PDA

View Full Version : Wish list for heroes 5



Mindwarp1969
04-13-2005, 06:48 PM
Hi,

1) Random map generator with wog like selectability and customization

2) Voip Headset talk will make the time go quicker

3) Battle timer- a on/off timer that limits the time in battle. You get (10-60 sec) to move creature stack or cast spell.

4) Balanced spells - make high level spells customizable ( ie ability to turn fly,implosion, dd, meteor shower, chain lightning on or off)

5) unique heroes with unique abilities.

bronzepoem
04-13-2005, 08:14 PM
Commander system

st14z
04-14-2005, 12:03 AM
Quick-Action toolbar and/or keys for Spells and actions, i hate that(HIV) when i have five pages of spells, i allways have to flip pages EVERY time.

These should be customized to Hero.

NECRO95
04-14-2005, 12:22 AM
Ability to customised spell book to reflect my favourtie spells in one page. Also, a unique heroes combat system, not like IV where they enage directly in combat, but something other than using spells like in II and III

Mindwarp1969
04-14-2005, 05:06 PM
I do like the commander system as well. (well the wog version, can't seem to play homm4)

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by bronzepoem:
Commander system <HR></BLOCKQUOTE>

Zamolxis108
04-15-2005, 09:59 AM
Wish list for Heroes V? 'you sure you want a 200 rows post? http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Ghasteater
04-18-2005, 06:54 PM
1) Changing of retrating system
2) Limited travel spells. NOt DD or fly.
3) Improved magic system
4) Different siege
5) Removing heroes chains (By taking both move points equal to less mp when 2 armies meet)
6) Arties giving percentage not absolute efects (So barbarian with great magic art not become SUpere magician, neither mage with low attack skil not become super general)
7) More unit statistics...
8) Alingment based system of reces relationship

CH_Psychobabble
04-18-2005, 07:26 PM
A governor for cities which I can set to "Hire all creatures" and the ability to queue buildings.

Goldauth
04-19-2005, 12:54 AM
1. customisable heroes: they shouldn't look alike , depending on their profession . You should see what kind of armor they wear , if they carry a sword or an axe , and so on ...(NB: a ranger cannot fight without his bow ... it would be a bit strange that a warrior could fight without a close range weapon).
2. introduce combos for warriors(like spells for wizards ).
3. A perfect mythical environment like in the 3rd:even though the campaign stories in the 4th were well-written , there was a real lack of mythical universe with different factions(like Erathia,Tatalia,Krewlod... I really missed those countries) and so on. Furthermore,
4. Necros aren't the same as devils . Two different castles , please .
5. Upgrades for each creatures , like in the 3rd.
6. Create a Jedi class with a Star Wars castle(should be enough for the mythical environment)..... ok ,ok forget about it .
that's all ,I hope that this new game will live up to its name .

Mindwarp1969
04-20-2005, 05:37 PM
Some good ideas people. Anyone actually use any level 3 homm3 spells? I don't . THe spells need work, but the battle timer, headset, and random map generatore are the most important items on my wish list for homm5.

NailagCiad
04-21-2005, 12:21 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Mindwarp1969:
Some good ideas people. Anyone actually use any level 3 homm3 spells? <HR></BLOCKQUOTE>

Sure. Forgetfullness is excellent, Teleport very good and Earthquake, Force Field and Anti-Magic of circumstencial but potentially high value.

ravenfire2003
04-21-2005, 04:18 AM
I would like to be able to configure the AI during autocombat. In H3 the AI takes the most powerfull spell and that is always the wrong one.

I like to be able to give it some rules of my own.

Reintroduction of town portal, but with the limit of a single use each turn. insteadof returning to the nearest town.

Vectoring of units (small extention of the caravan)

More spells that have effect while NOT in combat (like path finding) for example. temp increase of scouting range, healing etc..

The ability to direct the town defences (the ones not in ur army).

The_Vortex
04-21-2005, 06:22 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Zamolxis108:
Wish list for Heroes V? 'you sure you want a 200 rows post? http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif <HR></BLOCKQUOTE>

Better add one more "0" at the end of the number 200 http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

TripleD_3010
04-22-2005, 03:25 AM
I wish, that in HOMM 5 the concept of upgrading units will be a combination and developing of HOMM 3 and Disciples 2.
Maybe there are four upgrades for each unit. From the just-bitten Bloodsucker to Vampires to elder Vampires and ancient Vampires for example. I think, it isnt too hard to do. Because you dont have to create four different 3d Models. Just change some details and colours, and make them finer. Its a comfortable way to get over the 130 creatures mark and improve the depth of the game.
Then give the stacks XP too. So you have to build the structure in your town and claim an amount of XP to upgrade a stack, giving the battling through hordes of neutral creatures a new aspect.
Lets say, you have a stack of 100 Elves with 50.000 XP and you recruit another 100 Elves. Then the 200 Elves have 25.000 XP. It should also be possible, that upgraded stacks fall to a previous level. So you have often to decide between quantity and quality.
City management gets also more important. Because you often have to decide, whether you build the structure for your 4th Level creatures or the building to upgrade your 2nd or 3rd Level creatures.
In fact, it would give the strategic component a new dimension.

What do you think ?
I believe, that this is a very economic and comfortable idea to help Nival creating the new milestone in TBS. http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif

Heroine_LL
04-22-2005, 10:34 AM
Dear Genie, I wish as many options as possible to customize game before start.

Jeff_G
04-23-2005, 10:27 PM
It would be nice to have a campaign editor that has been improved, with at least the hero customization ability of Equilbris.

KingImp
04-24-2005, 01:43 AM
Here's something simple that I want to see back that annoyed me in HOMM4.

When you've built your city completely, whether it's called a Capitol or City Hall, let us make more than a lousy $1000 gold a day. What a pain it was trying to build in HOMM4 on that measly income.

Proxer
04-24-2005, 01:57 AM
LOTS of town improvements/upgrades, but restrictions (randomly or geologicaly) to what a town can build.. The search for a "perfect" town, where everything can be built would be great. Maybe some artifacts/events etc. could allow towns to be able to build an improvement that it was not originaly allowed to build?

Ex. For a necro town to be able to build everything, a lot of conditions has to be met, like necro terrain, Mercury production within x moves away, etc. etc.

Ghasteater
04-24-2005, 02:35 AM
Another idea...
Min hired group is base weekly growth...
No split group if any of it side is less then base weekly growth...

I dislike use 1 units groups, but i use them since 1-st hereos (Give 1 archer, centaur, orc e.t.c. when go to fight with dragons by dragons or porwerfull armies, also give 1 gargoyle or grifin to take retalation )

KingImp
04-24-2005, 12:53 PM
Just thought of something else I'd love to see return.

Remember the special terrain types we had in Heroes 3?
They were:
Magic Plains
Cursed Grounds
Holy Ground
Evil Fog
Clover Field
Favorable Winds
Lucid Pools
Fiery Fields
Rocklands
Magic Clouds

I loved the fact that they actually made a difference and added something to the terrain and the battles. Unlike in Heroes 4 where all they were was decoration.

This would be a great addition to Heroes 5.

Qrystal_Dragon
04-24-2005, 02:38 PM
Would like to see......
(1) Caravans but eliminate the ability of lesser neutral creatures to block. i.e. black dragons blocked by few imps in 'the month of'

(2) Ability to 'give your ally' a flagged mine.

(3) Store to sell arties or potions. Perhaps if the heroe had like a 'holding' bag that stuff could be dumped in and hidden in few instead of my current method of dumping them on a creature in my army where I don't see them constantly.

(4) Movement penalties eliminated/reduced for 'getting off/on' boats or 'digging' for treasure.

(5) In the map editor, able to search for 'heroes'.

(6) Random map editor.

(7) Shipyards are great for H4 but there was no reliability in where a boat was created. Ensure that when it is built it is at a land accessible spot. Bloody frustrating to have to build a half dozen to get one you could embark in H4. At lease give the map editor the capability to see where the first boat would be created.

(8) Would be nice to see some of the terrain features that were in H3 that bonused certain factions.

(9) Perhaps the ability to upgrade production of mines at a cost. something to the effect of '2 gems' per day instead of one.

(10) Keep the ability to control enemy neutral creature growth. One of the problems with H3 is that is grew exponentially in the game. One of the best features of H4 was the ability to control the growth as the game progressed.

(11) If creatures have a strength bonus they should also have a weakness. i.e. efreeti has the fire aura should perhaps have a weakness to water based spells. As much as I love black dragons there strength of immune to magic was way to strong without a corresponding weakness to say ranged weapons.

(12) Get rid of the whirlpool ability to take away troops or at least allow the ability to select the whirlpool to travel to like the portals. Frustrating and a lot of reloading when you are trying to get to a certain area and your army slowly dissapates into nothing.

(13) Make sure the maps that come with the new game are good ones! Nothing turns off the player than it coming with boring maps. I know it is a radical idea but consider getting fan mapmakers from previous versions involved. I know I've seen a lot of the mapmakers produce better quality maps than I've ever seen come with the game.

