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Phoenixzs84
01-11-2011, 12:47 AM
Originally posted by mcgslo:
I wish that one fight between any two players will not result in end game like in all other heroes games.

Maybe something like Leadership in Heroes bounty or other limitation of how many creatures you can have in hero (maybe depends on level or skill or artifacts) so that if you are defeated the first time you can still have at least some chance to stay in the game.

Now its more or less like a race of ammasing creatures and gaining level. And sooner or latter some players will be more lucky and having right artifacts and easyer creature stacks (like no archer units) and will dominate the map... but i guess this will hapen anyway if other players let him...

-Did i mentioned Random Map Generator? http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif
-And super fast AI (AI is never smart, so as long it is at least fast, im good)

? definitely oppose the idea of having a better town portal or H3 dimension door spell.It really killed the aspect of balance after sometime.I think H5 did it really good on that part.

And resurrecting army part;We have already problem with no loss battles over long term.For competitiveness some degeneration of army while doing some battles is a must.So ? again I oppose a resurrection after battle thing.People "should" loose troops and the player should accept this reality.A good battle should be a good trade of a significant gain with relatively small loss of troops.A gold mine captured with 40 zombies lost for example.Its essential for competitive game play

Cheershttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Arhaeus
01-11-2011, 03:29 AM
It is not fun to measure the distance from towns to see in which one do you teleport with town portal. And dimension door will be hard to get and could use a lot of mana, so in PVP will not be an unbalanced spell.
For the resurrection problem, you prefer in PVE to artificially prolong the battles in order to resurrect your army? It makes more sense to be able to use your remaining mana for resurrection. For PVP both heroes could resurrect their troops, even the one that lost the battle. And you have to choose anyway for using the mana in battle, or after the battle. The PVP can be balanced in some way, but PVE is slowed down by the constant: "let's block the last troop in order to resurrect my army", and the players do not focus on combat itself.

proguy19
01-11-2011, 07:26 PM
I would really like to see some faster RGM and AI in all games they where fast and well designed and in HOM&M 5 it was slow and awful. I would also like to see if you place a creature in front of another creature then the enemy creature shoots the one in back the creature in front get hit instead of the one in back. Less annoying AI all they do is take your stuff and run and its so frustrating. And during a Siege let the units attack the castle door. And some features i think that would be awsome is adding a 3 tier to all creatures not like in Tribes of the East with the other upgrade but having to upgrade 3 time. Also if you have 10 units show 10 units on the Battle Screen and lets say they engage 5 Enemy units only 5 of the 10 go and attack but still have the power of all 10 but the reduce lag and have the creatures engage and have little battles with each other would be cool.

proguy19
01-11-2011, 07:39 PM
I would also like to see Hero customization Not just skills but also appearance

wdcryer
01-12-2011, 07:31 AM
Originally posted by proguy19:
I would also like to see if you place a creature in front of another creature then the enemy creature shoots the one in back the creature in front get hit instead of the one in back. Less annoying AI all they do is take your stuff and run and its so frustrating. And during a Siege let the units attack the castle door.

That's an interesting mechanic. It might make it harder to do cheesy things like killing all of your opponent's shooters then waiting for them to come to you. I do that all the time, but it definitely makes battles tedious and uninteresting. If they have units in front of their shooters, they could block incoming ranged attacks. It could also be a chance-based thing. For example, ranged units could have a chance to hit the unit in back, but they would be more likely to hit the unit in front.

As for attacking castle doors, they mentioned in a Q&A that units can attack fortifications.

edit: On that note, I really hope they mix up neutral creature stacks. They say they will, at least sometimes. It is really one-dimensional to face all shooters or all melee units. Battles would be much more interesting with a mix of neutrals.

DragonHawk23
01-13-2011, 02:27 AM
I do believe they had mixed neutrals in Tribes of the East, but I'm not sure if they were put at random or manually placed.

I support the idea of having units protecting the ones behind them from incoming projectiles, that would make strong and very slow units somewhat valuable, I never get to use them and no one in their right mind would attack them, faster units would just go around them. It was always a pain to get earth elementals from summoning. I think tougher units should have more options to protect allies even in melee, a taunt or a guard option.

I also support the idea of limiting the max units you can take, but not just based on number rather on power. It could be an optional investment to place point in a leadership skill.

The idea of getting say 80% of experience when retreating is cool too.

Phoenixzs84
01-13-2011, 09:43 AM
Originally posted by DragonHawk23:
I do believe they had mixed neutrals in Tribes of the East, but I'm not sure if they were put at random or manually placed.


I also support the idea of having mixed neutrals.

We had that in Tribes of the East but the problem was although if you created a random map with RMG the computer places such stacks like Golem+Gremlin in the map there was no way of putting them on your custom made maps since;

-If you used two stacks you had to give a starting number and such which didn't change according to the difficulty level of the game unlike the mixed stacks in RMG

-You couldn't actually put a Random_Mixed_Stack, all you could do was mixing Horned demons with imps for example but they were again horned demons+imps in the next game where there was no randomization aspect like you wished (For example you want to see golems+mages in your second game)

So what I would really like to see is in the map editor a Random_Mixed_Creature_Level_X box where it functions like Random_Level_1 creature but has a list of pairs that could appear for example let say for level 3.Or better more of this mixed creature pairs(predefined by developers) could be included into the random creature cycle.So you could see either solo hellhounds or familiars coupled with leapers in the same spot since they have the same difficulty level.

I think such combinations would slow down some cheap tactics to maw down the neutrals too.

Bosseffs
01-13-2011, 01:17 PM
I'd like a little more nostalgic feeling for the next game like brining Sandro back or something.

I also want a the turn system in multiplayer REFORMED!!!

Please make it so that everyone plays thier turns at the same time and that they only would need to press turn and wait just a little while so that everyone is ready.

This would also make the combat more intense you can't run away so easily anymore http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

DragonHawk23
01-14-2011, 01:54 AM
Originally posted by Bosseffs:
Please make it so that everyone plays thier turns at the same time and that they only would need to press turn and wait just a little while so that everyone is ready.


They had this in Heroes 5, but we sometimes got a conflict of something in a number of turn and it ciesed to work any more.

Warlord_Ade
01-14-2011, 02:23 AM
Originally posted by DragonHawk23:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Bosseffs:
Please make it so that everyone plays thier turns at the same time and that they only would need to press turn and wait just a little while so that everyone is ready.


They had this in Heroes 5, but we sometimes got a conflict of something in a number of turn and it ciesed to work any more. </div></BLOCKQUOTE>

Yeah my mate and i tried this a couple of times with Heroes V, and it caused the game to freez, and booted us back to desk top every time we tried it.

Thunion
01-24-2011, 12:35 PM
Also, I think it'd be nice to have some non-fighting units... Such as Trade Carts, Trade Ships, Diplomats, Scouts, Oracles, etc.. It would improve even more the game... 'Fog of war' should be back...
Go play total war.I am not joking heroes where always just about fighting there is plenty of other game that allow full aspects of strategy with what you wanted you can only have permement allies so no assasination/alliances/Trade(well there is somthing like that between allies but when there is only one special recource left we can forget it)/Etc.

belgarath21
01-25-2011, 01:10 PM
My wish list is pretty simple.

Please have a map editor and/or random map generator that works well.

Please make it possible to activate and play the game without an internet connection.

Please continue to keep the factions somewhat loosely based on race (humans, dwarves, elves, orcs, demons...etc)

Please make a wonderful epic campaign story like that of HOMM III and HOMM V.

mcgslo
02-04-2011, 12:43 AM
I wish that in advanture map you can really zoom out. Perhaps like in total commander RTS where you can zoom out so you can see whole map.

Kartabon
02-04-2011, 03:56 AM
Originally posted by mcgslo:
I wish that in advanture map you can really zoom out. Perhaps like in total commander RTS where you can zoom out so you can see whole map.

Like View Air/View Earth... spells in HoMM3? That kind of view?

Asterisk
02-04-2011, 05:55 AM
Originally posted by mcgslo:
I wish that in advanture map you can really zoom out. Perhaps like in total commander RTS where you can zoom out so you can see whole map.

Elemental - War of Magic does it perfectly.

graham6
02-04-2011, 07:38 AM
Another thing I'd like to see return in HoMM6: multiplayer gameplay via direct (P2P) internet connection. HoMM3 and HoMM4 had it, but with HoMM5, when the ubi-Server is down, you're stuck playing alone.

Infiltrator-SF
02-04-2011, 11:48 AM
- Stable release. Not the mess from H5.
- Better interface .. seems like it's not happening, and this isn't even a console title.. http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif
- Better dev communication (I still remember some Nival responses).
- More hero customization (seems likely).
- Old, diverse resource system .. not likely from what I've seen.
- Detailed Kingdom screen.
- Bigger battlefields, and more diversity to them.
- More balance tuning.
- A lot better multiplayer implementation, from the box..


off the top of my head.

mouserie70
02-08-2011, 05:37 AM
17. Artifacts wear.
a) Wear long.
b) If the charge in an artifact is over, the power of the artifact (the effect) is equal to 25%. Artifact can not be destroyed.
c) Light from the artifact less if it is worn.
d) You can change looks like an artifact to a new one.
e) were are 2 effects – 100% and 25%.






Yup, it would be nice to see the in-game heroes wield/equip their lightning swords, spike shields, boots of speed, helm of knowledge, etc.

Thunion
02-08-2011, 09:53 AM
Yup, it would be nice to see the in-game heroes wield/equip their lightning swords, spike shields, boots of speed, helm of knowledge, etc.
My post from other thread:
"NO...This would totaly **** up multiplayer..."Lets see..Hey he got Cloak of X which reduces my fire spells dmg by X,i guess i better use ring of X instead of fire ring of X,that will increase my lighting dmg becouse i see he dont have any counter to lightining..""

TarponCrest
02-08-2011, 02:32 PM
Greetings,

I just got word that HOMM6 is about be be released and it made my day!

I have spent the better part of the day trying to catch up.

It seems that most of what the new version will bring is an echo of all the fans around the world and our wishes.

I am VERY happy that I will be able to have full control of how I develop my Hero! Thank you!

