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Heroes Community > Heroes 6 - The New Beginning > Thread: What feature additions/expansion would you want to see?
Thread: What feature additions/expansion would you want to see? This thread is 3 pages long: 1 2 3 · NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 05, 2012 03:44 PM

What feature additions/expansion would you want to see?

I can think of a few but I'd like some opinions. When I gain internet access again I'll post my personal list of pet peeves or wishes. They can range from minor to major issues, go nuts.
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somi
somi


Known Hero
posted February 05, 2012 07:47 PM
Edited by somi at 19:58, 05 Feb 2012.

Here is my list:

1. townscreen
2. better Ai
3. option to disable shared pool for recruiting units
4. recreating heroes leveling development:
  -removing spells from skills,
  -implementing magic guild in towns (you can choose what spell to get in magic guild by buying scrools)
  -more unique skills for different heroes
5. more towns
6. more neutrals
7. alternative upgrades for units
8. more unique build order for different towns
9. min +1 new resource
11. more maps
12. random map generator
13. less bugs
14. more balance

I think thats all.

Edit 1;
15. rebalansing town conversion

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted February 05, 2012 09:58 PM

1. More creatures, PERIOD. Don't care how, more creatures. More factions, more neutrals, alternative upgrades, alternative tiers, it's all good, but we need to see more creatures.
2. New factions, or old ones. Make that More Factions.
3. More captivating story. There is a whole world out there full of politics, intrigue, warfare and mythology and what do we get to see? Some dude and his disfunctional family. Make a less character driven plot, that way, we don't have to get aggravated over characters we don't like. If we get to have choice of action and such, give us more choice over the characters we get to play with.
4. Less linear campaigns. Give us multiple ways to complete the map's objective. And I'm not talking about blood/tears choices. Deciding wether to execute or exile some opposing hero does not have enough impact on the progress of the story.
5. Townscreens. I'd like to sit back every once in a while and look at a pretty picture and listen to good music. (Not in part to have people shut up about it)
6. Less on-trick-pony AI. Give an AI that does not focus-fire the same unit every single flipping time. I know making a smart AI is easy and an easy AI is hard, but there is a distinct difference between bad AI and an AI that makes wrong descisions.
7. Rework the Racials. Some Racials like Necromancy are always usefull, some are like Gating are sporadically usefull. Make all racials equally usefull and less trigger dependant.
8. Rework Skill system. Skill trees are nice, I'm all for less randomness in progression, but make them an actual choice and don't dribble it with usefull and more-or-less useless skills. That takes choice out of the progress. Make it so we have something to decide and weigh our options, excluding one thing when picking the other.
9. Rework the Magic. Picking actual spells in the skill tree wastes a lot of potential. Spell skill is fine (effectiveness, what level spels of what school you may use), specialties is also fine, but single spells isn't.
That's all I can think of for the moment, but will edit when I do.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted February 05, 2012 10:16 PM
Edited by alcibiades at 22:17, 05 Feb 2012.

My major concern is with the skill system.

1) I want less pick-whatever-you-want mentality. Free choice is fine, but choices should have consequences. I want more interdependancies of skills, and picking some skills should rule out others. Synergy with Blood/Tear system could also be emforced.

2) Reworked Magic school system. More synergy within schools, picking "XXX Magic I/II/III" should improve your spells like old basic/advanced/expert mastery, to make it more attractive to specialize in schools instead of just randomly shopping.

3) Reworked Might schools. They should be actual schools, i.e. have a major skill that empower them and have some being excluded for each faction, as with the might schools.

4) More flexible point system. Gaining multiple skill points on level up +/- having higher level skill costing more skill points would give a more dynamic system. Restrictions one which schools some point can be put into would emforce difference between might and magic classes (i.e. Magic heroes have some points locked to be spend only in Magic skills, etc.).


Apart from that, two more things:

5) Add another rare ressource to give more dynamic ressource system. Can couple with Blood/Tear ("Dragon Tear Gems") and alternative upgrades.

6) Town screens. Really?


PS: That is NOT an exclusive list. Those are my MAJOR concerns.
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seingeist
seingeist


Promising
Adventuring Hero
posted February 05, 2012 10:55 PM
Edited by seingeist at 23:58, 05 Feb 2012.

Primary concerns for patch/expansion:

1. More factions.  Bringing back Dungeon, Sylvan, and Tower would be a good thing.

2. Town screens.  (Of course)

3. Reworked skill/magic system.  Alcibiades has a lot of excellent ideas above.  I like getting to choose, but there needs to be more restriction based on choices, magic skills need to be affected as a school instead of cherry-picking spells, etc.  

