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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 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 09, 2012 04:32 PM

Thank you for your feedback. Here is a list I had written a while ago.



CONFLUX

   Sooner or later the offline and online saves should become compatible, there is no doubt of its importance.

   Better yet drop the constant connection requirement altogether, does ubi realize how many paying customers they have lost with all those down times for conflux? They were frequent and in the worst possible times, when people had free time and wanted to play.

   Offline players should not feel like they have been spat in the face. Two heroes per class when all heroes are available in tavern(but not possible to make them an avatar) and no way to create new heroes? Ridiculous. No dynasty weapons or special traits/heroes/etc is understandable but beyond that it is an insult to those who paid the game.

   Online players having to create their own heroes to play all factions is similarly weak. They *should* have premade heroes to choose other than Slava and the heroes whose campaigns you finish(Anton, Anastasya etc).

INTERFACE - SCREENS

   Town screens, people are still making a fuss about them We know they are in the works so I hope to cross out this bulletin soon.

   There is one thing that all screens in the game suffer from, being windowed rather than full screen and being so minimalistic. Artifact artwork is beautiful yet you can hardly see them because they are too small. This will have to be fixed even if an addon, it is IMPORTANT!

   We need a proper spellbook as we have said before.

   Unit panels should show both min and max base damage NOT their average. We shouldn't have to click it to show, it's the BASE dmg we should know at any given moment!

   Detailed information in Kingdom Overview or towns - growth for one.



MULTIPLAYER

   Simultaneous turns.

   Random map generator.

   Lan!

   Design a proper hero/faction selection screen. Option to cycle through factions, then heroes, then bonus for the map. I repeat, option to cycle through, not a pool where all heroes are thrown together like the current version, this is not only messy but confusing. There is no way to tell if a hero is might or magic, what skills he has, what his reputation is. This SHOULD be possible to know from the selection screen. We also need a random faction option too, not just have the first faction appear randomly.

   Option to save battle replays! People are asking about replays of famous H5 duels even now, it is a great tool for the community.

   Dynasty weapons should start at lvl 1 if we want anyone to ever tick dynasty bonuses. Also the game should limit you to the traits accessible to the weaker opponent so that none have the advantage - or give access to everything that the more advanced player has including his dynasty weapons. These two reasons are the most crucial in picking dynasty bonuses or not.

   Dynasty weapons should be possible to encounter in maps if dynasty bonuses were not selected. In which case it would be nice if their strength scaled with your hero's level when he found them.

   Map editor should be more user friendly, multiplayer depends on it. Also it should be possible to edit stats and/or formulas.

   Double stacks(ghost, glory etc) should be removed from duel mode, they are so imbalanced that it's not even funny.

HERO CLASSES

   Hero ultimate abilities should all be useable in battle for consistensy's sake, balance and of course duel mode. The inferno ultimate that replenishes casualties from gated creatures at the end of the battle stands out and is harder to balance.

   There should be unique skills to each faction along with the common ones. Some should not be accessible to all factions.

   Might and magic classes need more differentiation, they are too similar right now.

   Magic skill I, II, III along with the generic +x skills should be redesigned. Skills should have a bigger impact as many are too weak to bother picking. All skills within a tier should be about the same strength.

   There should be a warning about when you can reset your skills as it is easy to forget. Better yet we should introduce a location that erases skills one by one for a fee in multiplayer.



OTHER

   Reintroducing another rare resource would help the game. Currently everyone favours dwellings and would not aim for special buildings simply because they all require crystal and crystal is never enough.

   Tweak the light and water elementals if a little bit. Especially the water elementals, give them a golden crown like the mizu kami were meant to or something.

   Different adventure map locations that give resources or battle sites that give specific rewards: flaggable windmills, witch huts, gardens, dragon utopias, sunken temples.

   Place unique topography in certain battle sites like having to cross a narrow bridge or being surrounded in the middle.

   Engine optimization for a smoother game.

