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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Might & Magic announcement at Gamescom'14?
Thread: Might & Magic announcement at Gamescom'14? This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted August 10, 2014 10:45 PM

All of ya going on about 2d vs 3d and no-one raised the issue of music yet? Shame on you! No Romero, no King, no game! Who's with me?
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 10, 2014 10:48 PM

The_Polyglot said:
All of ya going on about 2d vs 3d and no-one raised the issue of music yet? Shame on you! No Romero, no King, no game! Who's with me?

Who ever said we don't get music by Romero and King?
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted August 10, 2014 10:54 PM

Romero himself, years ago? 'Not working on HoMM anymore' ring a bell?
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 10, 2014 10:58 PM
Edited by Storm-Giant at 23:00, 10 Aug 2014.

It's true they said that, but there's a chance they changed their minds. Let's wait until they reveal who are the composers before starting an absurd drama, shall we?

After all, it was already discussed when that comment poped up.
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 10, 2014 11:03 PM

I've always considered that an overinterpretation of a single message.

Also, Romero has been emphasising his past work on HoMM on his facebook for months. That could be him being proud of his own work. It could be something else.

But I'm with Storm on this. Let's not make too much of this before we know Romero and King are in or out.
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted August 10, 2014 11:28 PM

Can't help but be anxious. For me, HoMM is not HoMM without them on board, and I'm afraid what would happen if they went ahead with one anyway without them.
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 10, 2014 11:35 PM

You're anxious? Then play some HoMM/DoC and come back on Wednesday, you should find plenty of information by then
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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted August 10, 2014 11:46 PM

I'm hoping the announcement will include (regardless of what M&M game it ends up being about) the following sentence:

"We decided not to use uplay points unlocks / conflux cloud integration and achievements".

Eh, once can hope

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 11, 2014 09:00 AM

Storm-Giant said:
And yet we haven't got a H3 reedition yet!

Though in the end, badly designed/implemented innovations can be 'forgiven' if the game is solid and fun to play.

H5 was probably as close to a re-edition of H3 as you will ever get. Which was not a bad thing imo. But then again, it's no secret that I was a fan of H5, and I still think if they made a new version of H5 that didn't have all the technical issues of H5 and which fixed some minor gameplay design wobbles*, we would have the ultimate Heroes game ever.


* Examples: Made choice of perks (but not skills) non-random, solved the town-portal issue, added more spells.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 11, 2014 10:47 AM

Elvin said:
I think part of what made a 2D heroes appealing is that everything looks.. symbolic. A few pictures might illustrate my meaning.

...

You can tell that none of the locations or pick ups are of a realistic size. This allows the adventure map to look more like an actual map with iconic points of interest. A tree might have the same size as a creature, resource or an obelisk but their iconic representation registers just fine on your mind. You know what they represent and how to best plan your routes to them.


Full agreement, but then again, we already agreed on this aspect before . And I still think 3D could work, it's just that it should be a symbolic implementation, not real size.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 11, 2014 11:44 AM

alcibiades said:

H5 was probably as close to a re-edition of H3 as you will ever get.

Amusingly enough I consider the two completely different. Atb bar, unique faction gameplay, amount of randomness, alternative upgrades, fewer and more specialized magic plus a far more complex skill system made H5 a whole new experience.
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 11, 2014 01:00 PM

Heroes III was more like taking H3 as a basis, and then add some changes and innovations.

alcibiades said:
* Examples: Made choice of perks (but not skills) non-random, solved the town-portal issue, added more spells.

Add to that list: improved AI, better map editor (), better randomness implementation and some good great campaigns. That would be a sick Heroes game
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 11, 2014 07:05 PM

Elvin said:
alcibiades said:

H5 was probably as close to a re-edition of H3 as you will ever get.

Amusingly enough I consider the two completely different. Atb bar, unique faction gameplay, amount of randomness, alternative upgrades, fewer and more specialized magic plus a far more complex skill system made H5 a whole new experience.

