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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Future additions for H7 you'd like
Thread: Future additions for H7 you'd like This thread is 2 pages long: 1 2 · NEXT»
GenyaArikado
GenyaArikado


Bad-mannered
Supreme Hero
posted October 13, 2015 07:36 AM

Future additions for H7 you'd like

Plausible ones please.

The ones that inmediatly sprung to my mind are:

-At least 2 more heroes per factions so all classes have at least 2. And by this i mean "Add Lucretia to Necropolis"
-Hero level restriction. Keep it for the campaign or make it toggable idk

Scenerio-wise I'd really like to see Ashanized Catherine or Emilia.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 13, 2015 09:58 AM
Edited by Maurice at 09:59, 13 Oct 2015.

GenyaArikado said:
-At least 2 more heroes per factions so all classes have at least 2.


To be honest, I think they need to add a few more for each Skillwheel, so each one has 4+ Heroes in it. If a few players now all choose the same faction, then I guess whoever is quick enough to select a Hero of preference, other players are denied the specific Skillwheel (assuming no duplicate Heroes are allowed).

Some of my own:

- Removal of level limit;

- Alternate upgrades for (at least some) creatures;

- An AI that thinks more than 1 turn ahead during tactical combat, especially when it comes down to pathing and synergy within the army (i.e. no blocking of one creature by another);

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
posted October 13, 2015 11:01 AM
Edited by Drakon-Deus at 11:14, 13 Oct 2015.

I don't agree with similar characters. I liked the H6 campaigns a little bit more BECAUSE there were not such obvious rip-offs like in H5. Know the difference between homage and rip-offs.]


Edit for typo

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farfromrefuge
farfromrefuge


Adventuring Hero
posted October 13, 2015 11:27 AM

Drakon-Deus]I don't agree with similar characters. I liked the H6 campaigns a little bit more BECAUSE there were not such obvious rip-offs like in H5. Know the difference between homage and rip-offs. said:



Edit for typo


Rip-offs in H5? Care to elaborate?

I can only remember:

* Isabell name-dropping Craig Hack.
* Markel's teacher's name is Sandro.
* Narhiz name-dropping Solmir.
* Crown of Leadership is said to belong to Lord Ironfist.

What a terrible rip-offs indeed!

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
posted October 13, 2015 11:43 AM
Edited by Drakon-Deus at 11:49, 13 Oct 2015.

First Long Live the Queen, then Dungeons and Devils, then Markal-Sandro, the biggest ripoff of all. And the writing itself was uninspired. I much preferred H6's style.

And another thing, I am not looking to turn this into an off-topic debate. I stated my opinion and I do not want a debate. Most debates aren't even constructive. Please respect my view.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted October 13, 2015 12:03 PM

A romantic and highly erotic adventure tale. Because the Heroes formula would work so well with it! the old text-only that is.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Steyn
Steyn


Supreme Hero
posted October 13, 2015 01:14 PM

- improved AI (though this should be delivered in patches, not an expansion).

- an extra core and elite unit to choose from.

- fortress (and after that inferno), as sanctuary unfortunately has to sit this one out.

- more spells (at least one per level per school).

- more heroes would also be nice.

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AgnesLynd
AgnesLynd


Hired Hero
posted October 13, 2015 01:42 PM

Steyn said:

- fortress (and after that inferno), as sanctuary unfortunately has to sit this one out.



I shall not deal. Sanctuary or bust.
____________

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Stevie
Stevie


Responsible
Undefeatable Hero
posted October 13, 2015 01:56 PM
Edited by Stevie at 13:58, 13 Oct 2015.

I think game presentation should get fixed asap:

ANIMATIONS, seriously now.

TUTORIALS, target audience is 80% newcomers but there's no tutorial?!

IMPROVED HEROPEDIA, communicate more information and add interlinks just like Civ and AoW have.

IMPROVED UI, efficient and beautiful, tweak the tooltips properly, remove those damned brown backgrounds and replace them with stained glass.

ADVENTURE MAP AND BATTLEFIELD COLORS, make them feel more enchanting and magical, they are way too washed right now and it doesn't feel like fantasy.
____________
Guide to a Great Heroes Game
The Young Traveler

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 13, 2015 03:22 PM
Edited by Elvin at 15:23, 13 Oct 2015.

