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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Top 5 changes/fixes list
Thread: Top 5 changes/fixes list This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 20, 2015 05:41 PM
Edited by Galaad at 17:59, 20 Oct 2015.

Memory leaks, multiplayer issues, bugs and the likes shouldn't be there in the first place.


1) Skill system redesign. Maurice said my thoughts exactly. If anything, the free picks should be the option, the main core should be the random, IMHO

2) Hero specializations and removal of level cap.

3) Creature abilities.

4) Skills and spells in general.

5) Last but not least, AI. Stevie hits nail on the head suggesting to contact/seek help from/hire Quantomas to give a hand on the matter.


If all these eventually get fixed I might change my opinion on that game (since visuals can be modded).
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supertommy
supertommy


Known Hero
posted October 20, 2015 06:06 PM

1) Better GUI, it looks really amateurish right now. Big, bulky square buttons everywhere. Looks like the 90's.
2) Properly done random skill system.
3) More content on the already available maps, there's too much open, wasted space everywhere. Looks rushed.
4) MORE maps.
5) Random map generator IN-GAME. If it could be done in previous Heroes, it can be done now.

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alpahc
alpahc

Tavern Dweller
posted October 20, 2015 06:07 PM

1) Mem leaks fixed. TOP priority ! (can't even play a game atm)
2) Random skillwheel = random (not predefined as it's the case)
3) Revamp blurry textures and fix zoom (more of it, better rotations)
4) Buff some crappy skills. (make war machines useful for late game)
5) Better RMG (adding quest, variety, and options to control neutral buildings)

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 20, 2015 06:11 PM

supertommy said:
1) Better GUI, it looks really amateurish right now.

I agree 100%, the GUI is plain ugly, but everything aesthetic-related can be modded, but few people will mod if they don't like the core game, is why I think all gameplay, AI and major issues making the game unplayable should be top priority.
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Circle77
Circle77

Tavern Dweller
posted October 20, 2015 06:26 PM

New member here - long time lurker, Heroes fan since Heroes 1. Made an account to chime in.

1.) Optimization
- The game runs very poorly on my old laptop. Even with the lowest graphics settings it still takes ~10 minutes to get to the main menu, and ~10 minutes to load or start a new game. The game is laggy and sometimes animations or sounds don't even play. I understand that 3D games are resource-intensive, but I don’t have any problems with other recent strategy games (for instance Age of Wonders 3).

2.) Presentation
- The game benefits greatly from 3LiON’s Creature Scale mod. Please update creature model sizes accordingly. It is a simple fix but adjusting creature sizes seems to be unanimously requested by fans. It really helps your impressive creature models to shine.
- Increase color saturation. I used Reshade/MasterEffect to increase saturation (Thanks Dark-Whisperer) and it looks like a totally different game. Adventure map, battle map, and town screens all look vastly better. This would help address what some reviewers are complaining about with low quality / boring graphics.
- More colorful and pretty UI elements. More stained glass would be nice.

3.) Tighten Gameplay Systems
- Tighten economy by adjusting costs so that town development and weekly creature recruitment are challenging and strategic but attainable.
- I’m still not sold on the Arcane Knowledge system. Spell systems and skill systems need to be intuitive and robust. Every skill and every spell should matter; there should not be placeholders or filler.
- Flesh out the new systems like spying/sabotage, governance, and town defense, so that they add fun new dimensions to the gameplay in addition to the standard Heroes build/recruit/battle formula.

