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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: ~ Heroes 7 - Discussion thread ~ (started by Storm-Giant in August 2014)
~ Heroes 7 - Discussion thread ~ This MEGA THREAD is 1635 pages long: 1 200 400 600 800 1000 1200 ... 1338 1339 1340 1341 1342 ... 1400 1600 1635 · «PREV / NEXT»
PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted March 14, 2016 10:32 PM
Edited by PandaTar at 22:32, 14 Mar 2016.

Brukernavn said:
Here is what some of the developers wrote on the Steam forums two weeks ago. Heart also denied that all we can expect are a few patches in the future and that's it.

Heart said:
Big stuff IS happening, for sure, because i'm testing it right now. I can tease that there is going to be a change in skilling , and we actually had a public thread here which we pulled a lot of feedback from.
We are working VERY closely with the VIPs (if you're not aware Ubisoft have a VIP program for heroes which dedicated players have been involved with in an advisory roll for a couple of years and I am working closely with them from Limbic) But this time round, I feel we (devs) are much more connected and on the same page as the VIPs.

I think we're going to have some blog posts soon, but i'm not sure how soon is soon regarding future stuff, so I will keep my lips sealed for now. Work on Heroes has for sure not finished and ironing out bugs and making MP work better is still right up there as well as 'new things'
Also Balancing is something that is for ever on going, I can't stress that enough. Typically anything that is changing values isn't a 'hard' task so we are always open to feedback. But as mentioned above a lot can come down to play styles, and I don't think we're that wide out of the park in balance, though of course things can be looked at.


Limbic_Max said:
You should be seeing new AI behaviour, especially in combat, once the patch containing these features drops sometime in the future. AI is definitely not dropped and something that is still being worked on internally.




Strange how they took time to start doing something the way people expected them to do since the very beginning.
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DIEGIS
DIEGIS


Supreme Hero
power of Zamolxis
posted March 15, 2016 12:30 AM

Nobody's care now. Me at least!
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Hermes
Hermes


Famous Hero
posted March 15, 2016 02:09 AM

Well if YOU don't care, then obviously no one else does or even matters!

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ChrisD1
ChrisD1


Supreme Hero
posted March 15, 2016 11:56 AM

Just for the sake of the list I want to get it out my system.
I believe due to the many magic schools,the guilds should have 2 forbidden schools per faction. The hero will still be able to learn any spell if he/she visits another town. Also for the 2 forbidden schools,no perks or stuff like that in his/her wheel(athough the wheel will change).
If any hero can learn any spell from any school just as good,and the racial applies to every creature we might as well have only one faction -.-
Here it goes with the 2 forbidden ones.
Sylvan: Fire, Dark (save the forests)
Inferno: Water, Light
Dungeon: Light, Air (no lighting bolts in a cave,not stealthy)
Haven: Dark, Prime (maybe?)
Stronghold: Light, Prime
Sanctuary: Fire, Dark
Necropolis: Light, Fire (dead,cold,no fire)
Academy: -
Forretress: Air, Earth


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MoritzBradtke
MoritzBradtke


Known Hero
posted March 15, 2016 02:10 PM
Edited by MoritzBradtke at 14:11, 15 Mar 2016.

ChrisD1 said:
Just for the sake of the list I want to get it out my system.
I believe due to the many magic schools,the guilds should have 2 forbidden schools per faction. The hero will still be able to learn any spell if he/she visits another town. Also for the 2 forbidden schools,no perks or stuff like that in his/her wheel(athough the wheel will change).
If any hero can learn any spell from any school just as good,and the racial applies to every creature we might as well have only one faction -.-
Here it goes with the 2 forbidden ones.
Sylvan: Fire, Dark (save the forests)
Inferno: Water, Light
Dungeon: Light, Air (no lighting bolts in a cave,not stealthy)
Haven: Dark, Prime (maybe?)
Stronghold: Light, Prime
Sanctuary: Fire, Dark
Necropolis: Light, Fire (dead,cold,no fire)
Academy: -
Forretress: Air, Earth




haven no prime? prime should be a Basic School, i vote for dark and water, haven was never so alligned to water i think, alternative could be earth, haven is mostly about light and air and a little fire atm

stronghold: light and dark would fit best
sanctuary: fire and probably light or earth, they are definately in touch with darkness

necro: light and air, earth, even fire.... normally i would allow earth,fire but with regen in it doesnt fit anymore so well, same for burning Determination, basically they are dark mainly and should get something special


