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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 ... 690 691 692 693 694 ... 800 1000 1200 1400 1600 1635 · «PREV / NEXT»
Wisak
Wisak

Tavern Dweller
posted March 29, 2015 11:21 PM

Now that I presented myself, I would like to ask you something. I know that this forum is one of the biggest Heroes communities out there and I also know that that not everyone is happy about how the development is going. So can I ask you what do you like about the game and what you don't?

If possible, I would like you to elaborate your answers so I can have a clear picture. This is just for my pure curiosity and nothing more. I just want the honest opinion of some of the fans out there. I just beg you to be constructive with the feedback and not "You ruined everything".

So best, worst and could/should be improved.

Thanks a lot in advance to all the ones that take the time to answer!
____________

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted March 29, 2015 11:30 PM

well, i like the overall aesthetic direction however you guys go too far: too many spikes and unnecessary details and complexity. simplify designs a tonne and it will look great.

townscreens need a lot (a lot) of work. they look pretty terrible atm.

more female units would be nice. also, female centaurs with melee weapons would be amazing.

show haven creature faces. right now only the justicar shows her and that leads to some unfortunate implications.

let go of the lore, or rather, don't let it decide everything. do what you want, then shape lore after what you got. this is the biggest one.

justicar is absolutely amazing. more like her

from the top of my head
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Sligneris
Sligneris


Supreme Hero
posted March 29, 2015 11:36 PM
Edited by Sligneris at 00:59, 30 Mar 2015.

Wisak said:
Now that I presented myself, I would like to ask you something. I know that this forum is one of the biggest Heroes communities out there and I also know that that not everyone is happy about how the development is going. So can I ask you what do you like about the game and what you don't?

If possible, I would like you to elaborate your answers so I can have a clear picture. This is just for my pure curiosity and nothing more. I just want the honest opinion of some of the fans out there. I just beg you to be constructive with the feedback and not "You ruined everything".

So best, worst and could/should be improved.

Thanks a lot in advance to all the ones that take the time to answer!

There seem to be a lot of... brainstorming, should I put it, about which Vampire and Lich design we should vote for, but I'm pretty sure everyone is satisfied with the fact that they're getting reworked in the first place. Now, it's regrettable there hasn't been a remake of Lamasu's model as well, but I think everyone understands we can't ask for too much at this stage of development.

Everyone seems to be curious about Stronghold, but I think they are satisfied by what they've seen in the leak. I was worried about Behemoth, as I personally didn't like it from the way it looked in the older games, but the colored image in the leak convinced me it's going to look pretty good.

Biggest demand seems to be hero specializations - creature growth is particularly unpopular among the fanbase and most want to see it replaced with creature stat boosts per level, like in Heroes V. That, or at least to have that creature growth increased per level, so you need to develop these heroes for any major bonuses.

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Genyaarikado
Genyaarikado


Bad-mannered
Supreme Hero
posted March 29, 2015 11:52 PM

Regarding aesthetics, some people just cant wrap around their heads that what they want =/= superior/what everyone wants.

Regarding gameplay i dont know or care, i'm here for the world/creatures, i actually suck playing heroes lol.

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted March 30, 2015 12:13 AM
Edited by Pawek_13 at 00:13, 30 Mar 2015.

Well, I have a few complaints and all of them are connected to gameplay. First of all, hero specializations. I don't think any new info in that matter is required, all that needed to be said had already been said, so I won't repeat others. More Heroes V, less Heroes VI.
Other small issue is number of artifacts a hero can hold. Currently it is equal to 8 which is a liitle bit to small IMO. Yet again, Heroes V with its ten active artifacts (two rings, one helmet, one neclace, one armour, one shield, one sword, one cape, one cape, one pair of shoes and one pocket item) was, at least according to me, the most balanced number.
Last one would be the skill system. First of all, level cap should beincreased to 40 - 30 is way to small to have enough skills. Secondly, skill selection. Each class should be able to chose from greater variation of skillsthan one that was presented right now. Thirdly, abilities. Ability selection should be dependent upon abilities you have, like for example you cannot get one ability unless you have another one.
The last point is especially important because skill system can make or ruin a game. Dev team is following a right path, just some tweaks need to be made and everything will be great.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 30, 2015 12:16 AM

My two main complaints regard the skill system and UI.