I love Neverwinter Nights for its vast, diverse and detailed character development system. (It works so well for Role playing, for multiplayer, for Hack and slash, etc. But I have always had a love for strategy games as well but they never seem to give me what I liked (Character development FULL control). Age of Wonders(I love this game in many ways) came close to it but... there is HOMM 3 (Oh did I love that game until my operating system did not support the game and I was unable to keep playing it. Sadly it has been years now since I have played HOMM3.)

I often found myself using the Aurora toolset to develop HOMM3 campaigns but my feeble attempts to merge the two types of game play just did not work, it seemed Role playing and Strategy games were doomed to never merge until maybe NOW??

My Dream:

1. HOMM 3 stratagy gameplay

2. Tactical battles to be like NeverWinter Nights (At least for the boss fights, and duels) (With a switch to traditional hex/square tactical battle for those who only like such or like myself that like hex/square battles for huge army battles and heroes, or a few tough opponents I like first person shooter style ).

3. To be able to have full control of my factions development in the same way the Hero is to be now. But(for units) choices limited to what the vanilla version has put in place for balance (skills, spells and feats etc). But allow us the player to change their armor, color, weapons etc, so that the campaign possibilities can be greatly enhanced for those of us who engage in the role playing side of things, but please find a way that it will not force strategy only gamers to hate the game.( I like strategy style battles as well but only when I play alone not in multiplayer it is not fun at all for me it takes to long).

4. I love units that can shapeshift, polymorph, etc. Specially the Hero. The notion that one can have a unit/hero that can do different abilities/feats etc depending on the shape it takes feels like having 14 units in the battle but with the maintenance and upkeep of 7 (makes it much more interesting when your opponent can't predict what you will do in battle) and if we are given the freedom to develop them as we wish for our game play it makes for lots of fun trying to find the best possible combination for a "Perfect" army. (based on a base structure for balance of-course, in line with the faction and tradition of HOMM.)

I see that one of the undead units is able to shapechange and that gave me great hope that it will be the base in the game engine for future expansion of that ability using other units/monsters/ heroes/shapes etc.

5. Thank you for making the "editor" more user friendly! I hope it will have loots of room for modders to be creative and create great things!


Thank you for continuing to develop and improve this great game. I will purchase the game the day it comes out for sale.

P.S. If nothing else I really hope some day there will be a HOMM with first person shooter style (Like NWN) tactical battles and duels/arena. I realize that incorporating the two types(RP and strategy) in the same game engine must be a pipe dream but you can do it! no?

TarponCrest
02-09-2011, 12:57 PM
I was informing myself on the map editor and just wanted to put a few hopes and wishes.

1. I hope that at some point there will be a way to custom make our own monsters (at least neutrals if need be, for balance sake).

2. A way to custom make our own items, weapons, etc. Put custom name different look, different special abilities etc)

3. A way to enter into dialog when encountering a stack, not just always have only the option of battle. Also a way to have the dialog lead to reward, fights, ambushes, casting of a spell like curse, etc. depending on the players choices in the dialog. (for RPG purposes)

4. A way to restrict the use of "X" magic spell, abilities, feat etc. Example my custom campaign has a back story that has a long history that dwarfs are resistant to magic but can't cast spells themselves. I would like to make that custom map so that it prevent dwarfs from using magic and a way to give them a feat that makes them resistant to magic (100%, 90%,50%,etc)

5. Also a way to make custom spells (using the existing base of spells for balance). Example there is a spell lvl 1 that does cold damage and it is called "X" in vanilla and there is a second lvl 5 that does fire damage. What I would like a way to edit the lvl 5 so that it is in like with lvl 1 but using fire damage and not cold and having the ability to re name and edit description and what school of magic will it be available for learning. Such custom spells should only be available to learn in the custom map and not part of a custom module that modifies the vanilla content permanently or that requires players to have to download the custom content. But instead something that is available to all simply because they have the custom map and/or are playing multiplayer and are connected to someone who is hosting the map with out having to have anything other than the vanilla version and its patches, they can still play the custom content put in place by the creator of a custom map.

Well just had to put that out there as some wishes I have.

I sure love what I see. The maps that have been screen-shot sure make me feel like I could, with a bit of imagination, immerse myself into some Role playing for a few hours and actually feel like I am there due to the very nice texture of the graphics (the water is awesome!) and the shade from the trees and what seems the change in darkness from the road to the deep forest next to a camp fire, mixed with what seems to be a weather system in place (looks like fog) sure bring "NEW", "Fresh", ETC to the game. WoW! (I do wish that the treasures and resources, items, etc would not be so "in your face" when looking at the map. I wish there was a more discrete way of making them available so that it would not take away from the feel of a well built map as the player explores (progresses). But that is minor as it's an RPG thing and well not critical for the game continued success.

I know this is at its core a strategy game but if Developers are trying to please RPG fans as well. I think they may be very successful when it is all done and said! THANK YOU!

P.S. I sure hope there is as much variety in the map editor for dungeons(I mean the map texture not the faction) as there is for the main land and water areas, etc.

Thank you for reading this. Can't wait to play the game when it comes out.

Zanosan
02-28-2011, 12:43 AM
I just had to add this into the wish list...

I want to see a Diplomacy aspect added to the game!

Take inspiration from Civilazations or Sins of a Solar Empire and the many other games out there, but to me it seems like a real good fit for Heroes of Might and Magic!

argifontes
02-28-2011, 05:29 AM
I also would love to see a change in the lore... Why since we moved to Ashan we have this inferno vs everybody else theme all the time? What happened to old school badass necromancers and warlocks? They are a caricature of what they once were. I mean whats going on, why oh why are necromancers "good" guys since heroes V?I refuse to admit that a dude which is more comfortable among the undead has a good heart. Oh and yeah warlocks nowadays are like nuns. I know all this rant is useless if we see the direction they chose with might and magic universe since ubi took control. Anyways I feel better now. At least I hope inferno is a strong faction here so its not again the weakest faction ever against everybody else.
Well if we take the story out of the picture I just want a finished game even if I have to wait until 2012. And I do not have much confidence in black hole since their warhammer mark of chaos was released with tons of bugs its just number 2 in my blacklist after Heroes V. http://forums.ubi.com/groupee_common/emoticons/icon_rolleyes.gif

argifontes
02-28-2011, 05:36 AM
Originally posted by graham6:
Another thing I'd like to see return in HoMM6: multiplayer gameplay via direct (P2P) internet connection. HoMM3 and HoMM4 had it, but with HoMM5, when the ubi-Server is down, you're stuck playing alone. Have you ever heard of gameranger or hamachi? You can play from there, no need to play in ubi servers.

Thunion
02-28-2011, 10:50 AM
I would like to see aoutbuild for towns.. when you have like 5 towns you: A.Are lazy and dont buildnig anything later regret it cuz you main heaven army is wiped out you got like 500K however the only thing you build from those 3 necropolises are 1k skeletons or B.Build every single god forsaken town and lose twice more time in playng the game.

Shawn85
02-28-2011, 03:39 PM
I want my academy faction. the only reason ill be picking it up is because necromancers are included and i think academy will be brought in for expansions. i am also hoping academy will be playable for custom missions...

Shawn85
02-28-2011, 03:47 PM
I WANT MY ACADEMY FACTION! lol, it would be nice if they were available atleast in custom games and I definately require them in an immediate expansion if im to purchase and promote these titles among my friends and peers (varsity paper in the Toronto region). Also customizable heroes(atleast for multiplayer) would be an enormous selling point, consider it atleast. Also good job on making necropolis egyptian themed and i would like some academy pictures soon, hopefully they have kept their persian/indian/arab theme aswell, so exotic and well realized in homm5.

Mazth
03-01-2011, 02:16 PM
--- DIFFERENT UPGRADETYPES ---

I would want to game to be versatile in the form of unit upgrades. Ill demonstrate this with an example:

NECROPOLIS:

-- Zombie upgrades --

Walking Dead

-> Zombie (durability / toughness)
-> Plague Zombie (ability on hit)
-> Rotten Zombie (aura)

-- Ghost upgrades -- (totally different in my example, but who cares)

Ghost

-> Wight
-> Wraith
-> Spectre

-- Vampire upgrades --

Vampire

-> Primal Vampire (strenght, durability)
-> Noble Vampire (speed, avoidance)
-> Nosferatu (special abilities)

Basicly meaning, that each unit would have several unique versions to upgrade into. This would mean that player armies would be more unique and there wouldnt be always the same set of armies opposing in the end game. In my opinion this feature would make the game experience in overall more interesting on the long run, when players could try different tactics with different creature subtypes.

Once you commit into certain type of upgrade in the form of a structure upgrade, thats it. Only way to have all the upgrade versions in same army is to build another city.

Thunion
03-01-2011, 10:20 PM
At least in vanilla forget about 2 Upgrades..Its just to much work in balance.

silafuyang
03-06-2011, 08:19 AM
HOMM2 was first strategy game I played.
I have grown up with this series.
I'd like to see the best features from HOMM3 and HOMM5 taken and combined. These are the best two games of the series.
Graphics are OK but it's high time that we see more than one creature representing a stack. There are some threads about this.
HOMM4 tried to bring too many new things and failed. It will be the best if HOMM6 sticks to the classic. Personally don't like the too elaborate panel and the 4 resources idea.

C_h_u_c_k_l_e_s
03-08-2011, 02:09 PM
Originally posted by Infiltrator-SF:
- Stable release. Not the mess from H5.
- Better interface .. seems like it's not happening, and this isn't even a console title.. http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif
- Better dev communication (I still remember some Nival responses).
- More hero customization (seems likely).
- Old, diverse resource system .. not likely from what I've seen.
- Detailed Kingdom screen.
- Bigger battlefields, and more diversity to them.
- More balance tuning.
- A lot better multiplayer implementation, from the box..


off the top of my head.

Well, thus far, for me...the interface seems fine. The Dev's are slowly improving the communication but it's been like pulling teeth. Hero Customization will be MUCH more flexible. Kingdom screen is extremely detailed. Diverse battlefields will flat out STUN you. As for MP play, stable release & balance...we've got a ways to go before that's a factor. But it's all improving day by day.

