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Thread: Motherload Suggestions For Patches and Expansions!!! | |
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WinterIsComing
Tavern Dweller
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posted June 09, 2006 09:24 AM |
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Motherload Suggestions For Patches and Expansions!!!
I decided to compile a list of ideas how I think the game can be improved, plus some requests, suggestion, improvments, and error corrections. Let me know what I missed or forgot and what do you think. Hopefully Nival/Ubisoft gets to read it all.
P.S. sorry that it is in a random order and somewhat chaotic.
1. allow selling of Artifacts
2. improve Sacrificial buildings (Dungeon's should require less creatures to get extra growth and Inferno's should give 50% extra experience for what each creature is worth in battle)
3. fix Hellfire ability so that it costs 4 mana and doesn’t get activated when the stack is killed by initial damage
4. fix description of Assassin building
5. add Caravans
6. fix the No Eye Candy toggle so it makes some sense
7. provide in-game, accurate, clear, up-to-date, detailed description of all abilities, specializations, spells, formulas, etc.
8. provide in-game skill/ability tree for all hero types which can be accessed when you level up
9. give detailed hero statistics when you are starting a scenario
10. and give detailed hero statistics (including all the artifacts) in Duel mode
11. in Duel mode properly balance heroes because some have almost zero chance of winning (Razzak)
12. implement Wait and Split Troops buttons
13. add Kingdom Overview feature
14. add scoreboard and graphs when the scenario is won
15. clarify town bonuses by stating exact effects
16. give all hero types equal amount of available abilities(just fill in all the empty spots)
17. create proper models for Gargoyles and Treants
18. improve Djinns (slightly more health and an ability, I would suggest a Mirage ability where Djinns take no damage in the first physical attack of each battle)
19. make Recruitment work on the closest friendly city to your hero, without having to be in it
20. make Tactics ability also allow you to move any obstacles on the field anywhere you want within the neutral or friendly zone or completely remove them from the field, when 2 heroes with Tactics meet the battlefield is clear of all obstacles.
21. make Estates ability 250 + (Hero level)*10 or something similar
22. get rid of insane prerequisite for some non-ultimate abilities (ex. Mana Burst for Demon Lords)
23. create unique models for all heroes
24. improve Summoning magic a bit and improve its sub abilities
25. improve War Machines Skill and its sub abilities
26. improve Ultimate Counterstrike and Unstoppable Charge
27. change the way Necromancy works so it would raise fewer creatures but the creatures raised are not just Skeletons, but also Zombies and Ghosts
28. make hero Specializing in specific creature give that creature +1 to Speed just like in Heroes 3
29. fix Dungeon hero Lethos who is missing an ability/skill
30. fix Soulhunter specialization description
31. properly balance heroes and their specialties, the way it is now some totally suck while others totally rock
32. be more creative with Hero Specialties (for example Griffin Master’s Griffins should dive much faster instead of getting bonus to defense; or Unicorn specialist’s Unicorns could have better resistance aura and more likely to blind)
33. some specializations are almost totally useless or only useful on extremely rare occasions, revise them.
34. revise some useless abilities like Last Stand, Remote Control, Spoils of War, Scholar, Master of Earthblood, Familiar Ground, etc.
35. Destructive Magic spells need to do more base damage when you have Advanced and Expert Destructive Magic.(20-40 more damage difference between an expert and somebody who got no skill in it is an absolute joke)
36. make 2 hero types for each faction
37. give more special buildings to some factions
38. improve some high level spells like Puppet Master, Curse of the Netherworld, Chain Lightning, Word of Light, Arcane Armor, etc
39. make Fire Wall spell rotateable
40. make Raise Dead spell level 3 and weaken it at least 20%
41. make Instant Travel spell give either more distance or cost less mana and less movement points
42. Allow to Summon Creatures and Town Portal at 1.5 or 2 times the cost from/to towns which aren’t the closest
43. allow for a game option for flagable adventure structures like the Windmill, etc. so you don’t have to visit it every time
44. allow for a game option for creatures to accumulate in the adventure dwellings
45. make multiple paths to the Ultimate Abilities; make it a bit easier to acquire them by automatically gaining them when all prerequisites are met
46. allow for main hero to take a lesser hero under his wing or as his disciple either through Enlightenment or Scholar or available for everyone where main hero can: a)allocate % of his experience to his understudy; b)teach a few skills; c)take that hero along with him until that hero is “ready” to become a master—so that once your hero becomes level 15 he can take 1 lesser hero along with him until that hero becomes level 14. There are so many possibilities and strategies we can expand this into it is mind boggling.