Gosh that is about all I can think of for the momenthttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif My brain is tired.

sxshopper
04-25-2005, 07:47 AM
There is a terrible mess in this forum! There are already 3 topics about wish list.Besides a lot of other topics are repeated too...somebody please do sth :P

Nimbus1987
04-25-2005, 09:32 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Mindwarp1969:
Hi,

1) Random map generator with wog like selectability and customization

2) Voip Headset talk will make the time go quicker

3) Battle timer- a on/off timer that limits the time in battle. You get (10-60 sec) to move creature stack or cast spell.

4) Balanced spells - make high level spells customizable ( ie ability to turn fly,implosion, dd, meteor shower, chain lightning on or off)

5) unique heroes with unique abilities. <HR></BLOCKQUOTE>

.......................................
AND
#at least 8 diffrent teams

#creatures shuold be able to be upgradable like heroes 3, not like heroes 4, and not more than one grade!

#Funny artifact's, like Wog's and superartifact's that you comine with other like heroes 3, example dead man's boots+ vampire cloak+ undertaker amulet= Cloak of the undead king!!!

#not choose between creatures like in HoMM 4, you should be able to build all creature in the castle! like HoMM 3

#at least 6 diffrent caracters in each castle + some monsters that are not avalible in castles.....that was all for now

Mindwarp1969
05-02-2005, 03:42 PM
Online or lan play makes the game much more fun.
I had another brainstorm about the battle timer. It is toggle on/off. It can between 10 sec and 60 sec. If you don't make a move/action after the timer goes, it will automatically click wait for you. If it is the 2nd part of the melee, it would go to defend.

Headset is also important.

marisalibox
05-03-2005, 03:59 AM
i'd like to be able to spend some turns in building artifacts, and use resources and heroes spellpoints to.
i'd like also to buy expensive reagents to cast the higher level spells and be able to create some new... i think it could be funny to open online schools and guilds where players can upload, sell, buy, teach, learn new spell with relative words, glyphes and reagents

phoenixzs
05-03-2005, 04:06 AM
-Better,tougher neutral stacks that are more strategically challenging;my idea is to give random bonus from a list at latter stages of the game(magic resistance,speed intiative,bonus attack or defense etc)
-A skill system that gives heroes to multiclass more quicker but also gives an advantage to normal one skilltree heroes also.Primarly same level multihero should match a same level single tree hero.So I would recommend designers to make the game so that ıt would require less to archive to 3level(out of 5)skill,lets say 3 imaginary level,but to archieve 4th level it should require 2 more levels and to archieve 5th level it should require 2more levels and a basic sideskill(such as basic summoning).
-Give %50 experience to Heroes that are reatreating,ofcourse this experience should be what he or she has killed
-A better reataliation system,where single creature stacks cannot steal retaliation,but the instant retaliation must stay.
-Better options for generals in battle,like battle orders and tactics that are not spells.Ofcourse they are not dispellable and have a chance of success.Basically please make general Heroes not just stay in the heat of battle but actually do something.
-A Misschance for spells which decreases with skill level in that magic school.Combined with multiclassing ıt would be great option to balance multiclass heroes and high level casters while not crippling the multiclassers ability to do something so much.Anyway In Heroes series the spell are too reliable and that should change.
-A defensive stack of creature that could be recruitable at castles which could be only used at defense and maybe in an area around the palace.They should have a double maybe triple growth of the creatures at the same level but should have a requiretment cap that does increase with time that has passed.While this feature makes the castle still open to rush tactics at the early game,ıt does bring some challenge at the later stages of the game.Since nobody leaves any force behind in the castle usually and there is no logical benefit gained from it,we need some "disposable" creatures to defend our castles and make the sieges more challenging and fun,I namely call them "palace guards".Ofcourse they should be cheaper also.If we return to the basic point I would like a system that causes some causalty in the attacker that could be suited to the time that has passed in the game.Sure castle arrows are good at the begining battles,but in 200mighty gorgon battle,one gorgon dead does not matter much.Logically the defenders number has also increased during that time,but also Heroes4 system does not work too well since if the opposing Hero is in the castle the battle is too hard with that enourmous bonuses.But if he is not in the castle He has hardly bought anything to make any difference.As you can see this system is also at extremes.
-Rework the necromancy system so that it gives packages of creatures rather than one single stack.Sure wampires win the game but I dont want to play with just one stack in the whole battle where that whole stack is just half of the army.Creatures should be raised from the same level of creatures killed,so to raise wampires kill 3rd level and to raise ghosts kill 2nd levels.But I would rather see them raised as "you have raised 1wampire+5ghosts+20 skeletons" so that army is more balanced overall.
-A difference betwen Knight and Death Knight probably taking away the silly leadership which they not use and giving them necromancy
-Reworking of create illusion so that ıt has a chance of "shattering" maybe%25 everytime it is hit.With its normal its far more better than any summoning so its too powerfull
-Caster stacks like genies to be brought into ballance with other creatures.
-Morall altering spells should be cummulative rather than giving maximum or minimum moral.Other wise it does not matter if you have already a high moral or bad moral naturally which kills this aspect of the game.Normally mirth should read like this "it increases the casted stacks morale by one degree"
-A alteration betwen a creatures range defense and melle defense.I my opinion nomands and other fast walkers should have more defense aganist shooters while fliers should have maybe less defense.
-An income cap to the treasury so that it cannot give more than you can earn in one day.It just became an endless flow of money in large games.
-When defeated outside treasury building should not start from zero defenders position.Its just not logical to defeat 4 mages and gain 4000 gold.Either make the gold earned proposional to the defenders or make them start with double the previous defeated guardians.

MajmX
05-03-2005, 04:16 AM
The most single aspect I'd really liked to improve from earlier 3&4 would probably be that magical atmosphere included in 1&2. The Soundtrack was simply awesome in those! It might sound like a little thing really, but is probably one of the main reasons why me and my friend still keep going playing rather homm2 than the later sequels...

xwaix
05-03-2005, 06:54 AM
What I want to see is simple.

No more generic towns.

I loved the towns in Heroes 1-3 because they all looked unique. I did kind of think it was odd that the terrain didn't change in the towns, but it didn't bother me that much.

Then, in HoMM4, they added in terrain changing... and made the layouts of all the towns exactly the same. The towns were all so bland...

the_Gagis
05-03-2005, 07:06 AM
Gagis strikes again:

LINUX SUPPORT

http://forums.ubi.com/images/smilies/16x16_smiley-mad.gif

Galgoyle
05-03-2005, 07:30 AM
All of the suggestions are good, but please make the building of creatures H4 like, to choose between 2 kinds of creatures, this gives new look of the strategy, because you can always choose, it's not linear.

And please make 8 towns not 6, or at least make 2 that will come with an expansion set.

Definetly there must be a random map generator.

super_gameru
05-05-2005, 09:59 AM
1. Random map Generator - this was one of the greatest things in h3 and the bigest minus in H4 !!!
2. Heroes who fight in battlefields, like in H4 but a little more weaker. in h4 they were overpowered. and only one hero per army pls.
3. a skill tree like in h4.
4. 6-7 creatures(upgradable) per town.
5. at least 7 towns. necro and inferno must be different towns. please set different layouts foe every town.

PShttp://forums.ubi.com/groupee_common/emoticons/icon_razz.gifls someone from nival browse this forum and take under consideration our wishes and proposals. give us a sign that you care about us (the HOMM fans) .

tametitan
05-05-2005, 10:19 AM
<UL TYPE=SQUARE>Arcomage or sutchlike in my tavern
<LI>spells available from all my mage guilds (so painful getting implosion just for my main hero to have to travel 20 days to collect)
<LI>multiple upgrade paths for creatures (swordsman upgrades to palidin or swashbuckler for example)
<LI>50000 creatures
<LI>blacksmith produces low grade artifacts useable by heroes and pos creatures (eg sword,war banner etc.)
<LI>terain effects in combat
<LI>beauty in sound and form
<LI>homm2 vampire sound effect (bleagh)
<LI>homm5 to come out tomorrow
[/list]

stevenlynch
05-06-2005, 02:43 AM
Top Wishes for Skills (from HOMM2 era that are still relevant to HOMM5):

-> Special Class Powers: I think each class should have its own specific powers, which a character gains as he/she increases their level. Unlike the secondary skills or spells, no other class could use these abilities. I think Necromancy should be re-classified as such a power for Necromancers. Iron Will (Knight or Barbarian): Troops under a leader with savagery would Retaliate with full troop strength, marking off their kills only after they've Retaliated. Savagery (Knight or Barbarian): A troop unit gets two attacks (not two actions, like a morale boost, but two attacks, like a Wolf or Champion already does). Spell Block (Spellcasters): An enemy hero could be blocked from casting spells in a single round (perhaps only if that enemy is less powerful than the hero). As the hero gains power, he/she is able to block higher level spells. Double-Spell (Spellcasters): A hero can cast two spells in a round - one of them has to be a low level (first/second) spell. Mortal Combat (Knight or Barbarian): Enemies cannot retreat from this hero. Confusion (Spellcasters): An enemy spell will go awry in the round where confusion is used - the spell will hit a different target than intended (beneficial spells may even hit the hero's own troops!), or perhaps the enemy's spell selection is changed to a random spell from his/her book. from Grayson.