Phoenixzs84
03-23-2011, 03:58 PM
A bit late perhaps but its not a big deal...


When you enter for combat like burrow mounds dwarven treasuries,dragon utopias they should have the upper hand and they should start surrounding you just like the old series.I mean the classic setup is fine for fighting neutrals but if you are busting open a neutrals homeground you should be at disadvantage.

Also please make terrain differ morale and luck too like cursed ground or grass terrain making the battles more themed.

Also want my academy,rampart and dungeon back http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

argifontes
03-24-2011, 07:58 AM
When you enter for combat like burrow mounds dwarven treasuries,dragon utopias they should have the upper hand and they should start surrounding you just like the old series.I mean the classic setup is fine for fighting neutrals but if you are busting open a neutrals homeground you should be at disadvantage.
good point there mate also is there any info about dragon utopias and pyramids being implemented in heroes VI? or anything similar?

Nalafein
03-24-2011, 01:53 PM
a wishlist is a bit to late i guess.

but what i would love to see is:

1. MORE FACTIONS.. (going to be ackward to play without dungeon, Rampart/sylavn, Tower/acedemy. Even them dwarfs got their own faction last game, would be nice to see that one return.)

2. EVEN MORE NEUTRAL CREATURES. (jadajada bosses jadajada last games only had 8 jadajada jada..)
its 2011, its time to pull some heads out of the sandbox for a while. what last games only had for vanilla isnt your carbooncopy for next game.
More is fun. I.E could have neutrals that are semi alligned to a faction, but not in their rooster in townes. Fun for randomcamps or custom maps.

3. RANDOM MAP GENERATOR, MORE MAPS, LARGE, EXTRA LARGE and so forth. (i for one love playing huge maps, lots of exploreing, dungoneering, dragon slaying and other epicbattles for hours or days of playing on lan's hotseat games or whatever(alone http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif http://forums.ubi.com/groupee_common/emoticons/icon_razz.gif)

4. Wizards, Warlocks, Elfs, Dwarfs, lizards. herpderp...
there is also alot of potential for new factions MORE http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif but the loss of old ones still stings in the chest. thus, this might be furfilled in later addons`, but the wait will be painfull..

5. How about magical items creation? for xgold xressources? even make a building or a market for selling these goods( thinking on long-term play for huge maps) lets say each faction makes items in their special way(properties) thus this would count as lesser artifacts or minor or whatever. OR that this would be avaiable in Map generator?
or is that to much thinking outside the regular box?

Shawn85
03-25-2011, 10:55 AM
Continual progression and advancement is key to making this game have ne meaningful longevity, multiplay aspect and just fun in general. Call of duty, all mmos, diablo o there success to leveling up customization and making players feel connected with their character. In multiplayer players should only be allowed a few character slots which will make them have a connection to certain faction. Levling up should be indefinate and carry from game to game. People mainting varied character builds from faction to faction will make this an epic and addictive game. Finally academy needs to maintain there theme and the only creatures that should be subject to any kind of change are gremlins and golems. Academy needs to come back in the very first expansion and don't u dare make them be led by a griffin kid hero.

Nalafein
03-25-2011, 12:48 PM
Ginger griffin hero will lead the wizHARDS from the acedemy. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

I think that Dungeon and Sylvan will return for the next chapter, hopefully well get acedemy aswell.

Shawn85
03-25-2011, 01:40 PM
Originally posted by Nalafein:
Ginger griffin hero will lead the wizHARDS from the acedemy. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

I think that Dungeon and Sylvan will return for the next chapter, hopefully well get acedemy aswell.

Lololol. Why not an appropriate persian dude like zehir?! http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif
*runs away crying

Nalafein
03-25-2011, 04:53 PM
Originally posted by Shawn85:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Nalafein:
Ginger griffin hero will lead the wizHARDS from the acedemy. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

I think that Dungeon and Sylvan will return for the next chapter, hopefully well get acedemy aswell.

Lololol. Why not an appropriate persian dude like zehir?! http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif
*runs away crying </div></BLOCKQUOTE>

hehe http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif. Arabic/persian/summerian/babylonian theme, i guess this will be used for Acedemy anyway.

Elfs.. those flowersniffers could be gingers! bwahahah

Shawn85
03-25-2011, 05:59 PM
Persian/indian/babylonian mostly, their main arabic trait is only djinns really. Titans r a bit of greek flavor, a testament to greek culture left behind from alexanders invasion of persian asia.

Shawn85
03-25-2011, 06:01 PM
Amazing faction, don't want to see it ruined.

Nalafein
03-25-2011, 06:43 PM
It was pretty awsome faction indeed, one of my favorits. I bet it would remain awsome once it comes back.

I dont know, but when the forum florish with expectations for expansionpack(s) if i was a developer i would sorta feel a bit bummed. Since the game im making is sorta lacking in the eyes of those who currently are waiting for the game..

Factions have become a sensitive topic http://forums.ubi.com/groupee_common/emoticons/icon_razz.gif

htbrdr
04-01-2011, 10:17 AM
from what i have seen/read Heroes 6 shapes up and looks like everything i wanted (fixed) in heroes 5 for the most part. I am not really into nice graphics in 1st place but it really looks great and not that heavy, at least i hope so.

so my only requests or wishes are:

1. Stable, smooth engine, not that crap from 5, lag and bug free game as much as possible.
2. Random map generator. I always start with campaigns but this is really a must for me. I dont care if its gonna be included later in expansion or in the initial release, i can wait for that as long as it is positive that there will be such option included in the game.

all the other things like the interface and such can be fixed/added later from feedback and demands, balance too.


Oh yeah the end turn... pls no more of that painful endless waiting.

Sorceresss
04-01-2011, 06:25 PM
[My first post, on this website, in a long, long while.]

The HM&M series has been my favo(u)rite since 1995, when I was 8½-years old. (That does not make me an expert : I have only played against the A.I.)

I used to believe that H3 was the very best, but when I finally obtained a very powerful processor & videocard, and a 25½-inch widescreen, my eyeballs popped-out & my jaw dropped-down when confronted with "Tribes of the East" 3.1 : I hope I will not offend anybody here by stating that the HM&M series has peaked with that H5/3.1 version (released in October 2008, 2½ years ago).

I do have a few perplexed observations to express :

1. FIVE whole years have passed since H5/1.0 was published. The NWC cycle was less than that : late 1995, 1997, 1999, 2002. Ubisoft is a very powerful corporation, and HM&M is a very profitable franchise : I wonder why it took 5 years. To get what? Will it be a dumbed-down game to cater to a wider "market" ?

2. No more full-3D to pacify the poor souls who do not have up-to-date rigs? Was it so much pain to rotate the map to find a concealed pile of sulfur? I have spent hundreds of hours editing H5 maps : I never found its full-3D a problem too difficult to handle (not taking into account the editor's scripting complexity).

3. Speaking of sulfur : no more. And no more mercury. And no gems. OK : not a big deal ... but it seems to be another example of a dumbing-down trend.

I am really not complaining. I keep an open mind. I am such a huge fan of the series that I am ready to play @ HM&M in ANY form : I even enjoy H4, once and awhile, on extremely edited, custom maps.

But ... Ubisoft + FIVE years : it should equal to something awesome. I doubt it will beat H5/3.1, but I look forward to play the beta, on 20 April.

rbxaureus
04-01-2011, 07:46 PM
I agree with everything of the above posters. Everything. ... hmm.. that was easy.

Oh, and yes: Quick NPC turns... like H3 quick.

argifontes
04-14-2011, 06:24 AM
Originally posted by Sorceresss:
[My first post, on this website, in a long, long while.]
I used to believe that H3 was the very best, but when I finally obtained a very powerful processor & videocard, and a 25½-inch widescreen, my eyeballs popped-out & my jaw dropped-down when confronted with "Tribes of the East" 3.1 1st goes 1st welcome back! And about H5 being better than 3 hell no! Sure the AI hacks better but seriously waiting 1 bazillion minutes when playing against the AI was the major problem of this game and it wasnt solved in 3.1. Also it isnt half stable as old heroes I had the 3.1 and still crashed more often than old homm games. But what really freaked me out about H5 was that the AI turns paused when you minimized the game that is just dumb so you have to be watching like an idiot to the endless AI turns.

Destruction3402
04-14-2011, 08:18 AM
Town screens! (duh!) http://forums.ubi.com/images/smilies/shady.gif

breedskin
05-25-2011, 01:14 PM
I'm sure this has been said many times already but here are my wishes:
1) First and far and away most importantly, much much smarter AI. I want to be able to chose a difficulty level so tough that I can't win. And not purely because the AI gets more advantages but also because it gets extremely smart.
2) Faster AI play. H5 is way too slow.
3) RMG. I know it's not coming out first release but I'd love to have it down the road. And it also needs to be smart. The H3 RMG was good but could be better, more diverse.
After that, it's all good. I'm looking forward to H6, I've played since H1.

drdreamz
05-29-2011, 07:39 AM
- In the first place, I would have liked the game to be less shiny! Especially the Necromancer should be much darker (Heroes 3 remains clearly the most realistic, in my opinion)
- In combat: when a unit strikes, it is very unrealistic when it first turns in the direction of the opponent, waits for 1 sec and then strikes.. the attack should have been much smoother! ( I don't get it why working on this bright and shiny theme.. I was hoping for much more realism. It is a fantasy game, OK, I like that: Beats, Magic, etc, but don't be ridiculous creating a game for kids 10-year old kids... that the impression I got why Heroes 5 and the upcoming 6th release.
- Fast A.I. (in H5 TOE, on an extra large map, AI got very very slow after several turns, I have to wait over 10min for a turn, thing which didn't happen on the first turns).
- Lot of spells and abilities.
- Many artifacts
- Integration of the Acadamy, Dungeon, Sylvan races
- Replacement of ridiculous units: HAVEN: Sister/Vestal, Radiant/Blazing Glory (what is this? TRON?)
- Making units more realistic: Little ridiculous details like the eagle on the Marksmen's helmet. Vampire is much too shiny, Lich is again much too shiny and I don't get the unnecessary things on his back (too much green for the Necromancer race, which should be dark, full of shadows and maybe a little blood --> vampires). Coral Prietess: the snakes on her head move really unrealistic. Kensei: What's that thing on his back, is it uses for flying or sealing (*ironic*) ? Kirin: I find the legs a bit too long.. I thing the body should be large and the legs small

I don't thing my ideas will be included in this game, but it's really a shame that the realism wasn't payed much attention to.