47. give Obsidian Gargoyles an ability Turn to Stone where they become inactive(not moving or fighting) for few turns, but during the time they regenerate each turn a little and are indestructible except from Magic Fist, Irresistible Magic and Implosion and when they come alive again they are in an Enraged state; also decrease their growth a bit and give them better damage
48. make battlefields wider
49. allow for 8 slots in hero’s army
50. revise creature sizes into 3 categories Normal/Small=1 square; Large=2 squares; Enormous=4 squares
51. make Town towers deal more damage based on city level and level of your top hero.
52. increase Squire’s, Minotaur Guard’s, and Horned Demon/Overseer’s Initiative by 1
53. make level 7 creature more interesting by giving them some unique abilities
54. Conscripts don’t have shields so why do they have Shield Bash ability? Either give them shields or a new ability.
55. get rid of the immature 666, 13, 31, 66, 99, 999 theme with the Inferno creatures’ stats and give them proper balance
56. Inferno’s Spawn of Chaos building is a joke it is too expensive (5 Sulfur, 1500 Gold) and its bonus is too little (+2 Horned Overseers)
57. change the look of Cerberus to fit the “fiery theme” and make it a bit tougher in health/defense
58. please re-design Devil’s feet, horns and hands they look really bad and if possible please redesign the hands/feet of all creatures who have them out of proportions like Peasants, Djinns, Zombies, etc.
59. Scouts/Assassins as well as few others need an option to attack in melee instead of ranged
60. when you gain Spellpower it shouldn't show the icon for knowledge "flying" up
61. more terrain types especially Snow
62. new factions added, 3 would be nice
63. Map Editor and Random Map Generator
64. very important to add XXL map size!
65. fix the cursor to how it was in Heroes 3--so that the horse only rears when there is something there
66. when your hero travels he should unlock the unknown map areas as he walks, not just when he stops.
67. rename some units: Vampire to Vampire Fledgling; Lich to Power Lich; Zombie to ? Zombie; Skeleton to Skeleton Warrior; Treant to Old Dendroid; Ancient Treant to Ancient Dendroid; Unicorn to White Unicorn; Druid to Druid Disciple; Hunter to ? Hunter; Blade Dancer to Blade Joggler; Horned Demon to Demon Minion; Horned Overseer to Demon Overseer; Succubus to ? Succubus; Arch Devil to Satan; Griffin to Common Griffin; Inquisitor to Cleric; Cavalier to Knight; Footman to Squire; Squire to Mercenary; Dark Raider to Dark Rider; Grim Raider to Night Raider; Hydra to Deep Hydra; Deep Hydra to Chaos Hydra; Minotaur to Minotaur Guard; Minotaur Guard to Minotaur Sargeant; Gremlin to Gremlin Apprentice; Master Gremlin to Gremlin Master; Archmage to Sorcerer; Djinn to Djinn Eunuch
68. give Shadow Matriarch the long skirt and Witches can have the short one.
69. make Footmen and Squires taller and make Squire's helmet smaller
70. make Peasants/Conscripts skinny
71. When leveling up give a choice of 3 abilities instead of 2.
72. Healing and Plague Tents should have unlimited "shots"
73 Make Gems look like Gems
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FlawedParadigm
Tavern Dweller
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posted June 09, 2006 11:43 AM |
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Quote: I decided to compile a list of ideas how I think the game can be improved, plus some requests, suggestion, improvments, and error corrections. Let me know what I missed or forgot and what do you think. Hopefully Nival/Ubisoft gets to read it all.
P.S. sorry that it is in a random order and somewhat chaotic.
1. allow selling of Artifacts
2. improve Sacrificial buildings (Dungeon's should require less creatures to get extra growth and Inferno's should give 50% extra experience for what each creature is worth in battle)
3. fix Hellfire ability so that it costs 4 mana and doesn’t get activated when the stack is killed by initial damage
4. fix description of Assassin building
5. add Caravans
6. fix the No Eye Candy toggle so it makes some sense
7. provide in-game, accurate, clear, up-to-date, detailed description of all abilities, specializations, spells, formulas, etc.
8. provide in-game skill/ability tree for all hero types which can be accessed when you level up
9. give detailed hero statistics when you are starting a scenario
10. and give detailed hero statistics (including all the artifacts) in Duel mode
11. in Duel mode properly balance heroes because some have almost zero chance of winning (Razzak)
12. implement Wait and Split Troops buttons
13. add Kingdom Overview feature
14. add scoreboard and graphs when the scenario is won
15. clarify town bonuses by stating exact effects
16. give all hero types equal amount of available abilities(just fill in all the empty spots)
17. create proper models for Gargoyles and Treants
All good suggestions above.
Quote: 18. improve Djinns (slightly more health and an ability, I would suggest a Mirage ability where Djinns take no damage in the first physical attack of each battle)
Why? A large stack of these is already incredibly annoying, and they get one of the best weekly growth boosters in the game.
