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Heroes Community > Dimension Gates > Thread: Might and Magic SHOWDOWN - new "tactical arena combat game"
Thread: Might and Magic SHOWDOWN - new "tactical arena combat game" This thread is 10 pages long: 1 2 3 4 5 6 7 8 9 10 · «PREV / NEXT»
Stevie
Stevie


Responsible
Undefeatable Hero
posted January 20, 2017 01:15 PM

The game has no pull in gameplay strategy. Combat is slow and dull and there is no tension to be had. It doesn't seem fun. It doesn't evoke Might & Magic from anything else save its reused assets. The environment is not enchanting with fantasy, not fitting for the name. It's a release for the sake of a release, there's nothing substantial behind it. A low effort cash grab for the gullible, I wouldn't waste time playing it, let alone pay 20 euros for it.

This game stands testament to the fact that Ubisoft hasn't learned anything.
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Guide to a Great Heroes Game
The Young Traveler

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted January 20, 2017 01:30 PM
Edited by verriker at 13:35, 20 Jan 2017.

btw to understand just what their motivations are with this unimpressive game you should read this article lol

http://blog.ubi.com/ubisofts-fun-house-opens-its-doors-to-new-ideas/

Quote:
Along with the development of Child of Light, the first order of business was a name change for the new division. "One of the first decisions we made that laid down the foundation for the Fun House was to not call it the 'casual games division'. We sought out a different name because 'casual' is really limiting," says Plourde. "It's a market designed for people that aren't hardcore gamers, so we wanted to have something that was more inclusive in terms of saying 'yes' to a lot of different things that would be parallel to making AAA games, but it would be different from making AAA games."


Quote:
The team at Fun House knows that experimenting means thigs won't always go the way they planned. Some projects will inevitably fail, but if anything, that's a sign that the Fun House is staying true to its core goals of driving experimental concepts. "Everyone is aware that failing isn't bad," Plourde says. "It means we tried something different, and it didn't work. But maybe it'll work another time or place and when we're ready it may be possible to restart something."


basically the developers of this game are a small team in Ubisoft literally paid to keep throwing **** at the wall until it sticks,
they put out very small or cheap experimental proofs of concepts with a bit of a unique selling point or idea which they bank on going viral with the casuals (the painting Warhammer miniatures in this case), and if it goes nowhere no harm done, they just scrap the failed projects, recoup their loss and on to the next attempt with no skin off their nose lol

don't buy this game unless you have all the dignity and ambitions of a guinea pig,
for all their honeyed talk of pandering to community involvement, they have to say all that guff because as Vitirr says they are very dependent on you to milk a quick buck at this stage of no promises no guarantees to cover any losses,

by their very nature they are prepared and even encouraged to fail with no real consequences, and are thus even more likely than Ubisoft's previous minions to prematurely suspend or cancel this project if it makes little impact, running away with your money without delivering value (and it will do badly, it has no buzz, no gameplay and it's very hard to make a successful MOBA unless you spend a lot of money or are Blizzard, which they are not) lol

it is good that Ubisoft finally took a logical decision to get rid of the bumbling and self-serving Team Erwin, and paying a team to smoke weed all day and do creative side projects is also artistically wise, but it doesn't mesh well for Might and Magic,
what it would need if anything is a Team Erwin direct replacement which has the competence and talent they never had rather than handing off the 30 year old franchise somewhere else entirely, to be experimented on as a generic vehicle of random fantasy game ideas until it is sufficiently altered or dead lol
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 20, 2017 01:45 PM

You have to see game as what it is, not what you'd like it to be. Nothing in that game is TBS. Instead it's a Real Time Tactical Arena Battle game in which you control only your hero directly.

The creatures in your team, you'll have to "program AI" for - you have to actually tell them what to do, which involves "If-then" commands and also the use of different abilities with regard to their cooldown times (because if a unit is supposed to use an ability still on cooldown, it does nothing).

So while you can decide "on the fly" what to do with your hero, your creatures will do only what you told them to do BEFORE the fight, and if that was unsound or not specifically aimed at the specific threat you won't get very far.

Of course this has nothing at all to do with the TBS game HoMM is, and I would even go so far and say that it is OBVIOUSLY no game that will please the typical HoMM crowd, but the basic idea is actually pretty interesting, because a lot is about improving tactical AI.

PvP action might actually be pretty cool, considering that if you lose a fight with YOUR team against a different team this may start you updating your creature AI, adjusting their tactics based on what went wrong, and in theory this might lead to some very sophisticated battle AIs.

