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Heroes Community > Heroes 6 - The New Beginning > Thread: ~ Heroes 6 - Discussion thread ~
Thread: ~ Heroes 6 - Discussion thread ~ This Super Thread is 525 pages long: 1 70 ... 134 135 136 137 138 ... 140 210 280 350 420 490 525 · «PREV / NEXT»
Naze
Naze


Known Hero
posted January 30, 2011 08:01 PM

Wow, this game is getting better and better There are still some things, which bother me (like approximately 1 creature in each line-up), but... I cannot wait to have it!
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foxxxer
foxxxer


Promising
Famous Hero
posted January 30, 2011 08:23 PM
Edited by foxxxer at 20:30, 30 Jan 2011.

About the rosette ('ring' below the Ravenous Ghoul). It reminds me for a pagan Bulgarian rosette from 7th century AD.



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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted January 30, 2011 08:46 PM

So far I am absolutely loving the game. Especially the graphics (which are not cartoonish, nor too serious, a good compromise) and creatures. But there are a few things I dislike. First of all, while it isn't my biggest issue, it has been talked about a lot, the resources. I am pretty indifferent to theirreduction now, but I seriously fail to see the idea behind it, I mean normally innovation is motivated by aiming to improve flaws, but I see no problem with the classic 5 rare resources. But nevermind...
I am sad about the number of factions, while the factions themselves are great, but that doesn't compensate a ridiculous number of 5, one less than H2
Also, I'm amazed by most of the creatures, there are some I would replace, or at least modify:

1)Vampire - IMHO it is the worst Vampire yet visually, maybe only better than the stupid ponytail one of H5. It has too much armour, stupid hair, a weird face etc. The H2 and H4 ones were the best. Also the movement animation should be a vampire bat one, way more climatic, and the attack animation should be life suction like in H4, or at least with claws like H3. About any unit in the game is capable of slashing things up with a sword, but taking the Vampire's potential into consideration, it's quite unsuiting.

2)Lamassu - I like the creature itself, but absolutely HATE that it has a boring human face, a lion one like the Manticore would have been way scarier, and attractive at the same time IMO . I think that the creature should have been left out, while using its model to make a Manticore, and replacing that spot in the lineup by a monstrous Gargoyle.
*Side note - while I like the Fate Weaver, I'd want the awesome Bone Dragon back, at least as a neutral.

3)Griffin - GREAT! but it repeats the stupid mistake of H5 of over-armourisation. I mean, why cover up such a cool creature entirely so we can't see its face?

4)River Spirit - While I have nothing against a Water Elemental, it is too similar to the magnifiscent Ice Maiden, therefore I'd make it a neutral and replace it with a...Floating Electric Jellyfish! or a flying Manta Ray etc.

5)Maniac - Please! It doesn't look too bad, but it's so generic and boring, an Imp would have been more interesting, plus it possesses the exclusive Mana Steal ability that will now probably be absent in the game

6)Tormentor - It looks good and scary, but I think it looks like something out of an Alien film, rather than a medieval fantasy game candidate. I'd replace him with a Nightmare or Efreet.
*and why exactly does the Cerberus have only 2 heads? It's one of my favourite creatures, just asking.
*I'm amazed by and soo happy about the awesomly designed Pit Lord taking the place of the cliche, boring, and mostly unintelligent Devil (at least that was the case in H5). Pretty sure he'll return as a neutral anyways.

7)Goblin - I think this is purely because I dislike them in general, and they just look unsuited for combat and weak overall. I'd replace him with a Wolf, Boar, Waspwort (to boost the ranged power of Stronghold).

8)Big Elite Orc and Orc Shaman - I actually like both of them. But I'd make one of them a neutral and replace with a Wyvern or Coatl.

9)Cyclop - Don't get me wrong, I like them, even though they look even more obese and deformed than in H5 (resemble the WC Abomination somewhat), but I don't see how they are a better candidate for a Champion than a Behemoth or Thunderbird. I'd make them neutral, or a Boss even.
*I dislike the overall Stronghold association with and deformation due to Demonic Blood. I miss the old H3 styled Stronghold...


So, these are the things I'd change, but that doesn't mean I don't like those units at all

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Kenishi
Kenishi


Famous Hero
passed out drunk in Tavern's
posted January 30, 2011 08:48 PM
Edited by Kenishi at 20:50, 30 Jan 2011.

Quote:
Indeed, there will be a number of special tiles that affect combat.


  Did this just slip you by or was something already announced, because you just confirmed some new info regarding the battle map ... from which all I know is flooding of areas from the arena, destructible obstacles and a more dynamic battle field

Quote:
About the rosette ('ring' below the Ravenous Ghoul). It reminds me for a pagan Bulgarian rosette from 7th century AD.

 
 Indeed the look similar could you tell us a bit more about this pagan Bulgarian rosette, could be they also taken inspiration for the ability it boosts / list the benefits it gives
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No Gods, no Masters. Knowledge is Power, and Power is Freedom

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foxxxer
foxxxer


Promising
Famous Hero
posted January 30, 2011 08:55 PM
Edited by foxxxer at 20:56, 30 Jan 2011.

