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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»
odium
odium


Known Hero
posted June 25, 2011 04:06 AM
Edited by odium at 11:32, 25 Jun 2011.

I will provide feedback on the things I did not like:

1. I hope the voices in the campaign maps are not final.
2. Even though initially it did not seem a thing to make a bis fuss about, the town window is ugly and actually it happened to me more than once to try to close it from the lower right corner of the screen - the end day button. (I don't know exactly but I think that was the way to exit town in H5). Well, the result was that I did end the day .
3. Some of the buttons, as someone said before me, are completely non intuitive.
4. Even though the graphics has a nice feel, compared to H5 it seems too zoomed out. Everything looks so small both on the map and on the battlefield.
5. The music theme for the map(the one with the piano) seems very repetitive and a bit weird.

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Crayfish
Crayfish


Known Hero
posted June 25, 2011 11:25 AM
Edited by Crayfish at 11:26, 25 Jun 2011.

Regarding number 4... you could always zoom in I agree that the minimum zoom seems maybe just a little too far away. I think I'll get used to it though.

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MadDoctor
MadDoctor


Adventuring Hero
posted June 25, 2011 12:15 PM

Quote:

2. Even though initially it did not seem a thing to make a bis fuss about, the town window is ugly and actually it happened to me more than once to try to close it from the lower right corner of the screen - the end day button. (I don't know exactly but I think that was the way to exit town in H5). Well, the result was that I did end the day .



Yes, that was the way to exit from the town SCREEN in H5. Unfortunately, as I said earlier in the topic, now we're presented with a tiny close button. The thing is very, very small without any real justification. I'm not talking about potential mis-clicks, but about simple visibility and user-friendlies. There is plenty of space to make it at least two times bigger. A better solution IMO will be a close button in the bottom right corner of the window (like the one for closing the creatures stats in combat). I've designed many user interfaces for various applications, so I pretend to know something about it

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted June 25, 2011 12:21 PM

I think the problem is not the placement itself as much as it not being consistent from window to window. Select a corner but then use that corner as exit button for all windows. Don't use bottom middle for some and top right for some.

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MadDoctor
MadDoctor


Adventuring Hero
posted June 25, 2011 12:43 PM

Quote:
I think the problem is not the placement itself as much as it not being consistent from window to window. Select a corner but then use that corner as exit button for all windows. Don't use bottom middle for some and top right for some.


Yes, that's the other problem - lack of consistency and desire for oversimplification. You cannot put everything into a single window (for example the selection between upgraded and non upgrade creatures and also between alternative unique building is far from being user frendly).

Also the size of the things...why so small? I cannot imagine that somebody will play the game at lower resolutions than let's say 1280x1024 for non-wide screen monitors and 1280x800 or 1336x768 for wide screen.

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted June 25, 2011 01:23 PM
Edited by Doomforge at 13:25, 25 Jun 2011.

I really liked many elements of this game. They really made an awesome deal with limiting randomness of the game - the thing I was always pissed about. Sure, it still needs lots of polish, but it has potential. I'm pretty sure that most HoMM fans will like this game, unless they are biased fanboys of HoMM3, of course. But those are impossible to please in any way.

Quote:
5. The music theme for the map(the one with the piano) seems very repetitive and a bit weird.


It's a remastered version of an old HoMM2 theme. And a really good one, too. Nostalgic values, aww. Never played H2, haven't we?
____________
We reached to the stars and everything is now ours

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted June 25, 2011 01:41 PM

Town windows and hero plagiarism makes me a HoMM 3 fanboy <>

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted June 25, 2011 01:43 PM

Quote:
Quote:
5. The music theme for the map(the one with the piano) seems very repetitive and a bit weird.


It's a remastered version of an old HoMM2 theme. And a really good one, too. Nostalgic values, aww. Never played H2, haven't we?

It's nice and all, but it being the only terrain theme available in the closed beta made me want to kill the pianist VERY FAST

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Mitzah
Mitzah


Promising
Supreme Hero
of the Horadrim
posted June 25, 2011 03:28 PM
Edited by Mitzah at 15:30, 25 Jun 2011.

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!


I know that, but I was refering to campaign maps. If even half the maps are divided into areas of control, it'll get boring real fast.

Broken Alliance is pretty dull, actually. 90% of the map is made of these areas of control and all of them have almost the same content. Except artifacts and creatures, of course.

I mean they said players would have things to do even with the reduction of resources, but the number of adventure map buildings is really small. Heroes 3, for example, had well over 30 distinct buildings. There have to be more than 10-15 buildings for Thor's sake.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 25, 2011 04:23 PM

broken alliance was that map where the purple player started on a remote island with a bunch of titans?

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted June 25, 2011 04:28 PM
Edited by Zenofex at 16:29, 25 Jun 2011.

Quote:
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.
It would be cool if abilities like Sabotage Mine made any sense without the AoC. I doubt that we'll see it disabled very often, a serious part of the game seems to be designed around this base.

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MrDragon
MrDragon


Supreme Hero
Eats people with Ketchup
posted June 25, 2011 04:48 PM

Quote:
Town windows and hero plagiarism makes me a HoMM 3 fanboy <>


Fanboy is not a proper insult, seriously, yelling at somebody that they like something is just an observation.
There is nothing wrong with liking HoMM3, and not liking HoMMVI is everybody's right to do so for their own reasons.

I know, I know, off topic, but seriously, I'm getting tired of seeing the word "fanboy" even when used ironically, as if it's a bad thing.

...unless you're an elf-fanboy
-10 points for hypocrisy!

