Skip to content

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

3.8 (5 ratings)
19 years ago
Auto-translated
"1. monsters can wander wherever they want. for example, you could send 20 peasants one by one on the very first day. The imbalance is obvious." -
explain, what is this "obvious imbalance"?
"2. 2 lines of building construction. It's completely unclear why??? Why can't all buildings be constructed." -
as for me, it's all clear. Alternatives have diversified the process, providing more room for different tactical decisions. Building everything at once is exactly what would likely introduce imbalance.
"3. Heroes are on par with monsters, they can fight themselves and most importantly die both during battle and after it, and even be resurrected by mysterious potions." -
this is simply a slightly more RPG-like approach—that's all. There is nothing wrong with this; the "strategic component" doesn't suffer much )))

And as for daily growth—again, explain in simple terms, what is so bad about that? ))

I would still suggest playing for a bit longer ;)
Respectfully.
In reply to VDV_forever
User Avatar
19 years ago
Auto-translated
VDV_forever;40361
The 3 biggest drawbacks (for me):

1. Monsters can move around anywhere. You can send 20 peasants on the very first day, for example. The imbalance is obvious.
2. Two building upgrade lines. It's completely unclear what this is for. Why can't you build all the buildings?
3. Heroes are on the same level as monsters; they can fight on their own and, most importantly, die both during and after battles, and they can even be resurrected with some unclear potions.

Because of these 3 drawbacks, I stopped playing Heroes 4 exactly after 4 hours of watching and trying it out... :(

Oh yes, I forgot to mention the super 4th drawback:
daily troop growth... that was the limit.

Although there is one plus, it's the caravan;

Sincerely, VDV_forever

I don't think so...

in my opinion:
1. Moving monsters are very good.
2. You're right about this one... :o
3. The fact that the hero now actively participates in the battle is great! Thanks to this, there is an opportunity for many new tactical maneuvers!
4. I liked it! Especially in the case of strong monsters, you don't have to wait a week for the growth... and this also gives new tactical opportunities!:D
User Avatar
19 years ago
Auto-translated
No need to change anything! It's a good game, of course, there are some drawbacks, but they are minor! There is more good than bad in it!! (this is my opinion!).
User Avatar
19 years ago
Auto-translated
I think, in my opinion, everything that VDV forever listed is what makes the fourth game stand out, and that's why many people, as I already said, didn't like it. And Dima L is right, you just needed to play it for longer!
In reply to Prorock
User Avatar
19 years ago
Auto-translated
I have expressed my opinion, but since you are asking for clarification, here it is: 1. As I already mentioned, the imbalance lies precisely in the random movement of troops. Here is a second example: There are two sides, mine and the opponent's (presumably controlled by the computer). Starting a game on the most difficult level, I usually get a starting hero who has an initial army. Naturally, it is difficult to attack a real opponent with such an army, especially on the very first day. However, you can let monsters roam around, collect resources, and on the same day, buy a decent army (since the army grows every day) and attack anyone, while also collecting resources with crowds of neutral monsters that can even attack without a hero! What is the point of the hero then? Just for visiting upgrade locations? Of course, the amount of resources varies everywhere. And here, everything depends solely on luck! Since the computer also prefers this development tactic, the imbalance is obvious. The second thing you will have to deal with is searching for these very monsters that roam randomly across the map. Personally, I don't like the prospect of running around and looking for a single enemy peasant when the game is essentially already won. And if there are 5, 10, or 50 of them, I simply don't have that much time. 2. Dima L, I must disagree with you. This is roughly the same as a promotional campaign: By buying this item, you get that one, and if you buy this one, you get that one, but not any other way. But can't I just get this one and that one at a discounted price? No, you can't, only one item, and you get an unwanted gift! 3. Dima L, this is just my opinion. I don't like it. If it's not that bad in your opinion, why wasn't it implemented in Heroes 5? 4. The biggest drawback! Have you played Heroes 1, 2, 3, 5? Because the meaning of the most important thing is lost: Monday! When you try by all means to do everything by the 7th day so that on the first day you can buy supplies and go on the attack. This is one of the MAIN COMPONENTS OF STRATEGY IN HEROES! "DEVELOPMENT UNTIL DAY 8!" Well, in general, there have already been so many discussions on this topic that I'm too lazy to repeat them... P.S. And I don't even feel like playing this version of Heroes, I'd rather play the 1st or 2nd! This is my personal opinion. P.P.S. There is a poll on the first main page of the website... I think everything is clear... Sincerely, VDV_forever
User Avatar
19 years ago
Auto-translated
Let's just avoid getting into arguments! After all, this is just a discussion.

I'll just say a few things about each point:
1. The number of units wandering around the map (Heroes and just armies) is still specifically limited (as in the other Heroes games), so you won't have to search for 50 of them. The Hero function has been preserved; he can only capture buildings under his faction's color and attack Castles. Essentially, an army without a Hero is nothing – just gatherers.
2. Alternative construction gives players the flexibility to maneuver in developing military units in a given situation. And it doesn't effectively put all Castles in a strict hierarchy of strength (theoretically, each Castle can become either strong or weak). That is, democracy in development!
3. I completely agree with you, VDV forever, in the tactic of adapting to MONDAY!
But still, you shouldn't be so conservative. It turns out that on this BLACK Monday, just like after the rain, ALL the growth appears in one second! In Heroes 4, there is also weekly growth, but it is divided equally over the days. This is convenient because sometimes you might not want to wait for Monday...:(

The developers made Heroes 4 unique and decided to make it so in many of its aspects! The main thing is that there were players who liked the idea. And yet, I think that it is unlikely that any Heroes fan (someone who has played all the parts and for a very long time) will call Heroes 4 better than Heroes 3.

