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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Why Heroes IV is the best game in the series
Thread: Why Heroes IV is the best game in the series This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
bloodsucker
bloodsucker


Supreme Hero
posted August 19, 2014 11:32 AM

Please, if you have no idea what are talking about remain silent. First, I said "I can't imagine an hero trying to fight a final battle without combat", FINAL BATTLE in an on-line game is the decisive fight between the two human players. Of course you can fight without combat for longer then the first time it is offered to you, what I'm saying is you will not be able to beat another human player, who properly desenvolved his army, with that sort of hero.
Second, you said "kill as many creatures as you can, before fleeing. Then repeat it.
The army slowly dies off, you collect exp for every creature killed" This is simply wrong, u only gain experience from the battles u win. Fleeing gives u zero experience no matter how many creatures u have killed.


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Hadji020
Hadji020


Adventuring Hero
The Underestimated
posted August 19, 2014 07:21 PM

bloodsucker said:
Please, if you have no idea what are talking about remain silent. First, I said "I can't imagine an hero trying to fight a final battle without combat", FINAL BATTLE in an on-line game is the decisive fight between the two human players. Of course you can fight without combat for longer then the first time it is offered to you, what I'm saying is you will not be able to beat another human player, who properly desenvolved his army, with that sort of hero.
Second, you said "kill as many creatures as you can, before fleeing. Then repeat it.
The army slowly dies off, you collect exp for every creature killed" This is simply wrong, u only gain experience from the battles u win. Fleeing gives u zero experience no matter how many creatures u have killed.




You're talking about player vs player, didn't know that. to be honest, i have no idea what the best set up is there. Are we talking heroes with armies?

and really? no exp for fleeing? doesn't make sense, a kill is a kill, but I guess you would know being a regular on this website.
____________
.::True Rebels Walk Alone::.

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Sandman
Sandman


Known Hero
Fearsome Warrior
posted September 08, 2014 11:47 AM

I love heroes 4, especially with equilibris. Just started playing it again recently after getting bored of heroes 5.
Heroes 4 has alot of things going for it, it is by far the most inovative of the franchise.
Just love the hero development, that they are involved in combat and the extra use of objects/artifacts.
It has the best graphics of all the isometric style heroes games before all these over the top 3D affairs. I really like the art direction, i always found heroes 3 was visually boring.
The music is just awesome.
The best campaigns in the franchise - fact.
It did its own thing - wasn't just a clone of previous versions of heroes. I think some fans found this hard to take, they couldn't adapt and so went back to heroes 3, this was a sad fact. This is of course just my opinion

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bloodsucker
bloodsucker


Supreme Hero
posted September 08, 2014 05:13 PM

Sandman said:
I love heroes 4, especially with equilibris. Just started playing it again recently after getting bored of heroes 5.
Heroes 4 has alot of things going for it, it is by far the most inovative of the franchise.
Just love the hero development, that they are involved in combat and the extra use of objects/artifacts.
It has the best graphics of all the isometric style heroes games before all these over the top 3D affairs. I really like the art direction, i always found heroes 3 was visually boring.
The music is just awesome.
The best campaigns in the franchise - fact.
It did its own thing - wasn't just a clone of previous versions of heroes. I think some fans found this hard to take, they couldn't adapt and so went back to heroes 3, this was a sad fact. This is of course just my opinion



Couldn't agree more but for some unknowed reason it didn't sticked.

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Lord_Immortal
Lord_Immortal


Famous Hero
posted September 08, 2014 07:53 PM

I think some nice arguments are up here. However my general opinion on these topics is:
1. Maybe - I haven't payed much attention to the Heroes IV music.

2. Atmosphere can be subjective, but yes, Heroes IV Campaigns are the best in the series.

3.Agree on skill system, but not on Magic. I'd like the 4+3+2 system of Might&Magic 6/7/8 in a heroes game. And with class restriction thus magic-users would never have the same spell schools (not at least in their starting class).

