Posts from Discussion about Heroes 4.
And try, just once, to attack a Dragon city with a single Thief with maximum Stealth or a Knight with maximum Tactics...
I have expressed my opinion, and that's it; you can love Heroes 4 and play it, it's your right.
You can feel the heroic spirit here, it smells like heroes...
The spirit of Heroes is a special substance; there are many indicators, but the main thing is that the hero controls the army, and he himself only uses magic. Also, the spirit of Heroes is consistent throughout the game. The first three parts are very similar, with small improvements and additions, but the fourth part is already a foreign game in this chain. In the fifth part, they had the sense to bring the game series back on track. In the sixth part, the spirit of Heroes was somewhat spoiled by reducing resources, but this is not as critical as the atrocities in the fourth part!
I have expressed my opinion, and that's it; you can love Heroes 4 and play it, it's your right.
And regarding playing as a hero without an army. What prevents you from taking one hero with an army and playing that way? For example, I prefer to play with an army, not with individual heroes. And the game mechanism is not too different from the third game, if only you understand it.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
Impressions: combat is the worst in the series. Not even so much because of simultaneous attacks (you can get used to that) or the presence of heroes on the field (free loot), but because of the grid. It is specifically the grid that makes Heroes 4 clearly stand out from the series. Instead of simple and clear calculations of who can reach where, you have to assess the situation and distances literally by eye. Will there be enough movement to reach and not leave yourself exposed? Or will a unit miss a single 1-millimeter cell and simply waste an attacking turn? Or will it be unable to squeeze between bushes? Can it be blocked by a single unit, or will it have enough movement to go around? Was the unit's retaliation removed, and when will it be restored? And has the unit already moved this round? With such a grid, the fact of movement cannot always be established. One could read about waiting or defending in the log, but I couldn't find a log. A multitude of complicating nuances, but technical ones, not tactical.
Units are quite monotonous in terms of physical stats and are trimmed to a 1:5 template (damage:survivability). With such a ratio, the combat dynamics are too low + more time is needed to assess the move "by eye." As a result, battles are dragged out.
Neutrals on the map are unbalanced; essentially, you can only push through normally on "Apprentice" (the second difficulty out of five), everything else is fraught with huge losses of starting troops, or time lost waiting for growth.
Meanwhile, heroes level up extremely slowly. It takes about 4 battles to go from level 1 to 2 (with a standard start of 2 heroes).
Even the economy says: we are in no rush. Income structures pay for themselves in as many as 10(!) days, and that's only in gold. That is, we have an extremely drawn-out game, oriented more towards slow role-playing walkthroughs than dynamic Multiplayer.
I actually liked that in the fourth installment, unlike the previous parts, you can move more freely around the battlefield, the units have drastically different sizes, and the terrain is uneven and hilly. Regarding calculations: firstly, when hovering over any part of the field, the number of turns required to reach that point is displayed. Secondly, you can also see the turns of the enemy unit by right-clicking on it. Thirdly, you can enable the combat grid, which clearly shows where a unit can fit and where it cannot. Furthermore, the retaliatory strike is restored after a full turn, i.e., if there are 14 units on the field, and your unit has used its retaliatory strike, it will reappear after all 14 units have taken their turns. A log is certainly lacking, but you can still manage without it, knowing that units with higher initiative go first, and it's not difficult to remember who has gone and who hasn't.
Practical example: you need to calculate what area a unit will control if it moves to a specific point. In Heroes 4, this simple action is very time-consuming, so you have to rely on guesswork, and every mistake can lead to a major failure (loss of a turn).
Many units have significantly different damage values, to the point where the minimum is three times less than the maximum, so it's not even close to 1:5. Moreover, attack, defense, and speed also play a big role; for example, 60 rogues, with a total health of 600 and damage of 60-180, cannot cope with a single black dragon, which has 400 health and 55-110 damage.
It's precisely with those random units that you mentioned that you can see: the black dragon has stats of 40/40, damage to hit points = 82.5/400 = 20% (approximately). Rogues: stats 9/9, damage to hit points 2/10 = 20%. Why, for example, couldn't they have made the rogues more interesting, for example, with damage of 3-5 or 2-6 per 10 hit points? Especially since this is a unit without combat abilities, and its physical stats are standard.
And the so-called assessment of the battle "by eye" exists in almost any tactical game, even in chess; it's just that in the fourth installment, it's more difficult to think everything through perfectly.
As in any game, a novice cannot simply take and play without problems on the highest difficulty. You need to learn how to break through large armies of neutrals with minimal losses, and this takes time.
Chests and various buildings that give experience for free help with this. And if there are none on the map, it's not the game's fault, but the map creator's.
But everything else can be built quickly and without particular problems on the highest difficulty if you learn to do everything correctly.
According to the "Troika" community, "fast" means reaching tier 7 within 1 week.
I largely agree with Nargott. Especially the observation regarding the grid cells on the battlefield. I hadn't really thought about it, but it's indeed a significant problem for planning. And, most importantly, it's poorly implemented, tactically speaking; it doesn't offer any particularly new tactics, just inconveniences...
To be fair, reaching tier 7 in the first week is only possible with the Stronghold. So, "fast" would be reaching tier 6 in the first week, I'd say. ;)
I largely agree with Nargott. Especially the observation about the grid on the battlefield. I hadn't really thought about it, but it's indeed a big problem for planning. And, most importantly, it's poorly implemented, tactically speaking; it doesn't offer any particularly new tactics, just inconveniences...
