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

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11 years ago
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Another hyped MMO game bestseller
unlike a series of free conveyor-belt stampouts, this one was paid.
The price was steep even for residents of the capital—8 thousand rubles seemed like a huge sum for an MMORPG, if not for the possibility of getting your money back within a week upon the first unsubstantiated request of the player. You could return it at any moment if you wanted; "Superrbank" provided the guarantee, and the publishing firm "Igoray" was the most famous in our country—though one would have been enough.
I recently sold my old car, so I paid easily, confident that I'd take a look at another stampout, albeit a very arrogant one, and get my money back.
I've played computer games since the appearance of the first ES computers. I made this my main occupation, but there are thousands like me, so money isn't everything )))
You remember the first Matrix; that's how I appeared in this game, only I had to climb down from a column on my own via stairs and there were no holes in me; below was a glowing line of arrows running in one direction—without it, one could wander through this metropolis for a long time. In just a minute, I saw a rectangular shimmering entrance portal.
When I entered the portal, I was offered to choose my hero. There were no elves, orcs, or dwarves; rather, they were among 900 different races—some were familiar from hundreds of the best games and books, there were also about 12 human races, intelligent horses, and ponies. One could spend a whole week studying racial pros and cons. A very interesting feature turned out to be the possible mutation from one race to another under certain game conditions. Some specimens even had a racial bonus that facilitated such a transformation. In general, the possibilities for transforming your character were limitless. Thanks to linking accounts to identity documents, cheats and bots were excluded; otherwise, the game would have ended before it began. I imagine such a super-mutant with the bonuses of all races.
The starting location was called Worm Mountain.
It was a huge mountain a kilometer high, partially forested, with a deep lake at its rocky cliff where the mountain went another 500 meters underwater and then another 500 meters below that was a Dungeon under the mountain and the lake. The entire mountain was riddled with a thousand caves and mine drifts; some caves could be accessed underwater from the lake. Players were offered unlimited time to explore the location, developing their character, learning the game, and filling their inventory. The world lived its own life. There were individual creatures and entire colonies of underground monsters. There were intelligent computer characters who could help with general information, trade, or teach a class skill. All creatures were permanently mortal. As soon as I stepped out of the portal, a naga player flew past me in his signature leap, running away from two raccoons. The raccoons were very indignant about something. I wanted to help the player, but suddenly pink letters floated before my eyes: "You do not wish to do this," and I couldn't hit the raccoon, nor did they pay attention to me. This was a manifestation of "World Harmony," one of the higher laws of this world. But if the naga had accepted me into his party—if I had asked—I could have helped him. The naga ran with those raccoons for another hour, even jumping into the lake, but the raccoons didn't let up. Later, I met those raccoons smeared in the green blood of an unlucky player, while he himself was torn to pieces and scattered on the shore of the lake.
The death of a player was a serious incident. The player themselves could not play as their character for 2 hours, but they could play as the creature that killed them or wander as a bodiless spirit, which appeared immediately at the moment of death; the naga could see how his body was being torn apart by raccoons and scattered along the shore and could manage to possess one of them. Players could not kill each other, possibly only in this first location.
Worm Mountain was quite gentle with serpentines and other ways to climb to the top, plus every player had mountaineering equipment. So a whole week, or even a month, could easily be spent exploring caves and drifts. "To hell with those 8 thousand," I thought when I climbed into a lonely little cave at an altitude of 600 meters; buffeted by a strong whistling wind, it became clear that a week wouldn't be enough for this game. The entrance, in the shape of the letter L, 2 meters high and 1 meter wide, was overgrown with some kind of rocky ivy, so I just happened upon it on my way to the summit when I decided to take a shortcut between the kilometer-long roads and paths that wound around the entire mountain like a spiral. I only had to overcome 100 meters along a steep slope, and about halfway through, I noticed this L-shaped crevice. There were no detailed descriptions of the world or guides yet, so I crawled into the unknown. The only thing I understood from the race descriptions was that the world was magical-physical-cosmic and temporal.
But for now, there was an unknown cave before me, and judging by my experience, I could find various game perks in it. My character was a man—a human inventor. I knew how to fire a short pump-action double-barrel shotgun with wide bores. The shot was produced by an unlimited magical charge, but to load both barrels at once, one had to apply strength and time to pump the gun like a pneumatic rifle.
One could shoot without cartridges simply by pumping the barrel and loading buckshot, and make buckshot from various materials, including small rock chips. I also had a short wide sword, a backpack with food supplies, and a sleeping bag. In short, I went inside, using the light of a flashlight built into my mountaineering helmet with an infinite charge..............................................