Quote: 19. make Recruitment work on the closest friendly city to your hero, without having to be in it
20. make Tactics ability also allow you to move any obstacles on the field anywhere you want within the neutral or friendly zone or completely remove them from the field
21. make Estates ability 250 + (Hero level)*10 or something similar
22. get rid of insane prerequisite for some non-ultimate abilities (ex. Mana Burst for Demon Lords)
23. create unique models for all heroes
24. improve Summoning magic a bit and improve its sub abilities
25. improve War Machines Skill and its sub abilities
26. improve Ultimate Counterstrike and Unstoppable Charge
More good suggestions.
Quote: 27. change the way Necromancy works so it would raise fewer creatures but the creatures raised are not just Skeletons, but also Zombies and Ghosts
Completely and utterly useless - unless they also nerf skeletal archers, there'd be no reason to ever do this in a typical game. Both these units are much weaker than the archer.
Quote: 28. make hero Specializing in specific creature give that creature +1 to Speed just like in Heroes 3
29. fix Dungeon hero Lethos who is missing an ability/skill
30. fix Soulhunter specialization description
31. properly balance heroes and their specialties, the way it is now some totally suck while others totally rock
32. be more creative with Hero Specialties (for example Griffin Master’s Griffins should dive much faster instead of getting bonus to defense; or Unicorn specialist’s Unicorns could have better resistance aura and more likely to blind)
33. some specializations are almost totally useless or only useful on extremely rare occasions, revise them.
34. revise some useless abilities like Last Stand, Remote Control, Spoils of War, Scholar, Master of Earthblood, Familiar Ground, etc.
35. Destructive Magic spells need to do more base damage when you have Advanced and Expert Destructive Magic.(20-40 more damage difference between an expert and somebody who got no skill in it is an absolute joke)
I'd stand behind these too.
Quote: 36. make 2 hero types for each faction
Why bother, when you can take any hero right now and make them might, magic, or hybrid at will? If anything, I'd rather they give us a choice between two stats to get +1 to at level up. I can add defence as needed to casters, and skip Knowledge once I have 8 or 9.
Quote: 37. give more special buildings to some factions
Why? What? To which faction? Make some suggestions here.
Quote: 38. improve some high level spells like Puppet Master, Curse of the Netherworld, Chain Lightning, Word of Light, Arcane Armor, etc
Please tell me improving Puppet Master is some kind of joke.
Quote: 39. make Fire Wall spell rotateable
40. make Raise Dead spell level 3 and weaken it at least 20%
Yes, please on 39. And I think 10% would be enough on 40.
Quote: 41. make Instant Travel spell give either more distance or cost less mana and less movement points
42. Allow to Summon Creatures and Town Portal at 1.5 or 2 times the cost from/to towns which aren’t the closest
Yes, please make IT NOT TERRIBLE. And level 25 Town Gate to any town is the best suggestion I've seen for fixing the bad-90%-of-the-time TP.
Quote: 43. allow flagable adventure structures like the Windmill, etc. so you don’t have to visit it every time
44. allow for creatures to accumulate in the adventure dwellings
45. make multiple paths to the Ultimate Abilities; make it a bit easier to acquire them by automatically gaining them when all prerequisites are met
46. allow for main hero to take a lesser hero under his wing or as his disciple either through Enlightenment or Scholar or available for everyone where main hero can: a)allocate % of his experience to his understudy; b)teach a few skills; c)take that hero along with him until that hero is “ready” to become a master—so that once your hero becomes level 15 he can take 1 lesser hero along with him until that hero becomes level 14. There are so many possibilities and strategies we can expand this into it is mind boggling.
46 is interesting, although I'm not sure how necessary it is. Levelling a hero is easy mid-game. Give them 1-2 full weeks of growth worth of troops, slaughter some random mobs, 2-3 levels a fight for awhile.
Quote: 47. give Obsidian Gargoyles an ability Turn to Stone where they become inactive for few turns but during the time they regenerate each turn and are indestructible except from Magic Fist, Irresistible Magic and Implosion; also decrease their growth a bit and give them better damage
Ugh, Obsidians are strong enough. Hell knows I cringe every time I see Stone Gargs guarding a mine and I find one stack upgraded.
Quote: 48. make battlefields wider
49. allow for 8 slots in hero’s army
48 yes. 49 why? I rarely use all 7 as is. Slow troops (Treants, Zombies, et cetera) stay home to guard.
Quote: 50. revise creature sizes into 3 categories Normal/Small=1 square; Large=2 squares; Enormous=4 squares
51. make Town towers deal more damage based on city level and level of your top hero.
52. increase Squire’s, Minotaur Guard’s, and Horned Demon/Overseer’s Initiative by 1
53. make level 7 creature more interesting by giving them some unique abilities
These make sense, although 53 really only needs to apply to Spectral Dragon. The other level 7's are respectable.
Quote: 54. Conscripts don’t have shields so why do they have Shield Bash ability? Either give them shields or a new ability.
