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Posts from Might & Magic: Heroes 8 - to wait or not to wait?

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7 years ago
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In my opinion, Trial by Fire was the best (although not perfect) illustration of what we wanted to achieve for Heroes 7.
So, the expansion looks like how the original game should have looked, but it's sold separately?
Thanks for that.
Anyway, I need to test this DLC. Maybe they fixed the terrible balance and interface (although I doubt it).
 

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7 years ago
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I would like to see a few things finally implemented in the game: 1) Resources should become truly rare, not just lying around everywhere. There should be very small amounts of them (1-2 units maximum) scattered around. This way, the search for and the struggle for resources will define the game's direction as a strategy. Such a system would eliminate the mindless and monotonous development aimed at quickly acquiring powerful creatures. 2) Artifacts should have a purpose and meaning, not just be collected for status. 3) I would like special magic (like the skill wheel in Heroes 5) and legendary advantages to be granted only with the Grail, thus adding an important goal to the game. I also believe there should be hidden legendary creatures that are revealed upon finding the Grail. The Grail should also be searched for not only on land but also in the sea, in the air, or in portals. 4) Eliminate thief guilds with precise information about the player; instead, let there be a system of rumors and speculation, so that encountering an enemy is a real surprise, not just a senseless slaughter. If you really want to know everything about the enemy, create a hero with keen eyesight and develop the espionage skill.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
In reply to Антон Туров
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7 years ago
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A similar system already existed in Heroes of Might and Magic IV, where each relic or great artifact had its own Oracle for finding it. And the system also relied on rumors and guesses about the enemy within the thieves' guild. Except for special spells, for example, Vision.
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7 years ago
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I agree with you. And by the way, I also like the fourth installment.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
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6 years ago
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I don't think it's relevant to talk about the 8th installment this year; it's more likely to be in 2020-2021. However, the French are currently working on a new campaign – the 4th part of LOTA "Legends of the Ancient," so we can talk about a renewed interest in the game.
Все дело в мыслях. Мысль — начало всего. И мыслями можно управлять. И поэтому главное дело совершенствования: работать над мыслями.
Человек – продукт своих мыслей. Ибо он становится тем, о чем он думает большую часть времени! Все будет хорошо! Верь в себя, и ты пробьешься!
6 years ago
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Heroes need to evolve, here are some of my ideas on how to make the 8th installment.
There are 3 tiers of creatures, with 3 creatures in each tier. This results in a total of 9 creatures per Castle. There is no weekly replenishment or upgrades; creatures must be constantly built. The same creature can be built every 3 days. You can take 6 units into an army, but they cannot be split within the army (i.e., no single units to absorb attacks), and the limit for each stack is approximately:
Tier 1: 1000 creatures
Tier 2: 100 creatures
Tier 3: 10 creatures
Some hero skills will allow you to take slightly more. With this system, we will have a large selection of creatures to choose from. For example, you can take 3 units of the highest-tier creatures and 3 of the second tier, but this does not mean that the first tier is useless; some creatures will work better based on quantity (e.g., Summon Demons - special demons that are not in the Castle will be summoned, and their number depends on the size of the unit).
Another initiative system: in 1 round, creatures can reliably take turns from 1 to 3 times, depending on their initiative. The initiative itself consists of two numbers (the first: from 1 to 3 - the number of turns in a round) (the second: from 1 to 99 - the order of turns). With each turn or skipped turn, the first number decreases by 1, while the second remains unchanged. Moreover, those who take 3 turns will generally have a lower second number than those who take 2 or 1 turn. For example, the initiative might look like this: (3/8), (2/45), (1/79).
A new parameter: Rage, from 0 to 3 (which will replace Luck and Morale), is gained by taking damage and decreases after attacking and skipping a turn - it determines how a creature will attack and respond to attacks.
0 - Cowardice
1 - Neutrality
2 - Bravery
3 - Rage
It depends on the difference between the attacker and the defender:
Attack Defense
3 - 0 = 3 does not respond to the attack and takes 1.5 times more damage
3 - 1 = 2 does not respond to the attack
3 - 2 = 1 the defender responds after the attack
3 - 3 = 0 simultaneous attacks

Defense Attack
3 - 0 = 3 refuses to attack this target and skips a turn
3 - 1 = 2 refuses to attack this target
3 - 2 = 1 the defender attacks first
3 - 3 = 0 simultaneous attacks
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6 years ago
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At three in the morning, it's the perfect time to step away from casual chatting and delve into unexpected sections.

