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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Is there a future for Heroes?
Thread: Is there a future for Heroes? This thread is 37 pages long: 1 ... 10 11 12 13 14 ... 20 30 37 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 23, 2018 03:35 PM
Edited by Elvin at 15:36, 23 Jul 2018.

Not sure where to even begin. Fewer offline than online saves? Almost no portraits offline? Months of online-offline save incompatibility? Numerous bugs? No hero creator? Being kicked out of the game when your net or ubi's servers went down? Missing the dynasty weapons? (Imbalanced crap but there could still be a viable offline implementation) No access to features you downloaded/unlocked online?

That's not something that rewards you, it punishes you if you don't use it. I have a better idea, throw away that piece of sith and let people enjoy the full game they paid for.
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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted July 23, 2018 04:10 PM

Imo there are simply games which work with such features and there are those that don't. Heroes games are definitely the latter.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 23, 2018 05:02 PM

The point was that if they reduce full game content from your offline play(or cause a negative player experience), whether you can stomach them or not is irrelevant.
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Map also hosted on Moddb

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 23, 2018 05:34 PM
Edited by Galaad at 17:37, 23 Jul 2018.

Is it possible to shrink or link image in previous page? It stretches the page too much for me and makes the discussion a pain to read.
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gemeaux333
gemeaux333


Known Hero
posted July 23, 2018 08:55 PM

Online features are a common thing in video-games in present days, and Blizzard games are the best example, it doesn't prevent players to either enjoy or complain, especially enjoy the silent way for most when a few complain the loud way...
... and HOMM games are not less compatible with online features than other games, the only thing that matter is how it is handled (works for pretty much everything) !

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted July 23, 2018 09:40 PM

Blizzard games are meant to be played online..
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Map also hosted on Moddb

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 23, 2018 09:41 PM

Elvin said:
Blizzard games are meant to be played online..


Also, as opposed to ubi's conflux, when you connect, it works.
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Findan
Findan


Adventuring Hero
posted July 23, 2018 11:15 PM

bitmaid said:


Portrait - This screen alone should show that the art was outsourced to completely different people (on completely different skill levels too).




Exactly what I was talking about. A group of random artists and a chaos as a result. I won't even comment on that UI ...

Elvin said:

Even with fan disagreements, we know.. blah blah blah



Elvin, I can only double almost everything you said! If only Ubisoft could read it and hire you ;-)  

blob2 said:


NO. It's one of the things that divided the community.




Has it really? I think H5's initiative system was brilliant and I miss it so much. What happens to me and my friends is exactly what Mr Frostey has said:
frostymuaddib said:

I really love Heroes 5 - it is the only HoMM game that I play at the moment.



gemeaux333 said:


You are definitly not the kind of person I am thinking about... I actually think about the silent majority of players built around HOMM6 who loved it (or simply appreciated it at its right value) and don't complain or make summary critics !




I am sorry my dear but it doesn't make sense. The 'silent majority of players' is a case for each game, not just H6. This is why discussing is important. I am here to show my full support and love towards H5. Lets speak for ourselves and do not create numbers that do not exist.



And ... guys. Seriously discussing Conflux!? That's a crap. Kill it with fire.


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Stevie
Stevie


Responsible
Undefeatable Hero
posted July 24, 2018 01:02 PM

I can understand them trying to combat piracy and optimize sales, that's also good for me as a customer because the game can live and have support for much longer if the producer acquires new resources to invest, but I can't get behind features like Heroes 6's Conflux that are intrusive and disruptive for gameplay.
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Guide to a Great Heroes Game
The Young Traveler

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gemeaux333
gemeaux333


Known Hero
posted July 24, 2018 02:54 PM

And when it comes to balancing, it is just feeting for competitive games such as Starcraft and Command and Conquer where it is necessary, for worldwide competitions understandably...
... but when it comes to Homm, even the former devs from NWC would tell you that balancing is for pussies uncapable to deal without, especially if you look at Homm 2 and 4 (the others are not spared either)

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bitmaid
bitmaid


Adventuring Hero
posted July 24, 2018 08:57 PM

lmao "pussies" is not censored lol

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gemeaux333
gemeaux333


Known Hero
posted July 25, 2018 03:17 PM

Lets say in english this world have several meanings... but I think you got the idea.

