|overall at 2014-09-28 06:11 wrote:|
|God damn this games comes fast i havent even manage to play that H6 yet well actually i tried but my graphics card fan keep so much noise that need to drop it but i have fix that now so i could try it again.... but this H7 demo video looks nice well similar to H6... i like this avalanche and cave flooding i allways wanted interference bit more on that adventure map... im not much in to this UI its not bad but it would nice there was few different ones... and this factions icons looks bit more like wingdings x) and sound effects could be some ways bit more satisfying... but otherwise looks really nice looking forward to see how this works out :)|
|mordredrs at 2014-09-09 16:23 wrote:|
|I'm not a programmer or developer, so my observation comes from a player's perspective, but I've been playing a lot of xcom and it uses unreal engine, right? Is it UE3 or UE4? |
From a player's perspective, it seems that this engine is more "object friendly" than the one presented in MMH6, since it seems to use more variables from objects like cover, flanking, explosions, area damage...
I would buy it if it comes with a decent AI and a good random map generator.
|Panda Tar at 2014-08-25 14:49 wrote:|
|Two things that I most disliked in H6 was the dependable usage of teleporting (between towns) and the zoning system. How would they be in this new version?|
|markkur at 2014-08-20 01:08 wrote:|
|After reading the interview Kalah just posted, I'm sure..."the times they are a changin'"...back :D|
|jeff at 2014-08-19 14:57 wrote:|
|:up: :yes: I hope they listen.|
|markkur at 2014-08-19 12:22 wrote:|
... they have been tone deaf when listening to fans about the Heroes franchise.
Thought I'd pop on and strongly second. I probably used the H5 editor has much as anyone has but the thing was only half finished (had to script missing functions) and had "some" strengths with some weaknesses, the most important aspect for any HoMM editor is, as Jeff said elsewhere, it's ease of use, i.e. tick-boxes for Objectives etc.
To me, it's not only about making things easy for a new fan to fall in love with the game, get inspired and easily contribute time and (never forget this developers) "growing" talent to the community but even experienced Map/Campaign creators need the same "quality" tool-box to use in getting down to business and not spending silly hours doing the simplest tasks.
Anyway, I'm not saying anything we've not been saying all along but just in case the hype is real this time around (so far I hope it is) then seeing a couple opines could help. Foolish or not I think Limbic is more keen on the roots of this game than I've seen since H3.
Maybe this time UBI will finally understand that it IS possible to stay old school, empower the fans for future content and have the whole community larger and happier for it.
One last thought; To me the future of gaming is a battle over DLC where a community is weaned on tidbits for cash and the old fashioned...let the fans give it their all. JVC not only got this he helped create it! There is a boatload of unseen sales on the flipside of the current game. Fans can and do enjoy the creation side as much if not more than playing a single campaign. Think long term here...like JVC did and profit will take care of itself.
|ywhtptgtfo at 2014-08-18 03:07 wrote:|
|>Well the art style is still based on the h5 work Nival did. Griffin empire was is still based on east European feel.
A Polish-Lithuanian painting in the room... is this a foreshadowing that the Holy Falcon Empire will be partitioned?
|jeff at 2014-08-18 00:15 wrote:|
However, UBI and Limbic should read these and understand (if they don't already) that the success of any Heroes game depends on the longevity of the game itself and it can only come with a good map (preferably campaign) editor and at least a reasonable AI. That's why HIII was so good and we love it so much, for no other reason (since its longevity made us connect with it more), and that's why all the rest since then failed (at least comparably).