- Special terrain that affects combat in different ways. Ie cursed ground, clover field, magic plains etc.

- COMBAT REPLAYS!!!

- Bring back pandora's box!

- Option to customize your duel heroes.

- Option to set the town level on game creation: Level 1: No buildings. Lvl 3: Hall of heroes and tiet 1 unit. Lvl 5: Hall of heroes, 2 core units, mage guild and blacksmith. This is VERY important for everyone's gaming experience as some want a slow buildup, others want a faster start against more powerful neutral forces.

- Leveling rate: Normal or fast. Current one I consider fast.

- Possibility to record spells you cannot learn in your spellbook. They would be greyed out until you can meet their requirements. Honestly, it is annoying to backtract to learn spells you could not earlier.

- Make tear of asha location easier to find. Add coordinates or allow movement points in the map show in the revealed part of the puzzle.

- Merge both warmachine buildings or at least make healing warmachine equally important to the offensive one.

- Allow all heroes to level their skills to expert with as few exceptions as possible. Then allow them to have GM in half of them so as to increase your options and replayability. Atm half your skills can be neveled to tier 2, the other half to tier 3, three of which have a GM.

- Allow all classes to have access to all magic skills. In game creation, classes with two specific magic skills would be able to choose which specific two magic skills would appear in their level ups. The current magic skill selections for each class are restrictive and arbitrary.

- Option for more vibrant and enchanting colours. Current colour palette is bland and washed out.
____________
A lot like squirrels. Squirrels are pretty much the crocodiles of the trees.
-Bliz

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 13, 2015 03:27 PM

Elvin said:
- Make tear of asha location easier to find. Add coordinates or allow movement points in the map show in the revealed part of the puzzle.


It's the second time you've mentioned this. Do you really find it that hard to find the correct spot? So far, in the games where I had to find the Tear of Asha, I needed only 1 or 2 Obelisks to find the general area where it was located (one map even had 9 Obelisks, where I found it after the 2nd one). Only in one case did I need nearly all of them, but that was because I had yet to fully uncover the region where it was buried.

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted October 13, 2015 03:39 PM

Maurice said:
It's the second time you've mentioned this. Do you really find it that hard to find the correct spot?

I also have the same issue. It takes a good while for me to determine what is the place where Tear of Asha is located. In my opinion making the picture coloured would be the easiest and most effective solution.

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TD
TD


Promising
Famous Hero
posted October 13, 2015 03:57 PM
Edited by TD at 17:23, 13 Oct 2015.

-Improved UI and tooltips

-Improved AI(coordination and planning for whole army)

-Colorful fantasy-world with real contrast(instead of the grey stale dystopian world)

-Spell-schools turned to feel specialized and unique (instead of generic "jack of all trades" -schools they currently are)

-Unique abilities to skill-tree(including racial ultimate similar to h5)

-Classes skill-limitations abolished so they only dictate stat-growth.

-Level cap removed

-better hero-specializations that grow as hero grows.

-Either improve or remove flanking-system.

-Improve governing system, most are just AoC-bonuses rather than things for town.

-Stop automated destruction of captured forts, just give it the option to convert like in h6 if you want your own faction fort.

-Special terrain effects and battle-field objects.

Edit:

-Starting bonus (artifact/resources/gold)

-Random faction possibility

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 13, 2015 04:26 PM

I have no troubld finding the general area of the grail. It is the exact tile that should be easier to spot.
____________
A lot like squirrels. Squirrels are pretty much the crocodiles of the trees.
-Bliz

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Ravel
Ravel


Hired Hero
posted October 13, 2015 04:29 PM
Edited by Ravel at 16:34, 13 Oct 2015.

TD said:
-Either improve or remove flanking-system.


I generally like the flanking system, but when there are only a couple units on the battle field - each constantly trying to flank the other - it creates a weird and unnatural movement in combat.