To be honest, I don't care if the eighth installment of Heroes will be set in Ashan or not, whether the undead will sail across the Sea of Irsus, or how awesome the campaign's plot will be. In games, especially strategy games, what attracts me most is the gameplay, followed by the atmosphere and aesthetics (not to be confused with graphics), and the plot comes somewhere at the end. If they create great battles, a good map with lots of interesting locations, and cool, atmospheric factions, I'll forgive them everything.
Traditional resources and economy work well; the mess they made in the sixth installment (cutting all rare resources down to crystals) shouldn't exist in the Heroes series. The key is that different factions need different resources; this is normal and it's very cool, as it enhances the aesthetics and style of the faction, but more on that later.
Regarding combat, the best turn-based strategy battles were in King's Bounty. I vaguely remember that the third Disciples game also had some interesting ideas (I absolutely hate that game for its treatment of Legions, but if one aspect of the game is a slap in the face, it doesn't mean the whole thing is like that). If we're talking specifically about the Heroes series, I'm a pervert, and the fourth installment is the best; although I agree that it's better to stick to the more traditional approach of the third and fifth installments.
It was a mistake to get rid of seven levels of creatures in the later parts. Reducing it to five or six would still be acceptable, but three is just not enough.
I really liked the idea of physical/magical attack/defense – King's Bounty had something similar in full, and it's incredibly awesome when a black dragon looks down on all attempts to pierce its scales with lightning from mage units or fireballs from imps, but at the same time, those same imps turn out to be a must-have against ents and thorns, which fall in droves from the same fireball. It might not be necessary to expand the list of defenses to the King's Bounty level; let them first make two types well, rather than like in the sixth installment (although I don't remember well how it was done there; the game was just boring).
Moving on from combat to aesthetics and style – let's make different factions! Really _DIFFERENT_. Let's remember that in the first and second games, humans didn't have flying units, that black dragons in the fourth part could easily defeat any other fourth-level castle unit one-on-one, that in the third game, the guild of mages had a different number of floors depending on the city, and so on. A faction's special ability is a really cool thing, but it's even cooler when the abilities and parameters of the units also support it, enhancing the style and atmosphere. Involuntarily, I'm reminded of my favorite fourth installment, and also Disciples, where each faction has its own unique school of magic, and to get spells from other schools, you have to put in some effort. But in the latest installments, it's more like Shadowverse (I know it's not a TBS, but whatever), where each faction supposedly has its own unique mechanic, playstyle, and atmosphere, but in reality, everyone defeats enemies using the same methods, only the packaging is slightly different (or not different at all, if you remember the mess with neutral creatures). Yes, it's easier to balance the online mode that way, but I'm expressing my desires, and the online mode is even less important to me than the plot.
And regarding aesthetics – seriously, what a disaster and embarrassment that many models from the sixth game were carried over to the seventh. Just yuck, disgusting, there are no polite words. Each part had its own graphics – from the bright, fairy-tale first and slightly less bright, but still fairy-tale second, to the muted "realistic" third, followed by the strangely bright fourth and the cartoonish fifth. The sixth and seventh games have merged into one mess for me; I don't remember what was in one part and what was in the other. Within one game, everything is passable, but when you release the same thing in two games in a row, it's not so great. We need a new style, perhaps more cartoonish (I'm reminded of King's Bounty with its stunning fairy-tale aesthetics and large, bright unit models on the battlefield, which also differed significantly from each other – you wouldn't confuse even recolored models).
Why is it still passable? Well... the same problem as with Legions in the godforsaken Disciples 3 (I hope Betrayzen will punish that designer). In the second part, the demons felt like a cohesive whole; although the units differed significantly in color, silhouettes, and images, they were facets of one force, and it all worked to create the atmosphere and aesthetics of the faction, enriching it with different details and aspects. In the third part, it's a fiery-black mess of models that are difficult to distinguish without a drink, especially with the muted colors and large battlefield. The same goes for humans and elves, although Legions is my favorite faction, and I'm more upset about them. And in Heroes, the unit models are small, the color palette is too uniform, and it's not always clear on the battlefield. In the fifth and previous parts, the models were larger, and the units differed significantly in silhouette, and yes, in color scheme. It's great that we can rotate and view the 3D model from all sides, but the graphics don't save when the arena looks like crap. In short, the models definitely need to be made larger, and the battlefield can be reduced for this – a number of large creatures, or even all of them, can easily mutate from four-cell to two-cell to take up less space. And play with the colors, make the factions as a whole brighter and more vibrant, and seriously, with the portraits – I just went to the seventh game's official website, and you can't tell half of the human units apart without a drink based on the portraits. And in general, work on the uniqueness of each unit so that it looks interesting, bright, and stylish. Oh my god, the fourth game is criticized for its graphics and crappy 3D, but absolutely every unit was unique there, even the traditionally suffering-from-uniformity humans, and the models on the battlefield weren't exactly large.
And yes, coloring units in the player's chosen color is a bad idea. The entire aesthetic of the faction is ruined. You can color the hero, but only slightly, like in the fifth game.
And regarding heroes – bring them back like in the fourth. Four models, warrior/mage, man/woman. The best transport was in the fifth, but the sixth also seems okay, it'll do. And of course, each hero should have a unique ability that resonates with the aesthetic of the faction.