The hero portrait and minimap feel out of place. If not for the hero portrait, the skillwheel could have been bigger and skills/abilities look rather diminitive as they are.

The skill system seems too simplified for my taste, the H5 system with a little fine-tuning would have been perfect. I miss faction-specific abilities like cold death, warlock's luck or remote control that were part of the skills and made each skill different for each class. A wizard's warmachine abilities would be different from a ranger's warmachines and that greatly added to class diversity. It's just not the same when all unique skills are part of the racial because you will pick the racial in every single game while in H5 you could try different ability combinations each time. Also there seem to be no ability requirements. Like H5 attack skill had battle frenzy unlocking power of speed or retribution and archery unlocking flaming arrows. Each ability ability allowed further specialization which prevented you from picking other abilities since the number of abilities you could pick within a skill was limited. The H7 version looks more streamlined by comparison.

Other than that I dislike the Ashan trend of over-decorating units.

But complaints aside I am optimistic about this game, it shows promise.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted March 30, 2015 12:26 AM

Elvin says it all
____________

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Maurice
Maurice

Hero of Order
Part of the furniture
posted March 30, 2015 12:31 AM
Edited by Maurice at 00:37, 30 Mar 2015.

Wisak said:
Now that I presented myself, I would like to ask you something. I know that this forum is one of the biggest Heroes communities out there and I also know that that not everyone is happy about how the development is going. So can I ask you what do you like about the game and what you don't?


Of course I am only speaking for myself here, so this is just my personal opinion. But for what I have seen of the game's development so far, I've identified two areas where I am currently having "issues" with (although it's a rather strong word ):

1) - The whole lore and the way the factions have been set-up according to it. Especially the Dragon Gods concept: all aspects of one and the same overall deity, Asha. Because of how much direct influence it has on the people in the world, it tends to lock the factions and people within it into a stale mindframe. In our own world, most religious concepts are dubious and open to interpretation - which in turn leads to a lot of friction - the word of God is being interpreted by our religious leaders, there is no direct influence from God himself.

Most of the current largest problems in the world can be traced back to differences in religion, especially since we have 3 major religions being at odds with one another. Ashan only has one (as I can't call Urgash a major one, being locked away from true influence, outside of eclipses). Furthermore, by locking just about all factions to Asha (except for Inferno, which is locked to Urgash), you pretty much make them all the same shade of grey. Even Necropolis, which used to be one of the pinnacles of evil, is considered a goody-two-shoes faction in Heroes 6 and none of them are truly at eachothers' throat.

Reduce the religious concepts to the background, mistified and open to various interpretations and you generate a rich soil on which to spawn interesting stories. Make "good" factions as well as "evil" factions, natural opposites, like Rampart and Haven were rather heavily against Necropolis and Inferno, in Heroes 3.

2) - Town Screens. Currently they look like Military Outposts, instead of towns. They lack the very heart of a town: its (non-military) population! The structures that are present are often organised in a similar fashion, with each having a certain space for itself. If you take a look at old(er) towns in our reallife and look at how they've grown out, especially the old city center, you can see all sorts of weird twists and turns, where progress had to incorporate the buildings that already existed, which had been built before the new structures and new city plan had yet to be conceived.

Furthermore, buildings don't appear in the foreground or background, they're all cramped in the middleground. Some buildings on the rear side of the middleground appear far larger than some more on the foreground. If you take a look at townscreens of Heroes 3, then some buildings were clearly on the foreground, a fair number in the middle ground and a bunch in the background. Besides, they all invoked the feeling that there was more "town" on either side of the screen, which you didn't get to see. The Heroes 7 screens all seem to encompass the entire town in a single view.

Also, Academy and Haven are both built on the edge of a cliff - something that would likely be an exception, rather than the norm.

Lastly, the way they are drawn is weird to begin with, with the perspective being off. Lines aren't projected parallel (with this I mean lines drawn from a single point on the horizon through the town), which makes it look like buildings are tilted with respect to eachother and with respect to themselves.

