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Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Heroes 7: Back to the Old Days
Thread: Heroes 7: Back to the Old Days This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted November 03, 2013 09:41 PM

Carlos77 said:
Hmm, for me H5 was a mix between great mechanics and terrible art direction and even more terriblerer writing. So yeah, I'm not sure I want Nival back

Hmm, If I'm not mistaken the writing was carried by Ubisoft in H6 and the art direction as well, I wouldn't blame all bad stuff of H5 to Nival...

Anyways, while I see impossible to have Nival again in the ship, I still think they would be a valuable addition since they already worked on a HoM&M game (something the next developer surely won't have)
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agent_00_blerd
agent_00_blerd


Adventuring Hero
posted November 16, 2013 05:09 PM

DoubleDeck said:
Yeah, bring back the 7 resources.

And H3 town screens were the best.

I liked the H5 ones, but you could never see what you had built in town at a glance...


What he said. I definitely enjoyed the fly-by camera views of the towns but you couldn't really tell the difference between "before" and "after" you had created a building. The camera would just snap to the spot where the building was supposed to go and you'd lose your "orientation and sense of location" (for the lack of a better term) for where that building had just been built. In heroes 3, since everything was in front of you, you could appreciate the changes being made in your town as you built buildings one by one. Plus it was much easier to tell what building went where. And unlike H4 where they all seemed forced upon the landscape, in H3, the entire town and buildings looked extremely natural and "in-sync" with each other.

I want that for H7. And I want H7 to be delayed till the point that all of its bugs are fixed. H6 was killed by the crappy first release and they were never able to fix it.

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Sligneris
Sligneris


Supreme Hero
posted November 18, 2013 10:51 PM
Edited by Sligneris at 22:53, 18 Nov 2013.

Terrible art and writing?... But... But... I liked both. ._.

Hm. Okay, I admit that art was too cartoony. But it worked well anyway, surprisingly. For example, map objects and resources. In H5, you had everything in plain sight. Every lying stack of resources, every building. H6... did opposite to what it was claiming it was doing. I'm sure I missed a lot of gold, simply because I did not notice it.

With the patches H6 city views improved, but it's no match for H5. I cannot believe they forced us to play a 3D game in 2D, without being able to rotate camera, whether in battle or on the map. That made just so little sense.

The only thing good about H6 is concept art and maybe animations. And that's about it. Well, maybe the plot to, but I did not have a chance to know, because I barely get through the tutorial, and it wasn't because it was hard.
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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted November 19, 2013 07:36 AM

Yeah, rotate camera should be in H7 like it was in H5. They said many people complained that in H5 rotating the screen sometimes made them disorientated...a little weak sorry, I got that soemtimes too, but then you move rotate the screen to how you want it (usually facing up)...the mini map helped with this...

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GMnemonic
GMnemonic


Hired Hero
posted December 05, 2013 04:19 AM

well I totally agree.

I know I am not the most vocal type because I just dont have the time but HOMM is my favorite series.

I did my best to push Ubisoft to get HOMM VI future complete wich never happened. NOw it stands amoung the worst HOMM games ever.

Keep the graphics engine it is good as it is, the one thing apart from the townscreens wich where ugly I liked about the game was the terrain renderer and the atmospherics.

However DO update the engine with just 3 things.

1 Random map generator
2 weather system -> increases atmospherics wich is a huge part of the adventure feel
3 easily make maps, add mods and monsters factions to the game

other more important things

1 bring back all the resources all 7 of them!
2 never release a HOMM base game untill it has at least 7 factions
3 bring back mage guilds and teverns where you can read rumours etc
4 always release 2 expansions so the game completes to all 9 factions
5 more adventure map variety and bring back more terrain types like in HOMM 3
6 more neurtrals
7 bring back war machines
8 at least give the option of random skill progression
9 NO ONLINE THROW YOUR GAME OFFLINE DRM
10 Bring back mine gaurdians spell
11 bring back puzzle towers for another epic item
12 bring back dual upgrades in last expansion

Talk to Jon von Canegeh wich just got released of making CnC, Talk to the original composers Paul Romero and Rob King not to leave.