4.) Faction Diversity
- In the good old Heroes games (1 and 2) each faction’s creatures had something specific they excelled at. The Knight’s creatures were weaker but cheaper and more plentiful. The Warlock’s creatures were very powerful and mobile but very expensive. The Sorceress’s creatures were fast but fragile. The Barbarian’s creatures were strong but less mobile. Implement more of this diversity in the faction lineups and balancing in Heroes 7.
- Make creatures more distinct – for instance, the Swordmaster shouldn’t have similar stats to the Celestial, it should be significantly weaker but have 200-300% higher growth. This is how the Champion / Angel alternative choice was implemented in Heroes 4.
- The “strong core” and “strong elite” shouldn’t be strictly melee tanks for each faction. Make shooters and flyers like the Centaur or the Lich or the Wyvern the “strong elites” for some diversity. Also, in the future, don’t follow a formula of 1 shooter, 1 melee tank and 1 debuffer/flier for the core and elite of each faction. Symmetry is boring, diversity is interesting.

5.) Fix the AI
- Adventure map AI and combat AI both need to be improved to be smarter, faster, and more challenging.
- Hire Quantomas, or at the very least refer to and take inspiration from his work on Heroes 5. He was able to make an impressive adventure map/combat AI in a game arguably more complex than Heroes 7.

Additionally I’d love to see expansions to the game that add alternative core/elite creatures (unicorn, manticore, etc.) to each faction that you have to pick between like the champion creatures.
Thanks gomaki for being involved here and listening! We appreciate it.
 

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Kenishi
Kenishi


Famous Hero
passed out drunk in Tavern's
posted October 20, 2015 06:35 PM
Edited by Kenishi at 18:36, 20 Oct 2015.

Not a game owner but hopefully my input is worth something. Also I will make may suggestions based on information I could gather around from the forum that I feel would benefit the game.

Not In a particular order and or  importance:

1. Color pallet for the game, some of the pictures and retouches done by forum members are  very good (compared to the now used pallet) and also would improve the feel of the game I think more vibrant and saturated colors make wonders for the mood.

2. Pleas reconsider the scale of the units the job 3LiON has done makes a huge improvement of how the games lookk (might I dare say feels) and I make that affirmation just by looking at the pictures (I know it was said that is out of the question but still give it one more thought)

3. Random skill pick improved just like Maurice said (if more of us repeat it it will, hopefully, be more noticeable)

4. More maps/adventure buildings divers creatures hack add even the reused one from H6 more the better(add creatures from non existing races yet ) as resource for moderes or map creators they can make  outstanding works like Marzhin did for H5.

5. Improve game U.I. try to make the town screens art and 3D counterparts more similar better blended they feel disjointed.

6. Release the Dwarfs and Sanctuary campaigns  ... oh upps I was supposed to give only 5 suggestion I guess I really want a new take on Fortress faction I missed it in H6. Heck I would have been more likely to buy the game if it had come with Dwarfs in it (effing pointy eared tree hugging flower sniffing  elves).

Joke/hopeful wishing aside I think that for me this are good improvements on the game and as Galaad said buggs/optimization/memory leaks is not something we should ask for is something that should have been taken care of before releasing the game (at least in a better state than it was released know), also I think an improvement on gameplay is required (this also includes the A.I) but I think is a bigger task that could come out with an expansion (it worked for H5 with ToE expansion) so will see.
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 20, 2015 07:17 PM
Edited by dredknight at 19:18, 20 Oct 2015.

I would like to see:

1. More meaningful specializations that usefulness increase with the level.

2. Improved skill tree where perk has 3 tiers only and each perk from upper tiers has some prerequisite (that should match the branch lorewise)from the lower tier and each branch is equally balanced for different strategy purposes.  One example of offense as I see it.

    Tier 1                      Tier 2            Tier 3
  Battle frenzy ---------> fill the blank?  ------>perfect offense
                                    (retribution?)

    Tactics   -----------> giant slayer ----------> master flanker

    archery  ------------> accuracy --------------> Fill the blank?
                                                                   (flaming arrows?)


3. This had to be first -> go back to initiative battle rules as in heroes V! Just do not make the fastest (speed) creatures most agile (highest initiative) lorewise it has no sense.

4. Different battle sites - Some sites may be considered ambush so your troops are not in the end of the field but in the middle (as per heroes 3 dragon Utopia or WOG adventure caves). You can elaborate a lot of different iterations on this I think.

