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Heroes Community > Heroes 7+ Altar of Wishes > Thread: First impression from Heroes 6 Beta NO SPOILERS
Thread: First impression from Heroes 6 Beta NO SPOILERS This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
MadDoctor
MadDoctor


Adventuring Hero
posted June 22, 2011 10:15 PM

Quote:
I found that when i killed an empty ai hero the turn after the one of the ai players would never finish its turn. Obvious bug ofcourse and i doubt it will still be in the real beta.


Auuuu, that IT! 10x very much, that solves the mystery! Do you noticed the bug with the map scrolling? When you buy a secondary hero the map can't be scrolled until you restart the game...

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Insanity
Insanity


Known Hero
Brain cells killa
posted June 22, 2011 10:37 PM

Did u all report the bugs and suggested improvements to the gamzzie or did u just have fun ???????
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tsar-ivor
tsar-ivor


Promising
Legendary Hero
Scourge of God
posted June 22, 2011 10:41 PM
Edited by tsar-ivor at 22:44, 22 Jun 2011.

Correct me if i'm wrong, but we were notified that it would be pointless to report bugs so close to the the release of the real beta(for obvious reasons).
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"No laughs were had. There is only shame and sadness." Jenny

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MadDoctor
MadDoctor


Adventuring Hero
posted June 22, 2011 10:47 PM

Quote:
Did u all report the bugs and suggested improvements to the gamzzie or did u just have fun ???????


Believe me, when the game hangs a dozen times and you have to restart allover again and looking for a working save, the fun is equal to zero. Besides, it's good to report the same bugs multiple times by different players, don't you think?

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Insanity
Insanity


Known Hero
Brain cells killa
posted June 22, 2011 10:51 PM

ok then, ur corrected

dont care about the coming beta, rather have them start receiving list of flaws asap so i can get a nice game and sometimes before i turn 63
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 22, 2011 11:01 PM

Quote:
With the updated tooltips it will probably not be essential but it's always nice to a guide for quick reference. Plus you can't have all the formulas show in the game, for instance nobody ever needed to know that attack gives exactly 5% for each stat above the enemy's defense.

Actually, I disagree with this, knowing the exact numbers are very essential to evaluate the relative power of different skills.
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What will happen now?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 22, 2011 11:12 PM

Did you ever need to know that to play H3? Hell I could judge the damage by experience, back then the cursor didn't even show amount of kills. Besides nobody needs to explain to you that the more attack you gain the better for you
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 22, 2011 11:24 PM

I actually don't remember if I knew the formulas back then, but the two really don't compare since H3 was much simpler than H5 and H6 in terms of available skills and abilities.
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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted June 22, 2011 11:25 PM

Actually it was helpful indeed. What I need to know is that 10 points of Attack over or below the enemy Defense result in about 50% higher or lower damage done by your creatures to the enemy ones - this could be vital if you need to decide whether to attack somebody or not. Yes, such values are necessary or rather an explanation of how the things work so you can plan ahead.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted June 23, 2011 07:39 AM

I think the old formula would be better.
In h6, defense being a number, while creature defense being a percentage doesn't help when checking creature stats. It might be balance in the end but the middle of equation is really blurred to the player.

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MadDoctor
MadDoctor


Adventuring Hero
posted June 23, 2011 08:41 AM

Quote:
I think the old formula would be better.
In h6, defense being a number, while creature defense being a percentage doesn't help when checking creature stats. It might be balance in the end but the middle of equation is really blurred to the player.


Yeah, that thing also bothers me - all other creature stats are shown as numbers, while the defense is shown as a percentage...a bit inconsistent IMO...

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted June 23, 2011 10:03 AM

I am not sure about the new skill tree system...I liked H5 where you could push "v" and check your hero in total what abilities he had....in H6 there are too many choices but maybe it's something to get used to....

