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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
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17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
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31 Oct 2015: First H7 patches are out, End of DoC development - read more
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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: 1 200 400 600 800 1000 1200 ... 1232 1233 1234 1235 1236 ... 1400 1600 1635 · «PREV / NEXT»
ChrisD1
ChrisD1


Supreme Hero
posted October 28, 2015 09:12 PM

Antalyan said:
gomaki said:
ChrisD1 said:
i must say that i'm still experiencing high ram consumption. but the game is stable. the game is running at 6gb ram(at best 5.smth) 7 gb at launch. yet i experience no crashes or lags. and i am playing with everything on high. it might be my laptop to be honest. my graphics card is not "supported".


Performance and optimization is always something we're looking to improve. But there is unfortunately no holy grail bit of code or fix we can implement to bring it down. We do however constantly make slight gains here and there and this is what we look to do in all support patches, just tightening in the reigns and polishing the edges a little.


Could you explain me, please, why H6 had much lower system requirements, when it had similar graphics quality (according to many people even better) and smarter and faster AI?



thnx for the reply but i have the same question as antalyan!
i ran heroes 6 with all graphics settings on max and my ram consumption went to 3.4 gbs total.
how come heroes 6 looks better and consumes less ram??????
i wonder what happened when writing the code to the game. something is really really wrong for a game to consume that much ram, have that much high requirements and not looking better (if not, worse) than its predecessor!!!!
unfortunately this new method of coding/unreal engine/whatever, was a huge miss. :/ no matter how polishing there is to be made, something extremely bad is going on with the core code of this game, and as it seems it's never going to change.
to be fair though,crashes aside, even with 6gb ram consumption, the game is playable and runs good.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 29, 2015 12:05 AM

gomaki said:
Hey
We're aware of this save issue and looking to push a hot fix to get it sorted. The issue is with governor abilities. So for right now, if you have a save from an earlier point to where you didn't assign a governor play from there and it will load no problem.


Wait, is this in general? Or just with regards to mission 2 of the Dungeon Campaign?

Because I just made some fair progress in Ivan's second mission and assigned a Governor to my main town. Especially the battles with the Stronghold Hero were tricky since he has no way to acquire fresh troops (aside from 1 instance), so I would hate to have to redo all those on such short notice.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 29, 2015 09:35 AM

Also, I was pretty sure the significantly reduced amount of creature abilities would also reduce the amount of bugs. Yeah, well...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 29, 2015 09:45 AM

It also made gameplay significantly less interesting H6 had too many but this is just poor. H5 had good standards on most things, including the amount of abilities.
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Map also hosted on Moddb

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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 29, 2015 09:56 AM

Creature abilities need a complete overhaul. I cannot understand the philosophy behind the current set. You should have no problem creating the abilities you want from a game design point of view.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 29, 2015 11:09 AM

I find creature abilities a more demanding part of the game, since it's difficult to get them right.

I actually think that H3 got it best - even though heroes were missing out on fancy abilities. It's one of the main differences between H3 and Ubi Titles: H5 sacrificed tactical maneuvering for more variety in creature abilities (which, as a bundle, eventually worked), while H7 changes creature abilities back for more tactical maneuvering, but missing the mark with flanking (instead of bigger BF and more varied movement and so on).

That is, you have to see the whole package, and I was happier with having 7 different creatures per faction instead of the tiers that don't seem to have any effect, except producing redundant stuff

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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 29, 2015 11:38 AM
Edited by Stevie at 11:40, 29 Oct 2015.

The problem with Tiers is that they serve no purpose. The categorization brings nothing, only the faint idea that they should be similar in attributes. The issue with respect to abilities is that the level of the creature does not reflect the potency of its ability. You have Dragons and Elementals with a reduction in magic but a gargoyle with magic immunity! Like, wut? The other thing is that there are so many repeated abilities that creatures don't feel unique anymore. Piercing shot, vigilance, you name it. Pretty lame. Overall, a lack of imagination and understanding of the game.
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The Young Traveler

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The_green_drag
The_green_drag


Supreme Hero
posted October 29, 2015 02:33 PM

So JJ, you think a big reason to the awful variety in movement is because of flanking? I'm just curious cause I've been thinking about the same thing. Only my reason behind it was warcries and faction skills. Warcries are just dumb and faction skills play too big a role in the game. But the movement bonuses from both (for stronghold, sylvans, and dungeon at least as they have movement increases) can be a little rediculous some units. But without either those movement bonuses some units become just boring.

Of course when you add flanking to all that it makes it becomes a bigger mess.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 29, 2015 03:02 PM

It was a design goal to reduce the creature abilities compared with HoMM6, which was a no-brainer for 3 reasons (in no particular order):
1) Too many bugs when heaping abilities onto each other;
2) Too chaotic display of too many status effects, resulting in no one knowing the net result of all of them;
3) Too dominant creatures with regard to hero influence

I think, it was also a design goal to make battles "more tactical" again. In HoMM 3 you have a big BF with a lot of speed-based considerations with a view on movement and a lot of ability-based considerations who to hit with whom, and that in turn having a big influence on spell-casting as well.
HoMM 7 standard battlefield lacks in space, while for the non-standard bigger one, creatures lack movement and/or a way to speed up.
You can consider "Flanking" a movement-related ability for all creatures (that you could call backstab):
"The creature deals 25% and 50% more damage hitting from behind".
With some having the ability to neutralize backstab.
So "backstab" is an ability that all units have - you can count that in -, and the ability is positional which in theory would add a tactical element (if it wasn't such a poorly implemented thing).