4. More varied AI.

5.  More skirmish maps.  

6.  BALANCE!  Nerf the Necro, buff the Inferno (esp. creature growth and Gating mechanics)

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Zenofex
Zenofex


Responsible
Legendary Hero
Kreegan-atheist
posted February 05, 2012 11:05 PM
Edited by Zenofex at 23:06, 05 Feb 2012.

First and foremost - do NOT release an expansion until the original game is fully playable and enjoyable on its own. Most of the above "wishes" have to become reality before the expansion.
The other option is to release the expansion almost free (5-10$) as an excuse for the idiotic things done so far but of course the Ubi$oft management would rather commit a group suicide than approve something like that.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 06, 2012 12:23 AM

Cerberi. Enough said. Make it so that you dont lose 60 in every battle even with Regeneration/Life Drain (by modifying the AI for instance!)
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GolemGuard
GolemGuard

Tavern Dweller
posted February 07, 2012 03:45 PM

1. Random Map Generator

2. Town screen *duh*

3. Fortress (from Heroes 3)


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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted February 07, 2012 03:58 PM
Edited by SKPRIMUS at 15:59, 07 Feb 2012.

Quote:
...When I gain internet access again I'll post my personal list of pet peeves or wishes...
I'd really really like to see lists from the insiders (Elvin/Cepheus/JollyJoker/Zenithale) regarding
1. what they hope or think will be added before 1st expansion
2. what they hope for 1st expansion
3. what they hope for but don't think we'll ever get due to impracticalities, too fanciful, whatever...

Many many people have stated their preferences more than once on other threads which I'm sure moderators have read before...but we really know nothing of what the insiders themselves really want - why should that be a secret?.
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Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
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avalon00x
avalon00x


Bad-mannered
Known Hero
posted February 07, 2012 05:01 PM
Edited by avalon00x at 17:03, 07 Feb 2012.

Shoudn't this have been posted in the altar of wishes?

In case it dous get moved well
More maps / factions / creatures / Spells / Skills
and most importantly sim turns
would be perfect for an expantion

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 07, 2012 06:27 PM
Edited by Cepheus at 18:29, 07 Feb 2012.

Quote:
Many many people have stated their preferences more than once on other threads which I'm sure moderators have read before...but we really know nothing of what the insiders themselves really want - why should that be a secret?.


Right now it's totally impossible to know what's coming up. And I don't say that flippantly. It really is. If I had anything to tell, even a hint, I would give it.

But this is some of what I wish for Heroes VI. In reality, I doubt all of this can be done. Strength of desire for this or that fluctuates and reshuffles every time I hear something new from Ubi and BH, and it's not listed in any specific order, except where I note priorities 1 and 2. Let me know if it's generally in tune or out of tune with what you think should be done.

• My own priority 1 is improvement of the map editor and the game editors in general. It's definitely a long-term wish, and I know it could be controversial and is arguable. But I've always felt the usability of the map editor is half the soul of the game. H3 has its small design issues, but it was amazingly polished, and that map editor was just gold - people still use it today. I know there are people on the team who strove for this level of quality, but BH apparently bit off more than they could chew. As for a rationale on the other editors: if Ubisoft implodes tomorrow, or if anything at all happens, this game will be screwed forever in the same vein as Heroes V (unless some amazing programmer arrives to crack the code). At least with more accessibility to the proprietary formats (models) and the ability to make our own changes to everything, we can fix serious problems ourselves if it comes to that. I am not asking that BH spend lots of time on creating new programs to enable modding for everything, but that they simply polish and release what they already have at hand.
•• More specifically speaking on the map editor subject: I emphasised that the crazy overabundance of thousands of triggers be dealt with because it's so unfriendly, that camera control be reworked a bit, that the minimap view be implemented ASAP and that some type of quick-placing obstacle brush would help speed up the creation process. Aside from that I also mentioned smaller things such as the need for the olden-style pre-made event boxes, interface issues... yeah, lots to do.