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted July 25, 2018 04:53 PM
Edited by frostymuaddib at 16:54, 25 Jul 2018.

@gemeaux333

So balancing is for pu****. And I guess you are not one So, would you like to have a town in game that has level one unit with 1000 hp and 500 damage, while the average health and damage of remaining level one units is 20 and 10 respectively?
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted July 25, 2018 05:00 PM

Well tbh he has a point saying the old Heroes are not "balanced". But imo it is a strength. I never played competitively, but ALL my games had no rules, we just launched and played, and it was great fun.
I don't get the RTS comparison, Starcraft is more of a speed game at high level, ask any pro-player how many actions he does per minute, it's madness.
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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted July 25, 2018 05:32 PM

Well, the game such as Heroes should tend to reach perfect balance, imo, but not at the cost of fun. There is a point where more balance starts decreasing fun. It shouldn't be crossed. But still, some balance should exist, as without it, game will also be boring.
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

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lantranar
lantranar


Adventuring Hero
posted July 25, 2018 06:06 PM
Edited by lantranar at 18:09, 25 Jul 2018.

I just started my own game project that is largely based on HMM. Its been almost 15 years and Ubisoft has shown no sign of good direction on this series. I ll start my own.

Elvin said:
that homm ought to be easy to start, hard to master.

easy to say. That line has become the opening line of every game pitch nowadays that it is hardly anything special anymore. HMM was never easy to learn for me when I was small. Its charm is that despite high learning curve, its richness in lore and environment make you want to go back.
My project is small and lack manpower, so I'd go straight to FTL route with extremely high barrier at the beginning.

Elvin said:
That certain amounts of randomness are the heart and soul of the series. They add replayability and make you adapt to the tools you have at your disposal.

In H5,6,7, environment doesnt contribute anything to gameplay at all. A few obstacle on the battle field doesnt mean snow. H3 and H4 did i better, but I want to make this RNG influence the gameplay and strategy more.


Elvin said:
That H5 skill system was the best, why and how it could be improved.

to me, thematically H4 skill wheel was the best, as it feels much better to diversify characters/factions based on ideology.
in terms of character progression, H5 was much better.
in terms of pacing (progression speed), H3 was the best in my book

Elvin said:
The strengths and weaknesses of each game's magic system. Also that creating more than a few magic skills is a poor idea and that spells should be found in guilds/shrines/libraries.

recent HMM games gave Might better justification. In H1-4, might's gameplay is boring, strightforward and lack of meaningful choices.
The spells systems and acquistion in H1-5 feels good, but it contradicts with the recent HMM skill wheel.

I still have no clear idea how to work on this matter

Elvin said:
That the battlefield and sieges have grown stale.

I prefer the siege gameplay in AgeofWonder series. HMM siege gameplays are mostly for aesthetic and thematic effects.

Elvin said:
That older games had more gameplay options and locations in the adventure map.

this is why HMM is superior to AgeofWonder. The maps are much richer and offer more content to explore.

Elvin said:
That battlefield and adv map should have noticeable locations and big enough models as opposed to ubi's tiny representations. Also that the battlefield should be visible in one screen and not require zooming in or out.

H5-7 adv map sucks thanks to overly complicated 3d graphics. Compared to old HMM games, there are fewer objects to interact with and it is much harder to navigate. There are also much less decisions to make. H3-4 adv map are the best.

Elvin said:
That homm is and has always been about mythological creatures rather than several elves/dwarves/orcs per lineup. We haven haven for that!

