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Imaginaut
08-30-2007, 11:25 AM
Hey All,

I was just thinking about what I'd like to see in HOMM 6 and was wondering about the rest of you.

What would you like to see changed or return or happen? Factions? Magic system? Town development? Graphics?

Maybe the developers will take note of our assembled wisdom and do everything we want.

Anyway, the first change I would make would be to bring back the old elemental magic system from HOMM 3. I think the "earth/air/fire/water" magic system makes a lot more sense thematically than the current one and had a lot more possibilities inherent in it. So, for me that would be change number one.

Bringing back the classic Fortress of HOMM3 or even the modified Aztec one we discussed in another thread would be my number two request.

BTOG46
08-30-2007, 11:53 AM
I would like a HoMM 6 to be well balanced and bug free, that's got to be my main priority.
As for the devs giving us everything we ask for, that's likely to result in a disaster, given the diverse wishes and opinions of the members here. They'll have to be very selective about what suggestions given here end up in the game.

Imaginaut
08-30-2007, 09:34 PM
No. I think they should do everything we say then we can complain about it later. That's the right way to do things.

GhostDracolich
08-31-2007, 11:03 AM
My wishlist:
I'd like to be the game mechanic designer for the game http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

BTOG46
08-31-2007, 11:20 AM
Lol, best of luck, you'll need it if all the ideas and suggestions have to be integrated into a working game, and think of all the fun you'll have taking half of them out again when we all start complaining. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Red_orbiT_
08-31-2007, 02:27 PM
Would really like to NOT have to wait for five minutes every time the computer thinks.

HOMM2: Play, end turn, wait, Play = Good
HOMM3: Play, end turn, wait, Play = Good
HOMM5: Play, end turn, wait, wait, wait, wait, wait, wait, play chess with someone, wait, wait, wait, wait, wait, wait, wait, wait, wait, clean your room, wait, wait, eat dinner, wait, wait, go to the mall, wait, wait, wait, wait, wait, wait, wait, wait, wait, and wait some more, wait, Play = Unplayable http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

Wouldn't mind if homm6 is 2d as long as the end turn time is a lot less.

erthia
09-02-2007, 03:41 PM
Bringing the heroes back into combat like in Heroes of Might and Magic 4 would be the best feature. However, the spell system should be like the might and magic series: earth, air, light, dark, mind, body, spirit... And there has to be more than 40 spells. Thats is one of the reasons whhy I never got into heroes 5 was because the lack of spells. In addition, they should bring back all the classic might and magic monsters. The game should also be created in 2d not 3d. The 3d engine was kind of boring.

Imaginaut
09-03-2007, 12:27 AM
Hmmm, I quite disliked the whole bring the heroes in feature of HOMM4. But then, I quite disliked everything about that game. Still, if it was done well it may have some merit but then you also have to sacrifice level seven creatures to do it or somehow create an additional tier. I'd rather have level seven creatures than an active hero.

leslyn1
09-18-2007, 03:08 PM
My wishes for HoMM6:

1) Red_orbiT said about wait, wait, wait is the first thing I think that could be worked around... It's really anoying...

2) More commitment from the producers on the game corrections...

3) I think that the makers of heroes could explore other legends, such as Meso-American (Inca, Aztec, Mayan), Indian (North and South American), Far East, African, etc... You know, I think It'd be great to see an Eastern Dragon, Jaci (Tupi's Goddess of the Moon and the Harvest), or the Samurai, or even the Queatzeacoatl... This would be nice...

4) I never understood why Heroes never made good use of Sea Myths... Also the sea itself is never well developed... I think that every faction should have a possible set of sea units (War ships, Sea monsters and stuff)... In H4 they tried to do something like that, but it wasn't that good...

5) I wish for a set of 12 creature levels. Also three possible levels of upgrade for them... But, as it did happen in h2, no need for upgrades for all creatures... For exemple, let's say we have:

Pikeman > Spearman OR Halberdier
Iron Golem > Steel Golem OR Gold Golem
Wyvern > Pao Kai (NO Alternate)
Manticore > (NO UPGRADES AT ALL!)

Of corse, this is just an example...

6) I didn't like the magic style of H5... It's quite functional, but too... artificial... It doesn't sound natural to me sth such as "I'm studying Destructive Magic"... I have some ideas of Magic Schemes and sets, but I wouldn't risk trying one now... What I do think is that thay should change it... There are lots of better ideas from the M&M series...

H1,H2,H3 > Fire, Air, Water, Earth
H4 > Death, Life, Chaos, Order, Nature
M&M > Fire, Air, Water, Earth, Light, Dark, Mind, Body, Soul

M&M style seams a little better suitable... for now...

Also I think that there should be sth like 100 spells in the game! or even More!!! specially curse/bless and more adventure spells as well...

7) I really liked the "2 heroes/faction" thing... You know... Knight / Cleric, Druid / Ranger, etc... Also, if they'll keep the special faction skill, it'd be necessary to have 2 of them... http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

8) More tactical elements... In battlefield, in H5, I feel a little... limited... Though there are abilities to make creatures a little more unique, everything you can do is... use them... In H4 they tried to implement some more tactical characteristics, such as heroes and war machines in battlefield (I don't think they fit so well), first strike, lots of curse/bless spells... But still I think that there could be more improvements... Split stacks during battles, More and more and even more Curse/Bless/Change Terrain/Summonning Spells...

9) Also, I think it'd be nice to have some non-fighting units... Such as Trade Carts, Trade Ships, Diplomats, Scouts, Oracles, etc.. It would improve even more the game... 'Fog of war' should be back...

10) I'd suggest two extra resources... One would be food, that should work like gold... And other should be sth like Mithril like H3 WoG, and with the same functions... For those who haven't played WoG, Mithril is used to improve mines and dwellings... For example, if you have an ore pit, it produces 2 ore/day... For the cost of ? Mithril, it will produce 3 ore/day...

11) Still talking about WoG, Destroy buildings and rebuild your town should be sth to think about...

12 There should be more enhancements to make the game more suitable for multiplaying... It's too poor... In my opinion, at least...

Well ... this is my humble opinion... Each of the topics listed above can be discussed to make a much better heroes of might and magic VI!

Yur_Ko
09-20-2007, 08:06 AM
Originally posted by leslyn1:
Also I think that there should be sth like 100 spells in the game! or even More!!! specially curse/bless and more adventure spells as well...

Well, this might be too much -- we may end where H4 came with same spells under diferent names


7) I really liked the "2 heroes/faction" thing... You know... Knight / Cleric, Druid / Ranger, etc... Also, if they'll keep the special faction skill, it'd be necessary to have 2 of them... http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Well, that's my big wish -- to have "2 heroes/faction" or two ultra skills paths per race. The latter preferred if the skill part remains the same. I hoped they implement this in H5: might and magic paths for all factions, orcs 2 might paths and wizards 2 magic paths.


9) Also, ... 'Fog of war' should be back...

MUST be back, IMHO http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif


10) I'd suggest two extra resources... One would be food, that should work like gold... And other should be sth like Mithril like H3 WoG, and with the same functions... For those who haven't played WoG, Mithril is used to improve mines and dwellings... For example, if you have an ore pit, it produces 2 ore/day... For the cost of ? Mithril, it will produce 3 ore/day...

Maybe to add farm building http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif I think it's no warcraft to add food requirement. Though Mithril was a nice idea, it wouldn't be bad to have it back. Yet, it should be rare...

SkeleTony
10-03-2007, 08:20 PM
My wish list in order of importance:

1)The dual heroes(Might AND Magic re: Ranger/Druid)for each faction. MY idea is that there would be one might and one magic hero, the "Warrior" and " Wizard" that would be available to ANY faction, hired at any tavern(potentially/randomly) but that each faction has a unique Might and unique Magic hero such as the Orcs having "Berserkers" and "Shamans" and the Dwarves have "Slayers" and "Artificers" etc.

2)Tone down/reel in/get rid of the 3D graphics. Holy **** already people 3D was impressive for a while and a lot of it still LOOKS pretty in screenshots and such but from a cost/benefit analysis HoMM 5 was terrible in this aspect. The system requirements kept a majority of potential fans from buying the game and of those who COULD run the game, most had significant performance issues.

3)Taking a cue from Warlords III: DLR, make it possible for creative types to design their own factions for use in select SP maps and MP maps where you can decide what buildings(and consequently what units), Heroes, etc. make up said faction. That way if someone wanted to re-create the Forge town type faction or the Conflux(for whatever reason) or what have you then they could do so.
In essence taking the scenario/campaign editing possibilities to the next level.

4)Heroes taking part in battles. Could be an option you could trigger in dire circumstances where you are about ti either lose the battle OR send in Crag Hack to crush some zombies.

5)Do NOT go back to the four-element magic system. I know it SOUNDS attractive because everyone is familiar with the whole "Earth, Wind, Fire and Water" motif but it results in some absurdities like we saw in Heroes 3 where spells that do not belong clearly in ANY of these elements are shoved into one or another with some **** rationalization. Necromancy is NECROMANCY...not "Earth magic". "Vivamancy" the same thing.

Almost forgot...

6)Replace "Cyclops" with "Trolls" as the boulder-throwing siege-bashers. This is a staple of fantasy/sword & sorcery that goes back to Tolkien and is prevalent in everything from Warhammer to HoMM 2! Cyclopses are just crappy/boring and do not fit well with the Orc faction.

And along the same lines..>CENTAURS as ORCS?! WTF are you thinking? There are a million and one ranged units that would fit the orc faction. No need to force such contrived nonsense on us.

Edwardum
11-29-2007, 04:02 PM
Get 3DO back in business for it-now that would be fun http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

Xenofex_086
12-08-2007, 07:20 AM
- bring back the relation between Might & Magic and HoMM storylines;
- Knight, Necromancer, Wizard and Barbarian heroes are obligarory;
- Necropolis, Castle (Haven), Tower (Academy), Stronghold, Dungeon (Asylum) and Inferno factions are obligatory;
- bring back the Inferno of the Kreegans! http://forums.ubi.com/groupee_common/emoticons/icon_mad.gif
- DO NOT make any super-creatures! And no bloody super-dragons, please!;
- for the Universe's sake, make the game playable on ordinary computers, not all of us have access to military equipment! If this means no 3D - fine, no 3D!;
- add day and night cycles and implement them in the gameplay (we have "good" and "evil" factions and the cliche says that the "good" factions are more bloodthirsty during the day while the "evil" ones prefer the romantic moonlight);
- add extra impact of the terrain type over the armies during battles;
- kill the king! http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

H5forem
12-08-2007, 10:50 AM
Originally posted by Xenofex_086:
- for the Universe's sake, make the game playable on ordinary computers, not all of us have access to military equipment! If this means no 3D - fine, no 3D!

Yeah right...