55. get rid of the immature 666, 13, 31, 66, 99, 999 theme with the Inferno creatures’ stats and give them proper balance
56. Inferno’s Spawn of Chaos building is a joke it is too expensive (5 Sulfur, 1500 Gold) and its bonus is too little (+2 Horned Overseers)
The problem here isn't that it gives +2 Horned Overseers, it's that that creature is ungodly useless except for defending against sieges, and still terrible then thanks to getting to act about once per year. You could double their initiative and still only have a decent critter.
Quote: 57. change the look of Cerberus to fit the “fiery theme” and make it a bit tougher in health/defense
A well used Cerebus doesn't need defence - it shouldn't be getting hit in the first place, and defence won't help it against spells. I wouldn't lose sleep over 3 extra HP though.
Quote: 58. please re-design Devil’s feet, horns and hands they look really bad and if possible please redesign the hands/feet of all creatures who have them out of proportions like Peasants, Djinns, Zombies, etc.
59. Scouts/Assassins as well as few others need an option to attack in melee instead of ranged
YES YES YES PLEASE. Guh, I hate not being able to use Shadow Witch's whip attack.
Quote: 60. when you gain Spellpower it shouldn't show the icon for knowledge "flying" up
61. more terrain types especially Snow
62. new factions added, 3 would be nice
63. Map Editor and Random Map Generator
64. very important to add XXL map size!
62 and 63 have been promised, 64 is useless if they don't improve Town Portal or make Town Gate.
Quote: 65. fix the cursor to how it was in Heroes 3--so that the horse only rears when there is something there
It works that way for me now. Is there some specific map or something you're having a problem with?
Quote: 66. when your hero travels he should unlock the unknown map areas as he walks, not just when he stops.
67. rename some units: Vampire to Vampire Fledgling; Lich to Power Lich; Zombie to ? Zombie; Skeleton to Skeleton Warrior; Treant to Old Dendroid; Ancient Treant to Ancient Dendroid; Unicorn to White Unicorn; Druid to Druid Disciple; Hunter to ? Hunter; Blade Dancer to Blade Joggler; Horned Demon to Demon Minion; Horned Overseer to Demon Overseer; Succubus to ? Succubus; Arch Devil to Satan; Griffin to Common Griffin; Inquisitor to Cleric; Cavalier to Knight; Footman to Squire; Squire to Mercenary; Dark Raider to Dark Rider; Grim Raider to Night Raider; Hydra to Deep Hydra; Deep Hydra to Chaos Hydra; Minotaur to Minotaur Guard; Minotaur Guard to Minotaur Sargeant; Gremlin to Gremlin Apprentice; Master Gremlin to Gremlin Master; Archmage to Sorcerer; Djinn to Djinn Eunuch
67 - Why?
Quote: 68. give Shadow Matriarch the long skirt and Witches can have the short one.
69. make Footmen and Squires taller and make Squire's helmet smaller
70. make Peasants/Conscripts skinny
68-70 - Why?
Quote: 71. When leveling up give a choice of 3 abilities instead of 2.
Or at least, once you have skills filled out, offer 4 abilities. I like that solution.
Quote: 72. Healing and Plague Tents should have unlimited "shots"
73 Make Gems look like Gems
Yes, 72. 73 - what, you don't like them looking like piles of crystal meth? Heh.
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neoexdeath
Adventuring Hero
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posted June 09, 2006 12:08 PM |
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Quote: 59. Scouts/Assassins as well as few others need an option to attack in melee instead of ranged
Hold Ctrl while attacking with a shooter to attack in melee.
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WinterIsComing
Tavern Dweller
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posted June 09, 2006 12:28 PM |
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"Why? A large stack of these is already incredibly annoying, and they get one of the best weekly growth boosters in the game."
The way they are now it is only annoying seeing so many of them get killed. It is best to use only a few of them in several stacks to cast spells, but unfortunately they are too big for that strategy.
"Why bother, when you can take any hero right now and make them might, magic, or hybrid at will? If anything, I'd rather they give us a choice between two stats to get +1 to at level up. I can add defence as needed to casters, and skip Knowledge once I have 8 or 9."
mainly for more variety and twice more Racial skills and abilities
"Why? What? To which faction? Make some suggestions here"
possiblities are almost unlimited. Some factions have fewer special buildings than others.
"Please tell me improving Puppet Master is some kind of joke."
the way it is now Puppet Master is a joke, because Frenzy is so much better and has a very similar effect, costs less and is more likely to work.
"49 why? I rarely use all 7 as is. Slow troops (Treants, Zombies, et cetera) stay home to guard."
more strategies, more stack splitting, makes Diplomacy and Tactics more useful.