I won't comment on the skill wheel just yet, as I can't form a clear opinion based on one screenshot and a lot of assumptions. Maybe I can get an opinion on that one once the NDA of the meeting in Paris has been lifted and more information about it is revealed.

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The_Green_drag
The_Green_drag


Supreme Hero
posted March 30, 2015 12:41 AM

Storm-Giant said:
Elvin says it all


+1

And I dislike faction similarities. Such as every line up having an elite shooter and repeated abilities like 'sweep attack' on multiple units.

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Wisak
Wisak

Tavern Dweller
posted March 30, 2015 12:56 AM

Thanks for the feedback so far! I expect some more from the ones that didn't connect yet.

Just as a side note, as you can see my votes didn't make it. So Priest of Death and Blood Monster it is!
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The_Green_drag
The_Green_drag


Supreme Hero
posted March 30, 2015 01:02 AM

Are those the final results then?

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Sligneris
Sligneris


Supreme Hero
posted March 30, 2015 01:06 AM

I think not, they still need to check for cheaters - when will the final result be out?

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted March 30, 2015 01:47 AM

Wisak said:
Now that I presented myself, I would like to ask you something. I know that this forum is one of the biggest Heroes communities out there and I also know that that not everyone is happy about how the development is going. So can I ask you what do you like about the game and what you don't?

If possible, I would like you to elaborate your answers so I can have a clear picture. This is just for my pure curiosity and nothing more. I just want the honest opinion of some of the fans out there. I just beg you to be constructive with the feedback and not "You ruined everything".

So best, worst and could/should be improved.

Thanks a lot in advance to all the ones that take the time to answer!


without getting into a rant, here are the red flags for me, these are subjective views of course

- no designer with a clear understanding of the nuances of Heroes gameplay like David Mullich or Gus Smedstad has appeared, it's all been arty farty types talking lore/campaigns and not treating this like a sandbox strategy game where cohesive gameplay systems, emergent behavior, AI and the "just one more turn" feeling are what really matter, no evidence so far that the map editor will match or surpass the Heroes 3 or 4 ones (which are still pumping out content today while Heroes 6 is already dead)

- excessive focus on Ashan story fluff which is not even good, and on staying true to "the IP" (aka Erwin's Might and Magic fan fiction lol) with its "laws" such as the limit of factions and the same overdone magic system, objectively bad artwork for the town screens with major perspective issues, a prequel yet again with no consequences, although the one and only saving grace here is the music of Rob and Paul which is as great as it ever was

- the cost cutter mentality, reusing assets left and right, having the cheek to basically try and pawn off the Heroes 6 Necropolis as the new Necropolis, no authorial vision with the design by committee approach of the blog (but I count my blessings because the alternative is Erwin's vision, aka Heroes 6, lol), no talk of great ambition, in fact the team's highest ambition I've heard is to hopefully try and match the quality of Heroes 3 lol

basically to be frank, the priorities seem to be arseways and there's every chance like Heroes 6 it will be another disposable game created by casuals for casuals lol
____________

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TD
TD


Promising
Famous Hero
posted March 30, 2015 02:03 AM
Edited by TD at 12:09, 30 Mar 2015.

Wisak said:
Now that I presented myself, I would like to ask you something. I know that this forum is one of the biggest Heroes communities out there and I also know that that not everyone is happy about how the development is going. So can I ask you what do you like about the game and what you don't?

If possible, I would like you to elaborate your answers so I can have a clear picture. This is just for my pure curiosity and nothing more. I just want the honest opinion of some of the fans out there. I just beg you to be constructive with the feedback and not "You ruined everything".

So best, worst and could/should be improved.

Thanks a lot in advance to all the ones that take the time to answer!