Infiltrator-SF
12-08-2007, 01:40 PM
Well one of my biggest gripes is the universe itself - Ashan sucks compared to Erathia/Enroth, the whole dragon god thing makes the dragons very plain and unimpressive as they are popping left and right. I also liked the elves only to stay in one faction (sylvan/rampart) instead of overflowing dungeon as well. But I'm sure they aren't gonna roll back to Erathia/Enroth.

Xenofex_086
12-08-2007, 01:54 PM
Originally posted by H5forem:
Yeah right... Well... yeah, right! Ain't gonna happen, but the dream are free of charge, aren't they? http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif
But I'm sure they aren't gonna roll back to Erathia/Enroth.
They can't - Erathia and Enroth got blown up along with the entire Colony (the transition between HoMM III and HoMM IV). The old factions and... overall concept are better than than current though, agreed - and they are alive and well (at least the factions, don't know about the concept).

GhostDracolich
12-08-2007, 03:27 PM
Here some ideas of mine you guys can kick around and talk about.

<span class="ev_code_GREEN">Dual Spell System</span>
Instead of simply classifying each spell as either (Dark, Light, Destruct, etc.), each spell will belong to 2 spell schools, each of which come from 2 different general approaches (Elemental & Style). There will be no Fire/Water or Light/Dark Spells, since those would be considered (Elemental & Elemental or Style & Style)

Examples:
Fireball - Fire/Destruction
Icebolt - Water/Destruction
Summon Fire Elemental - Fire/Summoning

In order to learn a spell, you must have either skill to the appropriate level. Spells will also function on two variables, Spellrank & Spellpower. Spellpower is an attribute on the hero, while Spellrank is equal to the amount of levels in the two spell schools that compose the spell. So having Advanced Water & Advanced Destruction will yield Rank 4 for all Water/Destruction spells, Rank 2 for all other Water or Destruction Spells.
Spell Schools: Fire, Water, Air, Earth / Destruction, Summoning, Light, Dark

<span class="ev_code_BLUE">Mage Guild & Spells</span>
There are 16 Spells per level & 5 Spell levels for a total of 80 Spells. The Mage Guild will select 4 spells per level, one from each column & Row of the following chart. Example Chart where # is 1-5 and x is the given spell.

_________________________________________
LVL # |Dark | Light | Destruct| Summon |
------|-----------------------------------
Fire* |...x...|.........|.............|...........|
------|-----------------------------------
Water|.......|.........|......x......|...........|
------|-----------------------------------
Earth*|......|....x....|.............|...........|
------|-----------------------------------
Air** |.......|.........|.............|.....x.....|
-----------------------------------------

In the case of a Library Add-on (Wizard), add an additional x anywhere, after the initial 4 are selected without repetition in row & column. This leads to 24 Configurations per spell level (without Library).

<span class="ev_code_RED">Heroes</span>
3 Hero Types per town, each with a unique skill. If there are 6 Initial Towns, that means there are 24 Hero Types, excluding additional Neutral/Story Types.
Heroes are back in combat again, similar to Heroes 4. Here are some names to joggle some thoughts

Haven: Guardian, Priestess, Valkyrie/Arch Angel
Necro: Reaver, Necromancer, Vampire Count
StrHld: Barbarian, Shaman, Witch
Ramprt: Druid, Lyco, Hunter
Tower: Wizard, Alchemist, Construct
Infern: Heretic, Warlock, Overlord/arch devil


Have fun, I may be back to add more depending on how you guys think.

*Fixed

H5forem
12-09-2007, 06:13 AM
2 levels of upgrade similar to Disciples/WoG (able to hire only unupgraded units, but they level up after they gain experience in battle; if new units join the stack, the experience is distributed)

ex:

Vampire:

Attack: 6
Defense: 6
Damage: 6-8
Health: 30
Initiative: 10
Speed: 6
Special Ability: drain life 40%

Vampire Lord:

Attack: 8
Defense: 8
Damage: 7-10
Health: 35
Initiative: 11
Speed: 7
Special Ability: flyer, no retaliation, drain life 50%

Vampire Prince:

Attack: 10
Defense: 10
Damage: 8-12
Health: 40
Initiative: 12
Speed: 8
Special Ability: flyer, no retaliation, torpor, drain life 60%

P.S.
Neutrals may be level 1,2 or 3. (all the same or combined)
If they join your heroe, they join as level 1 unit with 0 experience.

admira99
01-04-2008, 04:01 AM
Game Designing? err... I mean, wishlist? I'm in http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Wishlist of HVI my version http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

HEROES SYSTEM

- Just like GhostDracolich, am agree with Heroes back in combat.

- Whenever heroes died in combat, he will go unconscious for 1 turn. When your heroes Unconscious, they will go invulnerable, render them immune to all attack. After 1 turn passed, he will able to fight back.

- If you lost all creature in battle, your heroes will be lost and flee leaving you (they can still be re-recruited at tavern)

- Spell is learnable in mage guild the exactly same way like older heroes (must have the skill related, etc)

- There will be casting range as your heroes can move around battlefields.

- Some spell requires casting time, if your heroes is stunned, or go unconscious, the casting will be canceled while some can be casted instantly.

- There will be only 1 hero per army, Creature can't move by its own.

- Heroes stat (attack and defense) effects both heroes ATK and DEF in combat and Creatures they bring.

- Caravan can be built and moved by player. But the creatures inside caravan suffer from being weak due to unpresent of heroes while caravans move faster significantly, they can't interact with any objects (flagging mines, gaining treasure chests, gaining artifacts)

- Heroes speciality return as... a set of unique skills that represent the hero itself. Each hero will have unique appearance, each of them. Heroes skills has 5 levels (while general and racial skills are 3 levels) up from Basic to GrandMaster and unique on each hero. And at lvl 25. Heroes will learn ultimate Heroes skills that is unique on each heroes usually synergy with the other heroes' skills. Each Hero level player will able to choose any heores skills while the general and racial skills comes randomly. (Basically you got 2 step when leveling: Choosing your basic or racial skills and ablility that comes randomly then you will choose your heroes skill). Yeah, I know you will all scream "Warcraft III" but seriously, It think, it is a good idea in TBS too.

- Legendary Heroes will appear. Heroes like: Gelu, Sareth, Kal'beth and Agrael will be considered as Legendary Heroes each faction will have Legendary Heroes. They grow their stat faster than normal heroes and their heroes skills tend to be very powerful. Something like: Demon Form on Sareth or SharpShooter upgrade on Gelu

- Legendary Heroes is able to appear in single Scenario, but they don't appear in the list of starter heroes. They will not be generated when you choose random hero in pre-scenario settings. They will only come on special condition:
1. When you enter your town and there is a message like "There is a force disturbance here", Quickly go to tavern, usually Legendary Heroes will be available and able to be recruited
2. Legendary heroes recruitment will be extremely expensive something like 10000 gold
3. If you have Grail Structure, they will appear in the tavern for Free for once and you still got the message "There is a force disturbance here" when you build your grail structure http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
4. Legendary heroes will comes as 1 single random Legendary Heroes in the tavern but they will be on the same faction you recruit them from. Eg.. the force disturbance is on inferno, you will able to recruit either Sareth or Xana or Agrael
5. They will start at lvl 1

FACTIONS

CASTLE
Creatures:
lvl 1: Peasant -> Militia
lvl 2: Crossbowman -> Marksman
lvl 3: Squire -> Knight
lvl 4: Sholar -> Enchanter
lvl 5: Griffin -> Imperial Griffin
lvl 6: Cavalry -> Champion
lvl 7: Wanderer -> Slayer

STRONGHOLD
Creatures:
lvl 1: Goblin -> Hobgoblin
lvl 2: Axe Thrower -> Head Hunter
lvl 3: Grunt -> Warrior
lvl 4: Shaman -> Vodoo Master
lvl 5: Paokai -> Lightning Paokai
lvl 6: Cyclops -> Evil-Eye Cyclops
lvl 7: Behemoth -> Ancient Behemoth

NECROPOLIS
Creatures:
lvl 1: Skeleton -> Skeleton Warrior
lvl 2: Zombie -> Plague Zombie
lvl 3: Ghost -> Spectre
lvl 4: Vampire -> Vampire Lord
lvl 5: Lich -> Power Lich
lvl 6: Death Knight -> Dread Knight
lvl 7: Wight -> Wraith

TOWER
lvl 1: Gremlin ->
lvl 2: Golem -> Steel Golem
lvl 3: Magi -> Arch Magi
lvl 4: Living Armor -> Enchanted Armor
lvl 5: Genie -> Master Genie
lvl 6: Naga -> Naga Queen
lvl 7: Giant -> Titan

INFERNO
Creatures:
lvl 1: Imp -> Familiar
lvl 2: Demon -> Horned Demon
lvl 3: Cerberi -> Cerberus
lvl 4: Succubus -> Succubus Mistress
lvl 5: Hell Charger -> Nightmare
lvl 6: Pit Fiend -> Pit Lord
lvl 7: Devil -> Arch Devil

RAMPART
lvl 1: Fairy -> Pixie
lvl 2: Spell Breaker -> Spell Stealer
lvl 3: Hunter -> Master Hunter
lvl 4: Unicorn -> War Unicorn
lvl 5: Druid -> Elder Druid
lvl 6: Treant -> Treant Protector
lvl 7: Red Bird -> Phoenix

DUNGEON
Creatures:
lvl 1: Scout -> Assasin
lvl 2: Harpy -> Harpy Hag
lvl 3: Minotaur -> Minotaur King
lvl 4: Spawnling -> Toxic Spawnling
lvl 5: Ravager Rider -> Ravager Cavalary
lvl 6: Evil Eye -> Beholder
lvl 7: Red Dragon -> Black Dragon

PAGODA
Creatures:
lvl 1: Pikeman -> Helberdist (whatever the name)
lvl 2: Shadow Warrior -> Shinobi
lvl 3: Monk -> Chi Master
lvl 4: Mist Wolf -> Nine Tails
lvl 5: Lancer -> Dragoon
lvl 6: Thunder Bird -> Storm Bird
lvl 7: Serpent Dragon -> Sky Dragon

BASILICA
Creatures:
lvl 1: Apprentice -> Disciple
lvl 2: Swordman -> Holy Knight
lvl 3: Cleric -> Zealot
lvl 4: Guardian -> Templar
lvl 5: Pegasi -> Silver Pegasi
lvl 6: Paladin -> Colosus
lvl 7: Angel -> Arch Angel

All comes with special unique Racial Skills.

Roy34543
01-05-2008, 03:44 PM
The "Lose 3d and make graphics worse" Is one of the most ridicolous ideas ive ever heard. Whos going to buy a game with worse graphics? even you will complain despite the fact that you suggested it. Even if you have some gameplay improvements theyre not going to be stupid enough to think that they will get any sales if people get the idea that they dont care about the series enough to bother imrpoving the grapihcs ( paraphrasing here) .
I think its time you upgrade your computer, or give up gaming(at least with new games). If you want to move as fast as it does then its ineviatable youll have to do it someday

Attaching the story to the old universe if plausible, but unlikely. Its being ressurected in LOTA anyway so why not have two stories instead of one conflicting with the other but with the same basic idea?