4. No! Unit system is the worse since Heroes I. But, combined with the Heroes 6 unit system, it would be the best. I was thinking of something like 3/5 Core(1 obligatory and 2/4 with the old system), 3/4 Elite(Any 3 of 4) and 1/3 Champion. Let's take, for example, Haven:
Core:
Peasant->Squire(Obligatory)
Swordsman->Master Swordsman OR Pikeman->Halberder, Crossbowman->Arbalest OR Bowman->Longbowman,

Elite: Monks/Zealot, Crusader/Paladin, Angel/Guardian Angel,
Ballista->Scorpion

Champions: Archangel->Seraphim,  Cavalier->Champion, Onager->Trebuchet

Would that ever bore you?

5. 100% Agreed. Heroes on battlefield but hero-less armies are the best features in the whole series.

6. Heroes 4 is a little too slow. Heroes 3 general gameplay is better.

7. Yes - Especialy simultaneous retaliations(of those you mentioned). And the Campaign Map Editor. I loved the option that in the final Winds of War campaign you could play as any faction - and that option could be added in the Campaign editor.

8. Graphics - They're pretty good.

To sum up, I'd love a Heroes 4 remake with,let's say, M&B Warband Graphics and all the features mentioned above.

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MSG-1-1
MSG-1-1


Known Hero
posted September 12, 2014 11:42 AM

Now that HOMM VII has been announced, i was hyped again to take a look at the forums on whats going on and the activity of heroes community.

I joined the forums 2003 as a teen and started playing homm4 online.
Best game ever made if you ask me. Problem with the game was that 3D0 had to rush the release as it came out with many flaws and balance issues. Equilibris made the game balanced and really enjoyable.
I've played many games online, some on semi-professional level at big LAN events, and I can tell you that nothing beats the intensity of final battles in heroes 4. Very strategic, dynamic and extremely addictive.
Homm4 was always underrated because of the learning curve. It's a hard game to learn, even harder to master, which is why I think its the best game ever made.

I've been waiting for a sequel for heroes 4 with heroes in combat for 10 years, I think I will be disappointed again. What the developers don't understand is that when they make the game more online oriented, and more strategy based, they will also attract a lot more players. TBH the rest of the heroes series are a bit too simple to be strategic. The battles don't have enough variety, or depth in them. Since heroes can't die in combat, or just do "attacks / spells" it gets repetitive very quickly.

You guys should really try out the multiplayer maps made by players that we play at world cups of heroes 4 (yes there are still some active players around). They are real fun and add a lot fun features through randomness and diplomacy etc.

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MengTzu
MengTzu


Hired Hero
posted September 15, 2014 03:24 AM

Speaking of equilibris and maps: the equilibris website talks about there being 5 new campaigns that come with equilibris. Where are these campaigns?

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mvassilev
mvassilev


Responsible
Undefeatable Hero
HC SUPPORTER
posted September 15, 2014 03:33 AM

Equlibris has been dead for almost 10 years.
____________
Eccentric Opinion

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MengTzu
MengTzu


Hired Hero
posted September 15, 2014 04:38 AM

mvassilev said:
Equlibris has been dead for almost 10 years.


I am referring to this: http://equilibris.celestialheavens.com/eng/about.html

The page says, "The add-on will include 5 new campaigns, made by the best mapmakers in CIS, each with an original story."

Had these campaigns ever been made, and if so, where can I find them?

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Sal
Sal


Famous Hero
posted September 15, 2014 09:20 AM

The last version proposed online is 3.8 Mo. Doubt they could compress in it 5 new campaigns. ^^

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MengTzu
MengTzu


Hired Hero
posted September 16, 2014 05:47 AM

I see. I have another Equilibris question: if I started a scenario under regular Heroes 4, and then loaded that game using equilibris, will I then be playing that scenario using equilibris features?

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted September 16, 2014 07:31 PM

mvassilev said:
Equlibris has been dead for almost 10 years.

