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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 70 140 ... 208 209 210 211 212 ... 280 350 420 490 525 · «PREV / NEXT»
MattII
MattII


Legendary Hero
posted March 02, 2011 10:49 AM

Yes we have, part of the animation is in the post above yours.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted March 02, 2011 01:20 PM

What makes game testing such a long process is that the test cases are only one part of a much larger testing environment. While game testers might spend 80% of their week going through test cases and checking the bugs that have been fixed, they will also work tirelessly to turn up new bugs that were never caught in the initial run throughs. Longer games with more interactive features may have thousands of builds and test cases.

Games go through 3 test phases: alpha testing, beta testing, and QA testing

Heroes VI started it's beta testing around 27-28 Jan 2011 (from all the pics) so could still be in this phase, but still got QA phase....

However, the beta testing phase is during which developers get feedback and put finishing touches on the game before official release....

Release date could be May 2011, June 2011.

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted March 02, 2011 05:16 PM

Something that I always wished was possible:  Why can't catapults attack units?

I mean, it's a machine that lobs enormous stones that can destroy a castle wall.  Why don't they also destroy ranks of soldiers?

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KingImp
KingImp


Famous Hero
posted March 02, 2011 05:22 PM
Edited by KingImp at 17:22, 02 Mar 2011.

Quote:
Something that I always wished was possible:  Why can't catapults attack units?

I mean, it's a machine that lobs enormous stones that can destroy a castle wall.  Why don't they also destroy ranks of soldiers?


I know they added that feature in the Wake of Gods mod, but that is a good point.

If the devs aren't willing to go that far, I'd at least suggest that during a castle siege, if an enemy unit is standing right next to a wall that is destroyed by a catapult shot, then it should receive debris damage.

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Kenishi
Kenishi


Famous Hero
passed out drunk in Tavern's
posted March 02, 2011 07:04 PM

Quote:
Something that I always wished was possible:  Why can't catapults attack units?

I mean, it's a machine that lobs enormous stones that can destroy a castle wall.  Why don't they also destroy ranks of soldiers?


  Could be interesting seeing as after you take out the walls and towers the catapults becomes useless on the battlefield, so to be used as a shooter whit some penalties and very pore accuracy and some sort of area dmg  like the googs had in H3, so you would have to consider attacking a unit but possibly attack yours also, after all by the time you finish the entrance and the tower you can move on whit your troops to attack enemies troops, so I think that wouldn't make a huge unbalance and could work ...
____________
No Gods, no Masters. Knowledge is Power, and Power is Freedom

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evinin
evinin


Supreme Hero
Servant of Asha
posted March 02, 2011 08:36 PM

I'm actually quite satisfied with the news. I think that one of the best things of the new game is the Tears/Blood system. I think that it will make the game extremely more complicated and interesting (I think that I'll choose only Tears in the campaigns, I want a good ending). Anyway, so the Phoenix (Moonix) may be a champion neutral not a boss.
____________

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted March 02, 2011 08:45 PM
Edited by Jabanoss at 20:48, 02 Mar 2011.

What I reacted to the most were their changes for luck. I mean they complained that it was too random previously, but now they have decreased the chance for it to trigger while at the same time making stronger. How the hell is that NOT MORE RANDOM? I mean in H5 it triggered fairly often so that you could at least "expect it to happen", but now with "tops" 6 - 7 %. I don't know but it doesn't fell good, but we'll have to see how it turns out...  

Wouldn't it just be better to have the same chance for it as in H5 but making it weaker?
____________
"You turn me on Jaba"
- Meroe

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
zombie
posted March 02, 2011 09:09 PM

Quote:
well the bomb didnt really blow me away ....it has some new info (neutrals, unique buildings etc) but for all this waiting and ranting....c'mon

??? They revealed how the TP will work(imho perfect-you can have a h3-style expert TP...  IF you sacrifice your special slots), PLUS they hinted at the hero(in)es' mortality via Heroes' Tomb, PLUS they told us approx. how much music will h6 have(I hope they've got rid of the themes/subthemes system of h5, in favor of unique tracks a la h1-4) PLUS they elaborated about both the spell and the skill system , which many of us should appreciate. IMHO this is a biig, baad, bomb, and personally I would be recklessly hopping around with joy, if such a thing were possible. I'm long used to having no concrete expectations when it comes to homm, but I'd be somewhat surprised if h6 won't be an instant classic, worthy of the HOMM legacy
It deserves to be referred to as homm6, regardless of its actual "name".

*Yippie!!!!!*

PS: As always, I typed this painfully slow, so don't be mad at me please, OK?
____________
Screw interest, take initiative!
Anonymous

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Naze
Naze


Known Hero
posted March 02, 2011 09:17 PM

Well, some features of H6 make me totally hyped (Naga addition, the Necropolis line-up, the Inferno architecture, Blood & Tears system, the graphics, the editor, etc.) and some make me brutally upset (removing of all randomness, some heroes models, some creatures in Haven and Inferno line-up and many more...). I have the feeling, that they are making it too different... isn't the moderate way the best of all? I know, that it is impossible to satisfy everyone... but guys, don't you think that Ubihole is changing too much, even there, where everything was perfect?

