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Thread: A realistic H6 ? | This thread is pages long: 1 2 3 · NEXT» |
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rubycus
Known Hero
-student of the mind-
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posted September 09, 2008 10:05 AM |
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Edited by rubycus at 09:37, 18 Sep 2008.
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A realistic H6 ?
Hi everyone. I've used quite a long time on this text, so please read it and give some feedback Thanx.
I have some suggestions to make on H6. These are mostly suggestions on the look of the game, and the realism of the looking, which I think is important to the general impression. These suggestions are not meant to make Heroes 6 looking just like the real world, but it is meant as suggestions to make Heroes 6 more realistic and in a way more “trustworthy”. I know it’s just an epic “fairy tale game”, but that doesn’t mean it can’t be realistic…
In this text I will use two terms that needs an explanation. When talking about the looking of towns I sometimes refer to the inside look, or how the town is seen from inside (when entering a town, where you can build etc.), and I sometimes talk about how we see the town building from the playing/exploring map (where you can pick up recourses etc.). It’s important to know which I mean when reading.
The proportion between gaming objects
The first thing I would like to mention is the proportion between the size of different things and objects on the playing map, things like towns, trees, mountains, mines, recourses, artefacts, all types of buildings, the hero and the wandering creatures. For example: in my eyes the hero is far too big in proportion to for instance the towns as we see them on the playing map. Just take a closer look in either one of the games. You will find that the hero sometimes is twice the size of a towns main gate! Does that make sense And sometimes artefacts are as big as the hero himself… When did a helmet as big as a man fit on the man’s head
My suggestion here is to make the proportion between the size of these gaming objects better and more realistic. Make the town building as we see it from the gaming map (not inside the town) larger, artefacts and recourses smaller, the hero smaller etc. About making the recources and artefacts smaller, I mean they should be sightly smaller and more shinier so that you can still see there’s something there.
About the town building:
Why is only the “citadel/castle”, or in heroes 5 the “town hall/city hall/capitol building” showing on the exploring map? Why are we only seeing one town building on the gaming map, while there are dozens of buildings inside?!? (H5 is an exception because as you build buildings inside you start to see more buildings outside). I suggest that the town buildings (on the exploring map) are made bigger, that more towers or buildings are added to the outer look as you build buildings inside, that the "outer look" shows (in a way) how big the town is inside. Maybe not every building should show, since it would give other players an opinion on which town level your town has reached, but I’d like to see the town buildings (from the exploring map) made more as cities...
Some other things about towns:
It might be silly but I have always wondered in Heroes; f.eks. if a Necropolis town is placed on snowy terrain, why does it still look dark, misty and unfriendly inside? Why isn’t there any snow inside the town? (H4 is an exception). I think that the terrain inside the towns should be the same as the terrain outside, or that towns only can be placeable on their native terrain. I must say I don’t like snowy Necropolis towns, so i suggest that towns only are placeable on its native terrain. It’s making sense, because I doubt a gang of demons or undead would build and set up a keep on the cold snow?!
And, one other thing that has occured to me: The Inferno town in H5 is surrounded by cliffs and high mountains “inside”, but where are the cliffs when we see the town on the exploring map?
Also the Dungeon town in H5 should only be placeable in the undergruond, because it looks odd when you start with Dungeon above ground, on dirt, and it looks like youre still undergruond when you enter the town.
These are suggestions to make the outer look and the inner look of towns more alike.
More about towns:
Make the towns alive! Letting creatures and animals fly/walk inside the town makes it much cooler, and much more alive.
I think each faction should have a number, say ten, of different town appearances. I mean it’s the same town, the same buildings and creatures, but different placements of buildings etc., and different scenery inside. That way, you avoid having two exactly similiar towns. That way, you can still have the same buildings, your towns can still be the same town level, but look different, and it’d make it much cooler, I think.
When towns are attached to water, ether a coast or a river, I think there should also be a coast or a river inside.
That's it for now. More to come (maybe)
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Malgore
Adventuring Hero
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posted September 09, 2008 10:24 AM |
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Quote: The proportion between gaming objects
The first thing I would like to mention is the proportion between the size of different things and objects on the playing map, things like towns, trees, mountains, mines, recourses, artefacts, all types of buildings, the hero and the wandering creatures. For example: in my eyes the hero is far too big in proportion to for instance the towns as we see them on the playing map. Just take a closer look in either one of the games. You will find that the hero sometimes is twice the size of a towns main gate! Does that make sense And sometimes artefacts are as big as the hero himself… When did a helmet as big as a man fit on the man’s head
My suggestion here is to make the proportion between the size of these gaming objects better and more realistic. Make the town building as we see it from the gaming map (not inside the town) larger, artefacts and recourses smaller, the hero smaller etc. About making the recources and artefacts smaller, I mean they should be sightly smaller and more shinier so that you can still see there’s something there.
