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16 years ago
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Hello! I would really like you to read and consider my suggestions regarding "Might & Magic: Heroes VI"!

The most important ones: 1.4, 1.5, 1.2, 2.1, 3.2, 3.5, 4.1, 4.2, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 6.2, 7.1, 8.1, 8.2, 9 (all). If you only need the absolute best, start with 3.2, but it would be better if you read them all!

So, I shall begin.

1. Borrowings from previous "Heroes"

1.1 I liked the spellbook in Heroes 4; it's very functional! You can check curses, blessings, or combat spells as you wish! However, if such a book is implemented, please add sorting buttons by elements (provided, of course, that you introduce the influence of elements on spells!).

1.2!!! The ability for the hero to enter the battlefield (this needs slight improvement, which I will describe in point 2.1).

1.3 The ability for creatures to move across the map without a hero.

1.4!!! I've highlighted this with three exclamation marks because I REALLY want this to be done! In Heroes 3, creatures also gained levels and improved! Let it be that way in VI as well! For example, creatures receive experience equal to the damage they dealt! If a creature increases its level, let it have a new appearance, abilities, and stats! But this should not replace upgrades in the city; it should be in addition to them! For example, a gremlin levels up and is upgraded separately, and is not linked to the elder gremlin. However, upon upgrading, one level could be removed! For instance, when a level 5 gremlin is upgraded, he becomes a level 4 elder gremlin or a level 4 pest gremlin!
1.5!!! Let there be several development lines for the castle! As in Heroes 4, where you choose whether to build a ballista or spearmen; this would make the game much more diverse, and even with identical races, everything would be different.

2. Heroes

2.1 As I wrote in point 1.2, the ability for heroes to enter the battlefield should be added, but with small changes. For example, let the hero enter only at critical moments (example: toward the end of the battle, because it's very frustrating when a level 30+ hero is left without troops and consequently loses to a couple of unimproved skeletons and a level 3 hero! After all, if he had fought to the last, he would have won!).

2.2 More various skills. I will write about this separately in point 4.

2.3 I think this has been mentioned somewhere here already, but it's a good idea and I'll repeat it to increase the chances of it being read: create hybrid heroes; I won't expand on this thought as I don't know how to continue it.

3. Combat

3.1 Besides heroes entering the battlefield, I would also like to see:

3.2!!! More movement for creatures so they can dodge; those with shields should block hits and shots; archers should miss; all troops should stumble while walking, causing them to move, for example, one cell less; those who teleport should miscalculate the landing spot and "land" slightly off-target; flying creatures should be blown by the wind.

3.3 Add wind so that it affects arrows and flying creatures. Spells that burn on the battlefield after their use should last shorter, while spells using air are strengthened.

3.4 More visual movements for troops; for example, an arrow flies—the warrior it's flying toward tries to dodge or raise a shield.

3.5!!! Let the terrain have certain elements that also affect spells (for example, a fireball is strengthened on fire (lava, scorched, etc.) terrain, weakened on water (snow, sea, etc.) and air (sands, level 3 (5.7)) terrain, and has its standard power on others).

3.6!!! Terrain in battle should correspond to the location on the map; otherwise, when heroes meet near a forest, the battle takes place on the edge of the woods, which is wrong! Let there be trees, bushes, etc., on the battle map that can also be broken or bypassed. On a sandy map, there should be quicksand invisible to everyone (though you could give heroes a spell to "reveal quicksand").

4. Skills.

4.1!!! If I understand correctly, in Heroes 5 each skill has 3 main sub-skills (main meaning they are shown directly in "Heroes" when you choose a skill) and several secret sub-skills (for those who don't know about the "secret" ones, look at the skill wheel for Heroes 5, everything is shown there). So, let there be 4 main sub-skills and a total sum of all sub-skills be 9 (meaning there will be 5 secret sub-skills), but only three can be chosen! This would diversify the heroes slightly (someone might choose main skills 1, 2, 3 while another chooses 1, 2, 4! A small thing, but pleasant!).

