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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: ~ Heroes 7 - Discussion thread ~
Thread: ~ Heroes 7 - Discussion thread ~ This MEGA THREAD is 1635 pages long: 1 200 400 600 ... 698 699 700 701 702 ... 800 1000 1200 1400 1600 1635 · «PREV / NEXT»
Marzhin
Marzhin

Shaper of Lore
Designer & Writer, Ubisoft
posted March 31, 2015 09:11 AM

Stevie said:
Priest and Blood won, lol. All according to plan *rubs hands*

I was about to show this on the April Fools' Day, but with the 1% difference on the winning options I couldn't resist. Behold what I would call - "The Inside Job"


Just so you know: Ubisoft also faked the moon landing, and assassinated JFK.

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fuChris
fuChris


Promising
Supreme Hero
Master to the Speed of Light
posted March 31, 2015 09:19 AM

Marzhin! While you are here let me ask... how many warcries can we expect compared to spells?
And are they activated abilities like in H6 or spell-like in H5?
____________
"Now I am become Chris, the destroyer of worlds." - Robert Oppenheimer.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted March 31, 2015 09:36 AM

Marzhin said:
Just so you know: Ubisoft also faked the moon landing, and assassinated JFK.

Ubisoft = Abstergo.
____________
Vote El Presidente! Or Else!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 31, 2015 09:41 AM

RMZ1989 said:
Stevie said:
Also the way the Fatal Strike of the Grim Reaper is supposed to work is like this: 7 Grim reapers will always kill a minimum of 7 creatures, 10 always 10, etc. So you would 100% kill 10 gnolls or 10 behemoths regardless of the actual damage they do.

Glad to hear about Ghosts, but Grim Reaper's ability is way too strong. It should work like Gorgon's Death Stare from Heroes 3. I mean 30+ Reapers killing 30+ other champs in single strike is quite ridiculous, but I am positive that they will balance it out in the end.

Yeah, that would be just ... horrible.
____________
What will happen now?

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don_komandorr
don_komandorr


Known Hero
posted March 31, 2015 10:09 AM

Pawek_13 said:
Stevie said:
Dudes, this Stronghold faction theme makes me think of shiny days and open fields with little girls picking flowers. Where's the shouts and the savage sounds?!

In my opinion this theme tells a short and a tragic story. At first, a group of orcs is marching cheerfully through the desrt of Sahaar. They are happy because they are finally free. Through most of the theme the music is quite happy but at one moment it becomes more dramatic. This is the time when before mentioned orcs' unit is attacked by an army of Wizards. Orcs fight bravely but in the end, all of them die. This is marked by the last ten seconds of music.
Besides the theme, which I truly like, I think that Orcs of Sahaar are very promising. I didn't like their version in Heroes VI but their current look and lineup is truly impressive. Now it's time to wait for flower sniffers and mushroom eaters.

Even track's name is Heroes VII - The Journeyman's Encounter

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ThatRedSarah
ThatRedSarah


Famous Hero
Adventuring Hero
posted March 31, 2015 10:39 AM

Hi everybody!

I have been having a bit depressing day Heroes-wise ( otherwise its pretty nice so far ). I was wondering if you could help me with my concerns that i listed below.

1. SIM-turns... yay? Personally i dont need this feature in the game, but im happy that its in there because i know it means a lot to many of you. But please tell me there is still an option to play this game without SIM-turns? There is a on/off toggle in the options, right? I mostly play alone and sometimes i like to play two factions at the same time against the rest of the six. Is this possible anymore? What about hotseat multiplayer? Can me and my friends still play this on the same computer by taking turns or do we need to haul our own computers if we want to play it together?

2. Some members pointed out that the battle maps were a bit too small and the creatures were too fast... this does not sound good. creatures moving across the battlefield in one turn just negates the purpose of moving at all... where is the tactical thinking and unit placement if you can just move where ever you want every time? Or behemoths leaping right on your lap at start of the battle. Outcome of the battle just comes down to the initiative...

3. Keeping in mind the rant in the question 2. Flanking doesnt seem to bring any positive effects to the battles? You do more damage when you attack from behind or from the side? Then why would you ever attack from the front? With small battlefields and fast creatures you will end up running behind the enemy every time? There definitely needs to be some sort of intercepting mechanic that doesnt allow you to run around how ever you please. This just turns the battles in to a comical dance that doesnt add anything to the table...