   Neutral unit dwellings and more neutrals!

   Different Town trees for different factions, add more buildings if possible.

   Campaign editor.

   Alternate upgrades or extra core, elite, champion dwelling. It would be cool if you could opt for thunderbird instead of cyclops for one.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 09, 2012 04:58 PM
Edited by Elvin at 17:03, 09 Feb 2012.

Quote:
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?.

1-2. Frankly? Just that the game gets fixed and we get 2 new races, that would be satisfactory enough for me. By fixed I do not mean just balance but also rmg, better editor, tweaked interface/skill system etc. Just to make the game feel complete before we move on to the good stuff. If only they could fix interface, editor and add rmg, sim turns and work on improving the game with the coming of the expansion that would be ideal.
3. I avoid such thoughts and rather stick to what is possible and pretty feasible to see.  Some of the cooler ideas would be to have a truly dynamic landscape in some specific arenas(down to the weather effects, possible quakes etc), a mix between alternate upgrades and being able to build one basic unit OR another(like sentinel OR swordsman), not only introduce a new rare resource but also make it more useful in gameplay(as in add new creative uses), add mini boss fights as battle locations - wouldn't it be fun if the utopias put you up against 1-2 dragon bosses? - that are impossible to abuse with classic exploits(as the breeder queen), have a combat editor where you can program the conditions(storm approaches during turn 3-5, lightning bolt strikes a random unit on turn 4 etc), quests with certain combat objectives(protect a unit from assailants, hold your ground for x turns against incoming waves etc) introducing a spirit realm with its own rules and effects in combat and adventure map.. There really are many ideas that would be fun to see and are pretty feasible to implement.

But what I really would love to see is a completely redesigned skill system unique for every faction with about 50% of the skills being common and the rest unique or rare. And of course more than a few native spells that are not tied to advanced classes. Perhaps if the mage guilds returned and they could offer a number of common as well as town unique spells that cannot be found inside the skill system Maybe even add improved versions like earth elementals that were spawned from an iron deposit or something.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted February 09, 2012 04:59 PM

Why not tie alternatve upgrades to Tears/Blood? Meaning that depending on whether your main is following a specific path, he or she will be able to recruit/upgrade their units into a reputation-specific creature.

Also: War Machines would be welcome. Tweaking the inherent resistances, especially Necro's is a must as well.
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Coincidence? I think not!!!!

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hobo2
hobo2


Promising
Known Hero
posted February 09, 2012 07:07 PM

Elvin, that's a really good list. Unfortunately, it basically boils down to: "Scrap this game, replace with different and better game". And I think you're right there. Every part of the game doesn't work right. Even when you get into the niggly details of how the game is supposed to work (without the bugs), it still wouldn't be working right. The math equations on how damage and healing work are just bad, and I can't even understand why no one twigged to the fact that Destiny scales linearly and Attack Power scales super-quadratically. These people program computers for a living, do they really not have any method at their disposal to evaluate series?

I do have a few quibbles though:

Quote:
There should be unique skills to each faction along with the common ones. Some should not be accessible to all factions.


I'm pretty sure that this is already true. Every hero type gets a couple of starting skills as well as bonus skills for going up in level and for reputation. These skills are not available to other factions or even to their opposite number in the Might/Magic divide. Magic skills are already not universally available. Light, Dark, Water, and Fire are each missing from two faction lists. Prime is missing from one faction list. That represents about a hundred skills that are not available to every faction. The reason that it doesn't feel like there are many skills out of reach has to do with skills not being different or powerful enough, not because there aren't any restricted skills.

You basically got it right here:
Quote:
Might and magic classes need more differentiation, they are too similar right now.

  Magic skill I, II, III along with the generic +x skills should be redesigned. Skills should have a bigger impact as many are too weak to bother picking. All skills within a tier should be about the same strength.