• Priority 2 to me is fixing up the rest of what we already have. When the precedents are perfected and in place to the point where we're no longer lamenting every poor design decision, then we can worry about new content. The badly-implemented and badly-thought-out gameplay features crown this list:
•• I'm dissatisfied with the skill system for so many various reasons, which I guess everyone has covered time and again. I'll admit I asked the developers to give us more choice and control, but they dramatically misunderstood what I said and didn't inquire deeply enough (or at all) when designing this thing. The result is too many skills are open to too many classes, which results in mind-numbing homogeneity and bland heroes with no individuality. Many people like the lack of randomness and all that comes with it. In practice, I loathe it, and the points system. There's an intrinsic quality which is just lost when you're no longer forced to pick from a small choice of skills on gaining a level. In the present H6 I often accumulate several skill points on a given map without even entering the hero screen, and just don't "feel" my hero growing in power as I would in H2, H3 or H5. That's a subjective thing, but it affects my willingness to play just one more turn, and I'll bet I'm not the only one. Regardless, I'd like it if there were much more gravitas given to your choice of hero class (beyond the unique ability) - cutting down the schools available to each class and even, maybe, outright banning Tears spells for Blood heroes and vice versa. More distinction between might and magic. Generally speaking I think I'm close enough to Alc's position on this whole skill subject, and have posted his words to the devs accordingly. Unfortunately though, when we factor in the problem of the Conflux - which decrees that only one hero per player can pick a reputation class - any kind of experimentation here is kind of moot. Alas, alas.
•• As I keep saying, I don't like the heavy availability of healing and resurrection introduced in H6. Some guy described it as loss prevention and said it has been fundamental to Heroes since King's Bounty. I think it's a plague on this game, terrible, exploit-prone and cheap - it's hard to balance, reduces play to a drawn-out form of guerilla warfare and adds to finicky micromanagement in what should be the fast-paced earlygame stage ("damn, I've lost a single Cerberus, how will I ever recover from this blow, better be more careful"). You see this kind of thing in the H3 ToH, people beating Dragon Utopias on week two with devils and a ballista or whatever. I would much prefer if resurrection abilities were consigned to very high-level light magic, dark magic and the Necropolis. On the other hand: it does make some sense that Haven and Sanctuary would have such powers, and maybe it's just the configuration of factions we got in H6 that resulted in this putative overabundance. I don't see any need to give Sylvan, Dungeon, Fortress, Academy resurrection abilities. So we'll see.
•• Resources: Alcibiades again has the right idea. Jolly Joker also suggested something similar which met with agreement. Consensus is that Heroes doesn't work with four resources (and nobody in the insider group ever approved of the reduction to begin with). So let's add back at least one extra precious resource, and see if town development feels a bit less dry and painful.
•• Somebody had an interesting proposal to bring back Mage Guilds: include them in towns, but have them replenish your mana and sell spell scrolls instead of the spells themselves. Alternatively you could have them work as "research towers" - use your guild to research a spell, then your heroes can start learning it on level-up. So many possibilities, really. There's no good reason to leave them out of the game.
•• Town conversion is just silly in its present incarnation. Using one's brain is a thing of the past with this feature. I wanted and continue to want a cooldown function to make this an actual choice, perhaps of one week. It didn't happen. Will anything happen? Nobody knows.
•• There's lots of potential for further development in the reputation system, its repercussions and effect on the game at large, but it all depends on willingness to listen and removing the inexplicable one-reputation-hero-per-player restriction.

• After that's handled, or while it's being handled (if it's handled at all), more content and new features can be seriously considered. It's all pipe dreams, so not a lot to say here yet.
•• More adventure map objects. Please. Stuff to interact with, with interesting functions (I don't mean paltry stat boosters).
•• Alternate upgrades for Tears and Blood might be interesting. I think the current tier system was intended to allow for alternate units per tier, though, in the vein of Heroes IV. Don't know if it will ever happen, but there's no shortage of classic creatures to bring back.
•• Generally speaking I'm a proponent of having mythologically-inspired creatures instead of elemental clones and stuff exclusive to the Ashan bestiary. The more new creatures suitable to these criteria, the better.
•• Fortress is, predictably, my least-preferred of the possible returning factions. Of the other three, whichever. I hold out hope all nine can ultimately be developed and included. One idea I proposed for Sylvan, since it's an earthy faction, is more exclusive racial abilities that affect and shape the adventure map and terrain in various ways. I feel H6 is a big missed opportunity when it comes to this type of magic.

• For multiplayer I continually insist on simultaneous turns as high priority. Some of the other insiders are actually strongly opposed to simultaneous turns for some reason, but I disagree and think it's stark lunacy that they weren't included in the design to begin with. If there's no MP scene to embrace new players, the game will remain a damp squib - more niche than ever before. Although I have to admit it's probably a bit too late already to salvage this side of things.
•• Much lower on my immediate list of desires is a RMG; I would love one and I'm fully aware that everyone else would too, but in practicality they're very complex things, and I really don't see BH being equipped for this challenge under the weight of all the other problems to amend. Everything else would suffer badly if they tried to tackle it. I say that with annoyance and regret.