Thats why there will never be hope for HMM game made by Ubisoft, because the lore they invented since H5 sucks. Factions will always stick with certain races with their respective boring color schemes. Unless Ubi are willing to scrap their lore and make something new, no developer would be able to make a decent game.
Creatures should be more diverse, and one race should exist in multiple factions.

Elvin said:
That homm isn't just about combat. H6 neglected management and economy and the gameplay became poorer.

to me its not about the number of resource types, but how diverse the way we obtain and use them.
In old HMM games, even tho we had 7 types of resource, there were not much difference between gold-wood-stone in terms of gameplay decision and progression.  

Elvin said:
That a good portion of fans prefer the atb initiative system and in which ways it can be improved.

The downside of H5 ATB mechanics to me is that it didnt encourage using slow units. Also, the wait command felt punished. The brightside is that the battle flow feels more active. However, I don't like how heroes also has to wait for their turn to act.
Im working on an ATB and hero intervention mechanic similar to Child of Light.

Elvin said:
That homm is meant to be accessible and not have demanding requirements or ridiculous loading times.

one thing i hate the most about heroes 5 onwards. If high end graphics mean that I have to wait when the turn ends, then fck it.

Elvin said:
That map editor, random map generator, moddability, simultaneous turns, good music and aesthetics are of the utmost importance.

HMM has never been know for good map editor, but H5 onwards made it even worse. If anyting, the map editor similar to Warcraft3 should be completed first and the community will push the game forward.

Elvin said:
That creature abilities ought to give them character and avoid repetitive ones. Also that too many abilities are a source of confusion and numerous bugs.

H4 did this best imo

Elvin said:
That campaigns should avoid too many scripted quests, they don't let you make your own decisions and lead to unplayable missions..

Scripted quest is the future of level designing. Map/campaigns on H1-4 felt bland and unsatisfying. Look at how well Warcraft3 campaigns are designed compared to WC 1-2, and Starcraft 2 to SC1.  

Elvin said:
That people loved H5-style hero specials and found H7-style very lacking.

if anything, hero special should make more drastic change to gameplay and tactics

Elvin said:
That hexes are better than squares

the ultimate truth. Heroes online, Age of wonder execute this hex and flank mechanics really well.



here is the factions I have been working on. I planned to post this and the general idea in this forum later to ask you guys here's opinions about it.
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gemeaux333
gemeaux333


Known Hero
posted July 25, 2018 07:08 PM

I know that a minimal amount of balancing is necessary to not have a strengh report of 1/10 when it is not rational...

But when it comes to the advantages provided by the conflux, the report is merely 1/2 at worst, especially if you consider that when you begin a game you can choose between a potential maximum of 5 minor traits for your main hero and during the game you can freely choose a dynasty weapon amongst those you have leveled up with a potential maximum of 5 minor passive abilities...

... it is more your ability to create a build that feet you gameplay which matter in the circumstances, just like Heartstone or Dota/Artifact !

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bitmaid
bitmaid


Adventuring Hero
posted July 25, 2018 07:45 PM

lantranar start a thread about your game man, looks interesting

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PandaTar
PandaTar


Responsible
Legendary Hero
Celestial Heavens Mascot
posted July 25, 2018 08:29 PM

lantranar said:

here is the factions I have been working on. I planned to post this and the general idea in this forum later to ask you guys here's opinions about it.


It would be better, as Bitmaid said, to start a thread around that, expose more ideas, what you are up to, etc. Just seeing an image gives little but a shallow idea.
____________
"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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lantranar
lantranar


Adventuring Hero
posted July 25, 2018 09:02 PM

PandaTar said:
lantranar said:

here is the factions I have been working on. I planned to post this and the general idea in this forum later to ask you guys here's opinions about it.


It would be better, as Bitmaid said, to start a thread around that, expose more ideas, what you are up to, etc. Just seeing an image gives little but a shallow idea.

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