5. Try harder!!!
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Brukernavn
Brukernavn

Hero of Order
posted October 20, 2015 08:35 PM

I'm not going to include things that don't work as they should (bugs etc.) as that is a given.

1) Skillwheel redesign
- Random
- Complex
- Interdependent requirements
- No ability requirements to advance in rank
- Add unique abilities for different factions
- No level cap

2) Magic system redesign
- Fewer magic schools
- More spells
- More differentiated schools (now they all play the same)

3) Visuals redesign
- More intuitive and coherent UI
- Town screens
- Colour and atmosphere
- Creature scaling

4) AI redesign
- Smarter
- Faster
- Does not cheat

5) Add more content (but only after you've fixed the four above!)
- More artefacts
- More adventure map buildings
- Different hero specialisations
- New neutrals
etc.

BONUS: Scrap Ashan and redesign factions and creature line-ups
Yeah, I know this "aint gonna happen"...

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TD
TD


Promising
Famous Hero
posted October 20, 2015 08:56 PM
Edited by TD at 21:01, 20 Oct 2015.

1. Much improved AI. The game is utterly boring because it offers no challenge or threat currently.

2. Skill-system redesigned:
- Offer unique abilities and put pre-requisites to talents(and single ability per skill-level like before). It needs complexity!
- Remove ability requirement to upgrade the skill like in older games.
-Either make all classes truly unique or even better get rid of their skill-restriction all together so they determine only stat growth.
- Make skills/abilities/specializations scale as hero grows so they aren't just one-time bonus when you take them(This is why warfare yet again sucks in h7 just like in past games in longer games).
-Remove the level cap
-Seperate governor abilities/skills to 1-3 sections instead of all around and diversify them. Currently most are just expert/master level skill bonus to AoC while IMO there should be much bigger focus on the town. Give stuff like increase creature growth of all unit by X or X% per skill-level(I absolutely hate that you once again shove cores currently in my face). Give free exp to governor while he is in the town each turn/week based on town-hall or town-level for example. The bonuses just don't make it worth for me to level governor aside chests and exp-stones. For gov specializations make sure they are on gov-class heroes, many don't seem to be(though hopefully you re-design them anyway)

3. Change the color-palette to more vibrant and lively colors(and add contrast). Everything feels so cold and dead currently that it makes me think it's some dystopian world or more likely something even worse. It gives no feeling of magical fantasy world.
-Also the sound-effects are huge downer currently. All kinds of little sounds are missing when you pick/visit something, not to mention battle-sounds for hits which are disappointing at best.

4. Improve the GUI / UI. The game feels clumsy or clunky when you swap between inventory/skills for example or thieves guild in town. This stuff was much smoother in older games while in h7 so many things are made too mechanical.

5. Better balancing.
-Add starting bonus(resource/gold/artifact)
-Why is level 4 spell scroll as expensive as artifact that gives same spell for every battle?(the artifact prices and weekly changing inventory are a joke anyway).
-Limit necromancy, it's impossible to counter in large maps on heroic as far as I can see. You should never be able to raise more skeletons than the number of units you killed. Also remove the ability to raise from dead, if you can do that wouldn't you raise from you own army too...?(maybe make something like eternal servitude in h5 in exchange)
-Give elites and especially champions artifacts they can make use of also. Currently I've seen probably over half a dozen different artifacts that are +1 damage(most of which were for shooters!). Most artifacts give biggest boost to cores. In my last game I left champions and some elites out to get more cores because I had so much boost to cores that it made no sense to use them, some champions huh?
-Better artifact sets/bonuses, the current bonuses in general wouldn't want me to put any effort in looking for parts of a set. The bonuses are mainly far from being worth the trouble.
-Get rid of the copy/paste creature abilities and make them unique. Making so many units/factions so similar is very bad form of balancing as should have been learned from h6.