• I still don't like the H6 interface. Then again, I haven't ever liked the H6 interface, aside from its fonts. I posted multiple rants about this. Again, it's low priority, but I wish some BH artist and coder would get together and produce something that's less of an eyesore, in the vein of Heroes II-IV and King's Bounty: The Legend. Something immersive, with non-overlapping buttons, leathery textures and less of the circular Fisher Price stuff.
•• On that note, still awaiting something on town screens. Ubisoft already issued direct promises to fix those, as you know. The onus to act is on them.

• My current stance on the subject of AI is this: if they approach Quantomas and he agrees to implement his work the AI will be the best in the series (and will adapt to revised gameplay and new features, no less). If the developers don't want to hire Quantomas, then they should leave their AI as it is rather than wasting valuable time trying to fix it by themselves.

• MP maps, MP maps, MP maps of all shapes and all sizes. Variety and quantity here is way too low. The aforementioned editor improvements would only serve to help.
•• On the other hand, the more superficial fluff specific to the plot (better storyline, more cutscenes, campaigns, boss creatures, Ashan) is at the bottom of my list. Who cares. I'm not interested in seeing copious time being spent on any official campaigns and intricate plots until the game is working and flowing as it should, incentivising people to actually play the things. Ideally I'd even be creating and playing my own. (I realise how low standards must be, to be recommending that a fairly essential feature such as a campaign be sacrificed to buoy up the rest of the project...)
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 07, 2012 06:42 PM
Edited by Warmonger at 18:43, 07 Feb 2012.

Quote:
Generally speaking I'm a proponent of having mythologically-inspired creatures instead of elemental clones and stuff exclusive to the Ashan bestiary. The more new creatures suitable to these criteria, the better.

You are doing it wrong. See this:
Quote:
Generally speaking I'm a proponent of having mythologically-inspired creatures instead of elemental clones and stuff exclusive to the Ashan bestiary. The more new creatures suitable to these criteria, the better.

This!

People wanted "new creatures", so they introduced some ridiculous weirdos, even if it makes little sense.
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The future of Heroes 3 is here!

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 07, 2012 06:45 PM

What. I said "more new creatures suitable to [those] criteria", it's right there.
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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hobo2
hobo2


Promising
Known Hero
posted February 07, 2012 07:20 PM

What do they have that is exclusive to the Ashan bestiary? There are only 35 faction creatures, and with the exception of Liches and Orcs, it all dates back to ancient Earth mythology. The most obscure are the Namtaru, and those are straight-up Assyrian Fate spirits (which goes quite well with the Assyrian Lamasu).

The big issue for me is not that they chose to produce a couple of units that were D&D-staples instead of mythological beasts, it's that there are only 35 faction creatures. For heck's sake, even Heroes 2 had thirty six.
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Naze
Naze


Known Hero
posted February 07, 2012 07:43 PM

In short: I want everything Ubisoft promised us from the beginning + something, I have expected, but didn't get.

Longer version:

1. A map editor, that allows full and user-friednly modification of the game. (Just look at the Warcraft III Editor! The game is almost 10 years old, but I have not seen a better world editor since. It is very simple to use and extremely powerful). The editing should not include only making a map or setting some triggers, but also importing new models, icons, changing the whole game statistics and gaming style (allowing to make a turn-based RPG, for example... or a turn-based 3rd person shooter ).

2. Distinctly different races. Yes, they have different racial skills and some different buildings. But this changes the gameplay only very little. I pick the same skills, I build the buildings in (approximately) the same way, the whole gaming style is pretty similar.

3. Town screens. Those in H5 were perfect, but even a 2D screen is better, than those small pop-up windows.

4. Good music. There are some interesting melodies in H6, but globally, the music sucks. Where is the glorious era of H2, H3? Even H5 had better music.

5. It is already too late for revamping the creature line-up for races. Adding some new, alternative units could save the situation (at least a bit ). The system could be similar to building the race-specifing buildings. You can purchase either the home of spring spirits, or flying ray-fish (and I would take the later every time ).

6. Adding more races (but not too much, otherwise the faction uniqueness could be threatened). Adding more neutrals. And - maybe - creating some mini-factions.

7. Changing the whole skill system. In H5, the approach was pretty unique and also quite good. Having it more balanced, it could be awesome in H6. In general, I would leave "summoning" and "destruction", but changed "light" and "dark" into "blessings" and "curses". This way, some skills could be changing for every race (e.g. Haven blessing would be Heal, while its Sanctuary and Necropolis counterparts could be Regeneration and Vampirism, respectively).

8. Giving naga heroes to Sanctuary, orc heroes to Stronghold, demon heroes to Inferno... I know, we live in a multi-cultural society, but still... if I was a proud naga, and all the leaders were humans, I would not want to live on Ashan anymore...

