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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Development toward RPG-like gameplay - yes or no?
Thread: Development toward RPG-like gameplay - yes or no? This thread is 2 pages long: 1 2 · NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted November 15, 2010 03:21 PM

Poll Question:
Development toward RPG-like gameplay - yes or no?

Well, it's simple enough. I got the feeling that, especially with H6, for as much as I've seen, Heroes takes a strong development towards a more rpg-ish gameplay style. This is for example represented in adding "bosses", reworking the skill system towards a more rpg-ish one, or re-adding advanced classes.

The poll question is simple: Do you like this development, or not?

Responses:
Yeah!!! I like it very much!!!
I like it
I am fine with it
I am not sure
I don't care
I am not fond of the idea, but could live with it, barely
I don't like it
That's CRAP! I am really disappointed 'bout that development!
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veco
veco


Legendary Hero
who am I?
posted November 15, 2010 03:29 PM
Edited by veco at 15:31, 15 Nov 2010.

I like it, from what I understand it will be not too far away from the H5 system with added advanced classes. Since I enjoyed the H5 system a lot I'm not the least bit worried about hero development in H6.
Bosses are about creating more unique challenges, H5 had modded creeps to act as semi-bossess too and they worked out fine.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted November 15, 2010 03:31 PM

This is not 100% abotu hero development, imo. The game itself seems to become more rpgish...or at least I ahve that feeling. And for, me, though I like a more complex hero development, HoMM is a strategy game...

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veco
veco


Legendary Hero
who am I?
posted November 15, 2010 03:39 PM

HoMM is not a pure strategy game because of the heroes It's OK to develop one aspect but I hope the won't forget about the strategy part. So far I have good feelings about the RPG part and mixed ones about strategy (less resources vs mine area control and battlefield special tiles).
I'm all for trying out new things as long as it still plays like HoMM.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 15, 2010 03:40 PM

Sure is. Skills and bosses cannot affect how strategic a game is, quite the opposite.

From what I've seen in the skill system there are tools for virtually everything, many possibilities. Of course in the end it comes down to implementation but it gives the impression that there are many viable strategies.
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bludgeon
bludgeon


Known Hero
posted November 15, 2010 03:49 PM
Edited by bludgeon at 15:50, 15 Nov 2010.

Quote:
This is not 100% abotu hero development, imo. The game itself seems to become more rpgish...or at least I ahve that feeling. And for, me, though I like a more complex hero development, HoMM is a strategy game...
For me Heroes was never a pure strategy game, but always a cross between strategy and RPG. Heroes I was like 97% strategy and 3% rpg, while heroes 4 was 60% strategy and 40% rpg. H2,3 and 5 would be somewhere in between. From what I've heard, H6 will be similar to H4 in that regard.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted November 15, 2010 04:04 PM

I get your point, and you're surely right. But it still allways had a strong strategy aspect I fear might get lost...
Also, what I meant was what bludgeon stated: the development towards a higher rpg% in the game in comparison to the strategy part. That it gets more rpgish. Not jsut that the rpg-part gets improved, which I appreciate!

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Agent_00_BLeRD
Agent_00_BLeRD


Adventuring Hero
posted November 15, 2010 04:29 PM

Heroes 4 campaigns were almost purely RPG. I found that most of the time, I just wandered around the map with my two strongest heroes and grandmaster archeried every troop to death. Potions of immortality made my heroes the ultimate tanks and the large pool of spell points coupled with low mana per spell meant that I could carry a battle for days.

Pretty soon, I stopped bothering with collecting resources or mines, especially in Elwin's and Emilia's campaigns. I just used my troops to defend important towns. Weird, huh? :-)

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted November 15, 2010 06:17 PM

I'm not really a huge fan, as I've always preferred the strategic elements to the RPG ones. Heroes blowing apart all my cool monsters with magic always did frustrate me.

It'll be interesting, but I hope they don't go overboard with managing skills and such on heroes to the point where it detracts from the strategy, which is to me the heart of the series.
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MattII
MattII


Legendary Hero
posted November 15, 2010 06:21 PM

I'm with SwampLord on this, I played H3 because it was a decent TBS, but now it's beginning to look like a turn-based RPG.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted November 15, 2010 06:57 PM

Quote:
Heroes 4 campaigns were almost purely RPG. I found that most of the time, I just wandered around the map with my two strongest heroes and grandmaster archeried every troop to death. Potions of immortality made my heroes the ultimate tanks and the large pool of spell points coupled with low mana per spell meant that I could carry a battle for days.

