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Heroes Community > Heroes 6 - The New Beginning > Thread: the end of Heroes6 ?
Thread: the end of Heroes6 ? This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
Dexter
Dexter


Known Hero
posted January 27, 2013 10:07 PM

I for one hope that this is not the end of Heroes VI. I had a fun time playing the campaigns, and would love to see Academy added into the lineup - the creatures released thus far look simply amazing, and it would be a true waste to leave the faction out.

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 28, 2013 01:18 AM
Edited by blob2 at 01:20, 28 Jan 2013.

Yeah, I'm having a bit of a renaissance with Heroes 6. After a break I'm playing it from time to time now (while preparing for SoD ), and I must say this game is still very much fun to play. Addicting even. Most of the tournament players played this game a lot, so probably they are bored with the skill trees, and low number of factions, but I'm still having fun experimenting with ability builds (there are still some abilities I didn't try yet). I know there are some "must have" skills, but you can always choose them in different order And while Might skills are usually no-brainers, Magic skills are a tad better.

For instance one time, I choose a Stronghold hero with bonus Earth Magic damage ability and made an all-Earth and defensive (Toughness, Defense) build. I was using only Earth spells (using Petrification to block off those Damn Pit Lords and their mass damaging ability is a blast!) plus the Tears earth totem. I must say Heroes 6 has some nice hero build customization (I'm wondering if not the best in the series in terms of options even). You make a hero in the way you feel like at the moment. Damaging Fire spells plus regenerative Earth Magic spells? Can do! Air Elemental + Drain Life + Implosion, why not?  Cooldown is also a good idea to make players try and mix different spells in battle, not throwing Implosion after Implosion on your enemy because it makes a lot of damage like in Heroes III

The game looks nice, devs could still make a great story by making good campaigns (Sandro's campaign is a nice example of going in the right direction), adding a couple of factions, throw in some fixed-army-size boss battles (Dragon Wright with the achievement was quite the challenge), and squeeze some more bucks for programmers to pull out those damn sim-turns and RMG from the depths of the games code (nothing is impossible if enough time and cash are invested), and violà! The games life is prolonged nicely...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 28, 2013 10:22 AM

The dungeon campaign is pretty good, the standards have certainly gone up. And so is the faction, if only the game had begun with those 6 factions and this year's balancing.. If someone started with the complete edition without knowing what has transpired thus far, he would get a much better experience than the rest of us and save him/herself the complaints too. Vast amount of bugs fixed, town screens present, 6 starting factions, improved balance, more adventure locations and neutrals.. If only this could have been the state of the game's release.
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Map also hosted on Moddb

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 28, 2013 11:28 AM

Quote:
If only this could have been the state of the game's release.


Yeah, with today's standards it's not a good decision to buy a game at it's release date it seems. Various lunch problems, bugs, dlc etc. A gamer is better off waiting for a complete or gold version. Not only it's cheaper, you have all additional stuff in one package and mostly bug-free to boot...

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 28, 2013 11:29 AM

Quote:
Various lunch problems

Someone's hungry
____________
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Map also hosted on Moddb

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 28, 2013 11:32 AM

Quote:
Quote:
Various lunch problems

Someone's hungry


Hungry for a "complete" game experience ;P

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jhb
jhb


Famous Hero
posted January 29, 2013 12:53 PM

Many ppl want to move to h7, but I think I would still like to see academy and hippie elves with this new art/graphics.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted January 29, 2013 12:55 PM

Quote:
Many ppl want to move to h7, but I think I would still like to see academy and hippie elves with this new art/graphics.

We could see them at H7 as well...
____________

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 29, 2013 02:23 PM

Quote:
Quote:
Many ppl want to move to h7, but I think I would still like to see academy and hippie elves with this new art/graphics.

We could see them at H7 as well...


Well, people are usually curious about the next installment and have big expectations for a new game in their beloved franchise. It's natural they want to see it, with hopes it will be "THE GAME" they've been waiting for.

I liked Heroes 6 from the beginning, but my sympathy for it was crushed with bugs and slow bug-fixing process. But now, after the game was seriously "upgraded" I'm looking forward to play it more and more. I would really like to see more factions in Heroes 6 (yeah I know, dream on!).