I agree with most of what you said. Whether you enjoyed H-IV or not its editor was the best Heroes editor. From the time UBI announced the development of H-5; they were continually told make the editor like H-IV but add a few capabilities that fans wanted. We would have had better luck talking to a stonewall. :wall: Fabrice later denied knowing fans were unhappy with the H-5 editor. While most thought it would not be possible; H-6's editor was even worse. For many this is UBI's last chance; for me anyway I may not even be active in the gaming community by the time H-8 is released. It is time this company creates a memorable game worthy of the series. While UBI did make some fan inroads with MMX; they have been tone deaf when listening to fans about the Heroes franchise.
|theGryphon at 2014-08-17 19:06 wrote:|
To be fair, flanking, giving further role to obstacles, and different (and seemingly endless, given a good map editor) objectives are quite good additions so far. I mean, things are in development still. I'll keep an optimistic stance for now. Let's keep fingers crossed for further gameplay and strategy bits that can enrich the game and give more life to it.
It may seem superficial but visuals and a "live" map do give a good bling to boost initial sales. However, UBI and Limbic should read these and understand (if they don't already) that the success of any Heroes game depends on the longevity of the game itself and it can only come with a good map (preferably campaign) editor and at least a reasonable AI. That's why HIII was so good and we love it so much, for no other reason (since its longevity made us connect with it more), and that's why all the rest since then failed (at least comparably).
|Korbac at 2014-08-17 17:54 wrote:|
|Limbic did a decent job on M&M X Legacy. I hope they can handle Heroes 7. Fingers crossed. I will be following this very closely.|
|JSE at 2014-08-17 16:11 wrote:|
|The IGN video acutally confirmed my worst fears: Ubisoft seems to think it's best to focus on the new visual effects, eye candies, and story bits instead of showing us some new and interesting gameplay features. Is this because there really is nothing new to show? Flanking could potentially be a good element (implemented well!) -- but is that all? Is all the rest just like in Heroes 5? It certainly looks that way. Very disappointing!|
|hellegennes at 2014-08-17 07:43 wrote:|
|"Hell they probably got the same guy to paint them lol".
Given that it's the same developer, that's quite likely. The game is far from finished, though, so plenty of things may change.
|Blake at 2014-08-17 04:47 wrote:|
|wow.. that IGN video was awesome!! I loved it in the catapult battle how titans were walking around in the background destroying buildings. Adds to the tension and excitement of the battle. The map 'events' were awesome too eg titans destroying buildings, catapults destroying titans, avalanches, draining lakes, blasting forcefields etc. While simply a bit a bling it'll add more fun and excitement to the campaign experience.|
And the castle battle at the end wow..
One thing I was a bit disappointed in was the Human castle screen. It just looked like the Limbic Heroes 6 replacement castle screens that I didn't really rave over. Hell they probably got the same guy to paint them lol.
Its funny, I've been playing Heroes since the 90s and just this week I've been showing my new girlfriend Heroes 1 and we're having a blast. So its ironic that this oldschool heroes player is watching a heroes 7 video and loving the 3d elements but complaining about the 2d stuff haha.
|japol at 2014-08-16 12:18 wrote:|
|''there will be 3 new resources replacing gems, mercury, and sulfur. ''.|
Since this is Ubisoft we are talking about,i wouldn't be surprised if one of those resources was points that you get from playing online on their Uplay platform.
Oops i am giving them ideas ,don't i?
|Avonu at 2014-08-16 10:12 wrote:|
|You have both these features introduced in Heroes Online already and they are not bad. However flanking = "I do more damage this turn, but enemy will do even more damage to me next turn". ;)|
|Kalah at 2014-08-16 09:44 wrote:|
|I like the idea of different combat objectives, like "protect the catapult". :)|
Flanking and using obstacles as cover also sounds interesting.
|Wizard of Soz at 2014-08-16 09:24 wrote:|
|In case no one has seen it yet, IGN has a roughly 12 minute interview with Erwan, and some gameplay.|
|jeff at 2014-08-15 22:09 wrote:|
and at least a workable map editor.
I would change workable to useable or fan friendly. You could argue that both H-5 and 6 had workable editors, but neither was useable by many of the map makers of the earlier chapters. I being in that group.
|Fuddelbaerentatze at 2014-08-15 09:55 wrote:|
|What's gonna make or break it, is the same as before: A good AI that actually deserves the I, a well thought-out skill system, and at least a workable map editor.