"The problem here isn't that it gives +2 Horned Overseers, it's that that creature is ungodly useless except for defending against sieges, and still terrible then thanks to getting to act about once per year. You could double their initiative and still only have a decent critter."
Horned Overseers have their uses as meat shield and very useful with Deleb early on, but that building makes no sense.
"67-70 - Why?"
some suggestions that make sense to me I guess, not really too important
"Yes, 72. 73 - what, you don't like them looking like piles of crystal meth? Heh."
I don't even know what crystal meth looks like I don't do that kind of stuff.
"Or at least, once you have skills filled out, offer 4 abilities. I like that solution."
yeah good idea too.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted June 09, 2006 12:40 PM |
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Quote:
Quote: I decided to compile a list of ideas how I think the game can be improved, plus some requests, suggestion, improvments, and error corrections. Let me know what I missed or forgot and what do you think. Hopefully Nival/Ubisoft gets to read it all.
P.S. sorry that it is in a random order and somewhat chaotic.
1. allow selling of Artifacts
2. improve Sacrificial buildings (Dungeon's should require less creatures to get extra growth and Inferno's should give 50% extra experience for what each creature is worth in battle)
3. fix Hellfire ability so that it costs 4 mana and doesn’t get activated when the stack is killed by initial damage
4. fix description of Assassin building
5. add Caravans
6. fix the No Eye Candy toggle so it makes some sense
7. provide in-game, accurate, clear, up-to-date, detailed description of all abilities, specializations, spells, formulas, etc.
8. provide in-game skill/ability tree for all hero types which can be accessed when you level up
9. give detailed hero statistics when you are starting a scenario
10. and give detailed hero statistics (including all the artifacts) in Duel mode
11. in Duel mode properly balance heroes because some have almost zero chance of winning (Razzak)
12. implement Wait and Split Troops buttons
13. add Kingdom Overview feature
14. add scoreboard and graphs when the scenario is won
15. clarify town bonuses by stating exact effects
16. give all hero types equal amount of available abilities(just fill in all the empty spots)
17. create proper models for Gargoyles and Treants
All good suggestions above.
Agreed 100 %! Especially # 7, 8, 12, 13, 14 and 15.
@ 16: I don't think this is a good idea, I think it makes sense that some Heroes, like Knight and Ranger, have many sub-skills in Attack and Defence, while others, like the Necro and Wizard, have sub-skills in the magic schools and Sorcery.
Quote:
Quote: 18. improve Djinns (slightly more health and an ability, I would suggest a Mirage ability where Djinns take no damage in the first physical attack of each battle)
Why? A large stack of these is already incredibly annoying, and they get one of the best weekly growth boosters in the game.
Right, Djinns are excellent units because they are quick and do great damage. What we need is a spell that can be used to provide no retaliation - that would make them last longer!
Quote:
Quote: 19. make Recruitment work on the closest friendly city to your hero, without having to be in it
20. make Tactics ability also allow you to move any obstacles on the field anywhere you want within the neutral or friendly zone or completely remove them from the field
21. make Estates ability 250 + (Hero level)*10 or something similar
22. get rid of insane prerequisite for some non-ultimate abilities (ex. Mana Burst for Demon Lords)
23. create unique models for all heroes
24. improve Summoning magic a bit and improve its sub abilities
25. improve War Machines Skill and its sub abilities
26. improve Ultimate Counterstrike and Unstoppable Charge
More good suggestions.
Again, healthy suggestion. Summoning Magic sucks big time imo. I never take it, not even as Necromancer, because you can still learn raise dead without the skill.
Quote:
Quote: 27. change the way Necromancy works so it would raise fewer creatures but the creatures raised are not just Skeletons, but also Zombies and Ghosts
Completely and utterly useless - unless they also nerf skeletal archers, there'd be no reason to ever do this in a typical game. Both these units are much weaker than the archer.
Right! What the Necro needs is lots and LOTS of Archers, to do the trick from the back. To raise Zombies would be a punishment ... and well, Ghosts are hardly usefull with a crappy speed of 5 and horrible HP.
Quote:
Quote: 28. make hero Specializing in specific creature give that creature +1 to Speed just like in Heroes 3
29. fix Dungeon hero Lethos who is missing an ability/skill
30. fix Soulhunter specialization description
31. properly balance heroes and their specialties, the way it is now some totally suck while others totally rock
32. be more creative with Hero Specialties (for example Griffin Master’s Griffins should dive much faster instead of getting bonus to defense; or Unicorn specialist’s Unicorns could have better resistance aura and more likely to blind)
33. some specializations are almost totally useless or only useful on extremely rare occasions, revise them.
34. revise some useless abilities like Last Stand, Remote Control, Spoils of War, Scholar, Master of Earthblood, Familiar Ground, etc.
35. Destructive Magic spells need to do more base damage when you have Advanced and Expert Destructive Magic.(20-40 more damage difference between an expert and somebody who got no skill in it is an absolute joke)
I'd stand behind these too.
