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D--S--P
06-03-2015, 03:30 PM
i cant write in the closed beta forum so i do here - hopefully you will read it or forward it to the right place

i just started a skirmish map, first impression is good but just one thing i really dont like

1) the background of the menu-button this brown-yellow thing what looks like a honey-comb

really it looks like too simply / modest / unaspiring

pls change it we will face it everywhere in the game

2) the delay / lag when you scroll through the menues / options is also annoying

3) if i go to the skillwheel via shortkey "S" - it will be closed after a couple of seconds automaticall and i am again on the adventure map...

4) you cant see the enemy troups in deploying phase because the hint "deplay your troups" is hidding it

i know you are more looking about bugs and feedback about gameplay - but there is no "second first impression" )

detailed feedback when i spent a couple of hours

thanks + have a nice day

D--S--P
06-03-2015, 09:44 PM
5) battlefield : hope we could more zoom in in the final version - models looks very great! good job

nice atmosphere , game look amazing so far

thanks and keep on going ;)

shop654B206C8
06-03-2015, 10:06 PM
Some things I have to ad :

1. I think towns artworks are not as good as in heroes VI ... They seem childish here compared to the previous one. Am I the only one to think that ?
Please take care of these town screens artworks ! It is really important :).

2. It could be a good idea to highlight the buildings in town screens when we pass our mouse over it

3. When we have to purchase monsters in buildings, it could be interesting to have the shortcut double left click to buy all what's available instantly (as we could do it in H5 and H6)

4.Didn't found the button in the menu to skip the camera animation in combat when an oponent attacks. Can somedoy tell me where it is ?

5. I know its only the Beta, but I just find that the starting menu of the game is less attractive thant the one in Heroes VI and even H5. I hope it will b enhanced :)

These are just my thoughts, you can do what you want with it, I just hope you will hear it !

Regards,

valdemarsh
06-04-2015, 06:17 AM
My expression is quete good at least for first look. Main bad thing that i can say its delay while AI move if its will be as long as it is now and as it is in HMM 5 it will be terrible to play on big maps (when you must wait few minutes between your turns and in reality you spend more time waiting when playing)

blanmgr
06-04-2015, 08:09 AM
Some things I have to ad :

1. I think towns artworks are not as good as in heroes VI ... They seem childish here compared to the previous one. Am I the only one to think that ?
Please take care of these town screens artworks ! It is really important :).

2. It could be a good idea to highlight the buildings in town screens when we pass our mouse over it

3. When we have to purchase monsters in buildings, it could be interesting to have the shortcut double left click to buy all what's available instantly (as we could do it in H5 and H6)

4.Didn't found the button in the menu to skip the camera animation in combat when an oponent attacks. Can somedoy tell me where it is ?

5. I know its only the Beta, but I just find that the starting menu of the game is less attractive thant the one in Heroes VI and even H5. I hope it will b enhanced :)

These are just my thoughts, you can do what you want with it, I just hope you will hear it !

Regards,

The most major thing that is a must is the town graphics. You MUST do 3-D graphics for the towns. Please do not release the game with 2-D town graphics which H5 graphics was magnificent. The graphic engines, computer processing and low memory available today shouldn't be a problem for game player.

BL

danyblue71
06-04-2015, 11:22 AM
I found town graphics childish too. They should put it in 3D like Heroes V.
Also, in the skill wheel there is no reading at all, we can't see what we've chosen and what we've not.
In the map, trees are awful !! Look likes we're back in the 90's.

LH-dsp
06-04-2015, 12:52 PM
UPDATE :

* Need to see infight / during a battle the original stack-size (like in homm6) to calculate if a heal is worth it or not for en example

* pls change that sound "oldschool telephon ring" in battle fight for special attacks
sounds like a phone from the 90ies

* different colors for each faction on advanture map ?

* a already learned/skilled skill in skillwheel should be marked or highlighted so i can easily see where i already spent my points

* confirmation sound is missing when places are visited on advanture map or resources are collected - resources could be highlighted to see it more clear

thanks

gery0606
06-04-2015, 03:49 PM
i have positive feelings towards the game overall. the skillwheel works just fine the flanking system is a nice addition just to name a few good things. however what i quickly noticed was that academy heroes specialisations are bad since they do not give meaningful benefits. for example a magic hero why should specialise in warfare or defense or give 250 gold/day these would be great specialisations for might heroes not for magic ones in heaven the magic heroes has proper specializations like get fireball as a starting ability or gets 4 magic. the only magic hero which has a relevant starting skill is the one who can cast water magic spell with +4 magic. academy magic heroes shold have magic oriented specializations like heaven ones

Titahn
06-05-2015, 09:17 AM
The most major thing that is a must is the town graphics. You MUST do 3-D graphics for the towns. Please do not release the game with 2-D town graphics which H5 graphics was magnificent. The graphic engines, computer processing and low memory available today shouldn't be a problem for game player.