I doubt we will see more than modest improvements in AI. There is marketing sensationalism about brillant new AIs since like forever ... maybee even earlier than Dune. To make the AI an interesting player you need scripts, cheating, and a AI programmer that is an excellent player too to teach the AI the tricks human players use. Good AI by the way of computing is very very hard to achieve.
"Observe I didn't say "balance," which I think is overrated. HIII was not balanced at all and everybody loves it, lol. It's OK to have some imbalances, just don't kill it with God-mode like stuff!"
I second that. Balance is not needed for the campaign and often kills interesting concepts for the sake of multiplayer fairness. Balance watered down elemental chaining and necromancy in H5 until it was no longer fun in my opinion. Starcraft II did something I like very much: They have balanced mode for multiplayer games with a reduced set of units and skills, and a different inbalanced but interesting gamemode for campaigns with a larger set of units skills with greater impact on the gameplay.
|theGryphon at 2014-08-14 21:34 wrote:|
|What's a bling? :P
I like the style in graphics... less cartoonish, but I'd prefer an even more mature approach with darker tones, crisper lines, etc.
What's gonna make or break it, is the same as before: A good AI that actually deserves the I, a well thought-out skill system, and at least a workable map editor.
Observe I didn't say "balance," which I think is overrated. HIII was not balanced at all and everybody loves it, lol. It's OK to have some imbalances, just don't kill it with God-mode like stuff!
|GreatEmerald at 2014-08-14 20:59 wrote:|
>@compability: Why is the UDK3 not compatible with actual UE3 Games? Did I miss something? My Impression is the UDK3 is up to date, you can donwload a version right from april 2014 on their site?
UDK is essentially a game in and of itself. You can't use UDK to, say, edit XCOM: Enemy Unknown maps, because the code in the game is different from the code in UDK. One does not load in the other and vice versa.
>@UE4 Scalabilty - I am neither familar with UE3 nor UE4, but I wouldn't be surprised if the scalability for Android only exists by way of OpenGL 2.x and that means reduced bling in comparison to DirectX 11+ or OpenGL 4+. However, afaik H7 will be PC only, so at the moment scalabilty right down to android devices is a non issue.
You scale down by reducing bling. There's no other way to it. And UE4 can reduce more bling than UE3 could (and doesn't have any additional overhead over UE3 that I know of).
Since UE4 is capable of using newer bling than UE3, the max bling setting may very well require a better PC. However, the medium bling option in UE4 would be both visually and in terms of performance identical to the max bling option in UE3.
|Avonu at 2014-08-14 20:18 wrote:|
|Warfare: Balista, Catapult, Healing Tent|
|dark raider at 2014-08-14 20:01 wrote:|
|and btw... what is these warfare units??|
|dark raider at 2014-08-14 19:58 wrote:|
|Fuddelbaerentatze.. last time i checked it was 67% for Sylvan 33% Fortress..|
|Fuddelbaerentatze at 2014-08-14 19:54 wrote:|
|Anyone here who has already created an account for the Shadow Council site? I would like to know how the vote on elves vs dwarfes is going, but you need an account to follow the vote and I'm just to lazy to create one for myself. So where is the vote going on the moment? Can somebody tell please?
@UE4 - I doubt Ubisoft would allow the use of a license that will eat away 5% of their sales. I Agree that a UE3 license probably was already owned by Limbic or Ubi when the decision was made and helped to keep the costs down.
@compability: Why is the UDK3 not compatible with actual UE3 Games? Did I miss something? My Impression is the UDK3 is up to date, you can donwload a version right from april 2014 on their site?
@UE4 Scalabilty - I am neither familar with UE3 nor UE4, but I wouldn't be surprised if the scalability for Android only exists by way of OpenGL 2.x and that means reduced bling in comparison to DirectX 11+ or OpenGL 4+. However, afaik H7 will be PC only, so at the moment scalabilty right down to android devices is a non issue.
|Avonu at 2014-08-14 19:41 wrote:|
|And don't forget promises during MMX development too. ;)|
|Pitsu at 2014-08-14 19:23 wrote:|
|[quote:5b37173e45="Znork"]"In addition, one of the main parts of our vision for this new Heroes title is to empower our players wherever we can. To do so we have designed powerful yet accessible tools to put at their disposal. Our fans have repeatedly requested these features, and we consider these tools as being part of meeting their expectations."
