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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: ~ Heroes 7 - Beta Discussions ~
Thread: ~ Heroes 7 - Beta Discussions ~ This thread is 64 pages long: 1 10 20 30 40 ... 41 42 43 44 45 ... 50 60 64 · «PREV / NEXT»
arain21
arain21

Tavern Dweller
posted August 27, 2015 12:48 AM

Simoultaneous turns don't work with IA, is it normal?

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Zeki
Zeki


Supreme Hero
sup
posted August 27, 2015 01:00 AM
Edited by Zeki at 01:04, 27 Aug 2015.

Elvin said:
Where do I check my specs?


Easiest way would be downloading cpu-z, it tells you almost everything about your hardware^^
Edit
you could also go into the control panel and go on system, it does atleast tell you your cpu and ram. Dunno how to find out the graphics card with windows tools though
____________

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GenyaArikado
GenyaArikado


Bad-mannered
Supreme Hero
posted August 27, 2015 03:51 AM

GenyaArikado said:
Can anyone take like a pic of the tavern heroes. Like please


or just Eruina, like, i only care about her lol. Bio and all if you can


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TD
TD


Promising
Famous Hero
posted August 27, 2015 05:21 AM

-No idea what makes this game so sluggish and heavy, I'd think sc2 with ulta/extreme graphics for example would be heavier than this game on low settings, but clearly I'm wrong... (I got i7-2970XM, 16gb ram, nvidia gtx 680 and windows lists my performance as 7,6/7,9). In the first demo early days it did work a whole lot better though...
-Creature dwelling apparently don't need caravans to be recruited in the towns AoC which is good(less pointless micro-management), but still requires caravans when moving over borders.
-Movement still feels veeeeeeery slow on adventure map, feels like you can barely do anything in turn. Logistics still only gives +1 movement per level so your total boost is about on 10% on master... so better just get artifacts for this and secondary heroes for collecting stuff.
-Governor bonuses are too high still(equivalent of master level or higher boost)
-Towns are still too cheap to build.
-New magic-system blows hard. To learn level 4 spell you will need at least 2nd magic school learned to expert or 2nd AND 3rd schools learned till novice...+ the first magic school being maxed... The similar magic schools are already a major problem, now you have to learn more than one essentially.(Why did you feel you needed to re-invent something that was working fine?!?!?)
-Remember those times when you really had to save money and still struggle to buy that nice artifact from store? Worry no more! They are dirt cheap in h7, ranging from less than 1k to less than 3k gold!(+you got more money in general here too!). Though to balance this out there is bug so if you ever load your game the artifact-store will never again have artifacts in it!
-Some artifacts are crazy strong also, when I got some +12 earth/water/dark magic artis from my area I kinda figured the game was done. It was pretty much double or even higher spell-power... If there is stuff like this it should be like relic-level and very highly guarded... Even without artis my despair lowered enemy morale to -90 in 4x4 area and killed 5% of each stack...
-You will still see if troops will be joining you before-hand... I had something like 120 stalkers join my army on week 1, roughly tripling my army... This should be only visible once you walk up to the army for fight!(I saw them from distance)
-Neutrals are pretty crazy sized just with hard, but since AI is as stupid as it gets, fighting some 120 justicars with 150 stalkers wasn't too hard with little to no losses... and leveling feels even faster than in h6 because of this.
-Did I mention that AI is dumb as a boot? And not that fast either... in 1 vs 1 it takes about 22-24 seconds for its turn(I'm too scared to even think about 7 AIs).
-I take it back what I said earlier about lethos spec being useful... It's utter crap if you play game with hard/brutal difficulties(the neutrals are just way too big stacks to take any real effect aside the very weak stacks).
-Spies are still dirt cheap. Paying 100 to see your enemys army and skills seems a bit too cheap... Not to mention I'm pretty sure it even kept itself updated once it was spied once...


I would really like to know why do you keep taking all the thinking elements out of the game? Is your target market perhaps chimpanzees or some 10 to 12-year-olds??? Please stop simplifying the game, it is already too simplified!!! Will you next implement "win"-button perhaps? When h6 starts to feel like it had a lot of  thinking and strategy required as comparison point to h7 something is seriously wrong here...