BL


I found town graphics childish too. They should put it in 3D like Heroes V.
Also, in the skill wheel there is no reading at all, we can't see what we've chosen and what we've not.
In the map, trees are awful !! Look likes we're back in the 90's.

I wouldn't say it's a must. Actually I prefer by FAR these graphics than the 3D town graphics in Heroes V. Why ? Maybe because of a bit os nostalgia for the first heroes. But if it was indeed beautifull in Heroes 5, it lacked a lot ergonomy, and it was way less efficient to find a building and clic on it than on Heroes VII. One could argue that there is shortcuts for that, but it's a tad more fun to clic on the building and having the feeling to go there directly, to know which is what in your town, etc.

And, in a subjective point of view, I LOVE the town graphics. I didn't (unfortunately :'() play the beta a lot, but I was so happy when I saw the town. So I don't know what it will be when the game will go out, but it's not a must to to have 3D town graphics. Not for everyone at least =).

interritus666
06-05-2015, 09:58 AM
Hi all,

at first it will be fine, when one of the UBI-Team will post here on time shortly, that they see this all here. :o

1) the game speed is lowest. May be the server, maybe other facts. If you play alone against 3 KI it is abnormal, how long it last. I have a i7 X tremewith 12 GB ram and geforce titan and ssd - that must be more than enough. simultanplay will come - i hope so :confused:
2) i miss available hex-fields on strategic map. some like it, some not. please make a option for better view. :confused:
3) strategic map - why you add the income there, for example you have a saw mill than stand there only the number you have, may be 12. Why not 12+2 for one sawmill. so you can see once whar you have and what you earn per round. :cool:
4) the tents and pyramids are standing to close to battlefield. when you will choose your troops at the start sometimes you must scroll in and move to reach them
5) often freeze in singleplayer with large map :(
6) city view - much people sayed it - please make it better :nonchalance:

Sorry for my bad english - who have had the same or other problems - please post! :)

julz070
06-05-2015, 10:27 AM
Not liking much so far. H6 seems superior in every aspect. I know it's the Beta but I can't imagine the finished product being that much better..

- Loading times are poor and gameplay in general is laggy
- Menus and icons are not visually engaging
- Heroes are back to 2D with no customisation? I loved that feature in H6.
- Town view is very simple and just disappointing. And no button to return to town from map view?

I could find a lot more but the game just reminds me of H4, which I'm pretty sure NOBODY liked. Ever. Not impressed.

interritus666
06-05-2015, 12:56 PM
Hi,

i played now a time.

1) the game crashes in every map in singleplayer after maybe 1 hour
2) it is impossible to create or join a multiplayer game
3) i can not see the fortification level from the city in strategic map also
4) i can not see which level a "recrutment center" outside the city has (normal or upscaled)

5) the gameroutine is very slow - also with one KI Player.

Sorry for my bad english ;)

Ubi-Houck
06-05-2015, 01:16 PM
Hello Heroes,

Thank you all for your amazing feedback and for the detailed bug reports. Although we do not reply to everyone's post, we are listening and taking notice of your concerns.


Hi,

i played now a time.

1) the game crashes in every map in singleplayer after maybe 1 hour
2) it is impossible to create or join a multiplayer game
3) i can not see the fortification level from the city in strategic map also
4) i can not see which level a "recrutment center" outside the city has (normal or upscaled)

5) the gameroutine is very slow - also with one KI Player.

Sorry for my bad english ;)

Interritus666,

I am sorry to you are having crashing issues and that you cannot create/join multiplayer games.

For the crashing issues, can you please see this thread: http://forums.ubi.com/showthread.php/1133234-Crashing-Freezing-in-Might-and-Magic-Heroes-VII-Beta

Also for the multiplayer issues, I suspect this maybe due to a connection issue on your system. Can you please try the steps in this thread: http://forums.ubi.com/showthread.php/1133455-Connection-Issues-in-Might-and-Magic-Heroes-VII-Beta

If you are still having issues, please let me know. You can PM (private message) me so we don't take this thread off-topic: http://forums.ubi.com/private.php?do=newpm&u=1642146

Thank you and I hope this helps

alleviate
06-05-2015, 07:28 PM
good job! I really like the design decisions.

After my first skirmish map, I find only following not to my liking

Graphic needs to be more lively and colorful. hard to differentiate resources.

Chadra
06-05-2015, 11:40 PM
end turn button is bugged, does nothing on occasion

Ubi-Houck
06-06-2015, 11:15 AM
end turn button is bugged, does nothing on occasion

Hey, Chadra.

Thank you for reporting this bug. The development team are aware of this one. The current workaround is to Save and Reload your game, then the button should work again.

You can find more of the known issues here:

http://forums.ubi.com/showthread.php/1151762-Heroes-VII-closed-beta-Known-issues?p=10832277&viewfull=1#post10832277

Thanks

Pinkie58
06-06-2015, 01:59 PM
Hello

I have conquered Tax Collector and Warehouse
But I still don't know how to handle these buildings to get any revenue. They are always empty.:o :confused:

And buildings etc are to small :(

IamWyngaal
06-06-2015, 02:51 PM
Games overall looks quite promising for me despite those beta bugs.