Promises during H6 development sounded even better:
[quote:5b37173e45]Yes, we plan to ship it with the map editor included. Our goal was to make it hard-coded meaning no scripts needed (unlike in Heroes V mapeditor). Our main priority at the moment is to make it user-friendly. We might add a campaign editor later, and about the random map generator: its too early to talk about it.[/quote:5b37173e45]|
|Znork at 2014-08-14 18:37 wrote:|
|"In addition, one of the main parts of our vision for this new Heroes title is to empower our players wherever we can. To do so we have designed powerful yet accessible tools to put at their disposal. Our fans have repeatedly requested these features, and we consider these tools as being part of meeting their expectations."
|jeff at 2014-08-14 18:26 wrote:|
|It is probably more likely that a RMG will be available than a campaign editor. While that strategy will prevent me buying the game; I at least understand it. |
The younger the target audience, the less likely you will find players that want to invest the large amount of time it takes to create a quality campaign. I say campaign because I feel that is what is required to have an epic storyline. Several players have created memorable single map RPG like stories; so I am not ignoring them.
My feeling is the modern generation player wants to set a few parameters have the computer produce a map that they can play quickly. There is absolutely nothing wrong with that.
Unfortunately the lesson UBI has not learned is the longevity of the game is directly tied to fan made maps and campaigns. Despite two failures, yes I call H-5 a failure because of its powerful but poorly executed editor, I have no reason to believe UBI will correct this error.
Please stop blaming the studios that UBI hired to produce the previous games. I am ex-military and firmly believe you can delegate authority, but you cannot delegate responsibility. UBI cannot hide behind the excuse well so and so actually created game. Wrong it is UBI's game; if its screwed up, blame UBI.
|Znork at 2014-08-14 18:25 wrote:|
|Well the art style is still based on the h5 work Nival did. Griffin empire was is still based on east European feel.|
|GreatEmerald at 2014-08-14 17:16 wrote:|
> You probably don't recognize it if you are not from Poland, but the painting at Shadow Council:
Excuuuuse me! The guy on the right is Vytautas Didysis, the Grand Duke of Lithuania! So of course we Lithuanians recognise it too :p Actually, from that angle it wasn't very obvious it was that painting in particular, but the style of Matejko is very easy to tell even fromt hat bit.
> Afaik there was never a Linux version of UE3 released, although there was a plan for Linux version when they started to market their Engine. Unfortunately the linux version did not happen. I Guess Wine will probably be the only way for Linux users.
True, although there were individual team efforts to make some games have a native port. However, their work is not in the mainline Unreal Engine 3, so Ubisoft would have to do all that porting work from scratch... Which isn't likely to happen, given that Limbic is already complaining about money.
> Unreal Engine 4 on the other hand has Linux support, but I guess they decided to use UE3 because of lower license costs and lower target system specs. But always look on the bright side of life: UE3 toolkit can be used with no license cost at all for noprofit projects if I understodd correctly what I read. Therefor H7 could become very modder friendly beyond whatever the editor will be capable of / allow us to do.
Not true, Unreal Engine 4 costs way less for game creators (merely $20/person + 5% of sales) than Unreal Engine 3. And while the UDK is free and is based on UE3, the UDK isn't compatible with actual UE3 games, so Ubisoft would have to put effort into releasing an editor. Same thing with UE4, its license does not forbid releasing the editor as far as I know, but they would still have to add effort into making it work with their game.
UE4 also does not have any higher target specs than UE3. Quite the opposite, UE4 powers some Android games. It's super scalable, even more than UE3 was.