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted August 27, 2015 08:23 AM
Edited by kiryu133 at 09:01, 27 Aug 2015.

better specializations (combat bonuses, not flat growth). I get that they're supposed to be early game bonuses but Tyris' won't get use of hers until mid-game unless you count starting with a cavalier.

Was the resource-change really necessary? It just reeks of attention-grabbing and lameness.

as stated before, flanking needs some re balancing.

building costs are better than expected! good even. Particularly love the fortification buildings. Really dislike building choices still. I do not want to choose between a moat and a silo. That's just silly.

town guards are a really cool and welcome addition

zoom in closer in battles. unnecessary eye candy is still just unnecessary eye candy. Animations are still kinda wonky, especially when moving around units.

Saturate colours more. I want to see what's around and feel the magic. alt highlight kinda works but should not be necessary.

Tyris' helmet

loading screen before battles really takes me out of the experience. Have them invisible or something...

title screen loading is insanely long but I've only started the game up once.

general UI look is barren and dull. Minimap and menu does not need to be shown in townscreens and UI should be part of the artwork,  not placed on top. It's distracting and obscures some genuinely (if silly and unintuitive) good artwork. Also, since it's 2D, clicking the buildings should be the primary way of navigating them meaning the buttons would mostly be in the way if the towns hadn't been a big mess.

enemy turns are long. Probably shouldn't have started with a 8-player map...

generally, it's enjoyable but I don't see it catching on: primarily due to the skill system being too limiting and the irritating lore-obsession.

EDIT:

Elvin said:

Another issue, you cannot do or see anything during opponent's turn! You cannot check what a location is, what units are in a neutral stack, what that shiny artifact is, your skills or your town buildings. Waiting for your turn has always been tedius, we need to be able to check out stuff at least!


Oh, and this. Forgot about this. completely necessary.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 27, 2015 08:59 AM

Lo and behold, next time I fired up the game it got in the main menu in less than 2 mins!



Another issue, you cannot do or see anything during opponent's turn! You cannot check what a location is, what units are in a neutral stack, what that shiny artifact is, your skills or your town buildings. Waiting for your turn has always been tedius, we need to be able to check out stuff at least!

Did I mention how terrible the unit recruitment screen is? No overview of all the units, no models to see what you are getting, you do not know what the upgrade adds before you build it and you can't even see what their abilities do. Needs fixing...
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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rohirrimelf
rohirrimelf


Hired Hero
posted August 27, 2015 09:19 AM

2nd beta is in a surprisingly good shape.

The AI has become somewhat intelligent. It rushes players, without conquering its own resources back home. And knows how to avoid battles it probably is going to loose. The UI is much better but not perfect. Unit abilities are still unavoilable to look into except on the battlefield. In my first playtrough i diddnt have much problems finding my way around.

Turn times just sucks on 4 and 4+ maps. It is about twice the waiting time what i would accept.

spells look weak in the early game. But when you invest in it they can become very strong after a few skills. Just pick a +6 magic fire hero and start killing people with firebolts and you know what i mean.
Right now i do tend to pick might heroes as i find them strong but i might think it is reasonably balanced.

Morale seems to make a huge diffence. You will notice that when the dices apear above your units and you can do about twice the average damage.

I do find it annoying that you are somewhat limited in the higher magic abilities. What if i want to make a fire academy hero. I could not reach the upper 2 levels. While i can with prime on a couple of other heroes. I find this hurts replayability when you are forced in a pre-set kind of path

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Marzhin
Marzhin

Shaper of Lore
Designer & Writer, Ubisoft
posted August 27, 2015 10:46 AM
Edited by Marzhin at 10:52, 27 Aug 2015.

Valen-Teen said:
Can anybody help me?
I want to launch Beta in not Full screen mode. How can I do it out the game?


Go to Documents > My Games > Might & Magic Heroes VII - Beta 2 > MMH7GameConfig, open the file MMH7SystemSettings.ini and make sure Fullscreen=False

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted August 27, 2015 11:19 AM

Gonna start streaming soon. This time will be a bit longer than 20 minutes, Frosty

Clicky!