And, Stevie, I agree.

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PROJ
PROJ


Known Hero
posted October 29, 2015 03:08 PM

JollyJoker said:
I find creature abilities a more demanding part of the game, since it's difficult to get them right.

I actually think that H3 got it best - even though heroes were missing out on fancy abilities. It's one of the main differences between H3 and Ubi Titles: H5 sacrificed tactical maneuvering for more variety in creature abilities (which, as a bundle, eventually worked), while H7 changes creature abilities back for more tactical maneuvering, but missing the mark with flanking (instead of bigger BF and more varied movement and so on).

That is, you have to see the whole package, and I was happier with having 7 different creatures per faction instead of the tiers that don't seem to have any effect, except producing redundant stuff

what? homm 3 has some of the most shallow tactical combat in the entire series

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 29, 2015 03:26 PM

That gives a whole new meaning to the word "shallow".

Battles are tactically shallow in H3 because...?

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PROJ
PROJ


Known Hero
posted October 29, 2015 04:02 PM

JollyJoker said:
That gives a whole new meaning to the word "shallow".

Battles are tactically shallow in H3 because...?

i mean, have you seen them?

a lot of his has to do with the crazy disparate power between tiers, the tying of initiative and movement together, and the very, very imbalanced spells.  I challenge you to find me an interesting end game fight in competitive homm that's actually competitive and not a foregone conclusion.  They practically don't exist.

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted October 29, 2015 04:22 PM

PROJ said:
JollyJoker said:
That gives a whole new meaning to the word "shallow".

Battles are tactically shallow in H3 because...?

i mean, have you seen them?

a lot of his has to do with the crazy disparate power between tiers, the tying of initiative and movement together, and the very, very imbalanced spells.  I challenge you to find me an interesting end game fight in competitive homm that's actually competitive and not a foregone conclusion.  They practically don't exist.


So you say all the ToH guys who play Multi for 15+ years enjoy tactically shallow crap for such a long time and engage in "foregone conclusion" stuff?

Also what are you expecting me to do - "find you an interesting end game fight in competitive HoMM"?

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PROJ
PROJ


Known Hero
posted October 29, 2015 04:24 PM

JollyJoker said:
PROJ said:
JollyJoker said:
That gives a whole new meaning to the word "shallow".

Battles are tactically shallow in H3 because...?

i mean, have you seen them?

a lot of his has to do with the crazy disparate power between tiers, the tying of initiative and movement together, and the very, very imbalanced spells.  I challenge you to find me an interesting end game fight in competitive homm that's actually competitive and not a foregone conclusion.  They practically don't exist.


So you say all the ToH guys who play Multi for 15+ years enjoy tactically shallow crap for such a long time and engage in "foregone conclusion" stuff?

Also what are you expecting me to do - "find you an interesting end game fight in competitive HoMM"?

Yes, I'm saying exactly that.  Find me a game that shows otherwise, bc I haven't found it.  

Homm 3 multiplayer is a perfect example of 'multiplayer solitaire' and might as well not even have an opponent involved.  The tactical battles at the end are a foregone conclusion and are completely uninteresting and shallow

I wonder how accurate a prediction method would be that just predicts the winner based on which army has more wyverns and angels lol

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted October 29, 2015 04:29 PM

I agree that more abilities could make the game much more interesting.
Units don't need as many abilities as in H6, but each unit needs some ability to be unique.

Could you tell me, please, what should I do with golems and sandstone golems? They do nothing special. I would like you to learn for example from H5, where there were interesting magnetic golems. The same problem is with ghost/banshi.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 29, 2015 04:29 PM
Edited by Elvin at 16:30, 29 Oct 2015.

@PROJ

I consider H5 more tactical but in multiplayer close matches were maybe 20% at best? Not just because of game randomness, having good control of the adventure map can win you the game. So I'm not sure what you were expecting? It's up to the map gameplay and level of the opponents on tactics, strategy, town planning and economy. One-sided matches do not necessarily mean shallow tactic depth..
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 29, 2015 04:38 PM

PROJ said:
I wonder how accurate a prediction method would be that just predicts the winner based on which army has more wyverns and angels lol


But this is not Heroes III. This is a -indeed shallow- huge rape modification of Heroes 3 in order to serve a little russian clan who felt the accurate rankings were threatened by the original. We can't judge Heroes 3 based on those very subjective changes. Is a mod.
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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 29, 2015 04:48 PM
Edited by Stevie at 16:50, 29 Oct 2015.

No, that's not it. He mistakes the absence of showcase potential and viewing value for lack of tactical depth. His idea of interesting is when battles are intense, flashy, fast paced, preferably with viewers jumping off their seats at the sight of the unexpected. Heroes is not that type of game. You build up your advantages slowly with each combat, each area explored, each artifact found and spell learned, and while that appears boring and tedious to an outside viewer, and even conclusively foreshadowing of a certain outcome, it is definitely challenging and fun for the players. A close example would be chess games, boring as hell for viewers, great fun for players.
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The Young Traveler

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 29, 2015 04:51 PM

Stevie said:
His idea of interesting is when battles are intense, flashy, fast paced, preferably with viewers jumping off their seats at the sight of the unexpected. Heroes is not that type of game.

H5 had that
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Map also hosted on Moddb

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 29, 2015 04:56 PM
Edited by Salamandre at 16:57, 29 Oct 2015.

H3 also has that, look at ToH first 4 seasons, no rules, using every tactic you could imagine without having the other cry to dishonor, every spell, every low-blow you could come with. The style "develop slow by exploring each area" is rather recent.
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