Skill-wheel:
I was hoping to see it much more complex. It looks on the first look very much like h6 skill-system just re-modeled, but before you give more info it's hard to judge. By the complexity I mean requirements for different abilities so you had to get skill x and ability x-3 in order to have chance to learn ability y-3 in skill y. You seem to have overly simplified the wheel which really saddens me. I also dislike having "racial" abilities all in the same section. I very much enjoyed different racial abilities around the wheel in seperate sections(like necro having haunted mines in summon or orcs with goblin support in war machines for example). I don't see ultimate skill/ability anywhere either which was one of the high-lights of h5 and it was always fun to strive for(ok maybe not with all factions, but it's more a matter of balancing). So far you've seemed to miss all the good parts of h5 skill-wheel, but I hope you'll prove me wrong in upcoming article(s).
Btw any chance you will change "Destiny" back to "Luck" in skills, for some reason I just much more prefer the classic luck as name while destiny just reminds me of h6

Stronghold:
I was really hoping to see orcs without magic heroes, making them unique faction like in h5&h4. Something like shouts in h5 would have been great also, but now orcs seem very much alike to other factions. I'm also hoping to see a unit like berserker to really emphasize the might side of the faction(also it makes playing that much more challenging).
Behemoth I'm personally glad to see back, but I was hoping you to make it look completely new(nothing like h3&h4). It seems it has lots of hair which seems a bit odd for desert creatures IMO.
The townscreen is best I've seen so far. It looks more vibrant and lively than other screens(which are quite bad really).

Designs:
You have gone way overboard on the designs/armoring/decorating. Even haven crossbowman looks like some elite/champion creature. I would hope more simplistic and realistic looks for units and this is in general. It feels like you keep adding things until you can't find anything to add while I would hope the exact opposite; remove things until you can't without "harming" the idea/unit.
For hero designs I really wish you stopped with the masking of the heroes. Simple generic face would do just great! And no more too fancy weapons(for units either).
PS Celestials want their legs back, they don't wanna go to war with amputated legs(being so heavily armored makes them look bad IMO also)
PPS If you really have time to do funny animations, you should rather give units unique criticals, not just make most spin around as it looks ridiculous(would you turn your back on the enemy?)

Magic system:
I prefer h4 and h5 styled system personally with spells seperated by their type. I also wish all spell-schools were available for everybody(except orcs for reason(s) mentioned above). I'd also like to see h4 style school mixing like death + nature give summon devil I believe, but given you use so many elements maybe you could give spell-mix with "neighbouring" elements(I'm assuming you use h6 style spell-schools as base).
Also I hope to see plenty of adventure map spells like something to increase/decrease movement and terrain costs. For battles something to make area more "expensive" to walk in(like quick sand)

Unit abilities:
Going with fewer abilities than h6 is good direction, but to me it feels like you went to the other extreme. You recycle some abilities around too much and they are defining abilities which makes them feel not that special. If you go with few abilities then they should be that much more different from others and it just feels lazyness to me when you recycle abilities around. I would've preferred you go more with h5 style where the amount of abilities wasn't limited and units had wide range of abilities inside and between factions.
Units also lack spell-book which is huge downer for me personally(like mage only knows single "spell"?).
Some classic unit abilities also seem to be gone with no real reasoning IMO. Ghosts should have incorporeal so you can miss them, anti-flanking just doesn't cut it for me as ability. Also vampire seems to have lost no retaliation with nothing to replace it. You could've at least given it something like h5 did with alt upgrade of vampire(torpor ability). Lich has lost the death-cloud which also felt like one of the defining things.

Racials:
Haven morality racial seems like variation of h5 orcs which is fine.
Necromancy has not yet been truly revealed, but I really hope it will be something close to h5 necromancy so you can raise other creatures than skeletons also.
Academy metamagic sounds interesting, but no info on it yet. I hope it's not just h5 dungeon elementalist thing modified.

Battle-system:
I hope you have solved the problem of units dancing around for back-stabs from heroes online as it looks ridiculous. For this I'd suggest you must have locked enemy by somebody being in front of it OR require the backstab to come from angle where the unit being stabbed couldn't see it coming from.
For the morale thingy(stack dying you lose/gain moral) I hope this doesn't lead to automatically who strikes first keeps striking and battle becomes non-salvageable to the one who takes the first hits.
For hero use I hope you will give heroes their own turn like rest of the units. It makes battles much more challenging and interesting when hero isn't available whenever you want. You using h6 instead of h5 battle-system as base was already a huge downer for me.