ZM_30_CH_B
01-10-2008, 08:58 AM
Man

ZM_30_CH_B
01-10-2008, 09:09 AM
scuze my English!! http://forums.ubi.com/images/smilies/35.gif I think Heroes v is not very bad. I mean, when 3DO banckrupted, I tought Ubisoft's Heroes will be lousy, but I liked it. However, there are a lot of things to
be changed for homm 6:
-loading times TOO LONG http://forums.ubi.com/images/smilies/compsmash.gif. I had to turn off Autosave, wich was very useful. Also, what is the use of a QuickSave if QSave loads as slow as ordinary saves??
-only one hero class per town it's not heroes of might or magic, it's might AND magic
-improve quality of cut-scene graphic and animation;
-please put more than 10 maps at scenarios heroes 3 had 80;

ZM_30_CH_B
01-10-2008, 09:23 AM
A few suggestions for homm 6:
-put an alternate upgrade for resource silo. For examle, in sylvan town you can build crystal silo or gem silo, but only one of them.
-add a colonising feature. If you start as Haven, all your building will have Haven symbol above them, you'll hear Haven combat music even for Inferno armies lead by Demons that belong to you, but by the time you could remain without Haven heroes, armies or towns and still be Haven . Something like that happened in Sylvan campaign mission 1. You were being attacked by Necromancer heroes, with necro troops, but Haven combat theme played http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif.
That's why I think it would be better to colonise conquered towns. If you're Haven, this should change foreign faction troops and towns in a "Havenshy" way. This should work smth like that:
A special building availabe in the capital city(one with capitol), a Tempe to the respective Dragon( at Wizards a special magic university). This will provide a major special bonus, depending on the race, will be given tomplayer troops and town, NO MATTER THEIR RACE. Maxim effectivennes on same faction troops and towns. Now the starting race will really change the all game.

El_Diablo999
05-13-2008, 11:59 AM
They can't - Erathia and Enroth got blown up along with the entire Colony (the transition between HoMM III and HoMM IV).

NOOOOOOHOHOHOOOOOOHOOOOOOOOO!!!!!!

That makes me dislike the implication of Heroes IV even more!

All the cool people from Enroth and Erathia had better have escaped to Jadame or something.


Anyways, I'm not a huge fan of the "culture" of Heroes 5. Like names like Al-Havaghkl are a mouth full and I preferred the more traditional names and culture. While dragons are cool, I'm not a huge fan of them being gods- don't really know why, it just doesn't really slide with me.

Xenofex_086
05-13-2008, 03:35 PM
Originally posted by El_Diablo999:

All the cool people from Enroth and Erathia had better have escaped to Jadame or something. Em, Jadame is (WAS, actually) a continent on Colony, so it's destroyed/uninhabitable just like the rest of the planet. Sorry. http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif But you seem to be referring to Axeoth, and some good and bad people managed to escape there, yes. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Unfortunately Ubisoft have no feudal rights over them whatsoever, which means the good and the bad fellas from the old series will remain where they are for all eternity. Now that's bad IMO. http://forums.ubi.com/images/smilies/51.gif

PhoenixReborn06
05-14-2008, 09:48 AM
Originally posted by Xenofex_086:
which means the good and the bad fellas from the old series will remain where they are for all eternity. Now that's bad IMO. http://forums.ubi.com/images/smilies/51.gif

You know about all the fan work right?

Xenofex_086
05-14-2008, 10:32 AM
If you mean Legends of the Ancients, yes, I know of it. My point is that there's very low probability for "official" return to the old universe. Hell, I can make a campaign and implement parts, connected with the old storyline, but it won't be the same. It's like different author continues your favourite book - he may be a great writer, but... well, something's always amiss. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

PhoenixReborn06
05-14-2008, 01:37 PM
Lota, yes, but also the big mod for MM 7.

Xenofex_086
05-14-2008, 01:55 PM
Warlords? Well, if those guys manage to finish this thing, it'll probably be something big indeed. For the time being... let's just hope they don't give up.
Anyway, AFAIK the story in Warlords will take place on Colony, even before the Restoration Wars on Antagarich, so it's... hm... in the "past". What I mean is that the old universe could be further developed, from the point it was left in HoMM IV for instance.

PhoenixReborn06
05-15-2008, 09:55 AM
I meant this mod:

http://www.celestialheavens.com/forums/viewtopic.php?t=8194

When doesn't matter to me, I thought you just wanted to use those character/storylines.

Val-Gaav
05-15-2008, 01:41 PM
- 1.0 release should be stable ... meaning it should be at least as polished as homm5 was after patch 1.3 ...

-concentrating on multiplayer/hot seat ... speeding up the game.

- quality over quantity ... I want just 4-6 very well balanced castles and interesting castles ... In h5 some races are off and not polished/balanced as they should ... the same goes for artifacts spells etc ...

- Mulitplatform support ... If the game is written with this in mind it will be easy to support MacOSX and GNU/Linux just few weeks after the windows release ...

- GNU/Linux support

- better support ... If u promise one patch per month then DO SO instead of making excuses.

- Not making too much revolutionary changes. Staying with H3 mechanics and improving/evolving where needed ...

- Optimize the damn game ... Heroes is not a game that should have high requirements so make it work even on ancient PCs... Some people would like to play it on laptops (IGP) so work on that too ....

ThePineCone
05-25-2008, 06:43 AM
One of the things that really bothered me was the unexploited opportunities of the 'flying' camera in cities. A few ideas about that:
- Let it fly more through the city rather than just rotate around it.
- Don't fix it to one viewpoint when going to building mode. Let the camera 'travel' to the point where the selected building would be built.
- More life! Add actual creatures the creature dwellings, or maybe even see them training, growing, or whatever. Then when you would go to the creature buying screen, you would still see the city, and when you select a creature the camera quickly travels to the corresponding creature dwelling.

Gentl
06-11-2008, 12:43 PM
Beatiful Limited/Collector/Ultimate Edition http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Miskolcer
06-13-2008, 02:10 PM
I think the H5 system is the most complete, and well made at all!! Spell system is good too, the only thing I miss, is the 9 factions at least! (already in Homm3 there was 9 factions) I want back the swamp monsters and the swamp town! And I want back my two favorite monsters: Mighty Gorgon and Ancient Behemoth! http://forums.ubi.com/images/smilies/icon_twisted.gif

I want big hairy Behemoths with great bloody claws and jaws! http://forums.ubi.com/images/smilies/11.gif

Wesanator
06-14-2008, 03:28 PM
I would like to see people's responses to my idea of heroes 6 here. My original thread can be found here: http://heroescommunity.com/viewthread.php3?TID=26488

It's obviously not finished and there are still some creatures I haven't quite decided on yet.

My Heroes 6 Dream...

These are things I want to see:
1) Alcibiades' magic school design.
2) Commanders, like in WOG. Except you should have to buy them, you can only buy one per month and there is a separate spell book for commanders in the mage guild. One spell per level.
3) Similar racial abilities for each castle, like in heroes 5.
4) The Prison in H4, where if your hero was killed by another player's hero you could get him back by taking over the nearest town of that player.
5) And my Own, completely new! Completely Original Idea!!! - There will be a second upgrade for each creature! However, they cannot be bought from a neither a castle nor a dwelling. Each creature stack gains XP, and when they hit a certain experience you can choose if you want them to upgrade!! These upgrades could be as good as the next level creature. The stack's xp is the average xp of each individual creature in the stack, so if you add a new stack of new units the xp of the stack will go down depending on how many you add. I'm not sure if I want to allow creatures to have their first upgrade be from xp. Anyway that is my amazing idea. I will add the names of the super upgrades once I have time.

Line-up:

Haven:
1) Peasant - Conscript -> Brute
2) Buffoon - Jester
3) Archer - Crossbowman -> Marksman
4) Footman - Squire - > Crusader
5) Griffen - Imperial Griffen -> Aviak
6) Priest - Cleric -> Inquisitor
7) Cavelier - Paladin -> Champion
8) Angel - Arch Angel -> Seraphim

Tower:
1) Gremlin - Master Gremlin -> Gremlin Saboteur
2) Gargoyle - Obsidian Gargoyle -> Marble Gargoyle
3) Stone golem - Iron Golem -> Diamond Golem
4) Mage - Battle Mage -> Arch Mage
5) Dijinn - Dijinn Sultan -> Djinn Vizier
6) Rakshasa Rani - Rakshasa Raja -> Rakshasa Kshatra
7) Golem Lizard -Dragon Golem -> ?
8) Giant - Titan -> Colossus

Inferno:
1) Imp - Vermin -> Familiar
2) Demon - Horned Demon -> Horned Overseer
3) Hell hound - Cerberus -> ?
4) Succubus - Succubus Seducer -> Succubus Mistress
5) Nightmare - Hell Charger -> Hell stallion
6) Pit spawn - Pit Fiend -> Pit Lord
7) Efreet - Efreet Sultan -> Efreet Master
8) Devil - Pit Devil -> Arch Devil

Necropolis:
1) Skeleton - Skeleton archer -> Skelaton Crusader
2) Zombie - Ghoul -> Phantom
3) Wight - Wraith -> Bansee
4) Vampire - Vampire Lord -> Vampire Prince
5) Lich - DemiLich -> Lampade
6) Black Knight - Dread Knight -> Dark Champion
7) Black Rider - Nazgűl -> ?
8) Reaper - Doom Reaper -> Grim Reaper

Dungeon:
1) Dark Elf - Stalker -> Assassin
2) Trogolyte - Infernal Trogolyte -> ?
3) Harpy - Harpy Hag -> ?
4) Evil Eye - Beholder -> Argus
5) Witch - Shadow Witch -> Shadow Matriarch
6) Minotaur - Minotaur Gaurd ->Minotaur King
7) Manticore - Scorpicore -> ?
8) Red Dragon - Black Dragon -> Chaos Dragon

Sylvan:
1) Pixie - Sprite -> Dryad
2) Half-ling - Hobbit -> ?
3) Wood Elf - Hunter -> Master Hunter (Wolf - Warg -> Fenris Wolf)
4) Unicorn - War Unicorn -> Pristine Unicorn (Wood Elf - Hunter -> Master Hunter)
5) Druid - High Druid -> Druid Elder
6) Pegasus - Silver Pegasus -> Golden Pegasus (Hippogryph - ? -> ?)
7) Treant - Savage Treant -> Ancient Treant
8) Green Dragon - Fairy Dragon -> Mystic Dragon

Stronghold:
1) Goblin - Goblin Witchdoctor -> Hobgoblin
2) Wolf Rider - Wolf Raider -> ?
3) Centaur - Centaur Marauder - Captain Centaur
4) Orc - Orc Warrior -> Orc Chieftain
5) Troll Shaman - High Shaman -> Shaman Elder
6) Roc - Thunderbird -> Storm Bird
7) Cyclops - Untamed Cyclops -> Cyclops King
8) Behemoth - Ancient Behemoth -> Gargantuan

Fortress:
1) Gnoll - Gnoll Marauder -> ?
2) Lizardman - Lizardman Warrior -> ?
3) Serpent fly - Dragon fly -> ?
4) Basilisk - Greater Basilisk -> ?
5) Gorgon - Mighty Gorgon -> ?
6) Medusa - Medusa Queen -> ?
7) Wyvern - Wyvern Monarch -> ?
8) Hyrda - Chaos Hydra -> ?