If anything else go to Nival, HOMM V got it right with 2 expansions
If that fails go to Firaxis, just play some XCOM enemy within.
I think that team can do some great things with tactical turn based strategy.

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Pekao
Pekao

Tavern Dweller
posted January 17, 2014 10:38 PM

DieDevil said:
A whole lot of you have been discussing what the next HoMM should be like and what you want to see, so I'll throw in my two cents.

I just want to go back to the old days; Heroes 6 was a MAJOR dissappointment to me (four resources?; what were they thinking!?)

Many of our beloved factions dissapeared too, not to mention going from 3D cinematic towns in HoMM 5 to 2D letterboxes: Heroes 6 just felt like a huge step backwards.

Heroes 7 should go back to the New World Computing era of HoMM.

But that's just my opinion, what do you think?


I was very disappointed with many aspects of Heroes VI too. I miss the resources, i didn't like not being able to choose any hero from a faction at the beggining of the game, i miss many creatures from the other Heroes, i couldn't see why they abandoned many nice ideas from Heroes V and i want more factions! But also i approved the new mechanics of upgrading the Hero, the reputation stuff and the faction ability.
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Pekao
Pekao

Tavern Dweller
posted January 17, 2014 10:45 PM

GMnemonic said:
well I totally agree.

I know I am not the most vocal type because I just dont have the time but HOMM is my favorite series.

I did my best to push Ubisoft to get HOMM VI future complete wich never happened. NOw it stands amoung the worst HOMM games ever.

Keep the graphics engine it is good as it is, the one thing apart from the townscreens wich where ugly I liked about the game was the terrain renderer and the atmospherics.

However DO update the engine with just 3 things.

1 Random map generator
2 weather system -> increases atmospherics wich is a huge part of the adventure feel
3 easily make maps, add mods and monsters factions to the game

other more important things

1 bring back all the resources all 7 of them!
2 never release a HOMM base game untill it has at least 7 factions
3 bring back mage guilds and teverns where you can read rumours etc
4 always release 2 expansions so the game completes to all 9 factions
5 more adventure map variety and bring back more terrain types like in HOMM 3
6 more neurtrals
7 bring back war machines
8 at least give the option of random skill progression
9 NO ONLINE THROW YOUR GAME OFFLINE DRM
10 Bring back mine gaurdians spell
11 bring back puzzle towers for another epic item
12 bring back dual upgrades in last expansion

Talk to Jon von Canegeh wich just got released of making CnC, Talk to the original composers Paul Romero and Rob King not to leave.

If anything else go to Nival, HOMM V got it right with 2 expansions
If that fails go to Firaxis, just play some XCOM enemy within.
I think that team can do some great things with tactical turn based strategy.



I agree with almost everything there, the random skill progression was something i never enjoyed, it felt great to improve your hero the way you want to in Heroes VI, probably the greatest new idea of the game, together with the Sanctuary faction. I think you should add to that list that we do not want to see that Fort stuff from Heroes VI again, only if it does something other than taking every mine around it!
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Pekao
Pekao

Tavern Dweller
posted January 17, 2014 10:48 PM

In my opinion, the Heroes series requires: diversity, tactics and a good story.
Diversity: Heroes VI had only 5, later 6, factions. This decision brought a terrible feeling of deception, once Heroes V had, with it's last expansion, 8 factions very well build and different between them. Besides, Heroes VI lost the Alternative Upgrade System what reduced a lot the number of creatures. Playing for a few hours is enough to know every creature and faction from Heroes VI quite well, unfortunately. I would propose for the next game an Alternative Monsters System, each monster building gives you 2 options of construciton, each with it's own creature, is up to the player to choose wich monster he'll build, what also improves the tactical issue of the game. Also i would propose 9 tiers of monsters per factions, 4 core, 4 elite and 1 champion. The upgrade of the upgraded monster would be nice too, but this last upgrade should be much stronger and harder to get, only happening during long games. All the Heroes VI system of evolving the character is just great, loved the new choices of abilities, spells and the reputations of tears and blood, that also should stay for the next game. Unfortunately, i missed the resources a lot and the number of buildings was reduced. I miss the Mage Guild, although it has lost it's meaning with the new system you should give it the ability to give Faction's Special Spells to the Hero, while some sort of Camp training would give Faction's Might Special Abilities. The new Faction Gauge was also a great idea, i would keep on the next!