Balancing:
DO NOT MAKE FACTIONS TOO SIMILAR! In h6 the factions didn't feel that different from each other, unit types were too similar and it feels like you're doing the same mistake here. Different factions should be at peak of their power at different times and they should have different play-styles available. They should have different focus, some more shooter/magic/melee/unit ability/etc. -oriented. They should "peak" in power at different times and they should have their own "power-play" -time when they are somewhat better than others. Make the factions feel truly unique. In h6 it was pretty much single tactic suits them all. Also don't go crazy with healing again, I did not like that each faction could heal/resurrect since start. Battles should offer some challenge too. Also The champions I hope they will have major differences between each other(like black dragon being much more powerful than hydra, but much less growth for example). Also I really hope to see some "mega"-champions that are head and shoulders above rest(for example something like prime-elemental, mega-dragon, Kraken, Angel of Death, etc.).

Adventure map:
I hope you will make the maps feel "full". In h6 the maps just felt really empty and there weren't that many buildings in there either. The fact that you seperated core units in single building like in h6 already makes me fear the worst. I hope to see plenty of different stat-boosts, battle-sites, recruitment buildings, shops, resource-sites, etc.

Townscreens:
Make the towns reflect the faction properly and make them look like real towns, not just some random fort/temple. I disliked the cartoon-ish style, but at least make the best of them since you most likely won't re-make them. The towns need civilian buildings also and I hope future towns will have some real logic in them.

I have copy/pasted some of my suggestions for spiderpolis town below also to make it look more like necropolis(as I see it):
1) Ziggurat, it's nothing more than a pedestal to place buildings in here. I don't hate the idea of ziggurat, but many buildings could've been incorporated into it. For example Place royal chamber for liches to 2nd floor. Make hole/crack to the right side and make it a place spiders have started to nest in(and maybe some spiders running in and out as animation climbing hills/building). Don't just place everything outside!
2) Tone down the spider symbolism! It feels like it's present everywhere!!! Make a few tattered flags with the symbol. Remove the holographic spider symbols completely. Change the mid building up top to be wide so it's like extra step and move the Kali statue to be on top of it or behind it(make a hand or two crumbled/broken). Lose the spider legs or change them into natural stone formations that are crumbling. Also no smaller spider legs in buildings!
3) Make the town look aged. have the ziggurat and troop buildings look old, moldy, damaged and/or covered in spiders web. It's shocking to me that you use spider webs on only 3 buildings(including the tree on right), but spider symbols are everywhere! Spider webs are much more natural way to promote your spider ideology than all the bling, you really think few necromancers care so much that they spend ton of resources for carving all the symbols, let alone those giant spider legs?
4. Fix the Walls! The walls again have weird bling-bling on them. They don't even cover the whole entrance as you can slip in from both sides! Is the green snot supposed to be namtaru poison you are running out of? Are you sure it's the best way to use it for defense to any poor creature falling into it may become undead, rather than using it selectively and wisely? and Why do you keep making the walls so thin when everything else is always such extravaganza with you?!?!
5. Building placement to the outside is horrible! Why do you have buildings outside the "island" on the left and on top of spider legs? Wouldn't the buildings on legs be easy to bombard to hell with catapults(one lucky hit and it's down)? And how do those units from side get to town? They walk/slide via giant spider legs and pray they don't slip and fall to the abyss? Will my hero have chance to fall down when they visit those buildings?
6. Building placement on the inside is crap! You like drew straight lines on where to throw the buildings... And you literally threw the buildings where ever they happened to fit and probably higher buildings got placed higher? Where is the logic in all this? You got some weird giant green egg on 2nd floor, weird spidery skull building next to wall and lastly spider tree on the right. Those 3 are similar they should go together, on the right you have room for them! Bring real logic to the town!
7. NO MORE FLYING BUILDINGS!!! With academy I can understand to a degree the flying stuff... But then you put flying building to haven and now you put flying pyramid that has been cut in half to 2nd floor? WHY?!?!? What is the purpose of you putting that UFO in necroland? Is it a new attraction? This looks like it's more of a amusement park than scary town(or rather it's temple, not town!). And why are some building tops flying in ground-floor???
8. Tone down the building designs! Don't hire the craziest architect who can put most extravaganza to everything. Nobody is looking at the buildings in the city of the dead... they shouldn't be over the top! I like it that the terrain is rock so it's barren land, but the snot in front of walls is just extra that's not needed.
9. Give the town a real dead/undead feel. Make graveyard much bigger, more graves and don't make everything seem like it's brand new. Few corpses/skeletons lying around might not be a bad addition. Maybe add a few crumbled and aged golem/strider/titan parts outside the walls and/or some rusted old weapons lying around from past battles.