Almost? Over eleven years already
____________

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JotunLogi
JotunLogi


Known Hero
posted March 07, 2015 08:58 AM

HoMM 4 has many upsides and good features, actually a lot of good stuff (I love this game). But at the same time there are some things that do not allow me to name it the best in the series- especially when HoMM 2 & 3, while being excellent games with fantastic gameplay, have almost no flaws- and even those that exist are minor.

Those drawbacks are:

- no mutli when released
- animation is bad, clutchy, full of shades and some weird moves (both units and buildings), it is unnatural and not pleasnt to watch (I would say it is just pain to watch); overall it looks like bad sequence of pictures put wrongly together
- AI is bad (player win on higher difficulties cause enemy is suiciding attackng big stacks of neutrals, not because he plays well)
- units moving on adventure map. cause player can exist without a castle, it sometimes can take many turns to wipe out all units from caravans and so to win a game (it is frustrating and unnecessary, game is already won but it is artificcialy lengthen)
- lack of moats and war machines in sieges
- no unit movement range until expansions
- some buildings and units look goofy and ugly- and it seems unintentional. and as style and aestethics are always a matter of taste and personal preferences, many people dislike HoMM 4 aestethics (for example- phoenix looks like burning chicken, crusader and squire legs and movement is awkward and pain to watch)
- map often is still and not movable (game requires to be reload or even exit in order to fix it)
- game can slow down on strategic map, epsecially near some buildings due to their animation
- resolution could better
- interface is worse, less intuitional (especially marketplace)
- game is, as said above, slower than previous Heroes games, and single games are not that satisfying
- just 6 factions (although cool), much less units (some of cool units like basiliks were cut out)
- heroes are op and it too quickly becomes rpg; game loses its magic and unique gameplay
- campaings are overtalked (in terms of length and number of scenarios) and too long in main game
- campaigns in expansions (especially wings of war) are dull, not well written in terms of story and map construction
- some units and towns seem to be not polished or done in a hurry while other not (Academy and Necro are well desinged and their units move normally while Stronghold or Haven seem to be beta version)
- there is only one grail picture (and it is ugly), lack of obelisks and some other cool stuff that creates atmosphere (in other aspects, there are even to many details in menu, font etc.)
- most of the artifacts are the same, could be more varied
- no upgrades; there could be at least one more unit slot per each faction
- towns look a bit too generic

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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Mascot
posted March 11, 2015 03:35 PM bonus applied by kiryu133 on 30 May 2016.

*breathes in pleased in reading*

I cannot really express the satisfaction of reading all this and seeing that those who enjoy H4 are not just a few (insane?) heads. H4 is the Heroes game I most played. I can’t really say if it’s my preferred. I think I do prefer H2. But H4 is the one I think I have the most fun playing – well, only by using Equilibris mod. The features added are already etched to my mind, so I don’t even remember how unbalanced this game was (or buggy), although I do know it had a great deal of tantrum-worthy issues.

Some of you already voiced over the subjects and features I like the most too, although, as everyone who wants to really emphasize something they like – again, all this is a matter of taste and heuristic judgment –, I must be that boring as to highlight those features by using my words.

Visuals

I find it graphically pleasurable. I hardly got irritated by gleaming (simply overused these days), animation or difficulties in making things out and no need to zoom in and out every time as it seems necessary, once in a while, in newer installments. This zooming feature of these news Heroes games I like to describe in only 1 word: Cute. Period. I particularly find all these new graphics a bit of a waste of resources, because they don’t motivate me to buy or play a Heroes game. Ok, maybe 1% of me care. They are just nice, nothing to add.

Now, the designs (H4) were terrible, at least for my taste. Some units were entirely ugly, and not that ugly because the beast was scary and deformed, but the ugly bending to a ‘silly’ and ‘pitiful’ state of affairs. Medusa, Black Dragon, Berserker, Devil (this thing was so out of charts in my ugly-scale that I still think it’s an illusion) … and the names of some units also rivals to our currently ‘Sheriff’: frenzied gnasher? Sea monster? I was half expecting seeing a ‘skeletal skeleton’.