4.2!!! Let each race be able to learn its own "set" of skills; for example, it's strange when a Necromancer casts light magic! Or a dwarf chooses advanced sorcery!

5. Castles and Map

5.1!!! For a certain fee, let it be possible to build a castle of a specific race (not necessarily your own; let there be a choice!).

5.2!!! After attacking a castle, it's strange when all your walls and towers are torn down (but you repelled the attack), yet in the castle, it says everything is fine and by the next battle, everything is intact! Let it be necessary to pay money and repair them! If not repaired, they will remain half-destroyed by the next battle!

5.3!!! Let the stakes in front of the castle walls also be breakable!

5.4!!! Let it be possible to impose additional taxes on the residents of one's own castle-city.

5.5!!! Let the residents of the castle-city be able to rebel during frequent wars, high taxes (if introduced), etc.—meaning attack the hero in the city, destroy buildings, report information about you to enemies (this is only useful if the opponent is a real person and not AI), etc.

5.6!!! Let there be hybrid cities)))

5.7!!! Add level 3! Level 1: Dungeon, Level 2: Earth, Level 3: Heavens.

5.8.!!! I would really like to have super strong creatures. Yes, "Dragon Utopia" is difficult but not interesting, as dragons are encountered often on the map and can even be hired! And when you have a giant army, overwhelming them is no problem! But if you placed pantheons of gods on the map so that one could challenge local analogues of Zeus, Poseidon, Athena Pallas, Hades, etc. They could also be divided into groups: "Pantheon of Higher Gods" (Zeus, Hades, Poseidon, Cronus) encountered extremely rarely; defeating these gods would be incredibly difficult as they don't mitigate a specific amount of damage but a percentage, or their health equals the army strength (well, figure something out). But if you defeat Zeus, the map of heavens opens (if introduced), Poseidon—the map of seas, Hades—the map of Dungeon, Cronus—the map of earth, and of course, two or three levels for the hero (don't give experience, but actually increase levels), 300 thousand gold, and several very cool artifacts. "Pantheon of Gods" for standard ones (Apollo, Ares, Artemis, Athena, Aphrodite, Hera, Hermes, Hestia, Hephaestus, Demeter, Dionysus); let them be weaker and give less reward accordingly! (And only higher gods should open the map). "Abode of Titans" (Hyperion, Iapetus, Coeus, Crius, Cronus, Oceanus, Mnemosyne, Rhea, Theia, Tethys, Phoebe, Themis, Asteria, Atlas, Helios, Leto, Menoetius, Prometheus, Selene, Eos, Epimetheus). "Pantheon of Death" (Persephone, Hecate, Ker, Thanatos, Hypnos, Erinyes). "Pantheon of Air" (Aeolus, Boreas, Zephyrus, Notus, Auster, Aura). In the sea, let there be the "Abode of Kraken" and the "Caves of Scylla and Charybdis"; all this is taken from ancient Greek mythology, but you can change their names, appearance, etc., if you wish.

6. Creatures

6.1 Let there be hybrid creatures!

6.2!!! For each of the races, first-level creatures should consist of 2 warriors and one shooter (like for Necromancers: skeleton, skeleton archer, and skeleton warrior).

6.3 More neutrals!!!

7. Spells

7.1!!! Add runes to dwarves, war cries to orcs!!! More own-march magic (9.19) and spells for the rest.

8. Races

8.1!!! Let all races have an enemy race against which they receive bonuses to attack and defense; I imagine it like this: (I replace the word enemy with the sign "<") humans <><><dark elves><><><><><><humans, creating a closed circle of hatred without><