The behaviour people associate with the word "fanboy" though, that's a different story. (often a mix of: denial, white knighting and disrespect towards other people based purely on their preference or opinion.)((which incedentaly, Avirosb does not do from my point of view))

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rvm1975
rvm1975

Tavern Dweller
posted June 25, 2011 07:34 PM

Quote:
I mean they said players would have things to do even with the reduction of resources, but the number of adventure map buildings is really small. Heroes 3, for example, had well over 30 distinct buildings. There have to be more than 10-15 buildings for Thor's sake.


What exactly buildings you missing from h3 in h6 ?

Also quantity never determines quality.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted June 25, 2011 08:02 PM

Quote:
Also quantity never determines quality.
I'm getting sick of this slogan.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted June 25, 2011 08:28 PM

Quote:
Quote:
Also quantity never determines quality.
I'm getting sick of this slogan.


Indeed. I think 90% of the times i heard this - quality didn't improve (or only improved in the view of the company that sells it) and quantity was flat reduced.

Hope H6 will be among exceptions as it does have potential.

Anyway regarding those map object, my hope is that they are limited on that particular map since they tried to make it a rather close copy of original map, which didn't have many map objects to begin with (aside more mines

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Insanity
Insanity


Known Hero
Brain cells killa
posted June 25, 2011 08:30 PM

me doesnt understand the secrecy
why cant peepzz talk about what they saw ? makez no sense, and if nobody cant talk about it, making this threadzie is like making an inner joke that the rest of us cant understand, quite rude
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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted June 25, 2011 08:33 PM

The joke is town windows.
I hope I didn't breach the NDA

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Mitzah
Mitzah


Promising
Supreme Hero
of the Horadrim
posted June 25, 2011 09:11 PM
Edited by Mitzah at 21:20, 25 Jun 2011.

Will you please put the town screens debate to rest? You're 1.5 months into a game and what do you do, admire the town screens? I find them acceptable and believe me, other things need improvement right now.

Quote:

What exactly buildings you missing from h3 in h6 ?

Also quantity never determines quality.


The quality over quantity crap doesn't apply here.

You really didn't need to play the closed beta version to realize this. The various screenshots posted until now show few buildings as well:

- mines (d'oh);
- stables;
- rally flags (and omg, there are a LOT of these);
- about three types of statues (with health bonuses, for example);
- buildings that give +1 to attack, magical attack, defense, magical defense, magic power, knowledge;
- well which replenishes mana;
- dragon nexus something (renamed from previous games, tho' I thought it was new);
- battle ruins (not a bad addition);
- arena (which is a bit stupid because there's no risk invloved, you'll see)
- observatory;
- creature recruiting building;

I think I covered about 90% of them, there might be one or two that slipped from my mind. Yes, yes, it's just a beta but, again, nothing else has been mentioned or seen in screenshots. So there's no REAL diversity. I can barely remember half of H3 adventure map buildings. Where the hell is the tree of knowledge, seer's hut, eye of the magi and so on? I hope they'll add at least 4 or 5 before launching the game.

Also, the original Broken Alliance was not lacking adventure map buildings. I don't think there are many similarities between the original and the remake.
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MadDoctor
MadDoctor


Adventuring Hero
posted June 25, 2011 09:40 PM

Quote:
Also, the original Broken Alliance was not lacking adventure map buildings. I don't think there are many similarities between the original and the remake.


This reminded me something - the size of the H6 version of Broken Alliance was given as Extra Large, but to me it looked more like Medium...Ubi said that there will be super huge maps, but if XL is Medium, than Huge will be in the best case XL...

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SoilBurn
SoilBurn


Known Hero
BurnsSoil
posted June 25, 2011 11:38 PM
Edited by SoilBurn at 23:50, 25 Jun 2011.

I overall got positive impressions from the closed pre-beta, I think the potential for the best Heroes game ever is there... if they manage to fix the showstoppers in time.

The possible showstoppers:

1. (first and foremost) Town & character interfaces. Although both are known from screenshots, they feel even smaller in-game. And the character screen (yes, the one where your items hide 40% of the character model) is exactly as lame and underwhelming as the town window. There is more space on my screen, use it goddammit!

3. Town building has become boring, tedious, repetitive (ran out of synonyms). The lack of rare resources feels more like a dumbing down of the strategy than the promised tactical boost right now. The shallow selection of buildings in each town does not help either.

3. Unit/Hero/Faction Balance - The easiest one to fix, so i will leave it at that.

4. Hero Skills - As known from the screenshots, one can select among a very large amount of available skills. The problem is, most timers you will probably be choosing the same ones. There is little advantage or motivation in trying out different hero builds - long-term playability of the game might suffer.


What will make this game one to remember:

1. The art direction, unit models & animations. Hands down the best Heroes game in that department. No more cartoony, WOW-like models and generally realistic and immersing graphical atmosphere.

2. Unit abilities - No more useless H5 Gargoyles, Ghosts or Zombies, now each unit has a specific role and the necessary abilities to make it shine. I am especially amazed at the excellent job they did with the Core units. Now every factions' units feel and play like a team, even if you only have access to 3 units (e.g. you can easily combine healing (as in: resurrecting), tanking, support and shooting). Good job!

3. Battle system - Feels like an improved H5 engine, good times.

4. Loading times and time in-between turns - One of the major H5 issues is gone. Good riddance!

5. Music - Nuff said

Quote:
Will you please put the town screens debate to rest? You're 1.5 months into a game and what do you do, admire the town screens?

Wut? Months? I play H5 since years and I still fly around my Sylvan town every time I go in.
The last thing we want is HOMM becoming (eve more like) Warcraft.


EDIT:
I forgot to name my absolute favorite H6 unit: Ghost.
Necro is gonna be fun come September

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