It's not MY game, though, no matter what - which is to be expected considering I'm no friend of RT action.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 20, 2017 01:52 PM

That explains why this feels like an indie game.
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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted January 20, 2017 01:54 PM

The system of commands reminds me a lot of Final Fantasy XII gambit system, in which you can buy and equip Gambits which are programmed by conditions (if, then) so you can make your characters act by themselves, sometimes saving tedious repetition of pushing this and that. As you evolve your characters, they can equip more and more Gambits, which makes, in the end something like 8-9, I don't remember exactly. The system itself is ok.

The matter at hand, which I think it's all the fuss, is that they used again the brand Might & Magic for something not traditional nor expected for those who follow that brand, even worst after presenting H7 which is unpopular. The least MM fans were expecting was either a TBS or a RPG game with the least of dedication for its production.

Instead, they got this programming logic simulator mixed with a Photoshop filter. If they used any other name, I'm pretty sure MM fans wouldn't feel the obnoxious air of Ubi-trolling.
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"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 20, 2017 01:55 PM

My quotes contains the truth. I will never understand why Ubisoft stubbornly keeps on ignoring the essence of that IP, don't they see going the opposite direction is not profitable? No they don't, it's insane. People are still asking for remakes of H3 and MM6 even in 2017, how can any businessman ignore that? How can it not be clear enough to indicate the desired direction from the fandom? They have a fanbase and it's exactly as if they want to get rid of it and look for another one. It cannot work. Why not KEEP the existing fanbase (although not sure they can ever redeem themselves at this point) on top of the newcomers? There is always newcomers, for any type of game. There is just no logic whatsoever within Ubisoft.
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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted January 20, 2017 01:58 PM

And remakes are not necessarily upgrading visuals, but they could consider changes of the likes of how FF7 remake is being projected. I would like MM7 remake, IF it was the vibe of the old game with new features. But I would not expect the game to be too expensive either.
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"Okay. Look. We both said a lot of things that you're going to regret. But I think we can put our differences behind us. For science. You monster."
GlaDOS – Portal 2

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Stevie
Stevie


Responsible
Undefeatable Hero
posted January 20, 2017 02:05 PM

The franchise needs games with new and exciting angles, compelling and fun gameplay, not remakes. The future is not in the past.
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Guide to a Great Heroes Game
The Young Traveler

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 20, 2017 02:08 PM

My point is remakes would do better than the current stuff.
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SoilBurn
SoilBurn


Known Hero
BurnsSoil
posted January 20, 2017 03:08 PM

I'm sitting this one out. Painting figurines and watching them fight each other is not how I imagine spending my (very limited) free time.

But, on the positive side, the visuals of the game do look top-notch on the screens. I really like the design of Ashan units and the conversion to miniatures appears to have been implemented with plenty of attention to quality and details. Big thumbs up from me in that sector, the game looks amazing

As an additional bonus we finally get to see what the Inferno Might hero would have looked like in H7. Sigh.

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hermes
hermes


Famous Hero
posted January 20, 2017 03:39 PM
Edited by hermes at 15:42, 20 Jan 2017.

Well the game certainly has its charm and pull. I bought a new hero, Nur, and few academy aligned creatures, and although I'm not really an artistic type i spent about 10 minutes modifying their paint jobs, nifty little things like making crystals blue on shantiri golems and making inquisitor's staff luminescent yellow like its glowing with magic.

Now to gameplay. Single player is only now starting to get interesting(battle n. 21), but PvP is where the game really at! It's challenging and exciting, I lost to the same guy twice until I realised that my creatures didn't do what I had for them in mind. I modified their behaviour and next game against the same guy I won (but it was close). So creature behaviour can really make or brake a game.

Also, it's easy to be tactical and just cycle cooldowns on a melee hero like the one you start with, but when you are playing ranged dps hero Nur things get exciting. You can literally die from an enemy assassin in a few seconds, so you have to really learn when and where to use your evade abilities. I would still prefer the full control over hero movements, although Ubisoft would have to redesign few things from scratch.

The game has a weird positioning and micro gameplay. You have to memorise the patterns of all creatures and heroes, and have to really learn to judge the distance properly. In my first few games as Nur, I cast a buff on myself, and then attacked enemy hero with an ability. Now, that ability moved my hero within the range, which unfortunately also meant that my hero ended up right next to enemy tank. Next game, after casting a buff, I just waited for two seconds for that tank creature to approach me, and then used the ability. The result was completely different as I was now out of the tanks range and in a relatively safe place.

