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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Feature Showdown!
Thread: Feature Showdown!
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 07, 2014 03:32 PM
Edited by Elvin at 20:40, 05 Apr 2015.

Feature Showdown!

This is the main topic in a series of polls regarding the series' features. The polls may or not have any effect on the development of H7 but they should give a clearer picture of what the majority of fans favours and what it would rather avoid. You can be as extensive or monosyllabic as you wish, all that I ask is that you are clear on why you chose an option over another. It is possible that you have an entirely different view in which case I'd rather it was a feasible one. If an idea is too hard to implement or balance, it will be harder for ubi or the devs to consider.



1) Regarding the Magic System

2) MMH7 Initiative System

3) Magic Resistance or Protection?

4) Random Skill System Implementation

5) Regarding Flanking

6) Regarding Unit Sizes
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siryus13
siryus13


Adventuring Hero
posted September 08, 2014 10:01 AM
Edited by siryus13 at 10:17, 08 Sep 2014.

from homm3 I liked the spells - secondary skills - artifacts-creatures. Yes there were OP from each kind, like f.e.: expert fire magic with berzerk spell, but we also had the Orb of Inhibition, as well as the Recanter's Cloak ( which as you probalby know prevents spellcastings ). I also loved the special heroes, like Gelu.
Few things I disliked about h3 was sometimes two totally bad secondary skill choice pop up ( on no water map, navigation and the second to choose from is for example eagle eye ). And also the lots of small peasant heroes conquering each of your mine.. thats why most time we played with friend a duel, first kill AI, clear map, and then arrange a meeting at a neutral field for the final battle.
+ ability to hardcore tactics, lure creatures, win battle with 10 centaur captains against 3 behemothes during town defence..

About heroes VI: graphic ofc ^^, nice, but badly implemented ideas, like the reputation/talent system. Area control However the town portal was a bit too much for me as the AI was always able to get there in time.. Dinasty weapons.. heh nice one ubisoft.. there was no rly difference between the factions to make the game balanced.. so no fancy supercool skills, but some lvl 5 dynasty wepaons gave extremely much benefits ( tho I liked necro magic heroes - due to + mana on stack kill and beyond lvl 15 its just unstoppable - summon earth elementar, chain lighning, mass regen - this was OP even like this way, and combined with maxed Dragonbone Staff - A stack of 8 Spectral Dragons is summoned to the battlefield.. till lvl 15, then Staff of Asha&#8217;s Eightfold - Efficiency of the first spell cast by the Hero is increased by <100>% in each combat... meant usually one chain lighning...easy win and if you had even the Bracers of the freemage: +2 Magic power, Grants the "Chain-lightning".. you had 2x chain lighings that almost no army could resist  
Anyway, I liked that the creature stacks very constantly growing, so you coudlnt bump into pack goblins after week 4.. like in h3.
To summ up: New features are good - area control/ non random secondary skills / graphic.. however more diversity, and more heroes3 reincarnation would be nice. I hope in homm7 we'll be able to see these. ( Also not just plain town screens!!! and I also hope that.. yeah I know that those are only icons, but it still hurts my eyes to see a hero be as tall as the fort itself )

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 08, 2014 03:20 PM

Wrong topic for that This thread was created to keep track of the feature polls, where the actual discussion will take place.
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Stevie
Stevie


Responsible
Undefeatable Hero
posted November 20, 2014 04:12 PM

I don't think people realize how important these polls actually are. But then again, I might be looking too much into it. I just got this sensation that they're relevant in insider-dev discussions as the game is being made.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 20, 2014 09:50 PM

Not necessarily but I consider people's opinions equal parts interesting and important
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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted May 30, 2015 07:21 PM

Let's see...

1. Magic system was one of the more vital features of Heroes. I would be all for more magic schools IF the game had more variety, like more factions, more creatures, more stats, more effects etc. For a simple game like H7 four would be enough. And don't forget that number of spells per school is not to be ignored.

