Your likes/dislikes in Heroes6 game design

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
MattII
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Unread postby MattII » 20 Aug 2010, 23:07

ThunderTitan wrote: Are you sure you're not confusing this with another game?! Except 5 and 4 all the Heroes games had heroes just start out with random skills that where thematically appropriate (might for might heroes, magic for magic heroes), and almost unique to that hero (there where more heroes then combinations though).
Well since each type of hero is more inclined towards a certain type of skill, so there will be more variety. Not that much admittedly, not like in H1-4 where you could put pretty much any faction's creature with any hero and not have to worry about morale or skills or anything, but it will provide a little bit more variety.

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Unread postby ThunderTitan » 21 Aug 2010, 12:03

MattII wrote:
ThunderTitan wrote: Are you sure you're not confusing this with another game?! Except 5 and 4 all the Heroes games had heroes just start out with random skills that where thematically appropriate (might for might heroes, magic for magic heroes), and almost unique to that hero (there where more heroes then combinations though).
Well since each type of hero is more inclined towards a certain type of skill, so there will be more variety. Not that much admittedly, not like in H1-4 where you could put pretty much any faction's creature with any hero and not have to worry about morale or skills or anything, but it will provide a little bit more variety.
I think you misunderstood... i meant how where not h1-3's heroes basically un-fixed hero types... their classes where just basically backstory.
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yodus
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Unread postby yodus » 21 Aug 2010, 16:59

Like:
-New graphic with correct characters proportions, and lot of animations
-Necropolis art Egyptian-style with Sphinx replacing bone dragon and pyramid town look (great idea!)
-World/Maps design (at least those on revealed screenshots) - it looks splendidly
- Town conversions - why not
- Heroes of Might and Heroes of Magic separation
- Town control area
- Adventure map detailed towns
- Black hole - i have played Mark of Chaos (because i loved dark omen) and i wasn't disappointed, graphic and art-style was very good
- heaven creatures looks pretty good
- Alternative town development paths (or it's a rumor ?)

Mixed feelings:
- 4 resources, it's not a such a bad idea, but i will miss sulfur, mercury and gems. Maybe now resources will be more important on further part of the game, not only on beginnings
- looks of Vampire lord, eeh it's much more better than HV, but..
- No initiative - which always makes me pissed of when playing against Sylvan, but i must admit that initiative made heroes V more unpredictable and dynamic
- "windowed" town screens - i'm worried about this. Separated screen gives more art potential. Hope that will be done with a taste

Dislike:
- only 5 factions !?
- battlefields 12x12 are to small in case of huge battles.
- undead green-glowing elements right from Heroes V - i'think eyes of undeads should be hollow and black (some how scary) -not glowing techno-parade-colored christmas tree . One good thing that skin is no more green (HV fat-zombie - extreme fail) but white-pale

Questions:
- Do you think that they will implement a alternative upgrades ? I think it was one of the best Niveal team ideas - with the small effort (couple of new textures and statistics) it brings a lot of diversity to the game
- I hope that developers will make a powerful editor, that would give community chance to great mods and maps. (I don't expect power of Starcraft 2 editor)

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Unread postby MistWeaver » 21 Aug 2010, 18:32

yodus wrote:undead green-glowing elements right from Heroes V - i'think eyes of undeads should be hollow and black (some how scary) -not glowing techno-parade-colored christmas tree . One good thing that skin is no more green (HV fat-zombie - extreme fail) but white-pale
couldn't agree more on that ^
yodus wrote: Questions:
- Do you think that they will implement a alternative upgrades ? I think it was one of the best Niveal team ideas - with the small effort (couple of new textures and statistics) it brings a lot of diversity to the game
No, it was already noted that there will be only 1 upgrade for each creature. And I personally would like them to keep it this way.

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Unread postby Mirez » 21 Aug 2010, 18:44

really? damn that sucks, I really enjoyed having 2 upgrades

although I must confess I chose the same upgrades 99% of the time just because they were better and I just liked the new extra units ^_^
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Town window

Unread postby yodus » 21 Aug 2010, 21:07

http://www.drachenwald.net/gamescom/097.JPG - according to latest news this is town window. This is what i was worried about, interface cut-down to minimum :( No place for artistic landscapes and views. So disappointing..

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Unread postby Kosh » 21 Aug 2010, 21:19

I'm on the fence about so much. Castle control area, 4 resources, fewer factions. There's potential to go either way, like/dislike, depending on how it actually works in-game.

