Skip to content

Posts from Heroes VII

No ratings yet — be the first to rate!
In reply to Безликий
User Avatar
10 years ago
Auto-translated
Faceless
Basically, the question is, who pre-ordered or received the beta? I agree, psathka, Heroes 7 runs terribly, it's not even enjoyable to play.
Schoolboy, what games are you talking about? Go to school. You can't even properly formulate your thoughts. What is your question? Do you just want to know who pre-ordered the game? And that's it???
In reply to Безликий
User Avatar
10 years ago
Auto-translated
Faceless One
Heroes 7 is incredibly laggy, it's almost unplayable.

On more or less decent hardware, it's still playable, but I'm still hoping they'll optimize it before release! :rolleyes:
User Avatar
10 years ago
Auto-translated
Hmm... The Necropolis and Haven maps are kind of mediocre (the first one is too bright for that faction, and the second one is just bland). The rest are good. Except for the Dark Elf map – it’s not just good, it’s amazing, I really like it. :smile54:
User Avatar
10 years ago
Auto-translated
The graphics are worse than in the sixth installment. On the first launch, I couldn't make out anything on the world map, but they added object highlighting, so thanks for that. The city screens look awful and blurry (like the 3D graphics), as if it were some browser game. Moreover, it's almost impossible to distinguish the buildings from each other, but this is a problem with all "Heroes" games starting with the fifth installment. The interface is not functional and is so minimalist that, for example, it's impossible to view the abilities of units outside of battle, as well as their models. At the same time, the interface design is full of various stripes, engravings, and circles, as if it's beautifully made. The building screen in the city is absolutely terrible; fifty yellow/gray/green squares with building images look the same (because that's the design of the buildings), and the construction chains branch out and overlap each other. The unit design is completely childish - hoods, knives, spikes, golden crosses, and so on; in general, there have been no changes since the sixth installment. At the same time, it's impossible to distinguish all of this in battle because everything merges into a mess at a distance. So, it's better to admire the beautiful unit artwork on the internet - you won't see that in the game. Upgrading a building for each unit doubles its growth rate, and there are also separate buildings to increase it. It's not entirely clear why all this is needed because you're unlikely to earn enough money to buy everything and build everything. The Capitol gives two thousand per day; the tier-three units can clap their hands - its construction has lost all meaning. The same goes for the Castle, which doesn't give anything, but at least it's been moved to a separate branch. Instead, it's suggested that you run around the map every week and farm resources from mills, which give more resources for repeated visits. More than half of the units are dummies, differing from each other by one and a half stats and having one or two abilities. This wouldn't be so bad if the set of these abilities wasn't very meager - protection from certain spells, immunity to slow, and so on. A separate game design find: three out of four archers available in the beta version of the Castle have the same ability, "shoot in a line," only with different names and icons. The division of units into tiers (core-elite-champion) turned out to be not quite as it seemed at first glance. Unlike the sixth installment, units of the same tier have a difference in stats, although it is expressed in the fact that, for example, one unit has 10 health instead of 20, which, in turn, is compensated by a twice smaller growth rate. There is no balance at all - I reached level two, activated a level-two spell in the guild - a unit buff that causes it to deal an additional 300 damage with each hit, and I rolled over the map. I went for a dungeon, took a hero with a "ballista," reached level three, and the ballista shoots three times for 300 damage and applies poison, and I rolled over all the deadly enemies. At the same time, I didn't like the guild of mages at all - it gives a set of spells from all elements, but you can only learn what you have upgraded for the hero, so if you're lucky, you get an overpowered spell and abuse it. If not, you have to be content with situational garbage, and 90% of the assortment from other elements is unavailable. You can choose the upgrade path as in the sixth installment - upgrade what you want, or as in the old parts - random. The second option is more fun. There is also no balance in the skills; there are many situational and useless skills, instead of which you can take overpowered abilities, and this does not affect the upgrade in any way. There are many complex and not very useful combinations, such as shooting a hero at a unit, applying a status effect that causes it to lose some stat, and if your units hit it, they get a buff, and it gets a debuff, and so on. Half of the artifacts I found were part of various sets, and the number of items in complete sets reaches ten - that's ridiculous. Of the things I liked: - flanking (a nice feature, but not that great in practice. When precise positioning is needed, you won't try to get behind the enemy. It's just as situational as the "combinations" with hero attacks mentioned above); - the ability to capture any mine outside of your control zone (wow, after twenty years, they returned to the level of 1995, although the control zone itself has not been abolished); - they brought back the ballista and the first aid tent; - buildings on the map that buff morale/luck/etc. give a bonus not for one, but for three battles. I can't think of anything else. In general, it's probably more interesting than the bland sixth installment, but I doubt that in a month they will be able to create a normal interface, rebalance the game, improve the graphics to an acceptable level, and optimize the duration of the computer's turns. tl;dr - a mod for the sixth "Heroes" game by Vasya from 7-A.
