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Heroes Community > Heroes 7+ Altar of Wishes > Thread: The problems of Heroes 6!
Thread: The problems of Heroes 6! This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted July 27, 2011 01:48 PM

Quote:
There are plenty of good strategy games that work with 1, 2 or 3 resources.

Aren't they mostly in real-time, tho?

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Aosaw
Aosaw


Promising
Famous Hero
Author of Nonreal Fiction
posted July 27, 2011 05:57 PM

I actually really don't mind the lack of sulfur and gems.  I got used to it almost immediately, in fact.

The town windows are definitely a disappointment, though, and I mean what I said in the other thread about not buying the game because of them.  That will probably change once they fix the UI, assuming that's what they do, but not before then.

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Draco
Draco


Promising
Famous Hero
posted July 27, 2011 06:25 PM

The lack of minerals is not so bad.

The problem I think with the map we have is that you gain crystals too fast (1st turn) if many maps were balanced where there was no crystal mine in your starting area, or it was heavily guarded then I think it could work out fine. I also think the price to buy crystal is too low, each crystal should be worth twice or more what previous games charged for exchange.

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Nelgirith
Nelgirith


Promising
Supreme Hero
posted July 27, 2011 06:48 PM
Edited by Nelgirith at 18:48, 27 Jul 2011.

Quote:
The lack of minerals is not so bad.

The problem I think with the map we have is that you gain crystals too fast (1st turn) if many maps were balanced where there was no crystal mine in your starting area, or it was heavily guarded then I think it could work out fine. I also think the price to buy crystal is too low, each crystal should be worth twice or more what previous games charged for exchange.

Exactly. Broken Alliance is the worst map they could give us to test their new features and the balance and the 3 campaign map being starter maps, you don't even have access to the full buildtree (and Irina and Slava's map don't even have any crystal mines).

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 27, 2011 09:19 PM
Edited by alcibiades at 21:30, 27 Jul 2011.

Yes and no - I'm not sure I agree that other maps will work better. What will happen if Crystals are more rare than on BA? You will not be able to afford building Elite and Champion buildings - or only a few of them. What does that mean? More emphasis on Cores. Does that solve the problem? No, not at all, quite the contrary.

Problem is that with only one rare ressource, all dwellings essentially compete with each other. Apart from the odd Core dwelling, you pretty much need Wood/Ore, Crystal and Gold for every single dwelling. So if Crystal is rare, you'll have to build one or perhaps two Elite/Champion dwellings (at least until late game, where a new unit won't matter anyway, because numbers are very low).

I agree with Radox that there was a tactical aspect in multiple ressources because sometimes ressources would influence the choice you made in building, or your desires in building would influence the tactics you would need to use to get the required ressources. That's not really the case anymore. Since you'll always need Crystal - and only Crystal - there's no such thing as skipping the Crystal mine because of bad fortune with neutrals (like when you got Arcane Archers in H5) - there is only one tactic, and that is claiming the Crystal mine - the sooner the better. If you have bad luck and get a really tough creep on your Crystal mine, it might potentially mean game over - because what can you do without Crystal? Nothing.

The irony is with the new tier system, if they had just made it two instead of one rare ressources, they could pretty much have avoided this. With 3 buildings on each tier, one could have heavy demand on ressource 1, the other ressource 2, and the third primarily Wood/Ore. That would at least mean a difference in ressource demand between the three.
____________
What will happen now?

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radox
radox


Known Hero
posted July 27, 2011 09:37 PM
Edited by radox at 21:39, 27 Jul 2011.

Quote:

I agree with Radox that there was a tactical aspect in multiple ressources because sometimes ressources would influence the choice you made in building, or your desires in building would influence the tactics you would need to use to get the required ressources. That's not really the case anymore. Since you'll always need Crystal - and only Crystal - there's no such thing as skipping the Crystal mine because of bad fortune with neutrals (like when you got Arcane Archers in H5) - there is only one tactic, and that is claiming the Crystal mine - the sooner the better. If you have bad luck and get a really tough creep on your Crystal mine, it might potentially mean game over - because what can you do without Crystal? Nothing.


