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NamelessOrder
Famous Hero
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posted March 30, 2015 10:28 AM |
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i will answers part relating to Duels only since i have much more experience with the mode:
TD said:
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.
yes i have a similar feeling. Battles have to be interesting and there should be synergies between units and i think H6 made this better than H5.
However i'm not against different unit having the same abilities as long the each faction has a unique style.
Also, H6 doesn't have that much abilities than H5 unless you count generic abilities like Living or Amphibian. Eg.: H6 Haven - 19, H5 Haven - 13 and the difference is partly explained by the core system which makes low tier units relevant while in H5 they were almost skilless fodder.
TD said: Units also lack spell-book which is huge downer for me personally(like mage only knows single "spell"?).
I really didn't like spell-books in creatures but the feature is probably more interesting in the normal map mode when you can divide them into small stacks and used them as casters. For me the ability was too clicky and most of the time it was better to simply attack than cast (if you have stacks with similar power-level). They also increase the amount of information to learn for new players (each caster with many spells). I prefer H6 system of special abilities and i think H7 also goes this way.
TD said: Ghosts should have incorporeal so you can miss them
omg no! H5 Spectres were super annoying. You can have the same effect of Incorporeal (let say 30% less dmg from creatures) by increasing defense of the unit.
TD said: 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.
both systems have their merits but for me hero at the initiative bar makes the game less interesting since it significantly limits your
options.
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verriker said:
- no designer with a clear understanding of the nuances of Heroes gameplay (..) it's all been arty farty types talking lore/campaigns and not treating this like a sandbox strategy game
he said he was a level designer. But hey - he said that he played each heroes game.
verriker said: 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
I agree that this excessive cost cutting is annoying but tbh, i dont think that any 4X TBS will sell well nowadays outside of Civ series. It's just not a popular genre.
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Uplay: ZergRusher | H6: Thoughts on duels | DoC: Cassa
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Wisak
Tavern Dweller
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posted March 30, 2015 10:46 AM |
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Thanks for the feedback so far!
I was already expecting something like that already for the feedback. Thanks for the detailed ones. Even that text wall was really good and gives me a better picture of your concerns.
You need to understand that I'm not in a possition of power so I can't change stuff. I'm saying this because some of you already asked me things like that in private.
I just want to know what other fans have as concerns for no real reason. So this is not something I'm doing because we plan to change stuff.
I really apreciate the feedback and already wrote it down. So thanks a lot for taking your time!
Here is a picture of a cat as a tank you: https://s3.amazonaws.com/ksr/projects/465079/photo-main.jpg
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Wisak
Tavern Dweller
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posted March 30, 2015 11:00 AM |
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Stevie said: 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...
Yes, we received it. Thanks!
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Maurice
Hero of Order
Part of the furniture
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posted March 30, 2015 11:47 AM |
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Wisak said: You need to understand that I'm not in a possition of power so I can't change stuff. I'm saying this because some of you already asked me things like that in private.
No internal office wars, no torches and pitchforks on the workfloor?
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ThatRedSarah
Famous Hero
Adventuring Hero
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posted March 30, 2015 12:11 PM |
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Wisak said: So can I ask you what do you like about the game and what you don't?
Hi Wisak!
At the moment there are a lot of things that are looking very promising about the game! So im having my hopes up I cant list every good thing or every concern because im pretty lazy but many members have already listed plenty of things and i agree on most of them.
But what i would like to point out is this little detail (i think you said you were working on the level designs and such so this is just perfect...):
- teleports... i hate them so much
- maps filled with these weird portals just mess with my brain
- i cant figure them out and i always get sneak-attacked or surprised in the most inconvenient ways :/
- i would appreciate if you could use them as rarely as you can in the map designs
- i would be a really happy gamer if the RMG had a option not to include teleports in the generated map at all
Anyways... i think we can all agree that the most important milestone to reach in the development at the moment is obviously releasing the concept art for the Troglodyte. I can not wait!
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted March 30, 2015 12:20 PM |
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Maurice said: No internal office wars, no torches and pitchforks on the workfloor?