Quote: 36. make 2 hero types for each faction
Why bother, when you can take any hero right now and make them might, magic, or hybrid at will? If anything, I'd rather they give us a choice between two stats to get +1 to at level up. I can add defence as needed to casters, and skip Knowledge once I have 8 or 9.
Quote: 37. give more special buildings to some factions
Why? What? To which faction? Make some suggestions here.
Quote: 38. improve some high level spells like Puppet Master, Curse of the Netherworld, Chain Lightning, Word of Light, Arcane Armor, etc
Please tell me improving Puppet Master is some kind of joke.
Quote: 39. make Fire Wall spell rotateable
40. make Raise Dead spell level 3 and weaken it at least 20%
Yes, please on 39. And I think 10% would be enough on 40.
Quote: 41. make Instant Travel spell give either more distance or cost less mana and less movement points
42. Allow to Summon Creatures and Town Portal at 1.5 or 2 times the cost from/to towns which aren’t the closest
Yes, please make IT NOT TERRIBLE. And level 25 Town Gate to any town is the best suggestion I've seen for fixing the bad-90%-of-the-time TP.
Yes yes yes PLEASE:
* Make Town Gate available at level 15 - it's not THAT usefull anyway
* Upgrade Town Portal and give it at level 20
* Make Instant Travel usefull and give it at level 25.
The current solution sucks big time - it's utterly rediculous to spent two weeks traveling from one end of the map to the other and back again. And if some people think Town Portal is too powerfull, then make it optional on game start.
Quote:
Quote: 43. allow flagable adventure structures like the Windmill, etc. so you don’t have to visit it every time
44. allow for creatures to accumulate in the adventure dwellings.
YES YES YES Please. This was actually one of the REALLY great things of Heroes IV, so DON'T throw it away!
Quote:
Quote: 45. make multiple paths to the Ultimate Abilities; make it a bit easier to acquire them by automatically gaining them when all prerequisites are met.
Great idea - or just loosen up the conditions. Make that only 3 or 4 skills needed, and not 5 as it is now. That would make it actually possible to reach them, and would allow some personal choice on skills beside those determined by the requirements.
Quote:
Quote: 46. allow for main hero to take a lesser hero under his wing or as his disciple either through Enlightenment or Scholar or available for everyone where main hero can: a)allocate % of his experience to his understudy; b)teach a few skills; c)take that hero along with him until that hero is “ready” to become a master—so that once your hero becomes level 15 he can take 1 lesser hero along with him until that hero becomes level 14. There are so many possibilities and strategies we can expand this into it is mind boggling.
46 is interesting, although I'm not sure how necessary it is. Levelling a hero is easy mid-game. Give them 1-2 full weeks of growth worth of troops, slaughter some random mobs, 2-3 levels a fight for awhile.
Quote: 47. give Obsidian Gargoyles an ability Turn to Stone where they become inactive for few turns but during the time they regenerate each turn and are indestructible except from Magic Fist, Irresistible Magic and Implosion; also decrease their growth a bit and give them better damage
Ugh, Obsidians are strong enough. Hell knows I cringe every time I see Stone Gargs guarding a mine and I find one stack upgraded.
Problem with Gargs is, that they are utterly usefull when you play the Academy - they simply do to little damage. I think they should adjust damage - like upgrade one point - and the reduce HP to make it more normal. I understand that they want to make an extremely defensive creature, but it just doesn't make much sense in terms of gameplay, because extremely defensive creatures are just plain boring. Especially when they are level 2 and have crappy specials.
Quote:
Quote: 48. make battlefields wider
49. allow for 8 slots in hero’s army
48 yes. 49 why? I rarely use all 7 as is. Slow troops (Treants, Zombies, et cetera) stay home to guard.
Quote: 50. revise creature sizes into 3 categories Normal/Small=1 square; Large=2 squares; Enormous=4 squares
51. make Town towers deal more damage based on city level and level of your top hero.
52. increase Squire’s, Minotaur Guard’s, and Horned Demon/Overseer’s Initiative by 1
53. make level 7 creature more interesting by giving them some unique abilities
These make sense, although 53 really only needs to apply to Spectral Dragon. The other level 7's are respectable.
# 50 is not gonna work. A size 3x3 creature would be too big on the battlefield imo. It's bad enough with 2x2 as they are now - Unicors and Wraith can't go anywhere, and are so easily blocked by a 1x1 creature. Imagine how it would be to navigate a 3x3 creature? Impossible!
Quote:
Quote: 54. Conscripts don’t have shields so why do they have Shield Bash ability? Either give them shields or a new ability.