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MoritzBradtke
MoritzBradtke


Known Hero
posted March 15, 2016 02:13 PM

i have a question about Titans Magic absorbation, did anyone else notice that it doesnt seem to work? every time i cast a spell on it and he attacks something he does normal dmg and in Addition a blue word with immune! is Floating about his target?
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ChrisD1
ChrisD1


Supreme Hero
posted March 15, 2016 02:21 PM

MoritzBradtke said:

haven no prime? prime should be a Basic School, i vote for dark and water, haven was never so alligned to water i think, alternative could be earth, haven is mostly about light and air and a little fire atm

stronghold: light and dark would fit best
sanctuary: fire and probably light or earth, they are definately in touch with darkness

necro: light and air, earth, even fire.... normally i would allow earth,fire but with regen in it doesnt fit anymore so well, same for burning Determination, basically they are dark mainly and should get something special



an underwater faction indeed has close ties with darkness. so maybe not air alongside with fire? they are good guys so light is kind of mandatory.
as for necro the dead bodies can regenerate from earth
anyways now with the new system everyone will learn everything so choosing a faction wont matter anymore
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted March 15, 2016 02:24 PM

Another suggestion I've made something like a year ago:

Give towns not only a favored skill to pick, but also a forbidden one (to PICK in addition).

So for Haven this would mean Light is given as always in and Dark is given as always out. Building the guild you'd pick a second favorite - and another forbidden one, ending up with 4 schools.

But, hey, it's rocket science, you know.

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natalka
natalka


Supreme Hero
Bad-mannered
posted March 15, 2016 03:02 PM

what do you think about letting players research for a specific spell?

For example any spell can be researched for a price but limited to only one spell per guild.

this will solve many issues:

- creeping problems due to lack of viable spell (fortune, despair, burning determination are not so good)

- picking a certain magic school which has only one viable spell for your hero and in the end not getting it. That is the case for might heroes who benefit mostly from 1-2 spells per school.


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MoritzBradtke
MoritzBradtke


Known Hero
posted March 15, 2016 03:39 PM

Quote:
anyways now with the new system everyone will learn everything so choosing a faction wont matter anymore


Spoilers?!
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Stevie
Stevie


Responsible
Undefeatable Hero
posted March 15, 2016 04:01 PM
Edited by Stevie at 16:01, 15 Mar 2016.

natalka said:
what do you think about letting players research for a specific spell?


I think it should've been given some thought when it was first proposed years ago.
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 15, 2016 04:01 PM

Even less randomness?
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fuChris
fuChris


Promising
Supreme Hero
Master to the Speed of Light
posted March 15, 2016 04:04 PM
Edited by fuChris at 16:06, 15 Mar 2016.

natalka said:
what do you think about letting players research for a specific spell?

For example any spell can be researched for a price but limited to only one spell per guild.

this will solve many issues:

- creeping problems due to lack of viable spell (fortune, despair, burning determination are not so good)

- picking a certain magic school which has only one viable spell for your hero and in the end not getting it. That is the case for might heroes who benefit mostly from 1-2 spells per school.

That could certainly work but I would caution introducing too many 4X elements into the game. The basic formula works just fine.