I'd really like to see the addition of an "attack of opportunity" or "zone of control" system - where a unit gets a free attack on you if you try to move out of its forward-facing 3-hex cone.  The existing retaliation system already would work well with such a mechanic since you'd be able to free up a pinned unit of yours by forcing the enemy creature to retaliate and change what direction he's facing.

I realize that this is asking that an entirely new mechanic be added to the game, and that the team is already swamped fixing bugs, but I feel like it would make the flanking feel a little less wonky.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 13, 2015 04:34 PM

Elvin said:
I have no troubld finding the general area of the grail. It is the exact tile that should be easier to spot.


Ahh, I see what you mean. Yes, it's a bit of trial and error. The spell says that it locates the Tear on the spot you cast it on and 1 tile around it - but I don't think the latter is true.

What they could do, is once you've revealed all Obelisks, is to place a marker on the adventure map where the Tear is buried. Kinda like the marker that rotates below Heroes.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 13, 2015 04:41 PM

Ravel said:
TD said:
-Either improve or remove flanking-system.


I generally like the flanking system, but when there are only a couple units on the battle field - each constantly trying to flank the other - it creates a weird and unnatural movement in combat.

I'd really like to see the addition of an "attack of opportunity" or "zone of control" system - where a unit gets a free attack on you if you try to move out of its forward-facing 3-hex cone.  The existing retaliation system already would work well with such a mechanic since you'd be able to free up a pinned unit of yours by forcing the enemy creature to retaliate and change what direction he's facing.

I realize that this is asking that an entirely new mechanic be added to the game, and that the team is already swamped fixing bugs, but I feel like it would make the flanking feel a little less wonky.

One I have constantly asked for is a mechanic similar to the H5 lizard bite: You attack with one stack and an adjacent ally placed on the right/left flank of the target or from behind gets a free attack for reduced damage. That would involve some skill to pull off compared to the no-brainer we got.

A much simpler fix would be to allow the defender to turn and face the first attacker in a turn. That way the first attacker would not be able to perform a flanking attack but the target would be exposed for a flanking attack from a second attacker.
____________
A lot like squirrels. Squirrels are pretty much the crocodiles of the trees.
-Bliz

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Ravel
Ravel


Hired Hero
posted October 13, 2015 04:44 PM

Elvin said:
Ravel said:
TD said:
-Either improve or remove flanking-system.


I generally like the flanking system, but when there are only a couple units on the battle field - each constantly trying to flank the other - it creates a weird and unnatural movement in combat.

I'd really like to see the addition of an "attack of opportunity" or "zone of control" system - where a unit gets a free attack on you if you try to move out of its forward-facing 3-hex cone.  The existing retaliation system already would work well with such a mechanic since you'd be able to free up a pinned unit of yours by forcing the enemy creature to retaliate and change what direction he's facing.

I realize that this is asking that an entirely new mechanic be added to the game, and that the team is already swamped fixing bugs, but I feel like it would make the flanking feel a little less wonky.

One I have constantly asked for is a mechanic similar to the H5 lizard bite: You attack with one stack and an adjacent ally placed on the right/left flank of the target or from behind gets a free attack for reduced damage.


Come to think of it, that shouldn't be too hard to mod seeing how the guardian already does something similar except with counterattacks.

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
Nuttier than squirrel poo
posted October 13, 2015 05:12 PM

If people other than Elvin are interested in combat replays, the H6 way still works. Needs a lot of immediately available hard drive space,(Around 6-8 GB for an hour-long session at acceptable quality) and a converter to shrink the video once you're done.
I planned on doing some, but honestly, they'd need to pay me an hourly wage for me to go near the mess that is H7. And pay me extra for losing the 10-foot pole.
____________
Sanity through drugs. Order yours today!

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sirironfist
sirironfist


Known Hero
King of the ogres
posted October 13, 2015 05:54 PM
Edited by sirironfist at 17:57, 13 Oct 2015.

What I need is the option to toggle the hex grid off.

There are some situations where the grid can be quite irritating. On a very colourful battlefield the green colour of the grid can make everything very confusing. I experienced that fighting a creature bank (a sunken ship filled with all types of elementals). You could barely see the units.

Either way I like to have as little UI as possible. I always played Heroes without hex grid.

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