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Thread: HoMM V - Adventure Map Game Interface - Comments & Suggestions. | Forums

  1. #1
    Well, we have seen so far some Adventure Map shots, but not the whole interface. What suggestions do you have and, later on (when the first shots will be out), what comments?

    I'll start with one thing really bugging me in Heroes IV. The screen & computer resources didn't allow me to play the game in the highest resolution two years ago (when I was playing the game), so I don't know if this is available for all resolutions.

    Anyway, what I remember, was that for the hero/creature list on the adventure map, I had 3 shields in the right side of the screen, and I remember I was really getting bored (not to say smth else) scrolling those 8 slots up & down every single day, in search for the next hero/creature I wanted to move. In the period when I was playing the game all day, I must have been clicking 1000 times per day only on that scroll bar.

    I deffinetly don't want that back. The interface in Heroes III was way better (also in design & ellegance if you ask me), with 5 out of 8 available (instead of 3 out of 8). It doesn't sound like much of a difference (from 3 to 5), but it actually was. If you calculate the mathematical probabilty of needing one of the 5 heroes out of 8 (H3) and you compare it with one of the 3 out of 8 (H4), you'll see the real difference. I don't know if also the gameplay made a difference (only heroes in H3, also creatues in H4). It actually did I think, as In H3 you kinda knew your hero order, you didn't have to look for it. In H4 you always recruited, took creatures out or in the army etc, and the list always chanced, so you couldn't always remember it. I think I was using the scroll only 2-3 times a day (in-game day) in H3, while in H4 20-30 times a day. If you multiply this with 50-100 days (of the whole scenario), you really get to huge numbers.

    I also like a nice design for the interface, but the design shouldn't affect the ergonomy. I would go for the H3 system, or even better: all the 8 slots (if they will be 8) to be available, in, let's say, two colomns of 4.

    Also for the owned towns I would like less scrolling (3 out of all was really too less sometimes).
    Member of the Heroes of Might and Magic V Rescue Team . . . [COLOR:WHITE]>[/COLOR] Still waiting for a better game.
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  2. #2
    I personally didn't like to pick up tediously the artifacts left behind after I just defeated an opponent on the battlefield. We should always have the option to leave artifacts on the adventure map, especially those that I'm not interested in or even better to be able to sell them through the Black Market.
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  3. #3
    I agree with Zamolxis on the number of herioes displayed, it would be nice if it was 5, it seemed like a good number.

    I don't quite understand what salventus is saying tho ? You did not had to pick the arts left behind - after a fight I presume -.
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  4. #4
    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Salventus:
    We should always have the option to leave artifacts on the adventure map, especially those that I'm not interested in or even better to be able to sell them through the Black Market. <HR></BLOCKQUOTE>
    Two off-topic great ideas (so I can't stop myself posting a supportive comment):

    1. Selling artefacts at the black market should be a MUST TO in the new game.

    2. Leaving artefacts on the map can also be a usefull feature. Instead of having to make your heroes meet for that (or sending creatures), you can just drop them somewhere safe, where few days later, some other hero of yours may take them. Or you can just drop them on the territory of your ally (if you don't need them anymore) and he'll see if he can make any use of it.

    The problem with dropping the artefacts gives me another great idea. The problem is: what do you do when you feel like dropping 20 artefacts? You can't just make them all appear around you on the map. Sollution: We can variate the funtionality of the treasure chests (kinda like in WoG, but taken even further). Why should they contain only money? Why not also artefacts, or scrolls or any other possible "treasures"? So, when leaving more then one artefact, the hero can place anything he leaves behind in a chest.
    Member of the Heroes of Might and Magic V Rescue Team . . . [COLOR:WHITE]>[/COLOR] Still waiting for a better game.
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  5. #5
    It's not too much of an off-topic man.
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  6. #6
    I really like the treasure chest left behind idea. I hated that when the main hero, 4 turns away, has 3 shields and the other none. This would be a great solution if you want to keep moving without leaving troops behind.
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  7. #7
    Senior Member
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    some comments (on-topic):

    1. bring back different interfaces like good/evil in Heroes 2. They may be connected to factions.

    2. UI should not occupy almost 1/3 of screen like it did in H4. 1/4th or 1/5 is appropriate. Possibilities to chose between different layouts like in many FPS games wouldn't hurt, but are not necessary.

    3. Like mentioned above, scrolling isn't fun. If you cannot afford compact and clear-looking graphical solution, better use text. But with wise use of space, it should become a problem.
    Why am i forced to have an "U" as a screen name? I'd like to sue someone.
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  8. #8
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    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pitsu:

    2. UI should not occupy almost 1/3 of screen like it did in H4. 1/4th or 1/5 is appropriate. Possibilities to chose between different layouts like in many FPS games wouldn't hurt, but are not necessary.

    <HR></BLOCKQUOTE>

    I agree. The interface in H3 was ridiculously large and the adventure screen too small, expecially on a 15" monitor.
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  9. #9
    Id love to see wide screen support in the interface: so that i can make use of my widescreen! XD More adventure map revealed this way and ill stay a happy camper.
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  10. #10
    <BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by OZFirst:
    I agree. The interface in H3 was ridiculously large and the adventure screen too small, expecially on a 15" monitor. <HR></BLOCKQUOTE>

    so what?
    oh, ok - it could have been a little smaller, but interface in H3 was looking great (way better than in h4) and it would be nice to see such colorful, faction-dependend interface back in H5.
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