P.S. I started playing with HOMM 2 (great great game), followed by HOMM 3 (amazing, the game amazed me directly, best one for me), HOMM 4 big disappointment, HOMM 5 OK, but nothing spectacular, HOMM 5 TOE (much better than the initial HOMM 5. I like the TOE expansion, but same problems as with the HOMM 6 -- realism, too shiny overall, necromancer much too shiny with the silly green lighting)

ledgerhs
05-30-2011, 12:55 AM
H6 addresses problems that previous games had for a long time. Multiplayer games will be very enjoyable with the already revealed designs. And single player seems extremely replayable.

My wishes for H6 are already pretty much fulfilled, but there's one big one that I'd love to ask for:

Design H6 with legs for a long run. If you look at any successful game of late, they all were relatively weak initially upon release, but patch after patch got more and more diverse and replayable.

So my wish is that H6 will succeed and Ubi will find a business model behind keeping H6 going.

drdreamz
05-30-2011, 10:40 AM
- Skeleton Archers !!!

BlueLore
05-30-2011, 11:17 AM
Originally posted by drdreamz:
- Skeleton Archers !!!

Well we don't have skeleton archers,but at least they can throw with spears^^

Tazzftw
05-30-2011, 11:22 AM
What about if people try to be abit more positive? Stop whining about the game before even playing it? What about looking forward to it, insteat of shooting it down? Real fans would be exited about it and stop the whine...

this is Mainly said against all the people whining about nonsens like: RMG, number of neutral units and all that junk! People showing a interest and care for the game are what we need, like giving great ideas to what new that ubi could put into the game! More constructive idea!:-D

GreatLight
05-31-2011, 03:23 AM
The game should have a possibility to be saved at the time of battle. It's really needed sometimes.

And, I think, it can be realise simply.

sigit2u
06-05-2011, 12:09 AM
Return Wizards, Sylvans, Dark Elves(Faceless?) and a fresh new faction or two!! http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif I had already posted a new thread about a new original faction that would be cool to play.

A various races of giant INSECTOID BROOD. Please don't mistake them with Zerg brood from Starcraft.

XAHT
06-15-2011, 08:13 AM
Back heroes on battelfield like in heroes 4 game http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

TwoEP
06-15-2011, 08:27 AM
Heroes VI will a great game!!! http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

dilligence00
06-15-2011, 03:46 PM
Allow you to watch your Allies Battles .. so you have something to do while waiting for them to finish their turn !

mcgslo
06-16-2011, 12:13 AM
Originally posted by Tazzftw:
What about if people try to be abit more positive? Stop whining about the game before even playing it? What about looking forward to it, insteat of shooting it down? Real fans would be exited about it and stop the whine...

this is Mainly said against all the people whining about nonsens like: RMG, number of neutral units and all that junk! People showing a interest and care for the game are what we need, like giving great ideas to what new that ubi could put into the game! More constructive idea!:-D

You never played hotseat, multiplayer? Heroes series is one of the best... and only 8 maps and no RMG it will get borring fast!! in 1-3 months. So yea i am real fan and i want RMG! (we already talked about player made maps, wich are mostly useless). RMG is the thing why we played many many years...

GoranXII
06-16-2011, 01:35 AM
The problem with a RMG is that it's easy to make one, but hard to make it good. There was one instance in H3 where the RMG plonked down 3 windmills in a 3*8 space right next to my town. It also tended to be prevalent with the portals while being sparing with the passes (more than once I found I could guard a decent sized territory with a single stationary hero placed in front of the portal that was the only entry/exit).

A map editor is absolutely essential, a RMG is merely seriously desired.

cossacking
06-16-2011, 07:37 AM
Originally posted by dilligence00:
Allow you to watch your Allies Battles .. so you have something to do while waiting for them to finish their turn !

This is a fair idea indeed.

ikar2937
08-04-2011, 03:03 AM
Hi everyone!
I like heroes, and I would like to say own ideas on improving the game, I hope on it
I do not know English the good, I hope you understand me
I hope the developers of heroes sometimes drop in here, and I wanted that they take into account some of the ideas from the fans of this game, although the time for significant changes the game is not enough.

I'll write the basic:

1) I am very very very much like to see in the game of natural phenomena (thunder, rain, wind, clouds, morning fog, flying leaves) that would be great !!!)) and it would be cool to see more in the game day and night, it is add a great variety and beauty, and so beautiful game!


2) I have seen on youtube that something like a castle, but call it the castle was hard ! castle in the little window is just a shock, I do not know why the developers decided to make them so, but probably will have to get used to this internal view of the castle (although it can not so sad) ?


3) 3) Now the music ... music for heroes is a very important thing ! In the 3 heroes, it was the do very good, music there was fairy tail. It relaxes and soothes, so you can say that it seems fantastic! I hope and heroes to 6 music will be the same beautiful and pleasant.

I think game get a very good, very like what a new system build-up characters and fight with the Boss! Also, I think is good that developers of mmh6 do not have to copy 3 or 5 heroes, and made another the game, a new series of heroes. This is cool !

So the game seemed to me very beautiful! I would like to add more natural phenomena.

Thank you for read.

BlueLore
08-04-2011, 06:44 AM
Well I thin I also make a wishlist for H6 or rather for the expansions of the game(because I doubt,that they will really change anything in the game):

-First of all the factions,I would like to see the missing factions of H5 to return,giving us already a total of 9 factions and maybe another new factions,I think a free-city-faction with a thieve-theme or so would be good,because this way we would have an even number between "good" and "evil" factions.

-Maybe change the skill-system a little bit,because magic heroes can learn might abilities just like the might heroes until they get access to the level-3-skills.So maybe it could be that you gain either might-skill-points(who can only be spent on might-abilities) or magic-skill-points(who can only be spent on magic-abilities) maybe also including some universal-skill-points,that can be spent on either might or magic.
Of course such a system would need some balancing,but I think it would differentiate between magic and might heroes a little bit more

-RMG,I think it is ok,that it is not in the vanillagame,but I think it has to be included earlier or later.

-Better town-pictures.The current town windows are really ugly and it sucks,that you don't see every building in the town.It would also be nice if they would include the option to have town-screens instead of town-windows,because both have their pros and cons(town-screens have a much better atmosphere,but town-windows are faster).

-make the water/light-elementals more different from the glorys/springspirits.I mean I can understand the idea behind the springspirits and the glorys,they are meant to be recruitable elementals,which is pretty nice,but I think it is rather boring,that they look identical.And also I think,that the glory should have some abilities that the light elemental doesn't have,because from what I've seen the glorys aren't that different.

-Give the harpies some kind of ability,I mean their ability to attack and return is cool,but since there are other creatures with the same ability(like the glorys)who have even more abilities,it is nothing special and lets the harpies look like weak versions of other creatures...

DecayWolf
08-06-2011, 05:19 PM
I read page 1, and man many horrible ideas...

I just wish two things keep doing a nice job making games, don't change the style of this game is made, and more important make the game balanced...

I like so much this game, because ALL factions can be awesome overpowed, all creatures have a unique type of playing with em, same with each hero, each faction, each upgrade, and you can combo lot things, thats why i love this game...

Keep on it!

I read a bit about what you guys are making on official announces, and sounds very good, like i said just keep everything balanced and try fix all bugs before release...

____________________________

About that this horrible magic system suggested, man why the hell we should get all magic builds, if some factions are pure might like barbarian for example, and demons and knights are half might, so if we get 2 magic builds gonna simple get a very weak faction to play... This gonna be good only to wizard, dark elvens etc.

So thats a horrible ideia...

If you want play homm3 go play homm3, i really like more homm 5 system.

Conandw
08-07-2011, 03:16 AM
- opinion of random choose of faction.
- rmg!!!
- not only one extra hero per town (most important wish!)
- opinion of doing something after ending the turn like checking towns, heros, chains, MAKING PLANS! (and simultaneous turns!)
- a movement path, which shows me how many days i would need to the target.

CrashCilea
08-18-2011, 07:28 PM
1) More resources.. HOMM ALWAYS have more then 4 resources.. I want to see the same resources then HOMM 3, the perfect episode
2) Enemy AI less aggressive and caterpillar: enemy ai make very big armies.. it's very frusting !
3) More advanced graphic setup, with an FSAA setup, and more
4) More factions !!: like swamp (from HOMM 3), and other
5) ALL THINGS PRESENTS IN HOMM 3 MUST SEE IN EPISODE VI !! REMAKING HOMM 3 !!

RottaranOwain
08-19-2011, 12:46 AM
The ability to cede a town to an ally (at the cost of one day's worth of the gold produced from said town, so it can't be abused).

Useful for when you're playing with friends, and without it, one unlucky person loses his last town early, and the others don't want him to be left out of the game for the next 2 hours.

Schuesseled
08-19-2011, 04:17 PM
less Cat and Mouse Ai behaivour, having an enemy hero with a quarter of my army strength run back and forth through my territory away from heroes, constantly trying to steal my castle, is annoying as hell.

CrashCilea
08-19-2011, 04:31 PM
Absolute true, stop to make unfunny strategy for the ai heroes !!

ricoland1965
08-19-2011, 05:33 PM
hello all i'm french
i have problems for download game
vhen i have download giga that be stop
i dont know why , mabe can help me
tywm to all

ricoland1965
08-19-2011, 05:34 PM
sorry would like to say 2 giga

Zanosan
08-19-2011, 06:05 PM
Its too late for Heroes 6 I'm sure, but I would still love to see limited resourse of mines in play! It makes so much strategic gameplay sense! But this is a wishlist after all http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

RottaranOwain
08-20-2011, 12:08 AM
You cannot flee from battle if you've already used your hero action.

Losing 4 vestals to every trivial scout because they have a higher initiative does nothing to balance anything out or add any depth to the game. It's flat out annoying.