To be continued

You can Google "The Room" on YouTube or even download the game. Watch or play it, then you'll understand my excitement when, 50 meters from the entrance, I discovered a large hall and in it four doors with dozens of keyholes of all sizes and very unusual patterns across the entire surface. Each of the doors was a work of art. To open such a door, one had to solve about thirty puzzles involving secret buttons and hidden sliding panels.
This was my personal entrance into a unique adventure. No one but me could discover this cave. Such an opportunity was given to all players, and everyone could find their own entrance, but always in an unexpected place. The hall was square: one door ahead, one to the left, then to the right, and one in the floor. I turned off the flashlight because the hall was brightly lit by a dozen hidden lamps. Transcendent psychedelia was playing. Precious stones and metals sparkled as the viewing angle changed. I decided to deal with the bottom door. After three hours of game-induced oblivion, I realized I needed help and created a thread on the game forum. There were more than a thousand such threads, but the exchange of ideas yielded results. And some wunderkind was going through all the threads giving valuable advice. How did I not figure it out myself? The solution was simple; I was probably just tired of playing. Anyway, finding the last keys in hidden niches, I opened the door by following the correct combination of turns. To a tenderly menacing melody, the door opened with several petals like a beautiful golden flower, then the petals folded to the sides and a marble staircase leading down opened before me.
One could go through their adventure alone or call other players, but only if they were invited into one's group. You could even enter as a whole raid or even a top of 100 players. Was there any point? Judging by the game forum, all adventures were unique, just like the doors with their puzzles; this was handled by game generators.
Perhaps there were some testers—after all, the game cost quite a bit. Strong creatures guarding treasuries could be encountered in an adventure, and not every raid would be able to cope, especially since there were many beginners in this location. But unlimited time and opportunities for rapid character development gave a chance to complete one's adventure alone, even if it required playing for 2-3 months. There were players who simply sold spots in their group for a personal unique adventure—they sold them for real money.
While the game was so popular, you could get your 8 thousand back and even earn as much more, although you'd be left without unique items, mysterious maps, wonderful materials, books with new knowledge for further play, and most importantly—what people paid for—every "unique" contained a prediction for the next unique entrance in the next game location. This was the key to the next unique. That is, for some miserable 15-20 thousand, you had to sell your game character's soul. You could create a new one for 8 thousand, but the queue of people wanting to get into the game was already 2 months long and only growing.
I descended into the Dungeon. The marble staircase hugged the wall on the left, lit by a series of lamps, while on the right beyond the railings was an abyss, and against a backdrop of heroic choral a cappella, howls, screeches, and terrible half-moans/half-growls echoed from the depths. Eh, I should have taken someone with me without loot rights; many did that to complete their adventures faster, forming a group and taking turns going through uniques without loot rights. There were, of course, one-player mercenaries, as well as those wishing to buy an adventure where the owner of the unique would go through without loot rights. The trading system in the game was based on irrevocable letters of credit and intermediaries from the administration; that is, players could not cheat each other. Fair trade. This was another higher law of this world. Of course, tricksters found their own lucrative niche for fraud here too, but only in risky deals where the victim-player was immediately warned about the risk of being cheated. The black market was not legal, but legalized de facto.
I went solo. The stairs descended another 200 meters and led to a branching platform with four entrances. To the right and left were horizontal corridors; straight ahead was a staircase up and another staircase down. "It would be interesting to reach the lower boundary of the location like in Minecraft," I thought, and went down. I'm used to doing everything thoroughly..................................................


After going about a hundred meters down, I emerged into a large cavern hall where a guard stood. A black giant resembling a human, only four-armed—the front pair of arms was much smaller, like a T-Rex's, growing not from the shoulders but from the chest. However, huge hairy black arms grew from the shoulders, very long, with a sword in each. The front arms supported a tower shield resting on the ground. Above the iron grated gates, it said "Slave Market." The gated doors opened, letting me inside. A modern directory-guide with an LCD monitor didn't quite fit the overall picture, but it was very convenient.
The Slave Market belonged to extra-dimensional locations common to many different unique adventures. It was in some uniques, while others had different same-type common locations; for example, I also knew about the Embassy of Hell. I think there were many such locs. But each unique had its own set. Entrepreneur players listed such locations in their advertisements for their unique, along with inhabitants and prizes.
Rumors circulated that free accounts might be introduced, without unique adventures.
Perhaps specifically to replenish the ranks of artificial creatures with living human players. That is, instead of bosses, mounts, slaves, demons, and other laborers of the game world, players would be used. Although many are ready to pay to roleplay some NPC.
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11 years ago
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This isn't spam; it's a litRPG. I played the "Whirlwinds of War" campaign. The artifacts weren't used, probably because they rushed the development. But the AI is just great. Five heroes show up without troops and just wipe out my overpowered hero with immortality bubbles and all his troops. Maybe it's because I was playing on the Equilibrium mod, but the campaign is unpassable on Champion difficulty. Interestingly, the first two maps are passable. But in the third, even a well-leveled hero gets killed, and reloading doesn't help. I'll keep playing, but I've already tweaked it a bit, adding artifacts and various buildings, and I'll post it here later. I also made artifact transfer possible between maps, as it wasn't available at all.
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11 years ago
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I won't do it again. Life versus death. Single-player. 3 hours.
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In reply to Воланду
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11 years ago
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Voland
I won't do it again.
Life versus death.
Single-player. 3 hours.

