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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: ~ Heroes 7 - Discussion thread ~
Thread: ~ Heroes 7 - Discussion thread ~ This MEGA THREAD is 1635 pages long: 1 200 400 600 800 1000 ... 1090 1091 1092 1093 1094 ... 1200 1400 1600 1635 · «PREV / NEXT»
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted August 27, 2015 02:00 PM

I miss town specializations
____________
It is with a heavy heart that I must announce that the cis are at it again.

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cori14
cori14


Adventuring Hero
posted August 27, 2015 02:08 PM
Edited by cori14 at 14:12, 27 Aug 2015.

TD said:

And then there is h6->h7 again another transition that missed the mark for me. Game that seems clearly targeted at younger masses and casual players. It tries to seem like it's like the older games of the series, but in reality it's for most part based on h6. Beyond the Earth felt like a mod compared to civ 5, h7 feels more like stand-alone expansion rather than new game(Kinda like colonization was to civ 4 actually)

But I enjoyed H2-3-4 back in the days when I was in elementary school from late 90s to early 2000... so I don't  understand this change to casual or younger players. I didn't know english well, and didn't understand the game deeply, but I enjoyed it as hell, It was simple: attack, defense, damage, movement points etc, it was easy to get into the game, not like Civ or Total War or other 4X games where you don't udnerstand anything in the first 10-20 hours.

And by the way, who wants a casual strategy game? Aren't strategy games about thinking?

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted August 27, 2015 02:12 PM

@Marzhin

If you happen to see this...I would really like a (short) explanation of what the point of the concept art is? The re-used units getting these pictures that don't represent the in game model are rather pointless in my eyes. And with the way units were presented (concept arts first, Models later) they actually seemed to have done more harm than good.

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted August 27, 2015 02:22 PM

TD said:
Game that seems clearly targeted at younger masses and casual players.


Don't think 16-year olds count as that young. At least, that's how PEGI evaluated it.

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TD
TD


Promising
Famous Hero
posted August 27, 2015 02:28 PM

EnergyZ said:
TD said:
Game that seems clearly targeted at younger masses and casual players.


Don't think 16-year olds count as that young. At least, that's how PEGI evaluated it.


You do know it was pegi 12 earlier at least? As I recall it was during first introduction pegi 12, then it became 16, then 12, now 16 again. And the designs in general feel like they are targeted at the ages 12 to 16.

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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted August 27, 2015 02:35 PM

kiryu133 said:
I miss town specializations

They were a nice addition, indeed. They are welcome to come back, especially because towns no longer have fixed names to maps, as they did in Heroes VI, but are chosen from a pool specific for each faction.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted August 27, 2015 04:40 PM

Hi everyone

Been a while.

Okay so I loaded a Beta 2 map and played it last night.

I find the graphics on the adventure map blurry and too "far away". you cannot zoom in close and the individual entities (heroes, items, etc) are difficult to see. The colours are quite dull and not much contrast. I am using max graphic settings.

Heroes VI at least had sharp boundaries and you could zoom in close.

From an aesthetic point of view, I don't like this.

DD

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khouryjok
khouryjok

Tavern Dweller
posted August 27, 2015 06:34 PM
Edited by khouryjok at 18:37, 27 Aug 2015.

DoubleDeck said:


I find the graphics on the adventure map blurry and too "far away". you cannot zoom in close and the individual entities (heroes, items, etc) are difficult to see. The colours are quite dull and not much contrast. I am using max graphic settings.

Heroes VI at least had sharp boundaries and you could zoom in close.

From an aesthetic point of view, I don't like this.

DD


I agree with you on that. I think that graphics in Heroes 6 was better:
Heroes 6: http://www.mmoga.co.uk/images/screenshots/_p/1020769/1c3c027e46a2145586ddaf15638a7372_might-magic-heroes-vi-shades-of-darkness.jpg
Heroes 7: http://storage0.dms.mpinteractiv.ro/media/2/1541/18986/14393260/4/mmh7-map1.png

and as you played the beta, how did you find the AI? is it slow as in heroes 5?
____________

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TD
TD


Promising
Famous Hero
posted August 27, 2015 07:24 PM

@khouryjok The AI is slower than in h5(at least with mods). Devs did say it will get faster though. I just hope it doesn't come at the cost of quality (considering the AI plays like a retard already). Only improvement compared to the first demo is that it's slower and moves out of its area. It also tries to flood you with empty or almost empty secondary heroes with nothing to gain...