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icefield
icefield


Adventuring Hero
posted October 20, 2015 10:00 PM

So far, H7 is the only Heroes that I don't own.  So I put it this way: I'd definitely buy it if

(1) the game has left beta phase.  Bugs, memleaks, AI.

(2) it runs smoothly on average PCs and laptops.  This is a turn-based game.

(3) the pace feels right while the frequency and impact of decisions matches their game role.  Ideally, battles, adventure map actions, hero progression are set between H3 (with more options) and H5 (with less micromanagement).  Globally adjust numbers?

(4) variety unfolds during the game.  Things may be predetermined and straightforward like the hero/skill system now, that's fine early game.  Leveling up, I want my heroes to experience increasingly unexpected options, skills, special abilities -- and no level cap.  In principle, the skill system has this potential.  Rethink its design at higher levels?

(5) there is the right amount of content that affects gameplay, matching the available options early, midgame, lategame.  And maps with replay value.  If there are holes (like in the spell system) - take the time to fill them in a creative way?

Nothing that can't be done now, I guess.  New units, factions, ideas should come with expansions.

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kunoichi
kunoichi

Tavern Dweller
posted October 21, 2015 01:30 AM
Edited by kunoichi at 01:47, 22 Oct 2015.

My Top Five

1) Fix the look and feel of the game, to make it look as per the promised images on the SC:
- Make the townscreens look as good as the voting images:
(Eg. [url=http://static14.cdn.ubi.com/0004/prod/images/141105_Vote_Townscreen1/Vote_Townscreen1_Island_Mini.jpg]The Tree Island[/url] plus [url=http://static14.cdn.ubi.com/0004/prod/images/141110_Vote_Townscreen2/Vote_Townscreen2_Moon_Mini.jpg]Harmony in the Moonlight[/url] does not equal [url=https://ubistatic-a.akamaihd.net/0004/prod/images/units/sylvan/sylvan_screenshot.jpg]Sylvan townscreen[/url]. Necropolis townscreen was done well, with a 3D look an some animation. Why not every townscreen?)
- Make the map and game colours come alive:
(Here is the current poll for most the most [url=http://heroescommunity.com/viewthread.php3?action=showpoll&TID=41833]popular saturation[/url] percentages, but I’m sure there are other ways to give the game a magical feel and lift it out of the doldrums.)
- Animate the council!
- Fix scaling issues throughout
- Have a single style throughout:
(Please decide if the game will be 3D/2D, colourfulness/dullness, or realistic/cartoonish, instead of the current mish-mash. One example is making the 3D town match the townscreen image, and have the 3D town grow along with the townscreen upgrades.)
- Create unique models for campaign Heroes on the battlescreens
- Fix all graphical and animation bugs throughout the game
- Make the UI look elegant

2) Fix the skillwheel
(I would prefer to make it more like the one from Heroes 5, personally.)

3) Give factions, heroes and upgraded creatures their own individual specialisations

4) Bring back all the factions – Dwarves, Inferno and Sanctuary!

5) Fix all the bugs!
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Raenus
Raenus


Famous Hero
Grouchy curmudgeon
posted October 21, 2015 01:59 AM

AwS said:
Quique30 said:
Stevie said:
1. Fix multiplayer ASAP
- no desyncs
- no bullsnow waiting screen in sim turns

2. Fix presentation
- tutorials
- animated council
- more stained glass, remove the brown completely from any UI (town and hero backgrounds)
- unified color scheme between combat map, adventure map and townscreens

3. Fix performance
- no RAM leaks
- faster loading times
- improve optimization

4. Better Hero development
- specializations
- improved classes and skillwheels
- remove level cap
- decrease XP gains

5. Fix the goddamn AI
- combat priorities and pathing
- adventure priorities and pathing
- hire Quantomas, or at least get his help
- say hi to Oak

There are so many more though. But for now this'll have to do.


This


And again THIS!