-> Mysticism skill should return enough magic to make it viable but not so much that it is too powerful.

-> "Commanding" which allows you to control placement of your units at the start of every battle. For instance, Basic skill: You can reorder your troops before battle, knowing only the basic information about enemy (few, lots etc.). Advanced: You can place your armies at the beginning of battle. Expert: Any time in the battle, you may order a stack to SPLIT into any multiple stack combination or combine them. from Viktor. [I would probably suggest that you can split each starting troop stack once and re-combine once, so there are not single units being split off constantly to waste retaliation with virtually zero losses. -Steven]

-> If a Necromancer has advanced or expert skill in Necromancy, they should be able to do more than create skeletons. They should be able to bring up zombies and mummies from the dead with advanced necromancy and vampires from the dead with expert necromancy. If "Master" level is added [see below] they would be able to create lichs from the dead. from Kevin. [This has the potential to be too powerful, so maybe skeletons for living non-magical creatures defeated and a percentage of bone dragons for living dragons defeated. -Steven]

-> "Outpost building": Allows you to build an outpost to place monsters to guard a pass, etc. At level one it takes 3 turns, level two 2 turns, level three 1 turn. Maybe even let you build a captain's quarters, turrets, etc. from Marauder. [I think this is an excellent wish. -Steven]

-> Expand the Diplomacy skill to force weak garrison armies to surrender, instead of fighting them and also have special ability to sway neutral towns or castles to join your side without a fight from Thomas (nongyow@clam.rutgers.edu). [I think we would want this as a combination of Diplomacy and Leadership skills. -- Astral Wizard]

-> Eagle Eye is neat, but it's so limited that it really isn't worth the skill slot compared to the other talents available. Eagle Eye should be changed to a special class power of one of the spellcaster classes (Warlock, Wizard, or Sorceress) from Grayson. [And of course, the class powers need to be comparable so that all hero types have roughly similar power at each experience level. -Steven]

-> Elemental Specialty which would increase the hero's proficiency with heat-, cold-, earth-, air-, and electrical-based spells. Perhaps other spell types as well. from Grayson

-> "Teach Spell" as a secondary skill. This allows a hero to teach another hero one of the spells they know. Also could be used to add to or replace one of the spells in the mage guild. from Len. [This was implemented in H3 as the Scholar secondary skill but it would be good if there is a similar skill in H5, balanced carefully and useful for both main and secondary heroes. -Steven]


Also, not mentioned here but still a valuable wish - extra levels for secondary skills. I think most would agree that it would be excellent to have four or five levels of secondary skills (like in HOMM4), but they do need to be balanced so that they are always giving useful bonuses (perhaps more at high levels) but not so powerful that they make other skills not worthy.

Find these compiled (and voted on) wishes interesting?

themightysvinis
05-06-2005, 08:47 AM
<quote>
I loved the fact that they actually made a difference and added something to the terrain and the battles. Unlike in Heroes 4 where all they were was decoration.
</quote>

If you fight on desert insted of grass it makes an humongos difference

1.A Smarter AI wanted! After three games you can master all the difficulty levels on homm 3 and 4.
2. The fighing system with heroes is good in homm4.

Marcusml333
05-06-2005, 10:02 AM
Originally posted by tametitan:
<UL TYPE=SQUARE>Arcomage or sutchlike in my tavern
<LI>spells available from all my mage guilds (so painful getting implosion just for my main hero to have to travel 20 days to collect)
<LI>multiple upgrade paths for creatures (swordsman upgrades to palidin or swashbuckler for example)
<LI>50000 creatures
<LI>blacksmith produces low grade artifacts useable by heroes and pos creatures (eg sword,war banner etc.)
<LI>terain effects in combat
<LI>beauty in sound and form
<LI>homm2 vampire sound effect (bleagh)
<LI>homm5 to come out tomorrow
[/list]

Yeah. Acromage. I'd like that. It would nice not only to play Acromage in Might and Magic, but also in HoMM V.

BTW, wasn't there a whole game called Acromage? I never saw it in Denmark, but i think i saw something about it online...

Edit: And is it still available somewhere?

simon_cowell
05-06-2005, 11:55 AM
Here is nice UI feature:

Along with portrets of your own heroes, you should be shown portrets of enemy/ally heroes that are visible. So that by clicking on that portret you would go to where that hero is. Because on a large map it is hard to keep track of all enemy heroes.

MiketotheJack
05-08-2005, 08:53 AM
I don't want this RPG like close look that you see on the screenshots. It's ruining the whole game.

JoostJens
05-08-2005, 12:02 PM
Originally posted by MiketotheJack:
I don't want this RPG like close look that you see on the screenshots. It's ruining the whole game.

then don't zoom it in yourself (when you have the game ofcourse. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif ). http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Ellderon
05-08-2005, 04:15 PM
Ability to trade EVERYTHING with an ally...

Spells, creatures, mines, items, resources..

Zwerverz
05-08-2005, 04:31 PM
when do ity come out ??????????????????????????

neobahamuth
05-08-2005, 05:13 PM
-He , i Think the underground level like Heroes 3 should not be like a second map but "underground" making them smaller and special would be cooler.

-Take time for the animation ... i just looked at Heroes 4 for 10 second and i was disapointed with the graphic and the animations of the units

-it is in 3d , but make it a minimum detailed so we doesnt miss anything on the road because it wasnt much detailled

-Make the multiplayer a bit more interesting ... the player that doesnt play should be able to do something ... not just watching the other guy playing.

- as much or more untis than heroes 3 , and different units of same levels should be cool too

- No mechanic thing like the Golem-dragon of H4 pls ... we are in a Medieval Fantastic !!

Fenix.-
05-08-2005, 09:47 PM
I think it would be cool if upgrades of creatures were more of a variant of the original creature than an improvement. I mean, the un-upgraded creature should also have some sort of advantage over the upgraded one, which would make you think twice before upgrading. This would make upgrading creatures a more tactical decision than the classical "upgrade as soon as you can afford it".

And I agree that there shouldn't be many mechanical stuff.

zamolxess
05-09-2005, 03:37 AM
Originally posted by Zamolxis108:
Wish list for Heroes V? 'you sure you want a 200 rows post? http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif
yes I want

Mindwarp1969
05-09-2005, 03:45 PM
Random map, headset multiplayer and a battle timer are still my top three wishes.

H1tler77
05-09-2005, 11:04 PM
Please bring back Maximus hero(Human knight with dragon face) from Heroes 1, 2.

Panika_
05-10-2005, 04:03 AM
Would be really great if HOMM 5 didnt get drowned in huge massive graphical interface by loosing it's unique strategy backbone. If we compare v3 with v4 we see that there is less strategy more details.

KISS (keep it simple stupid). Numeours towns, thousands of different creatures, difficult spells and affects, do we want this? Not me. Put yer heads together, invent not increase http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

JoostJens
05-10-2005, 05:37 AM
Originally posted by Mindwarp1969:
Random map, headset multiplayer and a battle timer are still my top three wishes.

The headset part might be a good idea, but other programs can be used for that (and it is a lot of work to implement properly.)

Mindwarper1969
05-12-2005, 04:51 PM
Originally posted by JoostJens:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Mindwarp1969:
Random map, headset multiplayer and a battle timer are still my top three wishes.

The headset part might be a good idea, but other programs can be used for that (and it is a lot of work to implement properly.) </div></BLOCKQUOTE>

Agreed, just as long as I can chat. Wait, do you think it would work with homm3? THe other programs? What one?

Darkuss1983
05-18-2005, 05:50 AM
If you plan making diplomacy skill be very cearfull. I remembre H3 one which was terrible. Joining 150 Black dragons for money may seem fun but ruins the game (suddenly the number doubles). I personally liked the way it was done in H4. Depensding on the level of the creature only particular number could be joined but any option that dosen't make it overpowered is fine with me.

Monsterrr77
05-18-2005, 08:38 AM
Diplomacy skill is like a cheat to me. It was denied in some HoMM3 tournaments I've take part.
Make it optionally or better remove it at all.

levens
05-20-2005, 11:43 AM
A random scenario generator. Please.

A decent AI - HoMM3 was much better than HoMM4. I almost only play solitaire. A decent AI is a must.

Of the various suggestions above that I saw, the most intriguing was an experience system where, when you add creatures to a stack, their experience decreases. I like the idea of having a trade off between quatity and quality that may come with adding creatures.

The magic systems in both HoMM3 and 4 were reasonable. Certainly some spells were more useful than others - and that will always be the case. I did like the feature of HoMM4 where, for all intents and purposes, there was no upper limit to heroes (each hero could gain 5 levels in each ability and there were 5 areas to learn in each tree and there were 5 trees the hero could gain experience in).