Heroes 3 will definitely remain the best in the series for them, and WE WILL ALL BE WAITING FOR MONDAY!:)

Sincerely,
Prorock.
19 years ago
Auto-translated
Regarding the first point: Let's take the third installment as an example. To gather resources around the area, three to four units are often sufficient (or even fewer). Heroes can be recruited every day, and there's plenty of money at the beginning – "go ahead and collect." However, a strong army is needed for mines and large resource deposits, and you'll have to wait for your army to grow for the greater goal. The fourth installment is absolutely the same. No matter how many single monsters you send, even a "pack" of leprechauns will stop a lone hero – an army is needed. Not using a hero (or even two) at the beginning is almost fatal. An army with an EXPERIENCED hero is vastly different from an army without one. And, unlike the second and third installments, in the fourth, you gain much more experience from battles than from chests (which, by the way, is very logical). Leveling up a couple of heroes early on is essential. With them, your army will be much stronger in the future! And no one prevents you from sending a dozen wolves after a "lone" computer-controlled or player-controlled hero (if they can handle it, of course). Regarding the second point: Tactical and even strategic planning! For the first time, the game doesn't decide for you; you decide what your army needs: more archers or infantry, mages or powerful monsters, etc. If they allowed you to build everything, the cities would be a mess, with excessive versatility and overpopulation. Instead, imagine that you weren't given a choice and they decided for you, leaving only five creature production buildings... Regarding the third point: I think they decided to distance themselves from the "controversial" part, and that's a mistake. Regarding the fourth point: I've played all the installments. I've spent the most time on the second and fourth. Currently, I'm dedicating a lot of time to the third. I don't like the fifth one very much (yet). I love the first one, but I haven't spent much time on it. And who said that Monday is the most important? To me, it's better to leave it up to the player to decide when and how many creatures to recruit; it's just a different approach. Let the strategy and tactics be adjusted accordingly – there's nothing wrong with that, in my opinion. And regarding the vote on the first page, there are just too many people who are obsessed with the third installment (please don't be offended – "a joke with a hint of truth," as always). Sincerely.
User Avatar
19 years ago
Auto-translated
I really like the 4th game, and I wouldn't change anything about it :D
User Avatar
19 years ago
Auto-translated
And how do you add factions, monsters, and so on?
User Avatar
19 years ago
Auto-translated
And who will be adding content?
There are few people willing to play, and you're already talking about developing it further...
The developers themselves, in my opinion, have already abandoned this project.
In reply to Prorock
User Avatar
19 years ago
Auto-translated
Prorock;40565
Who will be adding content?
There are few people willing to play, and you're already talking about developing it further...
The developers themselves have, in my opinion, abandoned this project.

Yeah, it seems like the fourth installment won't survive... :(
In reply to Darth Saruman
User Avatar
19 years ago
Auto-translated
Darth Saruman;40582
Yeah, it seems like there's no saving the fourth game anymore...:(

The logic is simple: they released the fifth game, which means they have immortalized the fourth game in its current state!!!
In reply to Prorock
User Avatar
19 years ago
Auto-translated
Prorock;40589
The logic is simple: since Heroes of Might and Magic V was released, it means that Heroes of Might and Magic IV has been immortalized in its original form!!!
But that's not necessarily true! Heroes of Might and Magic III is still being updated... or rather, Heroes of Might and Magic III½. They are planning to release version 3.59 soon... so everything changes ;)
In reply to Ta Kotoraya...
User Avatar
19 years ago
Auto-translated
probably the CEO has nightmares about... uuuuu.... the resurrection of Heroes 4! :D
User Avatar
19 years ago
Auto-translated
2 Dima L to post #157.
I also wanted to share my thoughts.
1.
You can hire heroes every day, and you have plenty of money at the beginning – "go and collect."
Maybe you should play on the highest difficulty level, where all resources are at zero, and then I'll see how you hire "a bunch of heroes." There, a lot depended on the first treasure chest – 1000 or 2000 gold. The problem was whether to build a town hall or hire a second hero... and that's if you were lucky with the gold; otherwise, you had to run around with one hero for three turns...
In Heroes 4, you can collect everything that lies around without protection because you have dozens of collectors. This disrupts the balance and makes the beginning easier. If you don't understand this, then...

2. This is the so-called "illusory choice." You almost never see your opponent and what they are building until you start building the second-to-last-level monsters. This means that the entire choice is reduced to zero because, before the game even starts, seeing which faction your opponent has chosen, you determine who you will have in your army. Not to mention that for some Castles, there are no alternatives in buildings, except in very rare cases, due to the imbalance of monsters (in my opinion, Medusa-Minotaurs are built without alternatives).

3. I hated heroes participating in battles the first time in the campaign for the Barbarians, where after level 10-12, I didn't care about the Castle, resources, buildings, etc. I went around with ONE hero and killed EVERYTHING. Towards the end, I killed about 15 Behemoths in one turn, and no one and nothing could kill my hero. So, the campaign turned into a tedious wandering of a berserk hero around the map, looking for who else hasn't hidden...
The second time I hated hero participation was in another campaign, where one of the missions was to keep the hero alive. There, an enemy hero ran around in an army that, in addition to the rest, had 20-30 Bone Dragons (from the very beginning of the mission). This hero deliberately (apparently, there was a script for this) ran to my hero, no matter where I put him, and attacked the hero with all his troops from the first turn. After restarting the mission dozens of times, I abandoned it...

4. This distribution of spawn is another simplification of the game... a lot has been lost... buildings by day 7, attacks with teleportation on day 1, etc. You are right, this is a different approach, but in my opinion, it simplifies an already not very difficult part of the game...

There are indeed many people who are "zombified" by the third part, but has it occurred to you that this is because it is the BEST? With respect, Alan.

Statistics

Welcome our newest member: recijeb