Townscreens were a great disappointment, given that, for me, it is one of the few things I would demand for visuals to be, at least, pleasing, due my sense about it is how I feel at home when getting to my town, to watch the kingdrom stretch beyong the horizon *starts talking gibberish*. The same positioning of all towns, making things look disembodied and also giving away an aura of a big military camp (such as what they are doing with H7 – ‘YAY’) were depressing. At least the surroundings would make the castle look different, snowing, rough terrain, grass – ‘SQUEE’ for that to be fair.

OST

I like it the most amongst all Heroes series as well. The sea theme is pristine. Although I think some opera tunes could have been suppressed.Followed closely by H2 and H3.

Skills

Skill system (as in sets) was very pleasing, looked much more useful in some ways, while still keeping the random factor which was always pretty much a fun feature. However I do understand that it’s logical a hero having control over things one specializes (such as in *takes a deep breath not to puke* H6), I also wonder if the odds of having many different and unforeseen situations wouldn’t force a hero, whether he/she liked or not, to learn skills not meant to be in first place. For example, you are happy on your business about the land, learning everything you planned, probably making that same hero for the umpteenth time – it’s your choice, I know it – then you start having battles at the sea. But you don’t want to spend a skill point, valuable skill point, to learn Navigation/Seamanship. It’s a bit against the odds. If experience is considered, some elements in game play, forced and random experiences should, as they must, trigger random and forced learning of some random skills as well. If you goddamn fight at sea that much, you goddamn will be skilled at it, whether you goddamn want or goddamn don’t. So, the least it could happen is, randomly, having that skill be offered to you. I would be very pleased having a flowchart of skills trees which would open to larger specialty areas by considering your play style (control) combined with your playing experience (random) on that map, applying both over a balanced and intriguing skill tree system that would make sense, rather than programming robots as in H6 or completely, and sometimes illogical, random offers as in H2-3, specially due some skills in older games like 2-3 which were, in a way, completely useless and 1-time working, which felt like wasted space. Even Wisdom I thought could be reworked – it’s good, but it’s a 1-time-use skill. You have it to learn higher level spells and then what? You get ‘stupid’ again? Wisdom is to be always in use (I have described my views on that in that HotA thread, probably not the right place to do so). Key items were just the trick, although the magic skills looked a bit repetitive (regarding skill choices), they had the element of uniqueness to choose from too (summoning, necromancy, charm etc.).

Spells

I liked most of the spells and the magic schools had great appeal, not only depending on a single strong spell effect while all the others were completely useless. However, the repetition of spells displeased me – not greatly, but it did nevertheless. Having Speed and Haste, and then Mass Speed and Mass Haste, or First Strike, Snake Strike, Mass this, Mass that. Waste of slots, if you tell me, but that’s only my opinion. As you had to go from basic to grandmaster, these effects could be already be part of the natural evolution of each spell, and thus, more different spells could have been designed. All in all, loved cat reflexes (but the name), aura of fear – all those spells it made mechanics so much fun to interact with. Not to mention a greater set of adventure map spells; even when I didn’t use those so much, more because I simply forgot about them.

Hero in battle

Truly in battle. This was one of the most funny aspects of the game, point taken. Going to the prison was also something pretty much interesting, imho, given that fleeing wouldn’t make you lose your hero, only teleport to the nearest town, so having means to completely seal down certain strong heroes was a great addition, something that would also make you a bit more aware and wary of taking good care of that hero too – especially considering the fog of war surprise factor, where you could be caught unawares rather often.The artifacts, sets, consumable items, positioning in battle, everything was quite good. Heroes engaged in long battles, using items to be able to keep fighting, really making the difference while alive – and showing their overall importance whenever they got killed. It was simply too much fun. In other games, you had basic stats boost (oh, ok), spellcasting (nice). In H 5,6 you could attack (oh, ok 2). No mana (oh, no). Too strong enemy stacks and you hero attack (oh, really). And the fact they could fight alone too made them all the more special. In H6 they were mules. Even if a nightingale happened to brush on a hero shoulder pad by accident, that hero would be defeated. It simply didn’t make any sense. But that same useless hero could conquer a fort (and all the mines in that zone because life was so easy).