So, in the end, UE3 was probably chosen because someone already had a subscription, or if the development started before UE4 was available. There's no other reasonable explanation for it.
|Troller at 2014-08-14 17:02 wrote:|
|There is an article with some images on Joystiq:
In short no console, magic is being seperated from skills, seven resources and squares not hexagons for battles...
Edited on Thu, Aug 14 2014, 13:21 by Troller
|Mirez at 2014-08-14 14:45 wrote:|
|This is excellent news, and I like what little information that has been released. Though I agree they should've made the Orcs votable and Sylvan a default faction.|
|Kalah at 2014-08-14 14:34 wrote:|
|Yes, we will also feature some of those pictures later, in our POTD feature.|
|Blake at 2014-08-14 13:40 wrote:|
|cool pics on that german site
almost seems like they've got that Heroes 3 'clay graphics' thing going on which is a nice touch
|Fuddelbaerentatze at 2014-08-14 09:55 wrote:|
|"Unreal Engine 3. Does it mean HVII will be native Linux?"
Afaik there was never a Linux version of UE3 released, although there was a plan for Linux version when they started to market their Engine. Unfortunately the linux version did not happen. I Guess Wine will probably be the only way for Linux users.
Unreal Engine 4 on the other hand has Linux support, but I guess they decided to use UE3 because of lower license costs and lower target system specs. But always look on the bright side of life: UE3 toolkit can be used with no license cost at all for noprofit projects if I understodd correctly what I read. Therefor H7 could become very modder friendly beyond whatever the editor will be capable of / allow us to do.
|Avonu at 2014-08-14 06:32 wrote:|
|I think I read about mage guilds return and 6 schools of magic somewhere yesterday.|
|Ryder at 2014-08-14 06:10 wrote:|
|Now I have not liked the previous two titles one iota. I feel like hurting people just thinking about how crap H6 is. Some of the stuff JSE has mentioned from the article sounds promising. Any mention of the mage guild been reintroduced as a structure and not skill based? If it's skill based magic again then there is going to be trouble.|
|Avonu at 2014-08-14 04:46 wrote:|
>>>Does anyone miss the Rampart faction?
Not at all. However I miss Sorceress Town from HoMM1-2. :P
>>>Very disappointed that only one of Inferno/Dungeon would make it - both are more significant than Stronghold (Logicly you'd do one of stronghold/fortress instead of sylvan/fortress)
But as far as I know, Stronghold is favourite faction of Erwan "rush now, think later" Le Breton, so it's "must be". :P
|vicheron at 2014-08-14 04:22 wrote:|
|By these dildos, our alliance is forged.|
|MoNoXiDeBlue at 2014-08-14 03:00 wrote:|
|We get a great comment like this from Slyskill:
"Ubisoft, please, give us a RANDOM MAP GENERATOR for Heores VII and you will not be forgotten!"
And then we get a moronic response from Amadeus42:
"Why all want's it? Random map generation is not bad , but for what? I know one - Ubisoft, dont do map creator for users, DONT PLS, I never dont like it in other games..."
Isn't that wonderful?
|theGryphon at 2014-08-14 02:59 wrote:|
|Unreal Engine 3. Does it mean HVII will be native Linux?|
|loran16 at 2014-08-14 02:35 wrote:|
|Very disappointed that only one of Inferno/Dungeon would make it - both are more significant than Stronghold (Logicly you'd do one of stronghold/fortress instead of sylvan/fortress)|
|MoNoXiDeBlue at 2014-08-14 02:01 wrote:|
|Does anyone miss the Rampart faction?|
Edited on Wed, Aug 13 2014, 22:03 by MoNoXiDeBlue
|MoNoXiDeBlue at 2014-08-14 01:50 wrote:|
|I personally voted at the MMH7 site. Do you suppose any of the developers read any of the comments on that page? Do you think they just count up the tally and that's it? It's rhetorical question honestly, unless someone actually knows for fact.|
|JSE at 2014-08-14 01:05 wrote:|
While I'm certainly flattered that I could contribute to your excitement, please also consider the fact that all these things that we like about Heroes 7 so far are elements that were in the series before -- up until the disaster that was Heroes 6. From what I've seen and read of Heroes 7 so far, it seems very much like a Heroes 5 with more modern graphics and a different storyline. And to me at least, that's no reason for excitement. Ubisoft has to do more than just deliver another Heroes 5. Heroes 5 already was a watered-down clone of Heroes 3, and the last thing I want to see is the clone of a clone of a great game!