Bastion:
1) Dwarf - Battle Dwarf -> Dwarven Defender
2) Wolf - Warg -> Fenris Wolf (Dísir - Fylgja -> ?)
3) Black Bear - White Bear -> ?
4) Snow Monster - Yeti -> Frozen Yeti
5) Battle Maiden - Valkyrie -> Valkyrie Priestess
6) Rune Priest - Rune Keeper -> Rune Patriarch
7) Wurm - Lindworm -> Frost Worm
8) Nemean Lion - Chimera -> Monstrous Chimera

Temple:
1) Beetle - Scarab -> Sacred Scarab
2) Anubite - Anubite Warrior
3) Mummy - Royal Mummy -> ?
4) Chariot - Chariot Archer -> ?
5) Sphinx - Hieracosphinx
6) Scorpion - Scorpion Man -> Scorpion King
7) Pharaoh - Ancient Pharaoh -> Legendary Pharoh
8) Stymphalian Bird - Fire Bird -> Phoenix

Oasis:
1) Nymph - Pegaeae -> ?
2) Faun - Satyr ->
3) Mermaid - Siren
4) Monk - Zealot
5) Hippocampus - Kelpie (Unicorn - Pristine Unicorn)
6) Genie - Master Genie
7) Naga - Naga Queen (Pegasus - Silver Pegasus)
8) Divine Hero - Demi-god (Naga - Naga Queen)

Grove:
1) Night Hunter - Moon Slayer -> ?
2) Chupacabra - Cockatrice -> Frenzied Cockatrice
3) Aswang - Manananggal -> ?
4) Grove Gaurd - Grove Keeper -> ?
5) Werewolf - Wendigo -> ?
6) Agta - Kapre -> ?
7) Spider Princess - Spider Queen -> ?
8) Zilant - Gorynych -> ?

Neutral/Alternate creatures/other:
Gnomes
Lampades - Necropolis or maybe Inferno
NUCKELAVEE - Dungeon
Petsuchos - Temple
Wadjet - Temple
Nereid - Water
Scylla - Water
Leviathan - Water
Kraken - Water

Randy_EE
06-14-2008, 08:04 PM
I would like to see to changes to HOMN6 from HOMN5.

1. More options for town defence. Something that allows the player to change directions and continue to contribute ($$) to defence.

2. Allow the player more choices in making the computer players more difficult. Like chosing starting money and resources.

Thanks,
Randy

theyancey
06-19-2008, 11:21 PM
I really do not care what they do in a HOMM6 as long as there is one! I have bought every HOMM version and expansion since HOMM2. I'll gladly pony up for whatever a new game offers.

Mr._DKA
06-27-2008, 07:50 PM
If I could make homm6, it would look like this:
1) Hero stance in battle
a) hold back - hero can't be attacked but can only cast spell or use bow with 1/8 of normal attack
b) engage - hero acts like a normal unit and can die in battle
When all units are dead hero will be automaticaly swithed to engage
2) Use the creature from the mm series for example: Stone Graygole, Diamond Graygole
3) Don't "megre" creatures(as I saw people writting ^^) >>to Wesanator: Behemoth and Gargantuan are two completly other cretures like they were in hommIV where gargantuan had ranged attack and behemoth hadn't; i think people should leave Nazgűl to the LOTR(I would prefer Black Rider -> Dark Rider-> Horsed Darkness)>>
4) Magic and skills
there should be magic skill classes, battle skill classes and other skill classes
Other sould be: exploration class and body building skill, learning skill, agility skill
5) If you are going to do really many changes you could give the heroes talents
A talent would give a hero bonus in any skill
Talents would be random and player could see the m after he/she recruited the hero.
6)i would add a faction(based on silver helms and some other creatures)
Outpost
Brawler -> Basher(based on mm6 bandit with mace)
Fencer -> Master Fencer(chance to block enemy attack and stop[disarm] enemy)
Alchemyst -> Acylote
Warrior -> Ironclad(high defense, but attacks every odd turn)
Matron -> Qeen of War
Silver Novice -> Silver Helm
Silver Horseman -> Silver Paladin
Silver Dragon -> Gold Dragon(physical attack immune, but spells do double damage)

Natherion
09-03-2008, 09:58 AM
Here is my view on this issue.
1) my pc runs homm v with no troule, and i have a standard windows xp. If you are playing on an earlier pc, i understand that trouble may arise. I would suggest though that Ubisoft are as likely to make a 2D game as the US is to disband it's armies, destroy it's nukes and give presents to Al Qaeda members. http://forums.ubi.com/images/smilies/disagree.gif

2)I love games with many factions. Maybe it's just me, but although they may not be as well developed, I would prefer 5 new races than 1 in a new version of HOMM.

3) To the many people who have contributed their race ideas - they look great but some concepts of the racial style would be nice. http://forums.ubi.com/images/smilies/25.gif

It seems that we players can take small ideas and spin them into full-blown factions with little difficulty. I would also heartily agree with whoever suggested that ubi expand the map editor. war 3 has a huge model/texturing community and homm could aswell. That sort of thing keeps a game going for yonks after it would have otherwise puttered out.

ImperialDane
09-03-2008, 01:15 PM
Well we have a wish thread for homm 6 somewhere else you know http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

radasil
09-05-2008, 11:52 AM
I'd like to see:
- Mobile neutral parties that can attack and collect resources. Slaying a neutral party results in reaping all of the resources that the neutral has collected till that point.

- Unbuild feature in owned castles. Unbuilding returns 1/2 the resources used to initially build each upgrade. This way, if you capture a town that is not of your faction, you can "unbuild" it to help contribute resources for your own town's structures.

Luu-Luu
10-04-2008, 06:12 AM
Ok so the Homm v was boring because once you have seen and used all creatures it get bit boring...

That why this would be less boring:

-so there is 12-16 creature per one place
-you can only take 8 :O (Make it more stragetist)

---the creatures have special support---

There is like some poison creature and magic guy

When it's close of the poison creature... The magic get poison effect... :O

Also If there is strong guy and fast guy
Strong guy get bit more faster when it's close of fast guy and the fast gets strong strenght +


That make the game more stragetist...



Also have this idea about sawmill
So if every material amount and needing is 10X

So lets take example sawmill if it normally get 2 per day then it gets 20 per day. now this is special thing. you get these kind of trees in different place this much for example.

north:
-spruce 30%
-Oak 10%
-willow 25%
-birch 25%

south:
-spruce 10%
-Oak 30%
-willow 25%
-birch 25%

east:
-spruce 25%
-Oak 25%
-willow 10%
-birch 30%

west:
-spruce 25%
-Oak 25%
-willow 30%
-birch 10%

and same with all materials...

Like in the forest that tree thing might be important :O...
Building 1: Tree 50
Building 2: Oak 20 willow 20
And so one :O



I was also thinking that

something i forgot...

Devil310779
11-12-2008, 02:37 PM
I would like to see the use of heroes like in HOMM4. I would like to see if a triple upgrade would be beneficial. Magic casters such as mages, genies, efreet etc I would like to see them earn thier spells on creature experience and levelling.

I like the idea of combining artifacts to make super artifacts. Check out HOMM3 and the expansions there it was awesome.

I think defending seiges we should have control of tower attacks.

They should introduce a chaos faction to twist things a little with the inferno, and necropolis heroes.

I would like to see the beastmasters and witches to return.

I think being supremely powerful dragons should have the ability to advance to casters dependant on the faction.

when you access the town Id like to see some animation such as creatures moving around in the towns.

What do you think

dcw2021
11-30-2008, 10:07 PM
My wish list is thus.

1. Heroe combat like in 4 but without being able to kill the heroes, ie like how they did 5 but the heroe has to move around and cirtain spells can affect them.

2. ungarded castle being able to cast spells by some method, like 2 or if you read my new idea thread you can look at that.

3. be able to have multiples of the same war machien, have a set number of war machien slots but any war machine can go in them.

4.The buility to have two or more heroes participate in same battle.

5. have battles take up movement points each turn until eventually each hero is locked in combat and the battle continues the next turn. This could allow other heroes to come join in battles and create multiple fronts.

6. Have heroes of similar stats beable to duel eachother durring battle and prevent them from attacking the troops.

7. Have mission important heroes be able to flee without losing

8. Have mass artifacts for unit stacs, like the artificer abuility but actual artifacts that can be found.

9. have two or more creatues of the same level from the same town like 4 but the abuility to build both.

10. The abuility for a castle, catapult, or some spells to bombard armies from a distance.

XaeroMercy
12-14-2008, 04:51 AM
methinks should put bak in the change of class system from homm 4 eg, become expert in all magic types makes you archmage which gives you a bonus to your magic and for warrior if you get highest in atk def leadership you become warlord etc

hakerx1
12-23-2008, 02:04 PM
well to make gameplay more interesting then just simply copy all disciples 2 and improve much much .
also i have own ideas what could be better like an City upgrade i must upgrade manual why it can't be set automatic heh ?
also some couple more things who all the time wanted but never were bringed in to game !

superfoudre
01-14-2009, 08:06 AM
I want to see the hex combat grid back vs the square grid

Also they seriously nerfed the final tier creatures in 5, though in 4 they were too over powered, in 3 they were just right, i think they are fine as they were in 5 but the hero being able to charge and kill one or even 2 every time, defeated the point of having a small numbers other then just being targets, earlier on in rounds

edit

on note of the grid make the battle feild back up the 16 width

and remove every hero gets basic tactics it was better to have to get it as a skill

more edit

also get away from this lame world of warcraft style cartoon models/textures

if they make a heroes 6 they should try to make it look realistic rather then this stupid cartoony bull, the cover art for heroes 5 is exactly the same kind of style the game should have tried to carry, rather then trying to mimic world of war craft

I really hope they make a heroes 6, town development was better in 3 too, 5 made the heiracy easier to visualize but it was less appealing on the eyes with icon then 4 had pictures maybe a combination of the 2

but i did love the way towns 3d models were in 5, really made it more epic

even more edit

i like the fact on heroes 5 the dmg predictor says how many kills but some times its nice to have dmg prediction cause if you are in a to the wire battle even if you aren't going to kill something with that hit you can possibly finish it off with another stack (example a bunch of low tier or a few middle tier vs a final tier mob)

what would be nice from this is having the predictor show both the dmg range and kills, i don't want to have to guess between my attack rating vs their defense rating after mutiplying my dmg range, having both visable would be very helpfull

Ivo_325
01-20-2009, 05:45 AM
Maybe have heroes with three different talent trees:

Might, aiming on damage, health (i hope so) and more physical thing for your hero.