Did I say a Random scenario generator yet?

gamer_cn
05-21-2005, 06:06 AM
a powerful mapeditor with script
players can create monsters, heroes and towns easily

riest99
05-22-2005, 02:34 PM
One thing i would like to see, beside the other requests are that the fog, or whatever it is, is removed so once you have visited a place you can constantly observe it, like in HOMM 3. I got frustrated from tracking down the small creature armies, which ran into explored areas

Ellderon
05-22-2005, 04:32 PM
Originally posted by TripleD_3010:
Maybe there are four upgrades for each unit. From the just-bitten Bloodsucker to Vampires to elder Vampires and ancient Vampires for example. I think, it isnt too hard to do. Because you dont have to create four different 3d Models. Just change some details and colours, and make them finer. Its a comfortable way to get over the 130 creatures mark and improve the depth of the game.


Eeeek! 4 sequqncial upgrades! please no.. bloodsucker->vampire-Ygreater vampire -> uber vampire... those upgrades have no real menaing or tactical implementation..
Rather selectable upgrades..

Robertukas
05-23-2005, 09:52 AM
I think that in HOMM5 must be many new things:

1. Many different artifacts! It must be more than 10000.
For example, there is many combinations for making of boots. We have 5 different terrain, for each of them there is 5 different boots with ability "no movement penalty on specified terrain type". Also there is another type of boots with ability "+50% bonus to movement". So, we have 6 different abilities, but in HOMM4 boots has only one ability (except "Boots of the Explorer" -they have 5 abilities, i.e. "no movement penalty on all terrain types" ). How many different boots can be made using these 6 abilities?
Let's calculate it: 6+15+20+15+6+1=63 (the sum of binomial coefficients, which is 2^n-1, where n=6)
The combinations of abilities can be made also for Gloves. Various artifacts can be made very cheap. I.e. it is not necessary to make all 63 graphics, quite enough 6, because one of abilities can be made dominated, for example boots picture would be sandals, if the ability "no movement penalty on sand" is dominated. Domination can be like this:
"ignores movement penalty on terrains: sand,Volcanic,Snow
and
increases +50% movement (if on Sand, then increases +100% movement)" -> then it would be sandals picture

Of course, considering dominated ability, calculation would be another (more cases):
6+30+60+60+30+5=191


2. Why level limit is 70? Let it be 500 or something like that.


3. I very liked speciality in HOMM3. Why is it gone in HOMM4? Heroes must have possibility to learn all secondary skills, except speciality which makes them so special (effect of speciality must be bigger than in Homm3). Maybe name "speciality" is not so good for the ability by which all heroes are unique, because in real life speciality can be learned by any human, i.e. it is not unique ability. So lets it be not "speciality", but "unique ability" or smth like that. Lets make "unique ability" more complex, i.e. lets it depend on:
1) race
2) warrior or mage
3) women or man
4) in homm4 there are temporal "unique abilities": General, Arcomage, Warlord, etc. Why they are temporal? Let them stack and permanently!
5) etc.


4. In Homm4 there are 20 secondary skills, which can be learned by Hero. Why only 20? Why not all?
I always try to get all them (20) and on good maps (small maps I never play only for this reason) I got all them and no more! It's a pity. Let it be very hard to get more than 20, but not without possibility to get more!
In Homm4 you can buy all 2 level magic at university being only 1 level! It means that if you want get all 20 skills, you must buy all skills that is possible to buy and only then you go to battle for experience.
So in campaigns I never play with main Hero (which will be transferred to next map). If possible, my main Hero always goes to next map with only 1 level, because I expect on next map to buy skills (at university or elsewhere). It's a pity, when I can't find any universities! So, please, don't make such mistakes on Homm5 campaigns! For example, if you play with undead, and if your enemy is not Order or Life then you cannot buy any skills! Why there is no "Undead academy" or smth like that?
Let it be not university, i.e. some school, where you can buy at least 1 skill (not 4, like in university) in every town, or at least in Capital. If only in capital, then it strategically would be very fun to give computer capital and to build other Capital (in other castle) with (randomly) another skill, which you can buy. And the most fun it would be if capturing the castle, where was the 1st capital and again building Capital, skill in that Capital's school appear randomly other! So if you have enough patient and are very crazy (like me http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif ) then you will buy all possible to buy skills on 1st campaign map being only 1st level (moving Capitals many times).
In Homm4 Gathering Storm (or Winds of War) I remember, that in official campaign heroes starting level was 5. That was the most big mistake, because you inhibited players from most interesting part of game - the beginning, where strategy rules. Also player couldn't strategically choose hero's skills to learn. Please, do not make such a mess of campaign in Homm5. All heroes must always have the 1st level (if not, then game is boring) Also it must not depend on difficulty level, because with starting level 1 it is even easier to play all campaign, because you choose better skills.


5. One of the most bad things in Homm4 was to disable possibility to buy all creatures structures that are in the castle. Please, do not make things impossible. I you want to keep the same ideas, then make it possible to buy another creatures structure, but for example 10 times more expensive.


6. I very like name "impossible" in Homm3. It's a pity that it was only normal (for me) level of difficulty to play. Please, make really impossible level on Homm5. I very like very challenging maps. For me all levels was the same, only difference is that in the beginning you have less resources and computer have more army. After 4 months there no difference.
Lets balance the game!
Difficulty level must be customizable. On most challenging (not default) impossible level must be this:
1) Computer player Heroes gets experience 50 times more than human player (if computer player is enemy). The number 50 must be customizable: from 1 to 1000 (if impossible, then 50-1000)
2) zero money when you start game and every month you lose all your money and resources (not randomly!).
3) For you market prices grows every month 1 time higher (1st month normal prices, 2nd month 2 times higher, etc.)
4) Computer players (if enemy) armies growing rises 100% every month (1st month normal growing (i.e. 100%), 2nd month 200%, etc. )
5) You get normal experience, i.e. if you defeat more powerful hero or more armies your hero gets more experience!
(I mean that do not make to play difficult decreasing hero's experience growing, because it would be boring game, i.e. then you do not choose to play impossible only for this reason: its boring)
6) If you play impossible level you get more victory points not only just for that reason, but also for defeating more powerful armies and heroes!


7. Make at least 20-30 buildings for full Castle upgrade (let it be some of them very expansive). In Homm4 castles have 3 towers (or just trying to be shooting towers), where you can place archers. Where is really shooting towers, i.e. machines which can shoot at enemies (controlled or at least with posibility to control)? Machines can be different:
1) small arrows shooting (the same as archers have)
2) big arrows shooting (the same as ballistas has)
3) lava pouring
Also, it would be fun if those machines would get experience (until destroyed - then to replaced with new one with zero experience an so on)
Maybe experience gets those workers (warriors) which works with that machine, or both.
Building structure must take time. If you build a very big building (but maybe that building is cheap, i.e. big building size (i.e. building time) does not mean that it has high price), then you must build it all weak and no other building you can build at the same time. You can decrease building time if you upgrade builders house or build more houses, but maximum number of houses available only on Capital. Also if you want to build sooner then you pay more money (and resources). And if you haven't money (and resources), then you can build cheaper, but more long time.


8. Where Sphinx is gone (since Homm2) ? Riddles can be written as exercises for math (for example). I.e. Sphinx can be used for teaching. So, for example, if you know math, then you know the right answer and then you can get powerful artifact! Homm play many people, not only children. So questions in the Sphinx can be (must be) very hard to answer!


9. I agreed that mines must by upgradeable. Rules, for example:
1) 1st level is giving 1 gem
2) 2nd level is giving 2 gems
3) 3rd level is giving 3 gems
4) mine bonus must be if mine is 3rd level and is on specific land and giving +1 gem
5) when flagged mine it decreases its level if level is higher than 1
6) 2nd level costs: 20 gems and 2000 gold
7) 3rd level costs: 20 of all resources and 5000 gold
8) mine upgrade cost depends on difficulty level


10. Magic must by all this: Air, Water, Fire, Earth, Life, Death, Order, Chaos, Nature, Random, Adventure.
Random magic casts random magic from all 9 magics but 1 level higher, for instance if Random is at 2nd level then it on enemies casts negative random 3rd level magic, and on friendly target casts positive random 3rd level magic.
At grandmaster (5th level) Random magic level hero casts 2 random 5th level magics.
Effectiveness of magic must be random, for example casting "heal" effect would be like you would have random spirituality level (from 0 (if none) to 5 (if grandmaster) ). And this effect is the same whether heroe has spirituality or not.
If hero has Fire and Chaos 1st level magic then "firebolt" does more damage (for example 50% more). I.e. the same magic "firebolt" is Fire and Chaos.
It must be quit many magics - more than 300. Why not to make magic with multiple effects?
For example, swc = [slow, weakness, curse] (I don't know how to name such multiple magic).
Maybe it would be good to make separately "Adventure magic", where be spells: Town portal, pathfinding, etc.
For example, if grandmaster "Adventure magic" and grandmaster "Order magic" then casting "Town portal" you can choose town like in Homm3 (with expert Earth magic). If you have sum of Adventure and Order magic levels 8 (i.e. both are master or higher) then with town portal you can choose town only on the same map level (for instance, only on underground).
At grandmaster Adventure magic level you can cast some spells on enemy hero (like in Disciples). Maybe it would be good to make this: if "Adventure magic" is lvl 5 and "Order magic" is lvl 5 then you can casts "slow" spell on enemy hero (and his party) and then you can attack that hero which at the beginning of battle will have slow effect.


