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Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
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7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Heroes Community Q&A ~ 22/09/14 ~
Thread: Heroes Community Q&A ~ 22/09/14 ~ This thread is 3 pages long: 1 2 3 · NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 22, 2014 04:30 PM

Heroes Community Q&A ~ 22/09/14 ~

The time has come, gather round!

~ Heroes Community Q&A ~

01) From what we saw in the Gamescom demo map, creature models in the battlefield view look very small. Additionally, the default view of the battlefield is very zoomed out, showing too much of the background graphics around the battlefield instead of focusing on the battlefield itself. Will you work to improve this?

[GP] First of all it is important to keep in mind that all cameras in the Gamescom build were only for demo purposes to facilitate screen capture and offer a broad vision of our battlefields and creatures. We worked hard to find a good compromise between visibility and accessibility but of course Heroes VII includes a zoom in/out feature in combat (and an adventure map, of course) so you can decide to focus on what really matters to you: the actual battle and the creatures!

02) What does Luck and Morale do in H7? Does the game feature the possibility of negative Luck for creatures?

[XP] As previously stated we wanted to return to the roots of Heroes' core features, and Luck & Morale were of course one of these key elements. At the moment we don¢t have much information to share about this particular topic but in a few words: Luck and Morale do the same as they always did. Good Luck gives increased damage; good Morale gives an additional "half turn". In contrast to Heroes 6, negative Luck is back and "fumble" is synonymous with try again or reduced damage dealt.

03) Will the Map Editor have the Event function again? The "blue-ball" in the H3 Editor was one of the most important features for a creator to have. Placing that single object empowered the maker to call for an ambush, a morale change, joining troops, goodies, etc.

[GP] The “blue-ball” is not coming back... but is evolving! Indeed, the Unreal Engine 3 offers great tools to all map makers and modders. In addition to all existing scripts on our database, fans will be able to create and share additional ones to enhance the experience. In this way we hope to offer even more possibilities to all the people willing to create new worlds and fascinating adventures.


04) Will primary attributes return (attack, defense, spell power and knowledge) or will it be like in H6?

[XP] Primary attributes are making their grand come back in Heroes VII. Based on all we learnt from traditional Heroes titles we decided to re-implement them, the only difference will be the nomination of some of them.

05) How will the skill system work this time? Will perks make their return and will skill be random with leveling up?

[XP]  The truth is we discussed an option to implement randomization. But in the end we decided to let you choose what skills / abilities you want to unlock. So it will be a kind of mix between H6 (full control is in your hands) and H5 (skills are structured in a wheel). We will develop this point in the following months on our Shadow Council website to give you more details.

06) Will there be a Random Map Generator or Simultaneous turns in the basic game?

[GP]  As we said in a Q&A on Celestial Heaven, we¢re spending a lot of time on the Map Editor. Right now, it is too early to reveal details as a lot of work is still required to achieve our expectations.
Regarding Simultaneous Turns, it¢s also in our mind. As of today we can't confirm if or how it will be implemented.

07) How will the town building trees look like? What Heroes games are they most similar to and is there anything new about them?

[XP]  The Town Building system is very similar to the one from H5, but offering you more choices and more buildings affecting many aspects of the game. An article dedicated to this particular topic is planned in the following weeks on our official website, stay tuned!

08) Can you reveal more info about warfare units? What is new about them?

[XP]  I¢m glad to say I can reveal more info about Warfare Units! The new thing is they¢re a mix of creatures and war machines, destructible, buyable, upgradable... They are unique to each faction and offer various gameplay styles. Goodbye to the one-for-all catapults, hello to your own dedicated support units.

09) How will the racial skill work this time? Will it have unique abilities scattered throughout the skills like in H5? Will it have its own skill tree?

At the moment we can¢t give you all the details about this specific point but of course each racial skill will offer a specific skill including different special related abilities. An example with the racial skill of Haven (work in progress of course!): Righteousness - "Whenever a friendly creature has good morale, all other friendly creatures get +X morale until they have good morale. This effect can stack up to the morale cap".