Just gonna go buy something to drink first.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Hystorian
Hystorian

Tavern Dweller
posted August 27, 2015 11:48 AM

Hello I am still new here, but tried to play one map in Beta yesterday and here is what I can comment so far.

Being a firm believer that HOMM3 is the best in series by far, I think this VII Beta is on the right track.

I have played 1 Large map 1v1 on easy mode. Academy, might Hero (the one that specialises in Rakshasa)
Most of my observations will be done from active player's of Heroes 3 standpoint.

- Movement of Heroes, especially when they have exploration movement bonuses should be more, quite a bit. H3 was good cos you could be very mobile later in the game.
- Large map took me roughly 5 hours to finish with 1 opponent, which is way too long. Opponent moves have to be much faster, Heroes need to cover more terrain. Quick combat should be done in a way that it is perfectly viable in Easy and Normal mode against Neutrals and weak enemy Heroes. I really do not want to lose time on clearing mobs.
- Quick combat cannot be used against enemy Heroes no matter how weaker they are, this is nonsense and a clear waste of time. This option should be available, it is the players choice.
- while building creature dwellings in town, it is not possible to see creatures' stats and abilities
- abilities and stats of creatures in Hero's army cannot be seen while in town screen
- Getting more magic power stat, is not increasing the damage of my Hero's spells (played Academy might Hero but this should not make a difference)- more magic power= more magic damage no?
- does this game have Dimension door spell implemented in the highest magic tier?
- opponent AI- a bit too stupid even for easy mode. He didn't pick up all the resources lying around, no resource mines taken after 2 months.
- For easy mode I think resources were adequate, Academy buildings and creatures require quite a bit of gold, I have to see how it is on higher difficulties.
- I am glad the game is not ridiculously difficult on easy, like H6 was.
- Nagas from H3 are much more appealing creatures than Rakshasa.
- Maps in H3 feel a bit more open, in H7 maps feel cramped and claustrophobic.

TL;DR Game tempo is slow, has to be faster, XL map in Heroes 3 needs around 3 hrs to finish, it should be similar here.
But compared to H4-H6 this is done pretty well so far.

Will play more and will write further observations
____________

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cleglaw
cleglaw


Famous Hero
posted August 27, 2015 12:38 PM
Edited by cleglaw at 12:41, 27 Aug 2015.

so i will eventually post a reaaaly long detailed beta feedback post but FIRST i need to tell(or yell) something.

WHY AM I WATCHING OTHER PLAYERS BATTLE? creatures, hero levels, tactics everything is OPEN to enemy player.

at first i thought it was because we went for sim turns.. then in second attempt we saw IT ALSO EXISTS WITH NORMAL TURNS.

this is really ridicilous. sim turns is already great at: incredible fast turn phases and it is really fun.. but this feature ruins the whole experience! im not joking!

----------------

and i gotta say we had game crushes before 1st month, in both playing attempts. in first game, with sim turn one, i had crush report, in second game, normal game turns, we both had crush.

----------------

in both single and multiplayer, we want to see surroundings, the turn waiting part is where you inspect and gather info about adventure map elements... creatures, artifacts, resources, walk routes and plans to do... currently we are completely unable to inspect anything at all. this is very important.

----------------

artillery master hero wth directly increased in ranks to use ballista, becomes ridicilously powerful in just few turns. this feels way too much broken, it should slowly increase with level/time/attack value of hero... or maybe even with number of ballista stack. i mean why should be just 1? make is like a champion unit, i should get this incredible power when it is 2, when my offense value is high etc etc.. currently just by leveling hero, it becomes ulttra powerful.

---------------

minotaur is really powerful, and darkstorm with minotaur easyly crasher every other heroes with elite creatures. tyris with cavalier for example, feels much more weak then a darkstorm with minotaur.

a big chunk of health and very usefull ability makes 1 minotaur a lifesaver in early games. you can tank everything and retaliate even before enemy stack attacks again. such a tanking creature!

somekind of balance needs to be applied there, i ll come up with solutions when i ll edit this post again.

--------------

ranged creatures somehow feel underpowered. slightly icrease in power should do the work... just slightly because i dont like previous games ranged creature domination, this game feels on the other edge, balance it a bit.

