honestly never thought I would say this, but h6 had better skill-system than h7 does and frankly that's about as low as it gets.

Edit: I dunno how much hours I have on h6(if you know where I can check in uplay I will be happy to tell you), but I have most achievements open, all dynasty-weapons of which most are maxed up, level 40 dynasty-level and pretty much everything bought from the altar of wishes aside some avatars/titles(Probably could've bought them all with remaining points) so h6 isn't a big unknown to me.

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ChrisD1
ChrisD1


Supreme Hero
posted September 01, 2015 12:48 AM

jhb said:


I haven't played much yet (only 1 map), but I got the impression that GMs aren't mandatory as people may think. I played a sylvan mage with mostly water magic and warfare, it worked more than fine.
Also, sometimes you only want a bit of that skill for a little synergy, e.g. getting a bit of leadership just for tactics, so you can use living shelter better on the first turn.
Another thing, full flanking might not be always the best goal. I noticed there is a lot of area and aura effects.
Sylvan can have 3 (dryad, deer, treant), so sometimes you'll have to decide to go for a better flanking bonus and expose more the stack or do a front and safer attack. Same goes for debuff auras, aoe spells, etc. I liked that positioning got more relevance.

Indeed i replayed a little and i have to say i didn't immediately went for the grandmaster. Also i feel the gramdmaster should have a level restriction like becoming avail after lvl 15.
Also about positioning i found myself rethinking my units' moves on the battlefield because of that!!! I m sorry to break it to you but the "dancing around the battlefield" trend is over. Flanking seems to work fine. I'm curious to see if they add more heroes though.
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