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Forum users from GUgolka have developed a letter of requests and want to send it to Ubisoft. However, for it to potentially succeed, many signatures from Heroes 5 fans are needed. The more people ask, the greater the chance that they will take our suggestions into account. ------------------------------------------------------------------------------------------
Sign in this thread! I will later send the list to the admin of that crew on GUgolka
Let's demand a higher quality game from the devs! Let's help improve Heroes 5!! ------------------------------------------------------------------------------------------
Signed:
Андрей celt MasterPainKiller Medvaldo SiNN ***JOKER*** Old God RomaShSh AlexeyPank IronAxe K1LLER ML. ТИГРЁНОК Sacred inquisition Alan Ленея Tengro Night VDV forever Digital X Archer Alex the White Wolf Supreme Xaker Sergh Ammy WhiteSmitt Imp Никита JOKEr Eric Wynn Raja_Rakshasa Kengy.ru Gortaur Некромант GremliH СКИФ GvozD RedB Ta Kotoraya... Nowizard elfelfelf X-plode Marilyn Kyle _Vladimir_ ------------------------------------------------------------------------------------------
Here are the suggestions. Thanks to MasterPainKiller for the idea of posting them here.
I. Strategic Map. 1. Refine camera behavior. Add centering by cardinal directions; for this, cardinal direction indicators on the mini-map could be used as buttons. Remember camera settings (tilt angle, rotation angle, zoom) separately for each hero. Create a map mode like in the third game – showing the world with scaling and conventional symbols. 2. Make monster icons larger when right-clicking neutrals/heroes. When right-clicking an enemy hero, display not only their name but also their portrait. 3. Show the hero's current experience when taking chests. 4. Add a summary information screen (Kingdom overview). 5. Make it possible to enter all objects on the map using the spacebar. 6. Remove the "jittering" of the cursor in place. Provide more precise cursor aiming at great distances. Extend the remaining moves indicator to an object to 4+ or 5+. 7. For hero icons, show not only the movement points bar but also a mana bar. Also, bring back the pluses (when receiving a bonus) on the scales. 8. Optionally introduce the old resource collection system with a pop-up window that clearly and understandably states how much of what was taken; moreover, all texts are already in the game and it won't require a large volume of work. 9. Add additional stat and skill boosters, various storehouses, etc. Use the vast open spaces of the map effectively in official maps. 10. Make artifact models on the global map more noticeable. Currently, one has to look closely (with zoom) to see what is lying there. 11. Add a "sleep" button and function to disable checking for remaining moves for the selected hero. 12. Add an option to disable the display of enemy movement (like in 3, the crossed-out eye).
II. Combat Mode and Spellbook. 1. Enable stable selection (via frame) of any unit on the ATB scale. This would help, for example, with quickly comparing the movement area for several units. 2. Provide a hint as to where a stack will move on the scale when a spell/ability is used. Also show where "wait" will push them back. Or display information about the creature's current position on the physical ATB scale (the one everything works based on) or exact time until the next turn in turns. This is very important to implement, as it is simply impossible to realize any long-term tactical schemes in the existing system. 3. Definitely add a breakdown of all stats for creatures: what the bonus consists of (hero stats, abilities, artifacts) and a breakdown of morale and luck. In unit characteristics (via right click), indicate current and default values of all stats, as in Heroes 3. 4. Reduce the random initiative spread at the start of battle to a maximum of 0.25%. This ensures units with lower initiative do not move before units with higher initiative – the current large spread turns battles from strategy into roulette. Give the attacking hero the advantage of the first move. 5. Create an interface button for "Wait" and a "special attack" button. For ranged units, this would be a melee attack, and for furies – an attack without return. 6. Do not highlight creatures immune to casted magic when applying spells. 7. Add an option to quick battle – battle without using magic. 8. Further speed up combat animations; speed up movement animation for casters. Introduce a slider in the options for combat animation speed. 9. Make 12 spells per spread in the book, rather than 6 as it is now. 10. Sort spells by level, not by time of appearance in the book. Introduce an indication of spell "proficiency," for example, as in the third part, so that None-Basic-Advanced-Expert spells are visually distinct. 11. Make it possible to view spell damage on the hero screen and strategic map, not only in battle. 12. Refine the creature information screen as implemented in 4. On one permanent screen with a breakdown; by hovering the mouse over an icon, show the creature's abilities, descriptions, and breakdowns of active skills and spells. 13. Make elemental summoning based on choice, not on terrain type. 14. Allow the player to control towers upon obtaining the "Machines" skill, and the tent should heal with more charges (resurrection/poisoning remains at 3). 15. Remember camera settings (tilt angle, rotation angle, zoom).
III. Hero Screen. Hero Leveling. 1. Reduce the number of tabs. Place army/main parameters/artifacts on one tab. Skills and abilities on a second. Biography on a third. Or even make 1 hero screen (except for biography). 2. Show the skill tree in some way, as it is currently impossible to play without a skillwheel. 3. Create 4 slots (instead of three) for abilities and perks without changing the basic system of obtaining them. That is, the ratio schemes would look like – 3 abilities + perk or 2 abilities + 2 perks, etc. This will allow more freedom in obtaining intended perks and make the system clearer. This won't affect multiplayer balance as everyone is on equal terms, and in campaigns, the required exp cap could be pushed back slightly. 4. Add a paper doll for artifacts. 5. Increase the number of artifact slots (pockets) and introduce set artifacts. 6. Display the amount of experience gained and needed for level-up above the green bar without clicking.
