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Heroes Community > Heroes 7+ Altar of Wishes > Thread: ~ Heroes 6 - Public Closed Beta Impressions
Thread: ~ Heroes 6 - Public Closed Beta Impressions This thread is 33 pages long: 1 10 20 ... 22 23 24 25 26 ... 30 33 · «PREV / NEXT»
DestinyatWork
DestinyatWork

Tavern Dweller
posted July 09, 2011 01:08 PM

Let me explain some of those points better.

On the resource system what I mean with blur, the different resource only play a role in city planning and are useless in endgame where they are only sold for gold.
I feel the strategy part of city building can be kept with basic resources + 1 rare.

On the round system yes moral wasn't balanced same with luck.
Their new reincarnation is one more good point btw.
I didn't want to write everything out but the initiative system has the tremendous flaw that fast units act several times before bulkier ones act at all and this is topped by swift factions decimating others in the first few actions.
Maybe that system could have worked but for balancing reasons I prefer they went back to rounds because its a lot easier to balance relative strength of the units against each other.

The tier change should in theory help with balancing too.
You can give useful abilities to cores and know a stack of 100 isn't annihilated by the first volley.
Some examples from h5 that come to mind are djinns a front line unit that just wasn't in a tier to be bulky enough for that role.

I agree on th UI it like a Nokia mobile functional but really unsexy

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted July 09, 2011 01:10 PM

Quote:
On the resource system what I mean with blur, the different resource only play a role in city planning and are useless in endgame where they are only sold for gold.
It's exactly the same in the new system, only now you don't need anything different from gold and crystals even earlier. Much of the praise that it gets is superficial at best.

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pacifist
pacifist


Famous Hero
posted July 09, 2011 01:11 PM

Just did the Sanctuary campaign to unlock the dynasty weapon for magic heroes and I was surprised that some things worked well there while not in the multiplayer map. Ex: the kappas leap is ok now, and the fortification bonus seems stable (no more variations after save/load). How is that possible? not same executable for campaign and multi? Or are they changing things while we play without advertising?
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http://www.youtube.com/user/alkoriak#g/u

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Brukernavn
Brukernavn

Hero of Order
posted July 09, 2011 01:24 PM

Quote:
Quote:
On the resource system what I mean with blur, the different resource only play a role in city planning and are useless in endgame where they are only sold for gold.
It's exactly the same in the new system, only now you don't need anything different from gold and crystals even earlier. Much of the praise that it gets is superficial at best.

Building costs need adjustment, and map design affects this a lot. The "rare" dragon crystal is not so rare after all. We should be fighting over it...

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted July 09, 2011 01:31 PM

The catch is that if they make it rarer, the game will shift even more towards Cores.

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Brukernavn
Brukernavn

Hero of Order
posted July 09, 2011 01:36 PM

Not necessarily in combination with adjusted building costs and growth rates. Nerfing the external dwellings would be a good step in the right direction.

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted July 09, 2011 01:38 PM

Adjusting the building cost (presumably to require less crystals for the higher tiers?) will lead to the same situation. As for the external dwellings - currently the Cores are dominant even without them. It will be better if they just increase the effectiveness of the Elites and the Champions.

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Crayfish
Crayfish


Known Hero
posted July 09, 2011 01:46 PM

Should increase effectiveness and crystal cost of champions. That would allow crystal to remain a limiting resource and champions to remain special and rare.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted July 09, 2011 02:41 PM

Quote:
Quote:
Also, have you guys noticed that Hard isn't hard at all? AI doesn't even build champion dwellings. If not on hard, on what difficulty level are they supposed to do that? The creeps aren't that much challenging either.


Maybe you're just too good already


Thanks, but it's not a matter of being skilled since even quick combat crushes creeps with no or little loses week one. Neutral stacks need to be bigger at least 50% if it's meant to be hard. Heck I needed to count my lost troops in previous HoMM games to survive early in the previous games.

On the other hand we have only one multi map to test on, dunno if the stacks are generated with a variable or their number is fixed and set by the mapmaker. We need another map to compare things with.

On a side note, Out of Time makes Vampires avoid next attack once they defend. It works for any next attack though, and in their next turn they can avoid retaliation while they attack themselves. Isn't it supposed to work in the turn when the creatures defend only?
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pacifist
pacifist


Famous Hero
posted July 09, 2011 02:49 PM

Did you patch your version to 1.1? Vampires now are only protected for 1 attack. In previous version they could kill almost everything because it was bugged. Also next turn, if they wait they are still out of time but not anymore. So I guess it's just a matter of version .
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted July 09, 2011 02:52 PM
Edited by radar at 14:54, 09 Jul 2011.

1.1, certainly.

make it "any one next attack" then in case I put it in a confusing way, sorry.
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seddy
seddy


Known Hero
Spinner of delicious cupcakes
posted July 09, 2011 03:52 PM

Tips for about the dynasty weapons!

If you want to try out the grand powers of a leveled up dynasty weapon, try playing on easy in fastest experience mode. You'll rack up a lot of experience (I was able to max the staff of tides in one game) and can try out the fun abilities/bonuses.) Note that only Slava can use the sword, from what I've seen.