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kusosaru
kusosaru


Hired Hero
posted June 23, 2011 01:48 PM

Quote:
I am not sure about the new skill tree system...I liked H5 where you could push "v" and check your hero in total what abilities he had....in H6 there are too many choices but maybe it's something to get used to....


Agree with you. I really liked having a few abilities that all had their own perks compared to a really massive list of skills that unfortunately contain way too many active skills (seems kind of pointless to have more than a handful of active skills when you can only use 1 per turn and in the few maps that were available the hero attack was usually better than using skills anyway).

And while it reduces the frustration of getting wrong skills over and over by them no longer being random I think it loses some of it's charm that way and with Might and Magic Heroes basically using the same skills it feels like every Hero will just end up being the same. The only thing I liked so far ar the reputation, class and racial skills (although the racial skills seemed to charge up way too fast and were unbalanced between the races so far).

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Brukernavn
Brukernavn

Hero of Order
posted June 23, 2011 03:48 PM

I like it this way. It prevents creeping being broken to either might or magic (this could be fixed with proper balancing, but it would be very difficult). And on higher hero levels spells would suck for might heroes, and skills for magic heroes anyway. Still, you are allowed to throw in a spell or skill here and there for interesting tactics and less predictability, but you could never build the same hero with the two classes with great success. And don't forget about blood and tears!

Anyway, it wouldn't be fair to prevent magic heroes from learning passive adventure skills, or for might heroes not to have counters against debuff spells for instance. You would wither have to have a third category apart from might and magic, or have some spells and skills that are basically the same thing. Both are bad solutions IMO.

The thing I like most about the new skill system is that you don't have to choose crappy skills just to get a good one!

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Mitzah
Mitzah


Promising
Supreme Hero
of the Horadrim
posted June 24, 2011 12:16 AM

I have only two wishes for now:

1. I hope the retail version will have more adventure map buildings. There are very few and I didn't even see creature buildings (for recruiting crossbowmen, for example). No tree of knowledge, no griffin conservatory, no library of enlightenment, no nothing. I didn't expect the same exact buildings, but you get the point.

2. I hope maps won't be divided 100% into areas of control. There have to be some "neutral areas" for Christ's sake.
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Brukernavn
Brukernavn

Hero of Order
posted June 24, 2011 08:53 PM

Quote:
I hope maps won't be divided 100% into areas of control. There have to be some "neutral areas" for Christ's sake.

It's possible to have maps without the area of control at all, in other words traditional maps!

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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted June 24, 2011 09:29 PM

Quote:
Quote:
I hope maps won't be divided 100% into areas of control. There have to be some "neutral areas" for Christ's sake.

It's possible to have maps without the area of control at all, in other words traditional maps!


have you seen that somewhere? wouldn't that conflict with the new stuff H6 is trying to introduce?
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Heroes VI is here and Necropolis is serious trouble!

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mike80d
mike80d


Famous Hero
Map Maker
posted June 24, 2011 09:57 PM

Yes, I saw that too, and think it's listed under one of the Q&A threads.  Area of Control is something new, but map makers can easily build maps that don't utilize that aspect.

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Vangelis21
Vangelis21


Supreme Hero
Manchild
posted June 24, 2011 10:02 PM

Quote:
Yes, I saw that too, and think it's listed under one of the Q&A threads.  Area of Control is something new, but map makers can easily build maps that don't utilize that aspect.


Not sure if it will be something positive or negative. I mean it is always good to have the choice but I am afraid that people will be afraid of change and will prefer playing without it
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Heroes VI is here and Necropolis is serious trouble!

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted June 24, 2011 10:12 PM
Edited by Nelgirith at 22:13, 24 Jun 2011.

Quote:
have you seen that somewhere? wouldn't that conflict with the new stuff H6 is trying to introduce?

Marzhin said that the area of control system could be deactivated by the mapmaker. Either a mapmaker creates a map WITH areas of control or he creates a map WITHOUT.

Players will have to play the map the way the mapmaker designed it.

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