But now i will focus on things that didn't really appeal to me.

What I mainly dislike is the build tree which is sometimes quite stupid for me.
Ok I understand that I have to choose which units I want more. That's ok.
But why i have to choose to either have more rakshasha or to have protecting towers. Or moat vs something else. Same with small pyramid building. Things like workshop/moat/town towers were always included in town's architecture.
Two legendary units from which i can choose one? Good option where I can decide what can be more helpfull against certain enemies.
To include mages in my army i need magic guild lvl 3 out of 4. Sometimes that means that i will have to spend money on 2 not giving me anything buildings as to have use of lvl2+ magic guild you need certain talent.
Ok that's about building.


Why can't I see full info about creatures in recruitment tab? Do I really have to fight to read about unit's skills?

Shouldn't items equip automaticly when you pick them up and have free slot?

Why when picking hero at start can't see their skill? Hope this is beta only and normally there would be their statistic/affinity/skill description.

Isn't hero dmg quite low scalling? As for lvl 10 hero i would rarelly kill one elite creature.

Why should we know about an amount of resources in certain piles? For me it would be better if we found out about the amount after we pick it not before.



Ok that's few thoughts about the game. Probably will post more in next days.

Redguild77
06-06-2015, 06:11 PM
Hello

I have conquered Tax Collector and Warehouse
But I still don't know how to handle these buildings to get any revenue. They are always empty.:o :confused:

And buildings etc are to small :(


Hi! Just look at your resources when you're arrive at those buildings. there will appear a "+" sign (under your gold and wood/ore) "+1000" ( gold ) "+10" (wood or ore)

Maetori
06-06-2015, 07:21 PM
I know this is stated before by some people but I will help out as much as I can.

1. Graphics need to be fine tuned badly. My graphics card can handle the max setting in almost all new games Geforce 970 here. These graphics are terrible compared to Heroes 6. I know this is beta why I am saying this.

2. Heroes skill are not versatile like 6. The customization of 6's heroes was great.

3. The town is very childish please fix this to best suit what people would like.

4. Creatures movements are not fluid clunky at some points like large units.

5. Units themselves look great just need fine tuning.

Thank you.

Sgt.Weinhold
06-06-2015, 07:43 PM
I bought HoMM7 today as the Deluxe Version.
In my opinion it is a nice looking game in the series of HoMM.
Nothing really new, but everything a little better.

After playing a few minutes my screen was frozen and the music was lagging, just like a scratch in a vinyl disc.
I know that kind of problem by HoMM6.
It is not solved yet.

Please try to make sure that any graphic-card that is comparabile with the named ones in the requirements will be able to run the game fluently.

My graphic card is a Nvidia GT540m.

shop467CAC917
06-06-2015, 11:48 PM
Hello to all,

First of all, I want to say that heroes 7 seems promising. We would need however an overview of the campaign, hoping that the scenario will be led well. Why no choice of campaign as for heroes 2 ?
The graphics on the adventure map is rather pleasant (a little spare by place) well than a little too much pastel (especially in city screens). The modelling of the units is made a success but the fights are a little bit soft.

On the other hand, I find that bugs are many far too much for a beta test. It is normal that there is, but a number of them should have been eliminated on the alpha version. Furthermore, they make me the unpleasant impression to be... fickle.

Thus, here are those that I found (map : single player / only human players) :
1) Adventure map :
- resources and neutral armies in inaccessible zones (ex: cabirs in cactus)
- disappearance of cities on the mini map
- the "end turn" button works badly (it is necessary to go to the window of hero or town to reactivate it)
2) Town window :
- local guards disappeared between 2 turns (Academy)
- impossible to recruit in town the dwelling's units (Academy) / works for Havre
- the "recruit all" button does not work (inactive or units by units)
- I have Titans in garrison in my city (Academy) but impossible to recruit other Titans with the button (double click works)
- of rare times, the bar of resources shows symbols (catapult, inventory symbol...) instead of numbers (recruitment window)
3) Heroes :
- the skillwheel sparkled at the beginning but that seems to have become stable
- difficult to differentiate the skills learnt by the others
- when we collect artifacts, they squeeze into the inventory on the same slot
- artifacts disappear
4) Battle field :
- sometimes, presence of units in the unit bar which are absent on the ground (they disappear when the fight begins) and conversely
- sometimes the battle grid is not present (apparently only in the desert)
- units do not attack as the player decides on it (an attack from behind is transformed into head-on attack but with damages of back attack : that hampers the movement of the units)

Here we are, it is more or less everything. For the magic, I do not still have really to test.

Rafanest
06-07-2015, 01:21 AM
Hi all

I have been playing for several hours. Complete small map and part of the bigger.
Really I have to say that the game need quite improve to be finish.

