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Posts from Heroes 6 - Discussion

4.3 (15 ratings)
In reply to Amko
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yes. 13-15 rubles a day, which is more than enough to make it worth the effort after a calendar month in the game. Besides, there are weeks when the price of artifacts is halved, and other expensive items are on sale, for example, a book for the second shot of a catapult, costing 200 rubles.
I didn't understand what you were trying to say.
The goose gives 2,000 rubles a day, what are you talking about with the 13-15 rubles? And what do artifacts have to do with it?
Tomorrow holds no promises
Except the ones we've made
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A goose gives 2k gold per day, what are you talking about with 13-15 gold? And what do arts have to do with it?
My principality:) on the 4th game week gives 13-15k in game days. Later, you can go and beat up Phoenixes, because there is a spell that puts them on their butts and makes them bark:)(not Hypnosis). Well, and so on. These are kind of secrets, but I think that's enough.
P.S.: Only those who played Heroes in campaigns and scenarios at the highest difficulty level and died only a couple of times in their entire life, with no more than 20 autosaves during that life, will understand me. And talking about having creatures of the first and second levels with a fortress and a stronghold built on the second week is just lame.
In reply to Дембель of Heroes
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I remember disliking a map called "Disputed Island" (or something similar) in Heroes of Might and Magic V, where breaking through with Phoenixes in the second week was almost a mandatory condition for normal gameplay. I would rage and complain about it no matter what. But I don't remember any map where I would earn 13-15k per day; by that point, you could clear all the neutral creatures and all the players on the map.
Tomorrow holds no promises
Except the ones we've made
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In general, I've played with each Faction. Here are my impressions:

1. Haven. The music is excellent, the city is beautiful, and among the creatures, I particularly like the Praetorian and Blazing Glory (the final artwork for the game is very beautiful), the others are also good. I like this Faction more than its predecessors from the fifth and fourth parts (although I'm not sure about the fourth). Honestly, I didn't expect to like humans in any game other than the third. I'm glad that the creatures of Haven are mostly connected to light magic in one way or another, which is immediately noticeable and somehow brings them together.

2. Necropolis. I don't know, I got the impression that now the undead have become either more noble or not as repulsive as before... At least, the music and the warrior-champion suggest such thoughts. Furthermore, the city is nice, the creatures are worthy (I especially like the voice acting for Ghost / Spectre - that's a real ghost). Moreover, I'm glad that they finally assigned an arachnid to the undead. Personally, I haven't noticed any drawbacks yet, so it gets a thumbs up.

3. Inferno. Until I played with them, I didn't like this Faction. But as soon as I did, my opinion changed drastically. This is where the atmosphere is at its best, and this impression is created by the music (which is very well chosen, by the way), the biographies of the creatures, their appearance, and the architecture of the buildings. The feeling of large-scale evil in all its manifestations came immediately, and it was a little creepy. In general, at first, I was a little worried about the number of new warriors for Inferno, I thought it would be a mess. But no - I definitely like it, these are real demons.

4. Stronghold. The situation here is similar to the previous one, but only slightly, because I liked this Faction from the moment it was announced. The atmosphere of a freedom-loving and powerful tribe is conveyed by the music and architecture of the Faction, as well as the nature of the creatures. There's probably not much more to say, as everything is fine.

5. Sanctuary. New, favorite, unique, magnificent Faction, the appearance of which I had been waiting for almost 10 years, if not more. And I'm not disappointed at all, everything is just amazing. I like every warrior, the music, the architecture (clearly quoting the Nature of the fourth game), the heroes... I like everything. Without exception. It was worth waiting for. The only BUT: I personally don't like playing with this Faction on the native lands of humans, it doesn't suit them. But in the tropics, it's deadly, the pinnacle of perfection - the Faction merges with the environment, which fully reflects its mentality. In general, everything is fine here.

