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Posts from Nival’s answers about the future of Heroes 5.

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Tengro
Oh, Moderators! I appeal to you with my request!
Please stop the flood of off-topic posts in this thread!
Explain to the uninitiated where
They should write their discussions and replies!
P.S. I apologize for the off-topic (and clumsy wording).
It's easy for you, you are experienced users... But we are self-taught, so we learn the internet space (meaning forums) through trial and error. See the number of posts you have and the number I have, and you'll understand the difference.
By the way, can anyone tell me how you write aphorisms after the text?
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Nival Interactive created an interesting game, but it's inconvenient to play, especially for offline players. If they just added a few small improvements to the game's interface, it would be amazing. I'm not talking about balancing the forces or other things like magic and units. I'm talking about: 1. The map should display the coordinates of the cursor so that you can create proper walkthrough descriptions. 2. The movement points of Heroes should be displayed numerically so that you can assess which unit and to what extent slows down the Hero's turn. 3. They made a battle log – it's great! But please, give us the option to save it to a file! It would only take a little effort. This would be very convenient for tournament referees. You can get a save file from a player before a battle and a copy of the battle log, and you're good to go! 4. Pressing PrintScreen automatically saves a screenshot – that's great! But why is it 3 MB? Why isn't it in JPG format? When I take a screenshot manually, the file size is no more than 250 KB. Regarding improving the gameplay, I suggest adding the ability to hide Heroes in mines, garrisons, and fortresses – one Hero per location. This would allow you to have more than 8 Heroes on the map in total, but the number of Heroes actively operating on the map could not exceed 8 per player. This would increase the mobility of troop transfers along chains, and the process of planning actions would become more interesting for the player. Where can I submit these suggestions to the developers, and on which platform? Maybe we can work on this together if you're interested. I think these suggestions would definitely interest the organizers of offline tournaments. Online players probably don't need this, as it's easier for them.
In reply to IronAxe
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Request to moderators: please delete all off-topic posts, including this one. The topic is called "Answers to questions," not "asking and discussing questions."

Please delete all unnecessary posts and close the topic to stop the flood. When new questions appear, simply revive it.
Rean's Ghost :smile24:
In reply to Rean
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Rean
A request to the moderators: please delete all off-topic posts, including this one. The topic is called "Answers to questions," not a place to ask and discuss them.

Please delete all unnecessary posts and close the topic to stop the flood. When new questions appear, you can simply revive it.

It would be better to change the topic title to "Questions for Developers - Answers from Developers." Then all the relevant content will be in one place.
In reply to Андрей
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Andrey
Everything you said is nonsense and minor flaws, nothing more! He, you see, doesn't like that he and his friend had the same artifacts... It's funny. And what did you want, to have only one set of shackles on the map, one elemental amulet, etc.? There are only about 40 artifacts! Wouldn't the map be too empty if each artifact was unique?
The lack of a "doll" bothers him... Frankly, I don't care whether there's a "doll" or not. But... it could be there. Although it's not necessary.
"Holy Word" in the Inferno castle... So what? Would you make the whole game without any flaws? I doubt it. What will you say when a random map generator is released? After all, spells should also appear randomly in guilds... or not?
Everything is clear with you.

You know, such minor flaws can completely ruin the whole game! It really isn't interesting when you have several identical artifacts in your inventory. After all, in the third game, artifacts didn't repeat due to the quantity! Why couldn't Nival Interactive create AT LEAST a hundred DIFFERENT artifacts? After all, an artifact is an artifact because it's unique in the whole world!
And it's really inconvenient without a "doll"! I think Nival Interactive abandoned it because of their own laziness!
And let there be a "Holy Word" in the Inferno castle! After all, Inferno sometimes has to fight the undead!

Added 11 minutes later
IronAxe
Nival Interactive made an interesting game, but it's inconvenient to play, especially for offline players. If they had only added a few small improvements to the game's interface, it would be simply great. I'm not talking about the balance of power and other nonsense like magic and units.
I'm talking about:
1. You need to see the coordinates of the cursor on the map to create normal walkthroughs.
2. You need to see the movement points of Heroes in numbers so that you can assess which unit and how much slows down the Hero's turn.
Regarding improving playability, I would suggest adding the ability to hide Heroes in mines, garrisons, and fortresses - one per object. This would allow you to have a total of more than 8 Heroes on the map per player, but the total number of Heroes actively operating on the map could not exceed 8 per player. This would increase the mobility of transferring troops along chains, and the process of planning actions would become more interesting for the player.
1. You know, you can complete the game without a walkthrough!
2. Would you prefer to move a huge distance in 1 turn with a huge and strong army? After all, the strongest stacks are the ones that slow down the hero!
3. Why are you so fixated on the number of heroes? Can you gather enough resources to have normal stacks in each army? No? Well, then what do you need it for? To have a bunch of heroes, each of whom even the weakest monster can send back to the tavern? :cool:
In reply to Agrael
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Agrael
You know, such minor flaws can completely ruin the whole game! Because it really isn't interesting when you have several identical artifacts in your inventory. After all, in the third game, artifacts didn't repeat due to their quantity! Why couldn't Nival Interactive create AT LEAST a hundred DIFFERENT artifacts? After all, an artifact is an artifact because it's unique in the whole world!
And it's really inconvenient without a "doll"! I think Nival Interactive abandoned it because of their own laziness!
And let there be a sacred word in the Inferno Castle! After all, you sometimes have to fight the undead in Inferno!

