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Posted Hide Post
I know reason of the delay. Someone is not ready to answer crucial question - what is battle(combat) in HoMM Kingdoms?
Guys, be ready to be disappointed!
 
Posts: 10 | Registered: Sun January 13 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Heheh

HEllo everyone, and esecialy Ubi Smile, for making this and trying, and I wish you guys all best and luck and succes, heh thats of kompliments,

Well you are probally in work over head, and thousewnds question every day, Smile well it isnt easy

I am just have this question how HoMM will be similar to a reall HoMM, will it be true Heroe oF M&M or just a some copy web browser, I know that there are some limits, but well if you are really making Heroes than make it so, I wouldnt like to se just another ogame or Trivian or Tribal Wars, I would Like to see a reall HOMM and enjoy playingit months and months and years,
and I give a dam will I wait a day or month or a year make it to be worth its waiting,


And one more thing I have read somewhere one guy posted a question about somethin game server
with alliance or guilds and other server without ir or lets say to put a max coperativ players 4-6, I agree alliance become too big and dominante and players loose pleasure of game thay loose its individuality, smaller guilds are better and better cominucation and relation, well.. its up to you Smile

And comon without a HoMM fighting sistem well thats not a game!!!!
 
Posts: 2 | Registered: Fri January 25 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Hope to read some news today...
It looks like announcement of HOMMKIngdoms beta was far too early.


http://elite-homm.clan.su/ Russian Clan and Comunity of HOMM Kingdoms
 
Posts: 22 | Registered: Tue January 01 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
i think announcing it for early 2008 was right,
because for me "early 2008" is januar/februar.

so we have the 01.02 and if it starts this month all is ok.


another aspect is they should delay it as long as they want because i hope for a really good and new browser game and not for "just another ogame,travian and co."
 
Posts: 118 | Registered: Thu January 03 2008Reply With QuoteEdit or Delete MessageReport This Post
Community Developer
Picture of Yaiden
Posted Hide Post
Hello,

Sorry, I'm late Wink
Now I will post my answers on Wednesday (I'll try my best).

Cheers,

Yaiden

"What about armies (troops). In the tutorial I read about only three types (archers, cavalry and infantry). And what about flying troops. Will it be classical 7 levels of troops for each race?"

Yes, don't worry; the 7 levels of troops will be present for each race!
However, you're right; we divided the troops in 3 categories: Infantry, Archery and Cavalry. Your task will be to organize your army for each combat to be as efficient as you can, according to the power and the type of each unit. The flying troops are included in the cavalry category.
"¢ Infantry has 50% power bonus when fighting cavalry
"¢ Cavalry has 50% against shooters
"¢ Shooters have 50% against infantry

You will learn as you play how to improve your units' combinations to reach the best every time.





"How are you going to solve the problem of battles?"


The point is that the combat system is different from Heroes V to be more adapted to a web based MMO, but it's still be very strategic and challenging.
The battle will be automatically solved by a mathematic calculation once you click on the attack button. The result is announced when the combat is done; to know when, you just have to take a look at the timeline.
Nevertheless, the battle preparation will be crucial. A mistake can be fatal; even if your army seems to be stronger! A bad choice in your organization could lead to defeat.

"What about the upgrades of the hero? You tell us about jobs... is it just like a classic secondary skill or something else?"

As usual each hero will collect experience based on his actions. Once you have enough XP points you reach the upper level. They will be able to learn up to 3 careers among 13 available and a lot of different skills in each. These skills will improve different parts of your kingdoms development: building faster, stronger units, recruiting faster and many more that you will have to discover by yourself.

"What about with the artefacts? How to collect them?"

You will have different ways to collect Artefacts. You can earn Artefacts by defeating NPC when you explore your region or them on the Marketplace. It will be a huge exchange place, where players can trade through an auction house (I will give you more info about the marketplace in a future Q&A)

"Will be "computer player" in the game?"

Nope, there won't be any computer controlled kingdoms in the game.


Cheers!

Yaiden




 
Posts: 165 | Registered: Tue December 18 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Great to get new info... Battle system is becoming more clear to us waiting for the game (nice move on 50% bonus depending on units clashing - rock/paper/scissors fans, huh Smile )
But some players have been asking one question that hasn`t been answered and the answer to it would clear a lot about the general gameplay, and that question is: Will there be server resets????
Like in "Utopia" for example... Are we supposed to "win" within some timeline or is the game going to be truly persistent?
Thanx in advance.
 
Posts: 11 | Registered: Sat January 05 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Well I think that depends from player to player,

personly I would like somethin timelles, well a two years or somethin,

but best way it would be to make a server with reseting and server without reseting till apsolut wining Smile


WELL WHAT IS WITH QUESTION ABOUT GUILD SERVER OR OTHER ( guilds and alliance are drawning player and making mess and dominance and I personly am not for it, ) COULD YOU TRY TO WORK ON SOME BALANCE ON IT

Yess cooperativ and friends but some limits, some balance, some hopes and chance always,

Heroes isnt game in its spirit to make hundreds and and hundreds of allies.

OR I have IDEA why not to make a server with just TWO SIDES, Perfect WAR, two enemies and balance it, and play till apsolut victory!!!

ONE is Elfs, humans...

Other Dungeon, Dead...


What you think?
 