10) What can you tell us about the magic system?

The magic system in Heroes VII will be very close to the ones implemented in Heroes III & V. Unfortunately that¢s all we can say at the current time but don¢t worry we will definitively talk about it as soon as we can! (We can confirm the return of magic guilds though )

11) What unique aspects are you trying to implement in M&M:HVII? We heard a lot about trying to bring back the best things from the previous installments, but is there going to be anything new that is truly unique for the Heroes franchise?

[GP]  Well, you¢re right that we mainly communicated about "bringing back the best things from the previous installments". Heroes classical formula has proved its worth and it is important for us to remain faithful to it while trying to bring innovations and new flavor to Heroes VII. For instance, we¢ll bring in a flanking mechanic in order to give more importance to creatures' positions. Combat Maps will use different sizes and layouts, forcing you to revise your strategy and think about what¢s best during any specific combat.

[GP]  As a final word, I would strongly advise you to keep an eye on the Shadow Council website as we¢ll unveil new details about the game (factions, creatures, skills, game mechanics, spells, etc.) throughout the year. It should (and hopefully will!) be your main source of information about H7. Thank you for this Q&A & for your passion!


A big thanks to Gary Paulini and Xavier Penin Hope you liked it.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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ChrisD1
ChrisD1


Supreme Hero
posted September 22, 2014 04:43 PM

good job again!!
can someone clarify the leveling up system? i mean in H5 we could already choose what we wanted right? so how does H6 leveling system comes into play?

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted September 22, 2014 04:52 PM
Edited by War-overlord at 16:53, 22 Sep 2014.

ChrisD1 said:
can someone clarify the leveling up system? i mean in H5 we could already choose what we wanted right? so how does H6 leveling system comes into play?

Not entirely. In HeroesV you could choose from 4 options which were generated randomly, with the odds of some things appearing set to certain values. The skills and perks overall, could be represented in the fanmade wheel over on Celestial Heavens. But overall, you could only choose from the 4 options you were given each level-up.
In HeroesVI, you had a, let's just say it, talent tree. Every level you gained a point to spend there which you could spend when you wanted on what you wanted.

Edit: Cannot believe I forgot this the first time. Great Job, Elvin!
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Stevie
Stevie


Responsible
Undefeatable Hero
posted September 22, 2014 04:53 PM

Finally.

Hope some of my questions were included. Reading now..

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted September 22, 2014 04:55 PM

Quote:
[GP] First of all it is important to keep in mind that all cameras in the Gamescom build were only for demo purposes to facilitate screen capture and offer a broad vision of our battlefields and creatures. We worked hard to find a good compromise between visibility and accessibility but of course Heroes VII includes a zoom in/out feature in combat (and an adventure map, of course) so you can decide to focus on what really matters to you: the actual battle and the creatures!

They don't get it. Zoom in/out is a feature to take a close look at one of the creatures. But the standard zoomed view should show the battlefield in a way each single stack is easily recoignizable (in other words: IT'S PRACTICAL!!!). Leaving some models as small as they have showed will be terrible

Quote:
[XP] Primary attributes are making their grand come back in Heroes VII. Based on all we learnt from traditional Heroes titles we decided to re-implement them, the only difference will be the nomination of some of them.

I'm looking forward to this

Quote:
05) How will the skill system work this time? Will perks make their return and will skill be random with leveling up?

[XP]  The truth is we discussed an option to implement randomization. But in the end we decided to let you choose what skills / abilities you want to unlock. So it will be a kind of mix between H6 (full control is in your hands) and H5 (skills are structured in a wheel). We will develop this point in the following months on our Shadow Council website to give you more details.