Quote:

 Indeed the look similar could you tell us a bit more about this pagan Bulgarian rosette, could be they also taken inspiration for the ability it boosts / list the benefits it gives


Here

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Kenishi
Kenishi


Famous Hero
passed out drunk in Tavern's
posted January 30, 2011 09:09 PM
Edited by Kenishi at 21:10, 30 Jan 2011.

Quote:

Here



  Thanks, some sort of highly precise calendar used for divination ... hope will get some explanation from the dev or see it work in game because for now it eludes me, but could be similar to D3 buffs attack power.
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No Gods, no Masters. Knowledge is Power, and Power is Freedom

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted January 30, 2011 11:03 PM

Quote:
Quote:
Indeed, there will be a number of special tiles that affect combat.


  Did this just slip you by or was something already announced, because you just confirmed some new info regarding the battle map ... from which all I know is flooding of areas from the arena, destructible obstacles and a more dynamic battle field

That's known for monthes Think many of the battlefield infos have been forgotten already


Here's a (non-exhaustive) list of arena features :
- The biggest player controlled creatures will be 2x2 squares
- Some ranged units can do AE damage
- The Dragon Eel boss will be 2x8 squares, but there are bosses that can cover up to half of the battlefield
- There can be secondary objectives during battles : like holding a position for X turns, defend a position through the whole fight, etc...
- The "average" battlefield is bigger than in previous Heroes games ... or is it the size of squares that has diminished ?
- The battlefields will be dynamic and can evolve through a battle. Players and AI can apply effects that will modifiy the battlefield, also random events like floods can not only block some areas, but they can also bring new obstacles to the battlefield once they go away. (This was also a hint towards the Juggernaut ability to melt anything on his charge path )
- Most units will have a lot less activated abilities and more passive abilities
- The battlefields will have more various obstacles (rocks, tree and even bridges)
- There can be offensive and defensive positions on the battlefields
- The 7 stacks limit per army is still there, no matter the size of the battlefield
- Morale will allow a 2nd action. Bad morale will prevent a unit from acting.
- Luck will cause double damage. Bad Luck only half damage.

Most of these infos were gathered through Q&A or are from the PC Games preview (with Mother Namtaru).

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted January 31, 2011 01:50 PM

Bonus Tiles are a bad Idea. I would rather see a terein based bonus (like a bonus for archeres if they stand on top of a hill)
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We are many, and you can be one of us.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted January 31, 2011 02:06 PM
Edited by Jabanoss at 14:08, 31 Jan 2011.

Quote:
Bonus Tiles are a bad Idea. I would rather see a terein based bonus (like a bonus for archeres if they stand on top of a hill)

I agree, special tiles seems like a bad idea, very bad indeed.

Why?

Because when you're in a battle, you want to place and attack with your units where they are best needed, right? However if you add special tiles to the mix some units could not even be used as effectively as they should. The place where the units should have done the most strategically damage has nullified because of the bad luck that a special tile should happen to be in the way (for example by making the unit placed on it weaker or something).
The thing that I don't like is that it adds even more (unnecessary) randomness. Sure you could claim that such things like Adaptability comes into play. But is it really good when you can't use a unit as it was meant to be used because of a random placed special tile?

(note that all the text above is written without any knowledge whatsoever about how these "special tiles" will work, or how the end result will be.)
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deadace
deadace


Adventuring Hero
posted January 31, 2011 02:29 PM
Edited by deadace at 14:32, 31 Jan 2011.

I think the tiles sounds interesting! I like the idea that the battlefield has something more to offer like obtacles and these tiles! It'll make combat much more varied and add a strategic element where you need to adapt to the individual battle fields!

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 31, 2011 02:42 PM

I'm with deadace, seriously what's with the negativity? So far we only had obstacles, no other variables that could increase combat tactics. The fact they are there does not prevent you from making an optimal decision with your units, you just have to take them into the equation if you want to do better.
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Wckey
Wckey


Famous Hero
posted January 31, 2011 02:51 PM

Quote:
Holy crap, this week's screens are going to be awesome.

When you say awesome, you mean awesome or just like today's screenshot?


About the special tiles, I still have to wait and see before having an opinion.
It looks good because it compensates the lack of random of other features, but without knowing how those tiles work and what effects they have I can't say anything.
But I hope not all special tiles have benefits. Hope to see some "bad" special tiles.
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Come back soon, Elvin!

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted January 31, 2011 03:16 PM
Edited by Jabanoss at 15:24, 31 Jan 2011.

Quote:
I'm with deadace, seriously what's with the negativity? So far we only had obstacles, no other variables that could increase combat tactics. The fact they are there does not prevent you from making an optimal decision with your units, you just have to take them into the equation if you want to do better.

As always my negativity is based on fear. First of these special tiles will presumably be randomly located, so since no player will have control over them, it's all about who is the most lucky.
But of course that isn't entirely true since it ALSO comes down to whom of the players that can utilize these "tiles" the best.