Obviously there are differences, but H5 was imo. very much a linear progression from H3. The factions were basically the same, the combat system was more or less the same, the unit tier system was the same, the skill system was very similar (albeit expanded with a flavor of H4 in it), the magic system was very much the same (albeit re-organized a bit). Sure there were some new things - faction unique skills, ATB bar, and the expanded skill system - but apart from fewer factions and only one hero class per faction, there was not many features from H3 that wasn't also in H5. In that sense, I think it was a very linear development from H1 -> H2 -> H3 -> H5 whereas H4 and H6 both made major deviations in attempts to "reboot" the series.
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blob2
blob2


Undefeatable Hero
Blob-Ohmos the Second
posted August 11, 2014 07:31 PM

Funny, because I treat Heroes 6 as more true to the franchise then 5. The ATB bar was too much for me... Heroes 6 had potential, but it was too bugged, had almost zero replay-ability, and it's campaigns were a complete mess. Not to mention that idiotic idea with Conflux...

I think that the series needs a return to it's roots of sorts, that's where my 2D idea came from... I would really like to see a "traditional 2D" Heroes game, and see what happens. Though all this "Griffin" in the teaser site talk made me think that we will see yet another chaotic (and overdramatic) family story based on the Heaven faction... Bowwwwringh...

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted August 11, 2014 10:19 PM

Boring? My butt-hole! I returned to H5 so long ago...

...already, that I completely forgotten about H6 ever existed. I had to search for it a few weeks ago, to see if this H6 game was in my possession or, was it just a bad dream.

Anyway, my fear of another screw up is all about that mod that rendered the vanilla version of H5 as an RPG edition(dates back...a good 5 years ago). So, a mix-up of RPG on the Adventure Map and, when another player's army meets with yours, a real time battlefield fight happens as soon as you are finished placing your units on the battlefield + all you can do is watch and spell cast and yell orders as the battle proceeds. Mind you that would be quite a really futuristic approach at strategy gaming. Which is where, my concern, really comes: What if, too many of these MMHeroes fans are not arcade broken-in, just yet?

After all, for years, we all, been complaining about the lack of simultaneous turns. Or, better, turns that only ends when all towns are set to develop themselves by using a group of imperial governors that already know what you should do and, once they are given the go ahead at starting to literally do all of the micro-management of these towns, you would be free at concentrating at you, the player, should be doing instead, guiding your army via Heroes in charge of commanding their own companies(x number of units' at hero's disposal) of troops. Well...of course...at the very start of the game, you get to be alone at managing the starting village and, its development. The auto. exploration option could be used to order a territorial bound hero at doing just that, explore without supervision of ruler of the faction(player).

I think that my proposed game design + DarkLord's design could have been intertwined in this newest instalment. Mine is more likely to come to reality and, no simultaneous turns, again.

Let's all wait for these last 3 days of a waiting period. If this is so, I might hit my head on the ceiling of my room by jumping around like an absolute fool on enthusiastic hype and happiness beyond anyone's imagination.


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 11, 2014 10:23 PM

To each his own. For me, the ATB bar was one of the greatest additions to the game. Was the implementation perfect? No, there were things that needed tweaking, but still I think it was the most interesting combat system in terms of separating unit actions from movement and in terms of making dynamic battles which didn't play out as round after round of doing the same.
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 11, 2014 11:23 PM

I'm another of those who believe ATB bar deserves another iteration - it has a lot of potential as H5 showcased

One day...
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted August 12, 2014 10:28 AM

I'm with Alci and Storm on this. The ATB bar and the decoupling of movement and initiative was an improvement for the better. It skewed the ballance in the favor of unit of units with high initiative, which needed fixing bad. But it also made battles more dynamic by not going through the same battle order every time.
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JollyJoker
JollyJoker


Honorable
Undefeatable Hero
posted August 12, 2014 10:48 AM

Yet, you had no good way to determine the effect of initiative changing "abilities".

This is right on the border line between a flowing RT battle and and a TB thing where you can plan "moves".

Bottom line: when you cannot plan, because there is no easy way to get informations about the effects of the actions you consider, things suck.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 12, 2014 11:17 AM

Meh, I'm sure they could have fixed that somehow. The game can determine the positions after the atb change, why wouldn't it be able to do so before you use the ability?
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