I'm afraid that Heroes 7 will be a deja vu with Heroes 6. Nice game with potential, but with not enough content, unbalanced and bug-infested. I could be wrong, but for now I like to play something that has been put together (after a year ;D) rather nicely...

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 29, 2013 02:49 PM

The really massive problem with HoMM 6 is the incredible amount of "abilities" and their interactions, something that got completely out of hand.
I mean, bugs are to be expected, but one problem is - you must register them first. So when you are testing the game, it suddenly isn't easy anymore to check, whether an attack damage was correct or not, since there may be so many factors influencing damage. Same for defense with all the immunities and resistancies and spells and abilities, active and passive. Even creature growth isn't easy anymore - towns, dwellings, week of, Architect I heroes, Handler specials, growth artifacts, areas of effect - it sums up.

And then there's the Code; to give you an example of the problems there are, at the moment we wanted to test the effect of a switched ability between Stalkers and their upgrade, and strangely enough the upgrade ability doesn't work for the basic one, inexplicably. Never happened before.
Or we realize that a special (not magic, but mundane) ranged ability ignores obstacles, walls and even defense specials like that of the Crushers - if it's intended, it somewhat sucks, logically, and also balance-wise, if not, how come?

So the simple bottom line here is that at least for the coding there is the reasonable number of "effects" has already been exceeded. Now, it's obvious that it wouldn't be fun to add more factions with exclusively known abilities on creatures, right?

Believe me, 9 factions would certainly increase the amount of abilities by at least 50% of the amount there was in the vanilla game, and I don't think the interaction bugs were managable.

In my view, ending it here may be a sad thing, but it'll also  be the reasonable thing to do.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted January 29, 2013 02:54 PM

Quote:
And then there's the Code; to give you an example of the problems there are, at the moment we wanted to test the effect of a switched ability between Stalkers and their upgrade, and strangely enough the upgrade ability doesn't work for the basic one, inexplicably. Never happened before.

Isn't that "similar" to the Seraph/Celestial ability that got mess up with one of the latest patches of the vanilla game?

Just damn
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Hermes
Hermes


Famous Hero
posted January 29, 2013 03:25 PM

Quote:
The really massive problem with HoMM 6 is the incredible amount of "abilities" and their interactions, something that got completely out of hand.
I mean, bugs are to be expected, but one problem is - you must register them first. So when you are testing the game, it suddenly isn't easy anymore to check, whether an attack damage was correct or not, since there may be so many factors influencing damage. Same for defense with all the immunities and resistancies and spells and abilities, active and passive. Even creature growth isn't easy anymore - towns, dwellings, week of, Architect I heroes, Handler specials, growth artifacts, areas of effect - it sums up.



But this is exactly what makes this game so fun! I love it more than any other, and this is one of the main reasons - variety. Every creature feels unique because of various abilities. I understand its hard to make it work right... but man I would pay a lot to see the Academy..

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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted January 29, 2013 03:32 PM

If it ends, I won't be heartbroken.  Bring on HoMM7, bring back some randomness, and ditch the dynasty weapons.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 29, 2013 03:37 PM
Edited by blob2 at 15:50, 29 Jan 2013.

What a mess... like with the Tactics ability. It worked fine before 1.8 , now you cannot put a unit into a tower...

I think one of the games problem is the decision to split the damage into physical and magic. All those resistances, physical defense, might defense, it's just too much. Spellbook says a spell does 300 dmg. The problem is the a creature has high magic defense so my spell does 192 dmg to it instead :/ I think many balance issues comes from this.

And the engine must be messy if there's so many problems with graphical glitches, or the current devs inability to implement sim-turns or RMG... I mean many other games have some add-ons or new mechanics introduced later on, and they work just fine...

I know Heroes 7 seems like a good idea, but as long as the game is in Ubi's hands I have my worries...

Quote:
and ditch the dynasty weapons


Good point. And you know what I hate about Heroes 6? This whole Conflux idea, which makes your game dependent on the internet connection. And the worst of all: the one activation code -> one account policy. My brother resigned from playing Heroes 6 campaign, because I already unlocked all those meaningful AoW things and Dynasty weapons, and he would like to play the game in such a manner that he himself unlocked all the goodies... It's no fun for him otherwise, and he won't buy a second copy of this game just to make a second account...