The Good.
The gameplay reminds me HOMM III, I loved that game so it is positive. I also love skill wheel, city desing etc. So, if the game comes with enough maps, map editor, a good campaing with good story it will be a great game

The bad
Lag and bugs.
It takes ages to load game and savegames. It is so slow that this issue is gamebreaking.
Graffics are quite bad. I have problems to identify which creature of structure are in the map. Also same grafics are buggy. It is usual to see black or white zones, usually quite bigger on screen, specially on combat maps.
Artifacts issue. Some artifacts dissapear when try to equip them, specially when the slot is full. It also turns into another item.
Hero ability Rankhasa officer seem to not work, Treasure chest week only works for gold, not for experience as is described.

Gameplay
I would like to see hero´s abilities in the select screen.

I try to report more issues. It´s possible to improve the game to make one of the best heroes. Good luck (sorry for my english)

TheDude537
06-07-2015, 02:03 AM
1) I haven't played much but in my Single Player game I could not locate where my hero's special ability was. Everything in this window seems way too small.
Edit - in the "game creation" screen.

2) Quite often my sight to resources was blocked by the camera being locked behind hills.

3) Could not move the map around (could only see more of the map by moving my hero). I was probably doing something wrong with this one.

4) I'm hoping we will get a map generator and a lot of actually decent multiplayer maps. Campaign is all well and good but the magic of this game has always been the multiplayer game (or thats why everybody I knew loved HoMM3).

5) The AI in the last game was atrocious, it ranged from borderline ******ation (sorry but this is the best description) to invincible superman at the next highest difficulty.

Ythinn
06-07-2015, 02:57 AM
Can't post in the bug report forum either, so I'll hop on the train.

1. The description of the construct-healing skill of the Cabir says it only heals 1 hp for every 10 Cabirs. They heal a lot more than that.
2. If a friendly construct is at 100% health, but the stack has lost some units since the start of the combat (usually happens after the healing tent's turn), Cabirs cannot resurrect the fallen units. If, however, the stack takes damage afterwards, Cabirs can resurrect the whole stack back to its full size just fine.
3. When resurrecting a destroyed stack of friendly constructs, Cabirs step on the same tile as those constructs.
4. The Blessing of Arkath spell doesn't seem to work. I cast it prior to attacking a stack of Sentinels on the same turn, and the combat started as usual.
5. When you activate the Blessing of Arkath, the battle log says '%HeroName% loses' (it does say the correct name of my hero, not the variable name) right after 'Combat begins!'.
6. There's no way to view the active/passive abilities of one's creatures outside of combat.
7. There's no way to view the hero specialisation when you're selecting the starting hero on the game creation screen.

Chadra
06-07-2015, 07:51 AM
saabira - academy hero is unfinished, just a "box" icon, nothing selectable or usable to select the hero...

lance344
06-07-2015, 06:35 PM
I've got a question concerning difficulty, now I'm new to the series so this may be obvious to most of you, but how exactly does one play hard difficulty?
I managed to get a hero up to level fourteen losing maybe 1/6 of the troops I've spawned till now after minmaxing the early turns and getting as many troops as possible. But I'm unable to progress after the 11th week, all neutral camps are now at least at 1000-5000 units and even after defeating 2000 direwolfs with 500 marksman and a few buffer troops, getting my hero from level 11 ->14 I can't kill any of the big groups, In a few weeks almost all camps will be at 5000+ and winning by using a 50% stun won't be possible anymore because my mana will run out before my bowmen can get rid of the enemies. Meele troops dont work eiter since anything short of a few hundred troops gets oneshot when the enemy retaliates.
I can't go capture the AI cities to increase my unit output either since neutral camps block the way and the AI has been running in circles after reaching lvl 5 on a hero (my map bugged and I can see the view of player 2 but not player 3 and 4, spy says they're stuck at lvl 4 and 5 too though).
I even maxed diplomacy but I've not been able to buy any neutral camps beside some archers at the start.
Am I supposed to have cleared out all neutral camps by week 10? or is there some way to get more troops I'm missing(Got the additional spawns too)?
pls Help

Ythinn
06-07-2015, 07:28 PM
A few more observations.

1. The champion creatures (in my case, Simurghs and Arcane Eagles) are impossible to purchase one creature at a time. The only way I could buy them is via the 'Recruit all' button.

2. When using the 'Face of Fear' spell, as the target creature runs away, the vacated squares on the combat map cannot be walked on by any other creature for another turn (not a whole round, just until the next creature or hero takes their turn). Made a video to demonstrate that.


http://www.youtube.com/watch?v=yEdXQAEQNxU

3. Arcane Eagle's random Entangled debuff works on Golems despite their being immune to movement debuffs. Or is it by design, and the immunity is only supposed to work against targeted spells?

4. The description of the Arcane Eagle's debuff skill claims that it only affects adjacent creatures, whilst it seems to affect the creatures 1 square away from the Eagle as well.