Conclusion: in this part of "Heroes," I like all five Factions, which rarely happens to me. Earlier in this thread, I wrote about the lack of atmosphere. I'll make a correction: the atmosphere is there. I simply couldn't feel it because I was playing as Sanctuary on the territory of humans, and for me, this is inexplicably boring, although playing as the Naga in the same jungles becomes very interesting. Plus, the "Broken Alliance" map is completely unsuccessful. For example, if we take an equally unsuccessful map from the third game, I will also think that the game lacks atmosphere (verified) - but we know that this is not the case... ;) Therefore, I'm waiting for the release of the sixth game, new interesting maps (I'm sure they exist - the developers' screenshots already confirm this), and then new impressions.

IMHO.
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A measly 4-5 towns with magistrates and one with a capitol.
Not bad at all.
Golden mines are one of the foundations:smile42:
Alright, one more secret... If you're playing as the Nagas, when you break through to the right on the second week, towards the artifacts, send your second hero to the right, towards the sea. He'll reach the sea and travel down it, collecting experience and resources along the way. At the bottom, there's a castle that he can easily capture. Once he captures it, you'll clear out the surrounding area without a single loss and capture the castle by the sea, resulting in 3 castles and several golden mines, and... you can finally relax.

P.S.:
The town is beautiful.
Maybe tastes differ, but the towns in the 5th game are excellent, and Ashan added a special touch to the towns, for example, the demon in chains in Hell. Here, all of that seems to be fading away.
In reply to Дембель of Heroes
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Awesome, in Heroes of Might and Magic VI, there's one map and twenty gold mines near the castle.
Tomorrow holds no promises
Except the ones we've made
In reply to Adagio
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Well, let me put in my two cents.
When I was reading reviews on various sites, the opinion of the game was, to put it mildly, not great... Die-hard fans were screaming at the top of their lungs that "heroes aren't what they used to be, and beer tasted better and girls were prettier back then"... "they cut out the building screen.. HORRIBLE" "How are you supposed to play as cheater... I mean necromancers?! They took away their cheater... I mean necromancy?!?!" "there are only three tiers of creatures, bring back seven.. only three resources, bring back seven" and all that sort of thing.
When the main menu appeared, I honestly didn't know what to expect.
Graphics and sound: .... =))))) go jump in a lake, just kidding. I don't understand people who judge by the cover) I can already see some "expert" saying - the graphics and animation are gorgeous... and the devils look just like real ones (yeah, I see own live devils every day.. phew). It doesn't lag, which is a good thing. Oh, and melodies from Heroes 2 (!) pop up occasionally.
In any game that isn't just for one evening, all animations and special effects are turned off anyway so it doesn't stutter and doesn't annoy the eyes, sound and music are turned off and winamp with Rammstein is turned on... or Kirkorov... whatever floats your boat. If you need gorgeous animation and special effects, go see the latest "Transformers". Anyway, regarding graphics: different strokes for different folks, although to me - everything seems a bit small, but whatever.
Campaign and plot: long ago, in a galaxy far, far away.. basically, it's the same as always: heroes in shiny armor slay dragons and demons, and demons and dragons in turn slay the heroes... nothing more to say, I've never completed a campaign in any part, I lacked the patience.
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Now to the main point.
1. City building screen, creatures, and resources.
Yes, they really did cut everything... Now let's set aside the "old-timer" mentality and reason sensibly.
They removed the building screen.. phew, what a trifle, but now you don't have to click on different icons a hundred times. Everything is simple, nothing extra... Specifically for those who play Heroes and spend hours admiring their built city.. go play Caesar or SimCity, cities are actually prettier there.
The resource issue is more complex... it really has become much easier to develop since there's a ton of these minerals and mines on every corner. Well... for example, it always annoyed me to race across the map searching for 1 unit of a primary resource when the week was almost over but the dragon's hut wasn't built yet. Or even worse, the generator would spawn nothing—no mine, no pile in the vicinity... so you play with only troglodytes until the end of the month... Personally, I like this simplification... one resource and the inability to just snatch a mine from an enemy for free caused a great outcry among "guerrilla" players... I'm not a guerrilla, that's why I like it)))))))