Tactics: There is a lack of tactics in the Heroes series. An strategy game with only some choices about how to grow your hero and which constructions to build does not requires a lot of intelligence, unfortunately. I've been playing Total War recently and some ideas like to make alliances with other cities or factions, an Stealth Hero to spy the enemy's armies and to sabotage his constructions and a less "vision" of the map would make the game harder and more interesting to play. Also, the Forts from Heroes VI became just too important, that breaks a bit the old fashioned strategies to steal the enemy's mines and stuff. I would propose the Fort giving more creatures, a garrison to protect your troops and a big vision radius on the map, but i would cancel the ability to steal everyone's mines around it.

Good Story: The story from Heroes VI is very nice, not only the campaign, but the whole world of Ashan, it's Dragons and Factions, the way it's written on the official site of Might and Magic it could be used to write a few great books! I believe you guys got it right with this Heroes VI and i am waiting for the new Design of the Elves, Dwarves and Mages on the next game! I believe the game should tell more of the story of it's beautiful world in an RPG/Heroes III classic way, each artefact you catch should tell a story, each action made should tell something. The feeling playing Heroes III it was the same from an RPG, with many tales and different situations. I would also propose small quests during the game (the multiplayer i mean), you should collect artifacts, kill some creatures, visit some places and would be rewarded with something huge, is also tactic once it's an alternative way to be powerful.

A few more things: I liked the idea of making an egyptian Necropolis, but you did it only with the buildings! I was expecting more things like Lamassu, or like mummy liches and Undead Pharaos, but in my opinion you should go back to the classic gothic Necropolis. The Necropolis from Heroes V and it's monsters were just great! I didn't like the over shinning colors of Heroes VI factions, mostly about the Necropolis and the Dark Elves. You made purple Minotaurs and Manticores and unrecognizable Beholders, it was a bit too much. The green stuff from Heroes V Necropolis was OK, but Heroes VI had a bit too much.

Thank you for your attention and good luck with Might and Magic Heroes VII!!

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Hermes
Hermes


Famous Hero
posted January 18, 2014 04:01 AM

Townscreens in H6 are back and I like them more than those 3d Heroes 5 ones

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MattII
MattII


Legendary Hero
posted January 20, 2014 06:47 AM

GMnemonic said:
1 bring back all the resources all 7 of them!
2 never release a HOMM base game untill it has at least 7 factions
3 bring back mage guilds and teverns where you can read rumours etc
4 always release 2 expansions so the game completes to all 9 factions
5 more adventure map variety and bring back more terrain types like in HOMM 3
6 more neurtrals
7 bring back war machines
8 at least give the option of random skill progression
9 NO ONLINE THROW YOUR GAME OFFLINE DRM
10 Bring back mine gaurdians spell
11 bring back puzzle towers for another epic item
12 bring back dual upgrades in last expansion
1. Agreed, plus better ways of using them.
2. No need, six is fine most of the time (only H3 had more than that).
3. Agreed.
4. Agreed, although sometimes a game is crap enough that a second XP wouldn't help.
5. Agreed.
6. Agreed, 4 creatures (not including elementals) ought to be an absolute minimum.
7. Agreed.
8. Much as I'd like to say yes, an ability to refuse a new skill should also be necessary.
9. Can't agree enough with this.
10. The ability to leave troops isn't enough?
11. Which game were they in?
12. Only if they can make the upgrades unique from each other (so say Elves upgrade to either Grand Elves [two shots] or Sharpshooters [no range/obstacle penalty]).

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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted January 20, 2014 08:38 AM

Quote:
11. Which game were they in?
He's probably referring to the obelisks.

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 27, 2014 11:25 AM
Edited by blob2 at 11:40, 27 Jan 2014.