The reality is that skills are mostly useless. Battles aren't very many turns, and cooldown times for abilities aren't very long. Between the two, there is no real need to ever get more than 6 or so "active" abilities. And the "passive" abilities (of which a Duel character can thus flush like 20 points into) are all generic like "Plus 2 Destiny" rather than specific like "Do a crap tonne more Fire damage".

If people could spend 20 skill points on being good at Fire Damage or on extending root effects or something, people would do that. But instead we have people debating in all seriousness whether they would rather have 2% more hit points on their troops or +2 Magic Defense. That is a dumb discussion that I don't want to have. Worse, it's simply a mathematically solvable problem that has in fact been solved.

If you're going to have people fill out skill trees however they want, there need to be a bunch of different things you could do with your skill trees. But there isn't. The entire skill system needs a redesign, it needs to be replaced with something that allows for a large number of radically different builds. Honestly, right now if I was guaranteed to have Regeneration, Mass Regeneration, and Reinforcements, the entire rest of my skill points could be spent randomly and I don't think I'd ever notice or care. That has to stop.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 09, 2012 07:32 PM

Not exactly scrap, I would call it expand and tweak what is lacking. The potential is there, unrealized as it is and more factions/units would only make things interesting for so long. Would still be a huge improvement though. And I still believe that the broken aspects of the game such as healing and destructive could be taken care of with relatively simple solutions like making healing stack-based like necromancy and introducing more ways of penetrating magic defense - active or passive. Even necro could be tamed sufficiently if we manipulated the vulnerabilities/immunities/resistances a bit.

My beef with the skill system is that while certain factions work better with some skills/spells, depending on your reputation's orientation you are mostly playing with variations since there still are must have skills. You'll always want some skills regardless of faction and magic is the only thing that really differentiates one might class from another. I do very much like how advanced classes offer unique spells would like to see more of those within the skill paths. Like haven having more tactics/light skills, inferno having more fire spells, barbarians more warcries etc. Necro has no use of heroic charge or heroism and they do not fit their theme either. A banshee wail skill would feel right, their cleave could reduce the morale/init of adjacent targets and so on.

Something to spice up the gameplay and add more excitement. The units offer enough depth in combat and there are many combos, they just need more ways to mix up different units and interesting skills that will make the difference in gameplay.
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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted February 09, 2012 09:47 PM

More resources as the very least.

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hobo2
hobo2


Promising
Known Hero
posted February 10, 2012 07:29 AM

Quote:
Something to spice up the gameplay and add more excitement. The units offer enough depth in combat and there are many combos, they just need more ways to mix up different units and interesting skills that will make the difference in gameplay.


I definitely do not agree with that. The depth of combat is incredibly shallow. The movement cost to go around a unit in the middle of the board is essentially trivial, so the only way to prevent enemies from getting to your archers is a full box formation. Meanwhile, only archers can attack a unit in a turtle box, and there are only 2 units in the game that punish a box in any way (Marksmen and Cerberi). To make it even more ridiculous, only 2 factions even benefit from boxing up (Necropolis and Haven), and those two factions are also not coincidentally the best factions. By a huge lot.

There is no rock-paper-scissors on tactical fomation. You can either box up or run forward. And considering how mobile everything is, there's actually quite little difference between the options. "Slow" creatures will get to your archers on turn 3, while "fast" creatures will get to your archers on turn 2. A high initiative slow creature (like a Vampire Lord) will get to your archers on turn 3, but do so before your archers get to attack on that turn, so it really isn't that different from a low initiative fast creature for that purpose.

There need to be real counters to things. Actually fast creatures that can get to archers quickly enough to shut them down. Actually slow creatures who suffer real limits against an archery army that won't come to them. They need to bring back units that attack enemies behind their targets to break up turtle boxes. And the skills and unit selection paradigms need to be changed so that you have actual choices to make. In short: the game needs to be an actually well designed game like King's Bounty instead of what it actually is.

