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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features
Thread: [Official Thread] HoMM 3: Horn of the Abyss - Announcements, Questions, Features This Super Thread is 548 pages long: 1 ... 55 56 57 58 59 ... 70 140 210 280 350 420 490 548 · «PREV / NEXT»
Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted May 03, 2014 02:44 PM

The last version of the game they are testing internally?
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Docent_Picolan
Docent_Picolan


Promising
Adventuring Hero
posted May 03, 2014 02:54 PM

Dairy said:
What do you mean with "closed" version ?

not the public one. 1.3.3 will be released this month but not yet available

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hippox89
hippox89


Famous Hero
posted May 03, 2014 07:03 PM
Edited by hippox89 at 20:20, 06 May 2014.

If anybody wants to watch the recording of nik312 vs toganash playing a fun match with HotA 1.3.3 'closed release' then use these links.

Part 1

Part 2


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hippox89
hippox89


Famous Hero
posted May 06, 2014 12:36 PM
Edited by hippox89 at 15:52, 06 May 2014.

Maybe this has been asked, but is the outlay of the heroes of the Cove town final, or will we perhaps see a little more variety of races mixed into it? Right now all of the heroes besides Cassiopeia is human, yet in all of the original towns with humanoid units there's a good mix of different hero races. It'd be nice to see a mix of different Nymph and Nix personalities mixed into the Cove hero lineup.

* * *

About the look of the Cove town, I feel the larger Jolly Roger on the main canvases of the ships in the dock look just a bit guffy compared to the smaller Jolly Roger flags used. A children's pirate ship toy typically have large Jolly Rogers on their main canvasses. A completely black main canvas with a smaller Jolly Roger flag somewhere else on the ships would be more to my liking.

* * *

About the new 'lively' animations, will we also see lively atimated heroes on the battlefield someday?

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Ericoz
Ericoz


Adventuring Hero
posted May 06, 2014 04:33 PM
Edited by Ericoz at 16:55, 06 May 2014.

Hi guys,

First of all, great job on HOTA. I've been playing Heroes series since HOMM2 and from all HOMM3 versions around, HOTA is the cleanest and sharpest. I feel like towns are balanced but spells and secondary skills really need work, and I feel this since the first HOMM3 game came out. I loved every bug and balance fix you guys did so far.

Suggestions:

Heroes: Heroes with creature specialty could also be able to upgrade them for free as soon as they hit the creature level. Maybe they could also provide the creatures (again, as they hit the creature level) every week (starting week 2) like an external dwelling (you have to pay for the creatures), and/or give the +1 growth bonus to the town.

Why? Because creature specialty is weak and no one picks those heroes as a primary, ever. They should be an option too.

Secondary Skills:

Mysticism: we could go for the 10%/20%/30% or 10/15/20 like WOG did, or something like 3/6/9, 4/8/12.

Why? 2/3/4 is really poor.

Eagle Eye: you could visit places (shrines, learning stones, huts, quest huts, except places you can get items/resources or fight like creature dwellings, banks, windmills) based on the hero vision radius. On Expert you could also learn spells from an enemy town (in this case one spell per try, the percentage chance would apply and you could use it on each enemy town once per week).

Why? C'mon guys, we all know why.

First Aid, Artillery, Ballistics : First Aid tent hitpoints should increase by 75 per hero level, ballista 250 every 3 or 4 levels. First Aid should apply cure on advanced and expert revive on expert level (power based on hero level divided by 3 maybe 4 or something similar). Artillery could also give the hero a 50-100/100-150/150-200 or 75-125/150-200/200-300 shot on a random stack before combat. Ballistics could get a third shot on expert. If the hero gather all those 3 at expert, it could turn into 1 secondary skill.

Why? Those are sub par secondary skills that aren't worth three separate slots, ever. And now that cannon is out, it's always a better option than ballista.

Sorcery, Learning: sorcery and learning could go 10/20/30, learning could also give base experience per day (100/200/300), just like WOG. I could deal with sorcery going 15/25/40 but that might be overkill because of towns like dungeon.

Why? Learning is a must-skip-useless secondary skill, just do the math. The bonus of sorcery is just too small. With a good amount of power and at expert, your strongest spell will deal maybe 50 extra damage. That's lame.

Resistance: a 5% buff, maybe.