Prkl8r
08-20-2011, 12:12 PM
Originally posted by dilligence00:
Allow you to watch your Allies Battles .. so you have something to do while waiting for them to finish their turn !

PLEASE!

Creadance
08-20-2011, 04:17 PM
Ok started playing the campain and multiplayer game 8/17/11 Here is my complains and wish list.
Like most I have played Heroes of Might and Magic since they first came out and I am a little disappointed about the Magic Portion of the game.
Unlike some new rules make you adapt but the spending 1 level just to cast 1 spell seams weak to me, my suggestion would be 1 level per Tier, for instant spending 1 point for air gives you all 4 abilities like Air magic 1, Storm winds 1, grounded and storm arrows 1 point into fire gives you all the first tier into fire zone and so forth.
becouse right now balance wise magic is way weaker then any of the area's and not worth point to use

Creadance
08-20-2011, 04:29 PM
The second one I have is in the campain setting why are you locking out the best abilities for the Duke, why are you locking out all but one path. Personaly I would of allowed toughness, and archer and defense for his first 3 levels they are far better then having to choose the 4 you are letting us have to choose.

pelicland
08-21-2011, 11:39 AM
I'd like having the battles quicker by increasing the real damage that are inflicted to creatures. The second point, that all the speed of creatures should be the same as or faster than for example yuki onna of the sanctuary (relatively fast) because for example harpies are too long. The special cinematics, I advice to make them to be only for finishing moves only (and only if they are critical attacks).

I say that because I see that the real weakness of this game is the length of battles that are really too long due to cinematics, small damages and speed of creatures...

macatastic
08-21-2011, 07:54 PM
My wish? Remake HM&M3 with these awesome graphics. Ubisoft removed some iconic things, and added useless things. Also, I think a good idea is to have more creatures but still 7 tiers. What I'm saying is... I'll give an example. In Necropolis, I would get skeletons for tier 1, but for tier 2, I can build either a graveyard or a pyramid. the mummy and zombie would have similar stats. Tier 3 would be ghosts. Tier 4 is vampire. Tier 5 is lich. Tier 6 I can choose between wight or knight. then the bone dragons last. Another good example is Efreet vs. Pit Fiend. That is my wish. A remake of HM&M3 with this creature option.

CrashCilea
08-21-2011, 08:10 PM
I absolutly agree

Ubisoft and these software houses do not believe that the best episode of HOMM is the number 3. Stop.
Unlike anything made from it is pure madness and useless.. Fans want a remake of the third episode, without any changes, just updated graphics and sound .. everything else is bad.. UBISOFT WAKE UP !!!

belgarath21
08-22-2011, 10:28 AM
Originally posted by CrashCilea:
I absolutly agree

Ubisoft and these software houses do not believe that the best episode of HOMM is the number 3. Stop.
Unlike anything made from it is pure madness and useless.. Fans want a remake of the third episode, without any changes, just updated graphics and sound .. everything else is bad.. UBISOFT WAKE UP !!!

Are you guys serious? You want Ubisoft to just toss Ashan out the window and go back to the HOMM I world? Why waste time making a graphics and music update for a game that is now over a decade old. Ubisoft might not even have the rights to "remake" HOMM III.

I realize that some "classic games" have been redone with updated graphics, sound...etc. I have seen some of these games and don't consider the upgrades to be very good. The Heroes series also isn't anywhere near as popular as Zelda, Mario, Pacman, or the never ending Final Fantasy series (for example).

I expect changes in games series as new companies take over and new games are created. I look forward to it actually. I'm looking forward to playing Heroes VI.

CrashCilea
08-22-2011, 10:35 AM
Yes, I'm serious

This is my opinion

lavettdean
08-23-2011, 06:04 PM
I've been playing the crap out of the beta so far, and have a couple of things I'd like to see changed so that the finished product is great and not just good. Remember this is my personal opinion, so don't lose your mind if you don't agree, but I'm interested to hear peoples thoughts.
-Centaur after receiving high moral won't have a second turn if you use the skip turn option. It should be a skip movement option instead.
-Strike and return creatures (harpy, radiant glory), you should be able to hold down the alt key so that it doesn't return after an attack. (Usefull for fighting ranged units and towns)
-I'd like to see more discrimination of magic per faction. Not only on the magic tree, but the spells within each tree also.
-Stronghold should have all warcries, moral types should have limited, and necros none. Shouldn't affect machine types when the wizards are introduced too.
-Clearer definition of which hero portrait is selected. Barely a change from non selected.
-Like previous homms, if movement points remain, check that you want to end your turn.
-Make fleeing or surrendering a hero movement, ai heroes in battle continually kill a couple of my guys then flee. Not cool. Make them more eager to fight. As it stands right now, the enemy's best hero never wants to fight, and seems to have unlimited money, cause all they do is surrender, then return somewhere else with the same massive army that would cost tens of thousands in gold, to wreak havoc until I catch up to them again. Is really annoying.
-Make the hell hounds and liches more resistant, they're just not enjoyable to have as part of your army cause they die so damn quick. I don't care if they're not as strong, 40 not as strong units are going to do more damage then no units.
-Get rid of, or seriously alter the sanctuary water walk ability, I like the idea, but it doesn't work as is. If determined to keep it, drastically cut the amount of movements points they get. Swimming is a lot slower than sailing.
-Go back to the old tower system for fortifications. A lot of the advantage seems to have been lost when defending a town.
-Reduce the cost of the champion building slightly. I like the balance between all the creatures, but having such expensive buildings encourages you to have armies made up predominantly of core and elite troops only due to the fact that it's quicker to get them and get into the fight.
-Buff magic. Might armies are so much stronger right now, and magic attacks are barely doing more than the heros strike.
-Make it so the breeders animation shows the creature it's attacking get hit by the imps.

A fair bit there without touching on the bugs, but as I said, it's not out of hate, just want to see the game at it's best.

CrashCilea
08-23-2011, 06:47 PM
I totally agree with the fact that artificial intelligence that moves the heroes is really pathetic and very boring to see: he does is just go to the enemy city, each time with a bigger army and stop.. 0 strategy, like bees drawn to honey .. This is perhaps the least successful aspect of the game, currently ..

Peterwood
08-24-2011, 06:18 PM
After playing through the single content and dueling a few people online, my only gripe is that i would like to see more power in the spells! Tho the spells do a bit of damage at the start there is no big hitting spell that can change the game.. Call me old school, i did enjoy 5 but 3 has/had all the powerful spells that has not continued through the series.. The names may but the power no. Now i understand why you may not want high damage spells but i think they are needed if you are going to play a mage. I would expect to get beatin by a warrior if i get into hand to hand, but being a mage i expect spells with power to make up for the weakness in physical power, i don't mean debuffs or buffs i mean casting implosion and saying goodbye to big creature, not just doing enough damage to kill 5 maybe.. That is too weak. I say this due to the experience i had with dueling online where stronghold dominate because no spells are strong enough to stop them. Nothing against stronghold, they are just what i expect from a physical base group and in my opinion are perfect! They get rid of enemy buffs and debuffs, while increasing their own strength, Spot on! The way they should be! I just think there should be an equilibrium between spells and brawn! Spells power in damage i think needs a upgrade, need more damage that way it brings another tactic into the fight instead of it being the way it is now, you don't use damage spells because they are too weak!

shop5B4888EE7
08-26-2011, 08:56 AM
I was curious... For all factions... If your starting color is whatever you choose, can you make all your troops and beginning hero of that color. For example in Haven, your sentinels and crossbowmen are blue, can you add (red is my starting color) that color somewhere on that basic model and even when they upgrade to the next tier?

pelicland
08-27-2011, 02:40 PM
Here is my wish.

I liked when we could enter inside the towns and I feel annoyed with this new system with only a stamp...

Might heroes are enhanced, that is true but healing system has been enhanced too. So the protective might heroes and the attacking magic heroes are almost impossible to build. Increasing damage from all sources may decrease a lot the duration of all combats and that would be nice.

Anyway healing, mass healing, regeneration and mass regeneration are magic abilities that any magic heroes need I feel. Except fire all the massive attacks from heroes are useless. For example, you can make some clouds 4x4 with almost no damage... 1 lost turn... In the same think, I really like the ability of the yuki onna for example. Mass healing and mass regeneration are far better. In the same thing, I'd like mass buffs and mass debuffs as in the heroes 5 and these could really have a huge impact.

Other points...

Some creatures are too strong and others too weak.

For example, orcs are simply unbelievable as a core creature. 2 attacks and a strong defense and large amount of like points... What the hell is this creature whereas harpies are everything but useless. (furies are correct because no retaliation).

In the same point of view, the haven has a huge lack of range attack and that makes them very frail. For example, sisters are useless after their two healings because their attacks and their defenses are incredibly low. At least, think about the sanctuary's pearl maidens which probably are the best balance creature with a healing capacity and a range attack. The lvl 5 of the haven (the kind of light elemental) should have a range attack too, I think.
If you think about the necropolis now, I found having 3 creatures with a range attack (lvl 1, 5 and 7) is simply wery good. Moreover, even in close combat. The skeletons with spears ? Why not, honestly it was a good idea, I think. The specters is ok but with a small amount of damage. The fact that specters and lichs (lvl 2 and 5) can heal and the fact that the class capacity i.e necromancy is a kind of heal makes necros wery good. Maybe we can say the fact that necromancy seems to only be able to be activated in combat and only on friendly undead makes this capacity less abusing than in the heroes 5.
I think it is probably the best balanced group for the moment even if I really like the sanctuary (the problem of the sanctuary is the lvl 4 (kind of water elemental) whose only interest is the fact they reduced the amount of damage they suffer and the amount of dammage and the amount of damage that kenshi (lvl6) can deal) I feel unfortunatly that the range attack of lvl 5 (frost maidens) should be enhanced with for example a frost effect ratio and if you manage to freeze the enemy stack, this stack lost its current turn if it has not yet attacked or its next turn if it has still attacked.
I have not played with an inferno hero (I mean I never recruited an inferno hero) So I have no idea about the portal and how many creatures you can invoke with the class capacity. Anyway it seems that the lvl 3 succubus, le lvl5 breeders and 7 piet fiends (and piet lord) can have a range attack. That is good too. But I feel that the defense of succubus and breeders are really weak. The hounds are useless I feel but I feel the overall is correct. I'm sure we can do something with this paricular group. the problem is the acess of healings that is impossible for them.

