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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Heroes 7 Positive Feedback and Discussion
Thread: Heroes 7 Positive Feedback and Discussion This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted May 27, 2016 05:00 PM

natalka said:
caravans got a downgrade because before you can load other troops on the caravan because it appeared on the adventure map.

antalyan said:

- more diverse battlefields (sizes, objects, predefined starting in the midle...)



predefined starting in middle is so crappy. They copied idea from h3 but added their own understanding to it. Your army is placed in the middle in a way that you can`t control their exact positions as it is in h3. When I asked them to do something about this , I have been told that it was an ambush..

Did they fix the fact that on those battlefields the left stacks could be flanked right away because they have their back turned to you?

These guys are so hopeless.


I do not think this is a problem. Actually, you start in different position and the combat has different running than usually.

Btw. I thought this is a positive thread.

Sure I have some my personal thoughts and ides about changing some of the things above but I wanted (and still want) to keep the purpose of this thread.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 27, 2016 05:10 PM

This thread only grows when there's a rant.
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Brukernavn
Brukernavn

Hero of Order
posted May 27, 2016 10:26 PM

Specific, constructive improvement suggestions should be welcomed in this thread - as long as the aim is how to make it better.
frostymuaddib said:
I make this thread so they can share their thoughts and oppinions about Heroes 7: what they like, what they enjoy, what they would like to see changed, etc.

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Syth
Syth


Hired Hero
posted June 06, 2016 02:55 PM

-Garrison is well implemented:No more empty towns.

-Getting exp for the loosing hero keeps them in combat:Huge improvement.

-I like most of the creature designs especially :Stronghold.

-Nice overall campaign.

-Some well thought spells.

-Necromancy seems okay:usually it's off the balance in some games.

-Building choices in the castle's are very nice indeed.

-Maps look nice indeed.

-Returning to multiple-resource system

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted June 14, 2016 05:37 PM

Two things to talk about, and if it sounds negative you're only reading it that way

Its great they went back to seven resources and I don't really care in the end whether they're new or old ones. I would prefer the old ones as I see it as a needless change but its certainly not a game breaker.

Unfortunately this is another aspect of the game they took from heroes 6. IIRC the decision to reduce the number of rare resources down to one was so all the factions would need that resource for their better units or something like that. Making things more 'strategical' in their eyes cause less makes things harder lol yeah okay Erwin. Anyways, now we're back to four rares but they clearly were trying to hold on to that concept. After playing well over 100 hrs I can say every faction uses more or less 5~10 of every rare resource to build up their town, and Im not even talking about the magic guilds.  Faction's don't have any favored resource or even a 'hated' one.

For example H2 sorceress needs mercury of course for both the druids and the phoenixes, and then a steady flow of mercury to continue buying them. You'll also need that stack of 10 gems for unicorns. They don't need crystal or sulfur unless going for the magic guild. So when you play as them you know what to look for, and if you're playing against them you know what they're looking for.

H7 Slyvan on the other hand needs dragon crystal for druid and dragon dwellings, star silver is needed for the deer and upgrading pixies, dragonblood steel is needed for upgrading deer and upgrading hunters, and then finally to slap us in the face one final time you need stadow steel for upgrading deer and to buy friggin dragons.They make two ****ing resources with dragon in the name and they use shadow steel for buying the actual dragons Its little things like that which make me question why anyone is a fan of ashan. Actually its the big things too but moving on.

They need to go back to how things were before on this one. But hey we got four rare resources woohoo  baby steps


Next topic will be more positive. If you've played the game you should know the faction skills are a must have for your main hero. They're absolutely insane(execpt academy imo) Nevermind the fact Ubi uses its faction skills to diversify their tastless faction line ups *cough*cough* In an attempt to make the game more enjoyable I have been mixing and matching the different factions hero classes. For example playing as a Dungeon might hero while playing stronghold can be pretty devastating. For those that dont know, Ultimate perk for Dungeon's faction skill allows melee creatures to strike twice if not retaliated against.