11. There must be possibility to turn off the ability (secondary skill) which you have, but do not wish to use. For example, it is often need to turn off these skills: Necromancy or Summoning (they will be needed in next campaign map in the beginning).

12. First disappointment in Homm4 was to realize that creatures are no more upgradeable. Why? I expected in Homm4 to see even more upgrades. I also expect to see 3-4 upgrades in Homm5. Please, make it.

Nervous
05-24-2005, 07:58 AM
Random Maps Random Maps Random Maps!!!!!

I think itâ´s necessary too much poits to gain level in higher levels... there should be a limit on XP points for it.... itâ´s extremely hard to do it afer level 35.

pop_pip
05-26-2005, 02:59 PM
Originally posted by Robertukas:

6. I very like name "impossible" in Homm3. It's a pity that it was only normal (for me) level of difficulty to play. Please, make really impossible level on Homm5. I very like very challenging maps. For me all levels was the same, only difference is that in the beginning you have less resources and computer have more army. After 4 months there no difference.
Lets balance the game!
Difficulty level must be customizable. On most challenging (not default) impossible level must be this:
1) Computer player Heroes gets experience 50 times more than human player (if computer player is enemy). The number 50 must be customizable: from 1 to 1000 (if impossible, then 50-1000)
2) zero money when you start game and every month you lose all your money and resources (not randomly!).
3) For you market prices grows every month 1 time higher (1st month normal prices, 2nd month 2 times higher, etc.)
4) Computer players (if enemy) armies growing rises 100% every month (1st month normal growing (i.e. 100%), 2nd month 200%, etc. )
5) You get normal experience, i.e. if you defeat more powerful hero or more armies your hero gets more experience!
(I mean that do not make to play difficult decreasing hero's experience growing, because it would be boring game, i.e. then you do not choose to play impossible only for this reason: its boring)
6) If you play impossible level you get more victory points not only just for that reason, but also for defeating more powerful armies and heroes!

That's pretty excessive because the "impossible" difficult was for the most part impossible in many maps unless you just happened to find the Grail really early. I find that the difficulty of the AI depends more on the map most of the time.

Robertukas
05-29-2005, 02:52 PM
Originally posted by pop_pip:

That's pretty excessive because the "impossible" difficult was for the most part impossible in many maps unless you just happened to find the Grail really early. I find that the difficulty of the AI depends more on the map most of the time.

I agree that such (that I described) impossible level would be really impossible. But on some maps (that are easy if to play on hard level) I will choose such impossible level, because otherwise it would be boring to play. Many official maps are really too easy. After several months game becomes boring, because the strongest enemy heroes are in jail. If new enemy heroes would get 50 times more experience than normal, then it would be not boring game. Maybe it would be good if we could customize enemy hero experience growing in the following way:
EnemyExp = (a + b*m)*h
Here
h is human experience normal growing (not customizable)
m is month
a is enemy exp growing factor (customizable: 1-100)
b is enemy exp growing (arithmetical progression) factor (customizable: 0-50)

So, for example, if a=10, b=10 then
after 10 months new enemy hero will get 110*h experience. That is exactly what I wanted, because then the game will be not boring even after 10 months when only new enemy heroes apears (if prisons will be well secured http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif ) and those heroes very soon will become very powerful.
And I wish that it would be very much victory points if a and b factors would have high values.

Also it would be very great if campaign maps would be all at least LARGE and with at least LARGE underground, and each campaign consist of more than 10 maps (before each map values of a and b must be choosable).

euro_cup
05-29-2005, 06:26 PM
This has probably been mentioned but they have to include the caravan building. That was the best edition of heroes IV by far!!!

jmgarcia16
06-04-2005, 01:45 PM
Now that I have digested the information from E3, I will ask two wishes from what I don't know and whine twice for what I know.

Wish 1: In the campaigns, keep the heroe(s) from one scenario to the next, like in HOMM IV.

Wish 2: Random map generator.

Whine 1: Oh no! There is no info about the hero's current skills in the level-up popup! Thus we are going back to HOMM III, where you had to blindly choose, if you didn't remember your hero's info.

Whine 2: I heard there would only be three skill levels. Also, in some pictures it seems that some skills have only one level. This is going to make the RPG element very poor, IMHO.

CaRoSh
06-04-2005, 04:06 PM
Originally posted by Robertukas:
2. Why level limit is 70? Let it be 500 or something like that.
actually limitation in this is kind of good.. think about it how will the game play look like (not to mention the boringness of fight between 1st level mage and 398 level barbarian.. it sounds just too boring.. another thing is that since you have only 70 levels you have to think exacly what kind of abilities would you like to have.. come on.. when you have 150 level hero it doesn`t acutally sounds like a hero.. more like batman, supermenm, green latern, etc http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif


Originally posted by Robertukas:
5. One of the most bad things in Homm4 was to disable possibility to buy all creatures structures that are in the castle. Please, do not make things impossible. I you want to keep the same ideas, then make it possible to buy another creatures structure, but for example 10 times more expensive.
actually I liked what they did in homm4... It gives the game a little mystery.. it might get kind of boring when you see that you`re against .. let`s say Castle.. and you know what to do... EXACTLY what to do.. sure in homm4 there weren`t too much creatures but idea was good (at least for me)


Originally posted by Robertukas:
7. Make at least 20-30 buildings for full Castle upgrade (let it be some of them very expansive). In Homm4 castles have 3 towers (or just trying to be shooting towers), where you can place archers. Where is really shooting towers, i.e. machines which can shoot at enemies (controlled or at least with posibility to control)? Machines can be different:
1) small arrows shooting (the same as archers have)
2) big arrows shooting (the same as ballistas has)
3) lava pouring
Also, it would be fun if those machines would get experience (until destroyed - then to replaced with new one with zero experience an so on)
Maybe experience gets those workers (warriors) which works with that machine, or both.
Building structure must take time. If you build a very big building (but maybe that building is cheap, i.e. big building size (i.e. building time) does not mean that it has high price), then you must build it all weak and no other building you can build at the same time. You can decrease building time if you upgrade builders house or build more houses, but maximum number of houses available only on Capital. Also if you want to build sooner then you pay more money (and resources). And if you haven't money (and resources), then you can build cheaper, but more long time.
ok.. for starters. I like the idea with towers and stuff but don`t you think it would be unfair that "if I have money I can beat you" Homm isn`t about money (and resources) or time.. (for me at least) it`s about STRATEGY.. everyone has to be equal no matter what.. this could easily kill the game if it wasn`t balanced enough (and for me it looks like a "mission impossible" http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif )


Originally posted by Robertukas:
8. Where Sphinx is gone (since Homm2) ? Riddles can be written as exercises for math (for example). I.e. Sphinx can be used for teaching. So, for example, if you know math, then you know the right answer and then you can get powerful artifact! Homm play many people, not only children. So questions in the Sphinx can be (must be) very hard to answer!
hmm.. You do realize that not everyone is math freak and for some kids when they want to sit in front of computer they want to focus only on one thing THE GAME.. and there is still one BIG problem.. after playing 1000 games you will know all the questions and all the answers and what`s the point in that (not to mention that for me math problems would be really hard to understand to some 12 year old kid (unless this kid knows triple integrals but I doubt that http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif ))


Originally posted by Robertukas:
9. I agreed that mines must by upgradeable. Rules, for example:
1) 1st level is giving 1 gem
2) 2nd level is giving 2 gems
3) 3rd level is giving 3 gems
4) mine bonus must be if mine is 3rd level and is on specific land and giving +1 gem
5) when flagged mine it decreases its level if level is higher than 1
6) 2nd level costs: 20 gems and 2000 gold
7) 3rd level costs: 20 of all resources and 5000 gold
8) mine upgrade cost depends on difficulty level

Ok.. now that sounds pretty good.. exept.. I think the cost would have to (at least to upgrade onto 2nd level) be based only on basic resources (money, wood, ore) and maybe there should be a guardian to those 3rd level units (one black dragon or something like that :P .. dunno)

Originally posted by Robertukas:
11. There must be possibility to turn off the ability (secondary skill) which you have, but do not wish to use. For example, it is often need to turn off these skills: Necromancy or Summoning (they will be needed in next campaign map in the beginning).
Agreed

Originally posted by Robertukas:
12. First disappointment in Homm4 was to realize that creatures are no more upgradeable. Why? I expected in Homm4 to see even more upgrades. I also expect to see 3-4 upgrades in Homm5. Please, make it.
Oh come on.. 3 upgrades is ok.. but 4 ? Don`t you think you expect just TOOOOO much ? http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif
It would be good if some of this points would be involved in homm5 but.. if they`ll involve them.. than .. well.. they will have to move the premiere of homm5 onto 2010 http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif and we don`t want that do we ? http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

john4lisa
06-06-2005, 06:34 PM
I've read the posts, and about every other one lists a Random Map Generator, but not the specifics. I liked the ability to eliminate a certain castle in the RMG, But could you also include the ability to eliminate the troops and dwellings on the map? It shouldn't be any harder that eliminating any certain hero. It might not be considered by a lot of people, but this one function would be the deciding factor on my buying HOMMV, and I had KB for the Genesis way back when. Please consider this one simple change.