“Multi-hero”

I understand that some people thought we had few slots for skills in H4, however, I do believe that we simply had a very “large hero”, and adding more slots for skills was simply unnecessary. As you could pile up to 7 heroes in a single army, the combination of skills (and also taking not that the number of actions per turn would follow those numbers) was only too inviting (I’m aware of maps you could only have 1 hero – I’m merely comparing the whole picture against a single situation as this). As I see it, you simply had a hero with the probability of having many different combinations of skills and who would also take more than one action per turn. The difference is the number of bodies a hero would have, each body coordinating a certain aspect of your strategies. Bluntly speaking, I usually had a Might and a Magic hero in the same army. But some of my best armies included a third Mixed hero, with a specialized spellcasting set coupled with good physical damage dealing. And the class specialization was a plus – although I do concede there were completely useless classes, sometimes only having impact in a very small portion of the map timeline, while others were useful all the while. The fact that you could change from something to another thing completely different, out of the blue, was also a bit off and needed better planning.

Fog of War

Loved (and hated hohohohoho) it. We, players, are aware of our kingdom. But we are not gods. It was simply too inexplicable having the omniscience of places you weren’t present at the moment, although already mapped. Flagged structures and scouting units were a must for map control, much more things and elements to consider, rather than just touching a building and controlling everything in a wide area, another thing in H6 I simply despised – your efforts were resumed as only having to defend a fort, and that’s that.

Morale, Luck, Retaliation and Turn

This system was a merged initiative system with the turn system already. Morale giving you the benefit of initiative within a turn, quite similar to a double attack if you acted last in the other turn gaining initiative in the next one. Luck changed from attack to a defensive situation. It sort of fits, if you consider morale an offensive odd. Speaking again of morale, it was a great addition having morale being affected by the result of losses and winnings in the battle. Perfect sense it made. The retaliation got a time to get used to. Although I didn’t agree with the idea of attacking a unit from the back and it would still be able to retaliate at the same time, some spells and abilities played with that mechanic of first strike, ignoring first strike, no retaliation, fear strike etc. And all that within a turn. The H5 initiative system seems off to me, pleasing in its way - but not as fair as I deem it to be.

And, hexagonal grid, I do prefer that.

Factions

Although with fewer factions and units, what might have saved it all is the higher number of combinations of hireable units. It could be more, yes, but I’m mainly focused on what is is, and not how it could have been. I missed this and that, like Fortress.

Castles

Fewer buildings, resource consuming even for some basic buildings, awful townscreens, some completely useless buildings – castles might be the least interesting thing in that game. No wonder we had means to have so much to do on adventure map and playing the map. But tavern and prison, yep, those FTW.

Units

When I first learned there wouldn’t be any upgrades, I confess I lost much of my appetite to play the game. Then I recalled the other installment I love to play, H2, which had only some upgrades here and there, and that simply felt ok. There’s not a need to have upgrades for everything only for the sake of having and to show a certain despair to find nice impacting names (monster king, monster lord, monster captain, monster enraged, monster with the flu – why, why, Mr. Anderson, why?). Each unit felt unique with their own abilities, even the weakest ones (as for H7, we have a Necropolis line up with almost all units in their non-upgraded state as simply undead. In other words, skeletons, all skeletons wearing some Halloween fantasies). It was clear that upgrades are only viable – and fun – if they added a true depth and uniqueness, and not only to feel cool or visually different. In this regard, I do love H2. Upgrades were not the perfect scheme, but they felt ok and I didn’t miss on those that didn’t had any. In H5, seeing those vindicated options made me wonder if that expansion weren’t fan made, because it simply looked like they wanted to add everything they could because it would be sooooo cool … again, this is only my perspective on that matter. H5 was fine without those added upgrades.