Oh dear...complete lack of randomness? I fear this won't turn up good

Quote:
[XP]  The Town Building system is very similar to the one from H5, but offering you more choices and more buildings affecting many aspects of the game. An article dedicated to this particular topic is planned in the following weeks on our official website, stay tuned!



Quote:
[XP]  I¢m glad to say I can reveal more info about Warfare Units! The new thing is they¢re a mix of creatures and war machines, destructible, buyable, upgradable... They are unique to each faction and offer various gameplay styles. Goodbye to the one-for-all catapults, hello to your own dedicated support units.



Quote:
[GP]  As a final word, I would strongly advise you to keep an eye on the Shadow Council website as we¢ll unveil new details about the game (factions, creatures, skills, game mechanics, spells, etc.) throughout the year. It should (and hopefully will!) be your main source of information about H7. Thank you for this Q&A & for your passion!

Yes please, update mmh7 website and reveal faction lineups pleaaaaase
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Jackissocool
Jackissocool


Hired Hero
posted September 22, 2014 04:55 PM

ChrisD1 said:
good job again!!
can someone clarify the leveling up system? i mean in H5 we could already choose what we wanted right? so how does H6 leveling system comes into play?

Basically it's structured like the H5 skill wheel (which I think was the best part of that game), but there is no randomness in options presented to you. You just choose what you want. I'm not sure how I feel about that but I'll reserve judgement until I see it in action.

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fuChris
fuChris


Promising
Supreme Hero
Master to the Speed of Light
posted September 22, 2014 04:57 PM
Edited by fuChris at 16:59, 22 Sep 2014.

Quote:


[XP] Primary attributes are making their grand come back in Heroes VII. Based on all we learnt from traditional Heroes titles we decided to re-implement them, the only difference will be the nomination of some of them.

Good. Still it might help if all creatures had spellpower and or knowledge or something equal to it. Seperating creatures into might and magic types is not a bad choice but the stats in H6 were badly implemented


[XP]  I¢m glad to say I can reveal more info about Warfare Units! The new thing is they¢re a mix of creatures and war machines, destructible, buyable, upgradable... They are unique to each faction and offer various gameplay styles. Goodbye to the one-for-all catapults, hello to your own dedicated support units.

Hurray! That means we get more Classic/Legendary units as part of warmachines.

[GP]  As a final word, I would strongly advise you to keep an eye on the Shadow Council website as we¢ll unveil new details about the game (factions, creatures, skills, game mechanics, spells, etc.) throughout the year. It should (and hopefully will!) be your main source of information about H7. Thank you for this Q&A & for your passion!

We would if the page would actually load properly.




____________
"Now I am become Chris, the destroyer of worlds." - Robert Oppenheimer.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 22, 2014 05:02 PM

fuChris said:
We would if the page would actually load properly.



Should be much better from now on.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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Hotarubi
Hotarubi


Known Hero
posted September 22, 2014 05:04 PM

Great news, thanks Elvin.

Can't wait for the coming updates.

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted September 22, 2014 05:09 PM

A lot of these things are looking very good, well done Elvin! Magic system, Warfare units, etc. I have mixed feelings about the skill system, on one hand randomness is a lot of fun and you rarely end up with the same build twice. On the other hand, the way it was implemented in Heroes 6 was not very good. I think lack of randomness could work, but it would have to be very balanced in order to prevent you from picking the same skills each time, the skill wheel format may help in that regard though.

Also this exites me a lot:

Quote:
[GP] The “blue-ball” is not coming back... but is evolving! Indeed, the Unreal Engine 3 offers great tools to all map makers and modders. In addition to all existing scripts on our database, fans will be able to create and share additional ones to enhance the experience. In this way we hope to offer even more possibilities to all the people willing to create new worlds and fascinating adventures.


I have been out of the map making buisness for quite a while now, but this sounds really cool

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Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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VOKIALBG
VOKIALBG


Honorable
Legendary Hero
First in line
posted September 22, 2014 05:46 PM

My questions were skipped, as I expected.
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Stevie
Stevie


Responsible
Undefeatable Hero
posted September 22, 2014 05:49 PM

This is pretty much the same old same old. But I can't blame them, I'm sure they're doing what they can.