The game presents a skill system that does not allow you to meaningfully affect your units' abilities and a unit growth and recruiting system that makes your endgame army have 100% identical stack choices every time. There is no Necropolis Army that shows up without Ghouls, because the alternative to having Ghouls is not having them. You can't replace them with something else. And the magical path synergy skills are just getting slightly more Magic Power per skill point spent with the limitation that it only works for  a single magic school. That's embarrassing. Someone could load up on Dark Magic and the other player would never even guess that the player tried to make a theme out of it.
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seingeist
seingeist


Promising
Adventuring Hero
posted February 10, 2012 08:30 AM

Quote:
I definitely do not agree with that. The depth of combat is incredibly shallow. The movement cost to go around a unit in the middle of the board is essentially trivial, so the only way to prevent enemies from getting to your archers is a full box formation. Meanwhile, only archers can attack a unit in a turtle box, and there are only 2 units in the game that punish a box in any way (Marksmen and Cerberi). To make it even more ridiculous, only 2 factions even benefit from boxing up (Necropolis and Haven), and those two factions are also not coincidentally the best factions. By a huge lot.


Don't forget the Imperial Griffins (as far as anti-boxing goes).

Tormentors/Lacerators can also take advantage of it with their spikes, but your point is well-taken.  And AoE spells don't pack the punch that they did in previous games, so that doesn't tend to dissuade the turtling either.  

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted February 10, 2012 09:55 AM
Edited by Dave_Jame at 10:47, 10 Feb 2012.

I would like to use this topic for a quick brainstorm idea.

A special locations "Toll bridge" placed over rivers etc..

The player would have two choices.
1: Pay the toll and pass freely
2: force his way over the bridge

If he forces his way. he would enter a Bridge map with only few or no  enemy units but "Archer towers on the sides that he could not destroy (or only with earthquacke), These would constatly attack his troops (The later the month the higher the damage).
The Goal of "Forcing his way" is to gather all his unites into the oposit starting zone.
Things like Bariers from kegs or wood would also be nice to slow the player down.
Similary like baners or stables, the structure would recharge at the begining of each week.


Other options, they could be flagable or coud be rented by the player.
____________
I'm just a Mirror of your self.

We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted February 10, 2012 10:11 AM

That's rather a nice idea, Dave. A great deal more battle locations would be great in an update or expansion. And I think a new topic for such brainstorming and ideas would be justifiable.
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Vote El Presidente! Or Else!

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted February 10, 2012 04:35 PM
Edited by SKPRIMUS at 16:40, 10 Feb 2012.

hehe, Elvin, that's a good list & I agree with a lot of your items too
[ofc not everything because no-one has same opinions]

altho the UI seems to have gone too far off the track that I feel it's one of those too impractical/fanciful by now.

imo, H5 original skills/perks skillwheel eventually became great in diversity & balance in TotE due to adding a few perks here & there, making some perks more common, and changing pre-requisites etc while most of the original concepts/skills/perks were ok as they were.

I'm not sure if similar tweaking can be done for H6, rather a fairly major overhaul may be required in concept & design; simply because many people don't like skills with seemingly little impact and yet a lot of the game is designed around being half the impact of H5 [including morale/luck/dmg vs hp/first-turn charge(movement speed)].

Conceptual gameplay design based on removing stuff:
- DRM (all those conflux stuff & crap for offline players & even inability to play MP maps online)
- Removing randomness/luck (1 rare resource, less spells, no mage guilds, no witch-huts, no spell shrines, no adventure battle locations giving spells as rewards) -- {they could have actually made more equal alternative spells in mage guild rather than eliminate mage guilds altogether}
- Removing micromanagement (no windmills/waterwheels/gardens, no caravans so have creature pools) -- {yet they add micromanagement in battle healing/regen}
- cheap (doesn't need explanation)
===> That's what has made many feel the game has gone backwards (compared to TotE) so far...too bad there are also good features too.

bah...I've written too much.
____________
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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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted February 10, 2012 07:02 PM

