Xhane Q&A
Xhane Q&A
<img src="/images/avatars/15885057804b2a120a1e040.jpg" align=right vpsace=10 hspace=10>For those of you who aren't on Facebook, following the developments of Heroes VI closely, there was a <a href="/http://www.facebook.com/notes/might-mag ... mf">Q&A</a> with Xhane, Community Developer for Might & Magic at Ubisoft, on Wednesday. The most interesting bits:
<b>When can we expect news on the two unknown factions?</b>
- It should come very soon. I think you could expect an update in December.
<b>How many [magic schools] will be accessible to each faction? Some will of course favour specifics schools but will the other ones be available and/or effective?</b>
- All schools will be accessible. Each faction will favor a specific Magic school among the others.
<b>There have been mentions of hero customization. We still get "tavern heroes" with their unique bios, skills and specialties, right?</b>
- Yes. Customization is in multiplayer, for your starting Hero. You can still choose other heroes and recruit them in town. In solo mode, the customization is limited.
<b>What is the estimated planned map total for the initial release of Heroes VI?</b>
- We have 24 campaigns maps and 10 multiplayer maps.
<b>If many of the mines and creature dwellings are being retired for Heroes VI (...) how will the adventure map be kept interesting and fresh?</b>
- You still have treasures, artifacts and places to visits. Also, re-centering the game on areas of control and strategy will make the adventure map appealing.
Other interesting bits of info is that map makers will be able to put all the text boxes they want in their maps, there will be both new and old neutral creatures, and some of you will be pleased (others not so much) to know that Ubi are still practicing the use of the term "soon™".
If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1291377963
<b>When can we expect news on the two unknown factions?</b>
- It should come very soon. I think you could expect an update in December.
<b>How many [magic schools] will be accessible to each faction? Some will of course favour specifics schools but will the other ones be available and/or effective?</b>
- All schools will be accessible. Each faction will favor a specific Magic school among the others.
<b>There have been mentions of hero customization. We still get "tavern heroes" with their unique bios, skills and specialties, right?</b>
- Yes. Customization is in multiplayer, for your starting Hero. You can still choose other heroes and recruit them in town. In solo mode, the customization is limited.
<b>What is the estimated planned map total for the initial release of Heroes VI?</b>
- We have 24 campaigns maps and 10 multiplayer maps.
<b>If many of the mines and creature dwellings are being retired for Heroes VI (...) how will the adventure map be kept interesting and fresh?</b>
- You still have treasures, artifacts and places to visits. Also, re-centering the game on areas of control and strategy will make the adventure map appealing.
Other interesting bits of info is that map makers will be able to put all the text boxes they want in their maps, there will be both new and old neutral creatures, and some of you will be pleased (others not so much) to know that Ubi are still practicing the use of the term "soon™".
If you would like to take a look at the original page visit this link:
https://www.celestialheavens.com/1291377963
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- Metathron
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I think most of as are looking forward to the new factions reveal. Should the fact that they have been hiding them imply they are both new? Or perhaps just one of them - the much lamented naga faction? If we do get that, I can only hope it's not a 6 nagas + 1 other monster faction, like the HoMM V dwarves.
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Xhane Q&A
There are no mines or creature dwellings? So Heroes VI is going to be a Disciples game?
Mines and dwellings are obviously in, can't take them away and call it heroes. If the nagas are in(or any other for that matter) it is safe to say they will avoid stuffing it with naga units.
- Will the creature lineups of H6 remain mostly race-based (like in H5) or will they be based around a common theme (like in H1-4)?
Heroes VI is more balanced about this. You’ll get a bit of both; some race-based creatures and some about the theme.
I, for one, am dying to find out what colour they paint Michael's toenails.
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Xhane Q&A
@Heroes VI is more balanced about this. You’ll get a bit of both; some race-based creatures and some about the theme.
Which is great! Brings more diversity and more interesting gameplay, at least lore wise.. Also it will be easier to set the different creatures to their respective race and / or theme instead of being forced to either.
Which is great! Brings more diversity and more interesting gameplay, at least lore wise.. Also it will be easier to set the different creatures to their respective race and / or theme instead of being forced to either.
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Xhane Q&A
This is how they must think Heroes fans look/behave like:
http://www.youtube.com/watch?v=0kLCjLoqibo
http://www.youtube.com/watch?v=0kLCjLoqibo
Infiltrator out.
Xhane Q&A
I am afraid that they will let too much of the old go to waste....though it is true that going on forever with the same creatures and alignments can limit the number of players/buyers.
I hope that nature/rampart is in, academy is in, simultaneous turns is in, mobile guards is in, RMG is in, balance is in, FUN is in..oh, and beta is in .
I hope that nature/rampart is in, academy is in, simultaneous turns is in, mobile guards is in, RMG is in, balance is in, FUN is in..oh, and beta is in .
Xhane Q&A
They're definitely making the game more competitive.
In previous heroes games, exploring every little piece of the map, finding all the treasures, and fighting the wandering monsters was just as fun if not more so than fighting a rival player. Heck, in most games, you spend a lot more time with the adventure and empire building elements than actually fighting other players. It seems like they're reducing the exploration and adventure elements in favor of more player vs. player competition.
Edited on Mon, Dec 06 2010, 16:18 by vicheron
In previous heroes games, exploring every little piece of the map, finding all the treasures, and fighting the wandering monsters was just as fun if not more so than fighting a rival player. Heck, in most games, you spend a lot more time with the adventure and empire building elements than actually fighting other players. It seems like they're reducing the exploration and adventure elements in favor of more player vs. player competition.