Yes, the grid is a critical issue. Theoretically, everything else can be fixed in a mod if desired, but the grid cannot. It's even possible to argue, based on the grid, that this isn't a "heroic" battle system, because it roughly violates the principle of discrete movement (a unit is a cell).
You can also view the moves of the enemy unit by right-clicking on it.
You can do the same with your own units...
The logs are certainly lacking, but you can do without them, knowing that units with higher initiative go first, and it's also not difficult to remember who has moved and who hasn't.
In conclusion. The combat is very demanding in terms of attention and visual perception. It may have its advantages, but for a fan of the series who has played all the other parts (even a little bit of the first and sixth), it is uncomfortable. And here I am not only expressing my own opinion; because of the combat, no one in my circle wants to play this game, and that is the worst thing (personally, I could get used to it, because the fourth game has its strengths, such as magic and character progression).
P.S. Slightly off-topic, but in future installments of the series, it would be possible to use the advantages of the fourth game (multiple casts per turn) through caster units and a common spellbook for the hero and the army (with limitations based on the unit's skill). This could open up all the same interesting casting combinations, without introducing heroes that die like flies and take up an entire slot.
Recently, after a long break, I played Heroes 4.
Impressions: the combat is the worst in the series. It's not even so much about simultaneous attacks (you can get used to that) or the presence of heroes on the battlefield (easy prey), but about the grid. Heroes 4 clearly stands out from the series precisely because of the grid. Instead of simple and clear calculations of who can reach where, you have to assess the situation and distances literally by eye. ...
The neutral creatures on the map are unbalanced; in essence, you can only progress normally on "apprentice" (the second difficulty out of five), and everything else leads to huge losses on starting troops or wasted time waiting for reinforcements.
Heroes level up extremely slowly. It takes about 4 battles to go from level 1 to level 2 (with a standard start of 2 heroes).
Even the economy suggests: we're not in a hurry. Income-generating buildings pay for themselves in as much as 10 days, and that's just in gold. So, we have an extremely drawn-out game, more focused on role-playing and leisurely playthroughs than on dynamic Multiplayer....
The grid is like a stop sign for a rabbit. Learn to estimate paths and cover by eye (even without highlighting the movement zone). It's a little worse in a melee brawl – it's impossible to control all the attacks, who hit and in what order. But here, the main thing is not to count the attacks, but to destroy the enemy and save your own. So, act as in a normal fight.
Regarding neutral creatures – defeating a weaker enemy is not difficult. But try to defeat an enemy that is 2-3 times stronger than you. Here you need to choose the right tactic, the right battle location, prepare your army for battle, and apply the right magic at the right time. And a bit of luck won't hurt.
Leveling up is a different matter; the first battles are not for leveling up at all, but for opening paths to resources, artifacts, and... opportunities for leveling up. And the resources in the city are only to keep things afloat, to bribe the daily reinforcements. There are no starting funds at all on champion difficulty – however, the game does not become less dynamic.
By the way, regarding the leisurely playthrough – if you drag out the game, you might not complete it at all, because in the fourth game, neutral creatures grow like crazy (faster than a slow player can build up their army).
And as mentioned above, problems are created by bad map designers who don't think through and test the maps. Good map designers, on the other hand, can complete maps on almost any difficulty.
I can't evaluate the changes in the game balance for one simple reason – in most cases, I play the regular fourth game (for nostalgic reasons).
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
Everything except part 4. Only in part 4 does the hero participate in the battle himself, and you can kill everyone without an army. This is already a different game; it lacks the spirit of Heroes.
Everything except the 4th installment. Only in the 4th part does the hero participate in the battle himself, and you can kill everyone without an army. This is already a different game; it lacks the spirit of Heroes.
And another point – it's a pity that, having outgrown the template of the "best in the series, the third part," the developers didn't outgrow the template of "we didn't finish it? We'll fix it in the next part." The game has very high potential, which... let's be honest, was ruined by a sloppy implementation. But even with what's there, it's enough for a lot.
The same heroes on the battlefield (now truly Heroes, not cowardly rabbits), and what heroes... Powerful wizards, brave warriors, skilled commanders, elusive rogues, and even high-ranking nobility, who don't amount to much on the battlefield, preferring to act outside of it.
A magic system, borrowed from the well-known collectible card game, and it fits perfectly.
A very important thing for me is the elimination of chain actions. In the third part, this flaw of the game was turned into a real art of professional play, no doubt, but watching a squad of troglodytes, having won in the sands of Bracadia and making their way across the land, now clearing out a dwarven stronghold somewhere in the south... My mind refuses to accept this and play in a similar way.
Of the other changes (simultaneous attacks, movement on the battlefield, castle sieges, combining "creatures/heroes" as you like), I won't dwell, but all of them were reasonable and organic, and if anything prevented the "Game of Dreams" (as Sir Kenegam wrote) from becoming one, it was only the all-consuming crudeness. Perhaps the original fifth Heroes from NWC, developing the established ideas, could have become a "masterpiece for the ages" for me, but... "a stroke of the pen, and another page of history is turned," as is the world of HoMM in my life.