2. I am not certain why initiative and speed were split in the first place, unless it was meant for balancing. I guess people complain about that dynamic system in H5 because of that. Before H5, I guess it could've been good to add initiative, but not in those crazy dynamic H5 battles, where slower units had barely time to act. In short, speed and initiative shouldn't be in H5, but in other games.

3. Protection (to reduce enemy's power over hostile spells), but I'd prefer if there was a skill or an ability to cover magic resistance as well.

4. Random skill system, like spells and battles, is one of core systems of the game. One, with some wisdom, can see H7 team did not do much in random system, else a hero could learn any skill (except faction-related ones) and most abilities. H5 did a good start, now it is time to improve it. There were some faults, mostly pre-requisite abilites. Personally, for a great system, abilities should contemplate each other, improve each other's effects. A bit hard, but not impossible. And, as a personal note, I'd prefer to see one extra slot for an additional ability. Non-random did not work out, but for Ubi to please both sides, maybe a semi-system could work (so you get random skills, but you can choose an ability without randomness).

5. Flanking... well, I have some doubts about it, as much as anyone else. Seeing the beta video it looks like neutral creatures do not flank. Maybe this is just about set difficulty, but I don't know if one should rely on it. Besides, flanking means sneak attacks, right? So how can a legion of sentinels make a sneak attack on, say, a behemoth?

6. Unit sizes, don't have much of an opinion about that. Though, sometimes, 1x1, 2x2 or even 3x3 won't be enough... like this.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted May 31, 2015 01:10 PM

EnergyZ said:
2. I am not certain why initiative and speed were split in the first place, unless it was meant for balancing.


Actually, I consider this a good thing. Reflexes and physical movement speed are two different things and I always felt it was awkward that they were combined. One deals with dexterity, the other with agility - two closely related concepts, but different nonetheless.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 31, 2015 01:13 PM

Thanks for sharing your thoughts. Though I'd prefer if the linked thread were used instead. Makes it easier to keep track of people's ideas and feedback.
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 17, 2015 07:18 PM

I believe you should update the OP with the latest "polls"

7) Dispelling Effects

8) Homm Visual Aspects

9) Homm Gameplay Aspects
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vulcancolak
vulcancolak


Famous Hero
posted October 01, 2015 09:12 AM

Just tell me. I'm a huge fan of 3,4 and 5.

HoMM 4: Brilliant ideas BUT crap implement

HoMM 5: Epic. That's all

HoMM 6: Some of the ideas was good (reputation, heroic strikes, heroes can attack anytime per once turn, adjustable difficulty options)

My question is, i'm not a rich guy and cost of the game is a little bit much for my country and i don't want to download cracked version. I really really want to pay and play this game online but i can't risk my money for the game.

5 very good for me, 6 ONLY CAMPAIGNS was good for me. 7 will make me happy?

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 01, 2015 09:53 AM

Under the premise that you could enjoy the H6 campaigns, I'd say that H7 is worth it. H7 re-uses a lot of assests of H6 and as has been said before, H7 is actually H6+ for the most part. The spell system is different, of course and the reputation system (Blood/Tears) is gone, but in its place you have different skillwheels. Skillwheels take a bit of H5 and a bit of H6 in how they're built.

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted October 01, 2015 09:56 AM

You can check out skillwheel on MMH7 site. It is interactive.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted September 15, 2016 04:40 PM

frostymuaddib said:
You can check out skillwheel on MMH7 site. It is interactive.

Not any more

Czech versions are, however, still available on worldofheroes.cz.
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H7 Community Patch (UCP)

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Maurice
Maurice

Hero of Order
Part of the furniture
posted September 25, 2016 04:35 PM

Since all of the polls have been surpassed by current reality, this topic is getting unstickied.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 25, 2016 08:59 PM

Indeed, they more suited for a potential H8.
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Map also hosted on Moddb

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