4. Where do the Behemoths live? I cant find a proper home for them in the townscreen... there is this one cave thats glowing cyan colored light, but it seems way too small for them to live in. Does any one even know how they could produce such a weird colored light in there by them selves? In H3 the first dwelling had normal light in it. Like they were having a bonfire i there or something, but then it also turned in to a blue light... makes me wonder...

5. Stronghold music theme... it sounds really nice, but i dont see it as a barbarian theme. The very end is good, but the beginning and middle sections are too happy. Barbarians are not supposed to be that happy.

6. The Necropolis champion Grim Reaper seems to have way too powerful ability. If they dont change that, it will be really scary to fight them... Even H3 Gorgons were scary, but this is just too much.

7. SKillwheel seems kinda boring. To get the ultimate ability you need to train your self in the specific manner. This just takes away all the tactical options and the need to adapt to the local situations and so on... you just keep building the same hero over and over again...  Why bother wasting skill points on anything else...

8. No so much of a H7 concern (at least yet), but more of a general rant: Am i the only one that just hates teleports... they are so difficult to follow and they just mess up the geographical tactics and strategies.. at lest for me...



Anyways...

Good job Stevie and Galaad with the interviews! They were really nice! Are we going to see more photos of the event? Can you make an album and share it now that the embargo is over?

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 31, 2015 10:47 AM

Marzhin said:
Just so you know: Ubisoft also faked the moon landing, and assassinated JFK.

I knew it!
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 31, 2015 11:28 AM

ThatRedSarah said:
8. No so much of a H7 concern (at least yet), but more of a general rant: Am i the only one that just hates teleports... they are so difficult to follow and they just mess up the geographical tactics and strategies.. at lest for me...


Not for me, for sure . I never have real problems with them. The only problem with them I have is when I can't see the other side of the portal (so I can't see what's coming before it teleports in) and I hate it when there's a one-way portal next to your main town, from where enemy Heroes can freely launch sieges on it.

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ThatRedSarah
ThatRedSarah


Famous Hero
Adventuring Hero
posted March 31, 2015 11:39 AM

Maurice said:

Not for me, for sure . I never have real problems with them. The only problem with them I have is when I can't see the other side of the portal (so I can't see what's coming before it teleports in) and I hate it when there's a one-way portal next to your main town, from where enemy Heroes can freely launch sieges on it.


I know right! The one-way teleports are the worst! And how come the enemy always sneaks up on you at the most inconvenient of times... You are away from home minding your own business at the far away watermill when suddenly there is some low level enemy hero  with just a few units crawling in the tall grass near your home where you have nobody to defend it... The whole watermill adventure has to be cancelled and you have to come back home to deal with this mess...

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JotunLogi
JotunLogi


Known Hero
posted March 31, 2015 11:58 AM

I have always wanted to hear a bit savage, war- themed soundtrack in the backgroudn of Stronghold's faction

In first two HoMM games it was more serious and mysterious and then it was so.... full of joy

This one is the same, cathchy and cheerful

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Minastir
Minastir


Promising
Famous Hero
posted March 31, 2015 11:58 AM
Edited by Minastir at 12:03, 31 Mar 2015.

Did anybody saw that yesterday on polish website gry-online.pl in the article about the HVII there is a release date: September 2015

"Zapowiadana premiera gry: wrzesień 2015."

http://www.gry-online.pl/S022.asp?ID=10374

also on this website where you can pre order game there is release date : 2015-09-30

where did they get this information since Erwan didn't wanted to tell anything during fanday ? maybe they just made that up

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supertommy
supertommy


Known Hero
posted March 31, 2015 12:00 PM

ThatRedSarah said:
Hi everybody!
1. SIM-turns... yay? Personally i dont need this feature in the game, but im happy that its in there because i know it means a lot to many of you. But please tell me there is still an option to play this game without SIM-turns? There is a on/off toggle in the options, right? I mostly play alone and sometimes i like to play two factions at the same time against the rest of the six. Is this possible anymore? What about hotseat multiplayer? Can me and my friends still play this on the same computer by taking turns or do we need to haul our own computers if we want to play it together?