--------------

optimization is poor again. i get no meaningful increase in performance when i drop high graphic settings to lowest.. even resolution doesnt make a difference(nearly). now from what i guess, its good that i can play with high settings if i dont mind the low fps, but lower settings should provide much more then it is right now, not seeing this happening is very odd.

--------------

in single player, it is really taking very long times to pass turns. you probably aware of this issue but the thing important s ai is not really good too. i can understand if it is to fix ai behaviour, but both ai behavior and turn times, makes player suffer greatly. this is the last very important thing.

.
.
.
.
.


those are the things most diturbed me right now, i wrote those because it is the main point of beta to provide such feedback to fix things, but also know that i really have fun with playing the game generally. it feels much more polished and set in stones after first beta. for example spell system with arcane knowladge really creates miracles: i sometimes use teleport and gust of wind even if i dont have any kind of focus on those spells magic schools... anyway, let me update this post again later on to find coments on every topic with goods and bads. for now, just focus the very important bad parts please!

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rohirrimelf
rohirrimelf


Hired Hero
posted August 27, 2015 12:40 PM

Will homm7 be launched with dirextx 11 instead of directx9 as is the case with the closed beta?

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keldaur
keldaur


Adventuring Hero
posted August 27, 2015 01:25 PM

kiryu133 said:

zoom in closer in battles. unnecessary eye candy is still just unnecessary eye candy. Animations are still kinda wonky, especially when moving around units.

You always could deactivate this.
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 27, 2015 02:06 PM
Edited by Storm-Giant at 14:17, 27 Aug 2015.

cleglaw said:
artillery master hero wth directly increased in ranks to use ballista, becomes ridicilously powerful in just few turns. this feels way too much broken, it should slowly increase with level/time/attack value of hero... or maybe even with number of ballista stack. i mean why should be just 1? make is like a champion unit, i should get this incredible power when it is 2, when my offense value is high etc etc.. currently just by leveling hero, it becomes ulttra powerful.

WarfareWar Machines have traditionally been more of a early-mid game impact than lategame. They help you to creep faster, reducing losses (if any). Leaving a fraction of its damage/healing dependant of hero level is a good way to keep them useful through the game, but I don't think it's enough.

If the three skill mastery levels are to stay, some changes need to be done in this area to avoid uber-strong Warfare rushes. For instance, you could make them upgradable at your town every x hero levels (like five), so they can become stronger as the game goes on. Maybe being able to select an area to further boost it (HP, damage, A/D, Initiative, # of shots...). Skill mastery would award a pre-set of stat increases, while the different perks would give all the special and cool stuff, the flavour if you like.

Personally I would set two perk trees, one for the "Ballista", the other for the "Tent". Catapults would get buffed in general by the skill alone, maybe a specific faction like Fortress could have something cool for the catapult, like being able to target units or extra stuff in sieges.
Ballista related perks could include triple shoot, flaming shoot, Area of Effect shoot, chance of temporary crippling a unit, etc..
Tent related perks could include resurrection (capped?), casting a random buff, chance of removing a debuff, etc...
Have in mind that I would set a limit on the amount of perks per skill a hero can learn (4 is a good number ).

It is definetly an area of the game that should be improved in the next installment.
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keldaur
keldaur


Adventuring Hero
posted August 27, 2015 02:24 PM

The biggest issue i had seen thus far is how limited heroes movement is even with logistics. The movemement is just too damn low.
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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted August 27, 2015 02:25 PM

Let's try this again!

streaming!
____________
It is with a heavy heart that I must announce that the cis are at it again.

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted August 27, 2015 02:26 PM

Surprise surprise, the lack of unit variety is catching up

Sitting back and shooting is pretty much the go to strategy since they set you up so well for it. Pick faction --> Get core shooter --> get elite shooter --> go nutz.

Its really easy too! since 1 of every...say 12 creatures can actually fly, blocking in the grounded enemies has never been easier and more boring! My god, those elven hunters are so strong (and way too big) its not even funny anymore!

I Played a dungeon versus Sylvan and played them both since my PC sucks. creeping is so easy it's just annoying All strategy has left.