My wish is :

- increase damage in order to decrease the length of battles.
- change the interface for the castle in order to have a screen of towns in complete screen
- increase mass buffs and debuffs
- increase special effects of some attacks and retaliations (example : piet lord retaliation is very good)
- think about changing a little the quantities of ressources (noticely blood crystals and ore) you need to build certain kind of structures.

thank you for listening.

pelicland
08-27-2011, 02:44 PM
I forget, when I say increase damage, it essentially corresponds to magic damage and decrease the stats of the stronghold creatures to create a balance.

Beckett8181
08-28-2011, 07:22 AM
After spending some time reading the "wishlist" (and even more time playin the beta http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif ), I think we had some very good suggestions for the game.

And I also like to add some of my own wishes depending on what I have played at all.
But first things first:
I can´t wait to see HoMM VI being released since I saw the trailer. It definitely has a chance to become one of the best Heroes ever http://forums.ubi.com/images/smilies/clap.gif

Nonetheless there ARE a few things I´d like to see being changed after all and many of theese things have allready been posted before (so its not only MY wishlist http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif )

1. Why not make it possible for the player to control the catapult during a siege? Instead of just improve the Damage, you could fully control the catapult with the "Siege Master III"-Ability.

2.I allready posted that in another thread, but it´s also on my personal wishlist: The Orcs... unable to heal, they are more like cannon fodder for a "Ranged-Attack-Army" (like the Havens. Why not use the "RAGE-System" (invented in HoMM V) to absorb some of the damage dealt to the orcs? OR... as an alternative... let the "Dream Walkers" act as healers as well (like the sisters in the Haven faction)?

3. It had allready been posted, and I can just agree with that. Allthough five factions are great, most of the players are somehow used to it having 7 or even 9 factions to choose between. THAT would be a great wish (if its not possible for the main gmae itself, then pls as an addon) http://forums.ubi.com/images/smilies/halo.gif

4. My peronal favorite... the marksmen from the haven faction... I played the both of the campaign maps and I soon change from marksmen to crossbowmen. Know why? `cause I ALLWAYS shot my own troops while being in a battle. I definitely like the ability to hit enemies in a row...BUT would it be a great change to let my own people survive such a cruelity? http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

5. Another important thing is the healing ability. As mentioned in my other postings, some factions have no ability to revive units (i.e. my beloved orcs). Okey...you could use the "regeneration spell", but even IF you spend four skill points (two points to reach "regeneration, mass" and two for "earth magic affinity"... otherwise the "regeneration spell isn´t worth its Spellpoints), you ONLY have ONE charge for the whole battle. Thats neither fair nor healthy for my army. So, why not make it possible for the "magicians" of each faction to use such spells unlimited? And to raise the amount of "charges" for those with "might affinity"?

6. Last but not least... the "fleeing AI" and the "cat and mouse" - strategy:
The AI often flees, when my heroe is nearby (well... with 90 Seraphs against me, I would also try to run away), so the only chance is to use two heroes coming from different sides and let the AI choose "the easier way (80 seraphs http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif ). but THEN...there is another problem:
The AI just starts some sort of "hit n run-tactic" (hittin one of my units and then fleein from the battle). Thats definitely awfull. Only way to prevent the AI from fleeing is the "wolfs Jaw" -ability (from the Dynasty weapon "Sword of the wolve".
To get to the point:
Would it be possible to either make the AI more agressive or have more items, which prevent the enemy from fleein the battle (like theese Chains from one of the previous HoMM-Parts).

http://forums.ubi.com/images/smilies/blush.gif
wow.. this thread is even longer than i thought. Hopefully there will be some people who agree with my and what I have written.

<span class="ev_code_PURPLE">Off-topic technical issue has been transfered, as quoted, in the Tech Help section of the Forum</span> :

http://forums.ubi.com/eve/foru...1096804/m/5621085849 (http://forums.ubi.com/eve/forums/a/tpc/f/4611096804/m/5621085849)

lavettdean
08-29-2011, 05:49 AM
Beckett8181 (Another important thing is the healing ability. As mentioned in my other postings, some factions have no ability to revive units (i.e. my beloved orcs).

Agree witht most of your points, but completely disagree with the orcs and having a healing ability. Personally, I would hate to see every faction in the game have healers, destroys the uniqueness of each faction. Specially the orcs, it is ALL about rushing your opponent and catching them on the back foot with the orcs. OFFENSE, OFFENSE, OFFENSE. They are the only factions I think are currently pefectly made. Please UBI, buff the inferno, and magic in general. They suck. I would not use a magic hero as it stands right now.


(6. Last but not least... the "fleeing AI" and the "cat and mouse" - strategyhttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
- So freakin true, and it sucks. Not fun. Specially when a unit does bulk damage, then gets divine vengance used on it, and then the hero flees. Make fleeing a move. And divine vengance is about the only spell that does any damage, if anything, too much damage

pelicland
08-29-2011, 09:14 AM
Ok if orcs are made to strike fiercely but two attacks and a strong defense too is too much for them. (the second attack is for the advanced unit) I'd like the defense and life points to be lovered for them. All in attack almost nothing in defense..

leeboy26
08-29-2011, 10:09 AM
Add at least twenty neutral creatures that can occasionably be recruited under certain circumstances. Riding around killing creatures that belong to other factions A) makes the first instance of attacking an enemy faction hero less interesting and B) Makes you too familiar with their abilities and stats, again making for a less interesting game.

pelicland
08-29-2011, 11:13 AM
I forgot something, I found the racial ability of necros overpowered if maximised. The gauge for the necros should only increase only if a group of opponent creatures falls. (a bit in the same principle with the inferno's gauge and luke) In a way if the opponent has only one group, the gauge can't be activated during the battle.
Undeads should be immuned to the life leech spell. In a way, this spell has no effect on them because in the opposite other creatures can't leech some life from them. the spells that enables someone to take control is good but I think it should only be available after lvl 15 and the cost should be at least 100 mana for one turn (and never 2 turns for champions).
Moreover, vampires's defense should be reduced in order no to become kamikaze group or even spiders' range attack has a maximum range equal to the half of the battlescreen or so on.
In reverse, I think that some kind of creatures has no effect and noticely the shaman. I think orcs are stronger than shaman, first because they are more in a group and second because of the 2nd attack of the orcs.

In the same kind, kensei whose damages are low for a 6th rank creature should have the second attack everytime and the additionals if the moral is good and if it so, the damage on wall and doors should be equal to 2 times the numbers of attacks.

Hell hounds are useless, make them nicer and like the ones in the 5th (no retaliation and 3 different opponents attack in the advance version) The succubi's attack's sound is awfull and the amount of damage not enough.

All the sanctuary should increase their damage with magic power and kirins should have flight and immune to mental control because it is not humanoïd. Moreover all the creatures that has not "humanoïd" as a characteristics should have immune to mental attack because heroes are and all of them can only understand and control the same kind of creatures. For example, harpies should be immune whereas orc of shaman should. For the sanctuary the only "humanoïd" creatures should be the maidens, the water spirits and the frost maidens.

lavettdean
08-29-2011, 06:00 PM
MAGIC

I've posted previously that I'd like to see Magic heros buffed, but have pretty much left it at that. I've been having a think about it, and I beleive that I've come up with a decent alternative.

When you use an ability point in the might side of the house it is generally speaking, a buff to increase something like: health, retaliation strike damage, ranged damage, destiny, morale etc etc. Where as on the magic side, the ability point is used to purcahse the ability to cast a particular spell.
My personal opinion on this, is that you should be able to put the point into the magic school itself, and learn all the magic spells in that school that are available for your faction to the appropriate level. (A level 4 hero can only learn level 1 magic, once they hit level 5 they can learn all of the next tier)
Then, the ability points can be spent on magic buffs. You want to have a strong lightning spell, learn a buff to increase damage of it, or add the dazed effect to it (you can do this currently), decrease mana cost, decrease charge time etc etc. I reckon this makes much more sense, and would also be sufficient enough to balance magic against might. You could even go so far as making some abilities cost more than one ability point if they are really starting to make a spell very strong.

There is also a randomness factor lost in the magic side of the house. You didn't always need all of the spells that you learnt, but they would occasionally come in handy. I do miss opening my spell book to find pages of spells. This is another reason I feel as though this would be a better system.

Beckett8181
08-29-2011, 11:26 PM
Originally posted by lavettdean:
Beckett8181

Agree witht most of your points, but completely disagree with the orcs and having a healing ability. Personally, I would hate to see every faction in the game have healers, destroys the uniqueness of each faction. Specially the orcs, it is ALL about rushing your opponent and catching them on the back foot with the orcs. OFFENSE, OFFENSE, OFFENSE. They are the only factions I think are currently pefectly made.

Okey,lavettdean...I think you´re right about the healing system. But nonetheless I think it would be a godd alternative:
"Why not use the "RAGE-System" (invented in HoMM V) to absorb some of the damage dealt to the orcs?"

Agree?


Please UBI, buff the inferno, and magic in general. They suck. I would not use a magic hero as it stands right now.
I agree as well...the hellhounds in example are too weak on my opinion. It sometimes makes more sense to let spend more money on the maniacs instead of buying hellhounds. Both have nearly the same stats, but the maniacs are cheaper.

(6. Last but not least... the "fleeing AI" and the "cat and mouse" - strategyhttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
- So freakin true, and it sucks. Not fun. Specially when a unit does bulk damage, then gets divine vengance used on it, and then the hero flees. Make fleeing a move. And divine vengance is about the only spell that does any damage, if anything, too much damage

lavettdean
08-30-2011, 01:17 AM
Beckett8181: ("Why not use the "RAGE-System" (invented in HoMM V) to absorb some of the damage dealt to the orcs?"

Agree?)