User Avatar
10 years ago
Auto-translated
The Capitol provides two thousand per day.
Yeah, and together it's 4000, just like in all the parts: the Elder Council 500 + the Magistrate 500 + the Town Hall 1000 + the Capitol 2000. Total: 4000. Just like always.
The building chains branch out and overlap.
I agree, it's inconvenient.
The unit design is completely childish - hoods, knives, spikes, golden crosses, and so on.
Yeah, especially: spikes and knives are very childish things!
Just like the Castle, which doesn't give anything.
What about the walls? The Towers? And the extra guard? It doesn't give anything at all!
but you can only learn what you've upgraded for the hero.
Actually, no! The developers have introduced a new parameter; I don't remember what it's called, so I'll call it "knowledge" for now. So, to learn the 1st level of the Mage Guild, you don't need this "knowledge"; to learn the 2nd level, you need 2 "knowledge"; to learn the 3rd level, you need 5 "knowledge"; and for the 4th Mage Guild, you need 7. You can earn this "knowledge" by upgrading magic, and any magic you upgrade. If you upgrade Fire magic to the 1st level (novice), you get 1 "knowledge"; if you upgrade to the 2nd level, you get another "knowledge." And this knowledge allows you to learn absolutely any spells. If you don't like the balance, you can redo it to your liking in the release version. The developers have created a separate program for this.
User Avatar
10 years ago
Auto-translated
Yeah, and together it's 4000, just like in all the games: Elder Hall 500 + Magistrate 500 + Town Hall 1000 + Capitol 2000. Total: 4000. Just like always.
Indeed. However, they could have avoided this nonsense and not reinvent the wheel. I don't see any point in making the player do mental math to sum up the bonuses from different tiers of the Town Hall when they could simply write the final number, as they did before, directly in the building description in the construction menu (yes, I know that the total income is already indicated on the overall city picture after the building is constructed, but it still doesn't make much sense). There's no logic to it, because these aren't separate little add-ons, but one building.
The only explanation that comes to mind is, "How else can we make things more complicated?" And this strange principle applies to many details in the game.
But what about walls? Towers? And extra guards? It doesn't give anything at all!
Extremely moderately useful fortifications, which are rarely built unless the player has an excess of resources or a castle near enemy territory.
Actually, no! The developers have introduced a new parameter, I don't remember what it's called, so I'll call it "knowledge" for now. So, to learn the 1st level of the Mage Guild, you don't need this "knowledge," to learn the 2nd level, you need 2 "knowledge," to learn the 3rd level, you need 5 "knowledge," and for the 4th Mage Guild, you need 7. You can earn this "knowledge" by leveling up magic, and leveling up any magic, even if you level up fire magic to the 1st level (novice), you get 1 "knowledge," level up to the 2nd level, and you get another x "knowledge." And this knowledge allows you to learn absolutely any spells.
Maybe it is, but if you haven't leveled up the element, then these spells are useless, you can't cast much with just magic power, and not everyone gets a bonus from it. So you'll just be dealing 5 initiative damage for one slow.
User Avatar
10 years ago
Auto-translated
Maybe it is, but if you haven't invested in a specific element, these spells won't be very effective. You can't cast many spells with just a general magic skill, and not everyone benefits from it. So you'll just be dealing 5 damage per slow.
I don't understand you! In your previous post, you wrote... never mind!
In reply to Lokken
User Avatar
10 years ago
Auto-translated
Lokken
The closed beta has been extended until September 7th.
That's good... I had already resigned myself to the fact that yesterday the beta started to freeze completely when loading a saved game (any game, not just the most recent one), and I didn't want to reinstall it (in case it helps) just for the one day remaining.
For those who are tech-savvy, could you tell me if it's possible to copy the saved game file from somewhere before uninstalling the game, and then paste it into the corresponding folder of the reinstalled game? :)
In reply to VIPded
User Avatar
10 years ago
Auto-translated
VIPded
That’s good… I had already resigned myself to the fact that yesterday the beta started freezing completely when loading a saved game (any game, not just the latest one), and I didn’t want to reinstall it (in case it helps) just for the one day remaining.
For those who are tech-savvy, could you tell me if it’s possible to copy the saved game file from somewhere before uninstalling the game, and then paste it into the corresponding folder of the reinstalled game? :)

Save it on their server!
In reply to psatkha
User Avatar
10 years ago
Auto-translated
psatkha
Save it on their server!
Thank you for the advice! And how do I do that, please excuse my ignorance?...
On the last day I played, when synchronization with Uplay didn't seem to be working (I want to transfer the latest saves to the reinstalled beta).
10 years ago
Auto-translated
A short video: https://www.youtube.com/watch?v=tBynwxEbh_Q A collection of news from cleglaw after watching the video on Twitch: http://heroescommunity.com/viewthread.php3?TID=40444&PID=1321918#focus http://heroescommunity.com/viewthread.php3?TID=41345&PID=1321746#focus

Added after 23 hours and 53 minutes
Video game footage featuring Wizards and Humans: https://youtu.be/QCuL0VBeA8A https://youtu.be/7a7HF2KCl_8

The previously mentioned stream: https://youtu.be/Ph6SleJGrqg
In reply to Lokken
User Avatar
10 years ago
Auto-translated
Could we organize an online tournament after the release?

Statistics

Welcome our newest member: recijeb