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ra9
ra9

Tavern Dweller
posted March 02, 2011 09:34 PM

Yeah, 15% chance for a lucky strike with a top level hero and top creature doesn't sound reliable enough to be worth it

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Wckey
Wckey


Famous Hero
posted March 02, 2011 09:38 PM
Edited by Wckey at 21:41, 02 Mar 2011.

Quote:
Yeah, 15% chance for a lucky strike with a top level hero and top creature doesn't sound reliable enough to be worth it

At the time you get a level 30 hero and lots of Champions, those 15% can be the difference between a victory and a defeat.
And having a strategy in the first few turns that relies only on luck is not a good idea, even if you have 40% Luck...
____________
Come back soon, Elvin!

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soul_blighter
soul_blighter


Adventuring Hero
posted March 02, 2011 09:43 PM

Quote:
Yeah, 15% chance for a lucky strike with a top level hero and top creature doesn't sound reliable enough to be worth it


true.....then again on a positive note he does say that artifacts, spells and skills can take that 15% to higher levels.so horseshoes, four leaf clovers and all that will help for sure.it sux that luck does 50% more damage than 100%.

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Properkheldar
Properkheldar


Famous Hero
Keeper of books
posted March 02, 2011 09:43 PM

It´s called balancing. They have admitted to "nerfing" spells as well. Luck and morale was to powerful and trying to balance the factions gets harder with overpowered random abilities. It has to be done if they are trying to create a lively multiplayer platform that attracts new players. The series needs a new beginning and it´s well on it´s way.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted March 02, 2011 09:46 PM
Edited by Jabanoss at 21:46, 02 Mar 2011.

Yeah but the problem isn't that they are "making it weaker", the problem is that they are making it even more random.
Now what's the point of balancing Luck if an opponent still can get lucky strikes that will rape your entire army?
____________
"You turn me on Jaba"
- Meroe

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Valen-Teen
Valen-Teen


Famous Hero
UFOlolOgist
posted March 02, 2011 09:46 PM
Edited by Valen-Teen at 21:47, 02 Mar 2011.

LOL GUYS!
15% chance of luck is not increased by artifacts and skills, it's basic luck. In previous games basic luck was "0". So everything is alright.

And spell "Heroism" increases Luck and Morale with 8 points!
____________
Our hopes for Heroes VIII!

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted March 02, 2011 09:48 PM
Edited by Zenofex at 21:49, 02 Mar 2011.

The Q&A things doesn't say much - just as expected - but this thing sounds particularly bad:
Quote:
In previous games magic heroes were stronger than might heroes.
So my initial impression that they have no idea what they are talking about when it comes to balance becomes more and more confirmed. Either they know only S and M maps, or they are just a bunch of lamers.

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted March 02, 2011 09:52 PM

Hahaha just kidding.
I just re-read the Luck part in the Q/A section, and saw that luck just as Valen-teen the awesome said. It was just "basic luck" and it wasn't increased with 150 % which I interpreted it was only + 50%.
Damn, normally Elvin is here to right my wrongs, but this time I managed to do it my self... XD
____________
"You turn me on Jaba"
- Meroe

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted March 02, 2011 10:09 PM

Just expressing a bit of dissapointment, not like I'm attacking anybody.

Anyway, portal system seems reasonable to me, so you need the spell and the structures to utilize it, I'd say that's a pretty fair trade-off.
I mean I'm not 100% sure, haven't seen it in action yet (we'll have to wait a few months for that.) but it seems reasonable.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted March 02, 2011 10:42 PM

Quote:
Quote:

And why is everybody so happy about the fat that the Kingdom management has been Riped, raped and humiliated?

1: Opinion.
2: What are you basing this on?

I mean maybe you're right, I don't know, but I'd like to hear why you're saying this.

Its because I think that decisions like When to attack a certain type of mine, or if it would by better to go to the unknown area or to attack en enemy castle are a vital part of game. Also the cat and mouse game with the mines.. These might by just an irritating feature in the MP but in singelplayer it is an important par of the game
Things like
1: Creature pool ( I know they are still working on it , butte Idea it self)
2: Town portal in every city
3: Area of control
4: 1 rare resource
5: the general simplification of the on map game play

ale these were thing that one had to think about, now all I can think of (outside of battle) is With way shall I aproche my enemy.

I Remember that in the classic map 7 lakes in heroes 2 I knew with castle was good for with position. For example the necro as the Green player due to the fact that there was good access to Sulfur. I know many players find this part unnescesary but for my, It makes me scared that the game will end up as a uttrelly repetiv battle game like KB (for all those who like It I am sorry but I find it boring). The decision when to capture whit resource, or what has priorities has bigger Strategical value then the battle itself.
____________
I'm just a Mirror of your self.

We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

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Willis
Willis


Known Hero
posted March 02, 2011 10:42 PM
Edited by Willis at 22:43, 02 Mar 2011.

I love the changes they are making to kingdom management. What are you referring to? Zones of control? Forts? Resources? Honestly, even if the changes turn out to be for the worse, which I doubt, I want them to have the courage to try new systems in each iteration of the series. That's the only way the series can have a chance to improve and stay fresh.

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