ToxicZX
06-08-2015, 12:46 AM
Hey, Chadra.

Thank you for reporting this bug. The development team are aware of this one. The current workaround is to Save and Reload your game, then the button should work again.

You can find more of the known issues here:

http://forums.ubi.com/showthread.php/1151762-Heroes-VII-closed-beta-Known-issues?p=10832277&viewfull=1#post10832277

Thanks

I have also found if you open menu and close menu again, the button will work.

ToxicZX
06-08-2015, 12:55 AM
BUGS

When beginning combat, “Tacticsphase”is one word. Should be two.


Justicar attacks twice before enemyretaliation even though double-strike description indicatesotherwise.


Hero pathing is forgotten upon loadinga saved game.


Map screen always loads on dead centre.Not on last used hero or main town.


In 4 player match, one human 3 CPU,game locks on Player 2 turn. Re-loading autosave results in same effect.

COMMENTS

It would be nice to see a building animation for town construction. I actually don't mind the look of the classic-style finished buildings but it would be good to see them appear.

I don't believe it is necessary or helpful to see all the "forgets" in the log window, especially since it seems to show them for all players in a map.

Thanks!

lordtheobald
06-08-2015, 03:07 AM
I noticed this on my computer.

for some reason when i'm fighting flying unites they spin while they fly towards me. it doesn't always happen but I have the speed set to 200%

shop467CAC917
06-08-2015, 11:44 AM
Hi,

Cabirs and Master Cabirs can repair constructs as Golems or Titans but not gargoyles... :confused:

Ubi-MoshiMoshi
06-08-2015, 01:17 PM
Can't post in the bug report forum either, so I'll hop on the train.
.

Hi Ythir and thank you for your feedback.

I have manually added you to the closed beta forum.

Ythinn
06-08-2015, 04:18 PM
Hi Ythir and thank you for your feedback.
I have manually added you to the closed beta forum.

Cheers, MoshiMoshi, Much obliged.

lordtheobald
06-09-2015, 01:46 PM
I see a lot of post for lag, but i have noticed that the game starts to slow down and takes longer and longer on the 4 person map with 3 ai. close to 3 months it starts taking 5-10 minutes for the AI to finish their turns and that even with the game speed set to 400%.

K-Lund89
06-09-2015, 02:05 PM
in game setup whit teams and so on before match... i woudt love to se hero spec. by right click ... instead to have to make a game whit every 1 to se witch i want

mdubs123
06-09-2015, 02:51 PM
Ok, am I the only one who is annoyed that the TAVERN is called the MUCH more polititcally correct Hall of Heroes??? I've been with this game since Heroes 3 and I loved the idea of a bunch of dirty, groggy guys and gals sitting around an old school tavern waiting for adventure! It's just plain cool! So PLEASE Ubisoft, change it back to the tavern. I will love you forever.

arek.serek
06-09-2015, 02:57 PM
Please add animation (highlight like in Heroes 3) after buying a bulding. Currently, you can not see that the building is new.

Lord_Falcon
06-11-2015, 04:46 AM
So after lots of struggling I got a multiplayer game to work.... kinda... Something needs to be done about how multiplayer works in each heroes game I constantly have issues with the multiplayer. Perhaps give the game time to resync... because heroes 6 me and my friend would be playing for 1-2 hours straight then all of a sudden we desync and have to reload and start over... now in the beta for 7 same thing.. we played for about an hour and desynced.. did another hour desynced. Its very annoying and hopefully is fixed. I'd far prefer a "Please wait while the games sync" message then just saying it desynced... bye


General Feedback

1. I found when me or my friend went into a battle we would be able to watch each other's fights when playing a 1v1 game this shouldn't happen but would love this feature for watching my allies fight. Would prefer if it said "Your friend is starting a fight vs <blank> would you like to watch? Rather then pulling me in to watch automatically.


2. After watching my friend battle i could then see where every flag of every creature and enemy was and so could he.


3. Please allow us to right click on things on the map while it isn't our turn and allow us to go into our castle to start considering our next turn.


4. Several NPCs on the 1v1 map don't respond to mouseover or right click.. not a huge deal as i know i wanted to kill them anyways.


5, Haven't tried the random skill option yet but it would be cool if it was like previous heroes games where you can select 1 of a random selection of skills.... i assume it just picks a random skill though and gives no choice.


6. I have a i7 930 @ 3.4ghz with 12gh ram and a GTX 980 SC and when it is the AIs turn my fps goes to 7fps sometimes 1fps.. it fluctuates greatly.... and they take way too long to move. Once its my turn I get like 28fps.. which is fine for this type of game but I should be getting 80+ fps with my setup at least.


7. Not a fan of the generic artifact boxes on the map instead of visually seeing the artifact laying out... seems lazy to be honest.


8. No AI in multiplayer I assume is only for beta... because that would suck.


9. I'm personally ok with the castle screens they could be better but they were much worse in heroes 6 at first..


10.I know for a fact other games are able to do multiplayer player hosted servers without having so many advanced setup techniques required and desyncing problems.. I truly think your main focus should be making the multiplayer code rock solid so desync issues are always resolved without ending the game.