...yes, I'm so focused on gameplay – 95% of the post is about design and graphics.

However, after the deep mess the series ended up in after the seventh game, I don't have high hopes. The eighth game could easily turn out to be a simple desecration of the corpse and a dance on the bones. And I'm not really expecting it anymore, to be honest; I've moved on from games in recent years. If it comes out, okay, if it comes out as a good game, that's great, if not, well, so be it; no one can take the fourth game away from me.

I think that's all, I'm going to sleep.
А, вот почему.

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6 years ago
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Reducing the number to five or six would still be acceptable, but three is completely pointless.
Well, personally, I think that creature levels are just a crutch and not needed at all. The main thing is diversity, achieved by the number of different creatures within a faction, and what levels they have is irrelevant.
And in this regard, nothing has changed in the seventh part, and an alternative for the champion level (aka the seventh tier) has even been added. Formally, everything is great. In reality, well, I've said it before, many creatures and alternatives are boringly designed, of course.
But in many ways, I agree.
 

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6 years ago
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No, levels are needed, even if not formally. This is a way to differentiate creatures by strength, and it should be clear and obvious. In the fourth game, there were 4 levels, and that turned out to be insufficient; some units, like elementals or zombies, occupied an intermediate position, but within the castle, there was a clear division based on stats: the second level was noticeably stronger than the first, and so on. Now, it's a bit strange that, for example, a fairy is comparable in strength to an archer. Traditionally, fairies are almost the same as peasants, only with ranged attacks. Even if they balance it within a level through stat increases or abilities, there should be very significant differences in parameters.
А, вот почему.

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6 years ago
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Well, WGE (a mod for the fifth game), for example, has 7 levels of creatures in some factions, and fewer in others (that is, two creatures of level x and 0 creatures of level y). There's no point in a strict correlation. "Level" is just another stat, like health or damage, only it doesn't have any gameplay significance. Or almost none.
However, the concept of levels forces the creation of a clear hierarchy of development (mainly of the castle), which limits gameplay variability. In addition, due to the very different strength of units (which is enforced by the level system), there is a problem with useless units – in the later stages of the game, even the first tier units are often useless.
I'm not saying that it's not necessary to have seven types of creatures per faction. Yes, seven types is a time-tested standard in Heroes, so why not? I'm not saying that you can't make these seven types radically different in strength. I'm just saying that you can do it one way or another, and standardization is evil. In the seventh game, they standardized so much that 80% of the champions are clones of each other and play the same way, just as tanks...
 

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6 years ago
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Well, you might be right about that; you don't necessarily need to include the standard seven tiers for each faction, and it might even be more interesting that way. But the fact remains that there should be a large number of creature tiers in the game overall.
А, вот почему.

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6 years ago
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Heroes 8 - are we waiting for it or not?

Anything is possible...

Important dates:

07/31/2020 - the largest Chinese gaming exhibition, ChinaJoy 2020
08/25/2020 - the Gamescom 2020 gaming exhibition
08/31/2020 - the 25th anniversary of the Heroes of Might and Magic series

Added 2 minutes later
Workshop of ideas for Might & Magic: Heroes 8

http://www.might-and-magic.ru/topic/509-masterskaya-idej-dlya-might-magic-heroes-8/
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4 years ago
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As mentioned earlier, the Ubisoft Shanghai branch in China has opened a Senior Brand Manager position for a AAA game based on the Might & Magic franchise. Shortly after, several more positions appeared: Narrative Director, World Director, Level Design, Technical Director, Senior Concept Artist, Technical Director, Art, Animation Rigger. It has also become known that a company is interested in acquiring Ubisoft.

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