The tastiest part... our conscript monsters, i.e., the army)) The development system is absurdly simple... first tier "cores" at city level 1, second tier "elites" at level 2, and "demobilized" [veterans] at the last one. Yeah, now you don't need to build various smithies to build Knight, no need to build some "hellish thingy" to build "Satan from hell"... everything is simple... and yet thanks to such a system, there are MASSES of development options... in principle, in some Castle, given the resources, "demobilized"—oh sorry, champions (i.e., simply supers or level 7 creatures) can be built as early as day 4, although that's in theory) You have to choose which combination of troops is better to pick (instead of like before, where we just bought dwellings for whoever we had resources for). Buy up the whole first tier, Castle, and rush on the second week? Or buy someone from the second tier and Stronghold? Or maybe go straight into "development" towards supers? In the fifth part, such tricks didn't work because of the "excellent" city level system, and building supers in the first week was simply impossible, although I think you could with orcs... but that was an exception. On the other hand, it was almost exactly like this in Three)...
2. Combat
Why do we play Heroes? For the beautiful graphics? For interesting campaigns, or just to watch some elven mage shake her booty? We play for the BATTLE! Battle in Heroes is a delicate calculation, improvisation, a touch of luck... an art. Phew, I'm getting carried away with this pretentious crap.. couldn't help myself) But the whole party in Heroes is preparation for a mega-clash between two armies... that's where it turns out who has longer... uh... brain folds.
Alright, now directly to the participants of the clash, the units. Again, "crying and shitting" on various forums that they are all the same within one tier... what nonsense? Essentially we have the same 7 levels of creatures, except maybe they're distributed slightly differently by weight class (if comparing with Three: 1st tier "cores" - level 3 creatures, 2nd tier "elites" - level 5 creatures, 3rd tier "champions" - level 7 creatures), HP and attack for creatures of the same tier differ, though not much))... and those who scream that they made them identical, supers are weak, cores (they're core, they're first tier) are strong... I don't know, maybe these outraged people played during some ancient beta where everyone was the same... but in the latest beta version, the mobs correspond to roughly what I described above...
Combat mechanics changed insignificantly at first glance.. but only at first glance; in reality, the changes are huge, starting with the damage calculation system, the removal of tents, ballistas, carts, the introduction of a "healer" class, various unit properties, the split between magic attack and physical attack and consequently into magic and physical defense. I won't examine all this in detail... first - laziness and it takes too long, second - I haven't fully figured it all out myself) third - go jump in a lake, you want everything handed to you on a silver platter))))
Well, just a couple of words literally) New unit class "healers", also known as medics... replacements for tents (like in the old joke "trading a first-aid kit for a nurse"). Thanks to healers, combat tactics change noticeably. The variety of properties of different units is sometimes staggering... there are tons of them) In general, plenty of room for imagination and building uber-synergies and combinations of units... Do we play defensively, cover shooters with shields and shoot the enemy? Or maybe send a squad of vampires into the thick of it and launch a counter-attack on them while healing them and casting curses in the meantime? Or support one stack of unkillable super-tanks with the whole army?
.. although the thought creeps in that with such variety, the devs missed something and some kind of unkillable unit synergy will result, but this is still beta, maybe they'll fix it.
Oh, and also) Storming a castle has changed slightly... Shooters actively use towers for defense, showering attackers with arrows and three-story swearing... attackers can break the gates. With their heads. At a run. And even without a ram))))
3. Hero