Unless this version we are playing is extremely outdated i feel this game may need to be delayed to truly meet customer expectations.

ToxicZX
06-11-2015, 07:00 AM
A few updates here for noticed bugs:

At one point in dry map, AI player 3 suddenly became my ally, showing all discovered terrain and also showing me their battle against another town.

After capturing that town myself (player 3 tried to attack with zero units), I hired a new hero in it, only to discover this new hero belonged to the enemy and I could not control, except to attack the town that I hired him in (once again with zero units). This brings me to the next issue, which is when attacking a town with an empty hero, I cannot deploy a unit, therefore cannot start a battle, and have no choice but to load saved game.

To mimic some previous comments, the AI does not seem interested in engaging neutral stacks, picking up free resources, or really even playing the game for that matter.

lepruk86
06-13-2015, 08:05 PM
So, based on watching the beta streams and various other things I have two simple thing I hope gets reconsidered. It may have been mentioned already but I want to at least voice it (this thread is quite long now).

PACING:

- Heroes VI Campaign required you to level up your hero and their level carried over. Drop this feature - Start from scratch each mission. Make levelling up quicker like it was in HoMM II - This allows for brisker and more fun games.

- Along similar lines, don't over restrict movement and keep levelling up each mission relatively brisk. RTS' make you start from scratch each mission but that doesn't mean dull if you get the levelling pace right.

INTERACTABLES

- Older games had Witch Huts, Wind Mills, Leprechauns and just so much stuff on the map beyond XP / Resources. Bring some of this stuff back for variety.

-----

Heroes VII is looking good but please don't stick too closely the VI's progression and pace. If others have recommended similar to the above then just add my voice to the pot. At least look at the above and I will pre-order; but the current beta still looks a little too tedious like Heroes VI (though it is in the right direction).

bellakorr
06-13-2015, 10:03 PM
Hi, im not a pro at those type of game. And i think someone said something about that.
I find might heroes with battle cry better than magic heroes. Might heroes support better their troops and cry are not hard to use and often better than spells.
I also find Havre basics troops better than Academy at farming neutral at least.

Sten7981
06-14-2015, 03:25 AM
Heroes VII looks very promising, but it would be nice to have some old features back (from Heroes 2 onwards)
Like :

1. Magic heroes can learn all types of magic regardless of faction, ex: Haven mage can still learn Fire, death skills etc.... in short more flexibility how players chose to develop their heroes.
2. Right clicking on the troops open a close up detail with their model moving and all next to their status
3. Uh! why the town screen looks like a hand-drawn image? and building construct tree feels awful somehow...
4. Heroes can gain class depending on their skills development maybe? giving them some bonuses traits? like on Heroes IV?

Thanks2

stgsmitty
06-14-2015, 07:22 AM
First a little background on me, I love the Heroes of Might and Magic game series the first one I played was II and I went back and played I through VI owning them all and spending many hours being entertained by them. Alone or even better with friends these really are great, except for VI, games. Heroes VI I personally considered a failure of a game and a laughable attempt at reviving the series. This info is just to clarify that some of the many things I am about to list are from my experience with the previous games and should be considered as such. Lastly I am in school to be a game designer and MAY understand a bit more what kind of info Ubisoft is likely looking for as feedback in this Beta. This leads me to my first point:

1. There is a button to "Give Feedback" on the title screen of the game but when it is clicked it brings you to the website https://mmh7.ubi.com/en/beta from here the player then has to scroll down to find the FAQ's of which number 9. is "How do I submit bugs and feedback?" clicking on this link brings the player to a small blurb about giving feedback with a link that brings the player back to the top of the page. I understand this is BETA and not all things are completed or ready but THIS in particular should have been a priority. Instead I had to fish around to find this forum and this thread to find a place to provide you with the feedback you want. Luckily I really like not only this series but also what you have done with this game so far, it is a great homage to the pinnacle of Heroes (III or V depending on the player).

My list from here is much more focused on a couple of games I have played with my cousin and the many, albeit expected, bugs we encountered during gameplay. If and-or when you get the "Give Feedback" section of your website up I will likely resubmit these bugs / concerns there so that they may be addressed as quickly as possible.

2. Ability / button to add all creatures garrisoned in a castle to the army of a visiting hero instead of having to add them all individually one at a time.

3. Ability to view the detailed information of each creature, purchased of not your choice, while not in combat. Yes currently a player can right click on them to see their stats but any additional abilities the creature may have cannot be viewed until they are in combat.

4. Personally, treasure chest values should not be known until they are picked up by a player also resource pick ups feel about the same. There is something to be said about battling your way to a stack of loot only to have all the chests be 1000G / 500Exp or very small resource pick-ups, currently those can be avoided until a later date since that info is already known.