What makes this a challenge is the way the tavern hall of heroes is set up. Two random hero classes of your starting faction, and a two randoms from other factions, once a week it changes. While that works fine in the past, the skill set has never been so restricted before. So actually being able to pick a hero you want or at least be able to narrow things down easier would be great. I think if theyre going to make such ridiculous abilities, do not limit them to one faction. Let all the factions have access to up the replay-ability.

I'd suggest one of two things:
- Go back to the way H4 did their tavern. Or something similar with faction restrictions due to allegiances or something. Maybe it wont matter as much with the expansion but right now 90% of the hero classes are unappealing. So a random chance means about one in every ten will be worth anything to me. So it's really hard when you're trying to find a certain factions might or magic hero.

- Have the hall of heroes guarantee two heroes, 1 might and 1 magic, for the castle's faction not the players starting faction. And let it differ between castles. I never understood why you buy the same heroes at a castle no matter where you are on the map. So when I go to a tavern in the dungeon castle I just captured, I should see two dungeon heroes for hire. The addition of a tavern adventure map building would also help.  





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yogi
yogi


Promising
Famous Hero
of picnics
posted June 15, 2016 12:05 PM

The_Green_Drag said:

- Have the hall of heroes guarantee two heroes, 1 might and 1 magic, for the castle's faction not the players starting faction. And let it differ between castles. I never understood why you buy the same heroes at a castle no matter where you are on the map. So when I go to a tavern in the dungeon castle I just captured, I should see two dungeon heroes for hire. The addition of a tavern adventure map building would also help.  




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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 15, 2016 01:28 PM

It's better than h6.
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Mageus
Mageus


Hired Hero
posted June 22, 2016 12:26 AM
Edited by Mageus at 01:00, 22 Jun 2016.

The_Green_Drag said:
[...]

Its great they went back to seven resources and I don't really care in the end whether they're new or old ones.
[...]
H7 Slyvan on the other hand needs dragon crystal for druid and dragon dwellings, star silver is needed for the deer and upgrading pixies, dragonblood steel is needed for upgrading deer and upgrading hunters, and then finally to slap us in the face one final time you need stadow steel for upgrading deer and to buy friggin dragons.They make two ****ing resources with dragon in the name and they use shadow steel for buying the actual dragons



That one actually hit me hard especially when playing with scarce ressources at start. I'd love to play with justicars (sword women) but they cost a rare ressource I won't have early on. I just can't afford them :s

What I like about H7 :

-The building choice : I love how the choice is implemented (choose which unit grows more instead of the H4 way where you'd only have one)

-The orcs

-The skills (although they can make your hero insanely powerful)

-A great sense of humor : never before in a heroes game could I say "Ha ha you're so bad" in front of my screen when the computer is trying its best in quick fight, before the real fight.

-The gameplay : allowing to bypass the "load game" part after the quick fight battle is deeply needed for H5.5 as it prevents me from using quick fight. The restart battle is nice too although less needed.

-The fights : I really do like the idea I can chain many fights without loosing a single unit even quite early in the game. It makes you feel very OP and I love this feeling. Especially when there are huge armies facing you.

-Academy faction skill is excellent, I love it.

-The ultimate creature being really big and nasty is nice.

As for what I like less :

-Bugs (The_Green_Drag mentionned before the ultimate of dark elves. As for now it works even when you are retaliated against if you get the right skills). And many many more (the main reason I don't recomment it for now)

-Fixed hero template without the possibility to get what you want : in H5 most of the heroes could go and hope for their ultimate (lot of skills required). Most, except the elves. In H7 however some factions just do not have the combination of basic skills you like and that's quite sad. Because of that I tend to always play the same factions that do have the right templates (like orcs. orcs are good, orcs are life).