I just don't want the battle-fields in Heroes 6 to turned into some Twister playground where the two armies fight over dominance of these "tiles".

Despite my fears I however also always hope for the best ofc, so I warms my heart that it will at least add some tactics...
For example if you want to charge with your Sun Crusaders you must choose between the "best" position to strike and the "special tile"-powered location to strike.

Edit: Never mind, scratch that "lucky" part. After all, if these "tiles" are visible during the placement round the players will have plenty of time to adjust....
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"You turn me on Jaba"
- Meroe

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mancubus
mancubus


Adventuring Hero
posted January 31, 2011 03:29 PM

Special tiles=gameplay variety=good.

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted January 31, 2011 03:38 PM

Will any of these tiles be visible on the adventure map?  Like, say you declare battle on a tile that has a crack in the ground - will the resulting battle map include that crack?

Knowing before you enter combat a little bit about the battlefield would also increase the depth of strategy and planning.  At the same time, I can't imagine there would be map squares for every single special tile...

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted January 31, 2011 05:04 PM
Edited by OmegaDestroyer at 17:06, 31 Jan 2011.

Quote:
I'm with deadace, seriously what's with the negativity? So far we only had obstacles, no other variables that could increase combat tactics. The fact they are there does not prevent you from making an optimal decision with your units, you just have to take them into the equation if you want to do better.


Did you play D3, buddy?  The titles really didn't add any depth to the battle due to the braindead AI.  They weren't like the items and what not found in King's Bounty, where a bee hive could really screw up an army.

My concern more is do we really need it?  Are battles that really bad in HOMM that we need to have special title pieces?  No.  The series has done just fine without it.
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You drink my blood and drown
Wrath and raving I will not stop
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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted January 31, 2011 05:15 PM

Quote:
Bonus Tiles are a bad Idea. I would rather see a terein based bonus (like a bonus for archeres if they stand on top of a hill)


I agree with that, it would be fantastic having the topography of the arena affecting the combat. also coulb be zone that are blessed/cursed/enchanted that gives magical bonuses. yes the concep is the same of the bonus tiles, but the area is larger and its a better explanation than just "a tile that give bonuses just because is made of stone and has runes on it" from disciples 3... (I really disliked that game!)

Quote:
Like having a hill somewhere on the battlefield? If we wanted it to look realistic then the battlefield should be much bigger, or look pretty wierd


Not nescessarily, remember that everything in the batlles of the heroes series are just representative, like having one guy with a sword representing lotsof soldiers. i dont really think that it would be strange to have a hill 3x3 or 4x4 wide... and some valleys... and some rivers that makes the creatures run slowly, and take more demage from lighting attacks, and give bonusses for water related creatures... and some cliffs that the attacker can push some enemies - yes, i'm thinking about 300...
also wather and climate should be considerated as a factor in battle, wind is bad for archers, storm makes flyers slow, rain in some terrain makes ground units slower, snowing makes the small units slower, but normal speed for big units, sunny day maybe makes fire damage higher... and some faction should have bonuses on certain wheather conditions, like heaven in sunny, necropolis on storm, dwaves at snowing, rain for nagas...
but i think tha bonuses given by tiles/topographic objects/climete/whatever should be small, not a 50% + damage/50%+defense/whatever that could dramatically change the fate of the battle, just a small bonus that could, if there's a diference of power between the side, make the victory easyer, or make the loser side resist more time... indeed, if the armies are equal in power these factors could decide the win of lose, but even in real wars some times the 'luck' is a deciseve factor, like that mongol fleet that was distroyed by a typhoon when was about to attack japan in 1847, that gave origin to the legend of the kamikazes ("gods/spirits of wind").
anyways, randomness should play its role on the battlefield, since it doenst screw the whole strategic stuff.
so, let's wait and see.

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MattII
MattII


Legendary Hero
posted January 31, 2011 08:26 PM
Edited by MattII at 20:59, 31 Jan 2011.

Quote:
One could say it's a hint that a Titan boss is nearby.

Meh, anyone can see that a couple of Water Dragons were playing hacky-ship with it, and got a bit rough.

I don't like the idea of specific tiles being special as such, but different battlefield terrains (like rivers, hills, etc.) are an idea I'm prepared to give a bit more of a go. I'm still waiting on bigger battlefields though.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted February 01, 2011 11:39 AM

Quote:
Bonus Tiles are a bad Idea. I would rather see a terein based bonus (like a bonus for archeres if they stand on top of a hill)


Guys, maybe these are not bonus tiles but a sacred shrine at the centre of arena you must defend...I read somewhere on the combat arenas: Different combat objectives (hold your ground for X turns, defend this sacred shrine at centre of arena, kill a specific enemy stack, etc.).

Food for thought....
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted February 01, 2011 12:20 PM

That Inferno catapult is so awesome, it hurts. Hero looks pretty cool as wel. But the catapult realy takes the cake.
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