And the tier system, where you could have different dwellings in two towns of the same faction was interesting. Some fine combinations would arise, although sometimes some choice could overcome others rather often.

Adding a good number of neutral units - even still related to factions - was a plus. It gave a feeling of extended line up.

Economy

With many other adventure maps being involved into your economy plus the Nobility skill set, economy in H4 was rather promising. Although sometimes you could get truly screwed up by lack of resources to build even the basics in your castle. I neither liked nor disliked having an omnipresent market.

Sieges

I also prefer H4 over the others. Depending on three towers that simply get weaker and weaker as enemy armies (and yours) grow too strong is simply blasphemous. On the other hand, I prefer having a catapult engaged into taking down walls and gates, rather than having a gate so vulnerable so anything can take it down. And being able to position your shooters in shooting advantage was something I consider well thought and a bit more logical. They are, of course, vulnerable, but they did make it count when defending a town against overwhelming forces, as it should be. I do want Heroes games to have more epic siege battles, battles that reflect your defensive capabilities as a whole, and not only by considering some garrisoned units.

That’s what I have to say for now.
*faints - but in a very cuddly way, as it should be*

____________

Heroes-based proposal threadOn hold, while I'm writing my book. =)

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BrennusWhiskey
BrennusWhiskey


Bad-mannered
Known Hero
The quickest H4 player
posted July 25, 2015 11:01 AM

mvassilev said:
Equlibris has been dead for almost 10 years.


If Equilibris was dead I wouldn't have over 500 registered online games on it last years Not to mention hundreds only for fun

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Corak
Corak

Tavern Dweller
posted August 17, 2015 09:01 AM

Heroes IV is a great game even with it being released a few months before it was ready. Had 3DO not gone into bankruptcy, NWC would have had more time to polish the game and release it when it was truly ready like the previous 3 were. It's really too bad because other than a few balancing issues and some issues with the AI on the adventure map (the skirmishes seem pretty decent), it offers so many new things and offers a lot of depth... Much more than any of the predecessors did even though they were great games (especially 3 due mostly to its great AI). The graphics are fantastic as well as the music. There many more skills and higher levels of skills. The heroes can actually fully participate in the game. I love how units attack simultaneously which makes being faster not as important. I like the more complex battlefield with two rows and line of sight implemented. Immortality potions, prisons, luck/morale and attack/defense redone masterfully, etc. It is such a shame because had this been given its due development time, it would have been the best Heroes to date hands down in my humble opinion. I'm sure it could be a lot of fun playing against other humans online there by virtually eliminating the AI issues, but I haven't tried that myself. As far as the Heroes series since NWC, Ubisoft just can't seem to come up with anything good. I can't believe how they have messed this great series up so much even with all the fan input.
____________

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vulcancolak
vulcancolak


Known Hero
posted August 23, 2015 07:03 AM

Let me tell you the main problems of the Heroes of Might and Magic: 4

1-) Maps
Most of the maps designed horrible. Stealing items near of the creeps,
buildings makes the game easier.

Is a big problem? 5/10
Solution: Edit your own maps.

2-) Items.
Most of the items totally useless when compared other series. Very useless potions and items.

Is a big problem? 4/10
Solution: I have no idea.

3-) Run away from battle.

Traveling takes 2 weeks, running away takes 1 day. And heroes can abuse neutral creeps and players while casting spells, using range attacks and running away from battles.