Hero system:
I hope you'll use the classic tavern system where you will have couple random heroes and not the all-is-available-as-you-wish-from-h6-so-there-is-no-exitement -system. It was always thrilling to see which heroes you will get.
Also regarding that I hope heroes will have different starting compositions for their armies(like justicar captain getting justicar(s) or cabir master starting with nothing but cabirs). H5 has unique starting armies which made it a lot of fun to check the tavern and it gave challenge at same time as it forced you to make do with what you got/get.
Also give more interesting hero specializations like in h3&h5 so your units/spells/war machines/economics/movement points/etc. get better as you level up. H6 had really lousy "specializations". As for the specializations like +"x" justicars/week I hope those numbers will also grow as game goes on(as hero levels up).
H6 also had the horrible idea of putting hero level cap to 30 which basically meant that in the middle of the game battles became useless waste of time when you hit the cap. Just keep increasing the level requirements, but please don't cap them. In h5 for example while the requirements after 30 are insane they are still something you can strive for. There you had cap of 40 which was impossible to get by pure battling(still even better if there is no cap at all).




Ultimate HoMM-game for me would take/have from

Heroes Online:
-Mixed neutral stacks(very nice change to same monotonous battles of the past)
-Possibility to have more than two players in single battle in team-matches

Heroes Kingdoms:
-Each consecutive magic guild increases casting power of it's main schools spells(could be changed at the expense of rare resources. Each faction would have three possible schools for this and changing would give you random pick of these three.)

MMH 6:
-Boss-battles
-Town-conversion(improved so it takes much more time and resources)
-Area control
-Dynasty skills, pets and artifacts(not limited to just weapons)
-battle-map objects(like flag giving morale near, rocks giving cover)
-Different size and type battle-maps(like bridges for example)
-Possiblity for team-matches(without map editor)

HoMM 5:
-Dynamic battle-system
-Skill-wheel
-Racials and race-themed towns
-Artifact-sets with special boost to specific faction
-7-tier-system
-Hybrid hero-classes(no specific might or magic), but taken further so you can choose stats as you level up.
-Unique hero-specialities
-Caravans
-War machines, but improved so they can be upgraded monthly to stay useful
-Limited ammo for shooters
-Creature-spellbook
-Free range of abilities for creatures
-"Specialized" factions like Stronghold without magic
-Creature growth boosts
-Tavern & Thieves guild
-Building level-limitation, but more lenient and building requirements
-Alternative upgrades
-3d-towns and map(s)
-Random skills
-Memory mentor
-Classic resources
-RMG
-Simultaneous turns
-Adventure-map spells
-Unique mounts
-No limitation/cooldown for spells other than mana(h6 had cooldowns)

HoMM 4:
-Prison to capture enemy heroes
-Alternative units
-Units effect adventure-map movement
-Unit abilities that take effect on adventure map like bandits ambushing
-Patrolling for neutral units(as optional)
-Neutrals with affinities to factions
-"Super"-monsters like mega-dragon
-Spell-schools
-Spells from combining spell-schools
-Spells that effect movement in and outside battles
-Some berserking units(which you cannot control even if in your army)
-Music
-Campaign/story
-Shop to buy some basic artifacts and items from every town
-Possibility to effect heroes with spells(not allow them in battle-field, but haste/slow for example)
-Possibility to use several heroes taking slots from units and splitting the exp
-Governing skills
-Tear of Asha and Obelisks with mosaic
-Towns with different terrains
-School/university buildings

HoMM 3:
-Terrain effects in battle(like cursed grounds)
-Combination artifacts, but altered concept so it's not replacement for item-sets. I would put recipes so you can basically upgrade artifacts if you got other parts in similar fashion to h3, just not as limited.