Looks like some kind of madness.
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11 years ago
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don't hesitate, play boldly.
Recommended difficulty: Champion.
10 years ago
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I understand that many hardcore fans of the series hate the fourth installment. But for me (and I've played all the series from 1 to 6, even though I haven't completed all the campaigns), it's one of my favorites. Of course, there are things I don't like about it. And it's not that armies can move without heroes, or heroes without armies, or that an army can have multiple heroes (even all seven!); nor is it that a well-developed hero from a campaign, who has traversed many maps (and not just in the campaign, but, say, in a large scenario map), can destroy everything without an army. In fact, I like that; it's cool. What I don't like is having to choose which dwellings to build. (But I'm okay with the fact that not all improvements are available.) I'm really annoyed that they merged Inferno and Necropolis... In all the other parts, they hate each other! And suddenly, Efreet and Nightmares ended up in the castle of the Necromancers. Dwarves, everywhere, are lovers of mountains and snow (well, in the third game, they were neighbors with the Elves in the forest, but those were forest dwarves); here, they suddenly became warm-weather lovers and moved south to the Mages in the sands... Ballistas... that's just awful. Griffons went to the Elves - well, that makes sense; I never liked them as human troops. Some kind of shooting hives and mantises... And mechanical dragons are also a complete disaster... shooting units of the Necropolis - WHAT is that?! There were none of those in any of the series. The Mages (units) are too weak. I don't like that there are Minotaurs among the Wizard heroes. What, exactly, are Minotaurs doing as Mages?! They're supposed to be commanders. I'm annoyed by the Hobbits as heroes. Imagine a Hobbit hero, killing 10 black dragons with a single shot from a sling... And I haven't liked the Dwarves as heroes since the third part. Yes, I'm a racist; I can't help it! Heroes - Imps, Zombies... that's also a complete disaster. Orcs with pig snouts... And yes, I didn't get attached to any of the heroes in the campaign. The campaigns are generally weak.
10 years ago
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It's incredibly annoying that they merged Inferno and Necropolis... In all the other parts, they hate each other!! And Efreet and Nightmares suddenly ended up in the Demon's castle. Dwarves, everywhere they love mountains and snow (well, in the third part, they were neighbors with the Elves in the forest, but those were forest dwarves)), but suddenly they became warm-weather lovers and moved south to the Wizards in the desert... Ballistae... - this is just a complete disaster. Griffons went to the Elves - well, that makes sense, I never liked them as human troops. Some shooting hives and mantises... And mechanical dragons - also a complete mess... shooting units of the Necropolis - WHAT is that?? There were none of those in any of the series. The mages (units) are too weak. I don't like that there are Minotaurs among the Wizard heroes. What the heck are Minotaurs doing as mages (wizards)!? They are supposed to be commanders. I also don't like the heroes - Hobbits. Imagine a Hobbit hero, killing 10 black dragons with a single shot from a sling... And I haven't liked the Dwarf heroes since the third part. Yes, I'm a racist, I can't help it! The heroes - Imps, Zombies... also a complete mess. Orcs with pig snouts... And yes, I didn't get attached to any of the heroes in the campaign. The campaigns are generally weak.
It's a matter of taste. Demons and the undead became "irreconcilable enemies" starting with the "reboot of the series" in its fifth iteration (the world is structured that way there). I wouldn't say that's wrong, but it's not an "undisputed canon" either. In the third part, they had to be allies (the alliance with Nighon was initially intended to be a triple alliance, similar to the alliance of Erathia, Avlon, and Bracadia), and in the fourth... When building a new world, the developers were inspired by the "color" system from Magic: The Gathering, where both the undead and demons are black. From a plot perspective, which NWC ultimately lost (not without the help of "fans" who literally demanded the removal of sci-fi elements from the game), it's still quite justified. The Krigans are alien invaders, devouring world after world. In Erathia, a full-fledged "Colony" was operating (similar to the Hive Fleets of the Tyranids from Warhammer 40,000), and only a few outcasts ended up in Axoth (I suspect that the main forces of the Krigans successfully left the planet before the Cataclysm), for whom even survival became a non-trivial matter, and the Necromancers... In the original, the Necromancers didn't shy away from any means to achieve their goals. And demons are one of them.
Efreet fit perfectly into Chaos, as the opposite of Order Djinns. The question is rather why they were originally with the Demons in the third part (there are questions about many of the castle units there), and the Dwarves... they were "forest" dwarves to suit the style, and for me, they still looked alien (in Erathia, they had their own kingdom, which took the first blow from the Krigans and Demon Lords, who "dug out" neatly in the dwarven mines). And they did most of their business with the Wizards of Bracadia. In the fourth, the castles are distributed primarily not by state or "race," but according to worldviews. And Order suits the Dwarves best. As for the Minotaur/Hobbit/Dwarf heroes as mages, this has been going on since the early parts.
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9 years ago
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Elves...
Nowhere does it explicitly state that the Nature faction heroes are elves, but the association is still there – they themselves can be archers or druids, and they recruit elf archer units, unicorns, etc. The only drawback (in my opinion) is how this class is depicted, and what figures represent it in the game.
For many people, the image of an elf has been shaped by numerous books and movies (take "The Lord of the Rings" for example!), and most likely, most people imagine an elf to look approximately like this – Fig. 1.
However, the artists of Heroes 4 had their own opinion on this) In the game, these characters look (let me remind you) like this (Fig. 2, 3, 4) – dark-skinned brunettes in camouflage-colored suits, riding striped animals. Black soldiers on zebras – nothing else)) The picture is completed by a proudly waving proletarian red flag)) Black soldier revolutionaries riding zebras! Extremely close to nature...







