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Thread: Simple problem, Simple Solution: Diplomacy | Forums

  1. #1

    Simple problem, Simple Solution: Diplomacy

    When creatures want to join you, presumably they are more scared than creatures that want to flee (This was the case in every previous Heroes game, the final stage of fear being willing to join you for free). However, when a creature wants you to buy it, there are only three options:

    1. Buy: You pay however much gold they want. You get the creatures. The FIRST time you do this on a map, you gain TEARS. Subsequent times, you gain just the units, no tears.
    2. Attack: You snub your nose at the creatures' offer and slaughter them. EVERY time you do this on a map, you gain BLOOD.
    Which brings us to the real problem...
    3. Refuse: The dialog box is closed, the creatures remain. In EVERY previous title, refusing to allow creatures to join you would pop up a second dialog box saying the Monsters then want to flee from your power and you are given the Pursue/Let them Go choices (The first dialog box had no "attack" option) thus giving you a way to rid yourself of the creatures without fighting them or buying them.

    Why is this a problem? Well first of all, every time creatures want to join you after the first time is actually BAD for you as a Tears hero. This drives you to try to strike the exact right army composition level to cause the monsters to flee but not to want to join you. Obviously a problem. Further, there's no way for you to get rid of them without fighting them once you reach a certain level of power. This makes NO sense from a gameplay or a logical standpoint.

    "Hey, we're so scared to fight you that we're willing to join you for free!"
    "I don't want you to join me"
    "Oh, in that case you have two choices: You can either walk away or you'll have to fight us because we somehow found the BALLS!"

    In summation: This is a really dumb problem that was solved by EVERY PREVIOUS Heroes game and yet somehow found it's way into Heroes VI. Lest people persist in viewing Heroes VI as the dollar-sign-eyed abortion it has been portrayed as, really easy stuff like this needs to be stamped out.

    Although, honestly, the main thing that would help this game is to completely overhaul the skill system, returning to the format (and randomness) of Heroes V and re-instating the Mage Guild and a counterpart "Battle Guild" for might heroes.
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  2. #2
    Quote Originally Posted by nosce View Post
    Although, honestly, the main thing that would help this game is to completely overhaul the skill system, returning to the format (and randomness) of Heroes V and re-instating the Mage Guild and a counterpart "Battle Guild" for might heroes.
    I'd perfer it if they managed to perfect a system where you have choice. I don't extactly understand why people thought that the previous system was better.

    The main issue of this thread doesn't seem to be a big deal, but it would be easy to fix.
    Last edited by shop4A98B0C7F; 08-05-2012 at 12:52 AM.
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  3. #3
    Return to the randomness? Being able to play the character you want is one of HVI's saving graces. And boy, does it need its saving graces.

    Anyway, the diplomacy thing is annoying. But instead of going back to the old setting, they could fix the new one. Expand the options, so you have "Let them join", "Let them go", "Slaughter", and "walk away."

    Though you can always let them join and then just discard them immediately. Mostly the same thing.
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  4. #4
    Junior Member Niolator's Avatar
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    Quote Originally Posted by nosce View Post
    When creatures want to join you, presumably they are more scared than creatures that want to flee (This was the case in every previous Heroes game, the final stage of fear being willing to join you for free).
    I prefer to look at it as the creatures is not scared but are in search for greater glory (as it is described in earlier versions of HOMM). If the fear increases due to the size of the approaching army so would the will to flee, at least according to my logic.
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