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Posts from Heroes 6 - Discussion

4.3 (15 ratings)
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No need to guess what exists, it exists. I want the magic from the previous games to be brought back to Heroes 6: the ability to view the land to see where castles, heroes, mines, etc. are located.
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Here's the story of Askhan.
I wonder if anyone will actually read this? -.-
Since he decided to start developing online games, which bring in more money than Heroes. That's it.
Basically, everyone works for money (strangely enough). And if the universally respected Cunningham were developing Heroes 5, he would also be focused on appealing to the masses and making a profit. This is an axiom.
I want Heroes 6 to...
And I want Heroes 6 to have space battles (a third level of the map!!1), Jedi, plasma guns, nuclear warheads, turbogravs, CoB, cyborgs, Arandor, lightsabers, photon torpedoes, huge combat robots, black holes, the Death Star, "Pulsar," Ysanne Isard, Rogue Squadron, Darth Vader, Emily Odem, AT-AT, ATB, "X-wings," "Tie Interceptors," Darth Revan, etc.
Oh yeah, and of course, more buildings and units!!! Twenty-five types of units in each Castle!!!
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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And three hundred spells per school, with a dozen schools in total! Also, 150 skills, each with 30 perks! XD
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5p74, I have a feeling that with your suggestions, you want to make the 6th installment easier for yourself. If we were to implement 10 creatures per faction, we might have to change other things as well, and those changes might not be appealing.
As for me, I don't know what else I would want, maybe just some improvements to make the game more convenient, so that the computer doesn't take a minute to make its move. To be honest, I'm not really looking forward to the release of the 6th installment yet; I still need to play the 5th one more.
P.S. The story of Ashan is quite interesting, by the way. Vortex is right, although there are some inconsistencies with the Russian localization - for example, Kha-Beleth in the story is Ka-Belet, and Erish is Hresh. So, it's hard to tell which is correct.
aka Sir Holmes aka David Jones.
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Nah, I don't think we need to make 10 creatures... although, in principle, we could make 8. I just didn't really like the third upgrades =/. By the way, it would be great if we could introduce a system where units gain experience, even if it's not for a commander! I think it's a great idea. For example, after going through several battles, warriors could gain new skills (e.g., arrows become poisoned, etc.), which would make the game much more interesting.
I read it back in the day. It's quite a good read, especially if you're generally interested in the game's plot.
I also read it :smile43: Although, I guess it depends on your temperament; almost all my friends constantly skip the text =/

За всем следят машины благодати и любви.
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I want the best features from all 5 Heroes games....
8-11 factions
3 map sizes
At least 200 creatures
More neutrals
3 creature upgrades instead of 2, as before
5 hero upgrades instead of 3, as before
More heroes, skills, etc.
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I don't know, these upgrades don't really appeal to me. I think it would be better to have more creature levels, but without upgrades.

Added 8 minutes later
WhiteLizard
No, I don't think we need 10 creatures... well, although in principle, we could have 8. I just didn't really like the third upgrades =/ And here's another idea: what if we introduce a system of experience for units, but not for the commander! I think it's a great idea. For example, after going through several battles, warriors could gain new skills (e.g., arrows become poisoned, etc.), which would make it much more interesting.


It's not quite clear how to do this, because it's about the number of units, not the number of lives (like in Disciples). For example, if you train swordsmen, how do you then take untrained ones from the castle into your army? Or, if they're trained, and out of 100, only 10 are left, what's the point of having those 10 trained ones? Or, if each has their own experience line, how do you combine them?
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As in Woge, the experience will be divided proportionally among the units.
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Just like in Woge, the experience will be divided proportionally among the units.
Yep, it calculates the weighted average, meaning if you add 10 swordsmen with 15k experience to 100 swordsmen with 2k experience (for example), the new unit will have (15k*10 + 2k*100)/110 = 3181 experience. In general, it's quite simple; the system is already in place. If this is developed and implemented properly, it could be very effective.

За всем следят машины благодати и любви.
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Actually, I think Werewolves would fit better with the Swamp faction; it would be great if they also kept a "beast master" hero class. And if there were Trolls:smile54:. And in general, there should be more large maps with seas, because in Heroes 5, it feels a bit awkward. In Heroes 3, the sea looked more harmonious, probably because of the graphics. Oh, and also a lot of neutral creatures and super monsters, like Azure Dragons. IMHO, in Heroes 5, the third tier units are a cool feature, but in some factions, they seem a bit forced, meaning they didn't really think through the concept. P.S. By the way, the mages are in an eastern style, so Necropolis also fits, as they have common roots, although the current situation is more appealing to me.
Тому, кто сражается с монстрами, нужно сильно постараться, чтобы самому не превратиться в монстра.
Клан "Вершители Асхана" - "Masters of Ashan"
In reply to WhiteLizard
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WhiteLizard
Yeah, it calculates the average proportional value. So, if you add 10 swordsmen with 15k experience to 100 swordsmen with 2k experience (for example), the result will be (15k*10 + 2k*100)/110 = 3181 experience for the new unit. In general, it's quite simple. If this system is further developed and properly implemented, it could be very useful.

