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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted November 14, 2010 01:22 PM |
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No Problem at all
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SwampLord
Supreme Hero
Lord of the Swamp
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posted November 14, 2010 06:12 PM |
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vote to the Day/Night cycle, for two reasons.
1)-To me, Heroes's turn system has always been very realistic because it represents armies marching, stopping for rest during the night, and then marching again during the next day. If we had a day/night cycle, armies would be moving continuously without ever resting. While this is logical for some like Inferno, it doesn't make sense to me for a town like Castle/Haven to be able to force march its troops 24/7.
2)-Having bonuses for certain factions at different times of day is a big no-no for me. To give an example, the free TBS Battle of Wesnoth use a system much like this, and if you are weak during the day against someone strong during the night all you can really do is run for your life. It turns into basically each person attacking when their time is up and then fleeing when it's the other person's time. In my opinion, implementing this into Heroes would upset the "skill balance", if you will, as certain armies will have unfair advantages over their counterparts at certain times of the clock. As such, I'd prefer to see this mechanic left out of Heroes.
to the "Retreat without losing whole army"-retreating has always been a last-ditch measure to save a powerful hero from destruction, there's no reason you should be able to take troops with you, that would make it too powerful and take away reward from luring opponents into traps.
I'll find some stuff I like too, I promise! Gonna go over the list a bit more later.
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They can take my swamp, they can take my town, but they will never take my FREEDOM!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted November 14, 2010 06:27 PM |
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Thank you for taking interest in this!
your argument against day/night cycle is reasonable! Though I like Battle of Wesnoth very much. I think, the bonusses there are jsut too strong. WIth better balances, this coudl be solved, imo.
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MattII
Legendary Hero
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posted November 14, 2010 08:26 PM |
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For the retreating thing, I always found it annoying that a bunch of Gryphons couldn't simply run away from an army of Skeletons and Zombies, I mean in normally they'd be able to run away even if they couldn't fly, so why the hell not in-game?
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SwampLord
Supreme Hero
Lord of the Swamp
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posted November 14, 2010 09:09 PM |
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Quote: Thank you for taking interest in this!
your argument against day/night cycle is reasonable! Though I like Battle of Wesnoth very much. I think, the bonusses there are jsut too strong. WIth better balances, this coudl be solved, imo.
Oh yep, great game, gotta love fleeing in panic from Orcs at night.
If it was well-balanced it definitely could work out, I'm just concerned about BH's ability to balance such a mechanic, given that the past Heroes game by Nival had some fairly serious balance issues. Although, pretty much every Heroes game has had serious balance issues.
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They can take my swamp, they can take my town, but they will never take my FREEDOM!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted November 15, 2010 08:45 AM |
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XD there you're right
concernign BoW...I liked some oher aspects of the game nevertheless...the terrain-boundness and the characteristics of the single-units, for example...
But elt's stay ontopic
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Agent_00_BLeRD
Adventuring Hero
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posted November 15, 2010 05:00 PM |
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You're most welcome Jiriki. I emphasized on examples because that's the best way of getting the other person to understand what you mean. If I've been too specific in some cases, just add a "for example" before my statement and amend it as you see fit.
Regarding the information about what has been disabled in the map, I've been burnt badly by it on several occasions, most of them in Heroes 5. Because of interdependent skills, I used memory mages (those guys that allow you to forget skills) and/or reloading to get precisely the skill sets I wanted (notice I use the term skill set. I mean a combination of two or more primary skills that work well for the army and map in consideration) and found out that some of the skills were disabled for the map. In one particular case, I couldn't get the wizard's ultimate skill because of one prerequisite being disabled. Made me feel like I had been cheated out of a very enjoyable experience since everything that led to that moment became mostly pointless.
Honestly, I can't think of a reason when the mapmaker would NOT want the player to know which things have been disabled. Seeing how most skill choices you make are permanent (unless there are memory mages on the map), going on a wrong path can be very annoying.