It takes me roughly 30 seconds to find a game. If both heroes die, the game speeds up a little and lets creatures fight it out . You can also surrender at any moment, so you don't have to wait until the end if your hero is dead and you now that you have lost.

I also have some critique and constructive feedback on the game, but I think I will post it on steam forums so that devs may see it.

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Articun
Articun


Supreme Hero
As i dream, so shall it be!
posted January 20, 2017 03:44 PM

Although, this game is not my thing, i do see some potential for possible future games.
The choosing of abilities for the units, the models and the painter are all ideas that can modified for a future heroes game where you can paint your own army to play with in skirmish/standard game. Also all the runes can be minor augmentations for the heroes.
Also, if they do and i think they should add shields, weapons, pieces of armor, details, minor and major decorations you can add to your figurine in order to let's say "upgrade" it which can add some minor or major values to the creature or hero stats, we could even see a hero-customized upgrade or even a creature/unit creation tool in a future game.

So, although this game might not work or enthuse the usual HoMM fans, i can see some potential of the provided tools that can and i believe should be added in a future HoMM game.


Also, why haven't they made a sequel to the Clash of Heroes? That game was good, fun and had a story... If they intent to keep making prequels this would be a much better idea to present them

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AncientDruids
AncientDruids


Famous Hero
(Andruids for short)
posted January 20, 2017 03:53 PM
Edited by AncientDruids at 15:57, 20 Jan 2017.

Current gameplay doesn't really seem interesting to me (ok, maybe only a little bit), still, I can't help but wonder, how would it play out with turn-based combat and ability to control all of your units?

Of course, like hermes pointed out, the gameplay would have to be considerably re-made. I imagine either planning moves for all of the units and then executing them out simultaneously with your opponent, or just tactical battle, like in Divinity: Original Sin.

Articun said:
Also, if they do and i think they should add shields, weapons, pieces of armor, details, minor and major decorations you can add to your figurine

This is a brilliant idea. Half of units has the same type of magical staff. It should be possible to equip them with some other weapons, maybe even custom ones?

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Baronus
Baronus


Legendary Hero
posted January 20, 2017 04:36 PM

Yes. Painting units and chosing abilities for them is very good idea for future MM strategy/tactictal games. Plannig battle before is good too. But no control in battle (if it is in game) is not exciting. Boring empty battlefield is too not impressing. We must wait to full version non only alfa or beta.

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SoilBurn
SoilBurn


Known Hero
BurnsSoil
posted January 20, 2017 05:02 PM

Baronus said:
Yes. Painting units and chosing abilities for them is very good idea for future MM strategy/tactictal games. Plannig battle before is good too. But no control in battle (if it is in game) is not exciting. Boring empty battlefield is too not impressing. We must wait to full version non only alfa or beta.


Exactly this. Last time I made the mistake to pre-order a Ubisoft game was Heroes 6. Never. again. With H7 I waited until the first expansion came out and I am really glad I did so. If this game somehow develops into becoming more than just painting miniatures and adds more tactical depth, I might give it a try.

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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted January 20, 2017 07:31 PM

JollyJoker said:
So while you can decide "on the fly" what to do with your hero, your creatures will do only what you told them to do BEFORE the fight, and if that was unsound or not specifically aimed at the specific threat you won't get very far.


That is the part I think sounds interesting if they made the game well enough to support it.

If they can make it work they might be able to take heroes games to a whole other level without whole stacks represented as single units, I imagine.
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dark-whisperer
dark-whisperer


Famous Hero
Darkness feels no mercy
posted January 21, 2017 12:43 PM

Looks interesting enough but games of this type and quality are usually F2P. If someone has extra code send it my way, to try it.

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Moritzbradtke
Moritzbradtke


Known Hero
posted January 21, 2017 10:33 PM

game is cheap at last, i would try it but i have no visa Card atm and my PayPal account no Money so no clue how to pay it, i would love to try it tough >.>

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 21, 2017 10:57 PM

It would actually be nice being able to set up unit behaviour in heroes. I always envisioned some specific actions per circumstance, given the traditionally poor heroes AI.
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Map also hosted on Moddb

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 22, 2017 02:04 PM

Elvin said:
It would actually be nice being able to set up unit behaviour in heroes. I always envisioned some specific actions per circumstance, given the traditionally poor heroes AI.


Well they failed with Heroes VII AI so they just pass it to us in this game. And they went even further - no need to pay artist for textures, we can paint them too
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World of Heroes (Czech fansite)
The Shadows Over Ashan (H7 community DLC)

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