Luck, Leadership: at expert they wouldn't let the hero get a negative luck/morale.

Why? Because it's better to get those bonus on artifacts/idols/ponds/fountain/rally than wasting three levels on these skills. With the introduction of the new artifacts, this buff should make them at least an option. Luck could also increase slightly the chance of getting better treasure on chests and more resources. Leadership could also give to 1-3 of the stronger stacks in the hero's army a atk/def/speed bonus (2/2/1)

Tactics: a +1 speed bonus and one extra retaliation to level 1-3/1-5/1-7 creatures based on bas/adv/exp.

Why? Because you always skip this skill.

Navigation: bonus atk/def (1/1,2/2,4/4) on naval/coast combat.

Fire/Water/Air/Earth Magic: give a 5/10/15% bonus damage to their class spell.

Spells:

Overall we always skip fire and water magic, for those lack adventure spells and/or a good damage/buff spell. I'm pretty much agreeing with 80% of HOMM Tournament Edition on these.

Haste/slow: they should be level 2 or even 3 and cost more mana.

Why? You can lose a game just by not having one of those spells early. They need to be harder to get as they give might heroes too much advantage.

Sorrow, Mirth: should be level 2.

Disrupting Ray, Weakness, Precision: should be level 1 and cost less mana.

Anti-magic: should be like magic arrow (fire/earth/air/water at the same time).

Town Portal: should be a fire spell.

Protection from earth: should be level 2.

Misfortune: should be level 2.

Meteor shower: should be a fire spell.

Frost Ring, Fireball: both need increased damage.

Fire shield: should be mass cast at expert.

I'd love to be a beta tester and help you guys balance the game.
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted May 06, 2014 05:10 PM

HotA team said many times in the past they don't want to make huge number of changes and keep the MOD faithfully to the original H3.

Ericoz said:
Meteor shower: should be a fire spell.

Why adding an Area of Effect (AoE) level 4 spell to a Magic School that already has both level 3 and level 4 AoE spells? That's stupid
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hippox89
hippox89


Famous Hero
posted May 06, 2014 06:09 PM

Ericoz said:

Tactics: a +1 speed bonus and one extra retaliation to level 1-3/1-5/1-7 creatures based on bas/adv/exp.

Why? Because you always skip this skill.


Then why is Tactics often picked by pro players? This is at least true in most matches that I've personally been watching on heroes3.tv. Tactics already seems quite useful to me, imo. I'd say that it's one of the more useful skills after the 'most have' skills.

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revolut1oN
revolut1oN


Famous Hero
posted May 06, 2014 07:08 PM

Ericoz said:

Why? Because creature specialty is weak and no one picks those heroes as a primary, ever. They should be an option too.



Many people do pick them, Shakti & Galthran are the best ones.

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hippox89
hippox89


Famous Hero
posted May 06, 2014 08:05 PM
Edited by hippox89 at 20:22, 06 May 2014.

Marius seems pretty good, too, if you're demon farming with her. Galthran has been replaced in HotA, though.

Also, starting with extra creatures of the same type (lvl 1-2) can create a fun opportunity. Say, upgrading Gogs if you're Inferno and starting with Calh. The +1 speed can be pretty good in itself.

I think if creature speciality was too good then other heroes might fade in usefulness in comparison.

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Ericoz
Ericoz


Adventuring Hero
posted May 06, 2014 10:40 PM
Edited by Ericoz at 22:41, 06 May 2014.

Thanks for the feedback guys. As I said these are suggestions. Some might be overkill.

Because meteor shower was a fire spell on might & magic series. Because earth magic needs less power. Because earth magic shoudn't be a heavy damage themed spells class. That should be fire department.

I agree on some pro players picking tactics. I've seen it myself.

On creature specialty, that's only true on level 2 or 3 ranged creatures, I've seen pro players picking Wystan/Cahl/Valeska several times. I agree that having a stack of 20-30 level 2 or 10-15 level 3 ranged creature with hero lv 3/4 with expert archery can create some good advantage early. Maybe the +1 growth once hero hits the creature level is a good idea?

Say Hippox89, you agree with the rest? What kind of suggestions would you guys also give? Is any HOTA dev reading our posts?
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted May 06, 2014 10:48 PM

Ericoz said:
Because meteor shower was a fire spell on might & magic series. Because earth magic needs less power. Because earth magic shoudn't be a heavy damage themed spells class. That should be fire department.

