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Posts from What would you change in Heroes of Might and Magic IV?

3.8 (5 ratings)
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20 years ago
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I don't even know! Definitely don't need to buff the creatures!
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19 years ago
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Correct. It would be too cumbersome. The game wouldn't turn creatures into mere support for the heroes.
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19 years ago
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In my opinion, the magic doesn't need to be changed; it is very well designed, unless perhaps a few minor adjustments are made...
Here is what could be fixed:
1) After all, allow the construction of all creature buildings
2) And add upgrades, but in such a way that only one upgraded building can exist at one level. Meaning you can have both basic units, but you can only specialize in one.
3) Adjust the balance between castles... because the Necropolis castle is just too strong, while Nature is still weak(don't hit me, Nature lovers, but it seemed to me that this castle is indeed a bit weak compared to others)
4) Add various buildings such as: " For example, it would be nice to be able to sell accumulated artifacts, various parchments and scrolls that are no longer needed. Why carry them around in such quantities! Better to sell... especially considering the constant need for gold. " author:Pandora.
And others similar to those...
I am ready to hear constructive criticism...
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19 years ago
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I'm not going to attack you, I just disagree. Nature has plenty of warriors. Besides the regular ones, they also summon various elemental creatures (by the way, the elementals turned out quite well), and a swarm of wasps. They almost never run out of recruits. As for money, it depends on how you play. Personally, I almost never have a shortage of it. The heroes are also good. While the knight is approaching, the ranger is already peppering him with arrows, like a hedgehog with needles.

In my opinion, the troglodytes need to be changed. In terms of appearance. They look like some kind of overgrown tadpoles. But otherwise, everything is fine.
In reply to AlexeyPank
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19 years ago
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AlexeyPank;23868

And the inability to resurrect a hero for free (making it possible only in certain hard-to-reach places).

It was actually good that you could resurrect a hero in a Castle. And in Heroes of Might and Magic III and V, there's a chance to hire a killed hero in a tavern with all his upgrades – is that nothing?
In reply to Nowizard
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19 years ago
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Nowizard;33253
I'm not going to attack you, I just disagree :) Nature has plenty of warriors. Besides the usual ones, they also summon various elements (by the way, the elements turned out quite well), a wasp swarm. They almost never run out of recruits. And as for the money, it depends on how you play. Personally, I almost never have a shortage of it. The heroes are also good. While the Knight reaches the battlefield, the Ranger is already peppering him with arrows, like a hedgehog with needles.

In my opinion, the Trogolodites need to be changed. In terms of appearance. They look like some kind of overgrown tadpoles :) But otherwise, everything is fine.
But can you agree that there is an imbalance between the Castles...?
and that it still needs to be refined...

Added 1 minute ago
Olga;33254
It was actually good that the hero could be resurrected in the Castle. And in the 3rd and 5th games, there is a chance to hire a killed hero in the tavern with all the perks - is that nothing?
+1! I completely agree...
In reply to Kyle
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19 years ago
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Kyle;33260
But can you agree that there is an imbalance between the factions...?
and that it still needs to be refined...

]

Of course, I agree. The Necropolis with their vampires are annoying! How can they, starting with, say, 17 units at the beginning of the battle, end up with 24? And the excuse that "they create more of their kind from enemies" doesn't hold water. Okay, if it only worked on humanoid units, but HOW can they turn a troglodyte into a vampire, and visually, make it look like a human. It's just the pinnacle of genetic engineering:D
In reply to Kyle
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19 years ago
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Kyle;33247
In my opinion, magic shouldn't be changed; it's very well done. Perhaps just a few minor adjustments...
Here's what could be improved:
1) Allow the construction of all creature dwellings.
2) Add upgrades, but limit it to one upgraded building per level. For example, you can have both basic units, but you can only specialize in one.
3) Rebalance the factions... because the Necropolis is too strong, while Nature is too weak (don't attack me, Nature fans, but it seems to me that this faction is weaker compared to others).
4) Add various buildings, such as: "For example, it would be nice to be able to sell accumulated artifacts, various scrolls, and other items that are no longer needed. Why carry them around in such large quantities! It's better to sell them... especially considering the constant need for gold." Author: Pandora.
And other similar additions...
I'm ready to listen to constructive criticism...
If points 1) and 2) are implemented, the third point should be changes to the city's municipality system. After all, if you allow the construction of all dwellings and upgrade half of them, there won't be enough gold. Plus, you'll also need to increase the number of slots in the army; I don't think you want to remove heroes from the battlefield. ;)
Point 4) seems interesting, and I don't see any downsides. But in point 3), what version of the game are we talking about (version number)?
Nowizard;33264
The Necropolis with its vampires is annoying! How can they, starting with, say, 17, end up with 24 at the end of the battle? And the excuse that "they create their own kind from enemies" doesn't hold up. Okay, if this only worked with humanoid units, but HOW can a troglodyte become a vampire, and visually, look like a human? It's just the pinnacle of genetic engineering:D
The same question: what version are we talking about? )
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19 years ago
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2. Wanderer.