P.S. Regardless of the rest of the features I REALLY want this when it comes out. Thanks

Omni-Potent
06-06-2005, 10:03 PM
i want a auto fight button so i can make dinner or go do something else for about 10 min and when i come back the battle would be won

Dark_Magiks
06-06-2005, 10:33 PM
I want HoMM V to kick ***, and i hope theres a map editor with no ends (like WC3) so that you can change the bonus people select before going into the game, and even edit entirely new towns, etc.
Could make for some great custom maps, meaning even if the game isnt brilliant, the fans can make it so themselves.

Mindwarper1969
06-08-2005, 04:37 PM
It seems many of us have similiar ideas. I think the battle timer is the most important after balanced game play, a good ai, a random map generator, and online play. It simply a must for multiplayer games.

stevenlynch
06-27-2005, 01:40 AM
This is a wish that was mentioned once before and IMHO is still relevant to H5:

-> Special Class Powers: I think each class should have its own specific powers, which a character gains as he/she increases their level. Unlike the secondary skills or spells, no other class could use these abilities. I think Necromancy should be re-classified as such a power for Necromancers. Iron Will (Knight or Barbarian): Troops under a leader with savagery would Retaliate with full troop strength, marking off their kills only after they've Retaliated. Savagery (Knight or Barbarian): A troop unit gets two attacks (not two actions, like a morale boost, but two attacks, like a Wolf or Champion already does). Spell Block (Spellcasters): An enemy hero could be blocked from casting spells in a single round (perhaps only if that enemy is less powerful than the hero). As the hero gains power, he/she is able to block higher level spells. Double-Spell (Spellcasters): A hero can cast two spells in a round - one of them has to be a low level (first/second) spell. Mortal Combat (Knight or Barbarian): Enemies cannot retreat from this hero. Confusion (Spellcasters): An enemy spell will go awry in the round where confusion is used - the spell will hit a different target than intended (beneficial spells may even hit the hero's own troops!), or perhaps the enemy's spell selection is changed to a random spell from his/her book from Grayson.

[Of course, I'm not expecting Ubisoft and Nival to follow it with every example, but the idea of class powers that are completely unique to each class and grow with hero level is sound and I'm sure Nival could come up with excellent unique Class Powers in the context of Heroes 5. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif -Steven]

marcushawk
06-27-2005, 02:44 AM
Hi!

I'm a fan of HOMAM. I'm really interested in this game.
BUT DOES THE BATTLE INTERFACE IN H5 LOOK LIKE THE DISCIPLES'ONE?

Mindwarper1969
06-29-2005, 06:14 PM
I haven't seen any screen shots. I am hoping it is not areal time battle. But a battle that has a timer to limit the wait time.

memetics
07-01-2005, 06:42 AM
I agree with many of the ideas here... three that are of top importance to me:

1. Configurable Random Map Generator. I'm currently learning how to manipulate the RMG template in H3, and I'd really like an RMG that will allow us to set all kinds of options, like disabling certain spells, objects, etc. (and to set the % chances of certain objects to appear - like in H3, where people wanted relics but no Dragon Utopias). This request would give you unlimited player loyalty! (Includes people who prefer single-player games and those who prefer multiplayer games.)

2. Better AI. I know that's a toughie, especially in a game as complex as this, but it's critical to games that aren't all-humans-only.

3. Being able to look at your hero's current abilities before having to choose new ones upon level increase. Not being able to see those was one of the big annoyances in H3.

n. The other good ideas mentioned in these forums. (For "good," see "whatever I agree with." lol http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif )

Lord_KS
07-01-2005, 07:45 AM
I don't know if it has already been said, but I would like the heroes to have their own speciallitys, like in H3. ex. sandro had sorcery, and solymyr had chainlightning

In H4 no hero was special, it didn't matter who you took they had the same abilitys. And that sucked http://forums.ubi.com/images/smilies/51.gif

Robertukas
07-02-2005, 11:05 PM
Some wishes and ideas I've already posted above. But there is more my wishes on campaigns, which you can find here:
http://forums.ubi.com/eve/forums/a/tpc/f/1851065692/m/1431031433

(I don't want to post the same replay here)

DanMan0715
07-05-2005, 10:42 PM
I like the idea of an experience system for the troops. In addition to that, how about troops able to upgrade to heroes. For example, if you keep a stack of 1 gremlin alive for 10 battles he becomes a hero with some advantage over buyable heroes. Kind of like unlockable heroes.

Robertukas
07-08-2005, 01:12 AM
Originally posted by Robertukas:
Why level limit is 70? Let it be 500 or something like that.
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by CaRoSh:
actually limitation in this is kind of good.. think about it how will the game play look like (not to mention the boringness of fight between 1st level mage and 398 level barbarian.. it sounds just too boring.. another thing is that since you have only 70 levels you have to think exacly what kind of abilities would you like to have.. come on.. when you have 150 level hero it doesn`t acutally sounds like a hero.. more like batman, supermenm, green latern, etc http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif
</div></BLOCKQUOTE>

But how will you achieve level 150? It is really very hard. I.e. practically level limitation is already made, because practically you will never achieve level 100. But if player has hope that after all campaign maps his hero will become mega-hero, then the game will be really fine (Mega-hero must be achieved only if you played ideally and your success was also ideally great).

Lets define Mega-Hero. I think that not all secondary skills must be available to hero. Here must be limitation by:
1) class
2) genre
3) ... maybe more
Lets restrict to class limitation. So let us suppose that there are 50 secondary skills in all. And in every class there are 45 secondary skills (i.e. every class does not contain 5 skills).
So any hero, who belongs to the same class can learn all 45 secondary skills.
Lets call hero, which has all 45 grandmaster secondary skills, the Mega-Hero.
Mega-Heroes from the same class differ only in speciality (genre, picture, etc.).
Maybe there will be more limitations (but not much more, i.e. Mega-Hero must learn skills from at least 80% of all secondary skills).
But the main idea is that you can always theoretically to create the Mega-Hero, who will learn all possible to learn secondary skills. Let it be very hard, who cares.

1st level mage will never meet 398 barbarian, because there will not be such powerful hero. And if it were so then you maybe would have 315 (or 450) level mage, because if opponent on that map somehow could make such a barbarian then you also should have made similar hero on the same map unless you played not good strategy or you played on impossible level (then it's your problem http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif ).

The main strategy is to choose (and not randomly!) what secondary skills you will learn first. So secondary skills must be all useful, i.e. you must think which is better for you. Magic skills are too powerful, because some spells are too powerful (mass slow, mass haste, town gate, fly, dimension door, etc.). Magic must be even more powerful than it was before if one magic is combined with other magic (for example, if you are grandmaster adventure magic and grandmaster order magic then your can learn Town Portal spell - i.e. then you can choose town).
But it means that other skills must be powerful at the same degree. For example, those secondary skills should be more powerful:
1) necromancy (you can make liches only with a specific artifact, why? let it be not only just skeletons, but combined with some other skills let it generate even skeleton dragons! For example, with grandmaster resurrection and grandmaster summoning)
2) resurrection (not up to 50%, but up to 70-80%)
3) summoning (not jus elements, but even phoenixes if combined with some other grandmaster skill, and there must be possibility to choose what creatures to generate)
4) diplomacy (at grandmaster level you always can buy all neutral creatures, which goes to battle, the price must also depend on other abilities:
-charm
-merchant, which I described here:
http://forums.ubi.com/eve/forums/a/tpc/f/1851065692/m/1431031433
5) offence and defense skills make additional effect not up to 50%, but up to 70-100%
6) grandmaster leadership makes +8 morale and +8 luck, but I think that morale and luck must be separate skills, but if they are combined then they make better effect
7) Nobility skill was made very good, because only 9 level up was needed (~15000 exp) for grandmaster Nobility. I would never choose Nobility skill for my Mega-hero (only the last skill it would be), but for my some other heroes (who will not be transferred to the next map) I would choose such skill, because it is useful. If Nobility (also Mining and Estates) were much more powerful then I would choose such skill early for my main hero.
8) All 4 combat skills are powerful enough; mega-hero without them is a weak hero.
9) Death magic is much weaker than Life magic or Order magic. It needs to be balanced. Chaos magic also is a little weaker than Life and Order Magic. "Bind wound" (not "heal") spell or its equivalent must be in all magic. Or at least not only in Life magic. Also at least one ward must be in all magic (for example death magic has "life ward" spell, Chaos magic has "order ward spell", etc., but not mass wards, which are only available in Life magic, or if that magic is combined with some other magic).
Ghosts, whose number grows killing enemy units, are not available since HoMM2. Instead of Healing spell, Death magic must have spell which effect would be the same as Ghosts had in HoMM2, i.e. not only Vampiric ability, which heals up to maximum number (the number of units you had at the beginning of the battle), but the ability of those Ghosts, which makes possible after battle to have even more units than it was before battle. Let it be available in at least Grandmaster death magic.