Hotseat is still there, so you and your friend can take turns.
Sim-turns I believe is only for multiplayer (not hotseat), so when you play alone it's standard.

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JotunLogi
JotunLogi


Known Hero
posted March 31, 2015 12:04 PM

september? Who knows, maybe. Reinold, one of Limbic members, has told me that they do not know exactly but it should be this year

But is is plausible, especially that there are not that many elements that need to be implemented or remake... and also technical state of the game is decent (of course there are glitches but none of them is serious)

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Minastir
Minastir


Promising
Famous Hero
posted March 31, 2015 12:07 PM

JotunLogi said:
september? Who knows, maybe. Reinold, one of Limbic members, has told me that they do not know exactly but it should be this year

But is is plausible, especially that there are not that many elements that need to be implemented or remake... and also technical state of the game is decent (of course there are glitches but none of them is serious)

I have edited my comment on one website found date 2015-09-30 so it's almost October, even more possible, but still September as on the other sites

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ThatRedSarah
ThatRedSarah


Famous Hero
Adventuring Hero
posted March 31, 2015 12:08 PM

JotunLogi said:
I have always wanted to hear a bit savage, war- themed soundtrack in the backgroudn of Stronghold's faction

In first two HoMM games it was more serious and mysterious and then it was so.... full of joy

This one is the same, cathchy and cheerful


Yeah the theme should be more menacing and overall rough around the edges.

Btw... i think you were one of the event day winners? Do you remember which building is the home of Behemoths in the townscreen?

supertommy said:

Hotseat is still there, so you and your friend can take turns.
Sim-turns I believe is only for multiplayer (not hotseat), so when you play alone it's standard.


Thank for the answer! This is pretty nice

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JotunLogi
JotunLogi


Known Hero
posted March 31, 2015 12:09 PM

yes, it is quite possible, the best time for all games, biggest titles are tthen released

hope there will no delays as it was in the case of M&M: Heroes 6 cause it was just so big failure in terms of that

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 31, 2015 12:12 PM

ThatRedSarah said:
2. Some members pointed out that the battle maps were a bit too small and the creatures were too fast... this does not sound good. creatures moving across the battlefield in one turn just negates the purpose of moving at all... where is the tactical thinking and unit placement if you can just move where ever you want every time? Or behemoths leaping right on your lap at start of the battle. Outcome of the battle just comes down to the initiative...

Actually, I think your analysis is wrong here, at least some of it. Quite on the contrary, smaller battlefields makes creature placement even more important, because you won't have time to re-organize your troops before the enemy (potentially) hits you. On the contrary, very large battlefields give you plenty of time to move creatures around, buff with spells, etc. Very large battlefields also has the unfortunate effect that it favors ranged units and magic heroes a lot, because melee units are basically just free targets in all the time they use to move across the battlefield. Ironically, from the screenshots we saw in previews, I generally felt battlefields were too large ...

That's not saying battlefields should be super-small either - H5 definitely had some issues in this regard, particularly with factions like Dungeon and Sylvan. Rather, you need a size where a few (and here I emphasize FEW) creatures can cross directly (think H3 Dragons, Angels and the odd non-chamion creature like the Dragonfly), most creatures should be able to move in the range of 33-67 % of battlefield on a full move, and only the very slowest creatures should take more than three turns to cross entirely.

ThatRedSarah said:
3. Keeping in mind the rant in the question 2. Flanking doesnt seem to bring any positive effects to the battles? You do more damage when you attack from behind or from the side? Then why would you ever attack from the front? With small battlefields and fast creatures you will end up running behind the enemy every time? There definitely needs to be some sort of intercepting mechanic that doesnt allow you to run around how ever you please. This just turns the battles in to a comical dance that doesnt add anything to the table...

I agree, in one of the Stronghold screenshots, we see the Brute movement path moving all the way around the Baselisk to attack from behind for maximum damage. Clearly, this doesn't make any sense from a game-design point of view. The flanking idea in itself is not necessarily bad, but they need to look to game systems like D&D where you can't move through a creatures "sphere of influence" - which means you can't move directly past/around a creature - without suffering an attack of opportunity - basically the creature gets a free attack at you. Same should be the case here - you get a bonus while attacking from behind, but you can't just circle directly around it; either you need to make a sufficiently big circle to actually do it out of its reach, or otherwise you will suffer a free attack from the creature.
____________
What will happen now?