I don't remember. I was playing at a friend's place.
In reply to CTPAHHuK
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19 years ago
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Thank you for the constructive criticism...
CTPAHHuK;33288
If we implement points 1 and 2, then the third point should be changing the city management system. Because if we allow building all dwellings and upgrading half of them, there won't be enough gold.
- I agree about the money... we need to think about either reducing the building cost or adding more money... :cool:
CTPAHHuK;33288
Also, we need to increase the number of slots in the army; I don't think you want to remove heroes from the battlefield.
- We can add one slot to the army, maybe two at most, but preferably just one... :rolleyes:
CTPAHHuK;33288
... and in point 3, what version of the game are we talking about (version number)?
- I don't know the version number; it says "The Approaching Storm." In principle, there's also "Alexander," but I don't think anything has changed there.
In reply to Kyle
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19 years ago
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Kyle;33300
-Version number - I don't know, it says "The Coming Storm," and there's also "Alexander," but I don't think anything has changed there.
"The Coming Storm" is quite old, and "Alexander" is a pirated version, so the frustration about Necropolis is understandable. It's better to install "Whirlwinds of War" (version 3.0 - the last licensed version from "Buka") or, even better, version 3.51 from the "Equilibris" team (don't confuse it with other similar names like Excalibur). In the latest version, Necromancy has been significantly toned down.
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19 years ago
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And yet, in the fourth installment, it would have been possible (and necessary) to change the ratio between the hero's strength and the monsters. It's still not right when a well-developed hero no longer needs an army and can defeat black dragons with a simple kick. After all, this isn't an RPG. Monster experience gain was implemented in Heroes of Might and Magic, so why couldn't something similar have been done in the fourth game?
In reply to AlexeyPank
19 years ago
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I think the shortcomings of the AI are obvious (it often behaves unintelligently :rolleyes:), as are the unbalanced difficulty levels and the clumsy implementation of the difficulty increase (a telling example: when playing on an easy level, you don't encounter particularly fierce resistance and easily defeat the computer opponents; when playing on the next level, "master," nothing changes except that you are now facing hordes of creatures, and the process turns into a tedious, drawn-out grind of accumulating a sufficient army), and the not-so-successful, somewhat drawn-out campaigns. At first glance, that's it. In my opinion, most of the "criticisms" of the fourth installment can be expressed in one phrase: "Oh, how different the fourth part is from the third!" The fourth game is not as rich in content, which is why, for people accustomed to the third game, it seems "sparse" and "tedious"; however, it is, in many ways, more refined and balanced (!!!), contrary to the popular opinion in some circles. :) You can start with the convenient and intuitive interface, which is easy to understand. Clear schools of magic with a clear and unambiguous connection to races and castles, which in no way limits the complex system of magic implemented in the fourth game, and, of course, a druid can always start learning death magic, and there are many combinations of magic - and not only magical ones; there is also an excellent system of skills. In general, everything related to the hero and his abilities is, in my opinion, brilliantly implemented in the fourth part, and the emphasis on RPG elements does not bother me at all; on the contrary, I am glad when, as a result of a long... um... "work" on the hero, I get a real monster who can defeat even a black dragon. This adds extra variety - and that's a good thing. :) Cities and races, and the aforementioned direct connection between them and the schools of magic. Now the system has become much more logical and understandable: the city of chaos - chaos magic, the city of life - life magic, and so on - essentially, that's how it is. There are now six types of cities, as in the second game, and that's only better. It's easier to balance six than nine, and the balance, in my opinion, has indeed become more correct. The swamp, elementals, and elves fit into the city of nature - this, in principle, pleases me and seems logical; inferno and dungeon fit into the city of chaos and the city of death (inferno), which is also true (there was no inferno in the second part, and I don't see the need for a separate city of demons, which is very close in "ideology" to "chaos," and a couple of creatures really fit into "death"); in the second game, "warlock" corresponded to the "chaos" of the fourth, and "death" was and remains. In the end, the cities of the fourth part essentially repeat the cities of the second, even in terms of the composition of creatures (for the most part). The overabundance of spells, as some have said... I don't know, it doesn't seem that way to me; at least, it doesn't hurt my eyes, it doesn't interfere, and it doesn't create any particular imbalance (even the much-maligned "hypnosis" doesn't, and it was also present in the third part). In general, everything related to magic in the fourth game is very pleasing to me. The "fork" of buildings in cities is a good solution; it only adds variety to the process. The daily increase in creatures, firstly, does not apply to creatures of the highest level, and secondly, it only gives an advantage to the defending side. Where does it disrupt the balance - explain it to such a hardened hotseater as myself (I don't play online), I don't understand? "The weakness of creatures of the first three levels" - this is not entirely true; the third is quite competitive, and the first two are decent, solid meat, as they should be. Moreover, sometimes they are quite effective. This is my opinion. I have, of course, played all the parts (the first - a little, the fifth - also not much). Now I'm hooked on the third, but the fourth is still my favorite. By the way, I think it has a lot in common with the second. Don't you think? :) Only the second is much more dynamic, of course... All of the above is IMHO.
In reply to Dima L
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19 years ago
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I would fix the ENTIRE GAME!!!!!!!!!!!!!!!!!:mad: :mad: :mad:
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19 years ago
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I would change the title:)
Instead of Heroes Of Might & Magic IV, just Dragon Ring :) or Gathering Storm without HMM4: :)

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