|BlackDragonSlayer at 2014-08-14 00:26 wrote:|
|There is potential for this game... there is hope...|
|grendel99 at 2014-08-13 23:44 wrote:|
|After visiting the site and hearing what JSE mentioned below I am uber excited! The art direction of the humans looks tougher. The game play is reverting back to the good ol'days and Limbic did a great job with what they were given for the other M&M games... So far it's working out great, can't wait to see some gameplay vids.|
|Rosensmart at 2014-08-13 23:07 wrote:|
|I must say, that i am looking forward to this!! Hoping that,this time the community will be more involved, as it look like it will be... Been playing since HOMM 1. Just love the series :-)|
Edited on Wed, Aug 13 2014, 19:08 by Rosensmart
|Fuddelbaerentatze at 2014-08-13 22:38 wrote:|
|Unreal 3 Engine? Does that mean we can use existing Unreal Engine tools to mess with the game beside the map editor?|
|ThunderTitan at 2014-08-13 18:48 wrote:|
|Well, i for one am glad to see Kurt Russell has found work again... although they should have gone with the Snake Plissken eye-patch instead of that scar imo.|
|Avonu at 2014-08-13 17:54 wrote:|
|You probably don't recognize it if you are not from Poland, but the painting at Shadow Council:|
...is real life painting:
It's called Battle of Grunwald
Fixed your links, hope you don't mind
|Wizard of soz at 2014-08-13 17:46 wrote:|
|I don't know. I am slightly more optimistic, but then again I didn't have huge problems with H5 and I still had fun with H6 despite its shortcomings. I think they will have the sense be careful not to make the same mistakes and leave it buggy or constrict play when Uplay goes down. But maybe it's also an opportunity to make new mistakes instead :P
Amway some more from that article if I understand my German correctly.
There will be 7 campaigns, 1 for each faction and a final campaign/epilogue, like in heroes 6. 4-6 maps per campaign.
Ballista, First Aid Tents etc are back.
There is a map editor.
Less linear gameplay (no high levels monsters to force block paths and force you down a certain route).
Wants to capture a Heroes 3 feel
Towns screens are 2D again but game is 3D.
Edited on Wed, Aug 13 2014, 14:06 by Wizard of soz
|Kalah at 2014-08-13 17:43 wrote:|
|Here is the article in question.|
|JSE at 2014-08-13 17:39 wrote:|
|The German PC games magazine GameStar has an article with some additional information direct from Limbic:
1.) The second faction vote (after Fortress and Sylvan) will be between Dungeon and Inferno.
2.) The limitation of faction types is due to budget restraints -- i.e. Ubisoft hasn't given Limbic more money to implement more factions. This is no speculation -- it's the way Stephan Winter, the head of Limbic, himself tells it to GameStar.
3.) Each faction will have 8 unique creatures while there will be two top-tier creatures as alternatives.
4.) Town screens will back as we know them from the good old days.
5.) The game will feature 6 resources plus gold again -- instead of the 3 resources plus gold in Heroes 6. This also means a return of the marketplace. It's interesting to note that there will be 3 new resources replacing gems, mercury, and sulfur.
6.) It will not be possible to convert towns to other town types anymore.