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khouryjok
khouryjok

Tavern Dweller
posted August 27, 2015 07:35 PM
Edited by khouryjok at 19:38, 27 Aug 2015.

@TD:

Thanks for the info. We need quality and speed.
I wonder if they are going to make it in one month before the release... the AI is usually a complicated thing

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted August 27, 2015 11:32 PM

What I believe is that it partially works. It is desirable, but it doesn't speak much about the hero's identity. See, Heroes 3 and 5 had specializations that separated the hero from others. Sure, there were ones that were more desired over the others, but that speaks a bit about being unbalanced. Heroes 6 (and seems 7) lack this, for permanent specializations that don't improve over the time feel the hero is too static and does not evolve properly, like stuck in its own ways.

Maybe these specializations may be given just to campaign heroes (to make them a bit harder to complete), but Heroes isn't all about campaign, as much as Ubi likes that to see. So I find it hard to see the devs that managed to add specializations (likely even skills and abilities as well) couldn't just fix it to be level-based. It is just sad such things aren't added, but when you got simplification in all things, I guess one could've just expected that to happen. Though it is not desirable at all.

I mean, funny animations can be done in free time,
But funny interesting specializations cannot.

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yasmiel
yasmiel


Supreme Hero
Former Chessmaster
posted August 28, 2015 02:56 AM

It looks to me that the game needs at least several more months to iron out bugs (unless their internal build is couple months newer than the beta build). There just seem to be too many loose ends at the moment.

SOme small touches that could improve overall feeling of the game:
-building creation sound/highight.
-instant travel coordinate marker (at the moment it shows after a short delay, giving an impression of game stutter).
- Either get rid of hero perks overall (easier route) or make them interesting (probably not going to happen). Either way would be better than current situation where 1-2 heroes per faction make sense as a main.

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natalka
natalka


Supreme Hero
Bad-mannered
posted August 28, 2015 09:32 AM

I agree we need more heroes. Let`s take Sylvan for example. We have 3 heroes which are magic Starsinger(defence, earth magic). If you choose to take that path you have a good choice considering they change the specialization of creature specialist in the last moment
If you choose Avenger, Thornsower you have two options which is kind of enough considering that Ranger and Warden have one option.
Moreover there is no Mystic Hero class - maybe that`s a hint there will be more heroes eventually. We need at least 2 heroes per class and it will be a great game.

Dungeon - one ShadeWeaver and one DarkBlade hero. This time this is a  hero for every class.

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Steyn
Steyn


Supreme Hero
posted August 28, 2015 09:36 AM

I understand the vision of the devs that the starting perk is only there to differentiate between heroes of the same class, but the way the starting perks are made now there are not enough interesting starting options.

I like the starting perks that influence proficiency with a spell or school and the perks that give an extra starting skill. The creature perks have been made more interesting by providing (a) starting creature(s), but still feel very underwhelming. A small stat boost for the respective creature or making the upgrade's ability available to the non-upgraded unit would make them more interesting and main-hero material.

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natalka
natalka


Supreme Hero
Bad-mannered
posted August 28, 2015 10:14 AM

I killed 66 Cuirassiers and upped one level from 16 to 17 . I think you level up again very fast...It is not normal.

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Minastir
Minastir


Promising
Famous Hero
posted August 28, 2015 10:29 AM
Edited by Minastir at 10:34, 28 Aug 2015.

Did we see this already ? I think this is how you choose a campaign



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natalka
natalka


Supreme Hero
Bad-mannered
posted August 28, 2015 11:10 AM

it seems all tank units are reached on town level 12. That is impossible to build week 1.

Ok but they can`t be build week 2 day 1 even if map is rich enough and starts with magic guild, tavern, 1 core dwell (level 4 town).

I think they should be level 10. So on one map you can build first week if you manage the resources.

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Wellplay
Wellplay


Famous Hero
Poland Stronk
posted August 28, 2015 11:14 AM

@Minastir

Where did you find this?

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EnergyZ
EnergyZ


Legendary Hero
President of MM Wiki
posted August 28, 2015 11:16 AM

I kinnda like the map presentation. But this isn't a bad idea, either.

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Minastir
Minastir


Promising
Famous Hero
posted August 28, 2015 11:28 AM

Wellplay said:
@Minastir

Where did you find this?

On this website

http://it.ign.com/heroes-of-might-and-magic-vii/101326/preview/gli-scontri-fantasy-di-might-and-magic-heroes-vii

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