5. Bug - Experienced an issue with purchasing units in the Haven castle, on the 4-player map, in the Red area. The player was trying to recruit Cavaliers and the game kept defaulting back to Sentinels when the player would try to click the recruit button which was also grayed out. This was eventually fixed by rapid clicking the Cavaliers until they were purchased.

6. Personally, the "End turn" button should switch places with the "Move hero" button if the player still has movement available on any Heroes that aren't moved inside of a Castle / Sanctuary / Fort.

7. If a player moves a Hero into a Castle / Sanctuary / Fort and the player clicks on their portrait they should not be automatically moved out of that location.

8. Bug / Map issue - On the 4-player map the Blue player (upper left corner of the map) the Core Dwelling that is located just south of the Castle does not "link" to the castle after being captured. The dwelling still creates creatures as it is supposed to but you can not purchase the creatures from the castle as you are suppose to be able to and can do in the Red area.

9. Bug - On the 4-player map in the Red area while playing as Haven a player attempted to upgrade 10 Chaplains to Abbots but the player only had ~400 gold and thus 4 Chaplains were upgraded. After that the player traded resources to ~600 gold and tried to upgrade again and was told they couldn't, the player then traded to ~900 gold and was told again they could not upgrade the units until they split the stack into two piles of 3 Chaplains at which point they were able to upgrade both stacks for the correct amount (~600) of gold.

10. The join rate of creatures seemed very low when the creatures were low or trivial threat but this could be due to the way the Diplomacy skill works in the game.

11. The computers turns seemed to take a very long time to go at times. Also there were / are no controls to change to speed that the computer players move, please don't pull a V I and make it so the computer players turns are always hidden even if they move through an are the player controls. At the very least create an option where the player can choose to either see the computer move through areas they have revealed or not, think Heroes III where the lowest option on the toggle was ignore the computers and the highest option was their actions in areas you have revealed happen super fast.

12. MAJOR BUG, playing the game on windows 7 64 bit there appears to be a memory leak of some kind, the game will typically start fine and build up lag until it is hardly playable or crashes. Sometimes when the game crashed players lost artifacts (one player had lost their cape that was part of the Magisters set) they had equipped on their heroes and at some point one player noticed they were loosing some stats, Attack for sure (they had picked up at least 2 Weaponsmiths and were back at 0 Attack). This memory leak seemed like it was either attached to the artifacts not working or the stat modifiers not working, see below.

13. Bug *Tooltips, under the skill set "Warcries" novice rank, the skill "Overwhelm" indicates the damage will increase by .25% instead of 25% or .25 (in battle the numbers are just displayed as .6-2.5 etc.). Also the skill Volunteers under "Master" "Diplomacy" indicates being the governor of a castle will increase the growth of creatures but 1.25% instead of ?25%?. I point these out specifically because they are misleading but there are several others that reference things like "val1" and "val2" or "?%" which appear to be referencing the variables names that have been assigned to those skills instead of the value of said variables.

14. Bug, on the first play through the game was not correctly displaying or calculating stat modifiers for the Heroes. This was evident via artifacts that would not change heroes stats when equipped or not, also one player had +4 to spirit (2 from "Dragon Blood" and 2 from an artifact) even though the game displayed a total spirit of 12 the players base spirit was 8 and the player only ever had their base spirit * 10 mana. Also stats would not change with artifacts until the artifact was equipped and the game was saved exited and reloaded at which point the displayed value would be correct but the value being used was only the base stat still.

15. Bug, the "Instant reinforcements" spell was not working properly, the units would sometimes not display correctly and would have to be refreshed, after creatures were selected the spell would always warn of loosing creatures even if it wasn't going to.

16. A player controlled Justicar stack attacked a neutral Griffon stack twice BEFORE the Griffons retaliated, this was the Griffons second retaliation in that round of combat.

17. While playing as Academy on the 4-player map at the beginning of combat during the Tactical creature placement the screen would sometimes shake / bounce / wiggle left and right.

18. At the beginning of combat during the tactical creature placement the creatures starting positions is not the same as their placement in the army, including some creatures not even being placed at times. This happened while playing Academy with Magi, Rakshasa and Titans at least one large unit was never placed until the player moved units around to make room for them.

19. Personally in the castle in the creature recruitment screen the creatures should always be in order from what is considered to be the weakest unit to the strongest (left to right) instead of the order the buildings were purchased.

20. Bug, the skill "Pathfinding" does not seem to be working, players movement was severely limited while traversing mountains.

21. Map fix, On the 4-player map in the Red area of the map on top of the mountain that is just right of the bridge and down slightly there is an artifact that is unobtainable. If a player attempts to pick up the artifact they will receive the message "Cannot move there." In red letters for each time the player clicks to try and pick it up.

22. On the home screen of the game there is a button for Singleplayer and Multiplayer, but to play Multiplayer hot seat a game has to be created under Singleplayer and changed to have more than one Human player. The Singleplayer button should be Singleplayer / Hot seat.