Have to disagree with you here. Since HoMM essentially is a strategic game, lot's of objects on map will (and should) remain abstract images that reflect the main function.
It would be nice to see slaves digging the stone mines, excavating huge blocks of stone and cutting it to bricks and etc. But there is no need for it since the game focuses on strategy.
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rubycus
Known Hero
-student of the mind-
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posted September 09, 2008 10:34 AM |
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Quote:
Have to disagree with you here. Since HoMM essentially is a strategic game, lot's of objects on map will (and should) remain abstract images that reflect the main function.
It would be nice to see slaves digging the stone mines, excavating huge blocks of stone and cutting it to bricks and etc. But there is no need for it since the game focuses on strategy.
right. I kind of agree. Since the game's based on strategy as you said, but it wouldn't hurt putting in some extra effects, making it a bit cooler, though...
What about the other things I said.. ?
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xerox
Promising
Undefeatable Hero
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posted September 09, 2008 03:53 PM |
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I say it would be to much work.
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Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
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rubycus
Known Hero
-student of the mind-
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posted September 09, 2008 04:39 PM |
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Edited by rubycus at 16:42, 09 Sep 2008.
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what do you mean to much work? I can't really see why it's to much work. Well, of course it's many details, but still...
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Malgore
Adventuring Hero
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posted September 09, 2008 04:44 PM |
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Quote: What about the other things I said.. ?
Other noted issues can mostly be solved through improved graphic engine.
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rubycus
Known Hero
-student of the mind-
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posted September 09, 2008 04:57 PM |
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Quote: Other noted issues can mostly be solved through improved graphic engine.
But few of those issues appear in the previous games...
I would like to see a H6 with such a level of detailment
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Darkshadow
Legendary Hero
Cerise Princess
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posted September 09, 2008 05:03 PM |
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About that living town thing, Wouldn't Necropolis and Dungeon look quite funny with zombies and assassins walking in the streets?I mean, both towns are supposed to be secretive and dead quiet.
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rubycus
Known Hero
-student of the mind-
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posted September 09, 2008 05:11 PM |
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Quote: About that living town thing, Wouldn't Necropolis and Dungeon look quite funny with zombies and assassins walking in the streets?I mean, both towns are supposed to be secretive and dead quiet.
Nah, I think it'd be cool if f.ex. some ghosts fly around in Necropolis... But Haven, Academy and Sylvan towns are supposed to be full of life...
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Malgore
Adventuring Hero
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posted September 09, 2008 05:21 PM |
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Quote: About that living town thing, Wouldn't Necropolis and Dungeon look quite funny with zombies and assassins walking in the streets?I mean, both towns are supposed to be secretive and dead quiet.
This depends on point of view.
Necropolis - mysterious fog unveils tormented ghosts that produce eerie noise, there in distance the bone dragon hows, strange whisper on ancient tongue flows from Liches dwelling, and the gentle-featured vampire stands silently on balcony with a cup of fresh blood...
Dungeon - underground slave markets, sacrificial chambers and dragon lair - just a few interesting places to explore.
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rubycus
Known Hero
-student of the mind-
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posted September 09, 2008 05:58 PM |
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Edited by rubycus at 18:00, 09 Sep 2008.
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Quote:
This depends on point of view.
Necropolis - mysterious fog unveils tormented ghosts that produce eerie noise, there in distance the bone dragon hows, strange whisper on ancient tongue flows from Liches dwelling, and the gentle-featured vampire stands silently on balcony with a cup of fresh blood...
Dungeon - underground slave markets, sacrificial chambers and dragon lair - just a few interesting places to explore.
Exactly the way it should be
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rubycus
Known Hero
-student of the mind-
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posted September 10, 2008 09:48 AM |
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I mean, you could add those visual effects (from my 1st post) and there'd still be plenty of strategy...
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razor5
Famous Hero
Freezing...
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posted September 10, 2008 10:27 AM |
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Quote: More about towns:
Make the towns alive! Letting creatures and animals fly/walk inside the town makes it much cooler, and much more alive.
Yes,a very good idea
Here can something like in Heroes I,where the creatures stay near their recruitment buildings,but in Heroes 6 can be simply beatiful-creatures training near their buildings,for example:
Archers - Shooting in the targets
Cavaliers - Jousting
And it will be nice if we can see birds or other animals near the towns,but this can work only to Haven
Quote: I think each faction should have a number, say ten, of different town appearances. I mean it’s the same town, the same buildings and creatures, but different placements of buildings etc., and different scenery inside. That way, you avoid having two exactly similiar towns. That way, you can still have the same buildings, your town can still be the same town level, but look different, and it’d make it much cooler, I think.