With this implemented, if I know from the start that town portal is disabled for the map, I'll focus more on creating hero chains and not be so anxious to build up my mage's guild to level 5. If I know that they've disabled triple ballista, I would not pick the demon hero with fire ballista specialty.
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SwampLord
Supreme Hero
Lord of the Swamp
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posted November 15, 2010 06:02 PM |
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Quote: XD there you're right
concernign BoW...I liked some oher aspects of the game nevertheless...the terrain-boundness and the characteristics of the single-units, for example...
But elt's stay ontopic
'
Oh absolutely, just realized my wording was a little confusing and wanted to clarify that I do, in fact, love Battle for Wesnoth.
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They can take my swamp, they can take my town, but they will never take my FREEDOM!
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MattII
Legendary Hero
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posted November 15, 2010 06:35 PM |
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Quote: Regarding the information about what has been disabled in the map, I've been burnt badly by it on several occasions, most of them in Heroes 5. Because of interdependent skills, I used memory mages (those guys that allow you to forget skills) and/or reloading to get precisely the skill sets I wanted (notice I use the term skill set. I mean a combination of two or more primary skills that work well for the army and map in consideration) and found out that some of the skills were disabled for the map. In one particular case, I couldn't get the wizard's ultimate skill because of one prerequisite being disabled. Made me feel like I had been cheated out of a very enjoyable experience since everything that led to that moment became mostly pointless.
Fair enough then. All of my experience to date has been with H3, where practically the only things (Artefacts, Heroes, etc.) ever disabled are the special Campaign variations that you only ever got to use for like 1-2 scenarios at most even in the campaign, and were preset-disabled in Random Maps.
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Agent_00_BLeRD
Adventuring Hero
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posted November 16, 2010 11:51 AM |
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New wish:
Make the marketplace exchange rates less expensive
Might get a fair number of negative votes on this but I have to say that I find myself almost never using the marketplace. The exchange rates are so expensive that unless you have 3-4 towns, you can't really think about getting any use out of it. And by the time you acquire 3-4 towns, you're usually only lacking in gold and your level 7 creature's resource.
Now that they've reduced the types of resources, I don't know how the game will play out...but I'd still like to have marketplace as a viable option instead of a last resort.
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Agent_00_BLeRD
Adventuring Hero
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posted November 16, 2010 12:06 PM |
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Jiriki, check this video:
http://www.youtube.com/watch?v=h8Yne25keVo
At 2:08 and at 4:20. Even though the animation speed was set at fast by the uploader, you can still appreciate the seamless integration of movement and attack by the horseman and the knight. And the knight has a damage bonus against dragons; so when it attacks dragons, instead of an overhead strike, it uses a thrust to the heart and the sword starts glowing. Looks awesome!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted November 17, 2010 11:31 AM |
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WIll add your wish soon, agent
...for the video. I admit I didn't find it too impressive but the whole graphics weren't too much of my liking on the first look^^
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Agent_00_BLeRD
Adventuring Hero
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posted November 18, 2010 01:46 AM |
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It's cartoony and definitely different from the Heroes world. You have to let it grow on you for a while. And yeah, since the game was in fast animation, the effect wasn't all that visible.
But it looks very nice, trust me. In the few videos released for H6, I've seen a griffin land, think, turn around, adjust its hair and then attack. Granted it's still in development but that is one part I definitely would like to be more polished.
I did like how when griffins have to move only one square, they walk instead of flying and landing.
Another creature in King's Bounty is a pterodactyl, called Hayterrant. If it flies in a straight line for a few squares in order to attack a target, it inflicts double damage. It is show with the creature performing an aerial attack instead of landing and then striking.