I dunno man, I think if they did that they would have to nerf Stronghold to balance it. Right now, I think the balance of power goes Necros leading the way, Stronghold a close second, Haven and Sanctuary fairly even and tied for third, followed by the neutral creatures, the inanimate objects, then finally the Inferno lol. The Pit Fiends are sick, but everything else is pretty average. I know they're supposed to have a weaker group of core creatures than everyone else, but the elite creatures are average also. And Hell Hounds are near impossible to keep alive

pelicland
08-30-2011, 03:18 AM
You mean the balance should be achieved between factions and I totally agree. I think the ability of healing for the necros should be lowered in maximum and that is for sure ! That is specters have 3 heals and should only have 2 and the special effect should be simply removed.
Why not for the gauge of necros, the ability of healing is fairly too much even if the gauge only powered up when you kill a pack of opponents : why in lvl 4 this gauge only heal around 500life points maximum ?
Finally why spiders can retaliate in spider mode ? No reason for that and the transformation should be the action for the turn and not only wait. Finally, the defense of vampires should be halved. That would be a first step and probably enough for this faction.

For the orcs of the bastion. First, removed the double strike of the advanced orcs. Then removed the hit and away from the furry and the no retaliation of the special attack of the jaguar warriors and, maybe, add something like a range attack once for the shaman (for example, they can use a lighning attack once each 4 turns ). For the cyclops, maybe change the pictures of theses creatures to make them to become less awfull.
Then the inferno must be enhanced. First, the hounds should only be a small creatures and in advanced mode with 2 or 3 different target for the attack with no retaliation (same like in the 5th) I'm sure they can change the racial ability because the charge is very too difficult and the amount of creatures to small. I thought that for the 5th sometimes it was too much (think about the boss of the tribes of the east and think about now you will understand perfectly)
Dementors maybe should obtain a mental attack like the "rage hex" of the fifth that can only be used once each 4 turns on humanoïds groups (including some of the necros) I think it would be enough to balance the inferno a little.

lavettdean
08-30-2011, 05:53 AM
Honestly pelicland, I would not touch Stronghold. I think they are perfect. Fury's have high attack, but this is balanced by being easy to kill. The mauler/crushers do have a double attack, but they take ages to get into the battle and even with this are nowhere near as strong as the impossible to kill praetorians. Plus considering they don't have a healer, you nerf these guys and they would develop the survivability that the inferno currently have.

As for the Necros, the do need to be nerfed, but only slightly. They completely rely on their ability to reanimate, and if you nerf it to much they will become very bad, very quickly. I wouldn't touch the Fate Spinners, I would look at nerfing the ghouls and vampires. Reduce the attack slightly of the ghoul, and slightly reduce the health of the vampires. The Necros are the type of faction that can seem to be in a dominant position one turn, then struggling to stay in the battle the next. You could look at reducing their faction ability slightly, but the idea of killing an entire stack to get faction points doesn't work. It would only work when you have small battles. Imagine trying to kill 100+ of a unit just to get some faction points? Is unrealistic.

bfstu
08-30-2011, 01:56 PM
hiring mercenaries such as giants or dragons things like that

RottaranOwain
08-30-2011, 01:56 PM
The ability to deconstruct buildings.

"I know I can't hold this town, so I'll just take down the champion dwelling in it before running off."

pelicland
08-30-2011, 01:56 PM
In the heroes 5 tribes of the east, when you purchased the building for upgrading your creatures, you had the choice between two different kinds of upgrade. For example, the mages of the academy could be upgraded in archmages or in battle mages. It would be nice in terms of strategy, I think.

Dea07thox
08-31-2011, 03:00 AM
For heroes:
-Stackable catapults, aid tents, ballistas (used in: WoG)
-Commanders (WoG)
-Split artifact screen for Combat/adventure item set(+2movements speed for adventure and +3 might defence for combat for example)
-More unique spells and abilities for factions (Banshee Howl, Chilling Bones, Haunted mines for Necros; Consume Corpse, Hellfire for Inferno ... etc.) (H5)

Creatures:
-miniartifacts (H5 academy town, WoG banner)
-experience (WoG)
-additional skills from unique mechanics (H5 Fortress rage)

Combat:
-Siege: -scale side towers damage with defenders army
-moat, traps, thorns, ... in front of walls
- after x turns some of your heroes could help you in battle with their army (for example: x turns left to help from nearest hero, depends on distance in adventure map.)

Adventure map:
-Caravans (H5)
-Map locations: -Warriors Tomb, Dragon Utopia, Windmill, Altar of Sacrifice, Cover of Darkness, Sanctuary, Crypt etc. ...
-Random creatures spawns and their wandering

pelicland
08-31-2011, 05:28 AM
Originally posted by lavettdean:
Honestly pelicland, I would not touch Stronghold. I think they are perfect. Fury's have high attack, but this is balanced by being easy to kill. The mauler/crushers do have a double attack, but they take ages to get into the battle and even with this are nowhere near as strong as the impossible to kill praetorians. Plus considering they don't have a healer, you nerf these guys and they would develop the survivability that the inferno currently have.

As for the Necros, the do need to be nerfed, but only slightly. They completely rely on their ability to reanimate, and if you nerf it to much they will become very bad, very quickly. I wouldn't touch the Fate Spinners, I would look at nerfing the ghouls and vampires. Reduce the attack slightly of the ghoul, and slightly reduce the health of the vampires. The Necros are the type of faction that can seem to be in a dominant position one turn, then struggling to stay in the battle the next. You could look at reducing their faction ability slightly, but the idea of killing an entire stack to get faction points doesn't work. It would only work when you have small battles. Imagine trying to kill 100+ of a unit just to get some faction points? Is unrealistic.

I understand what you meant. I simply said that I proposed a way to decrease the power of necromancy which is really good, I think a too much maybe for the moment. When I spoke about melee penalty for the spiders it is only in spider mode not in humanoïd mode of course. Maybe instead of a maximum healing of 4500 life points some people said earlier, 2500 should be enough or maybe a little less who knows ?

friscoblitz1
08-31-2011, 09:34 AM
TWO THINGS HEROES 6 NEEDS TO CORRECT:
1.)The length of a heroe's movement on subsequent turns needs to be clearly indicated in order that a chain of heros can be properly placed to ferry troops when they are produced (or for whatever other reason.
2.) The encounter screen just before combat needs to allow the attacker to study the abilities and attributes of the troop he plans to attack by mousing over and right clicking. The troop window with details should remain stable so that it can be studied and not disappear when the right mouse button is released.

pelicland
09-03-2011, 05:08 PM
just in cas of... Do you remember the towers in homm5 where we could upgrade our low ranked creatures where we couldn't in a town ? Do you think it could be nice to have such features ? I'd like it anyway...

MarinoKadame
09-03-2011, 09:41 PM
I wish to have Hybrid cities with an hybrid unit in it. Like having Infernal converted to Haven only by look giving you access to Infernal and Haven units but also an hybrid one like maybe a Fallen Angel or something else.

GoranXII
09-03-2011, 11:04 PM
Originally posted by pelicland:
just in cas of... Do you remember the towers in homm5 where we could upgrade our low ranked creatures where we couldn't in a town ? Do you think it could be nice to have such features ? I'd like it anyway... They don't have Hill Forts in H6? Well c***.

pelicland
09-04-2011, 09:40 AM
Originally posted by MarinoKadame:
I wish to have Hybrid cities with an hybrid unit in it. Like having Infernal converted to Haven only by look giving you access to Infernal and Haven units but also an hybrid one like maybe a Fallen Angel or something else.

how do you want the programers to do so ? It is completly a new game and probably impossible because if you do so, the programers have to introduce that effect for all pairs and if you had new factions, It will be completly unreasonable...

Peterwood
09-04-2011, 06:12 PM
OK, tho i can understand why somethings have been said and reasons why people may want undead reduced i think that if anything they need their power increased! I say this because if you play these guys on a level other than easy you realize the animate dead tho can be a force is nothing more than time delayer for your own death! Why people constantly want undead reduced in strength is beyond me! Undead draws it's power from numbers when talking little troops, and powerful big troops such as lich and vampire's! Undead over powered? Have you played the other races??? Undead are by far the weakest!I have no problem beating them with every race because their blood sucking ability's are crap, their defense is even worse, and there attack can hurt nothing compared to stronghold, sanctuary, haven, and even inferno and that's because of their fire. Now we have HOMM6 which has removed and chance of getting extra troops with a rez ability which tho works is very weak, life drain spell that is better than a vampire lord's ability! Which i think the vampire and vampire lord's need their life drain increased to 25% and 50% for lords! Undead have this ability to tap into dark magic that is always weaker than light which has always made undead one of the hardest races to play, playing them multi player is almost suicide for stronghold atm will tear them apart in no time flat if with undead's so called "Over Powered" rez and creatures. Life leech spell is the only thing that saves undead from total destruction! The gauge i think is fine and does not need to be changed, changing it only weakens even more undead and inferno! Now in saying that it leads me to the others, havens marksmen i am happy with, work to a tee! Tho it is a pain hitting one's own troops it's nothing you can't get out off! Inferno's gatting ability tho can be good and is nasty is not so crash hot early, tho within mechanics it works tho because of gauge makes it weak! I agree the hell hounds are Bad!! They are so weak and need to be changed and i can agree that making them like 5 would make them better! I think that the biggest unit in the game for all races needs to be improved or costs reduced!! They are useless!! In a premade army they are powerful but when playing and building up to them, they cost too much and are not worth the expense! Money on the most part is lower than other previous parts, i think the gold mine's should give you 1000, not 500. The way troops cost now it is too little. Leads me to ask if the other mine's will make it into HOMM6?

Ermelloth
09-06-2011, 01:59 AM
AI, AI, AI! And one more time - AI!!
This is crucial.

All graphics, design, music, everything else becomes redundant if computer-controlled players (AI) fails to provide a decent challenge and competition. After playing tutorial and "Broken Alliance" my verdict is the following: AI looks a bit better, than his fail HMM5 counterpart and disastrously impotent HMM4 counterpart, but it's still not enough.