-Necromancy : as long as it is not limited in the amount you get in a week I believe this is broken. If a skilled player can mitigate his losses he could get 700 skelettons and 280 ghosts bonus each week right where his main heroe is (and maybe a few more with secondary heroes). Add to this that a a necro has grand master defense and you get an army you can only kill with implosion (you die when you hit them in melee) and fast teleport can wreak havok in your archers rank. H5 TOE system for necromancy was much better and allowed more unit to be played.

-Light magic school : the two direct damage spells seem off, at least one of them should be replaced.

-The campaigns : I don't play heroes for the campaigns since the 5th (I loved TOE but hated its campaigns). Nevertheless I believe any other setting would have been better than a group of people talking around a table. I don't see how they could have made it less epic than that.

-Firewall is just wrong : creatures should get hit the moment they start on it or try to go through but not when the firewall is placed (as for now the spell is doing a much higher damage than fireball, a better AOE and all that for a lesser mana cost).

-As already mentionned : elite buildings cost too much resources and gold.

-Bugs, I insist, it's bad


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Momo
Momo


Promising
Famous Hero
posted September 03, 2016 08:44 AM

Am I the only one who thinks the thieves guild was pure genious?

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted September 03, 2016 12:24 PM

Momo said:
Am I the only one who thinks the thieves guild was pure genious?

No you aren't

But I am convinced about the whole H7 town system and the connected mechanics (including towntrees with prerequirements, unique buildings, choice of the preferred Magic school, fortifications with renewable free units, caravans and the mentioned thieves guild) being trully amazing
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cleglaw
cleglaw


Famous Hero
posted September 03, 2016 01:24 PM
Edited by cleglaw at 13:27, 03 Sep 2016.

there are lots of positive things i really REALLY like much with h7. but since im working of town screens i have to say i am amazed by building choices presented.

town building is very good best in the series by far.

high numbers to build. it has everything: creature increasing, defence increasing, interesting choices of A or B type applying to almost everything(resource, defence, even champion creature) a mechanic of demolishing buildings: to destroy a town or to redesign previous choices. ah and btw garrison mechanic is also awesome.


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Maurice
Maurice

Hero of Order
Part of the furniture
posted September 03, 2016 04:07 PM
Edited by Maurice at 16:09, 03 Sep 2016.

But was it any different from previous Heroes titles? I mean, back in the older games, you had prerequisites too. Looking back at Heroes 3, with Haven you needed a Blacksmith before you could build a Barracks where you could recruit Swordsmen. And only after you built the Barracks, you could build the Griffin Conservatory. Dungeon required a Mage Guild Tier 2 before you could upgrade your Dragon Roost. Other Heroes games had a similar setup.

What they did with Heroes 7 though is add a counter: everything you built added 1 point to that counter. To make use of it, they dispersed the various buildings across various point requirements. In essence, this made Town building much more structured and as a result, less flexible.

What's missing, in my opinion, is a flexible system that combines them both. Let's look at the example of the Griffin Conservatory I sketched. Let's say Griffins are in the Elite Tier and hence require a Town Level of 10+ to be built. With the prerequisites above, you could create a second set of requirements after which you could build it. In short, in order to build a Griffin Conservatory, you would need:

- A Town Level of 10+
OR
- A Barracks

If either of the two is met, you can build it, regardless of whether you've met the other requirement.

Barracks, being in the Elite Tier as well, also requires a Town Level of 10+ ... OR a Blacksmith. That one becomes available at Town Level 5+. Something like that. Such a combination of different requirement paths can be used to play around with Towns of different factions and hence enhance faction differences.

Having renewable local guards is a logical enhancement to the game, one that works very good. The next step they need to take is to actually make the Towers during a siege be passive, until a player puts Ranged unit in there, giving it a bonus to its ranged attack. I believe Heroes 6 did this with the main tower.