Magic, aiming on mana, magic power and spells for your hero

Leadership, aiming on improving your units in battle.

Dmitry_Andreev
02-04-2009, 03:30 PM
My only wish is that Ubi needed to give the HoMM 6 game development to Katauri, not Nival.

Katauri's King's Bounty game *is* HoMM 5. I used to spend hours playing hot seat HoMM 3 games with my wife. HoMM 4 lacked some of the HoMM series unique features, so our only hope was HoMM 5.

Nival didn't let this dream come true. Upon looking at their game I thought this was the *end* of the series.

Then I found out there was another game of this kind made by Katauri. I took a look at the screenshots and immediately knew it belonged to the HoMM series.

Unfortunately King's Bounty is an RPG game (or whatever it is), and it cannot be enjoyed by two or more network players.

So I wish Ubi did the right thing with employing the right developer. Unfortunately, something makes me think this is not possible http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

luuluu
02-22-2009, 05:23 AM
I have Suggestion for next Homm.
Ok... There should be more Spell that has something to do with terrain... So People have to think more where to move.

Now this is Cool... People have like on Upgrade just like in old Homm ones, BUT They can Change Weapons before Battle.
Only Second Upgrade can change Weapon. This is What i mean

Mage --> Frost Mage (Frost Wand) Fire Mage (Fire Wand)

And Everyone should have 5 Spells or something like that and one extra Chosen By Weapon.



Peasant:

Defensive stab: Stab enemy with 1/2 power and Slow enemy att speed bit And all damage taken to u is 1/2 (No Cooldown)
Killing blow: Stab enemy with 4/2 power and all damage taken is 4/2 (Cooldown 2 turn)
Throw: Throw 1/2 power a Spear... (close range)(No Cooldown)
Gust: Inrease ur moving speed by 3/2 but ur att pow is 1/4 and U deal blow that Slow enemy att speed Bit(Cooldown 6 Turn)
Shielded: Decrease ur damage taken by 1/4 for 3 turn and when u att in this effect u slow more enemy att speed (cooldown 6 turn)


Defensive Peasant:Health+, Damage

Improved Throw : 4/4 Dmg
Improved Defensive Stab: 4/4 dmg
Improved Shielded effect last 4 turn

Pull: Enemy target can't attack anything else expect u after for 3 turns


Agressive Peasant: Movement+, att speed 5/4

Improved Gust: increase ur att speed by 3/2 for 3 turn
Improved Throw: Better Range
Improved Killing Blow: 8/2 power and all Damage Taken is 6/2

Spin attack: Att Everyone that is Close With "Spin Attack" (cooldown 3 Turn)



Mage: Att Speed 3/2+

Frozenfire Strike: Deal Frost and mix of fire Bolt that deal damage (No cooldown)
Freezing Blizzard: Deal 6x6 area of blizzard that deal 3/8 damage (No Cooldown
FireBall: Deal 3x3 area of fireball that deal 3/4 (No Cooldown)
Frozen Zap: Deal normal Dmg and slow enemy att speed by 6/5 and Movement by 2/1 for 2 turn (Cooldown 5 turn)
Fire Cannon: Deal 4/2 dmg (Cooldown 5 turn)

Fire Mage: More better Improvements Than before.

Improved Frozenfire Strike: Deal 3/2 dmg
Improved Fire Ball: Deal 5/4 dmg now
Improved Fire Cannon: (Cooldown 3 Turn)

Meteor Storm: Target three fireball in Ground and next mage Turn they will crash to land.(Cooldown 5 turn)


Frost Mage: Att speed 3/2+

Improved Frozenfire Strike: Deal 4/2 but all Fire moves to that target is Halved (Frozenfire Strike also)
Improved Freezing Blizzard: Deal 3/4 damage but (Cooldown 2 turn)
Improved Frozen Zap: deal 5/4 and Effect will be 3 turns

Frozen Solid: Deal normal amount of dmg and make the target to Freeze to ice enemy is unable to move for 3 turn and all damage made to target is 1/8 (Cooldown 5 turn)



Assasianhttp://forums.ubi.com/groupee_common/emoticons/icon_frown.gifOnly one poison on target can be effect on time)

Arrow of Death: Deal 3/4 damage then Additional 1/2 damage for 2 turn
Muscle Poison: Deal 1/8 damage then decrease enemy Power by 3/2 for 2 turn (Cooldown 4 turn)
Explosive Shoot: Shoot arrow with explosive That blow and Deal 1/2 Damage in the area of 3x3 and 4/4 are of 1x1 (cooldown 2 turn)
Arrow of Sickness: Shoot arrow that Deal 1/8 damage and additional 6/4 dmg for 4 turn (cooldown 2 turn)
Deadly arrow: Shoot arrow That Deal 6/2 Damage but can't Move or att for 2 turn. (Cooldown 5 Turn)


Poison assasianhttp://forums.ubi.com/groupee_common/emoticons/icon_frown.gifTwo Different poison on target can be effect on time) Can inflict poison with melee

Improved Arrow of death: Deal 2/2 Addiotional Damage
Improved Muscle poison: Effect Last 3 turn.
Improved Arrow Of Sickness: Additional 10/4 dmg for 6 turn

Defensiveless: Shoot poison that take half of enemy defence gone.


Skilled assasianhttp://forums.ubi.com/groupee_common/emoticons/icon_frown.gifOnly one poison on target can be effect on time) Better melee dmg

Improved Arrow of death: Deal 3/2 Damage
Improved explosive shoot: U can shoot arrow now to 2 different target.
Improved Deadly arrow: Dmg 9/2

Ranger presence: Insrease att speed by 3/2 for 3 turn (cooldown 5 turn)

Those upgrades should be more expensive
That it's not like when u are Making something then u just decide to take upgrade of it... No make it like when u have Third best Creature in the haven u can upgrade Peasant...

I have lot of that kind but don't want to write them.



There should also be healers...

HitmanXmk
03-10-2009, 08:50 PM
Well we all know what a breakthrough was HOMM 3 in that time...and we all know how good game it remained all the time!! Its game which ppl are playing even today, its like evergreen, it never gets old http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
Personally Im not so much disappointed from HOMM 4, also HOMM 5 was rly nice game...but...HOMM 3 has the real "magic" in it. Its a mythical game with adorable landscapes, beautiful castles,creatures and battles...and maybe...the music is the biggest and best part of that game..all that mix gives it special flavor which makes it unique and forever...
I wander, is it possible to make such a masterpiece again? Im sure even if its used same concept with nice adjustments in graphics, the masterpiece can be relived again. Im sure lots of ppl will agree (and ofc. some, disagree) with me... but u cant deny that HOMM 3 leave a big mark in your life and everyone at least once, wished there was another game like HOMM 3, just once again http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

undead4rever
09-14-2009, 01:44 AM
I have play all Homm series and I think Homm 4 is the one I like most until now.(i play homm 2 first then homm 3,homm1,homm4,homm5)
What I expected from HOMM 6 is something like HOMM 4.
Although HOMM 3 is really brilliant, I prefer HOMM4.As my memory serve well,HOMM 3 is not much different from HOMM2. I always think that why the attacker is allow to attack first, why not at the same time, why heroes can only cast spell else sit there while ur army fighting. Homm4 is a revolution, when I'm bored with the play style in homm3.What I like most in Homm 4 are:
-I like the way they make towns in homm4. To me, they are elegant, beatiful and easy to be managed.Buildings has many details.( towns in Homm 5 remind me of Disciple,quite beautiful, but too complicatied so that they needs to be managed through buttons).
-You can add unit to tower and get double attack + defend . This make Castle siege much more interesting and harder.
-Spell is divide in to 5 school and into 5 levels for 5 races.I also like idea "mass" spell.Ressurection can only be cast by Angel
(which is I think lvl 6 spell) http://forums.ubi.com/groupee_common/emoticons/icon_smile.gifMonster have mana and spell books. Genies no more random spells(thumb up).
-different unit has different movement speed(on world map).
-Monster have mana and spell books.
-Prison:your hero don't disapear when lose battle .Don't have to rebuy hero after retreating.
-Both attacker and defender do damage at the same time.( Which make some unit with first stike awsome, and gryffin much more powerful and useful).
-Picture of building(In main hall to buy) has most detailed.
-Unit can move without hero to collect resources
-Your heroes can choose 5 skill up to grandmaster.
-Combination between skill to come with a class.
(for ex: Life magic + death magic : dark priest)
-Guard monster can attack weak player in next turn within its area( can be turn off).
-Less tier unit : in HOMM 5 and 3. up to 7 tier
in Homm 4 only 5.
-Less upgrade: unit in homm 4 dont need to be upgrade so you won't need to worry about carrying.
unit between town for upgrade.
-More than 1 heroes lead an army. Why I think this idea nice?: Because normally, your can be only good at might or magic(if u give him both = sux or ur heroes lvl must be very high).In addition, why can't 2 heroes lead 1 army, the name of this game is Heroes of might and magic, why can't they get along?
-Lose all army: not lose yet .In heroes 3 , imagine you have lvl 25 heroes, with enemy heros lvl 10 and his army left 20 tier 2 units and u lose, it annoyed me alot.
-Caravan: buy unit without go to it station.
What is bad about homm4 :
-don't have unit arrangement before combat
-the battle view angel is not good,lock in one place with 2.5D graphic.
-unbalanced skill: for eg , chaos combat hero is not very useful until he become expert thief.
-
-new 5 level skill (basic,advanced,exper,master,grandmaster) doesn't fit with old experience-level system.To reach primary skill grandmaster, your heroes must at least ~18 ( if is wrong please correct, the last time I play homm 4 nearly 6 years ago).Game ususally end with your main hero reach lvl 20(skimirsh with hardest mode large size map).
-Hard to get all spells in your school, if you have 3 castle with same race, sometimes only able to get 3 - lvl 4 spell.I think the spell in your first town shouldn't appear in 2nd or 3rd town.(happen not only in homm 4).