New things:
-leveling for creatures so they can improve their stats slightly and gain new abilities(like in king arthur - the role-playing wargame)
-Different AI -types/personalities
-Diplomacy to allow real trading(not just sending resources)
-Auction house to sell your artifacts to highest bidder
-Fully random location for Tear of Asha
-Random events/quests on the map aside specific weeks
-Events(different kinds of boosts) and shops you can call to your town for fee and upkeep cost. Both also limited in quantity on the map.
For map movement, overcharge-ability to allow you to exceed your current max movement limit by 30% getting penalty of 20% each time ability is used to your basic max movement until you rest same amount of turns you used the ability.
-For multiplayer game-mode with quick-matches where there would be 2 sides, each with up to 3 players(so 3 vs 3). Big battle-map and each player would get set amount of points to make their army/heroes/skills.

PS Sorry, I know it's a bit long post

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted March 30, 2015 03:17 AM

But it was a good one. Voiced some of my views in it as well.

Such as Elvin's post - but the part of that it could be a good game.

H7 was good at rising expections only to obliterate them in the next article. Shows promise, but unlikely to be ever fulfilled,imho.
____________
"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 30, 2015 03:23 AM

PandaTar said:
But it was a good one. Voiced some of my views in it as well.

Such as Elvin's post - but the part of that it could be a good game.

Agree 100%, but, please do not forget the post from Verriker. Lore has a much greater impact on the game than most people want to let on. Every creation comes from a concept, and that concept has to be good in the first place, IMHO
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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted March 30, 2015 09:20 AM
Edited by Kronos1000 at 09:33, 30 Mar 2015.

My main worries are the skill system and hero specialisations.

My position on the skillwheel is similar to what Pawek_13 said: there should be more skills to choose from, a higher level cap, and cross requirements. And don't forget what Elvin said as well: Faction specific abilities are important for diversity between factions. In other words, more like Heroes 5.

I think that the hero specialisations should be more diverse and unique. For example, the 'Increases the production of [CREATURE] by X/week in the area of control' specialisation is a bit overused. I would rather see some more diverse ones like giving the creature in question an ability, or something new entirely. The increased growth is better suited for secondary heroes.

On the other hand, there are some things that I am very pleased with.

The map control features described in this article seems really interesting, particularly the choke points.

I also like the factions and the music.

Aside from this, I like the openness of the developers. The fact that they frequent the forums, the polls, and what has been achieved without polls (random skills and Necropolis redesign) are all really great.
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Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted March 30, 2015 10:02 AM

Ah yes forgot hero specials, another feature that greatly promotes hero/faction differentiation. What I want are specials that improve with leveling and promote a specific playstyle rather than generic +x bonuses. A hero that boosts justicars should have justicars with unique bonuses or at least stronger than those of the other heroes. A hero that starts with a specific ability should at least have the benefit of improving it with leveling.

Specials with +x unit growth are not only uninteresting but also reduce potentially playable heroes to the role of secondary aka army-carrying mules. Why would someone pick a growth specialist as a main when he could buy a hero with a combat/adventure map bonus and hire the former to do mule tasks? This won't matter if we have numerous heroes per faction but it will be horrible if we don't.

And like already mentioned it is very important that each hero starts with different skills and that magic heroes start with a tier 1-2 spell in their spellbook
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Stevie
Stevie


Responsible
Undefeatable Hero
posted March 30, 2015 10:20 AM
Edited by Stevie at 10:20, 30 Mar 2015.

Wisak, I've sent a feedback file to Arnaud. I wanted to make sure the Limbic team got it too but unfortunately Jaelle and Oakwarrior don't verify their HCM's. Maybe you can tell me if my feedback was received? I'll probably post it here somewhere after the NDA expires anyway...
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Guide to a Great Heroes Game
The Young Traveler

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dark-whisperer
dark-whisperer


Famous Hero
Darkness feels no mercy
posted March 30, 2015 10:26 AM

I hope we can gather all of the feedback and every article from visiting press and internet fansites in dedicated thread as soon as someone finds it. We are constantly starved for information and first hand impressions are very valuable.

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