Originally posted by Robertukas:
5. One of the most bad things in Homm4 was to disable possibility to buy all creatures structures that are in the castle. Please, do not make things impossible. I you want to keep the same ideas, then make it possible to buy another creatures structure, but for example 10 times more expensive.
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by CaRoSh:
actually I liked what they did in homm4... It gives the game a little mystery.. it might get kind of boring when you see that you`re against .. let`s say Castle.. and you know what to do... EXACTLY what to do.. sure in homm4 there weren`t too much creatures but idea was good (at least for me) </div></BLOCKQUOTE>

You think that you can use your strategy by building specific buildings and to feel some nice mystery?
I tell you this: you build Altar of Light (for Angels), but computer builds Knight's Chapter (for Champions). You capture that computer's castle and what you see? You see that you cannot buy Angels! And you cannot build Altar of Light! You have money, and you cannot buy Angels (even in the future)! You buy useless Champions, whose are only a little. It's not your strategy - it's computer's strategy, i.e. you can't play by your strategy, what makes you nervous. So, do not say that it was a good idea. Of course, it is just my opinion.



Originally posted by Robertukas:
7. Make at least 20-30 buildings for full Castle upgrade (let some of them be very expansive). In Homm4 castles have 3 towers (or just trying to be shooting towers), where you can place archers. Where are really shooting towers, i.e. machines which can shoot at enemies (controlled or at least with possibility to control)? Machines can be different:
1) small arrows shooting (the same as archers have)
2) big arrows shooting (the same as ballista's has)
3) lava pouring
Also, it would be fun if those machines would get experience (until destroyed - then to replaced with new one with zero experience an so on)
Maybe experience gets those workers (warriors) which works with that machine, or both.
Building structure must take time. If you build a very big building (but maybe that building is cheap, i.e. big building size (i.e. building time) does not mean that it has high price), then you must build it all weak and no other building you can build at the same time. You can decrease building time if you upgrade builders house or build more houses, but maximum number of houses available only on Capital. Also if you want to build sooner then you pay more money (and resources). And if you haven't money (and resources), then you can build cheaper, but longer.
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by CaRoSh:
ok.. for starters. I like the idea with towers and stuff but don`t you think it would be unfair that "if I have money I can beat you" Homm isn`t about money (and resources) or time.. (for me at least) it`s about STRATEGY.. everyone has to be equal no matter what.. this could easily kill the game if it wasn`t balanced enough (and for me it looks like a "mission impossible" http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif </div></BLOCKQUOTE>

I must apologize that I wasn't clear. I meant that 30 building is needed only for full Castle upgrade (i.e. not just 3 buildings: Fort, Citadel, Castle). For full Capitol upgrade there must be about 100 buildings (including Castle buildings). And of course Capitols are needed back! And in HoMM4 there was disappointment: there are no villages, only towns, town halls, and city halls. And Forts were almost everywhere built. Why? Let player to build Forts himself.
About money. If you have much money then of course you are powerful. But how you will get much money? It is a strategy to get money. I agree with you that not all must depend on money. But not everything you can buy for money (for example experience, high level secondary skills, primary skills, artifacts which can be earned by fulfilling quests, fulfill all quests, to get all spells, your excellent strategy http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif, etc.).



Originally posted by Robertukas:
8. Where Sphinx is gone (since Homm2) ? Riddles can be written as exercises for math (for example). I.e. Sphinx can be used for teaching. So, for example, if you know math, then you know the right answer and then you can get powerful artifact! Homm play many people, not only children. So questions in the Sphinx can be (must be) very hard to answer!
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by CaRoSh:
hmm.. You do realize that not everyone is math freak and for some kids when they want to sit in front of computer they want to focus only on one thing THE GAME.. and there is still one BIG problem.. after playing 1000 games you will know all the questions and all the answers and what`s the point in that (not to mention that for me math problems would be really hard to understand to some 12 year old kid (unless this kid knows triple integrals but I doubt that http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif )) </div></BLOCKQUOTE>

I don't care, if you don't know math you don't get that powerful artifact (or resources) and then impossible level of difficulty is unbeatable for you http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif . But you can choose normal level and play without that artifact, and you will win (if not then play easy level http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif ). Talking about integrals: let it be even Totals or Lesbegue integrals, I don't care - it must be real challenge (it would be very good if difficulty of questions would be dependent on difficulty level). And it would be good if there were possibility to write questions and answers in MathML.

I'm not talking only about math. Riddles can be very different. For example, I really don't know chemistry. Let it be very difficult questions in chemistry. If I don't find a friend who can answer that question then I will play without that artifact. I see no problems here.
Questions can be even about history of Zambia http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif . If I can't find answer on Internet, then it's my problem.
It would be really fun to play if questions were very difficult to answer.

You said 1000 games. So what is the problem? After 1000 games played there already will be Homm5 add-on. And you will have to play another 1000 games if you want to know all answers. But how you will remember all those answers?
It can be more than 1000 or million questions. For example, questions in math can be made randomly chosen on every game played even when playing the same map. For instance, solving equation F(a,b,c)=0 you can generate infinitely many questions keeping the same function F(x,y,z), but changing parameters a,b,c (let them be integer).

I think that most children do not like Homm, because of graphics. But there are millions of people above age of 20, which really love this game (including me). So please, make questions very hard to answer (at least on impossible level).



Originally posted by Robertukas:
12. First disappointment in Homm4 was to realize that creatures are no more upgradeable. Why? I expected in Homm4 to see even more upgrades. I also expect to see 3-4 upgrades in Homm5. Please, make it.
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by CaRoSh:
Oh come on.. 3 upgrades is ok.. but 4 ? Don`t you think you expect just TOOOOO much ? http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif
It would be good if some of this points would be involved in homm5 but.. if they`ll involve them.. than .. well.. they will have to move the premiere of homm5 onto 2010 http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif and we don`t want that do we ? http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif </div></BLOCKQUOTE>

Agreed, 4 is too much for v5.0. But it won't be if it appears in add-ons.


Another wish:
Potions (bottles) in Homm4 were like trash in hero's inventory. I wish that potions of the same type were in the same place and number of those potions would be displayed. I.e. you always see (if there is at least one) only one immortality potion, but with number displayed on it.
The same wish is also for artifacts (which are exactly the same).

karlito31
07-08-2005, 01:56 AM
You think that you can use your strategy by building specific buildings and to feel some nice mystery?
I tell you this: you build Altar of Light (for Angels), but computer builds Knight's Chapter (for Champions). You capture that computer's castle and what you see? You see that you cannot buy Angels! And you cannot to build Altar of Light! You have money, and you cannot buy Angels (even in the future)! You buy useless Champions, whose are only a little. It's not your strategy - it's computer's strategy, i.e. you can't play by your strategy, what makes you nervous. So, do not say that it was a good idea. Of course, it is just my opinion.

So , when you capture , say, inferno.
You cant build angels there , right?
No matter the money you have.
i.e. you can't play by your strategy?

Creature choices is best strategy addition to the series.Force you to think and make decisions. What strategy is all about, after all.

Zamolxis108
07-08-2005, 05:28 AM
Well, I've started somewhere a wish list, planning to post it here when it's done, but meanwhile I managed to lose it. http://forums.ubi.com/images/smilies/35.gif I won't do the same mistake again, and I'll just post here my wishes as soon as they pop into my mind.

Before I start with my wishes, I'd like to thank the developers for granting already quite a load of the wishes I had before the official announcement 4 months ago. Now I already know the game will be (at least) good. But what would make it for me great? Or even perfect? Let's see:

1. Gameplay at least as good as H3. Can be more dinamic, but only with no loos of strategy.

2. Better AI than in any of the previus games.

3. No H4-like bugs. I don't want to have to wait for a patch to be able to play the game without headaches, or to be able to have multiplayer a.s.o.

4. Intelligent random map generator (without teleporting monoliths next to your town & stuff like that), and also very customizable - at least as much as H3, but preferably as customisable as the WoG options (which castles should be on the map, percentage of forts & other map objects, quantity of resources etc).

5. Map editor that allows you to edit two maps next to each other, so that you can build a map as a continuation of a previous map. Such maps can be used in creating a campaign, so that the stepping into a new map looks more realistic.

6. Campaign editor with many customisable carry-over options, and the possiblity of using game videos & music between scenarios. Give us the chance to use our creativity, which will only help in the succes of the game. People always love/appreciate customizability! - don't ignore that. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif The Campaign editor should also work nicely together with the Map editor, so that we can have the scenario maps very nicely fitting in a huge campaign map.