8.2!!! Let there be 8 main races (Humans (H), Demons (D), Elves (E), Wizards (W), Necromancers (N), Dwarves (Dw), Orcs (O), and Dark Elves (DE)). All are divided into good (HEWD) and evil (DNOD). Each race has its own sub-races (example for humans: standard, fallen knights (half-Necromancer), forest dwellers (half-Elf), northern dwellers (half-Dwarf), children of the dungeon (half-Dark Elf), demon worshippers (half-Demon), children of the Khan (half-Orc), knowledge seekers (half-Wizard). For "standard" ones, the main ability is very strong (for humans: retraining); for hybrids, the abilities of both races are weakened (for human-demon worshippers: weak gate opening and weak retraining). Total 64 races!!! If a demon worshipper's squad contains both demons and humans, everything is fine (in terms of morale, etc.), but for standard ones, demons will have low morale! If two different races (good vs evil) meet in a squad, the morale of both drops (this applies to "non-standard races" unless these races are considered as one (well, you get it!)).

9. Sensible thoughts from other people (slightly edited by me)

9.1 Every hero should have a unique appearance, more unique abilities and skills. Every hero should have a non-standard image (For example: a demon who became a noble knight or a dark elf who switched to the side of light. Why not?!).

9.2 Buildings should be constructed in different numbers of turns! Because some peasant shacks and "the great Capitol" are built in the same number of turns??? This is an outrage!

9.3 Destruction magic should be more thought-out; otherwise (when fighting against 100,000 level 7 creatures, a spell dealing 1500 damage doesn't help much). As previously stated, these are Heroes of Might and Magic.

9.4 War machines also need to be changed somehow. Because when you are against 100,000... creatures, a ballista won't help, and when 100,000... creatures have died, resurrection by tent 1-100 also doesn't help much.

9.5 A squad of 10 creatures received a commander who raised morale by adding new abilities or something else; then a squad of 100 creatures already had 10 commanders and received a centurion, who added more bonuses than the commanders; then a squad of 1,000 creatures already had 10 centurions, etc. This would make battles with large numbers of creatures even more exciting.

9.6 "Please make an all-powerful hero who has the abilities of all races. That would be a bomb." I want to add that for balance, all his abilities should be very weak because if he possesses a normal level of all these abilities, he will be very difficult to defeat!!!

9.7 Expand the number of skills. By the way, it would be nice if a skill improved like this: Новичок - advanced - expert - master - grandmaster. That is, five upgrades instead of three.

9.8 Do not limit the number of levels!!! A cap of 40 for the fifths—absolute nonsense! It makes you not want to play further immediately...

9.9 Increase the number of artifacts a hero can carry (for example, as in Heroes 3).

9.10 It is simply necessary to put riders (or rideresses Smile) on Griffins, Unicorns, and other same-unridden beasts. Yes, my main thought: return to Angels/Archangels their powerful and majestically-formidable appearance, not those faggots from Five.

9.11 The hero's external appearance must change depending on the armor worn. How a Hero or Heroine looks without artifacts is not for me to decide. Of course, less clothing on the girls)))

9.12 Add beer barrels to the map to raise and maintain the highest morale in the ranks of the Hero's army.

9.13 Add an "elemental" component to spells in the system—for example, by "binding" each spell to a certain element; "blessing" - water, "madness" - fire, the effect of which could be both positive and negative for one's own squads and others'. For example, when casting "blessing" on a squad born (hired) under the sign of fire, the spell would cost more, last shorter, and be less effective; conversely, casting "madness" on enemy squads under the sign of fire gives the complete opposite.

9.14 The ability to combine spells from different schools to get a desired effect—for example, if you combine "meteor shower" and some "summon elemental," you get an "airdrop" effect of elementals onto the battlefield after the "shower"; naturally, such spells should cost accordingly and lose some efficiency.

9.15 A ban on obtaining opposite magical schools or their full development; it's hard to imagine a mage who simultaneously engages in two mutually exclusive directions.

9.16 The ability to cast spells on both your own and enemy squads—for example, when casting light magic on an enemy squad, the latter receives this effect, or "plague" of darkness magic cast on undead gives them new abilities.

9.17 Determination of spell cost, i.e., regulating the amount of mana invested in a spell; for example, "meteor shower"—base cost 12 mana units, maximum 75 mana units, damage 50 hp at minimum; when increasing mana expenditure to 24 units—damage 100 hp; at 36 mana units not 150 hp, but say 120 hp, i.e., the increase in damage grows with mana costs along a logarithmic curve.