Edited on Mon, Dec 06 2010, 16:18 by vicheron
Re: Xhane Q&A
I agree with most of your list, but I am not sure how well simultaneous turns will work in a turn based game, but it might. I mentioned before the make/break for me will be the campaign (yes campaign) editor. If it is very close to H-IV and very far from H-V; I can deal with most other disappointments.Blueman wrote:I am afraid that they will let too much of the old go to waste....though it is true that going on forever with the same creatures and alignments can limit the number of players/buyers.
I hope that nature/rampart is in, academy is in, simultaneous turns is in, mobile guards is in, RMG is in, balance is in, FUN is in..oh, and beta is in .
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Xhane Q&A
I'm a little afraid of where the game might be going. It looks like they're pulling a Disciples III here.
For those who don't know, Disciples III integrated control of resources into control of strategic points on the adventure map. Whereas in Disciples 2 and previous HoMM games, taking mines and capturing castles were two separate tasks, Disciples III blended the two together and it seems Black Hole might do the same thing.
I will admit, mine-capture wars were never my favorite aspect of the game, particularly against AI opponents who have it down to a science. But it does take a traditional and nostalgic element out of the game for no real reason that I can see. That's what makes it potentially harmful.
But I trust that maybe the elements that Black Hole is adding will still add up to a cohesive, fun game, even if that means sacrificing some long-held mechanics.
For those who don't know, Disciples III integrated control of resources into control of strategic points on the adventure map. Whereas in Disciples 2 and previous HoMM games, taking mines and capturing castles were two separate tasks, Disciples III blended the two together and it seems Black Hole might do the same thing.
I will admit, mine-capture wars were never my favorite aspect of the game, particularly against AI opponents who have it down to a science. But it does take a traditional and nostalgic element out of the game for no real reason that I can see. That's what makes it potentially harmful.
But I trust that maybe the elements that Black Hole is adding will still add up to a cohesive, fun game, even if that means sacrificing some long-held mechanics.
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Agreed. This got a ridiculous habit these days. I agree they have to take a measure against piracy, but there is not free WiFi on every street.HodgePodge wrote:I mostly care about the game NOT requiring players to be online or connected to a Ubi server in order to launch/play.
If so, I won't even buy Heroes VI, as that would be a game-killer for me.
And having a user-friendly Map/Campaign Editor is a must for me too!
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Yes, the best measure against piracy is to make sure original versions of the game don't work without internet, but the pirated ones do... making cracks useful for the people that bought the game from real too.
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Xhane Q&A
Regarding H6: I find my self worrying about the hints that single player capabilities are taking a back seat to multiplayer. I realize that many people like to compete against other humans in multiplayer, however I personally do not like to win a game at the cost of seeing my friends and companions shut out of the game one by one as I feed my lust for conquest. Plus, as you get better and better it gets harder and harder to find competition that can give you a good game. Give me a good story map anytime and give me an excellent AI that gives me a good game and doesn't cheat.
Oh, and I really hope that I can play one or two of Jeff's H6 campaigns. So please give us user-friendly map and campaign editors that will allow him and the many other old-time map makers in the community to make the kind of fan-created maps that have keep this franchise alive all these years.
Edited on Sun, Jan 30 2011, 21:43 by rdeford
Oh, and I really hope that I can play one or two of Jeff's H6 campaigns. So please give us user-friendly map and campaign editors that will allow him and the many other old-time map makers in the community to make the kind of fan-created maps that have keep this franchise alive all these years.
Edited on Sun, Jan 30 2011, 21:43 by rdeford
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Re: Xhane Q&A
I'm almost exclusively a single-player game guy. I'm not too worried about few single-player maps coming with the game- as long as the map editor is good and usable. The mapmaking community has always made better maps than most of the official ones (There are a few very notable exceptions of great official maps), so if they are able to make maps, that will be more than satisfactory to me.rdeford wrote:Regarding H6: I find my self worrying about the hints that single player capabilities are taking a back seat to multiplayer. I realize that many people like to compete against other humans in multiplayer, however I personally do not like to win a game at the cost of seeing my friends and companions shut out of the game one by one as I feed my lust for conquest. Plus, as you get better and better it gets harder and harder to find competition that can give you a good game. Give me a good story map anytime and give me an excellent AI that gives me a good game and doesn't cheat.
Oh, and I really hope that I can play one or two of Jeff's H6 campaigns. So please give us user-friendly map and campaign editors that will allow him and the many other old-time map makers in the community to make the kind of fan-created maps that have keep this franchise alive all these years.
Edited on Sun, Jan 30 2011, 21:43 by rdeford
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Re: Xhane Q&A
Thank you for the kind words , as there are several of us old mapmakers still around; this is my hope as well. Though I am still dabbling with the H-IV editor; I think I have rung out the editor pretty well and, so while making a few new maps I have the feeling I’ve done this all before. I struggle to come up with something different, other than the story. If H-6 comes with an equally friendly editor with new and improved features, I will happily use it. They must not fall into the pitfall of the H-V editor with its extremely limited campaign features. As an example, while working on Lamentia’s Story I looked briefly at porting Dragon’s Fate to H-V as a diversion and found though a more powerful editor in most ways; its campaign limitations made it impossible. Consequently though I had written the story for the first map of LS for both H-IV and V; I had to abandon the H-V part of the project.rdeford wrote: Oh, and I really hope that I can play one or two of Jeff's H6 campaigns. So please give us user-friendly map and campaign editors that will allow him and the many other old-time map makers in the community to make the kind of fan-created maps that have keep this franchise alive all these years.
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