7. Cool videos. For some people the videos add a lot to the general mood/atmosphere. And intro video is very important, in game videos (or at least in between the campaign scenarios) are also important and last but not least, what unfortunatly in many, many games is ignored, the final video. I really liked the music together with the animations of that Red Dragon at the end of the H3 scenarios. It really gave me a good feeling, making me enjoy like twice as much the fact that I've finnished the scenario. I know that's just an animation, not a real video, but I want to point out the importance of correctly handling the mood of the player at the end of the game. I think I played 20-30 games in my life till the end (different game campaigns I mean: AoE, AoM, EE, Heroes, D.Siege, UT etc), but I can't remember any great end-video. I can remember some nice intro videos, maybe some nice in-game videos (W3), but no really "rewarding" end-video. They were all between disappointing and neutral.

8. Hero specialities: make the heroes unique, give me a reason to become a fan of some of them, make me fall in love with them.

9. Don't remove cool spells like Dimention Door, Fly, Town Portal etc. They add to the magic of Heroes. Just take care there un not unbalancing (through the number of spell & movement points they are using). One it comes to controversial things, like powerful spells or hero specialities, that half of the fans love, while another half finds unbalancing, the only way to make both happy is to keep them, but reduce their strength or increase their cost.

10. Perfectly H3-like organised interface, where there was almost no place where you would left/right click without doing sth, or accessing some information. Do not repeat the H4 mistake of filling it with "nice design", with the price of having to scroll like crazy in order to get to a specific hero/creature on the list of those on the adventure map, or in order to acces a specific town. The towns should be more easily recognisable, and we should be able to select their order in the interface town list (same thing with the heroes).

...to be continued,
Zam

Sheridan1977
07-08-2005, 06:33 AM
Today i took a look on the e3 videos of the game.
I'm really surprised about the amazing look of it.

I would really enjoy playing this title under my favourite operating system: Linux.

This is my biggest wish for part 5.

So, go on with the good work.


greets & thanks
Sheridan

Robertukas
07-08-2005, 02:09 PM
Originally posted by karlito31:
So , when you capture , say, inferno.
You cant build angels there , right?
No matter the money you have.
i.e. you can't play by your strategy?
Creature choices is best strategy addition to the series.Force you to think and make decisions. What strategy is all about, after all.

If it were inferno town then I would buy not Angels, but Devils! I would add devils to my other hero and the game will be fine, because Devils are also very powerful. Or if I had other inferno castle then Devils would be good also for the main hero.

If you like disabling 37.5% (3 out of 8) of the creatures in a town and you think that is very good strategy then why not to disable 87.5% (7 out of 8) of all the creatures in that town? I.e. then you would choose only one type of creatures. This is the same idea, just percentage is higher.

As I said before, if creators want to keep the same ideas then let it be possible to buy other buildings, but at much higher price.

Salventus
07-08-2005, 03:51 PM
I wonder how the Hydra is going to look. So, my wish is o have a Hydra look awsome.

karlito31
07-08-2005, 10:51 PM
If it were inferno town then I would buy not Angels, but Devils! I would add devils to my other hero ...

and in the same way , you can buy champions and add them to your other hero.

If you like disabling 37.5% (3 out of 8) of the creatures in a town and you think that is very good strategy then why not to disable 87.5% (7 out of 8)
7 slots , 1 creature. Does not sounds logic.

the.wicked
07-10-2005, 03:26 PM
Originally posted by Salventus:
I wonder how the Hydra is going to look. So, my wish is o have a Hydra look awsome.

if there will be a Hydra http://forums.ubi.com/groupee_common/emoticons/icon_razz.gif

My wish:
6 (I would wish for more, but I know there will be 6) towns/fractions that are made with same hart, not just very well done heaven and inferno and other 4 made in last night. But all made like there would be major in the game.

gryf6666
07-10-2005, 04:25 PM
perhaps ubisoft will give the chance to create the own castle... great would be to give one's favourite units to the one castle although I know that some they would have influence on the morale and the luck or something that

D4rkAg3nt
07-15-2005, 04:08 PM
First of all, I really enjoyed H3 and have never played H4 but when it comes to things i would like to see in H5, a random map generator with options would be nice, i recall only a handfull of "fun" scenarios that i would replay all the time (others would just not interest me), and making your own maps to the same quality as the ones allready available was just too long. VoIP would be great addition for ally coordination and strategy. Also, being ably to direct the attack of Castle defences would be nice allthought i dont mind having the bonus damage randomly hit the ennemy (or at least their archers). And the ability to upgrade your creatures was great- a must stay. And i sincerely hope I dont have to wait weeks to collect enough money to buy units (the number of times I just skipped a couple turns in order to gain enought money to resupply my army was kinda slow and pointless).

Ninjadennis
07-17-2005, 06:55 AM
As others ... First of all, playing HOMM 3 or 4 is to me some of the greatest games to play with or against some of your friends online or by playing hotseat.

So PLEASE don't mess this up in the next HOMM!! http://forums.ubi.com/images/smilies/16x16_smiley-mad.gif

But what I would like to see (now I know u already must have read tons'n'tons of posts, but anyway..) is that the multiplayer online gameplay will be improved in various ways.

1. When you play XL maps you better have a good book close by, so you will be able to pass time waiting for the game to transfer gamedata to the other player(s). So work on this issue to accelerate to transfer module.

2. When playing online and the opponents enter battle against a computer player or a neutral army, one of the following options would be nice:
- Against neutral armies it would be nice to be able to control the neutral army as opposing human player, which
would greatly improve the AI... http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif.
- Against neutral armies as allies it would be nice to see the battle, and give advices to your ally.
- Against computer players it would be nice to be able to see the battle as ally, and give advices to your ally.
- If it would be too much, then at least see at notification that other human players enters battle and you can
see the win/loss result, so you will know when the battle is fought and ended.

3. Of course it would be nice to have the game on GameSpy since it works with 3 and 4.

4. Maybe improve some of the spells to cast on the adventure map or use random events, which could be plague in an area so armies would lose troops staying there,
or earthquakes, which would destroy buildings or render them unable to produce troops for limited period of time,
or "Babyboom"/"Blessings of production" which would increase the production number for certain unit types for a limited period of time,
or rebellion in a town making it a neutral town (could be controlled by taxes maybe),
or random event could make a extinct computer player re-emerge with a powerful army to invade the country again.
do you see where I'm going ... http://forums.ubi.com/images/smilies/784.gif

And finally thank you so much for reviving the HOMM series. It is too great a genre to miss out on.

I/we love your work so far ... don't dissapoint us.

Robertukas
07-17-2005, 07:46 AM
Originally posted by karlito31:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">If it were inferno town then I would buy not Angels, but Devils! I would add devils to my other hero ...

and in the same way , you can buy champions and add them to your other hero. </div></BLOCKQUOTE>

1) Champions are much weaker than Angels (7 Champions = 1 Angel, because I always play strategy when I want always win without any casualties. With Champions it is much more difficult to win without casualties, i.e. at the beginning 10 Champions = 1 Angel, but when you face massive army (i.e. when to win without casualties is not possible) then 4 Champions = 1 Angel)
Such is my opinion.

2) Lets consider the situation when there are 10 Towns on the map (2 Towns from each race). If you have 1 Life Town then you know that after capturing another Life Town you will buy Angels (if possible). But if computer there has built Knight's Chapter then you will have only 1 Town (from 10) where you can buy Angels. If I take Inferno Town then I will buy Devils (in this case it is no problem, because there is a town which is inferno, so you maybe I will buy Devils also there).
I mean that there is no strategy when computer spoils 4 or 5 Towns (of 10).
And it is not the same what to buy : Angels or Champions!

3) In Homm3 there were 7 levels of creatures. In Homm4 there were made only 4 levels of creatures (is it really improved version?). Strategy? This is rather game ruining.

4) I don't see any strategy in building creatures dwellings, because you will always build Altar of Light instead of Knight's Chapter (maybe except some cases (for example, you have no crystal mine and have no crystals, and computer comes to you soon), but I have never built Knight's Chapter if I had possibility to build Altar of Light).
Maybe it would be some strategy if you decided what to build first, because other buildings would be much more expensive, because in Town there is limited place, so expanding Town costs additional resources. So then if computer builds wrong building then you always can build the right one. In this case all strategy is in your hands (i.e. not shared with computer, as it is in Homm4).



Originally posted by karlito31:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">If you like disabling 37.5% (3 out of 8) of the creatures in a town and you think that is very good strategy then why not to disable 87.5% (7 out of 8)
7 slots , 1 creature. Does not sounds logic. </div></BLOCKQUOTE>

Of course it is not logical. The same absence of logic is in case when there are disabled 37.5% of dwellings. The difference is that you clearly see as a very bad idea to disable some dwellings if disabling is big (i.e. 87.5%). But, please, open the eyes, and see how bad idea is also in case when 37.5% of dwellings are disabled .
The difference is only in percentage, but that bad idea is the same.

C_h_u_c_k_l_e_s
07-17-2005, 07:59 AM
Just a little reminder here guys. I've got a wish list over at the Genie's Lamp. I organize the wishes into catagories and the game developers use this list to gather ideas to implement into the game. So if you want your wish to be seen by Ubisoft/Nival...submit it to the Lamp.

The Genie's Lamp: Wish List page (http://home.houston.rr.com/thepliskepages/wish_list.htm)