Is a big problem? 9/10
Solution: I have no idea

4-) Detailed thieves guild
It was great at the beginning but it's definitely ruins the game because experienced players most of the times doesn't needs to check enemy because if you see he gets new town, you'll know his army is at the other town and attack him immediately. It was only example. There is too many things i remember during the play

Is a big problem? 7/10
Solution: I have no idea

5-) Overpowered Heroes
Most of the heroes are unstoppable when they've passed level 20

Is a big problem? 5/10
Solution: Easy. In our edited maps, level cap is 16. (and disable the stealth skills, it's obviously imba)

And here is my Heroes of Might and Magic 4 game (in my dreams)

* Added combat choice for the Heroes before the combat.
Option 1: Hero will not join the fight, he stays passive, do not dies but gains half experience from the battle
Option 2: Normal type. Hero will fight, kill, die and do not gain exp when dies.
* Retreating heroes returns the tavern and cannot be recruited next in few days. Minimum recruit day is 2 (days formula is distance of fleed to between town days)
* Units No longer picks resources near the creatures
* Thieves guilds no longer accessable to everyday. You can use thieves guild now once per week.
* Units no longer grows daily. It returns to normal Heroes of Might and Magic system (weekly)
* Most of the useless buildings reworked.

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted August 23, 2015 09:52 AM

Point 1 was mostly due to wandering monsters. And it certainly are just minor treasures, considering stronger ones are guarded by monsters fixed in their place.

Point 2: that is due to potions, mostly. If it is bound to appear in newer games, such mechanic has to be revised.

Point 3 could just as well be applied to any other game; retreat and you can recruit the hero at any possible tavern. Of course, in H4 you  are just sent to next town, but it is not like things have changed much.

Point 4, I don't know.

Point 5, not really. One could have a powerful hero and crush most neutrals on the map. But opponent heroes can just as be deadly, it is just the AI that has to be fixed.

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BrennusWhiskey
BrennusWhiskey


Bad-mannered
Known Hero
The quickest H4 player
posted August 31, 2015 08:19 AM

vulcancolak said:
Let me tell you the main problems of the Heroes of Might and Magic: 4

1-) Maps
Most of the maps designed horrible. Stealing items near of the creeps,
buildings makes the game easier.

Is a big problem? 5/10
Solution: Edit your own maps.

2-) Items.
Most of the items totally useless when compared other series. Very useless potions and items.

Is a big problem? 4/10
Solution: I have no idea.

3-) Run away from battle.

Traveling takes 2 weeks, running away takes 1 day. And heroes can abuse neutral creeps and players while casting spells, using range attacks and running away from battles.

Is a big problem? 9/10
Solution: I have no idea

4-) Detailed thieves guild
It was great at the beginning but it's definitely ruins the game because experienced players most of the times doesn't needs to check enemy because if you see he gets new town, you'll know his army is at the other town and attack him immediately. It was only example. There is too many things i remember during the play

Is a big problem? 7/10
Solution: I have no idea

5-) Overpowered Heroes
Most of the heroes are unstoppable when they've passed level 20

Is a big problem? 5/10
Solution: Easy. In our edited maps, level cap is 16. (and disable the stealth skills, it's obviously imba)

And here is my Heroes of Might and Magic 4 game (in my dreams)

* Added combat choice for the Heroes before the combat.
Option 1: Hero will not join the fight, he stays passive, do not dies but gains half experience from the battle
Option 2: Normal type. Hero will fight, kill, die and do not gain exp when dies.
* Retreating heroes returns the tavern and cannot be recruited next in few days. Minimum recruit day is 2 (days formula is distance of fleed to between town days)
* Units No longer picks resources near the creatures
* Thieves guilds no longer accessable to everyday. You can use thieves guild now once per week.
* Units no longer grows daily. It returns to normal Heroes of Might and Magic system (weekly)
* Most of the useless buildings reworked.



Solution to all your problems:
1) Try online game with real players on specific made for it maps;
or
2) Change the game.
Checkmate.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 31, 2015 11:26 AM

Not everyone has the time or the desire to play with other humans. Single player should work as well, + map generator should be perfect.
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