Btw, the damaging wave has got to be among the most op abilities. No manacost or cooldown, good damage, hits all enemies (very good for taking the elemental forts, fire elementals die very quick) ad pushes them back.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted July 10, 2011 01:50 PM
Edited by War-overlord at 18:16, 10 Jul 2011.

I noticed a couple of time that when ai-opponents seige a fort in another zone, I am forced to watch. Is there any way of turning this off?

Also, not being able to controll your catapult = Frustrating as Hell.
And the Sanctuary catapult does not animate for me.
____________
Vote El Presidente! Or Else!

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KingImp
KingImp


Famous Hero
posted July 10, 2011 04:36 PM

Sorry if I'm late to the party on this one, but I just encountered this unit while testing recently.

I haven't actually fought the Phoenix yet, but I've sat here and watched the AI continually try to beat it.

What the hell is up with that Primordial Damage that the Phoenix does? It's impossible to take that thing on with melee damage as it will decimate your whole army no matter how big it is. Sure, the damage gets less as the Phoenix's numbers dwindle, but unless there are 5 or less of them, it's impossible to fight that thing unless you use ranged or magic attacks.

I get that it is a Champion neutral unit, but if that is going to be so strong, then maybe they should take our advice and make the faction's Champion units stronger as well.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted July 10, 2011 04:51 PM

I saw AI take over the town with Phoenixes in garrison so it's probably been fixed.
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Priest
Priest

Tavern Dweller
posted July 10, 2011 11:56 PM
Edited by Priest at 00:00, 11 Jul 2011.

Are the feelings about the game still valid?

Maybe I'll double some previous opinions but I wanted to write theme together. Firstly about 'bugs' or just my probles with the game:
- the first mission - I can't walk through the garrison and because of it can't finish it
- the second mission - I do not receive reinforcements (shark warriors or coral priesties) even though the game "writes" about receiving theme
- I don't see any changes in statistics of heroes units after choosing +10 to initiative ability. In the battle everything is alright
- I can't recruit any new hero (?). Sanctuary mission - please help

Secondly - all the rest:
- while I'm in the city "ending turn" button shouldn't end the turn. It's more intuitive for me (probably from H5) that it will put you out of the town
- far too much activated skills. Haven't even reach 10th level I had a problem what to choose. Spells as skills are strange too
- some of the sanctuarium heroes are talking too quiet in proportion to music
- big damage dealt from heroes to enemies in proportion to core units (priesties or shark warriors). It's strange for me again. Maybe I just haven't seen the most powerful core units but still it isn't normal thing
- a lot of time to level up
- the game isn't asking "do you want to end the turn" while heroes still have movement points
- no 3rd level might abilities
- there is no option to divide troops in tactical procedure
- kappa's jump when no enemy is in the range shouldn't be able to turn on (like it was in H5)

And something to sum up. Game impression - very good. Something new and I like it. Music great, graphics probably too, but I have to wait for better graphic card Changes with mines controled by the town or only 4 sources can be good. But I'm very disappointed with the fight. Turns aren't as exciting as H5 battles.

And one more thing - maybe you will tell me something more cause I haven't seen all units. In sanctuary they all looks the same. Three of four units doing the same in the battle - it is boring for me. No shooter, no real magic unit. Pristies, shark warriors, kappas and those bigger lizard (don't remember the name). For example in H5 Inferno creatures had fascinating abilities - jump with more damage but deadly retaliation, 3 or even more creature damaged, scaring enemies or killing at least 1 opponent's unit.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 11, 2011 12:27 AM

I suspect that you did not claim the mine in the first mission. You mean will of the king yes?

Might abilities do have a third tier but only when you control might heroes.

No shooter? What about coral maidens and the snow ladies?

And saying that sanctuary misses interesting abilities.. seriously? Challenge, trail of mist, spirit bond, four waves maybe?
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Kitten
Kitten


Known Hero
Roar
posted July 11, 2011 10:08 AM

Quote:
Are the feelings about the game still valid?

Secondly - all the rest:
- while I'm in the city "ending turn" button shouldn't end the turn. It's more intuitive for me (probably from H5) that it will put you out of the town
- far too much activated skills. Haven't even reach 10th level I had a problem what to choose. Spells as skills are strange too
- some of the sanctuarium heroes are talking too quiet in proportion to music
- big damage dealt from heroes to enemies in proportion to core units (priesties or shark warriors). It's strange for me again. Maybe I just haven't seen the most powerful core units but still it isn't normal thing
- a lot of time to level up
- the game isn't asking "do you want to end the turn" while heroes still have movement points
- no 3rd level might abilities
- there is no option to divide troops in tactical procedure
- kappa's jump when no enemy is in the range shouldn't be able to turn on (like it was in H5)



You can choose in the options if you want the game to notify you when you end your turn but still got movement left. However, neither option seems to work and your turn will end without getting asked =/
You can divide troops by pressing the lower left corner button near said troops portrait

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KingImp
KingImp


Famous Hero
posted July 11, 2011 02:34 PM

In the Prologue Campaign, did anyone else end up doing the second map of that one before the first?

When I started it, it defaulted to The Emperor's Will instead of Griffin Bane and I didn't even notice there were numbers for them so I started the 2nd map. Hell, now that I think of it, the 2nd map should have been locked until I finished Griffin Bane.

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted July 11, 2011 02:38 PM

Yeah, I did.  Didn't complete it either because it got really boring.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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