Added 11 minutes later

1. You know, you can complete the game without a Walkthrough!
2. Would you really prefer a huge distance to travel in 1 turn over a large and strong army? After all, the hero is mainly slowed down by the strongest stacks!
3. Why are you so fixated on the number of heroes? Can you gather such a large number of resources so that each army has decent stacks? No? Then why do you need it? To have a bunch of heroes, each of whom even the weakest monster can send back to the tavern? :cool:
There are, of course, few artifacts. I would like more. But...let them repeat. Again, take the example of the same shackles. Wouldn't you be upset if the shackles appeared near your enemy's castle; he captured them and permanently eliminated all your scouts (and sometimes not only scouts)? And if you don't like identical artifacts from one hero, give them to different ones))
In reply to Андрей
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Andrey
There are, of course, few artifacts. I would like more. But...let them repeat. For example, the same shackles. Wouldn't you be upset if the shackles were near your enemy's castle; he captured them and permanently eliminated all your scouts (and sometimes not only scouts)? And if you don't like the identical artifacts of one hero, give them to different ones!
And if I have two heroes, but three shackles, for example? What should I do?
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buy a 3rd hero and hide him far, far away :)
Rean's Ghost :smile24:
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Whoever came up with the "summon reinforcements" spell needs to have a nail hammered into their head. The point of the game isn't to learn the spell and run around aimlessly – if you're attacked, just call for reinforcements. You need to think, calculate, and use tactics – to capture a single castle, and strategy to win. As for the "city gates" spell, I fully support it. However, it's still better to teleport not right at the castle gates, but somewhere nearby, and then plan your moves (think hard) – that's what really works.
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Kid, once you have more than 2 castles, you're done for... Figure out where the reinforcements are coming from – the capital or the resource base (the second town...).




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
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See, you need to calculate, estimate, and analyze, and that's why I like this game more.
Летай иль ползай конец известен, все в землю лягут, всё прахом будет...
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That's what people are telling you – you need to focus on analysis.
I'm curious, how did you complete the mission with Railag, where you have to defeat the Grim Hearts, without using the summon creatures spell?
Агрессивная фанатка героя с аватара...
In reply to Woody Woodpeker
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Woody Woodpeker;23301
That's what they're telling you - you have to engage in analysis.
I'm curious, how did you complete the mission with Railag without using the summon creatures spell, when you need to defeat the Grim Hearts?
Probably cheated... but it's possible, only on a low difficulty level...
С уважением, Vlad

HeroesWorld: В контакте
http://vk.com/heroesworld
In reply to Katrine
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Katrine;17950
What did the developers say? If you really need to, I can dig around in the Nival forum and pull out a verbatim quote.
They said that there are fewer artifacts now, and the value of owning each one will increase. But in the end, we see a plethora of the same thing.
Agree that if I have 4 aces, the opponent shouldn't have them. And how I got them is my own business. Don't you agree?

I haven't encountered that;). But the wave of death has always been there.
Well, maybe it could have been, especially since Bless gives Necromancers a lot of stuff, but you can't use it.

In the 4th game, there were cards with only 10-20 artifacts! And nothing. What makes a card interesting is not the artifacts, but the card creator's skill. And Nival isn't doing so well in that regard.
By the way, the elemental amulet is worn like a ring:eek: :eek: :eek:. This is about the quality of the translation. By the way, the other day I bought a pirated version with a Russian translation of 1.0, and the quality of the translation is much higher than the licensed version:eek: :eek:. I have no explanation.

I think so, if I knew how:). I generally try to do everything perfectly, which, to be honest, doesn't please my boss, but that's another story...
Regarding the guild. I was offered Dark and Destruction magic, and I upgraded them. Well, and in the guild, in principle, they were there, but on the 5th level, Ta-da!!! Holy Word and Armageddon. Did it help? And who will return the resources?

By the way, if anyone knows what you need to do to learn the Portal to the City spell? I tried all the magic. All 4. It didn't help! And in the campaign, a hero who didn't learn any magic learned it???? Tell me if you know:eek:.

Maybe it's not modest, but people are afraid to play cards with me. In any game! I always win, and it doesn't matter if the card is good or not. The main thing is the brain.
But in Heroes, I don't even know. How to play if he has the same set of artifacts, the same set of spells? I don't see where the intelligence is needed here. For me, the game is just a mindless hack-and-slash, which doesn't make me happy.
And I don't want to talk about the human cavalry. They are invincible! And that's a fact. You can't defeat humans on a large map, and it's hard even on a small map. You can't attack the walls with cavalry, and on a large battlefield, they maneuver like crazy!
The spell - Portal to the City - is available if you meet two conditions: 1) you have built a 5th-level Mage Guild, 2) your hero is level 20:D

Added 5 minutes ago
Malych;18542
Question to the developers. Why, in my opinion, when playing Heroes 5, the Necromancer race becomes so popular? I think they have too many advantages.
The ability to turn warriors into undead of the same level in the castle. You can recruit (add) other creatures to your army, and then calmly turn them into undead. This is a huge plus. You need to turn everyone into skeletons and make that your strategy.
Turning killed creatures into skeletons (skeleton archers) after a battle. An ordinary army suffers losses after each campaign, but Necromancers almost always gain. This is also a plus.
In addition, after the defeat of a unit, ghosts appear. In essence, ghosts are people tortured by torture, who were deprived of life by torture and torment - the Inquisition, in general. But on the battlefield, heroes die heroically, for their homeland (for Stalin, for the ideology, or something like that). In short, it's a small thing, but it's unpleasant and, in my opinion, doesn't fit the plot.
The cost of hiring units. I think the cost of digging them up (after burial) is not taken into account, figuratively speaking.
Plus many other advantages...
I agree!!! I also think that Necromancers are stronger than the others. At least make their warriors more expensive!!!:mad:

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