Well,this idea is intresting but is very hard to see this in Heroes 6...
Quote: When towns are attached to water, ether a coast or a river, I think there should also be a coast or a river inside.
Yes,this is not hard work for Nival .And it can be better if is it near the sea,imagine there it will be a beach
Quote: The proportion between gaming objects
The first thing I would like to mention is the proportion between the size of different things and objects on the playing map, things like towns, trees, mountains, mines, recourses, artefacts, all types of buildings, the hero and the wandering creatures. For example: in my eyes the hero is far too big in proportion to for instance the towns as we see them on the playing map. Just take a closer look in either one of the games. You will find that the hero sometimes is twice the size of a towns main gate! Does that make sense And sometimes artefacts are as big as the hero himself… When did a helmet as big as a man fit on the man’s head
My suggestion here is to make the proportion between the size of these gaming objects better and more realistic. Make the town building as we see it from the gaming map (not inside the town) larger, artefacts and recourses smaller, the hero smaller etc. About making the recources and artefacts smaller, I mean they should be sightly smaller and more shinier so that you can still see there’s something there.
Something like some helmet artifacts are big then hero's head
And yes,the towns on the adventure maps are very different then like there are when you click them,and the town is showed,and you can construct...etc
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GenieLord
Honorable
Legendary Hero
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posted September 10, 2008 03:33 PM |
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I basically agree with all the ideas you noted. Would be nice to see them all.
What I want to add:
Realistic widening of a town. There will be an area around the town which isn't occupied by anything special (trees are alright), where the town will expand to when you build more buildings. The size of the town won't stay the same when the town is in the 1st level and in the 25th level. Still, you'll be able to enter the town only from the gate. This should look good on the adventure map, don't you think?
About proportion between objects on the adventure map: you forgot the mention that some of the trees (not only the tallest ones) are taller than the mountains! That simply looks weird, in my opinion.
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rubycus
Known Hero
-student of the mind-
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posted September 10, 2008 06:35 PM |
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Edited by rubycus at 20:40, 10 Sep 2008.
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Quote: I basically agree with all the ideas you noted.
I'm glad you agree
Quote: Realistic widening of a town. There will be an area around the town which isn't occupied by anything special (trees are alright), where the town will expand to when you build more buildings. The size of the town won't stay the same when the town is in the 1st level and in the 25th level. Still, you'll be able to enter the town only from the gate. This should look good on the adventure map, don't you think?
Yes, I thought of something like that. This would also work fine.
Quote: About proportion between objects on the adventure map: you forgot the mention that some of the trees (not only the tallest ones) are taller than the mountains! That simply looks weird, in my opinion.
That's true, it really looks odd.
And Razor5: glad you like my ideas!
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted September 16, 2008 09:19 PM |
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Porportion: I disagree, they've always been way off, I think they should stay that way. It's part of the whole "If you can't get it straight, at least get it firmly crooked" thing.
Visibility on maps: It's an interesting idea but I don't think it needs to go any farther than it is in H5.
Something: I totally agree!
More: I totally agree even more! I think I started a thread about this at some point...
____________
How exactly is luck a skill?
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rubycus
Known Hero
-student of the mind-
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posted September 19, 2008 11:21 AM |
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Thanx for feedback everyone! Great.
Now, how about another idea: What about making the "hero" in H6 something like your character in World of Warcraft, with regard to artefacts? What I mean is that in WoW you actually see that your character wear the items he's got. What if putting that effect into Heroes? Like if a hero found the Turban of Enlightenment,he'll be wearing it. It only has a few drawbacks: it will look odd, and the enemy will now witch artefacts you have...
What say you?
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A prudent question is one-half of wisdom.
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razor5
Famous Hero
Freezing...
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posted September 19, 2008 08:44 PM |
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Yes Rubycus,I like your idea (and all your ideas here) but some of them can be impossible to see in H6
And to be for your last idea:with the wearing artifacts:
I like,but some artifacts can't be weared by the hero
example:Boost Shoes of Levetation (sorry if I don't write correct) at a Haven hero...the shoes will be weared by the hero or by the horse ?
And just imagine an orc,or a necro,or a Demon Lord,or simply a knight wearing the Turban of Enlightenment
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rubycus
Known Hero
-student of the mind-
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posted September 22, 2008 10:14 AM |
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Quote: And just imagine an orc,or a necro,or a Demon Lord,or simply a knight wearing the Turban of Enlightenment
Yes, that's what I was thinking: It will simply look strange But anyway, it was just an idea.
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A prudent question is one-half of wisdom.
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razor5
Famous Hero
Freezing...
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posted September 22, 2008 04:30 PM |
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Quote: It will simply look strange
Of course it will look strange
but for now this is the ONLY idea which I don't like from yours
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