In reply to Enfana
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7 years ago
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This is to broaden the target audience. In all American games and movies, the Negroid race is present. So, in principle, everything is fine in the fourth installment.
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6 years ago
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would make magic even stronger)
3 years ago
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I would change the Grail. Besides the Grail, Necromancer, and Barbarian, the others are just boring and, essentially, don't offer anything besides 3000 gold. It would be great to make it so that classes give more powerful bonuses upon reaching a high level. For example, let's say a Dark Lord, upon reaching Grandmaster of Death Magic and Grandmaster of Nobility, reduces enemy morale to a minimum at the start of a battle. Just like in Heroes 3, the Angel Alliance gave a blessing at the beginning. Here, the hero simply gains the ability to cast Despair upon attacking, and upon reaching Grandmaster of both skills, casts Despair on the entire squad at the start of the battle.
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2 years ago
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The fourth installment is perfect; there's nothing that needs to be changed about it. cool

Except, perhaps, for redrawing the city screens. In this regard, only the first part is worse, where the same building sprites are used for all Factions. And, probably, the sixth installment, where, without a drink, one building is indistinguishable from another, and some buildings lack distinctive, memorable features. I don't remember how this mess looks in the seventh game, but it's possible that it's even worse there. I understand that due to the variability of building construction and the attempt to integrate the city screen with the terrain it's located on, some compromises had to be made, but in my opinion, it would have been better to make it really beautiful than to add the ability to see a magical forest on lava or a volcano on a swamp. The building models themselves are quite decent, but it all looks like a bunch of houses in an open field, rather than a full-fledged city screen, as in other installments. Perhaps, in the fifth Heroes game from NWC, this feature would have been perfected, and they would have created variable city screens that would not be inferior in beauty to the static screens of the second and third games or the divine 3D with spectacular camera fly-bys from the fifth game, but we will never know.

And just a personal wish: to separate Demons from Undead. I don't understand how this can be done without restructuring the current Factions system (Demons would fit with Chaos, from which Nightmares and Ifrits could be taken, and friendship with Nature would also be appropriate; Death + Nature = summoning demons, but where would Warlocks go then? They are also important and needed; they also want to have their own separate Faction, rather than being merged with someone else), but I love Demons too much and want them to have their own Castle. Consider this as aimless whining from a fan, rather than real constructive criticism.
And maybe redesign a couple of units to make them look nicer, like some of the Nagas. Otherwise, I am satisfied with the Factions, lineups, and designs of the units and heroes; I have become accustomed to them and feel a connection to them.
А, вот почему.

??+⛓️♿=?

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