Economy:
Re-introducing old resources and maybe new ways to create resources
Towns:
All the missing towns:
Sylvan
Basic
Pixie->Sprite
Bladedancer->Windslayer
White Tiger->Battle Tiger
Elite
Sharpshooter->Deadeye
Unicorn->Pristine Unicorn
Druid->Archdruid
Ult
Ent->Elder Ent

Dungeon
Basic
Troglodyte->Abyssal Troglodyte
Blood Maiden->Blood Fury
Shadow Witch->Daughter of Malassa
Elite
Basilisk->Greater Basilisk
Manticore->Scorpiore
Minotaur Guard->Minotaur Warrior
Ult
Black Dragon->Darkness Dragon

Fortress
Basic
Winterwolf->Direwolf
Spearthrower->Axethrower
Battlerager->Berserker
Elite
Blackbear->Winter Bear
Rune Priest->Rune Master
Runic Golem->Arkath's Golem
Ult
Fire Dragon->Lava Wyrm

Academy
Basic
Gremlin->Master Gremlin
Stone Golem->Iron Golem
Stone Gargoyle->Marble Gargoyle
Elite
Mage->Archmage
Genie->Master Genie
Gold Golem->Diamond Golem
Ult
Rakshasa Rama->Rakshasa Ravana

Rampart(Bandit Faction)
Basic
Thief->Rogue
Mercenary->Sellsword
War Dog->War Hound
Elite
Gnoll Brute->Gnoll Champion
Horse-Archer->Mangudai
Lizardman->Lizard Marksman
Ult
Giant->Colossal Giant

Skills:
Elementalism->Sylvan
Empowers the basic 4 elemental spells+ Light Magic.
Basic:20% Adv:45% Expert:70% Ultimate:100%
Perks
Master of Destruction->+40% damage to Fire
Master of Renewal->+20% damage to Air,Earth and Water respectively
Master of Light->+40% damage to Light

Spellbinding->Dungeon
Increases damage of Dark Magic spells,if cast as Binded Spell(sort of empowered spell,but cost more mana).
Damage Bonus
Basic:+50% Adv:+100% Expert:+150% Ultimate:+200%
Mana Cost
Basic:20% Adv:45% Expert:70% Ultimate:100%
Perks
Power Binding:+50% damage to Binded Spells
Mana Binding:-25% mana to Binded Spells
Enemy Binding:-50% damage from enemy spells.

Fortress->Rune Mastery
A combo of H5 Runemagic,Artificer + Rume-Powered Spells(Similiar of Empowered Spells)
Bonus to all "Rune" perks and skills.
Basic:20% Adv:45% Expert:70% Ultimate:100%
Rune Caster
Imbues a Fire/Air/Earth/Water/Dark/Light/Primordial spell with its respective element to deal triple damage for triple mana cost.
Rune BlesserBlesses a hero artefact with the following effects:
Bonus Attack/Defense/Spellpower/Knowledge
Bonus Morale
Bonus Luck
Extra Damage for Fire/Air/Earth/Water/Dark/Light/Primordial spells
Less Mana for Fire/Air/Earth/Water/Dark/Light/Primordial spells
+70% Health
+4 Map Speed
Rune Crafter-Crafts runes to attach to a creature before battle for the following effects,if stack is killed,rune is destroyed:
Double Damage
Double Defense
Fire/Air/Earth/Water/Dark/Light/Primordial Damage
Fire/Air/Earth/Water/Dark/Light/Primordial Resistence
+70% Health
+2 Speed
Bonus Morale
Bonus Luck
Arcanism->Academy
Reduces mana needed for casting spells:
Basic:-20% Adv:-45% Expert:-70% Ultimate:-100%

Avenger->Rampart
Works same as H5 one,bonus damage,but instead of choosing a single creature you choose creatures of an entire town:
Basic:+20% Adv:+45% Expert:+70% Ultimate:+100%
Perks
Disrupt:Choose 1 ability of a creature of the selected town to make it useless in combat with you.
Ambush:When an enemy stack of the selected town is 6 squares away friendly shooter will attack automatically the stack.
Slayer:+20% damage to creatures of selected town.