Homm 5 really make me disappointed,I did expected Homm is like Homm 4 with much improvement,but I was wrong.It almost HOmm 3 with some nice idea from homm 4 . The first time I play homm5 ,wtf where is my brilliant heroes 4, why the hell 3do come back to this boring playstyle,and where is 3do icon at start.Then later on , I found out the reason, 3do no longer exist....
-dungeon become full DE(wtf)
-Caravan
-Skill with subskill( instead of make heroes lvl up faster they reduce it to 3 same with homm 3).
-hero can attack and can not be attacked.( I prefer heroes 4)
-come back with 7 tiers + upgradable monster and allow option( feature from homm 4).
Things I like about homm 5 are:
- rune system(drarwf)
- rage system(barbarian)
- turn bar( tell u to now which monster turn next instead of remember their speed).
-class unique skill.
-warlock can see elemental on unit is kind of interesting to me .
I think heroes 4 is the best if has some adjust like:
-you can use unit to scout, but if the target have lvl 5 monster, u have to lvl 5 monster to scout . with number 10%(need to adjust to balance) target lvl 5 monsters
else you will see nothing and ur monster die instantly
-Add unique class skill(feature from homm5 ) but need adjusted because homm has many class with different combination.
-If all of your heroes die after battle, some of ur unit will gone.
-Barbarian inherit some of barbarian aspect in homm 5 http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
-prefer races : chaos,life, nature, order, barbarian,death to homm 5 or homm 3 races.
-rebalance skill system with heroes lvl.
-change view angel.
-add monster turn bar.

comparison between homm4 and homm 5 morale system:
-homm4 : morale role at the beginning at 1 turn ,positive morale unit go first ,then compare speed.
-homm5 :morale roll at monser turn, which make it next move faster or slower.
I think heroes 4 is better because ur monster don't lose or get more turn which make morale similar to speed.In homm 4 you have seperated turn,if ur unit get negative morale it just push ur unit to the end, then next turn will be a new roll.
Suggestion to luck system:
-homm4 : effect only defender(good thing about this is it also effect spell).
-homm5,3,2,1: effect only attacker(for homm 1,2,3 doesn't effect spell,with homm5 can effect spell with skill).
-my suggestion : effect both.
These are all I can think of atm.
In the end , I like Homm 4 's creature races and spell system much more than homm 3 or homm5 .

KrK87
12-12-2009, 09:55 AM
Homm6 should be more like Homm3 that was the best game in the series.

Want to se the old factions back some how really miss them.

The Barbarians, Swamp monster (I call them that), Element faction, Rampart faction ( But i do not wish that the Eleven Ligt/Dark faction or dwarf faction gets deleted. And one of my favorite factions was dungeon from homm3, also miss the titans from the tower faction and the nagas.

acully i miss everything from homm3.

But what i like to see is that you should be abel to convert the conquered towns to your own type. I know you can do this whit the necros in campagin on misson 3 i think.

And my final wish, it is a very big one. Ubisoft should contact Sega. And togehter creat
Heroes of Might and Magic Total War.
It would be so damn awesome!

The we will actully se large armys insteed of numbers.

cibelius
08-08-2010, 12:10 AM
Originally posted by PumpkinAssassin:
Want to se the old factions back some how really miss them.

The Barbarians, Swamp monster . I definitely agree that they should bring back the old fortress faction from heroes 3. They where by far my favorite. Either them or some kind of under water/sea faction. No game that I know of has ever done that and I believe that could be the product of a very unique expansion. I say expansion because I believe that any and all changes done to the game, just about everything that is actually good and practical in this forum, could be achieved through patches and expansions. No new game is necessary. The ocean has so many myths and natural beauty it astounds me that no one has touched upon it as a playable faction for a game. Though I do not presume to know what would be best for such a faction to have. Homm3 and 5 are my favorite games of all time, but I favor 3 due alone to the option of the fortress faction . If an oceanic faction was introduced I wouldn't play any other game.

Szatany47
08-16-2010, 05:15 AM
- caravans are a must

- unit upgrades ase they are done in rts games. You don't upgrade individual units but instead research abilities for them. Once you research an ability or improvement (like +2 speed for soldiers, peasants and crusaders), all your units get this instantly.

- maybe do something interesting to resources, like gems are only used for magic-related stuff, crystals for unit upgrades, mercury for defensive structures and blacksmithg and so on. Just an idea.

- merging of some town, like academy with dwarves for example.

- 6 levels of units, each city having two units of each level, with a sole unit at level 6. You can produce all the units, unlike in H4.

HAVEN
I Soldier / Peasant
II Bladedancer / Valkyrie
III Crusader / Elven Archer
IV Griphon / Druid
V Cavalier / Treeman
VI Angel

STRONGHOLD
I Goblin / Harpy
II Orc Rager / Centaur
III Troll / Shaman
IV Orc Warlord / Shaman
V Cyclops / Roc
VI Behemoth

DUNGEON
I Assassin / Troglodyte
II Fury / Basilisk
III Torturer / Beholder
IV Minotaur / Witch
V Hydra / Chimera
VI Dragon Rider

NECROPOLIS
I Zombie / Skeleton Archer
II Poltergeist / Grave Hound
III Wraith / Mummy
IV Vampire / Revenant
V Lich / Scourge (death knight)
VI Bone Dragon

ACADEMY
I Shieldbearer / Gremlin Tinker
II Bear Rider / Gargoyle
III Golem / Rune Priest
IV Gremlin Mage / Berserker
V Djinn / Rakshasa
VI Titan

INFERNO
I Imp / Cultist
II Gorger (horned demon) / Fanatic
III Cerberus / Succubus
IV Demon / Conjurer
V Efreet / Pit Fiend
VI Devil

technasy
08-19-2010, 08:34 AM
it's too long for me now to reed whole forum, but i like some presented ideas. most people says homam3 is the best and homam5 is the crap...i thing its truth and our opinion should means a lot for developers...

my wish list

1 and most important...please get rid of that wrong wrong wrong blind corner 3d engine and get back to 2d graphics and that amazing fairy tale look! smth like homam3 but quite more beatiful...i would like to see 2d map with all the stuf and then before fighting switch to the 3d battle maybe with some nice videos...i thing video after every attack would be realy boring but from time to time it would be realy nice..also would be nice to add more magical or educational places at the map...there where pretty few of them in homam5...as the last i dont need seas and not big rivers are quite enough cause i like to move on the ground rather than on the sea http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

2 spells...i dont need many spells but all of then(most of them) must have some practical usage! in homam3 i used to cast maybe 10 spells over and over again...in homam5 was spells pretty confusing...and again...after casting spell follow some pretty video...from time to time http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

3 artifacts...great great thing...but the same as the spells...please, dont give us needless artifacts...from time to time there sould be a really strong artifact, whitch is hardlly reclaimable (fight dragons or smth like that) or expensive

3 i dont need new resources or even new ships...i dont want to transform homam to age of empires based on bussines!! i liked the old homam3 style with market and artifact store

4 upgrades...i thing there sould be more than just two upragdes per creature...i suggest 3 at most 4

im pretty sure there are many other issues in this forum there should be included in the game

im looking forward to the game, please dont disappoint us http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

edit

homam3 (map) music back!! http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif with some epic sound during battle...in my opinion the best thing is to create homam3 remake with some new but realy good features..absolutely...http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

falcon1263
08-19-2010, 10:32 AM
Check our ideas http://heroes6.ru/forum/viewforum.php?f=1

Destruction3402
08-19-2010, 04:28 PM
Things I want / Do not want in HOMM6:

* I do not want faction cities that are circular and rotating around a central piece like in HOMM5, I liked the layout in HOMM3 which were much more easy to navigate in.

* I loved the skillwheel and the way that skills were integrating with the game in HOMM5, so please continue on that path and make it even better in HOMM6 http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

*** The music in HOMM3 was amazing and truly nostalgic, it might be hard to beat it, but please hire a good composer to do some high-quality music, It is very important for atmosphere!

*** I would personally prefer a darker and more "dark age" feeling to it, much like HOMM3.
IMHO, HOMM5 was way too cartoony, for example the awesome looking angels and devils from HOMM3 turned into an anime-dude and a huge angry teddybear respectively. The devil from HOMM3 actually looked like satan himself, as he's supposed to look evil!

* Like others have suggested: add one mage and one knight hero for each faction.

* I want Fortress from HOMM3.

* I hated Academy as a replacement for Tower, please revert it! I also don't want a dwarven faction, they should belong to Rampart.

I might sound conservative and so, but the perfect mix of HOMM3 and HOMM5 would actually have HOMM3 as a base (the "feeling" of HOMM3 is what makes it so epic!), and then just adding the spell/skill system from HOMM5 (with improvements) and a nice and sharp 3D engine.

dchalfont
08-20-2010, 12:54 AM
1. Pheonixes back at the helm for the nature base
2. No more cheap mod-like/weak sauce fortress ( dwarf ) faction.
3. Black Dragons/Red Dragons only for the dungeon base...we don't need more dragon variants for like 3 other factions.
4.Swamp base back again possibly with the hydras re-intergrated as a top tier unit
5.Werewolves as a higher tier ( but not top tier ) unit for necropolis.
6.Map maker again
7.No frame rate cap and inbuilt support for all sorts of aspect ratios including 16x3. If this is the last heroes game we ever get ( before the world implodes and all games go online only ) I want to be able to play this puppy in 10 years time.
8.All graphics settings in game...eg 32aa support.

Elesarr
08-20-2010, 08:10 AM
Fire, Air, Water, Earth, Light, Dark, Mind, Body, Soul
Are you serious, 1000000 schools of magic? 4 is enough.
About the number of spels hmm 5 had more than hmm4 at least more usable

graham6
08-20-2010, 11:07 AM
What I missed most in HoMM5 and hope will be back in HoMM6 is the choice between a Might- and a Magic-Hero for each alignment.

Or if that's too much to ask for, giving the player more influence over the development of the hero, like deciding which primary statistic (attack/defense or knowledge/spell power) should be improved when the hero gains a level. Maybe alternate paths to gain the ultimate racial ability as well, one might-centered and one magic-centerd.

Gauldoth_
08-20-2010, 12:15 PM
I read something about a dead king and 4 sons and daughters, so I wish a fraction for each one of them from the beginning.

If there is that bunch of then I can imagine some quite interesting stories and relationships between theme, Chronicles of Amber comes up in my mind. (edit: that also means I wish for a story that cannot be written while someone is bored on a toilet)

PANCZASU
08-20-2010, 01:27 PM
I still have faith in game developers, so there is no need for a wish list of any kind. I did not have one when HoMM V came out and I was pleasantly surprised so maybe that'll be the case again.
K, k, there might be ONE thing on my wishlist...

Bring the resources back

And that's about it. I'd like to see alternative unit upgrades as well, but that's something I can live without.