Let's say it works like that. How do you combine improved and unimproved units?

Added 1 minute ago
I'm in favor of bringing back azure and similar units.
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Yes, indeed! Some players want only dragons, while others are tired of them. Frankly, I'm against multi-tiered upgrades. As practice shows (WoG, and even in the regular Heroes games), every player wants to have the maximum upgrade. Unimproved creatures, and in WoG – intermediate tiers, become useless. In Heroes 5, a rather interesting balance improvement was made. In Heroes 3, level 7 creatures were too powerful. As a result, many players believed that it was more effective to have a mixed army of level 7 creatures than an army of their own castle's creatures – and that's not good. Whereas in Heroes 5, this is debatable, as level 7 creatures are weakened, and there are no mega-creatures.
I remember the Kings. In the lore, dragons were too strong – as a result, at the end of the game, players' armies consisted of only dragons. In Tribes of the East, this was corrected by slightly improving the stats of the creatures and adding new abilities, resulting in a less obvious choice – whether it's better to take dragons with their 700-800 health and 100-120 attack, or creatures with much more modest stats but possessing much more outstanding abilities. And the fans were grateful, as they were tired of dragon armies.
In the third game, we had a similar situation to that in the Kings. The only limiting factor in Heroes is the creature growth rate. And here, you need to be much more careful with the stats.
Another problem with incorporating mega-neutrals is the world's history itself. Azure dragons simply don't fit into it.
By the way, the fans' position on this is ambiguous. While some dream of the return of azure dragons, others say: "The black dragon should be the most fearsome unit."
And it all started with this. In the first part, there was a Dragon. Just a Dragon. Without any black, green, or red. In the second game, upgrades first appeared. Now there was a green dragon, which upgraded to a red one, which, in turn, upgraded to a black one. The necromancers also had their own dragon – a bone dragon. Then, in the third game, the green dragon went to the elves and upgraded to a golden one. Then there was the Blade of Armageddon, which gave us all this variety. In the fourth game, there were 3 dragons – a magic dragon, a black dragon, and a bone dragon. Then, we were given, believe it or not, Mega Dragons.
Initially, the fifth game was supposed to return to the ideals of the second game. Dragons should have been only in the Dungeon and Necropolis, but then they decided to make phoenixes neutral, removing them from the elves' castle, and instead, as in the third game, they made green ones, which in the beta upgraded to golden ones, and in the original – to emerald ones. Then, the dwarves were added with their fire dragons. Then came "Tribes of the East," which added alternate upgrades. Next, there was supposed to be a third add-on with a Naga castle, which could also have dragons, designed in an eastern style. At least, in the sketches, their figures are present, integrated into the architecture of the castle.
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The way you write gives the impression that the masterpieces by Katauri and Nival came first, and everything else followed, and you're trying to determine whether parts 1-4 fit into that framework.
Initially, in King's Bounty, there was only one dragon. And having an army consisting solely of dragons for complete victory was impossible, at least for the final battle, as there simply weren't enough of them. In the first game, dragons were also rare, only appearing in occasional scenarios like Dragon Pass.
It's unclear why the azure dragon doesn't fit in, while the fire dragon does. And is a cyclops that throws creatures around also historically accurate? Explain that from a physics perspective. They'll come up with something and incorporate it into the lore. It would be better if they just didn't invent anything.
6-7 castles with one well-thought-out upgrade each is the optimal number. It's not necessarily true that a game is more interesting with 200 different types of units than one with 100, or even 50.
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from a physics perspective, explain this
Hmm. Explaining any aspects of fantasy from the perspective of physics or any other science is unacceptable. The entire fantasy world is built on "invention."
Please explain to me how skeletons can move without muscles? And don't say that they are controlled by magic; that's nonsense. In fact, your magic is not explainable at all :p
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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Azure doesn't fit into the game world; there's no explanation for its appearance, and its existence is only possible as one of the forms of the Sea Dragons of Shalassa, and only because of its color, but they would look like the Eastern dragons mentioned above, not the ones we saw in the third part.

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