9.18 After-effect of spells—a series of spells, both positive and negative, continue to act on the selected squad; for example, "luck" was cast on a squad, but the player won the battle on that same turn, and the spell's effect didn't end; if within several hero days they enter battle, the effect of the spell remains, otherwise it disappears.

9.19 Adding to the school of March magic:
- "Summon Elemental to Global" map - summons a squad of elementals near the hero at a chosen point on the map
- "Concealment" - hides the territory around the hero from the enemy
- "Create Portal" - temporarily creates a two-way monolith from the hero to the nearest or selected city
- "Entrenchment" - the entire army of the hero works on constructing a citadel or fort at a point on the map, possibly for a whole day; upon attack by an enemy army, the defending hero commands from the fort or citadel
- "Destroy Portal" - direct opposite of "Create Portal"; in this case, the destroying mage must either be stronger than the creator, or several days must have passed.

Thank you if you read all this! Please write back to me with the numbers of the suggestions you liked! Also, I want to know if the developers will see these suggestions!
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16 years ago
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I also wonder if the developers will even see these suggestions!
I think the answer is a definite NO!
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16 years ago
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Not necessarily ;)
In reply to AlexSpl
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16 years ago
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AlexSpl
Not necessarily ;)
I think it's a fact. :D

Why would the developers of Heroes 6 (if there even are any) read this forum?

Added 1 minute ago
okay, fine, I'm convinced... there's a negligible chance of that happening.
So, my prediction: "99.5% that they won't."
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16 years ago
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Yeah, the developers are sitting there, working on something, and suddenly they get an idea: "Let's check the Russian forum, maybe there are some ideas for the 6th installment."
I'd say there's a 99.6% chance they won't, they won't see it.
In reply to Небо
16 years ago
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Then why am I even writing this? :(
In reply to Ckiv
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16 years ago
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Ckiv
then why am I writing this? :(
Probably because you have ideas, and you need to do something with them. Don't you think that the developers of Heroes will see and read all this? (I'm not saying that your suggestions for improving Heroes are bad). If at least Russian developers were making Heroes, then it would be possible to write to them, but as it is... and they have plenty of ideas of their own, and everyone wants their idea to be implemented, so there is already enough competition within the company without enthusiasts. Sorry if I killed your hope.
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16 years ago
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Ckiv
then why am I even writing this? :(

A very good and logical question.
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16 years ago
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I only have one wish for the developers of the 6th installment of Heroes: please stop trying to commercially exploit this great series and focus on something more manageable. Maybe something with tanks.
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16 years ago
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Here, the 5th point is more reminiscent of an economic strategy game (Age of Empires, Civilization) than a turn-based one.
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16 years ago
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I have a suggestion – remove that Town Portal from the Necropolis.
In reply to Саня Изи
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16 years ago
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9.12 Add barrels of beer to the map to boost and maintain the highest morale among the Hero's army.

A very practical suggestion. Perhaps it would also be a good idea to prohibit any combat actions within a three-cell radius of the beer barrels. Let's call it "beer for peace" :)
In reply to erazial
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16 years ago
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:smile54: :smile54: The suggestions were good (especially the one about three levels), although some of them could be edited. As it is, it could be released as a licensed version.
In reply to markal
15 years ago
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markal
:smile54: :smile54: I liked the suggestions (especially about the three levels).
:D
markal
and it can be uploaded to a licensed version.
What? To which "licensed" version?
15 years ago
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Perhaps the best thing you could do, without leaving your home and without spending any money, is to write down all your wishes regarding changes in Heroes 6 on the official Ubisoft forum in the dedicated thread, where people have been expressing their wishes for 3 years now. However, considering that the game is already finished, it is unlikely to have any success...
Here is the link, if you want: http://forums.ubi.com/eve/forums/a/tpc/f/5861060878/m/6681044685

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