I am glad to see that at least someone has understood my point. That was exactly what I had in mind.

Besides, I have new complaints and I will update them regularly. Yes, I understand that this is a beta, but I strongly doubt they will fix this until the final release:

- The battles are completely in-understandable! I cannot tell what's going on - numbers flying here and there, ugly identical animations for most of the spells, retaliations occuring almost immediately after the first strike, mysterious sounds. Please slow things down and make them more clear! H5 had the crispest battles, learn from them!

- When you want to attack a creature by pointing at its portrait in the ATB bar, the cursor doesn't change to a sword or arrow, so you aren't sure if you are going to attack. Fix this!

- Why did they increase the mana and the cost spells, respectively? We were used with 5 point spells and 50 mana, but now we have to deal with 15 point spells and 150 mana. Why? What was wrong with a Fireball costing 10 mana? Why it's at 30 now? Or this is another "experimentation with new things" that doesn't have any purpose?

And please, please someone of the so called "Heroes 6 defenders" who pretend that this game is flawless tell me why the hell they didn't do a separate dwelling for every creature on the adventure map? If that's not laziness, I don't know what it is! H4 had the best adv.map dwellings ever!

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B0rsuk
B0rsuk


Promising
Famous Hero
DooM prophet
posted July 27, 2011 10:00 PM
Edited by B0rsuk at 22:03, 27 Jul 2011.

Quote:

This is where I stopped reading your post lol.  If your judgment of poor English is supposed to be accurate, then unfortunately I feel that I cannot trust the rest of your observations.


This is silly. If a doctor, who smokes cigarettes, tells me not to smoke, I won't discount his advice. You need to learn the distinction between a person and his argument.


Quote:
Sisters do some pretty good damage to undead or demons, especially those who have low magic defense. Still not sure that even under those circumstances they can deal more damage than an elite unit.


I thought it was bad design back when it was limited to 1 unit (paladins vs ghosts, dragon vs titan, genie vs efreet). Now they're expanding it ? It's not like an Inferno or Necropolis player can choose not to have vulnerable units. It's not like the Haven player can choose to have different units. Army composition is always the same in Heroes1,2,3 and 5.

Quote:

These six resources are the essence of the Heroes series. They have been in every installment so far. What's the logic of simply throwing them out? Yeah, I know, the devs are simply too lazy to draw 3 more mines and resource pics, yeah.
These 6 resources made the game more colorful and diverse, you were constantly short of some of these resources and were searching desperately for it, devising strategies how much of the other 5 resources to exchange in the marketplace to get the needed one without screwing up the stock of the others, while planning the construction of your city several turns ahead. That, my friend, is named STRATEGY. And Heroes is supposed to be a STRATEGY game, not a collect-them-all-in-the-1stweek-and-shoot-em-up crap. Besides, you were challenged to find ALL of the mines which took more time and was more entertaing. Were these arguments good enough for you?


I completely agree with the "resources are colorful" sentiment. While  they didn't add much in terms of strategy (but it was possible to starve an opponent playing another faction without becoming stronger yourself), it was like I was some kind of alchemist. Necropolis, Warlock, Sorceress - the more magical factions were known for the need of fancy stuff. It felt quite cool that hydras and dragons needed nasty sulfur, not some generic all-purpose fairy dust.

Heroes a STRATEGY game, not collect-them-all-in-the-1st-week ?? Maybe you're thinking of Heroes1 or 2, where stuff is expensive. Players love rich maps. In my opinion "Map richness" should be another map score/sorting criteria, similar to Size or Difficulty. A rich map breaks balance, it negates the advantages factions like Fortress or Stronghold have.