I'm picturing it now: Office Space Mutiny
Starring Slab Bulkhead
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted March 30, 2015 01:07 PM |
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Kronos1000 said: 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 agree 100 %, but problem is that with 6 faction that each has 6 classes, this would be an immense task. This is an inherent problem of the idea of 3 subclasses in each domain in each faction (3 might, 3 magic), and one we already predicted long before the skills were actually leaked (one of the first things people noticed when the homepage went online was the 6 class slots, and people pointed out that this didn't make sense if we would have individual skill wheels like in H5, as was sort of indicated).
Anyway, a central problem of the current system is that it locks your choices on what skills you can master even before you start the actual game. This is extremely poor game design, because it removes any option for adaptation and strategy change according to the situation. And this is just about the worst crime you can commit when designing a strategy game.
If one should try to think constructively, the way out of the current mess which would require the least change would probably be an adaptation towards Heroes 4 skill/class system: You start with a "basic" class (might or magic), but once you select a certain number of skills, the combination will change your class into an "advanced" class (leaning towards pure might/magic or leaning towards transition). Thus, you still have the option to decide your path depending on circumstances. For instance, the Haven might hero would start out as "Knight", and could then upgrade into "Vindicator" (pure might) or "Paladin" (might/magic transition). The magic heroes would start out as "Priest", and could then upgrade into "Confessor" (pure magic) or "Inquisitor" (magic/might transition).
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What will happen now?
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Maurice
Hero of Order
Part of the furniture
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posted March 30, 2015 01:52 PM |
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alcibiades said: If one should try to think constructively, the way out of the current mess which would require the least change would probably be an adaptation towards Heroes 4 skill/class system:
There is another way, which may be easier to implement. In the current skillwheel, just 3 (? ... number subject to consideration of course) of the skills could be pre-determined right from the start, not all 10. The other 7 skills are open to chance, just like it was in Heroes 3.
I am fine with skills having different Mastery levels for different classes, but I do like to see class and/or faction specific abilities, just like in Heroes 5.
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Stevie
Responsible
Undefeatable Hero
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posted March 30, 2015 02:01 PM |
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Edited by Stevie at 14:01, 30 Mar 2015.
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The_Green_drag
Supreme Hero
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posted March 30, 2015 02:02 PM |
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Website update. Very chill
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Stevie
Responsible
Undefeatable Hero
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posted March 30, 2015 02:03 PM |
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Edited by Stevie at 14:03, 30 Mar 2015.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted March 30, 2015 02:03 PM |
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Yep, Stronghold update happening this afternoon
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The_Green_drag
Supreme Hero
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posted March 30, 2015 02:04 PM |
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please have the stronghold theme ready
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted March 30, 2015 02:05 PM |
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Storm-Giant said: Yep, Stronghold update happening this afternoon
It might even be updated before the Embargo.
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Vote El Presidente! Or Else!
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Sligneris
Supreme Hero
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posted March 30, 2015 02:06 PM |
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They are recounting the votes! I'm excited.
Hold your thumbs for the mummy!
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Stevie
Responsible
Undefeatable Hero
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posted March 30, 2015 02:07 PM |
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lordgraa
Promising
Famous Hero
The Whisperer
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posted March 30, 2015 02:11 PM |
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Did they switched Stronghold symbol with Necropolis one in the top menu? Or was it like that all the time?
BTW: YES to Mummy and YES to Blood Monster
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World of Heroes (Czech fansite)
The Shadows Over Ashan (H7 community DLC)
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Sligneris
Supreme Hero
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posted March 30, 2015 02:12 PM |
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lordgraa said: Did they switched Stronghold symbol with Necropolis one in the top menu? Or was it like that all the time?
It wasn't like this before. That means the Stronghold update!!
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Dave_Jame
Promising
Legendary Hero
I'm Faceless, not Brainless.
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posted March 30, 2015 02:13 PM |
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I'm really looking forward to the update and vote results. Can't wait to write down my opinions on the units, based on more then a few blurry pictures. And especially I'm looking forward to read Stevie's lines on the Skill system. He looked like he wanted to clarify many things and still this was the most troubling topic for him so I can't wait for the his insight.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted March 30, 2015 02:13 PM |
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lordgraa said: Did they switched Stronghold symbol with Necropolis one in the top menu? Or was it like that all the time?
They have.
They actually switched them when the Necropolis Update took place though.
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