Now about our favorite alter ego. The hero development system was overhauled too) Basically, now you can choose skills manually like in some Korean RPG. All skills are divided into five sections: "combat", "peaceful", "magical", "tactical", and "bodybuilding" =)) just kidding, I just haven't thought of what to call the last section. Anyway, all magic is no longer in towers and books, but in the form of skills, and it's even divided into seven schools.. try leveling up now, considering that for one spell you have to spend one upgrade point, and logistics also costs one point - that's how it is)) And rightly so, I prefer science fiction more, I treat mages with suspicion)) An honest warrior trains, learns to swing a sword quickly, sheds sweat as they say, while some frail senile old man reads an old spellbook - "Armageddon" happens)))) learning to read is somehow easier than training and swinging a sword)) that's why I don't like it... but now mages have been leveled) if not nerfed entirely.
On one hand, this is certainly good—choosing the main hero's build yourself, trying different options, picking the optimal one for a specific situation. Some consider this the main plus of the game compared to other parts, although to me it seems that skills are not very balanced... there are "must have" skills and some that are completely useless. Although I don't have much experience yet, need to test various options) It's also worth noting that the devs clearly play Star Wars in their free time))) because our Hero can, like a true Jedi, choose the dark or light side of the "Force". In the world of Heroes 6, this is called the "Path of Blood" and the "Path of Tears".. but you can't fool old Yoda, Luke...))) Basically, all skills we learn, besides some effects, also belong to either the light or the dark... if we, like a true Sith, level red skills, then the dark force bar will fill up; I don't know how they determined which skill is light and which is dark. It was also noticed that for example when you attack monsters significantly weaker than you and they flee, there's again a choice... chase them down or let them go... if we let them go, it's like "good" (and the light bar fills) but if we are supporters of forceful methods then.. we are Darth Vaders))))
Conclusion
Well... what else is there to add. The game underwent a large number of changes and simplifications. There is an opinion that it was done to please the public, die-hard fans even call it "casualization" (although I looked up the meaning of the word in the dictionary... I have no idea what games have to do with it) a game for housewives etc. However, in my opinion, the changes only improved the game (yes, simplified it in some places, [no longer a hardcore nerd's dream]) but "mass appeal" on the contrary will only benefit a genre like turn-based strategy. (a genre that, I must say, hasn't been boasting hits lately). Anyway, I'll repeat "different strokes for different folks", I'm sure there will be individuals who claim: "author is a noob, you understand nothing in life, that's why you don't know how to play Heroes properly, Three is true! and Six is not true!" well whatever)))) they might be right in some ways)
Apologies for the typos and punctuation.)
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Basically, it's the same as always: heroes in shining armor defeat dragons and demons, and the demons and dragons, in turn, defeat the heroes... I have nothing to say; I've never managed to complete a campaign in any of the games, I just didn't have the patience.
*litsedlan*
It's been simplified in some areas.
The Heroes games were already incredibly simple, in terms of how easy they are to learn.
Andr01d, probably referring to the warrior class.
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If you need stunning animation and special effects, go watch the latest "Transformers" movie.
We play for the BATTLE!
Do you need amazing large-scale battles and varied melee combat? Play Counter-Strike.
In reply to Дембель of Heroes
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Oh lol, then Mortal Kombat is the way to go. But in Heroes, the graphics have always been secondary! Are you playing a big demo of that? Does it already include all the FACTIONS?
Tomorrow holds no promises
Except the ones we've made
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Are you playing that big demo? Does it include all the FACTIONS?
A subtle hint from Captain:
Demo version /= Beta version

Added after 55 seconds

The campaigns in the Heroes games are of low quality, except perhaps for the fourth one, and even that's debatable.
I mean, talking about campaigns without having played them is at least strange.
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Yes, campaigns about destroying the enemy and searching for an artifact, consisting of ten XL-sized maps, where you perform the same actions, tediously clearing the map, are undoubtedly masterpieces. But not for everyone.
My sword, my trusted ally, unphased by my aspect.
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*facepalm* utter shame, indeed.
They really aren't that memorable. Except for the dual-faction scenarios, perhaps (although the plot is simple, the atmosphere is wonderful). In the sense that you remember the general outline of the plot, but the rest doesn't really stick in your memory.

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