EDIT: oh and maybe I'd like to see artifact stories back (like in HoMM IV) as they were really fun and made the game feel very detailed. Just a thought ^^

the-prophet1991
08-20-2010, 05:06 PM
it's obvious to me that HoMM3 was the high point of the series that means that HoMM6 needs to be an evolution of those ideas

1 keep the `heroes system of H3 (2 types of heroes per faction is awsome)
2 keep the monsters and factions of H3 (except add dwarves from H5) with realistic depictions of creatures each one should upgrade twice eg peasant > conscript > militia (but the town screen of H5 was bad so make 3d versions of the H3 ones)
3 anyone who says HoMM should go back to 2d is talking out of their arse(***) the technical evolution of Vgames is inevitable its only a matter of time till we are playing on 3d plasma tv's
4 maybe we need to be able to fortify our resources and upgrade non-military buildings
5 keep H3 resources but maybe add food and water (and perhaps some kind of age of empires style population) these would be easy to get but used up more and more frequently as ur empire expands
6 each faction should fight better on a certan battle field type also return to having the hero off the field and fighting on the hex grid
7 spell categories are fire/water/earth/air/light/dark. there should be many spells but other than that H3 magic should remain untouched
8 maybe some unforseen aditions but the most important thing is to fix the bugs
i live in hope

"trust no one least of all yourself" me
Fatfox

Elesarr
08-21-2010, 12:26 AM
Why the hell do you want more spell categories? Just think about it. If you are making a megic hero you will have to commit all your skills to the magic types.
I like the idea of an ultimat skill for each of the fractions but i didin't like the fact that it forced you to choose the same skills and subskills every time. It should be based on level alone or level and the main skill of the race

karinnarre
08-21-2010, 01:20 AM
Originally posted by HighElf_MK:

I wander, is it possible to make such a masterpiece again?

No. If the target audience compares every feature with what H3 had, and doesn't perceive change as a good thing, it is impossible.

You might get a game that fits better with your play style, or worse. But obviously not the same.

edit: As I now read the whole thread .. I sadly realize that people fear change more than I have expected.
All of you want the new game to be 90% HoMM3 [same music, same castles, same units, even the same graphic style, same 2d castle screens, same resources, etc...] + a small insignificant personal touch (usually a feature stolen from another game series that appealed to you or your play style).
Don't you see nobody - not even yourselves - would bother wasting months of work to release a damn copy that won't be as loved as HoMM3 anyway because it's nothing new to you now?

Yes .. you all love H3 and it holds a special place in your heart. No, no other future release will ever be the same.
Just accept the game will change. Whether you will play a different game of Heroes or stick to playing H3 at home it's your decision, and it's OK - but suggesting they should keep 90% of H3 in H6 is bad, and we all know it's not going to happen.

dchalfont
08-21-2010, 03:19 AM
Originally posted by karinnarre:

No. If the target audience compares every feature with what H3 had, and doesn't perceive change as a good thing, it is impossible.

You might get a game that fits better with your play style, or worse. But obviously not the same.

edit: As I now read the whole thread .. I sadly realize that people fear change more than I have expected.
All of you want the new game to be 90% HoMM3 [same music, same castles, same units, even the same graphic style, same 2d castle screens, same resources, etc...] + a small insignificant personal touch (usually a feature stolen from another game series that appealed to you or your play style).
Don't you see nobody - not even yourselves - would bother wasting months of work to release a damn copy that won't be as loved as HoMM3 anyway because it's nothing new to you now?

Yes .. you all love H3 and it holds a special place in your heart. No, no other future release will ever be the same.
Just accept the game will change. Whether you will play a different game of Heroes or stick to playing H3 at home it's your decision, and it's OK - but suggesting they should keep 90% of H3 in H6 is bad, and we all know it's not going to happen.

QFT.

I think people are obsessing over HOMM3 too much as well. I played that game non stop for years...but I liked HOMM5 more because it was evolution of the game. I liked HOMM4 too because it was original. I hope they retail the old elements but elaborate on some half done ideas and add a few new streamlined elements. If people want to play HOMM3..they should go and play HOMM3.

People that want a 2d heroes again probably also though HD resolution was 'unnecessary' as well...times change.

Old school games that were revolutionary in their time now have really dated gameplay because new elements are added all the time. 99% of the enjoyment of really old games is pure nostalgia, so they will never be equaled, not for lack of quality, but because people are forgetting how big a part nostalgia plays.

Nilf-GaaRd
08-21-2010, 03:48 AM
1)Town screen
2)2 class of heroes like knight and cleric
3)music like MaM6-8,HoMaM2-4.
4)Campaign like HoMaM3.
More darker and epic.
P.S sorry for my english

Pitsu
08-21-2010, 04:33 AM
Originally posted by dchalfont:
People that want a 2d heroes again probably also though HD resolution was 'unnecessary' as well...times change.

There is also a principal advantage of 2D. In 3D virtual world you see all objects from the same angle. To see an object from a different angle, you have to change your camera position. 2D layers can easily be combined so that each and every object is seen from the best angle. World composed of well made 2D icons has therefore information more accessible than 3D virtual reality of the same world. Quality of information defines success of strategy, and while getting information about enemies should not be too easy, user interface or screen resolution should not be our enemies.


And for the wishlist i'd stress on a quality map editor and possibly random map generator. These seem not to be priorities of the developers, but they are important.

GoranXII
08-21-2010, 05:59 AM
1. Bring back all 4 precious resources, they added variety.
2. Bring back special buildings.
3. More secondary skills.
4. Bigger battlefields.
5. Hero-map scale more like in H1-4.
6. Creature experience (like in H3:WoG, but only boosts stats).
7. Heroes can learn skills from other heroes.
8. A magic system that works on effects (ie, Killing, Summoning, Cursing and Blessing) rather than themes (never liked the concept of 'light' and 'dark' magic schools).
9. Remove racial skills from heroes and tie them to either creatures or towns.
10. Bring back the H1-2 Ultimate Artefacts rather than the Grail.
11. More town-build options.
12. Heroes in combat.
13. Bring back the H5 style initiative system.
14. Scrap the restrictive H5 morale system, make it so that heroes don't affect morale.
15. Make it possible to 'promote' heroes, not just hire them.
16. Rework the retaliation system so that you don't waste all your retaliation on a small stack and then get pounded by a big one.
17. More spells, especially adventure magic spells.
18. Bigger armies move slower.
19. Be able to retreat without losing entire army.
20. Make it so you can control war machines without skills (they'd still be fairly pathetic of course).
21. Make it so that creatures of the same faction of the army are more likely to join the army.
22. Introduce a map movement speed for creatures so you can't just shuttle them around.

the-prophet1991
08-21-2010, 06:47 AM
Originally posted by karinnarre:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by HighElf_MK:

I wander, is it possible to make such a masterpiece again?

No. If the target audience compares every feature with what H3 had, and doesn't perceive change as a good thing, it is impossible.

You might get a game that fits better with your play style, or worse. But obviously not the same.

edit: As I now read the whole thread .. I sadly realize that people fear change more than I have expected.
All of you want the new game to be 90% HoMM3 [same music, same castles, same units, even the same graphic style, same 2d castle screens, same resources, etc...] + a small insignificant personal touch (usually a feature stolen from another game series that appealed to you or your play style).
Don't you see nobody - not even yourselves - would bother wasting months of work to release a damn copy that won't be as loved as HoMM3 anyway because it's nothing new to you now?

Yes .. you all love H3 and it holds a special place in your heart. No, no other future release will ever be the same.
Just accept the game will change. Whether you will play a different game of Heroes or stick to playing H3 at home it's your decision, and it's OK - but suggesting they should keep 90% of H3 in H6 is bad, and we all know it's not going to happen. </div></BLOCKQUOTE>

technical evolution is the mother of all Vgames but ideas are timeless, H3 was the best but H5 was also great in it's own right (even without 3DO) and i'm sure H6 will be great too but people still play H3 just as they still play starcraft and it's not the 2d graphics or unevolved fantasy concepts that keep them playing. take H3 and give it a graphical overhaul and u'v got a winner but add new timeless concepts and u'v got a classic + although i haven't played starcraft 2 yet i sincerely hope that's what they'v done with it.

the-prophet1991
08-21-2010, 07:00 AM
Originally posted by Elesarr:
Why the hell do you want more spell categories? Just think about it. If you are making a megic hero you will have to commit all your skills to the magic types.
I like the idea of an ultimat skill for each of the fractions but i didin't like the fact that it forced you to choose the same skills and subskills every time. It should be based on level alone or level and the main skill of the race

u must be joking we need more spells that meens more catagories
and besides fire/water/earth/air/light/dark isn't too many it's necessary, u should see some of the other crap suggestions about magic on this forum

dchalfont
08-21-2010, 07:45 AM
Originally posted by the-prophet1991:

technical evolution is the mother of all Vgames but ideas are timeless, H3 was the best but H5 was also great in it's own right (even without 3DO) and i'm sure H6 will be great too but people still play H3 just as they still play starcraft and it's not the 2d graphics or unevolved fantasy concepts that keep them playing. take H3 and give it a graphical overhaul and u'v got a winner but add new timeless concepts and u'v got a classic + although i haven't played starcraft 2 yet i sincerely hope that's what they'v done with it.

I hate to tell you but SC2 sucks because it is a copy of the original. In my opinion they traded older units for extremely similar new units, almost no role changes. ALL it is is a graphical update, which is why I stopped playing it after 2 weeks...it IS SC1...if they had changed more things I would still be playing it. SC1 had basic gameplay compared to other RTS games back in the day, let alone 10 years later. Which is why despite how much everyone loved HOMM3 and like to believe it cannot be topped...would be disappointed if HOMM3 mark 2 was released...a graphical update does not a new game make...

Dergos
08-21-2010, 08:10 AM
what i have seen and heard off untill now gives me hope that h6 will be a good game.
I don't want a H3 with new graphics, h3 was awesome and genius but if i want to play h3, i'll just play that game. http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif
For this reason h5 didn't appeal too much to me, because i always found it a weaker copy of h3.

here are some extra's i hope for:
a good town interface, 3d 2d i don't care which, just that the buildings will be recognisable; i found this quite frustrating in h5
that they don't simplify the resources system too much
that if you convert a town to yo're own alignment that there will be visual markers of previous raceallignments. you could have like a sort of elven town when it's taken over by necroplois, you see remnants of the of all the trees. ...
to choose between different upgrades for creatures
some more buildings like the battle academy, the broterhood of the sword, blood obelisks, cage of warlords(all from h3), a town shouldn't be just about creating creatures

joergino
08-21-2010, 04:50 PM
What I wish for is something that actually is a decisive factor whether I will buy the game or not - and that's a kind of copy protection that doesn't force me to be connected to ubisoft while I'm playing.
I love the Heroes series, but I would definitely skip the next incarnation or strike the series completely from my personal list forever if the company keeps up its current practise.
If there isn't any change for the better soon, then I just have to be glad that Heroes is thankfully the only 'brand' among my cherished game series that is in the hands of ubisoft and I will definitely live without it.

karinnarre
08-22-2010, 12:39 AM
It's a continuous battle.
Most likely it will have the online protection, and it will be cracked nonetheless - though not the same extent as before (see settlers7).

I expect this to become the next standard .. see Blizz with its releases (SC2, WoW) .. I understand EA is planning something similar .. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Plus, internet connection today is as common as access to bottled water.