About the story:

You can laugh, but I think your traditional good vs evil campaign, with one "Good guy" (and his companions) vs the "Bad guy" (and his minions) would be a lot better then the story of a band of mentally disordered siblings. Not only H6 campaign was chaotic, it left me completely indifferent. If you ask me, Catherine's story of coming back to a ruined home in H3 was simple, yet it managed to interest me way more then H6 campaign. Besides, story is nice, but most of the guys like the franchise for it's gameplay, so why bother with an ambitious plot. Of course, that doesn't mean I wouldn't like to see a nice story, but so far guys at Ubi/Black Hole didn't give me a reason to expect one...

pekao said:
I believe the game should tell more of the story of it's beautiful world in an RPG/Heroes III classic way, each artefact you catch should tell a story, each action made should tell something.


Well, Heroes 4 actually managed to do that. Controversial as the game may have been, imo it had the best story-building potential in the whole franchise. Each artifact had a short story to it, even if it was something of a "you've meat a drunken mage who gave you a powerful wand for a few coins". Plus the graphics and objects were so diverse, you could create incredible things with it. Map's that were desert themed looked like it, with the sun reflecting in the dunes etc. H3 was nice because of it's very traditional feel, like in the board games in the likes of Talisman. H5 and H6 with their whole 3D graphics didn't have that much charm.

Maybe Ubi's devs really should think about a 2D/3D hybrid, like for instance Bravely Default? Caldisla

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MSG-1-1
MSG-1-1


Known Hero
posted January 27, 2014 03:06 PM

What heroes VII should be

Just 1 wish:
Heroes back to combat.
H4 community has waited for a next good release for 10 years now.
None have been close to heroes of might and magic IV.

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MattII
MattII


Legendary Hero
posted January 27, 2014 07:45 PM
Edited by MattII at 20:35, 27 Jan 2014.

I agree that heroes fully in combat would be neat, but only if done properly, and there are oh-so-many ways of screwing it up that it's going to be like threading a needle, with a frayed thread.

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Bigpawz83
Bigpawz83


Hired Hero
posted January 31, 2014 06:17 AM

What is the big deal about 3D town screens? I think a more elaborate and larger castles in the world map would be much better and actually no town screen would be fine for me. This would be for faster gameplay and me not having to go in and out of the town screen while trading between heroes in the castle (rare occasion, but happens with multiple heroes more often.) Either way, town screens shouldn't be a big deal the less time spent on looks the more potential for awesome gameplay. (this is also coming from my competitive point of veiw, when I play with my family we hotseat with 2 minute turns)

Here is what I think would make everyone happy and help make a great heroes game

-Each town should have its core creatures, and 2 paths to choose from for each elite creatures and the Champ creature.. not only those choices but also 2 variations to choose from (for every creature)after your creatures get their upgraded dwellings. This would combine Tribes of the east and Heroes 4 building styles which would keep armies unique and increase the life of the next heroes game for a long while

-I think a mixture of daily core creature growths and weekly elite and champion creatures growth would 1. make sense and 2. inact more hero active gameplay

-1 or 2 more slots to put extra creature stacks in your army, purchase extra slots with gold? or a skill choice? great for getting a 2nd castle and choosing a differnt elite or champion creature than your capitol. (this is with the heroes 4 style when having to choose which creature building to create)

- The skill points in H6 is not too bad of an idea, but the fact that every castle can take the same abilities!? More differences between castle heroes spells and abilities is a must for that system to be enjoyable at all.

- I don't think there should be an idea of limit to how many factions are in the game, the more variation the better.. I never want to be bored with a heroes game.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 01, 2014 03:26 PM

Quote:
actually no town screen would be fine for me.



elsewise, bigpawz, you seem to have nice ideas, why don't you open a thread and make your proposal how your ideal H7 would look like? If you don't knwo what I mean, an excellent, though old, example is here. (and there are many many more in this forum.

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Bigpawz83
Bigpawz83


Hired Hero
posted February 04, 2014 07:24 AM


elsewise, bigpawz, you seem to have nice ideas, why don't you open a thread and make your proposal how your ideal H7 would look like? If you don't knwo what I mean, an excellent, though old, example is [url=http://heroescommunity.com/viewthread.php3?TID=35446]here[/url]. (and there are many many more in this forum.