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Hermes
Hermes


Famous Hero
posted March 31, 2015 12:48 PM

Thanks Stevie and Galaad, the interviews are really cool

H7 gameplay looks really really good so far.

Do you think Beta/Early Access is coming over the next few months?

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ThatRedSarah
ThatRedSarah


Famous Hero
Adventuring Hero
posted March 31, 2015 12:49 PM

alcibiades said:
Actually, I think your analysis is wrong here, at least some of it. Quite on the contrary, smaller battlefields makes creature placement even more important, because you won't have time to re-organize your troops before the enemy (potentially) hits you. On the contrary, very large battlefields give you plenty of time to move creatures around, buff with spells, etc. Very large battlefields also has the unfortunate effect that it favors ranged units and magic heroes a lot, because melee units are basically just free targets in all the time they use to move across the battlefield. Ironically, from the screenshots we saw in previews, I generally felt battlefields were too large ...

That's not saying battlefields should be super-small either - H5 definitely had some issues in this regard, particularly with factions like Dungeon and Sylvan. Rather, you need a size where a few (and here I emphasize FEW) creatures can cross directly (think H3 Dragons, Angels and the odd non-chamion creature like the Dragonfly), most creatures should be able to move in the range of 33-67 % of battlefield on a full move, and only the very slowest creatures should take more than three turns to cross entirely.


I agree that too large battlefield is very bad also. Having the time to rearrange your units too much is pointless and give too great of an advantage to shooters and casters. Maybe its not the battle field size that is the problem. But the problem arises when the units can move freely and too much. "Move and attack anywhere in the radius of X"... The radius needs to be properly limited. I like what you said about the move range of units

alcibiades said:

I agree, in one of the Stronghold screenshots, we see the Brute movement path moving all the way around the Baselisk to attack from behind for maximum damage. Clearly, this doesn't make any sense from a game-design point of view. The flanking idea in itself is not necessarily bad, but they need to look to game systems like D&D where you can't move through a creatures "sphere of influence" - which means you can't move directly past/around a creature - without suffering an attack of opportunity - basically the creature gets a free attack at you. Same should be the case here - you get a bonus while attacking from behind, but you can't just circle directly around it; either you need to make a sufficiently big circle to actually do it out of its reach, or otherwise you will suffer a free attack from the creature.


Yeah, flanking is not a bad idea in general, but it desperately needs so kind of "sphere of influence" or "interception/guarding stance" mechanic to work as intended. With these kind of restrictions to your movement paths the "too small" battlefields suddenly feel bigger without actually being any bigger and having an effect on the shooter/caster balance.

Other wise you just run around "flanking" units all the time with your generally too fast creatures. There is no tactical point in being in a specific place at the battlefield if you can move everywhere too easily or you can get flanked anyways...


OH oh! I got it now! Listen to this:

1. If you move more than half of your movement. Nothing special happens. Things work just like they have been so far.
2. If you move less than half of your movement the creature receives "on guard" ability. Which triggers when enemy unit moves in to (or through) the adjacent tiles. When this happens the enemy is stopped and attacked (full attack or retaliation damage... i dont know yet). This of course wont trigger when the enemy is moving to attack you from the front. But this eliminates the unrealistic flank and rear attacks and "just passing through" with the cost of some movement points (i might call it careful advancing).
3. If you dont move at all and you wait, this works in the same way as above.
4. If you dont move at all and you defend, this time the radius of adjacent tiles is increased to 2 tiles. So enemy trying to advance past you and attack your shooter.. nope, this guard will step up

Flyers are not caught in these adjacent tiles for obvious reasons.

The there could be plenty of creature abilities related to this:
-always on guard not depending on the movement
-creature is so huge that it has on guard radius of 2 tiles
-stealth ability allowing you to pass through tiles without getting caught
-and so on...

Ubisoft officials can contact me by HCM to receive my banking information on where to send the check for totally solving this for them

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Marzhin
Marzhin

Shaper of Lore
Designer & Writer, Ubisoft
posted March 31, 2015 12:57 PM

@fuChris: War Cries will be a topic for a future Shadow Council update.

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