Spell Schools
Introducing new spell school:Rune Magic.And maybe some extra spell for existing schools.

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Wckey
Wckey


Famous Hero
posted February 11, 2012 11:48 AM

I can't say much about game tweaks since I haven't played the final version of the game yet, but things I'd like to see changed/added to the game are:

- Remove the DRM system. Most of the players prefer to play multiplayer. The multiplayer should be the incentive to buy an original copy, not some weapons or images.

- Improve the user interface. Especially in the menus to play multiplayer or singleplayer maps.

- Townscreens.

- Remove the shared pool for recruiting units. The strategic value of the game is decreased a lot because of this.

- New resources. In the beggining didn't thought it was a bad idea to have only 3 resources (I don't count gold), but after seeing some videos the game looks more boring and empty with only 3 resources.

- Someone said in another thread that enemy heroes in campaign receives free creatures every week, instead of buying them in towns like a normal hero would do. I hope this is improved.

- RMG.

- Simultaneous turns.

- At least one new faction. I want some surprises, and if they decided to recreate only factions from H5 they won't be really interesting. Even with water elementals and the snow maidens, I loved the Sanctuary because it's a new faction.

- Speaking of Sanctuary, I don't remember if when a hero enters or exits a boat you have to pass a turn. If you do, then Sanctuary heroes should do the same when entering in the water.

- About future factions, I hope they don't include elementals "cousins" in these factions. The only creature I would not mind if they do this is the lybrarian, because at least they look diferent from the shadow elementals. They did a good job with the fate spinner and the lamasu, I'm sure they could find good creatures for other factions too.

- New neutrals and upgrades for the neutrals.

- I wouldn't mind if they bring back buildings for recruiting neutrals, although I think they wouldn't be very usefull because of the town conversion system.

This is all that I would like to see changed/added to the game for now (I only played the betas and saw videos of the game) and that doesn't seem impossible for the devs to do.
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Come back soon, Elvin!

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted February 11, 2012 03:27 PM

Long story short? HoMM 7


Not kidding.

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hobo2
hobo2


Promising
Known Hero
posted February 11, 2012 06:32 PM

Quote:
Long story short? HoMM 7


Not kidding.


Pretty much. And not just a new game, a new group of people working on making and distributing it. Black Hole are incompetent. They made a game that is absolutely crippled by bugs and almost empty of content. And beyond that, even the core math functions are garbage. Heroes VI doesn't even work on paper. I have no idea how it got to the point of someone actually trying (and failing) to code it according to ludicrous and inadequate design specs it is operating under.

And remember: Ubisoft not only went gold with this POS half a year before it was even in the incredibly atrocious state it is in right now (with merely hundreds of outstanding bugs on the to-do list), but they decided to cut functionality even more by slapping a brutal DRM on top of it. And the DRM they came up with was based on leashing all their customers to their servers, and they can't keep their servers running. People can't even connect to the Conflux when it isn't on scheduled down time. And when it is on scheduled down time, Ubisoft in their infinite wisdom chooses to remotely shut off everyone's games with dynasty heroes rather than give people a DRM holiday while they try (and fail) to get their ducks in a row.

The only people involved in this process who shouldn't be taken to court are Puppetworks. They promised pretty pictures and they delivered. There aren't enough pretty pictures, in that there are only 35 faction creatures. But they did in fact deliver pretty pictures for all the creatures that are in the game. Puppetworks is spared my wrath and I feel no need to boycott them.
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Kivo
Kivo


Famous Hero
posted February 11, 2012 08:54 PM

In addition to the other things that people have listed i would definitely like to see some War Machines: The Ballista, not sure about the Aid Tent though because there is already too much healing going on. Maybe some new ones?

I would also like the dev team to bring back to choose at the beginning, whatever hero you want without having to create one yourself and also to choose a random artifact or resource at the start of a map.