7.) Caravans will be reintroduced as a means of transporting creatures between towns over the course of days. The immediate transportation and global recruitment of Heroes 6 will not exist in Heroes 7.
|jeff at 2014-08-13 15:16 wrote:|
|Despite two appalling chapters produced by UBI I will try and stay optimistic. However the first vote is to choose between the elves and the dwarves. Why both are not in the starting line up is beyond my comprehension. However that may easily be explained by the fact I know nothing of what occurred in H-6. So enough about that. I have stated before, it is all about the campaign editor; if it is present and user-friendly I buy the game. Without it then no sale; that's is not negotiable. For others in NA, it had best have a hard copy for sale and available here. So a lot of this is fluff until those items are answered.|
|Khelavaster at 2014-08-13 14:49 wrote:|
|@GreatEmerald: I share the sentiment. Nothing will make me care about this unless somehow the devs manage to honor the series' roots and develop a SOLID, EXPANDABLE GAME SYSTEM, including prior and foremost a working, non-cheating AI and an engine capable of creating and handling hundreds and hundreds of different scenarios with varying numbers of players, settings and configurations without the need for handholding the computer players on a per-scenario basis or introducing scripting to make them work and present a semblance of a challenge. Oh and I wouldn't mind if they cut down on the fluff (the "story" aspects) if that means those resources can be directed to creating an actual strategy game and resurrecting one of the greatest TBS series in computer game history. Just saying.|
|Wizard of Soz at 2014-08-13 14:39 wrote:|
Story: The story looks to have similarities to Heroes 2 civil war story with different factions joining sides. It looks like Anastasya and Bluebeak return. The Angel may be a new character or one of the ones from Heroes 6 or Dual of Champions.
Designs: A lot of the designs seem to be taken from Dual of Champions, but perhaps that's just placement art.
Factions: First game with no Inferno (unless it comes in an expansion). They did appear to be sick of having inferno in every game prior to MMX. Despite introducing Sanctuary recently they have not been used much, though if I recall there were some complaints about that faction.
Gameplay: They seem to have changed the 7 unit format, or perhaps done what they did in heroes 4 by making you choose which creature dwelling you are going to build. Got to wonder what warfare units are, but I assume catapults and like.
Now four classes. The technically had 6 last time. Are they replacing blood and tears with something else? Or is a class mean class by might, magic, rogue and something, etc?
Finally does anyone else have a problem accessing the Necropolis and Stronghold pages?
|hellegennes at 2014-08-13 14:27 wrote:|
|There are already some good news for the game. The first is that Ubisoft starts to learn and they're now using a single developer. The second good thing is that this developer is Limbic, which has now proven themselves twice, giving us two great DLCs for H6, patching and the latest instalment of the MM games, all of which they did on a very tight schedule with very limited resources and really good results. I also like the fact that the factions are now 6 from the core game.|
|GreatEmerald at 2014-08-13 14:26 wrote:|
|I find myself so not caring about this it's incredible. At least as long as they don't announce that it will be DRM-free and will have a Linux client.|
|hellegennes at 2014-08-13 14:00 wrote:|
Ahem... what? Wolves have been with the franchise since Heroes I and they were there in all of the 6 games, not to mention MM games. Of course, they were never with the Humans.
|Aemeth at 2014-08-13 13:52 wrote:|
|I really hope to see Erwan le Breton at the Ubisoft Digital Days in september to talk about this game and the current Heroes Online... 2 similar games at the same time... quite hard to put forward both of them...|
|Lomedae at 2014-08-13 13:42 wrote:|
|Time to be cautiously optimistic. Lord knows why but I am still an optimist. It is unlikely they bollocks it up like the travesty called HVI so the franchise might bounce back after all.
|igoraki at 2014-08-13 13:28 wrote:|
|why not go for wardogs then,direwolfs are so out of place there,imho ?|
|grendel99 at 2014-08-13 13:20 wrote:|
|They now have 8 units, maybe they needed the Direwolf to fill the gap?|
|igoraki at 2014-08-13 13:12 wrote:|
|Direwolf as Haven units ?
guess they are trying to spark some interest with A Song of Ice and Fire fans,no other reason comes to mind for having them there
|Blake at 2014-08-13 13:06 wrote:|
Edited on Wed, Aug 13 2014, 09:31 by Blake
|romanov77 at 2014-08-13 12:32 wrote:|
Is it just me or the Necropolis and Stronghold sections are void?