I am disliking the fact that I'm worrying about whether this is even going to 'feel' like a HoMM game or not :/ Especially with this focus on "RPG"... HoMM is a Turn-Based STRATEGY series... so as long s they don't forget that I still have hope :)

A definite dislike I can give though is the Square battlefield! I reallyyy miss the Hex field. Another would be the name, Might and Magic Heroes... MMH? MaMH? /barf this is suppose to be HoMM ><

I hope we get more detailed information very soon so we can understand and provide feedback (if they are indeed incorporating the community feedback into this iteration).

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Unread postby Blocks100 » 21 Aug 2010, 21:23

Yikes, that is really unambitious! I am not convinced of this idea of seeing the town grow on the game map either - the leaked shots of the Necro town (presumably fully built) looks boring, with no animation or anything. If they are to go this route, I want to see legions of undead swarming in the moat, bats circling the spires etc - but there was none of this.

They better at least develop different signature tunes for the town screens - that is such a HUGE tradition for the series. To abandon that would be heresy.

EDIT : Just read Marzhin's post about the animated town screens and music - thank goodness for that!

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Re: Town window

Unread postby OliverFA » 21 Aug 2010, 23:22

yodus wrote:http://www.drachenwald.net/gamescom/097.JPG - according to latest news this is town window. This is what i was worried about, interface cut-down to minimum :( No place for artistic landscapes and views. So disappointing..
And we are supposed to believe it is not Heroes streamlined for the masses :(

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Unread postby ThunderTitan » 22 Aug 2010, 13:32

It's not even full screen.... C'MON!!!
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Re: Town window

Unread postby Qurqirish Dragon » 22 Aug 2010, 14:15

yodus wrote:http://www.drachenwald.net/gamescom/097.JPG - according to latest news this is town window. This is what i was worried about, interface cut-down to minimum :( No place for artistic landscapes and views. So disappointing..
I wouldn't assume that. Note all the circles at the bottom of the window- the first one looks like the "Unearthed Graves" from the town screen of the H3 necropolis, indicating skeletons. The other buttons are all locked. I'm guessing these are quick buttons for various town actions (that first is probably recruit creatures, but might be the skeleton transformer). In that case, then this is very new town.

Being a new town is also evidenced by the top of the window which says "level 4" If this level has the same meaning as in H5, then there are only 4 structures in town.
With an income of 4000 per day, the economy has definitely changed, since in H5 you would need at least a level 16 town to get that income.My guess is the town has the following structures:
--4 total because of level
1: village hall (default)
2: skeleton recruitment (by the unlocked button)
3: necromantic amplifier (by the big glowing towers in the picture)
4: town hall (by the income, assuming that town hall requires level 3 town first)

This tells me that the town screen is similar to the old 2-D screens, except that there are buttons for the commands at the bottom, rather than having town abilities attached to the appropriate buildings. Since it is windowed, rather than full screen, it makes sense to have the buttons on the bottom, rather than within the border as in previous games.

As for the size, what resolution is the game running at here? For example, my monitor has a native 1440x900 resolution, so if the window is 1200x900 (it appears roughly 4:3 aspect ratio), on my screen it will be almost full screen (even at 1024x768 it will be close) If this is some huge resolution (which I would assume is the case if this is on a development computer), then this may be a big window. Also, who is to say it can't be re-sized?
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Unread postby DANZA » 22 Aug 2010, 18:27

Likes:
- Nice non cartoony graphics
- Hero customization. In WOG I allways put my name to my stronger hero, so even with a mere rename hero option I'll be happy.
- Town conversion. YES!! I hate having 3 different town types, instead of being loyal to my chosen town and reinforce my main army. However the system should be something like this:
1. Price of conversion varies according to town level.
2. Conversion process should allways last a week!!!
3. If the former owner of the town captures it before the end of the conversion process, the process is cancelled and the enemy would have lost his money.


Dislikes:
- Only 5 starter races. Seeing as the whole game turned out to be a lot simplier (town windows, I'm looking at you) I don't see any reason for it.
- No hexes. Some people say that hexes would be to difficult to execute in 3D.... but there is kings bounty.
- Small battlefield.
- At first sight/read the gameplay it's aimed to be a lot faster...