Posts: 2 | Registered: Fri January 25 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
hmm, 50% bonus to attack a certain type with a certain type seems rather large. if i remember correctly, this was also done with the online cardgame before homm5 came out. giving such a huge bonus will result in always reoccuring situations, while leaving the bonus away gives more strategic oppertunities. Or perhaps you can think of some new kind of bonus/system? the possibilities are endless
 
Posts: 45 | Registered: Thu January 10 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Just to be clear, there is no traditional HOMM combat? That's a pretty serious ommision, the turn based combat of the traditional HOMM games is one of it's defining features and if the online version doesn't have it I'm starting to worry a little bit.
 
Posts: 3 | Registered: Tue January 15 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
-.-

and how should they include turnbased combat in a browser game? you attack someone who plays only 10 min a day... you make your turn and have to wait 24 h till the other play do his turn... if the combat only needs 5 turn your hero cant do anything else for 5 days... great...


if you have an great idea how this could work you should explane it to us Wink
 
Posts: 118 | Registered: Thu January 03 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
and how should they include turnbased combat in a browser game?


One way to go about it would be to create some guidelines for your army`s actions:
ex.:
when u can -> cast lightning bolt on opponents largest/smallest stack of creatures or
if your creature stack gets hit by lightning bolt cast "something" on "someone"... u get the idea Wink
Not really live action but it`s ok for starters.
The fact that some of these words appear in most programming languages should make it a matter of programmers designing a simple and intuitive interface for players to set-up their armies (and since they`re getting payed for the job - i`m not typing more Smile ).
Granted, such things in any game if implemented badly can turn away "less patient" or "less skilled" players but hey... we did not have fun playing HoMM because we used auto-combat and we do want to match our armies against others... Not to match our luck against others (although i do like those +luck artifacts Angel )
 
Posts: 11 | Registered: Sat January 05 2008Reply With QuoteEdit or Delete MessageReport This Post
Picture of Kiskoko
Posted Hide Post
quote:
Originally posted by Sonarok:
-.-

and how should they include turnbased combat in a browser game? you attack someone who plays only 10 min a day... you make your turn and have to wait 24 h till the other play do his turn... if the combat only needs 5 turn your hero cant do anything else for 5 days... great...


if you have an great idea how this could work you should explane it to us Wink


I think when u attack someone else, the attack is finished when your hero is reached the target independent from it he/she is just playing or not. U and the defender will have a report from it...
Like the auto-combat i think.
 
Posts: 19 | Registered: Fri December 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
when u can -> cast lightning bolt on opponents largest/smallest stack of creatures or
if your creature stack gets hit by lightning bolt cast "something" on "someone"... u get the idea


hhmm ok so you have 7 troops... there are over 50 spells/debuffs/range/melee attacks... so for each fight you have to configurate around 7*50 events?

i think the dev team thought a long time over it how you could manange the battle system because player are not online to the same time things happen... and the 50% bonus on each unit type allows a bit taktik and you dont need to prepare a fight 30min

@kiskoko maybe you should read yaiden posting
 
Posts: 118 | Registered: Thu January 03 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
hhmm ok so you have 7 troops... there are over 50 spells/debuffs/range/melee attacks... so for each fight you have to configurate around 7*50 events?


No way anyone would play a game like that (well maybe some people would). But you are taking my post to extreme. The point is to give players some degree of control over what they can order their troops to do in certain situations. Lets not forget that auto-combat exists in HoMM for a while now and the option of scripting some of the actions would give a certain degree od control to players.
For example, i would like for my hero to cast "Haste" asap and regardless of the auto-combat engine (other people maybe want "Shield" or whatever). The point is in guiding via these "scripts" engine when it is your "turn" to fight close to what you would do (mimic your own "style").
And by "turn" i mean moment when one of my units comes in line for action (just so we dont misunderstand each other again). I assumed people knew that scripting all possible events would be crazy (that 7*50 is closer to one turn of one unit stack so real number would be waaaaaaay higher).

And as for having to wait 5 days to play one battle: time-limit.
Give say 15 secs per combat turn to each player. If he does nothing -> auto-combat kicks in(for example).
Nobody wants to play over-complicated game where people can escape defeat simply by not moving their units.

But we are as always when it comes to new games in dark and will know nothing until the game starts (we dont even know if there are combat turns like in "real" HoMM).
That said, maybe its time for the game to start, huh? Cool
 
Posts: 11 | Registered: Sat January 05 2008Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Tnx for answers,Yaiden.

As far as I can judge from the answers- HOMM Kingdoms is a game without any tactic system at all - every battle is a simple mathematics calculation of troops power+random lottery of 50% bonuses. I can't see any strategic phase in troops disposition. If i know enemies disposition - i'll put my troops exactly to get bonuses, if i don't know - it's just another lottery.
I'm very disappointed adout battle system, game will lose a huge number of players because of automatic battles.
I think classic battle system is possible in battles with NPC for sure, and in some other PvP cases.
-------------
Though, there are some old questions:
1)What about the players territory? Is it limited for every player or I can capture unlimited amount of map sectors?
2)What about neighbors? Can players defeat them and take their castles or territory? What about possibility of taken some castles? Can I attack only my neighbors or I can walk through all map and attack far-away leaving players?
3) What about the troops consolidation inside one allianse?
6) What about some quests in the game?
7) Interested about dwellings on map, dragon utopias, mills and so on...


http://elite-homm.clan.su/ Russian Clan and Comunity of HOMM Kingdoms
 
Posts: 22 | Registered: Tue January 01 2008Reply With QuoteEdit or Delete MessageReport This Post
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