Many HOMM players do, in fact, have the "collect-them-all" mentality. They hated having to choose creatures in H4. This makes HOMM players the only strategy community that dislikes choice.

Quote:
Good to see that you saw all the other threads where people are discussing their beefs with the game...and then decided to make your own.



You would have a point if the other threads were nice and tidy. If it was easy to see what was discussed and what not. Or if there was a clean, complete wiki. Mods try to keep things in check, but they're too few.

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted July 27, 2011 10:47 PM

We do have a 14-pages long complain thread Here.

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radox
radox


Known Hero
posted July 27, 2011 11:14 PM

Understand that we are the players and we are the only reason the entire Heroes series exists! They make these games only because of us. Their goal is dual happiness - they collect the money, we enjoy the game. Well, on the release of H6 the 1st will definitely happen, but will the second? I have waited years for this game. Do you understand me? YEARS! Since the very good and balanced H5:TOE in 2007, I've waited 4 long years to receive an improvement upon it. And what do I receive for my money? A completely useless ugly picture of the town that doesn't even display all of the buildings. No magic guilds, no gems, no dragons, no titans, no unicorns, no trolls, no randomness, a hero advancement system copied directly from Diablo etc, etc, etc! Why in the freakin hell am I supposed to be satisfied with this when I am supposed to be the one that makes the demands since I am the one who pays the money in the end of the day???

The "will fix various aspects of the game with regular patches AFTER the release"? Are you kidding me? I expect one or two small patches and then they will again forget about our existence and our wishes! How they dare to launch an unfinished game on September 8th. The beta I saw was so buggy and flawed that it's completely impossible for them to fix all of the stuff in the ONE month that remains till the release date. Why are they in such a big hurry. I am ready to wait another year, but I want everything fixed and working. Why rush the release date when you are not ready with anything, fellas? I know why. Because you are in a hurry to get our money. And then ... then we all know what will happen - nothing. I guarantee that after they launch this unfinished product, they will forget about us, the fans, the ones because of which they have jobs!

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Austere
Austere

Tavern Dweller
posted July 28, 2011 06:55 AM

Quote:
Understand that we are the players and we are the only reason the entire Heroes series exists! They make these games only because of us. Their goal is dual happiness - they collect the money, we enjoy the game. Well, on the release of H6 the 1st will definitely happen, but will the second? I have waited years for this game. Do you understand me? YEARS! Since the very good and balanced H5:TOE in 2007, I've waited 4 long years to receive an improvement upon it. And what do I receive for my money? A completely useless ugly picture of the town that doesn't even display all of the buildings. No magic guilds, no gems, no dragons, no titans, no unicorns, no trolls, no randomness, a hero advancement system copied directly from Diablo etc, etc, etc! Why in the freakin hell am I supposed to be satisfied with this when I am supposed to be the one that makes the demands since I am the one who pays the money in the end of the day???

The "will fix various aspects of the game with regular patches AFTER the release"? Are you kidding me? I expect one or two small patches and then they will again forget about our existence and our wishes! How they dare to launch an unfinished game on September 8th. The beta I saw was so buggy and flawed that it's completely impossible for them to fix all of the stuff in the ONE month that remains till the release date. Why are they in such a big hurry. I am ready to wait another year, but I want everything fixed and working. Why rush the release date when you are not ready with anything, fellas? I know why. Because you are in a hurry to get our money. And then ... then we all know what will happen - nothing. I guarantee that after they launch this unfinished product, they will forget about us, the fans, the ones because of which they have jobs!

*Yawn* Typical beta player "Chicken Little" style post.

The point of new versions of games is not release the same old game but with better graphics. If you think the older versions of HOMM are so much better or more complete... play those ones!

There are two things to consider:
1st) Your personal feelings and nostalgia are not necessarily indicative of all players. Not necessarily all old players, and most likely not all new player for whom H6 will be the first Heroes game they play.