IV. City Screen. 1. Improve the building tree: make icons larger and more understandable, add colored frames like in the 3rd part (e.g., gray – building disabled in this scenario, green – can be built, red – insufficient resources, etc.). 2. Show how many resources/gold are needed for upgrading/training creatures even when they are lacking. Add a breakdown of weekly creature growth in the Castle. 3. Hero recruitment screen – display all characteristics on one screen immediately; there aren't that many. 4. Mages Guild. All spells should fit on 1 screen. 5. Add an option to disable the camera "fly-around" of the castle. 6 Make it so the "Buy All" button does not buy non-upgraded units if the upgrade building is already constructed.
V. General. 1. Remove multiple right-clicks where a short tooltip appears first and a full one on right-click – the short tooltip is useless. 2. Change the look of the campaign selection menu (image and map, as in previous series), and add a proper scenario description with a level limit. 3. Regarding AI – refine it everywhere. Remove or reduce resource cheating where possible – let it develop normally and capture mines (with a large starting bonus, naturally); definitely remove the cheating that allows passing through powerful monsters without losses. 4. Make it possible to sell artifacts, exchange them for resources, creatures, or experience. 5. Add more types of buildings to the map such as: various storehouses, creature prisons, university, stat boosters, etc. Also add more non-factional monsters; there are plenty to choose from. 6. Make it possible to choose autosave frequency: every day, every week, or every month. 7. Introduce several diverse pointers/cursors into the game and an option to select them. 8. Return walls to local garrisons (even small ones). Otherwise, these garrisons are useless. They are no different from battles with ordinary detachments. 9. When splitting creatures, make the minimum number of selectable creatures 1, not 0 as it is now. 10 Fix the bug for Academic heroes creating artifacts at half price with the Ultimate skill and dismantling them at full price.
VI Multiplayer. 1. Optionally remove battle time tracking; if that's not possible, then at least remove time when defeating enemy heroes or garrison castles without making it optional. 2. Create a "surrender" button instead of counting every disconnect as a defeat. 3. Enable the ability to plot paths for heroes during the opponent's turn, not to mention viewing the contents of heroes and castles. 4. Implement penalties for long battles (activated after a certain number of rounds in battle) that reduce remaining mp on the global map; for example, penalty 1 turn = 50 (100) mp.
I am fully IN FAVOR! IRONAXE's proposal should also be in this letter! I also sign my name to this letter, and ask to include these 5 points proposed by IRONAXE! Sincerely, VDV_forever
Support me there as well. Otherwise, they'll peck me to death :) And if you plan to continue running Tournaments for 5, then points 1, 2, and 4 are very important — they will make life much easier for both the players and the judge :)
I, on the other hand, don't sign petitions. I've always been annoyed by fans who don't respect the developers and think they're much smarter!!!!! I'm grateful to the developers for creating a beautiful game. And even though it has its drawbacks, I don't want to bother anyone. They can see for themselves what needs to be fixed. And I don't think it's necessary to point out their own mistakes. And you should create something similar first, and then criticize everything.
It's one thing if fans just criticize the game, and another thing if they offer suggestions trying to make it more interesting, wanting to improve the interface to make it more convenient to play. This should only be welcomed. Of course, it's clear that all this is useless :) They'll ignore the fans :) My opinion at the moment. The fifth game is the most beautiful game in the entire series. But in terms of gameplay, it currently lags behind the third and fourth games. And all they need to do is listen to the fans, so that the fifth game can truly become a hit.
2IronAxe: They already answered – we’ll add 1 and 4, 2 is non-functional, 3 is minor and there’s a limit of 48, 5 is very small (in the sense of being insignificant) – use ACDSee.
I don't subscribe to that. I've always been annoyed by fans who don't respect the developers and think they're much smarter!!!!! I'm grateful to the developers for creating a beautiful game. And even though it has its flaws, I don't want to bother anyone. They can see for themselves what needs to be fixed. And I don't think it's necessary to point out their own mistakes. And you should create something similar first, and then criticize everything.
I agree with you. If you criticize them, they will rush and create a really bad game!!!!
Rean
20 years ago
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will they create it???))) I think they already did :) and it's not bad, but not perfect.
I think these changes, if they happen at all, will be in version 1.4 or 1.5 ;)
So, what do you think will be in version 1.3?
Rean
20 years ago
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What the developers came up with...
Андрей
20 years ago
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So, another fix. In “hot-seat” mode, after pressing the “end turn” button, a message like “Now it’s the blue player’s turn” immediately appears, while the following remain on the screen: the “daisy” of buttons, the minimap showing the location of the blue player’s castle(s), as well as icons of his heroes and castles. Isn’t that a bit silly? It turns out that by pressing “end turn,” I (let’s say, the red player) receive very valuable information about my opponent’s activities. I demand that the minimap and castle and hero icons be removed!
So, another fix. In "hot-seat" mode, after pressing the "end turn" button, a message immediately appears, such as "Now it's the blue player's turn," and the following remains on the screen: the "flower" of buttons, the minimap with the location of the blue player's castle(s), as well as icons of his heroes and castles. Isn't that silly? It turns out that by pressing "end turn," I (let's say, the red player) receive very valuable information about my opponent's affairs. I demand that the minimap and castle and hero icons be removed!!!