Not very original of me, but he said it better than I ever could so... This, once again.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted October 21, 2015 10:31 AM
Edited by Elvin at 08:43, 22 Oct 2015.

SHORT TERM

- Memory leaks/loading times/overall performance. The experience is barely tolerable for me.

- More color saturation or options to change/choose how it looks.

- Better combat/adventure AI. But especially combat so that it has better pathfinding and target priorities at least.

- Fix multiplayer so that people can play! PS I hear you can see opponent battles in sim turns, dunno if intended or not but simply drop it! Skills, army and combat tactics should be a player's most guarded secret and under no circumstances shown to his opponents! Also under no circumstances should someone's turn be extended watching battles in SIM turns, the whole point is to save time!!!

- Improve specials, current ones are terrible. Drop growth boosts, add passive bonuses or abilities. Also make all specials improve with hero level ups.

LONGER TERM OR LESS IMPORTANT

- Add combat replays!!

- Improve combat camera. Place the default camera closer to the battlefield(or at least add options) and allow for a better zoom in.

- Give the option of starting town level in game creation. Some enjoy lvl 1 towns(slow development) while others cannot stand a starting town below lvl 3(tavern and tier 1 dwelling).

- Skillwheel redesign to add more variety to hero classes!! Atm they have little room to experiment as there are good skills and there are incomplete or not so good skills.

- Magic system redesign!! Certain magic elements are not represented well in hero classes(no light in elves!), others are common place while it's just annoying that certain magic heroes have zero access to some elements without there being a proper justification. Erwan created the magic system in Ashan to have as few restrictions as possible and H7 gave us the opposite instead. So.. why not keep the amount of magic schools in the skillwheel of each class(ie 4 elements in x magic her) but allow you to pick which elements you want to fill their magic school slots when the game starts?

- Town building redesign. Ditch or greatly reduce town level requirements. Reduce certain town building prerequisites. Give some actual building freedom to players. Regarding dwellings make it possible to have all elites on week 2 and champions on week 3. Development is too damn slow atm.

- Starting bonus in map creation!

- Special combat terrain like those of H3.

EVEN LONGER TERM


- Re-evaluate unit abilities. Add more abilities to units(game is too boring with so few ) but make sure they fit the creature's mentality and role in combat. Take ghost, all it has is immunity to flanking. No incorporeal, no banshee wail, no cursing attack. Nothing that makes it feel like a ghost. Same is true for many many other units. Unit types like undead/construct should not count as an ability.

- Finally, add more interactions between units, spells and battlefield objects. Allow for combos.

- One extra unit in core and elite tiers with the possibility to build 3 out of the 4 available dwellings.

- Alternative upgrades! Especially if the above happens, there is no need for more than a slight reskin. Like a different weapon, cape, face, hair or armour. The important part is having a different ability and therefore gameplay, the visual aspect can take the back seat.
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Map also hosted on Moddb

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted October 21, 2015 12:22 PM

1: AI and Difficulty settings
2: Hero specializations (less governor skills, more unique abilities)
3: GUI (To small/pale etc)
4: MORE MAPS, especially skirmish maps
5: Localization (Bad Bad bad bad bad.... missing texts, translations not accurate to old ones, bad grammer)
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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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feidrota
feidrota

Tavern Dweller
posted October 21, 2015 12:46 PM

1. Gliches, crashes etc.
2. Skill system
3. Magic system
4. A.I. issues - speed, adventure map and combat priorities
5. U.I. issues

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jadw8888
jadw8888


Hired Hero
Avenger Ultimate
posted October 21, 2015 02:32 PM

1. Improve skill system - allow heros to reach level 40 or higher, don't require ability to advance a skill, skills/abilities that increase stats with hero level

2. Improve UI - missing sounds in combat / sounds don't play when combat speed is above ~300%, units look too small on battlefield, option for colour saturation

3. More creature abilities and better hero specialisations - hiring a hero with "+20 dryads" or "+19 pixies" should depend on that hero's level otherwise player with lucky pick from tavern wins