2nd) The developers are professionals. Things that seem wrong and off, especially because of their significant differences from older versions, are not necessarily bad or inferior. They will often grow on you if you let them, rather than always saying "But it was different before and I want it that way!"

I agree with you about a few things:
The town screens could be more polished. I love the visual development of my town in H5. However, in my opinion, while visuals like that would be a big plus, I'd much rather have the skills be tweaked better, the factions be better balanced etc. To me at least, there are a lot of areas I'd rather have the team devote their time than town screens.

No dragons is odd. I'm surprised they went from 3-4 (does the Magma Dragon count?) to zero (or 1? does the Kirin count?). But, personally, I also found it kind of boring that half(ish) of the factions had essentially the same T7 unit.

I was with you with the skills system, until I played with it a bit more. The open-endedness of it makes it interesting to me. Every time I level I think "ooo I want that... and that! crap, and that..." so what do I take? I thought the level system needed more consequences, but really... investing a skill point in something at all is enough consequence given this system. After experiencing it a bit, I find it works quite well. The change I would make, if I could, would be a bit more variety to the skills (I don't like that every magic branch essentially has "here's the armor group of spells, here's the spellpower group of skills, here's the healing/damage line of spells, here's the [insert branch] elemental summon." They're too the same. I also feel like a lot of the skills do too little so they're not compelling, but that can all be tweaked.)

As you said, you've been waiting for this game to come out since '07. That's a long time to grow accustomed to things being a certain way. Don't expect H6 to have a bunch of changes and automatically give you the same sort of feeling as the game you've been learning the ins and outs of for four years. You have to give it some time to grow on you, break it in a bit and get passed that "everything is new and different" stage and get some familiarity with it. It might change your point of view about some of the "problems" it has.


____________

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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted July 28, 2011 09:13 AM

Quote:
Quote:

I agree with Radox that there was a tactical aspect in multiple ressources because sometimes ressources would influence the choice you made in building, or your desires in building would influence the tactics you would need to use to get the required ressources. That's not really the case anymore. Since you'll always need Crystal - and only Crystal - there's no such thing as skipping the Crystal mine because of bad fortune with neutrals (like when you got Arcane Archers in H5) - there is only one tactic, and that is claiming the Crystal mine - the sooner the better. If you have bad luck and get a really tough creep on your Crystal mine, it might potentially mean game over - because what can you do without Crystal? Nothing.


I am glad to see that at least someone has understood my point. That was exactly what I had in mind.

Besides, I have new complaints and I will update them regularly. Yes, I understand that this is a beta, but I strongly doubt they will fix this until the final release:

- The battles are completely in-understandable! I cannot tell what's going on - numbers flying here and there, ugly identical animations for most of the spells, retaliations occuring almost immediately after the first strike, mysterious sounds. Please slow things down and make them more clear! H5 had the crispest battles, learn from them!

- When you want to attack a creature by pointing at its portrait in the ATB bar, the cursor doesn't change to a sword or arrow, so you aren't sure if you are going to attack. Fix this!

- Why did they increase the mana and the cost spells, respectively? We were used with 5 point spells and 50 mana, but now we have to deal with 15 point spells and 150 mana. Why? What was wrong with a Fireball costing 10 mana? Why it's at 30 now? Or this is another "experimentation with new things" that doesn't have any purpose?

And please, please someone of the so called "Heroes 6 defenders" who pretend that this game is flawless tell me why the hell they didn't do a separate dwelling for every creature on the adventure map? If that's not laziness, I don't know what it is! H4 had the best adv.map dwellings ever!


       There are no Heroes 6 defenders man.you and all others like you wanted from heroes 6 a heroes 3 with better graphics.well,this is not possible.And I should remember you that this is a BETA version? the cursor things will be fixed for the final release.You played 2 days of heroes 6 beta and then you camed on HC and said that Heroes 6 is unbalanced.you are wrong.play 2 YEARS of heroes 6 and then post your opinion about balance.So,please wait for the final release and then talk about Heroes 6.And let Heroes 3 behind because we are in 2011 not in 1999.Trust me,this will work for you.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 28, 2011 09:27 AM
Edited by Elvin at 09:49, 28 Jul 2011.