EDIT -- Found a video for that.
http://www.youtube.com/watch?v=16cYAo8NypI
Normal attack 3:40
Critical hit 5:15
Good eye candy. :-)
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Fauch
Responsible
Undefeatable Hero
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posted November 18, 2010 02:22 AM |
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return of elemental attacks from heroes 4.
in heroes 4, it was mostly the following abilities :
fire attack, cold attack and fire breath. if you were immune against the element, you took -50% damage as a primary target and 0 damage as a secondary target.
basically, each creature would either attack with air, fire or water element, or for most of them, no element probably.
abilities like aura of elemental vulnerability and mark of fire would also modify the physical damage of those creatures.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted November 18, 2010 08:39 AM |
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@fauch: If such is implemented, I'd rather see more damage types than just three...at least water, air & earth should be added, for me, I'd like lightnign and ice seperate, too, as well as maybe nature/poison damage, light/divine/life and dark/evil/death damage type. But that could proably be done by abilties, or not!?
Shall I name it "Attack & Defense Elements" or "Elemental attacks and weaknesses"?
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MattII
Legendary Hero
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posted November 18, 2010 12:46 PM |
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Edited by MattII at 12:48, 18 Nov 2010.
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Quote: Make the marketplace exchange rates less expensive
Well it's getting a negative vote from me, the marketplace is supposed to be a last resort for if you're really hard up on a particular type of resource. Making it cheaper to convert resources, especially with the reduction in the number of resources is going to turn the economic side into more of a mine-grab race than actually forcing you to make decisions about what you want.
Quote: If such is implemented, I'd rather see more damage types than just three...at least water, air & earth should be added, for me, I'd like lightnign and ice seperate, too, as well as maybe nature/poison damage, light/divine/life and dark/evil/death damage type. But that could proably be done by abilties, or not!?
Too complex, IMO they should stick with Normal, Fire, Ice, Lightning and Magical (covers all light/dark and other stuff), Life (poison, plague etc.) and Demagic (basically hurts everything that isn't affected by everything that isn't covered by Life). Most Earth spells would fall into either Normal (getting crushed by big falling rock isn't that much different than getting crushed by a titan stepping on you is it?) or Magical (disintegration and stuff is definitely magical). If it's really necessary I suppose you could slip two types in together, like Meteor Shower doing both Normal and Fire damage.
Call it Elemental Attacks, since we have both defence and weakness abilities already.
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markkur
Honorable
Legendary Hero
Once upon a time
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posted November 18, 2010 02:24 PM |
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Quote:
Quote: Make the marketplace exchange rates less expensive
Quote: Well it's getting a negative vote from me, the marketplace is supposed to be a last resort for if you're really hard up on a particular type of resource. Making it cheaper to convert resources, especially with the reduction in the number of resources is going to turn the economic side into more of a mine-grab race than actually forcing you to make decisions about what you want.
I don't use the Marketplace and when I make a map they are just "filler" to me. I think something needs to be done with them but I think this point is valid. So what 'could' be done? Marketplaces that specialize in one resource?
____________
"Do your own research"
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MattII
Legendary Hero
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posted November 18, 2010 09:31 PM |
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Well you could increase the efficiency of the market based on how well built your town is, ie, a city with 9-10 buildings ought to be a hell of a lot more efficient than a village with only 3-4 buildings. Otherwise, I'm not sure, maybe a 10% increase in the mines in the area?
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markkur
Honorable
Legendary Hero
Once upon a time
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posted November 19, 2010 10:25 AM |
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Quote: Well you could increase the efficiency of the market based on how well built your town is, ie, a city with 9-10 buildings ought to be a hell of a lot more efficient than a village with only 3-4 buildings. Otherwise, I'm not sure, maybe a 10% increase in the mines in the area?
I like it. I have sort of mentioned it before to have "time-owned" matter with gold. So the more variation, i.e. marketplaces, the better. But since they are messing with resources who knows what we will have.
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"Do your own research"
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Agent_00_BLeRD
Adventuring Hero
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posted November 21, 2010 02:23 AM |
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New wish:
Easily changeable music files
In H3, all the music files were in a simple folder with clear cut names. If you didn't like a theme, just change the mp3. If you got sick of hearing one music for 2 weeks, just change the mp3. In H4, they were all bundled up in some archive and changing it was impossible. I never tried it in H5 so don't know what they did there.
So please, make the music files available in a folder so we can change them to our liking should we need some different.
I will slay my first boss in your name if you do that. :-P
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