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somi
somi


Known Hero
posted February 07, 2012 08:06 PM

Am  I the only one that doesnt like shared pools for recruiting units, and simplifying a part of strategy because of it?
Cepheus, its good that you are a insider, it should stay that way.

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted February 07, 2012 08:27 PM
Edited by SKPRIMUS at 20:28, 07 Feb 2012.

Quote:
...Cepheus, its good that you are a insider, it should stay that way.
ME TOO!  I agree a lot with what Cepheus wrote & would give him a qp!  There's hardly a need for me to write anything when he writes it so well (other than 2 extra things I've written before).

I just wanted to say even tho you insiders are bound by an NDA, there's no reason for you to keep your own personal opinions and hopes to yourself.

@somi: I agree shared creature pools are illogical & there's no longer any need to quickly hire remaining town reserves before an enemy takes it over...but I can live with it & there are other things with more impact I feel.
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Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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somi
somi


Known Hero
posted February 07, 2012 08:43 PM
Edited by somi at 20:43, 07 Feb 2012.

Cepheus is ok, but it brings us to Elvin. Confess Elvin that because of your influence  we got this unfinished heroes 6. It must be you.

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demonge
demonge


Known Hero
more than meets the eyes
posted February 07, 2012 09:15 PM

Quote:

•• I'm dissatisfied with the skill system for so many various reasons, etc.

Totally agree, with the whole paragraph. Great post!

Quote:

•• As I keep saying, I don't like the heavy availability of healing and resurrection introduced in H6. (...) I would much prefer if resurrection abilities were consigned to very high-level light magic, dark magic and the Necropolis. On the other hand: it does make some sense that Haven and Sanctuary would have such powers, etc.


- I agree Resurrection should remain a high-level light spell. The issue in H6 is right from the start a hero can resurrect creatures, just as if it was a joke. I think the spell should do what it says: heal, but not resurrect. As level 1 spell, it would be enough. Useless for core creatures, but powerful for legendary ones.
- Yet I disagree with you about Sanctuary (what's the link between seasnakes and healing? and Regeneration has always been linked to earth, not water) and slightly about necro (who said ghosts are healers?? That's nonsense to me...)


Quote:

•• Alternate upgrades for Tears and Blood might be interesting. I think the current tier system was intended to allow for alternate units per tier, though, in the vein of Heroes IV. Don't know if it will ever happen, but there's no shortage of classic creatures to bring back.


Wow! That's an excellent idea! THAT would reaaaally increase reputation interest. I have never been fond of alternate upgrades, but fit with reputation, that could make an extremely interesting gameplay.
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Fofa
Fofa


Famous Hero
Famous? Me?!
posted February 09, 2012 02:00 AM

Hmm, that's a good question. Unlike most of the people I've seen on the internet, I've enjoyed Heroes VI quite a bit, even though I'll admit that it does have some problems that bog it down (namely the mandatory internet connection, but I digress). That being said, I would like to see a few things in the expansion.

First, the obvious answer would be adding new factions. The stinger at the end of VI heavily implied that the Dungeon would be returning, so it'd be a surprise if they didn't come back, though I do kind of want to see what they'd do the creature lineup for them and the elves(I'd probably be one of the few people who'd be fine without the wizards to be honest, the elves are the only ones I want back, really). And much like the Sanctuary, a completely new faction would be nice (like those Ylath following Free Cities we keep hearing about), but if there's more demand for the previous factions, then I can't complain.

The balance is definitely an issue that needs to be solved before more content can be added however, as it would otherwise add to the mess. Upon reading some posts here, I can really see that the Necropolis has too much power in its hands, and the Inferno seems like an afterthought. (Makes me think the Necromancers are the creator's pets, but that's my belief of them being shoehorned into a plot they didn't need to be in doing the talking.)

I also have to agree with the resource problem, as when I play I generally run out of crystals and have to wait and go everywhere just to get an Elite creature, whereas the AI generally has it already (cheaters). Though that could just be my terrible playstyle at work.

The skill system feels a little rushed in my opinion. I don't mind picking whatever I want, but it seems odd that I don't need to choose a magic school to learn a spell or the like, which could hamper that spell's usefulness. It also doesn't help that it always feels like I have to be leveling up all the time just to get one skill when I just want to explore the map.

My main central complaint with VI is that all the creatures are recruited in one castle, or the shared pool recruiting, as it drastically limits castle defenses.

Finally, more maps. That should also be obvious.

Well, that was a bit long, but I hope I made myself clear.

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