What would be a better way is ofc to make each and every spell viable for both might and magic heroes when boosted through various skills. This way the small number of spells wouldn't be a problem either.
Damage spells cast by a might hero for example could be made useful by a higher base damage or by reducing the HP bloat that creatures got since H3. In H2 lightning bolt and cold ring were perfectly viable endgame spells.
This could be balanced for the magic heroes by giving the might skills a bigger bonus in combination with the more proficiently cast spells. This ofc means might heroes shouldn't be able to cast support or curses spell with the same effect even if they have the same spellpower and knowledge. This doesn't have to be a restriction in acquiring skills however.

The other option is to flood the game with countless spells which will inevitably overlap with each other and result in half of them never being used. AKA the H3 method.
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted March 15, 2016 05:08 PM

natalka said:
what do you think about letting players research for a specific spell?

For example any spell can be researched for a price but limited to only one spell per guild.

this will solve many issues:

- creeping problems due to lack of viable spell (fortune, despair, burning determination are not so good)

- picking a certain magic school which has only one viable spell for your hero and in the end not getting it. That is the case for might heroes who benefit mostly from 1-2 spells per school.




To be honest, I do not think it is a great idea right now. Why?

- There are 100+1 things I would prefer to see as the improvements rather (e.g. units abilities or heroes specializations)
- It would break the current system of learning spells. As you say, you choose the specialization in some magic school to get some concrete spell. Now there is a quite limited amount of spells, and even much less of them are useful in later game phases. And if you could choose the concrete ones, especially on the missions with more cities or in campaigns, you would probably end using ONLY several spells you have chosen (from 3rd or 4th circle). With randomness, you are at least sometimes made to use different spells cause you cannot get the one you want.
- I would more likely see the mechanics improvement saying this: "If you have any town on the adventure map, all the spells you get in the magic guilds you build (not in the ones already built) will not be the same." So after you choose the specialization in - let's say dark magic - in two cities and build 4level magic guilds, you would not be able to get the Shadow cloak twice.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 15, 2016 06:33 PM

natalka said:
what do you think about letting players research for a specific spell?

For example any spell can be researched for a price but limited to only one spell per guild.

this will solve many issues:

- creeping problems due to lack of viable spell (fortune, despair, burning determination are not so good)

- picking a certain magic school which has only one viable spell for your hero and in the end not getting it. That is the case for might heroes who benefit mostly from 1-2 spells per school.



Lost cause really, sorry. Major overhaul or mediocre till the end, IMO
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The_green_drag
The_green_drag


Supreme Hero
posted March 15, 2016 06:43 PM
Edited by The_green_drag at 18:43, 15 Mar 2016.

It takes away from the "hunt for spells" and moves towards h6's awful spell system :/

Working with the randomness is an important aspect of heroes. If it's too hard in certain situations then those spells need to be looked at, but not change the way spells are obtained.

JJs proposition was ideal because it could up your chances of you did like a specific school of spells and it was still random.

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Natalka
Natalka


Supreme Hero
Bad-mannered
posted March 15, 2016 06:50 PM
Edited by Natalka at 19:01, 15 Mar 2016.

Antalyan, I am not talking about campaigns but skirmish maps. And yes , Galaad, a complete overhaul is likely not going to happen so this free spell may fix things .

In maps with 1-2 castles not getting a spell may be crucial. Excuse me but 50% chance to get a spell is not enough. It has always been like that in heroes but why not make a step forward. One free spell will not make it cheesy - it always depends on the map.

Hunt for spells will always be there but if u can't creep there will no hunt lol.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 15, 2016 06:55 PM

Natalka said:
And yes , Galaad, a complete overhaul is likely not going to happen so this free spell may fix things .

Sorry it won't, in your position I would PUSH for a major overhaul, look at h5 vanilla=>TotE, why not for h7?
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted March 15, 2016 06:55 PM

I'd honestly be happy just going back to Heroes 6's way of making spells like skills.  That was just such a great implementation of the magic system.  I really got the "& Magic" vibe from it.
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natalka
natalka


Supreme Hero
Bad-mannered
posted March 15, 2016 06:58 PM

What does a complete overhaul mean in your head?

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