This may not work for him but I am curious to meet those H6 defenders that consider the game flawless. I thought we only had complainers
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted July 28, 2011 09:44 AM
Edited by Avirosb at 09:45, 28 Jul 2011.

I shouldn't really complain as much as I do.
After all, there's only a question of time until I get to read Heroes VI In A Nutshell

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 28, 2011 09:46 AM
Edited by alcibiades at 09:49, 28 Jul 2011.

Quote:
The point of new versions of games is not release the same old game but with better graphics. If you think the older versions of HOMM are so much better or more complete... play those ones!

Once again, I must take the stand of Radox here. Notice that he didn't say he wanted the old game with better graphics (in fact, I don't think he even mentioned graphics at all), what he said he wanted was:

"I've waited 4 long years to receive an improvement upon it."

I think improvement is a keyword here. Because while I'm well aware that releasing the exact same game as previously might seem pointless, there's a fine but very ditinct line between improved and new. And while new might in fact also be improved, that's certainly not always the case.

I know I've used this example before, but I still think it's an excellent example, so let me just say it again: Compare Heroes 3 to Heroes 2. How much new did H3 bring to the table? Not a lot! A couple of new factions, spells divided into spell schools, dual hero classes, upgrades of all creatures. Does that make Heroes 3 dull and boring? Not at all - in fact, H3 is widely (if not uniformly) hailed as the best game of the series. What can we learn from that? Well, Heroes 3 didn't change things, Heroes 3 expanded things. It didn't focus on adding new things, it focused on improving them. Sure, new creatures, new spells, new skills, new artifacts were added, but within the existing (and not least functioning!) frame that was Heroes 2.

Now let's take a step forward and compare to the release of Heroes 4. Heroes 4 was creative, it revolutionized the game, it added a lot of new features. Was Heroes 4 succesfull? Some say yes. Heroes 4 has a dedicated fan base which caters to it as the ultimate Heroes game. But there's also a very large group of Heroes fans who find it an utter disaster.

So obviously, the developers have a choice: Do they want to make an updated game - in which case the focus on expanding and improving the existing game features - or do the want to make a new game - obviously also with the intention of improving the game. But the two paths aim at very different goals and audiences, as I see it. An updated game (Heroes 2, 3 and 5 all fall in this category) aim at the old fangroup rather than winning new fans, with the risk of not being a huge commercial success, because none-fans will stay away from it, it being "just another Heroes game". On the other hand a "new" game (Heroes 4 and 6 in my optics) doesn't really care what the old fans think - and that doesn't necessarily mean the old fans won't like it, because they might very well. But it's pretty certain that many of them (the nostalgics) won't, but of course the draw is that it might gather new fans (who'll like it for different reasons).

So my point is, Heroes 4 didn't really have the "Heroes" magic for me, and Heroes 6, from what we've seen so far, walks dangerously close to falling into the same pit for me. That doesn't mean it's a bad game - it's just not what I had hoped for, and chances are that I'll dislike it. Does that make me a nostalgic whiner? Perhaps, but as I see it, I have every legitimate reason to be.

For me (and I think Radox is with me on this) Heroes 6 looks to be a huge wasted opportunity, because they with H5:TotE had the perfect basis to make the ultimate Heroes game. Heroes 5 had all the potential to best Heroes 3, apart from the fact that the game was buggy, slow, and had a crappy AI [and lacked some personal key features for me, like a proper Town Portal which, yes, is essential if you like to play huge singleplayer epic maps - but of course those maps didn't run on H5 anyway, so ...]. But had they taken Heroes 5 and expanded on it (boost spell system with more schools, evolve the War Cry idea into something for Might Heroes to do, add Might/Magic Heroes, improve alternative upgrade system, and last but not least, make game stable, smooth and with a prope AI) I would have had my dream game. But that was not to be.
____________
What will happen now?

