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leiah2
Known Hero
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posted March 31, 2015 06:52 PM |
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artu said:
leiah2 said: OOPS, Double post.
You can delete your own posts, check upper left corner while you edit.
Oh xD, I'm kinda blind
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the_green_drag
Supreme Hero
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posted March 31, 2015 07:51 PM |
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blob2 said:
Forgot to mention, but taking from the screenshot Cyclop "catapult" came straight from Heroes VI. It's a tad weird as H7 Cyclops look different. Where did they get those "jungle" Cyclopses?
And the dream walkers were the healing tent. It doesn't make any sense I hope they're just placeholders
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A8T
Adventuring Hero
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posted March 31, 2015 07:54 PM |
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IGN
IGN have a nice little preview here.
Some new or clarified information:
Each Campaign is four scenarios (like in Heroes VI)
Tears/Blood moral choices are gone.
No Boss Fights
The Stronghold campaign appears to be about the Orcs freeing themselves from the Wizards.
An aim to make gameplay faster and less of a slog.
In regards to the last one though I agree that the campaigns for Heroes VI could be a bit of a repetitive chore, but I hope they don't go down the other route of having a shorter single player experience. More shorter maps would work better I think, or big maps with more to do.
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Brackenwood
Tavern Dweller
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posted March 31, 2015 08:17 PM |
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Hello all ! I am new on this site but I follow it for one or two months, and some of you must have seen me on the official website, with the same username.
I came here mostly because official website is really slow by now and I can't post any comment there...
I had a question for Stevie, Galaad, The Green Dragon and JogunLogi (if I remember well) :
Can you tell us more about Elementals (I think one of you said that they were good with strong abilities) - are they close to Heroes VI' ones?
And in general, what can you say about neutral creatures? Do you have information about it ?
Thank you ! and by the way, the thread and feedbacks are a very good job !
PS : sorry for the language mistakes, well english is not my mother tongue and I hope it will be all good!
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Danny
Famous Hero
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posted March 31, 2015 08:31 PM |
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Pawek_13 said:
Stevie said: Dudes, this Stronghold faction theme makes me think of shiny days and open fields with little girls picking flowers. Where's the shouts and the savage sounds?!
In my opinion this theme tells a short and a tragic story. At first, a group of orcs is marching cheerfully through the desrt of Sahaar. They are happy because they are finally free. Through most of the theme the music is quite happy but at one moment it becomes more dramatic. This is the time when before mentioned orcs' unit is attacked by an army of Wizards. Orcs fight bravely but in the end, all of them die. This is marked by the last ten seconds of music.
Besides the theme, which I truly like, I think that Orcs of Sahaar are very promising. I didn't like their version in Heroes VI but their current look and lineup is truly impressive. Now it's time to wait for flower sniffers and mushroom eaters.
I thought the theme was a Heroes I homage, didn't that one had town music similar to this?
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted March 31, 2015 08:32 PM |
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Danny said: I thought the theme was a Heroes I homage, didn't that one had town music similar to this?
Heroes II as well.
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Vote El Presidente! Or Else!
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The_Green_Drag
Supreme Hero
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posted March 31, 2015 08:33 PM |
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Danny said:
I thought the theme was a Heroes I homage, didn't that one had town music similar to this?
That's what I took it as. It reminded me of the first stronghold theme.
@Brackenwood
Three elementals were available from a conflux: fire, earth, and wind. All elites, earth had the same abilities, fire was a ranged with piercing shot, wind had a strike and return (did not have no retaliation though). Stats were pretty similar from h6. Same models too. Only other neutral I remember seeing was the griffin. Its a core unit so its a lot weaker and it could be upgraded to an imperial griffin. Only one ability : Unlimited retaliations. I asked about other faction related neutrals and they said there will be more.
There was a cool reecruitment camp at the end of the first map that had a handful of units to buy. Think it was Wolves, griffins, harpies, gnolls, centaurs, and an elemental. So we will have ways to recruit neutrals.
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Pawek_13
Supreme Hero
Maths, maths everywhere!
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posted March 31, 2015 08:52 PM |
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Danny said:
I thought the theme was a Heroes I homage, didn't that one had town music similar to this?
This is just my interpretation, nothing more. I spoke in defence of the tune because I really like the town themes, I may even say that they are my favourite ones from Ubi games.