To put things simply, I always thought the units had kind of a triangle of who's better. Walkers > Fliers > Shooters > Walkers and since the flier's have been practically wiped out, Shooter's are way too valued and are basically the whole army. Haven't made it to the late game yet but I mostly see this becoming a battle of who can get the most ranged units.

R.I.P. Phoenix, Manticore, Pegasus...We miss you

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keldaur
keldaur


Adventuring Hero
posted August 27, 2015 02:30 PM
Edited by keldaur at 14:30, 27 Aug 2015.

What map difficulty were you playing while creeping ?
____________

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TD
TD


Promising
Famous Hero
posted August 27, 2015 02:46 PM

@Green dragon, I kinda have to agree. I was playing dungeon and kept killing everything with stalkers alone on hard. You can easily kill even stack of same size elites/strong elites with help of magic. I kept lowering enemy morale to -90, adding to my morale + some other spells. No strategies really needed. Sad thing is that stalkers basically don't even get any use of dungeon racial... only the extra luck ability...
Btw I still didn't see my trogs move underground... Was that ability scrapped(I mean, it was hard to copy it around to other units...)

Just can't bring myself to play sylvan with those heroes sadly.

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cleglaw
cleglaw


Famous Hero
posted August 27, 2015 03:05 PM
Edited by cleglaw at 15:11, 27 Aug 2015.

The_Green_Drag said:
Surprise surprise, the lack of unit variety is catching up

Sitting back and shooting is pretty much the go to strategy since they set you up so well for it. Pick faction --> Get core shooter --> get elite shooter --> go nutz.


creeping is so easy it's just annoying All strategy has left.




i dont agree. i fully disagree even. this(h7 beta2) is the most healthy heroes game about "ranged vs melee".

before, it was the way you described, upgrade shooters, rush shooter production and dont even lose single one unit during fights with neutral(heck maybe even againts acctual enemy lol) sorry but despite my love of h3, h5, they both were like this and unhealthy as snow.

1-now we have mixed nautrals consisting both shooters and melees.
2-shooters are not that much effective to put down one stack immediatly to "useless", due to the improved, tested, fixed stats we have.

result? now i love how we think more and more to keep our loses minimum as much as possible (since we will eventually lose some of them nearly %100 of time) and i love how different fight setups it creates for me to enjoy the variety.

...

i cant be more disagreeing ith you, are we even playing same game? i suspect!


TD said:
@Green dragon, I kinda have to agree. I was playing dungeon and kept killing everything with stalkers alone on hard. You can easily kill even stack of same size elites/strong elites with help of magic. I kept lowering enemy morale to -90, adding to my morale + some other spells. No strategies really needed.



but.. what you did is considered startegy itself. lol? you made a good build with skills-army-spells in return you had pretty good success. it is called strategy.

TD said:

Sad thing is that stalkers basically don't even get any use of dungeon racial... only the extra luck ability...


i used it like tons of times. it really awesome to tank with minotaurs and stalk between it and flank, backstab the enemy creature thanks to racial ability. thats a lot of fun! maybe it was about my playing style but there you are, its working as intended.

TD said:
Btw I still didn't see my trogs move underground... Was that ability scrapped(I mean, it was hard to copy it around to other units...)


yeah thats unfortunate, its probably because of money issues.

Storm-Giant said:


Personally I would set two perk trees, one for the "Ballista", the other for the "Tent". Catapults would get buffed in general by the skill alone, maybe a specific faction like Fortress could have something cool for the catapult, like being able to target units or extra stuff in sieges.
Ballista related perks could include triple shoot, flaming shoot, Area of Effect shoot, chance of temporary crippling a unit, etc..
Tent related perks could include resurrection (capped?), casting a random buff, chance of removing a debuff, etc...
Have in mind that I would set a limit on the amount of perks per skill a hero can learn (4 is a good number ).

It is definetly an area of the game that should be improved in the next installment.


you got my support on your ideas, %100. I see no reason to spend points for catapult as for now, its simply not rewarding enough, but instead of all faction to be able to focus on it, i prefer it to exist only in dwarven faction with fixed/better abilities/usage.

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