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted July 28, 2011 10:07 AM

On the other hand, the vast majority of people wanted something NEW already for H5, not what many view as an updated Homm3.

For me it was always clear that not only the majority wanted a new and fresh take on things for H6, but that Ubi would deliver it as well.

No one can argue against novelty - you can only argue about its implementation and whether it works or not.

At this point it is rather obvious that it WILL work - provided they get their thing together, that is. Since this is a sixth installment of a successful series people have high expectations; it's not enough to have something "promising" and point to HoMM 7 with the promise, that the next game will make things right.

Which is the problem: Ubihole has to produce a game that is SUFFICIENTLY new to work as a foundation for the next 2 games or so in the series, but must be refined enough to stand its ground in comparison with the predecessors.
Not the easiest task in the world.

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 28, 2011 10:40 AM
Edited by Nirual at 10:46, 28 Jul 2011.

There are things I like in H6, at least the direction they are taking. No random skill selections, for one.

However, there are a lot of things I dislike, especially the interface.

Having to click on a tiny confirm button for buildings, hiring heroes etc is annoying, and there is a lot of buttons in general which are unnessesarily small. And the "hitbox" for some of those seem to be even smaller, so you really have to be spot on for the click to register.

And a lot of skills are just boring and uninspired.

Also, there seem to be a lot of artifacts which are only good for one faction, as they boost that specific racial. And even for those they aren't really that useful when the bar fills so quickly by default.

And yes, the resource system isn't very good now. Most buildings need fairly equal amounts of each resource anyway, so there really isn't any point in even having any resource other than gold.
I actually think it would have been better if they had one common and two uncommon resources, not two common and one uncommon.
____________
In ur base killing ur doods... and raising them as undeads.

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radox
radox


Known Hero
posted July 28, 2011 12:59 PM

Why are you talking bullsnow? Where did I say that I deify Heroes 3 and it was perfect? It simply set the frame to which I think every future Heroes game must hold.

ALCIBIDES is right about everything. He understood what I meant. I never said Heroes 3 is the perfect game. It's even not my favourite Heroes game. My favourite and, in my opinion, the absolutely best game of the series is Heroes 5! Heroes 4 is also nice game and while it doesn't have much of the elements of the true Heroes series, it has its own unique points, mainly hero-wise.

And I am not a Heroes 6 "complainer" and "hater". Exactly the opposite -  I like and enjoy many of its new aspects very much. For example - the new reputation system is very interesting. The on-choice spell selection system also has its strong points. However, I am completely against and I cannot understand why the hell have they to take away some key game aspects that have shaped all the 5 previous installments and are legendary to the players:
- Why take out the resources. It doesn't make sense even story-wise. What? Do you mean to tell me that 400 years earlier there weren't sulfur, gems and mercury in the world of Ashan and they were "discovered" later? Come one...
- Why change the Fort/Castle/Citadel names to some stupid Fortifications that have no distinction?
- Why not make a SIMPLE 2D town screen on which all of the buildings appear? Simple, useful, tidy and clear. It would take less time for them to draw this than the complex but useless 3D town views that we got now.
- Why take out creatures like Monks and replace them with a strange, non-sense unit like the "Radiant Glory" or whatever (I cannot even remember it)?
- A Heroes game without dragons is a shame. That's like having a Doom game without a BFG!
- What about a Random map generator??? Or you will again say that it is an obsolete component and for the sake of "newness" we must leave it out???
- Why must again each of the magic schools have an inequal number of spells that are ordered in such a messy way that you can't understand what's going on. Heroes 5 was perfect - exactly 12 spells per school, exactly 12 secondary skills, each of them with exactly 3 abilities. Clear, understandable and nice.
- I hope we can really turn off the Areas of control.