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JotunLogi
Known Hero
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posted March 31, 2015 08:54 PM |
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Flanking is cool thing and worked quite well
The thing I would chane is to somehow underline the spot where flanking is being triggered cause it is barely visible and player is forced to find it by putting cursor over each square
Besides it would be good to change a bit colour of some squares (which part of the unit can be hit by our troops and which would triggger extra damage)... or I just do not remember that
I was more disappointed that, in spite of the fact that many neutral stacks consisted of varied troops, due to rather passive abilities almost all of units are just flyers, shoters and walkers- there was no synergy or was hard to make those real (pretorians charge and cannot be close anough their own troops, cabir have some magic protection and weakness, without golems and heroes are boring etc.). As a result, too many battles I have elt similar
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The_Green_Drag
Supreme Hero
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posted March 31, 2015 08:59 PM |
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JotunLogi said: Flanking is cool thing and worked quite well
The thing I would chane is to somehow underline the spot where flanking is being triggered cause it is barely visible and player is forced to find it by putting cursor over each square
I liked it too, and I like your idea. I was always forgetting about it, especially on the first map. Different colored squares (like black or red for back shots, yellow for side) would make it a lot more noticeable, and remind me to use it
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Zombi_Wizzard
Famous Hero
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posted March 31, 2015 09:07 PM |
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Yep, I find idea of flanking interasting aswell. You would have to be very careful tho, The_Green_Drag(on), because you won't be able to fly in H7 and will be flanked easily.
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted March 31, 2015 09:10 PM |
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The_Green_Drag said: Different colored squares (like black or red for back shots, yellow for side) would make it a lot more noticeable, and remind me to use it
This makes me think I didn't check if there was the option to disable the squares, I assume it should be there.
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Minastir
Promising
Famous Hero
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posted March 31, 2015 09:11 PM |
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JotunLogi said: The thing I would chane is to somehow underline the spot where flanking is being triggered cause it is barely visible and player is forced to find it by putting cursor over each square
Besides it would be good to change a bit colour of some squares (which part of the unit can be hit by our troops and which would triggger extra damage)... or I just do not remember that
IIRC Something like that is already in Heroes Online
Hexagons for flanking are colored yellow and for backstabbing are red
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted March 31, 2015 09:19 PM |
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Zombi_Wizzard said: Yep, I find idea of flanking interasting aswell. You would have to be very careful tho, The_Green_Drag(on), because you won't be able to fly in H7 and will be flanked easily.
The problem with H7 flanking (at least for me) is that it makes no sense. First troop walks around the second to flank him. Then the second troop walks around the first to flank him. Then the first..
Seriously? Sure it adds a bit more planning in combat but not particularly so. If on the other hand it involved the use of two stacks to flank a defending stack it would be a lot more interesting and gameplay-rewarding. Instead we get an ability similar to jousting that works only from the sides and from behind. It feels like a wasted opportunity to introduce an actually good gameplay mechanic that takes skill to properly set up and execute. Now everyone and his grandma can flank you by taking a stroll around you while you glance at them absent-mindedly. Naah that's such a sweet old lady, she wouldn't flank me. Ouch!
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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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Marzhin
Shaper of Lore
Designer & Writer, Ubisoft
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posted March 31, 2015 09:30 PM |
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A8T said: Each Campaign is four scenarios (like in Heroes VI)
Actually it's not totally true. Most campaigns are 4 maps long, but not all of them.
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JotunLogi
Known Hero
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posted March 31, 2015 09:32 PM |
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I have heard that some campaign are even longer- probably Necro should have 5 missions
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JotunLogi
Known Hero
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posted March 31, 2015 09:36 PM |
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well, probably it should be soemhow possible cause both Academy and Haven town screens possess town portal
how it will work and what will be the requrements of it- I do not know
In Stronghold I have not focused on that part
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Zombi_Wizzard
Famous Hero
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posted March 31, 2015 09:38 PM |
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Elvin said: Seriously? Sure it adds a bit more planning in combat but not particularly so. If on the other hand it involved the use of two stacks to flank a defending stack it would be a lot more interesting and gameplay-rewarding. Instead we get an ability similar to jousting that works only from the sides and from behind. It feels like a wasted opportunity to introduce an actually good gameplay mechanic that takes skill to properly set up and execute. Now everyone and his grandma can flank you by taking a stroll around you while you glance at them absent-mindedly. Naah that's such a sweet old lady, she wouldn't flank me. Ouch!
Like I said. I find the idea interasting, but who knows if it would be realy good in practice. I would say, you can only flank a unit that's already engaged in combat - is next to enemy unit. But who knows.
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Stevie
Responsible
Undefeatable Hero
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posted March 31, 2015 10:22 PM |
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You don't make positional combat as gratuitous and simplistic as that. Think about it, the only prerequisite to do 50% more damage is to hit from a specific tile. To me that takes minimal brain processing. It would be a ton more intuitive, interesting and rewarding if pulling off a flank would require position AND stack formations. And it would also be cool to have ways of breaking flanking, or punish it when it's the player overextending.
The way it's now turns the creature to face the attacker each time. So imagine my first battles vs 2x2 Spiders. Those frigging things rotated 5-6 times and it was a pain to watch. It felt completely ridiculous and cheesy. Either something gets done to improve the gameplay around flanking or it will continue to feel like that.
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Guide to a Great Heroes Game
The Young Traveler
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A8T
Adventuring Hero
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posted March 31, 2015 10:28 PM |
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Marzhin said:
A8T said: Each Campaign is four scenarios (like in Heroes VI)
Actually it's not totally true. Most campaigns are 4 maps long, but not all of them.
Heh, thought some of the information from the IGN contradicts what we have previously heard. Thanks for clearing that up.
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