I hope that the hero screen is going to be improved because the one we have now totally sucks!

More classic neutrals, a Genie ( if he wont appear in Academy, which I doubt he wont ), Mummys and Nomads. Maybe peasants?

Improved battle music - the one we have right now imo is very boring and not exciting at all as the soundtrack in the previous homm games. Also more music in general as it is very repetative.

More adventure map buildings! There is surely not enough!

Still, I doubt that they going to do those things I listed and some that others did. :/

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted February 11, 2012 09:10 PM
Edited by The_Polyglot at 13:20, 12 Feb 2012.

Quote:

...Improved battle music - the one we have right now imo is very boring and not exciting at all as the soundtrack in the previous homm games.


Cut the guy some slack, it's not like he's Romero. Seriously, how many people are aware that this time we only got a couple themes from The Great Ones(PAR/RK) on top of the remixes? The rest's done by just some amateurs.

Sheesh.
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hobo2
hobo2


Promising
Known Hero
posted February 12, 2012 10:50 AM

Quote:
In addition to the other things that people have listed i would definitely like to see some War Machines

More classic neutrals

More adventure map buildings!


The core complaint is that there isn't enough content, which there is not. There are only five factions, each faction has only one available army, and in most cases you can't even see the difference between the various hero builds, especially on the Might end. And there's nothing to find except resource piles, stat bonuses, and limited access to spell skills.

There needs to be more factions, there needs to be ways and reasons to field different armies within a faction, there needs to be more significant ways of differentiating one hero from another, and there needs to be more interesting stuff for you to find. Literally the most game changing thing you can currently find on the adventure map is a scroll of Blind or Mass Dispel. That's pathetic.

But adding these things are not easy. Sure, you can come up with a new faction in about 30 seconds, and in any case there are straight up more factions that have appeared in Heroes titles that aren't in Heroes VI than currently exist. Doubling the number of factions wouldn't even require any creativity. However, that's just the tip of the iceberg. Making there be more content is brutally difficult.

Let's say you wanted to differentiate skill selections. Right now, people use about half a dozen spells or warcries in battle and they can flush the rest of their skill points into passives. So to have something be an "option", you'd have to be able to spend about a dozen skill points on it. And even then, there would have to be at least three such skill trees or it wouldn't even make a difference as far as differentiating heroes. Assuming that you wanted just one skill tree to invest in for each element and two skill trees for Might, that would be a minimum of 96 new skills to write up. And it would still be pretty shallow, because everyone who bought themselves into the "Dark" path or the "Water" path would be able to get all of the same skills and probably would.

Let's say you wanted to differentiate army selections. Right now, everyone uses the same stack choices because they have 7 stack slots and make 7 types of creature. To change that equation you'd either have to make it so that players could get access to enough off-faction troops to replace one of their standard stacks (which in turn would necessitate either a complete overhaul of the conversion mechanics, access to neutral dwellings that were at least as potent as the army production of the entire empire, or a reintroduction of Leadership caps from King's Bounty), or the introduction of additional troop types for each faction (either through alternate upgrade pathways or straight additional building slots). And because of the lack of special resources in Heroes VI, it's incredibly difficult to do any of those things in a way where you won't simply make the same choice every time.
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zaio-baio
zaio-baio


Promising
Famous Hero
posted February 12, 2012 07:02 PM

lolz, seeing what Elvin and Cepheus wrote - heroes V seems not to be a bad game at all and i was complaining about it all the time.

Anyways i want the same thing as you guys, but wtf whos mad enough to invest money in a game with already bad name ? And it will cost a lot to do all those things that u want/are needed.

So i really hope for a Tote like expansion, but i just cant see it coming in the next 1 year. AND if it eventually comes out the game will be already  old ...

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LarkinVB
LarkinVB


Known Hero
posted February 18, 2012 05:22 PM

I would love to see an AI both on the world and battle screen.

What we have now is even worse than H5.

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