Thoughts:
- Mark of Chaos had long loading times, that might be the reason behind the 2D town window, to avoid the loading of a new 3D instance inside the engine (besides combat screen) everytime you click on town, so now, everything happens on the adventure map.
- Seems that Black Hole really liked the Warhammer designs, as I'm seeing on the unit design, and especially on the egiptian undead. Anyway, that's a good thing in my book.
Warhammer Undead Building
W40K Necron Monolith
HOMMVI Undead town
Last two are pretty similar...

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Unread postby Znork » 22 Aug 2010, 19:58

Just som feed back for old celestialheven:)

The demo we played was very unfhinsihed, it was basacly a proff of concept.

It was just to show the concept and ment to show the press. We got to play and it was a good tease.

1 the townscreen i just place holer.
2 the buttons are borrowd for h5 and will be remaid
3 towns graphics not fhinished.

so there are lots more to do. So dont read to muche in to this pictures

the dev team are real hero fans so we are in for lots of coolnes as time goes one.


Ps did not notice my titel loong time since i posted her.

feel fre to ask questions ill try to anwer the qustions about the demo and what has been shown so far.
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ThunderTitan
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Unread postby ThunderTitan » 22 Aug 2010, 20:10

@Znork

So where Nival...

And welcome back...

@DANZA

Why does everyone keep saying they're not cartoony when they mean they're not warcraft3-y... GAHHHHHHHHHH.....
Last edited by ThunderTitan on 22 Aug 2010, 20:17, edited 1 time in total.
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Unread postby Znork » 22 Aug 2010, 20:13

time will tell but i have a better fealing withe black hole now then i hade withe nival then
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yodus
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Unread postby yodus » 22 Aug 2010, 20:40

@Znork

- Was Necropolis town window animated or it was static art?
- Had you have chance to build any buildings in the demo?
- How about battlefield-in or terrain animation, really so detailed ?
- Was any music in demo?
- Lich or Vampire is higher leveled unit?
- They allowed any one to film the demo?


Thanks for answering any question ;-)

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Znork
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Unread postby Znork » 23 Aug 2010, 05:13

yodus wrote:
- Was Necropolis town window animated or it was static art?
- Had you have chance to build any buildings in the demo?
- How about battlefield-in or terrain animation, really so detailed ?
- Was any music in demo?
- Lich or Vampire is higher leveled unit?
- They allowed any one to film the demo?


Thanks for answering any question ;-)
1 it was static but it was just a place holder so it was not the fhinished produckt
2 no
3 We saw som betl fields and they where good. BUt again we saw only on sett of tails.
4 just music stolen from h5 there will be new music
5 im not shure bute i would say mid level.
6 We asked ubi to relase films of the thing we thought where cool. I hope will get to see somting this week.

We did get to play a very smal part of the game. And muche of the art where just h5 art that will be changed.
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Unread postby MistWeaver » 23 Aug 2010, 09:14

Znork,

with what you just said:
Znork wrote: The demo we played was very unfhinsihed, it was basacly a proff of concept.
do you have the feeling that spring 2011 is a bit optimistic date ?

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ThunderTitan
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Unread postby ThunderTitan » 23 Aug 2010, 09:29

To be fair, any playable demo right now must be an old build they worked over to make it playable as a demo.
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Unread postby DemonHunter » 23 Aug 2010, 12:03

Some things I like:
- 2D-town screen, for shorter loading times
- town conversion (Alltough I hope it's a feature that can be turned of, as suggested on page 1.)
- graphics
- Most of the info on the factions untill now (from the pdf's from the 'Some new information (with images)'-topic )
- better might/magic difference
- area of control for towns, alltough I hope there will be some uncontrolled area on the map too


not sure:
- 5 factions, If they are well balanced I could like it
- 1 unit upgrade/creature, in V there was a problem that you could switch too easy, or just combine the best. Perhaps a solution would have been that you needed to pick between 2 'paths' at the beginning wich would give a slightly different set of units. If these would be balanced there would 5 factions with different playing styles+ a path to be chosen, wich alters the playing style less dramatically.
- 4 resources, I think that's more something for an rts, where things need to go faster sometimes. Alltough if they do it right somehow I won't complain.
- battle rounds, It wasn't a must but I liked it that fast but perhaps weaker units could attack more. Alltough it's propably easier for balancing the units this way..

Many good things and a lot of doubts. No dislikes yet for me since we don't know much about the game and only saw some pre-alpha screenshots. I'll have to see the final game first. Alltough I think that, if it is done well, this could be really good :) .


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