There are a lot of spells that are in other spell schools in M&M games, that isn't a reason to change them. M&M series are RPG Games, not TBS. They have different balance & mechanics.

Ericoz said:
Is any HOTA dev reading our posts?

They do
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Ericoz
Ericoz


Adventuring Hero
posted May 06, 2014 10:52 PM

Storm, do you agree with some spells/secondary skills needing balance?
What would you also suggest?
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted May 06, 2014 10:57 PM

I think the game is good with just some minor buffs to 'almost' useless skills/spells (For example: Mysticism, Learning, First Aid) but without making them mandatory.

Of course, an eleventh town and a few new neutrals would be great too, but those will take a while.
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Ericoz
Ericoz


Adventuring Hero
posted May 06, 2014 11:14 PM
Edited by Ericoz at 23:15, 06 May 2014.

I think that a might hero with expert earth magic is just too strong. And all secondary skills I posted before was a reason to reload the game on single player or rage on multiplayer. Same for not having haste/slow on my magic guild and opponent having it.
HOMM3 was left without game balance. Multiplayer wasn't their focus. Once you get what stronger spells/secondary skills are, game gets way more linear. I mean, seriously, In my 10+ years HOMM3 experience I learned several spells from Eagle Eye that didn't help me at all.
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hippox89
hippox89


Famous Hero
posted May 06, 2014 11:27 PM

Ericoz said:
Say Hippox89, you agree with the rest?


Well, I'm mostly not qualified to agree/disagree on much of it.

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un_notas
un_notas


Hired Hero
posted May 08, 2014 12:32 AM

I have seen a [url=http://www.forum.acidcave.net/topic.php?TID=1974&page=1]thread[/url] in a Polish forum where users are submitting ideas about second upgrades for creatures.

Some ideas are quite good and new buildings are nice (other ideas and works... let's say that can be improved...). But it is very cool and I hope they will be able to develop it. As far as I am aware, it will be a mod for VCMI.

My question for HoTA is, if there is a playable version of this mod and became popular enough, will they be interested in developing new upgrades for their buildings/units? I assume that they can do a faster and better job because they have already created the original HoTA. And obviously, they would deserve to decide how this new upgrade can be.

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Macron1
Macron1


Supreme Hero
posted May 09, 2014 01:24 PM

un_notas said:

My question for HoTA is, if there is a playable version of this mod and became popular enough, will they be interested in developing new upgrades for their buildings/units? I assume that they can do a faster and better job because they have already created the original HoTA. And obviously, they would deserve to decide how this new upgrade can be.

Forget about HOTA, they will not do second upgrades. There is only one town in several years, and no new creatures at all in last versions.
They like to play with balance and "correcting" original graphics, not to bother with extending things.
Time passes, I start to think there will be no Forge town ever. They all will grow up and dissolve, with that speed of creating new graphics you don't have to wait.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 09, 2014 02:02 PM

no faith, macron. you should have faith in the HotA team(and indeed, every other team that is working on improving something). i do ffs, and i don't have faith in much to begin with.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted May 09, 2014 03:25 PM

Macron1 said:
Forget about HOTA, they will not do second upgrades. There is only one town in several years, and no new creatures at all in last versions.
They like to play with balance and "correcting" original graphics, not to bother with extending things.
Time passes, I start to think there will be no Forge town ever. They all will grow up and dissolve, with that speed of creating new graphics you don't have to wait.

If you hate dislike HotA, and you are so sure they are going to be nothing, why do you even bother to post on this thread?

You are annoying as snow
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hippox89
hippox89


Famous Hero
posted May 09, 2014 05:07 PM

Storm-Giant said:
Macron1 said:
Forget about HOTA, they will not do second upgrades. There is only one town in several years, and no new creatures at all in last versions.
They like to play with balance and "correcting" original graphics, not to bother with extending things.
Time passes, I start to think there will be no Forge town ever. They all will grow up and dissolve, with that speed of creating new graphics you don't have to wait.

If you hate dislike HotA, and you are so sure they are going to be nothing, why do you even bother to post on this thread?

You are annoying as snow


It's obviously that nobody cares more about HotA than Macron1. It's a love-hate kind of relationship, though.

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