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Momo
Momo


Promising
Famous Hero
posted September 03, 2016 05:32 PM

Antalyan said:
Momo said:
Am I the only one who thinks the thieves guild was pure genious?

No you aren't

But I am convinced about the whole H7 town system and the connected mechanics (including towntrees with prerequirements, unique buildings, choice of the preferred Magic school, fortifications with renewable free units, caravans and the mentioned thieves guild) being trully amazing


I think they are on a different level. By making an interactive thieves guild, you're basically turning information into a resource. I think this, albeit only a vague sketch of an idea, could open whole new possibilities in the gameplay.

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LucPatenaude
LucPatenaude


Famous Hero
Owning all 7 Heroes games
posted September 03, 2016 06:27 PM
Edited by LucPatenaude at 18:33, 03 Sep 2016.

I keep going back to both H6 and H7 for two good reasons:

In H6 the pre-made maps tend not to cheat, much. Not too much resource management to deal with. Therefore, speeds up the gaming of it a lot faster than all previous games(H5 included).

In H7, the campaigns are way better made and way more challenging than ever before. Forces the player to restart the first scenario as many times it needs to; In order to position the main heroes and troops at better standing when it comes to continue on to the next scenario.

H7's R.M.G. is its lack of ability to include rivers and oceans on any size map but, gets to put way more artifacts, mines and, minor territories than H3 and H5. Rendering the map challenging to any player of any level of capabilities.

H7's AI is so much smarter and way better designed to recognize any positive and negative situation it gets to be into. In other words, the AI hero will know and decide as to when it is time to flee or surrender from an obvious defeat. Previous heart breaking defeats are measured to which level of strength the human player is actually capable of when dealing with less numbers of units and, how large these units are at being able to repulse the enemy forces(the AI ones).

I felt compelled at trying to complete the human campaign in the first days of the initial release of H7(found out that I still, do not have the patience of restarting the entire campaign because of my inapt ability to properly develop my main hero properly at that time).

I did get used to choose the proper approach in choosing the initial hero according to the type of faction I will be dealing with, later on, onto any map of any size. Getting pretty good at this game, btw. Several R.M.G. maps were made and won, ever since version 1.2 of this marvelously thriving in development of a game(H7).


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Celfious
Celfious


Promising
Legendary Hero
From earth
posted September 09, 2016 10:20 AM

Having read a couple of pages here sorting between the creative humor responses and some solid endorsements by a variety of posters, this homm7 is on my list to try someday for sure.

Thanks!

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Stevie
Stevie


Responsible
Undefeatable Hero
posted September 09, 2016 10:41 AM

What have we done..
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cleglaw
cleglaw


Famous Hero
posted September 09, 2016 01:02 PM

Celfious said:
Having read a couple of pages here sorting between the creative humor responses and some solid endorsements by a variety of posters, this homm7 is on my list to try someday for sure.

Thanks!


i encourage you to do that.

but one thing is important: buy it with steam and becareful with your gameplay time, as far as i know, you can refund a game you dont like in its first 2 hours.

so to say, its free to try in a way.

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SoilBurn
SoilBurn


Known Hero
BurnsSoil
posted September 09, 2016 02:57 PM

Celfious said:
Having read a couple of pages here sorting between the creative humor responses and some solid endorsements by a variety of posters, this homm7 is on my list to try someday for sure.

Thanks!

Hi there, I bought the game 1 month ago and I already have 110 hours listed on Steam. It is definitely an enjoyable game right now if you can cope with the remaining bugs (which should be corrected soon acc. to the devs). Don't listen to the naysayers, try it out

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted September 09, 2016 03:15 PM

SoilBurn said:
(which should be corrected soon acc. to the devs)

It should be noted that the AI learnt to wait on 1.8 and the legionnaire shield bug stayed around for like 4-5 patches so don't hold your breath.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted September 09, 2016 03:40 PM

@ Soilburn

Do you know if  their are any skirmish maps that let you recruit any of the new neutral units?

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