55. get rid of the immature 666, 13, 31, 66, 99, 999 theme with the Inferno creatures’ stats and give them proper balance
56. Inferno’s Spawn of Chaos building is a joke it is too expensive (5 Sulfur, 1500 Gold) and its bonus is too little (+2 Horned Overseers)
The problem here isn't that it gives +2 Horned Overseers, it's that that creature is ungodly useless except for defending against sieges, and still terrible then thanks to getting to act about once per year. You could double their initiative and still only have a decent critter.
Quote: 57. change the look of Cerberus to fit the “fiery theme” and make it a bit tougher in health/defense
A well used Cerebus doesn't need defence - it shouldn't be getting hit in the first place, and defence won't help it against spells. I wouldn't lose sleep over 3 extra HP though.
Quote: 58. please re-design Devil’s feet, horns and hands they look really bad and if possible please redesign the hands/feet of all creatures who have them out of proportions like Peasants, Djinns, Zombies, etc.
59. Scouts/Assassins as well as few others need an option to attack in melee instead of ranged
YES YES YES PLEASE. Guh, I hate not being able to use Shadow Witch's whip attack.
Quote: 60. when you gain Spellpower it shouldn't show the icon for knowledge "flying" up
61. more terrain types especially Snow
62. new factions added, 3 would be nice
63. Map Editor and Random Map Generator
64. very important to add XXL map size!
62 and 63 have been promised, 64 is useless if they don't improve Town Portal or make Town Gate.
Quote: 65. fix the cursor to how it was in Heroes 3--so that the horse only rears when there is something there
It works that way for me now. Is there some specific map or something you're having a problem with?
I have the same problem with the cursor - and another VERY annoying feature - the cursor is designed so that the spot that tells where you actually click is THE HEAD of the horse, and not THE FRONT LEGS, as in Heroes III. That's extemely annoying for me! I simply cannot hit the correct location, and always wander around resorces instead of picking them up!
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Quote: 66. when your hero travels he should unlock the unknown map areas as he walks, not just when he stops.
67. rename some units: Vampire to Vampire Fledgling; Lich to Power Lich; Zombie to ? Zombie; Skeleton to Skeleton Warrior; Treant to Old Dendroid; Ancient Treant to Ancient Dendroid; Unicorn to White Unicorn; Druid to Druid Disciple; Hunter to ? Hunter; Blade Dancer to Blade Joggler; Horned Demon to Demon Minion; Horned Overseer to Demon Overseer; Succubus to ? Succubus; Arch Devil to Satan; Griffin to Common Griffin; Inquisitor to Cleric; Cavalier to Knight; Footman to Squire; Squire to Mercenary; Dark Raider to Dark Rider; Grim Raider to Night Raider; Hydra to Deep Hydra; Deep Hydra to Chaos Hydra; Minotaur to Minotaur Guard; Minotaur Guard to Minotaur Sargeant; Gremlin to Gremlin Apprentice; Master Gremlin to Gremlin Master; Archmage to Sorcerer; Djinn to Djinn Eunuch
67 - Why?
Don't see any reason at renaming at all. Names are fine as they are imo.
Quote:
Quote: 68. give Shadow Matriarch the long skirt and Witches can have the short one.
69. make Footmen and Squires taller and make Squire's helmet smaller
70. make Peasants/Conscripts skinny
68-70 - Why?
Quote: 71. When leveling up give a choice of 3 abilities instead of 2.
Or at least, once you have skills filled out, offer 4 abilities. I like that solution.
Quote: 72. Healing and Plague Tents should have unlimited "shots"
73 Make Gems look like Gems
Yes, 72. 73 - what, you don't like them looking like piles of crystal meth? Heh.
All in all - I have a few objections, but a brilliant summary of solid improvements.
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WinterIsComing
Tavern Dweller
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posted June 09, 2006 01:05 PM |
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"Right! What the Necro needs is lots and LOTS of Archers, to do the trick from the back. To raise Zombies would be a punishment ... and well, Ghosts are hardly usefull with a crappy speed of 5 and horrible HP."
Well that is the point to make Necro a bit more balanced so it isn't as overpowered with thousands of Skeleton Archers. Theen their top 2 units could be improved a bit.
"# 50 is not gonna work. A size 3x3 creature would be too big on the battlefield imo. It's bad enough with 2x2 as they are now - Unicors and Wraith can't go anywhere, and are so easily blocked by a 1x1 creature. Imagine how it would be to navigate a 3x3 creature? Impossible!"
no it would be 1x1, 2x1, and 2x2, sorry if I wasn't more clear.
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Kingpriest
Hired Hero
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posted June 09, 2006 04:17 PM |
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I concur wholeheartedly with alcibiades. A few objections, but overall a list of some much needed improvements to make the game considerably better.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted June 09, 2006 07:00 PM |
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Quote: "Right! What the Necro needs is lots and LOTS of Archers, to do the trick from the back. To raise Zombies would be a punishment ... and well, Ghosts are hardly usefull with a crappy speed of 5 and horrible HP."