23. Bug, when trading units between two heroes if the receiving Hero has no open unit slots (7/7 creatures in their army) if the other Hero uses the split-stack button on a creature the new stack will override an occupied space in the receiving heroes army. I.E. I was trading units between my Academy Heroes and I had ~150 Obsidian Gargoyles as well as ~160 Cabir Masters and 5 other creature stacks on my receiving hero and 20 Obsidian Gargoyles on my other hero. I split the stack of 20 Gargoyles to 1-19 and the 19 Gargoyles replaced my 166 Cabir Masters instead of combining with the ~150 stack of Gargoyles. The Cabir masers were deleted when that happened.

24. Bug, sometimes the end turn button will not work until the player enters another menu / Player screen / castle and exits back out,

25. When choosing a skill rank after picking the rank the bock becomes highlighted but the available skills do not show up most of the time.

26. In one save game relatively late into the game making a Hero the Governor of a town forced the game to crash and any other attempts to load the game resulted in it immediately crashing.

Hope these can help, I am keeping a copy and resubmitting them once you have a more well established way of reporting bugs.
Thank you for your time and patience.
Justin

MadokaMagika
06-14-2015, 07:54 AM
After 2 weeks of playing the Beta game, my impression is that the game is biased towards Mages. Here are the reasons why:

1. A Magic heroes normally starts off with higher attributes in Magic and Spirit while only have 1-3 points (in some cases 0 point) in Might and defense. However this isn't so bad because they can learn spells from the start and and either use spells to buff their creatures or blast out the enemy creatures. The Might and defense attribute points in this case have minor contribution.

Many Might heroes start off with higher attribute points in Might and defense, but still have some points in Magic and Spirit. Now, this is where the game is unbalanced. While Might and Defense points still have small contributions for Magic heroes, Magic and Spirit points don't offer much use to Might heroes. This is because, as a Might hero, players already have to put skill points to level up melee skill trees first (like Defense, Offense, Righteousness, Warcries etc.), so to even use spells, they'll have to put even more skill points to unlock the the different spell rank before they could learn the spells. How many times will they have to level up before they could have these spare skill points to unlock the spell skill trees (aka before their Magic and Spirit points become useful)? The bottom line is, for a Might hero, Magic and Spirit points offer NO BENEFITS in early and mid game.

2. To make the matter worse for Might heroes, everytime they level up, they'll get a random points in attribute. This could be Might, Defense, Magic or Spirit. While it isn't quite helpful for a Mage to level up their Might and Defense point, these Attribute points are still useful for them in combat (extra attack damage for melee creatures and extra defense for all creatures).

However, with Might heroes, to level up Attribute points in Magic and Spirit in early or mid game is completely useless. Instead of specialising in melee skill trees to give them a better fighting chance in battles, why would a melee hero waste some points in early game just to unlock and use spells (also keep in mind the effectiveness of their spell casting is very low because of their low Magic). To sum up my second point, while there are disadvantages to level up in Might/ Defense and vice versa for both Magic and Might heroes, the scale of disadvantage isn't the same.

3. Item drops is another issue adding to this existing imbalance. Similar to point 2, while it isn't so bad for a Magic hero to pick up items that give plus Might or Defense, it is completely useless for a Might hero to pick up, for example, a magical robe that give 8 plus Spirit/ Magic. This is because the player, upon picking up the items, cannot go back and start putting skill points in spell skill trees. It is a waste of skill points.

4. A Magic hero can travel more than a Might hero, because with the aid of spells, they can defeat enemy creatures without relying on the number of troops. This reduce the number of times they have to travel back to the capitol to get more reinforcements. This isn't the case for Might hero.


Of course there're problems at the moment for Magic heroes too, (such as not getting the spells you need), however at the very basic and comparable level, Magic heroes have the above advantages over Might heroes.

I really hope the game can be fixed in some way so that there is a better balance between Might versus Magic heroes. In the end, isn't the game called Might & Magic Heores, NOT Magic heroes?!

P/S: a simple look at the number of people playing Magic heroes versus the number of people playing Might heroes will probably tell if they are balanced or not.

shop467CAC917
06-14-2015, 11:31 AM
Hi,

1) Silver-tongued (diplomacy) didn't work. It's supposed to reduce the golden cost of 25 % when we recruit elementary in Elemental Conflux (3500 gold with or without the skill).

2) Debilitating Shot : bug or completely useless ? This skill (metamagic) is supposed to reduce the defense of the enemy unit when the small pyramid strikes it. In 17 fights and an average of 3 turns by fight, the pyramid did not touch only once.

3) My hero suddenly began moving as a crab (loading a game changes nothing).

4) Ubi, can you explain me how 386 marksmen (Might hero, level 8) attacking a stack of 24 abbots (neutral army) make only 2 deaths?

5) I attacked a group of Rakshasa. Superior half of the battlefield was blocked by rocks preventing them from passing. They rushed into this zone and have never had the idea to turn back.

PS : updating game