Pretty soon, I stopped bothering with collecting resources or mines, especially in Elwin's and Emilia's campaigns. I just used my troops to defend important towns. Weird, huh? :-)


Well, not surprising with H4...that's what I really fear for H6, somehow, since I do want the strategy to still play a big part of the game!!!

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted November 15, 2010 07:09 PM

There is already M&M.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 15, 2010 07:21 PM

Well H4 failure was in part due to the heroes walking the battlefield. H5 largely avoided that(though a necromancer or warlock could take on impossible armies with almost no army in their ranks) but made it so that random or overpowered skills could give victory in battle despite of how well the opponent may have outmaneuvered you. Normally the one to control the map had the edge, still H5 battle results were rather.. chaotic.
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Map also hosted on Moddb

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MattII
MattII


Legendary Hero
posted November 15, 2010 07:48 PM
Edited by MattII at 19:49, 15 Nov 2010.

Ah, so you don't think the issue could have been at least partially alleviated by stripping out the 'reduce enemy defence' ability and some of the other abilities from the Melee and Archery secondary skills?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 15, 2010 08:03 PM

Not so much, those added a poor 15-20% bonus only.
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Map also hosted on Moddb

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted November 15, 2010 08:10 PM
Edited by OmegaDestroyer at 21:28, 15 Nov 2010.

I am fine with the rpg developments.  It allows for variety which is always nice.  That's part of the reason why I like King's Bounty so much.

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MattII
MattII


Legendary Hero
posted November 15, 2010 09:13 PM
Edited by MattII at 21:15, 15 Nov 2010.

Quote:
Not so much, those added a poor 15-20% bonus only.
Really? I'm pretty sure that reducing a level 3 unit's defence to single-figures is going to give you a bigger bonus than 15-20%. Also, I did mention that this would only partially solve the issue.

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted November 15, 2010 10:28 PM
Edited by SwampLord at 22:30, 15 Nov 2010.

Quote:
Well H4 failure was in part due to the heroes walking the battlefield. H5 largely avoided that(though a necromancer or warlock could take on impossible armies with almost no army in their ranks) but made it so that random or overpowered skills could give victory in battle despite of how well the opponent may have outmaneuvered you. Normally the one to control the map had the edge, still H5 battle results were rather.. chaotic.


Yeah, H5 magic and skills were a little silly.
Admittedly, H3's might/magic balance was a little off, but some spells and craaaazy racials in H5 (Sylvan, I'm looking at you) were a little nuts. Winning a battle against a friend with good tactics and then getting horribly destroyed because he epic luck crits 3-4 times is no fun.

I'm hoping they refine the might and magic balance a bit more in 6.
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lichking012
lichking012


Known Hero
posted November 15, 2010 11:08 PM

I like the new RPG elements, for example, I like the way the new level up system I always hated getting stuck with something like estates on my main hero in H3 because It was that or mysticism or something. However, I do think that there is a potential for the new system to be a bit too formulaic. I want to have MANY viable build options for my hero. (heroes 5 I'm looking at you). While I applaud heroes 5 for its variaton within faction for hero build up, particularly inferno, necropolis, fortress and stronghold, (maybe others but those are the ones I noticed the most), with each hero there was really only one viable option with little variations. I would like my hero to be able to viably do much more.

I have to say, I am concerned with how spells are being dealt with though. I feel that the mage guild has become a staple to the series, and making spells abilities fundamentally changes the system.

I also don't want point systems. I want each level up to cost the same. So for example I can get either expert Necromancy, or basic dark magic, I don't want to have to pay 2 points for one and one for the other. I feel that the standard heroes way of perfect this skill, or gain this one is incentive in situations like that to make both skills meaningful.  

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 15, 2010 11:13 PM

It's not a point buy system, each lvl up you can only get one ability like always. You won't be able to put more points into something you already have unless it's a skill that upgrades from basic till expert.

Only thing that changes is choice.
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Map also hosted on Moddb

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