Well that is the point to make Necro a bit more balanced so it isn't as overpowered with thousands of Skeleton Archers. Theen their top 2 units could be improved a bit.
That still wouldn't work. Players would keep their necromancy skill at basic, then, to keep getting Skeletons instead of Ghosts. You cannot make a skill go less good on higher level. Otherwise, Necromancy should give you Zombies at basic level, Ghosts at advanced and Skeletons on Expert.
Quote: "# 50 is not gonna work. A size 3x3 creature would be too big on the battlefield imo. It's bad enough with 2x2 as they are now - Unicors and Wraith can't go anywhere, and are so easily blocked by a 1x1 creature. Imagine how it would be to navigate a 3x3 creature? Impossible!"
no it would be 1x1, 2x1, and 2x2, sorry if I wasn't more clear.
Oh, I see. Agreed, it would be cool to have 'long' units (Paladins, for instance) ... but I still think the current solution works pretty ok. My main objection, actually, would have to be the Djinn - it makes no sense to me that they are large creatures. Looks like the developers wanted them to be large, and couldn't make them fit, and then made those stupid extra-large gloves to make them look larger.
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WinterIsComing
Tavern Dweller
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posted June 09, 2006 09:08 PM |
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"That still wouldn't work. Players would keep their necromancy skill at basic, then, to keep getting Skeletons instead of Ghosts. You cannot make a skill go less good on higher level. Otherwise, Necromancy should give you Zombies at basic level, Ghosts at advanced and Skeletons on Expert. "
no I am thinking of something like:
Basic: 5% Skeletons
Advanced: 5% Skeletons and 4% Zombies
Expert: 5% Skeletons and 4% Zombies and 3% Ghosts
Amplifier: +2% bonus to each of the 3
etc.
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Gnoll_Mage
Responsible
Supreme Hero
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posted June 09, 2006 10:06 PM |
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64. very important to add XXL map size!
There is a large size of map coming with the editor, along with a small one, both of which aren't used in the game yet (is this what you mean?)
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted June 09, 2006 11:38 PM |
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Quote: "That still wouldn't work. Players would keep their necromancy skill at basic, then, to keep getting Skeletons instead of Ghosts. You cannot make a skill go less good on higher level. Otherwise, Necromancy should give you Zombies at basic level, Ghosts at advanced and Skeletons on Expert. "
no I am thinking of something like:
Basic: 5% Skeletons
Advanced: 5% Skeletons and 4% Zombies
Expert: 5% Skeletons and 4% Zombies and 3% Ghosts
Amplifier: +2% bonus to each of the 3
etc.
I see (finally ) ... That's an interesting idea ... except for the fact that I wouldn't bother to take the Zombies with me ... but yes, it might work. But the Necro lovers would hate us if something like that ever happened.
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Clahar
Tavern Dweller
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posted June 10, 2006 03:49 AM |
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Quote:
Quote: "That still wouldn't work. Players would keep their necromancy skill at basic, then, to keep getting Skeletons instead of Ghosts. You cannot make a skill go less good on higher level. Otherwise, Necromancy should give you Zombies at basic level, Ghosts at advanced and Skeletons on Expert. "
no I am thinking of something like:
Basic: 5% Skeletons
Advanced: 5% Skeletons and 4% Zombies
Expert: 5% Skeletons and 4% Zombies and 3% Ghosts
Amplifier: +2% bonus to each of the 3
etc.
I see (finally ) ... That's an interesting idea ... except for the fact that I wouldn't bother to take the Zombies with me ... but yes, it might work. But the Necro lovers would hate us if something like that ever happened.
No, just limited it to the early levels is dumb. Allow Necros to resurrect Level 1 Skeletons, Level 2 Skeletons/Ghosts, Level 3 Skeletons/Ghosts/Vamps, Level 4/Ult Skeletons/Ghosts/Vamps/Wraiths. I suggested this elsewhere, make it similar to how HoMM IV resurrected creatures. Of course, I don't see many people getting the ultimate as every Necro users plays Lucretia. Still, not many people get it now due to lack of opportunity.
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FlawedParadigm
Tavern Dweller
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posted June 10, 2006 05:40 AM |
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Lucretia? What's she do? I always use the Soulhunter guy, because he makes the first two weeks MUCH MUCH easier, plus the stacks of ghosts get to be large enough around level 15 or so that the opponent HAS to aim a spell at them or risk having his missile units shut down.
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted June 10, 2006 10:29 AM |
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Edited by Vlaad at 10:34, 10 Jun 2006.
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Quote: 68. give Shadow Matriarch the long skirt
I agree! Here's what a decent Shadow Matriarch should look like!
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Kingpriest
Hired Hero
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posted June 10, 2006 04:12 PM |
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