I will definitely not be as thorough as that tho lol But sure why not?!
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Rakshasa92
Rakshasa92


Supreme Hero
posted February 06, 2014 02:58 PM

Hello all heroes!

I'm new here and I just want to say that I agree with this post! I also want to go back to the old times of Heroes3 and 4.

I would like to keep heroes 6 creature system, with the 3 core creatures, 3 elite creatures (but maybe with options to choose between more creatures) and 1 or maybe 2 champion units.

I'm indifferent on the heroes on the battlefield from heroes 4, I kinda liked it but I also like the heroes that are left from the battlefield and which can't be attacked by others like in heroes 3 and 6, so maybe hero creatures that act like heroes on the battlefield but who aren't the true heroes?
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 09, 2014 07:42 AM
Edited by Jiriki9 at 07:42, 09 Feb 2014.

Quote:
I will definitely not be as thorough as that tho lol But sure why not?!


You need not be taht thorough!

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oi_polloi
oi_polloi

Tavern Dweller
posted February 12, 2014 02:25 PM
Edited by oi_polloi at 14:30, 12 Feb 2014.

Mechanics: Imo, H6 was a mess. I'm not saying that I want H7 to be the same old H3 with new graphics, but H2,3,5 do encompass the spirit of HOMM and future games should be based upon them. That means 6-8 Castles (and for God's sake, 6+ tiers with only one creature per tier!), 7 resources types, story-like atmosphere and full town screes. Many great features may be ADDED to this classic formula...

Art Direction and Atmosphere: Some people dislike the "cartoony" graphics, but I think that that is what made Heroes such a great and immersive game in the first place (H2 was my favorite). I wouldn't call them cartoony though, more like "story-like". Think H2/H5/King's Bounty style. Story-wise, as blob2 mentioned - the classic "Good vs. Evil" imo represents HOMM spirit much better than Knight-gone-corrupted setting, and enough authors and film producers have proven that there is yet much to create within this genre.

Adventure maps: Sea-faring should be expanded - sea monsters, pirate coves - think H4.
Like blob2 mentioned, I'd love to see those little mini-stories about each map object you visit, preferably dynamic (according to hero's faction) - that was a great addition to the atmosphere.

Battles: More tactical depth is needed. Weather, adventure map terrain, position height and/or specific locations inside the battlefield should play a role. New siege battle dynamics will be great.

Heroes: Uniqueness is the name of the game - looks, skills, stats, etc. Would love to see the portraits with visible backgrounds and landscapes like in H2 - much better than any biography in later games. Gameplay wise - my preference is that heroes should mot be able to receive harm, yet may actively attack, like in H5. Having special attack skills for might-oriented heroes can be great.

Spells and Skills: Skill system of H5 was really nice, only an in-game skill tree was missing. Spell system should be revised - maybe the best destruction spells should be more percentage-based. More diverse and powerful adventure-map spells are needed.

Town Screens: I want the best of all worlds - the distinctive buildings of H2, the richness of H3, the dynamic terrains of H4, the 3-d view of H5 and, most important - the liveliness of H1! With today's technology, it's about time we see the city's inhabitants doing their daily routines around as well. I want to see more integration between the town's visuals and it's functional menus - click on a designated button and the camera will fly to the requested delling/marketplace/etc.

Revolutionary Ideas: Again, I'm not against change - but I do think that features should be added or tweaked without abolishing classic HOMM ingredients. That said, there  are a lot of crazy ideas which actually might work. My 2 cents: One - adding a food resource, which will limit stacking huge armies and therefore will make uber-heroes solely leading all of one's kingdom's creatures less powerfull, as well as adding challenge to late game. Two - add another game mode to the existing adventure,battle and town modes - A dungeon-crawling mode; Triggered when entering a dungeon-esque map object, it may be a small card game (M&M7) or a very short diablo-type dungeon crawl for the Hero only.

That's it... Thanks to everyone who had the patience to read that - I'd like to hear your responses!
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