But all of these thing are "swallowable". What I can't live with are the very bad battles which need to be made clearer and understandable! BADLY! We should be able to turn off the damage numbers and other bonus figures and leave on only the death numbers. At least this is how I prefer to play.

So, to wrap it up, I am not a Heroes 6 hater. No, I like many of the thing in the game very much. Especially the reputation system and the spells. But what I am desperately trying to say is that we don't need replacing of proven, key elements of the game just for the sake of experimenting. Because we are not lab rats.

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted July 28, 2011 01:25 PM

Quote:
Radiant Glory

They had to meet a quota. Or something.
And I don't know if a color swapped Monk would look as good as a Light Elemental than the Glory.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 28, 2011 01:47 PM
Edited by alcibiades at 13:50, 28 Jul 2011.

Quote:
No one can argue against novelty - you can only argue about its implementation and whether it works or not.

I can, actually - if I wanted a new game, I would go buy a new game. When I buy a Heroes game, I want to get a game that plays like the old Heroes games.

Take a series like the Civilization games - some of the most popular games in gaming history, if I'm not mistaken. We're up to the 5th installment now. How much did they change in the first 4 versions? Not a lot. Sure, they added new features, but the old mechanisms stayed more or less the same. Did people complain? No. Now take the 5th installment, they wanted to renew the game, and made major changes: Hex map, only one unit in each tile, etc. How well did that go down? Well, ask Doomforge.

Problem is everytime you make a major new feature, you start from scratch. You throw away all experience from the previous games, and have to start testing anew. And guess what? It's almost never perfect in the first try. Sure, after two or three tweaks you normally get it right, but if you have to start over with every single game, you never get it right.

I say, if it works, don't fix it. Improve it? Certainly. Expand it? Great. But the more radical the changes are, the more sure you have to be that you actually make something that's better than what was - and again, different is not a quality in itself for me. Call me conservative? Sure I am - that's why I stick to the same game series.

Of course I'm putting things to an edge here, because things are never as clearcut as I state them. If I felt Heroes 6 had been fantastic, I might have praised them for their changes - but I honestly feel that many of the changes they've made have no logical explanation nor any justified reason as to how exactly they improve the game. And that's where the trouble starts.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 28, 2011 02:32 PM

Quote:

- Why take out the resources. It doesn't make sense even story-wise. What? Do you mean to tell me that 400 years earlier there weren't sulfur, gems and mercury in the world of Ashan and they were "discovered" later? Come one...

Actually the change is partially lore-related. They even made a comic about it.

- Why take out creatures like Monks and replace them with a strange, non-sense unit like the "Radiant Glory" or whatever (I cannot even remember it)?

They just had a sex change. Or rather the opposite considering H6 comes first in timeline

- A Heroes game without dragons is a shame. That's like having a Doom game without a BFG!

Says who?

- What about a Random map generator??? Or you will again say that it is an obsolete component and for the sake of "newness" we must leave it out???

A feature already confirmed to be added as soon as possible.

- Why must again each of the magic schools have an inequal number of spells that are ordered in such a messy way that you can't understand what's going on. Heroes 5 was perfect - exactly 12 spells per school, exactly 12 secondary skills, each of them with exactly 3 abilities. Clear, understandable and nice.

You can clearly see which are blood/tears, when you can learn them and exactly what they do. Is your beef just with symmetry?

- I hope we can really turn off the Areas of control.

Confirmed.

But all of these thing are "swallowable". What I can't live with are the very bad battles which need to be made clearer and understandable! BADLY! We should be able to turn off the damage numbers and other bonus figures and leave on only the death numbers. At least this is how I prefer to play.

Frankly I have no idea what you are talking about, everything is crystal clear. Unless maybe you played on fastest speed and the animations have not been properly synchronized. Only thing I hated were the horizontal bars above creatures showing how many of the original stack survive but you can disable that from the options.

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