4. Improved AI (e.g. units shouldn't do suicidal things like moving when they're entangled)

5. More spells per magic school and more heroes in each race that can learn different spell schools (e.g. a Sylvan hero with light magic)

Saving battle replays would be good too, but mainly when the bugs are fixed and more people are playing competitively

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imid
imid


Hired Hero
posted October 21, 2015 08:18 PM

1. AI, talk to Quantomas!!
2. AI
3. SIM turns
--- also for "hot-seat" maps
4. Specializations
5. Remove level cap



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imid
imid


Hired Hero
posted October 21, 2015 08:25 PM


till i don't see the community happy, i won't buy the game...i'm just going to test it on a computer of a friend of a friend of my cousin

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chimthegrim
chimthegrim


Adventuring Hero
That guy ...
posted October 21, 2015 08:38 PM
Edited by chimthegrim at 20:56, 21 Oct 2015.

Brukernavn said:
I'm not going to include things that don't work as they should (bugs etc.) as that is a given.

1) Skillwheel redesign
- Random
- Complex
- Interdependent requirements
- No ability requirements to advance in rank
- Add unique abilities for different factions
- No level cap

2) Magic system redesign
- Fewer magic schools
- More spells
- More differentiated schools (now they all play the same)

3) Visuals redesign
- More intuitive and coherent UI
- Town screens
- Colour and atmosphere
- Creature scaling

4) AI redesign
- Smarter
- Faster
- Does not cheat

5) Add more content (but only after you've fixed the four above!)
- More artefacts
- More adventure map buildings
- Different hero specialisations
- New neutrals
etc.

BONUS: Scrap Ashan and redesign factions and creature line-ups
Yeah, I know this "aint gonna happen"...


I'll give my input on your assessment, because it seems pretty complete to me:

3) Visuals:
- Necropolis town screen is too spidery. Needs to be more "skelitony" and "Zombish" if you know what I mean.
- U.I. changes: When you go to make a building in any town the rectangles either show a small building or creature, a color gradient, and the faction symbol. This in particular looks like it was made on Microsoft Paint and dropped into the first version of Photoshop if it was created in 1990. The U.I. for making buildings in every town is truly terrible to look at. Please make it look more like HoMM 3 if youre going to make a game with 2D town screens.
- In battles, animations can be pretty bad at times. I have noticed that the units look great for the most part. For instance, the Behemoth looking part ape-like is kind of original and awesome. Yet, the leap ability looks kind of silly when he does it. Not enough "flair" (I just went 'Office Space' on you, but you get what I mean).

5) Add more content:
-A lot of skirmish maps is the focal point of what makes a HoMM game. Without a lot of maps, you don't have a heroes game.


Bonus: Scrap Ashan;

Why not just keep Erathia? The fact that certain HoMM 3 heroes are in recent "ashan" HoMM games makes no sense. There's literally no cohesiveness to the franchise because of these goofy changes. For instance, would a company like Blizzard change Warcraft's "Azeroth" to "Ethenvale" just because they said to themselves, "You know what? Screw the fans and the series as a whole. 'Azeroth' isn't broken, but lets fix it anyway." I don't think the series would be as popular as it has been. "Erathia" sounds so much better than "Ashan." I couldn't agree more about scrapping the Ashan world.

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dark-whisperer
dark-whisperer


Famous Hero
Darkness feels no mercy
posted October 22, 2015 08:59 AM

1) More skirmish maps. Better and easier to use RMG, available from game menu, without building light and publish nonsense.
2) Better AI
3) More vibrant colors. Saturation level must be higher but without affecting UI elements.
4) Heroes starting specializations and abilities. Maybe custom hero to choose class, portrait, specialization and 2 starting abilities with class restrictions in mind.
5)Redesign black dragon. Change entire model, or if this is not an option, change pose and more important size so we don't have to reload 3LiON's size mod every time after patch.

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