AI MUST:

*retreat when engaged by heroes with a larger army, when its hero has artifacts, and of course buy this hero back in tavern;

*use hit-and-run tactics when engaged by higher armies (cast damage spells on weaker / most vulnerable enemy stacks and then run / surrender);

*have various gold / army bonuses to provide a competition for human-controlled players;

*know how to level its heroes to competitive level;

Game success heavily depends on this.

?????, ??????????, ???????? AI ???????!

Dabith2011
09-06-2011, 03:40 AM
Any news on spell system being fixed so that offensive spells are not completely useless and unusable?

Peterwood
09-07-2011, 05:32 AM
Originally posted by Dabith2011:
Any news on spell system being fixed so that offensive spells are not completely useless and unusable? I 2nd that.. Anyone?

LordGork
09-07-2011, 08:50 AM
I hope i will see elfs, lisard and dwarf fanctions that have been seen on old heroes series. "dark elfs" are also welcome. if we look up to warhammer there is also rat race that can be used on here.
Im brobably one of those few people who liked to play heroes 4 but i hope some day i will see again hero as HERO like it was on it.

Anna-_-
09-07-2011, 11:41 AM
1. Smart AI
2. Maps diversity (a lot of neutral creatures, various buildings, artifacts...)
3. More factions (fingers crossed for an expansion)

N0Bert
09-07-2011, 11:59 AM
Bring back the load and save system of HMM5. This was easy to use.

H5forem
09-14-2011, 08:19 AM
Add "scholars" on the map, that add a extra skill point (for the heroe that take him).

dinin70
09-14-2011, 10:14 AM
My wishlist is extremely small and extremely simple:

- more units for bigger and more epic battles (very small and stupid wish but I would be very happy http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif)

But most importantly

- Abandon the fact that skillpoints may be used in "buying spells". Please bring back the Mage Tower. <span class="ev_code_PURPLE">Last sentence was mod-edited. No shouting in all-capital letters and by excessive addition of letters & punctuation.</span>

For me it would be perfect to choose: do I wanna go for Expert Necromancer or Expert Pyromancer? This is wise. But not to choose between spells..

CrashCilea
09-14-2011, 10:30 AM
I agree.. the magic tower and the three levels of any skills is the best implementation

The actual skill point distribuction system must be reviewed better, like HoMM3 http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

dinin70
09-14-2011, 10:34 AM
Hi CrashCilea, I just started a poll about this http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif :

"Poll - Bring back the MAGE TOWER" > http://forums.ubi.com/eve/foru...1060878/m/6031078749 (http://forums.ubi.com/eve/forums/a/tpc/f/5861060878/m/6031078749)

Sorceresss
09-15-2011, 03:42 AM
Originally posted by Adridos (on another thread) :

Sugestion on last minute

I have a sugestion to implement to the final release of MMOH 6. Can you use soundtracks from HOMAM 3 as an option in options? It will bring back nostalgic feeling to old gamers and wont give you much effort. Just use old soundtracks (I think you own them) for races present in the new game (Sanctuary would have Fortress (or Sylvan, they were asian too in that part of the series), or its own music in both versions. I dont know if someone posted it before, so please dont rage upon me if yes. So? Does anyone like this idea? I would think it will just add some more trust from hardcore HOMAM 3 fans in Blackhole entertainmet.
<span class="ev_code_PURPLE">Transfered</span>

utopis
09-18-2011, 07:07 PM
Thanks for a great game, My wishes.

Important minor display improvements
1) When hero vists a treasure chest show experiance needed for next level.
2) Show gains of blood and tears reputation beyond highest level limit currently 1,000. Even if no further benefit.

Additional content
1) More city buildings. It would be great if most sides had a version of the following buidings.
A) blacksmith, B) resource silo, C) lighthouse, D) stables, E) freelancer's guild (trade creatures for resources/Items) F) hall of Valhalla equivilant (+1 primary attribute building) E) additional level of hall, for none-Capital citys to build that adds +3000 gold per day. g) more 4th level city buildings.

2) More Item types. For heroes to collect and use. a) summon creature items, like eggs/saplings in Kings Bounty b) items equable by creatres, like banner in Homm3 wog. c) items usable by creature. Example as creature stack acts it can drink a potion that adds +3 movement for 3 turns or it could invoke a ruin that replaces its action to breath fire this turn.

Regards,

JCorathers
09-18-2011, 09:34 PM
I'm loving the game so far!

Bring back the weaponsmith (First aid tent, batista, and ammo cart)!
Bring back the Mage's Tower!

I wish they could convert the old maps and campaigns from the previous games (HOMM 1-5)
somehow so we would have an ENORMOUS catalog of maps!

One thing that has always bothered me about the HOMM series: in the old D&D PC games from
the 80's and 90's involved "Back-stabbing" and "Attack opportunity" if you try to run from
an enemy unit on the battlefield to attack a different enemy unit! THAT should be incorporated
into the game, so you can't run all over the battlefield to attack enemies with no repercussions!

kodial79
09-26-2011, 08:00 AM
Dear, UbiHole

I've been a very good a boy this year and I want:

-To fix your town screens! Which means:
* Full screen and fully interactive, all buildings visible.
* Create building models for every building not just the specials.
* Bring back weaponsmith! Bring back Ammo Cart, Ballista, and First Aid Tent. Introduce more war machines, new games supposed to have more not less!
* Bring back Thieves Guild!
* Bring back Magic Guild! Get rid of the new useless magic system you've got now. Give us spellbooks, not skill trees!
-Bring back map locations such as the leprechaun, the various creature dwellings, watermills, etc. etc.
-Rework your extremely annoying flee and retreat system, re-introduce surrender! Remove retreat, flee should make you lose your army, surrender and pay up to keep it.
-Give us the real Water Elemental and Light Elemental, not these Spring Spirit and Radiant Glory wanna-be's!
-A RMG ASAP please!
-Create unique skill trees for different classes! No copy-paste's!
-Bring back secondary upgrades.
-Do not release new factions through DLC, they must come only through expansion packs! In the end, the game should have AT LEAST 8 factions.
-A pony! No, wait, I'm a boy. A bicycle!

pelicland
09-26-2011, 09:46 AM
I'm just here in order to make the programers to remember that kirins have to be able to flight high !

zurgul
10-05-2011, 12:32 PM
I heard various rumors about MacOS version. Could anyone give a clear answer is it really exist in the near future plans? Thanks in advance!

haraserh
10-05-2011, 01:35 PM
Hm the demo was awsome but it still needs :

-A GOOD AI ..well its better than the ai in homm V BUT still
-And please please an RMG it will add longevity to an otherwise awsome game (demo) ( so far ) (RANDOM map generator )
- AN RMG
- RMG
- Random map generator (integrated in skirmishes/singleplayer whatever the scenarios or premade maps the homm 4/5 came with got boring real quick and fanmade maps get boring aswell NEED AND RMG ASAP.
-MAMHVI needs and RMG asap.
-Almost forgot about the random map generator.

Wo0olfy
10-30-2011, 03:51 AM
Originally posted by kodial79:
Dear, UbiHole

I've been a very good a boy this year and I want:

-To fix your town screens! Which means:
* Full screen and fully interactive, all buildings visible.
* Create building models for every building not just the specials.
* Bring back weaponsmith! Bring back Ammo Cart, Ballista, and First Aid Tent. Introduce more war machines, new games supposed to have more not less!
* Bring back Thieves Guild!
* Bring back Magic Guild! Get rid of the new useless magic system you've got now. Give us spellbooks, not skill trees!
-Bring back map locations such as the leprechaun, the various creature dwellings, watermills, etc. etc.
-Rework your extremely annoying flee and retreat system, re-introduce surrender! Remove retreat, flee should make you lose your army, surrender and pay up to keep it.
-Give us the real Water Elemental and Light Elemental, not these Spring Spirit and Radiant Glory wanna-be's!
-A RMG ASAP please!
-Create unique skill trees for different classes! No copy-paste's!
-Bring back secondary upgrades.
-Do not release new factions through DLC, they must come only through expansion packs! In the end, the game should have AT LEAST 8 factions.
-A pony! No, wait, I'm a boy. A bicycle!

I really want to add smth to the list upfront: there are some issues/bugs/suggestions:

- no Specialization description at hero abilities screen (for example - Anastasia`s 'Ghoul Rouser' >> wtf is it doing ??!!? )
- skeletons do web damage (reduces enemy movement ) - and (I guess) it shouldn`t
- movement reduction to 0(zero)is shown as '+100%' insetead of '-100%'
- can`t see days needed to reach certain locations on the map
- can`t see creature growth (for each type of creature)
- stupid annoying horse sound at the end of a combat (or at least I think it`s a horse..)
- camera should NOT return at original position after rotation (on adventure map)

cmmon !! it`s not that hard to follow fans wishes (or r u really that stupid? )

MariusTrones
10-30-2011, 01:39 PM
I really hate that heroes cannot be killed. But I wish the devs would atleast do something to punish a hero that died. Maybe if a hero is killed you also go 1 level down when you rebuy him. So a level 10 hero would be a level 9. Sounds about right in my ears.

general713
02-13-2012, 08:49 PM
It is hard to be more indifferent to players... Yes, it is the first thought which came into my mind after I played HM&M6. By releasing such incomplete game with a terrible balance you show, that you do not care about quality of your products. Balance is the main thing. Fix it up at least.

zefkilisk
02-14-2012, 03:34 PM
i wish i bought warhammer instead of this game...........

lkubanek
02-14-2012, 05:16 PM
I wish stable servers for this mess and big shame named Conflux !

shop2907315BC
02-15-2012, 07:24 PM
I wish you could play the different campaigns with different factions aften you've finished them all :D e.g kick Gerhart's a** in campaign 5 with a badmouthed Firethrower of the Inferno belief...

uzu_afk
02-15-2012, 10:31 PM
Id like my 5 cities with 1 capitol (4k golds) , several gold mines (1k/day) and tears of asha (5k/day) on 3rd sanctuary campaign to not produce 10k gold / day.... lol. Srsly annoying. I can't recruit anything and it happened all of a sudden... this is my last ubisoft game. HoMM name deserves better.

jaracaca
03-28-2013, 02:20 AM
i need more maps to play in Multiplayer with friends

add Random Map Generator, it's great tool, for us it's hard to make map from the 0 with editor