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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 · «PREV
MattII
MattII


Legendary Hero
posted November 16, 2010 12:21 AM

So WTF is happening with spells?

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lichking012
lichking012


Known Hero
posted November 16, 2010 02:43 AM

Quote:
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.
Ok good, because that is one thing I really really dislike about many RPG's.

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mytheroes
mytheroes


Famous Hero
posted November 16, 2010 05:09 AM
Edited by mytheroes at 05:10, 16 Nov 2010.

Quote:
So WTF is happening with spells?


Spells are learned like skills now not from Magic Guild anymore. Thus no more Magic Guild.

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SwampLord
SwampLord


Supreme Hero
Lord of the Swamp
posted November 16, 2010 05:14 AM

Quote:
Quote:
So WTF is happening with spells?


Spells are learned like skills now not from Magic Guild anymore. Thus no more Magic Guild.


Oh really? Hrm, not sure how I feel about that.
____________
They can take my swamp, they can take my town, but they will never take my FREEDOM!

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mytheroes
mytheroes


Famous Hero
posted November 16, 2010 05:16 AM

Yea, you can find the info in the news thread. It's from LaBoule who went to the Igromir.

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Ebonite
Ebonite


Adventuring Hero
posted November 16, 2010 06:20 AM

I only play strategy and RPG's and this is why heroes always appeals to me. Im happy with the proposed RPG elements. It always gives you something to look forward too (new level). But like many people have said don't want to lose strategy element.


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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted November 16, 2010 06:42 AM

Quote:
Quote:
So WTF is happening with spells?


Spells are learned like skills now not from Magic Guild anymore. Thus no more Magic Guild.


Indeed?Don't like that! ...

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted November 16, 2010 08:21 AM
Edited by Zenofex at 08:50, 16 Nov 2010.

This thing about the spells is known for quite some time now, where have you been? I'll decide whether I like it or not when I see its actual implementation, but two things bother me: 1) how will they make the magic distinctively different from the skills of the Might heroes, when they are learned in exactly the same way; 2) how will the lower level spells scale to remain at least relatively useful later and not to become "I chose this because there were no other options available and I had to have something to cast for the first 1-2 weeks, but now it looks like a waste of skill slot".
By the way, anyone knows whether the hero would be able to learn one spell per level up or a group of spells? Or both, depending on the level?
As for the RPG elements themselves - I have no problem with their improvement and augmentation, as long as the game remains predominantly TBS, not a turn-based RPG with some strategy/tactics.

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted November 16, 2010 08:53 AM

Now this is just a theory:

100% speculation beyond here.

I think, because of the nature of magic, and the sheer number of spells, especially now that we have 7 schools, I don't think you learn them exactly the same way as normal skills.
I think like HoMMIII there is still a basic/advanced/expert fire magic for example, that increases these spells.
Spells might be on a different hero advancement track rather then skill choices.

Maybe (MAYBE) you get a basic selection of fire spells upon learning Basic Fire Magic.
And you get more on Advanced, and another set on Expert.
But some might be learned by picking up the skills which were former perks and include spells as part of the skill.

You might still be able to pick up a few random spells via magic shrines or map objects.

You might acquire them some other way, such as based on what advanced class your hero advances into.

You might research them by spending resources in some kind of interface that's part of your spellbook.

All those (and probably a combination of those) seem more sensible to me then leveling up and picking "Fireball" instead of say, Expert Offense, I don't want to spend levels on just learning a single spell when we never did so in previous games.
One provides a static benefit (which in some cases is quite situational), which is more or less what all skills up till now have done in the series, while the other gives you an extra option but doesn't really increase your hero's "power" shall we say.
Finding it hard to explain exactly the idea I'm trying to convey.

But, we'll see what happens, and perhaps then we can more accurately judge.

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MattII
MattII


Legendary Hero
posted November 16, 2010 09:01 AM
Edited by MattII at 09:04, 16 Nov 2010.

Quote:
Quote:
So WTF is happening with spells?


Spells are learned like skills now not from Magic Guild anymore. Thus no more Magic Guild.
Yes well in case you haven't noticed that would give us a maximum of 30 spells per hero, and even then said hero would have no other perks. Thus I want clarification from an actual insider on the point, I'm not prepared to simply accept the word of some reporter.

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Ebonite
Ebonite


Adventuring Hero
posted November 16, 2010 11:35 AM

I think Mr Dragon has the the right of it.

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