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 29, 2013 03:38 PM

Quote:
Quote:
And then there's the Code; to give you an example of the problems there are, at the moment we wanted to test the effect of a switched ability between Stalkers and their upgrade, and strangely enough the upgrade ability doesn't work for the basic one, inexplicably. Never happened before.

Isn't that "similar" to the Seraph/Celestial ability that got mess up with one of the latest patches of the vanilla game?

Just damn
No, that's just a SWITCHED ability, which resulted from a misunderstanding of what was the upgrade and what the basic unit (I think there was a bug at one point), and in the end the two got messed up. The two abilities (they are different) work, but the upgrade has the weaker one.

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jhb
jhb


Famous Hero
posted January 29, 2013 03:50 PM

Quote:
Quote:
The really massive problem with HoMM 6 is the incredible amount of "abilities" and their interactions, something that got completely out of hand.
I mean, bugs are to be expected, but one problem is - you must register them first. So when you are testing the game, it suddenly isn't easy anymore to check, whether an attack damage was correct or not, since there may be so many factors influencing damage. Same for defense with all the immunities and resistancies and spells and abilities, active and passive. Even creature growth isn't easy anymore - towns, dwellings, week of, Architect I heroes, Handler specials, growth artifacts, areas of effect - it sums up.



But this is exactly what makes this game so fun! I love it more than any other, and this is one of the main reasons - variety. Every creature feels unique because of various abilities. I understand its hard to make it work right... but man I would pay a lot to see the Academy..


I agree with this, more "abilities" means more unique units, more unique gameplay, more possible strategies, more fun. =S
The question is if the dev team can do this RIGHT or not, if they can't or the work needed doesn't pay off, then yeah.. is better to reduce the number a bit for the sake of a solid base game.
And looks like that's the big problem of H6. Things weren't good coded enough in the base of H6 to make the game "more expansible", more features in future addons, more factions, etc.

Ofc that can also be just for a commercial reason. Who knows.. but after reading a lot of things.. and the dev team always changing..

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted January 29, 2013 03:52 PM

Quote:
Quote:
Quote:
And then there's the Code; to give you an example of the problems there are, at the moment we wanted to test the effect of a switched ability between Stalkers and their upgrade, and strangely enough the upgrade ability doesn't work for the basic one, inexplicably. Never happened before.

Isn't that "similar" to the Seraph/Celestial ability that got mess up with one of the latest patches of the vanilla game?

Just damn
No, that's just a SWITCHED ability, which resulted from a misunderstanding of what was the upgrade and what the basic unit (I think there was a bug at one point), and in the end the two got messed up. The two abilities (they are different) work, but the upgrade has the weaker one.

Ah I see, it's not the same case then.

Quote:
If it ends, I won't be heartbroken.  Bring on HoMM7, bring back some randomness, and ditch the dynasty weapons.

+ stable game code please
____________

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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted January 29, 2013 04:11 PM

Quote:
If it ends, I won't be heartbroken.  Bring on HoMM7, bring back some randomness, and ditch the dynasty weapons.
What's wrong with "dynasty weapons" (artifacts that gain xp and have different properties depending on their XP) as "campaign-only" feature?

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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted January 29, 2013 04:16 PM

Quote:
Quote:
If it ends, I won't be heartbroken.  Bring on HoMM7, bring back some randomness, and ditch the dynasty weapons.
What's wrong with "dynasty weapons" (artifacts that gain xp and have different properties depending on their XP) as "campaign-only" feature?


They're not wrong. The System is wrong!

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KingImp
KingImp


Famous Hero
posted January 29, 2013 05:11 PM

Quote:
Quote:
Quote:
And then there's the Code; to give you an example of the problems there are, at the moment we wanted to test the effect of a switched ability between Stalkers and their upgrade, and strangely enough the upgrade ability doesn't work for the basic one, inexplicably. Never happened before.

Isn't that "similar" to the Seraph/Celestial ability that got mess up with one of the latest patches of the vanilla game?

Just damn
No, that's just a SWITCHED ability, which resulted from a misunderstanding of what was the upgrade and what the basic unit (I think there was a bug at one point), and in the end the two got messed up. The two abilities (they are different) work, but the upgrade has the weaker one.


Do the new developers know this (about the Seraphs/Celestials) and do they plan on fixing it for the expansion?

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