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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 1610 pages long: 1 2 3 4 5 ... 320 640 960 1280 1600 ... 1606 1607 1608 1609 1610 · «PREV
Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted November 06, 2017 08:24 PM

On an unrelated note, ubi is offering watchdogs for free starting tomorrow. Guess it's not much good on sales.
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Being human is a roller coaster ride of emotions during rainstorms and sunshine, sprinkled with moments when you can almost reach the stars.

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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted November 07, 2017 09:50 PM

Stevie said:
Scot-free? You mean before or after you pay them?

There is that.

But it's more about accountability and learning from one's mistakes.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
Age of erwins is over
posted November 07, 2017 09:54 PM

Page 1600 should be kept for posterity.
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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted November 13, 2017 05:16 PM

So, Eh.. ques who came back from the dead?
OK, I!m not going to lie, I stumbled on the "secret RTS project by Ubi" news and, yes it sparked some of my long lost love for the franchise. And where to fnd the best info and most diverse opinions then on good old HC.
Nice to see that the forums are approx the same as my mood after H7 :-P. im still trying to figure out why did this game kill my interest in any future TBS MaM games.
I know I got burned out by the community during H7 developement. (Even stoped working on my own site). Bugs and bad performence at launch. And eventhough I think the mechanics are better the they were in H6, I just cant stop feeling that the concept of the game is a bit outdated fro an AAA title, but i still go back to H2 and 3 from time to time.
Also my gaming habits changed. Moved from TBS to wider spectrum and especialy souls-like games.
Based on this I kind think a TBS game may help the brand. Ubi-astadrs dont have a major TBS franchise if I recall correctly and a shift of concept is something the brand needs. Hand on heart, some the spin-offs are the best Ubi-astards have dunt under MaM.
Also, one more thing. Why not make a Souls-like from that world? Deck 13 are an "OK" mid-level developer from Europe who have experience in the genre, they worked with Virtouse (who worked on H6 exp. and helped with H7) and There are enought ideas for places to explorebig and things to kill (especialy spiders).

I know I went a bit OT, but you know, just needed a place to ramble for my self :-P.
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I'm just a Mirror of your self.

We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

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PandaTar
PandaTar


Promising
Supreme Hero
Celestial Heavens Mascot
posted November 14, 2017 01:35 PM

What you mean by a souls game?
____________

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

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted November 14, 2017 03:32 PM
Edited by Elvin at 16:11, 14 Nov 2017.

@Dave

Long time no see If you haven't, you should try age of wonders and divinity original sin series. Currently playing divinity 2 and enjoying the skill/magic combos. So many good ideas for terrain transformation, elemental combos, relocation/displacement, summoning, unlocking unique cross-skills and so on. Despite some flaws, Larian knows how to provide a fun TBS experience and most of their ideas could be easily adapted to homm.

On an unrelated note, I like when army units play like a 'class' archetype or hybrid than just a plain unit with an ability slapped on it. H6 oversaturated units with abilities and had little gap between tiers but the principle was not a bad one and could be adapted better.
To illustrate what I have in mind..


1) Warrior units within the same tier being more or less comparable but with a different feel and gameplay. For instance, it makes sense for blade dancers, berserkers and crusaders to be close in power but their fighting style is fundamentally different.

2) More than one thematic abilities that give character and gameplay variety or synergy. H5 did well in that regard, all units had at least one ability and most were well defined by them.

3) Additional unit types like beast, mounted, plant, lancer and so on. For instance a plant unit like the treant would have fire weakness and poison resistance by default. Mounted units would be vulnerable to lancers or abilities that affect animals. Lancers would have a longer attack. Etc.

4) Less emphasis on growth and more on the unit's individuality. I liked H2 growth where armies took time to amass(though I didn't like the well's flat bonus to all tiers). A unit's defining characteristic could of course be a high growth like with imps and goblins but that doesn't mean that low tiers should always come in swarms. I've been working on H5 modding and I much prefer blade dancers or berserkers with a higher power rating but a lower growth. Just like blade dancers make more sense being tougher than a hunter. If they are both in the same tier, you don't have to worry about artificial hp/dmg limitations like in H5 where blade dancers were weaker than hunters. And berserkers don't feel bad@ss in numbers, they feel plain wimpy.
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Being human is a roller coaster ride of emotions during rainstorms and sunshine, sprinkled with moments when you can almost reach the stars.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted November 14, 2017 04:24 PM

PandaTar said:
What you mean by a souls game?

Fromsoftwares Demon/Dark souls, Bloodborne
Deck 13s Lords of the Fallen, The Surge
Nioh

Basically an Action RPG with focuse on 3rd person combat, exploration, gradual progresion and world expansion. Whose main appeal are "Fair and managable challange", Boss battles, indirect storytelling and gameplay-focused sence of acomplishment.

The thing is, Ubi-astards suck and telling a good story directly, but the world they created is variant enought to house interesting areas, creatures and bosses. And an indirect aproach to a story (told by item descriptions, locations and limited NPC dialoge) could supliment these flaws. I Look at the maps, and see the Dragon casway on the east. Orc fortresses, wild forests, free cities, old ruins and icy naga templs. The question is, would ubi-astards be able to create such a product, as polish is a make or break feature in these games. Or would they be able to give the third party enought freedom without to much interaction.
And with the state the industry is in, and the position UBI-astards ocupie in it, I think they would lack the needed distance.

@Elvin
I heard a lot of good things about Divinity, but Who knows when and if I get to it :-).

If there is one thing H6 made me realize, it is that "town conversion" is a gamebreaking concept. For someone who likes a direct apptoache or high variaty approache, a game focused on "we need all the numbers" was no fun.
It is the low number of H2 units that make the game so appealing to me. At any time in the early game I can ditch a Lich or a Roch if I happen to stumbel on a Lamp or a full Tree city and not feel like Im hurting my self in the long run. It is this, the use of neutrals, and the map in general, that made H2 gameplay so special. And there are a few topics here by me focused on the use of neutral and none-native units.
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I'm just a Mirror of your self.

We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

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