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RMZ1989
RMZ1989


Supreme Hero
posted September 22, 2014 06:16 PM

Stevie said:
This is pretty much the same old same old. But I can't blame them, I'm sure they're doing what they can.

Yeah, pretty much.

At least we know a little more now, like warfare units being completely different, upgradable(it seems) and unique for each faction.
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Give a man a mask, and he'll
become his true self.

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adriancat
adriancat


Famous Hero
Protector Of The Peace
posted September 22, 2014 07:05 PM

Heroes 6-like skill system is going to kill the replayability of the game . Why can't we have what made this game so successful ? Why there is always a need to change what is alerady good in a Heroes game ? . I'm starting to think Ubisoft is really crap

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Steyn
Steyn


Supreme Hero
posted September 22, 2014 07:36 PM

RMZ1989 said:

At least we know a little more now, like warfare units being completely different, upgradable(it seems) and unique for each faction.

So the two pyramids are probably not two separate war machines

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted September 22, 2014 07:43 PM

Steyn said:
RMZ1989 said:

At least we know a little more now, like warfare units being completely different, upgradable(it seems) and unique for each faction.

So the two pyramids are probably not two separate war machines

Good remark.

Upgradable Warfare units is a way to make them more relevant through the game while not making them too powerful in early game
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Pawek_13
Pawek_13


Supreme Hero
Maths, maths everywhere!
posted September 22, 2014 07:49 PM

adriancat said:
Heroes 6-like skill system is going to kill the replayability of the game . Why can't we have what made this game so successful ? Why there is always a need to change what is alerady good in a Heroes game ? . I'm starting to think Ubisoft is really crap

To be honest I find randomness in HoMM5 annoying. When I have some strategy and I want to implement it (like obtaining superior racial ability), then bam and everything is ruined (I was extremely happy with introduction of Memory master). On the other hand, the ability dystem of MMH6 was terribly dull - system with only perks and no abilities was simply hopeless. Such mixture is just perfect - it gives a variety of sure choices and since each faction has four hero classes the set of "good choices" will for sure be extensive.
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Protolisk
Protolisk


Promising
Famous Hero
posted September 22, 2014 08:01 PM

Upgrade-able warfare units? That's a first. I hope it works out well!

I actually don't mind the non-randomness. H5's system was cool in its layout, but the randomness killed it, for me. I'd like to choose between more than 2 major skills and 2 perks at a time.

Now, I didn't entirely like H6's either. So many spells that had to be chosen, basically no perks... Bad plan. I could make *my* perfect hero, but it was just spell selection, and between many classes, it felt the same (Nearly all of my might heroes ended up being largely equal for level 1-7 and 15-20, just minor variations in the order of selected junk)

This seems to be a happy medium of sorts. A (hopefully) vast skill wheel, but I get to actually choose this time, so I won't get stuck with a perk "choice" that I abhor. However, they have to make the wheel interesting and varied, so that we don't have too similar of heroes, both within a faction and between factions.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted September 22, 2014 08:04 PM

H5 randomness was annoying because the values were absurd. I mean, 2% skills were never offered

I still think a compromise can be reached. Give me random skills (but with reasonable percents) and the freedom to choose perks. I dream...
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Protolisk
Protolisk


Promising
Famous Hero
posted September 22, 2014 08:09 PM

Storm-Giant said:
H5 randomness was annoying because the values were absurd. I mean, 2% skills were never offered

I still think a compromise can be reached. Give me random skills (but with reasonable percents) and the freedom to choose perks. I dream...


I agree wholeheartedly with the top part.

However, I am confused with the second. You want freedom to choose perks... but, would that not go against randomness? Or do you want JUST skills to be random, but perks are fully choose-able once you have the prerequisite skill?

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