GhostDracolich
08-22-2010, 01:13 AM
Hopefully the online protection they pick will be Steam Authentication as most of the other copy protection programs out there are pretty invasive and full of bugs.

BlackEscaflowne
08-22-2010, 04:04 AM
I wish for the Crusader->Paladin to be back...like in HOMM2, but in reverse (Paladin pwns a crusader)

You know. A warrior in silver/golden armor with a large two-handed sword and epic powers.
Or at least have it so that a hero can become one.

I really hate it how they have been constantly downgraded...they used to be a top-tier unit!! Knights/Cavaliers? Bah! Paladin is better. Bring it back in all it's glory please!

dchalfont
08-22-2010, 04:38 AM
Originally posted by GhostDracolich:
Hopefully the online protection they pick will be Steam Authentication as most of the other copy protection programs out there are pretty invasive and full of bugs.

Are you hinting that a disk check is out of the question.

Dragon Age, Battlefield Bad Company 2, Mass Effect 2, Fallout 3, Batman Arkham Asylum. Just a few big released from big publishers that recently have had a disk check only...all sold extremely well on PC.

ANY DRM, be it steam or any kind of online activation only hurts sales in places where internet is poor. The auto-updates from steam also leave many of my steam games crippled due to auto-updates that my bandwidth cannot afford each month. I would rather DRM with stand alone updates than steam with it's horrific patching system.

Then of course there is the tried and true/consumer friendly disk check....my fingers will be crossed for this until either I receive the bad news or my fingers fall off.

GhostDracolich
08-22-2010, 05:36 AM
Originally posted by dchalfont:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by GhostDracolich:
Hopefully the online protection they pick will be Steam Authentication as most of the other copy protection programs out there are pretty invasive and full of bugs.

Are you hinting that a disk check is out of the question.

Dragon Age, Battlefield Bad Company 2, Mass Effect 2, Fallout 3, Batman Arkham Asylum. Just a few big released from big publishers that recently have had a disk check only...all sold extremely well on PC.

ANY DRM, be it steam or any kind of online activation only hurts sales in places where internet is poor. The auto-updates from steam also leave many of my steam games crippled due to auto-updates that my bandwidth cannot afford each month. I would rather DRM with stand alone updates than steam with it's horrific patching system.

Then of course there is the tried and true/consumer friendly disk check....my fingers will be crossed for this until either I receive the bad news or my fingers fall off. </div></BLOCKQUOTE>

Open Steam -> Go to Library -> Right click Game of Interest (Heroes 6 in this case) -> Click Properties -> Click Updates Tab -> Click "Do not automatically Update"
Voila!

Steam's a great system actually. I pretty much buy all PC games through Steam exclusively now except for Blizzard games. I get the games for cheaper, and I can wipe my system clean and reinstall the OS without worrying where I put the CD's and their Keys. I see very few cons when using Steam.

Dracul1984
08-22-2010, 06:08 AM
I had never any against the ideas of any Heroes I-IV games. But i didnt played the Heroes V just because our favorite heroes dissapeared at all.

Please bring Sandro back!!!!!!!!!!!!!!
It just artwork and some small storyline, it cannot hurt you! http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

dchalfont
08-22-2010, 08:23 AM
I kno about the auto update disable feature. But with 6gig/month internet, on the rare occasions I do go online, and do check for updates, sometimes they are so large I have to wait a month to finish it. Also never updating the game isn't really an option. Stand alone updates will always be more convenient for me as I don't have to go without, I just download elsewhere, back them up, and I don't have to worry it again.

infinity_at_end
08-22-2010, 10:12 AM
Hy all, I'm wally, 24 years old and I live in Italy.

I've been playing Heroes since I remember http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif started with Heroes 1 and finished with 5.

So far I love Heroes 3 because it doesn't take long until your turn is comming again, but I Love everything about heroes 5, the castels, the 2 ways creature upgrades, the skill system with that faction ubber skill, graphic are good but I hate the weeeeeeeryyy long time needed for th game to load between turns.

What I will love to see in Heroes of Might and magic VI ? well I will give you my OWN PERSONAL list, so I don't care if someone won't like what I want to see or not, the following list is a list with suggestions that maybe inspire the team that curently develop this game :

- I really wish to see a complex skill system similar to HOMM5, for the same castel and the same hero to be lots fo ways to develop his/her/it skills in such way that will be able t ogo through the game. I just got too bored with all those normal and usual builds in H3...
- I wish that heroes be affected a little bit more by their decisions, by adding different NPC to the game that can offer you some minor quest on that map, or having some conversations with them etc... I will give you a normal and usual example :
Example : you are a knight serving the Griffin empire and while you explore the world you find a grain field and a farm, the farm gives you some Gold income and +3 to Peasant Reqruitment in the nearby castel but you also meet an old lady, she ask you if you are kind to bring some wood and stone to help her build a small cottage for her cows. If you decline you will get some moral penalties, also the peasants that were nearby sees your action and loses faith in you and the farm will only give you +2 to your Peasant req. etc... if you do help her the effects are possitive or I don't know .. some others effects...
Ps : there can always make the dialog with more than 2 ways out(maybe agree to give her only wood or only stone) and you can gain some minor bonuses ... or I don't know what... the possibilities are unlimited...

- I also wish to see the heroes, castels and armies get affected A LOT MORE(than just some map movement speed) by weather(Storms, Clean Sky, day, night) .. if they will keep the system of 7 days and in the day one you can reqruit troops then I suggest to make it like this : 4 week per month(one week per season.. w1 -> summer ... w4 -> winter) and also the 7 days to be parts of the day ... in the Summer week let's say the first 4 days are Days(lights) and the other 3 be nights or alter them all the time one is day and one is nights.... so... always the first day of each week will be one time day and one time night ... this will greatly have an impact on the game, at night the creatures of the dark ... like Dungeon.. Necropolis will have an advantage.. etc... when a storm is taking place on one part of the map(not the entire map at once...) the swamp creatures have some bonnuses and so forth....
Example : Imagine that you play on one map your castel in on the left and the other(enemy) is on the rights and you play swamp and you got the lucky chance to get a small raining storm that slowly moves toweards your enemy castle ... even if you are outnumbered by your enemy .. if you take the advantage of the storm you can beat him...
the problems will be creating a script that will triger those effects like storms and others stuffs from hapening in such manners that all the players have equal changes of benefit...
other stuffs that can help : raining storm, earthquake, volcano, tornado, thunder storm, etc...

- I also wish to add some aditional map spells that can do more than damaging or supporting a unit(s) ... I give you some examples :
Examples : A fireball,meteor or a meteor shower besides the damage inflicted to the trgeter unit(s) it will also scorch the land nearby, the scorced land will reduce the movement of the heavy equiped troops, the heat from the ground damages the Water based units and gives bonuses to those of Fire or earth(add some aditional heat damage or reduce incoming fire/water damage) This type of effect can be added to all elemental area spells to give some bonuses or not ...
The ability to create some small weather disasters like small storms, tornadoes...etc... that can affect the enemy troops reqruiting bulings of to minning operation outposts ... or even their castel... to be able to summon a sweet raining storm in the path of a enemy heroe not only he will have reduced movement but you can catch him, attack him and defet him...if he isn't a swamp hero http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif)

- I read that each town will have is's own resource deposit ... I LOVE THIS and I didn't even get a real taste http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif .. what I can suggest about this newly added stuff is these :
- the ability to "instruct" the mines to automaticaly send the resources to a specific selected town...
Example : If a players wish that the gold or the resource from a specific mine/windmill or other income production building to be automaticaly delivered to his/her town, he will only pay a cost to create some vagon carts there and they will automaticaly transport the resources to his/her town.. be carefull they can be plundered by other players http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
Added a cargo hold to those buildings... they can store gold and other resources until the cargo hold is full... then they will stop their production... for example :
- You have a stone mine, that produces 2 stone per day and have a cargo hold of 5 or 10 stones.. depends on the distance between the mine and the town a player can "train" some transport carts to take the stones from the mine and deliver them to your town...a players can add more than one cart but the costs are higher ...etc... for example a player can hire 2 carts and send them at 2-3 days difference, fully loaded with stones to his town... or they can send them at the same time with lots of stones... the problem will be how fast they are returning back to the mine and how fast the mine is filling it's cargo hold... if A players find it and knock out those transporting carts... and find the mine too... he will have a huge jackpot towards the his/her stone resource...
Or this system can added to the town... so each town have some carts to be sended out automaticaly .. the number of the carts depends on Market ... or can be bought by the players...etc... I don't know wich metod is the best but I love the ideea.... a smart player that knock out the cristal supply of a Stronghold players.. will prevent him from creating more behemonts... so it is a benefit...


- this one will just make the game harded... but I kinda find it more realistic... each troop only cost gold and maybe some resources(tier 7 units) to train... i say to make the system more complex(wanna see the programing ability of the Ubisoft http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif) ) and add some more resources to each castel type... and those resources be implemented in the building and troops training cost.... I will give some small examples to Heaven Town and Necropolis Town :
Heaven Town(The Steel of The Griffin Empire) : Steel and Coal can be gained in small amount from stone mines and a high number gained from Steel or coal mines too http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif, once the Blacksmith is build... beside his function of providing ammo carts, balistaes..etc... he will constantly use Steel and coal and create iron bars... these iron bars will be needed as basic materials for building new structures... you got the point.... and also these iron bars will be needed to train advanced troops .... Spearman(leather armor and wooden pikes) ... their upgrade have plate armor and can have a iron pike or halberd and they will need gold and iron bars to be trained...the example will continue with Archers... knights... Grifins and Armored Griffins(Griffin Lords) etc.... of course there can be added more than Steel and Coal resources here... but only for the Griffin Empire castels...
Necropolis Town(The Might of Necromancers) : Bones(I can't seems to find other resources), since the firt units will be skeletons they will need a LOT of bones... the best thing is that the Graveyard that allows you to train Zombies will also give you a daily income of bones(some zombies are too rotten to walk in one piece...) since most of the Necropolice buildings have Bones on the walls and pile of bones everywhere ... they will also require some bones to be build.... also to the necromancer heroes can be imbued their Necromancy skill..,after a battle he can take with him a number of dead bodies(the number depends on his skill level and his troops army) .. he won't just carry by himself a few tons of dead bodies... in time... like 2-3 game days the bodies will rotten and by that pile of bones a small number of skeleton will join the necromancer's army and the remaining bones will be added to your trasure http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif the number of the bons gained will be affected by the numbers of the dead bodies and the number of the "awaken" skeletons... I found this a mush great "way of being a Necromancer".... the number of days the necromancer need to get those bodies into the stage of fully rotten can be affected by the necromancer's skills.. and some buildings in his/her town .. but with a determined radius...so push the players build that stuffs in all his towns...

There are many more things I will like to add but I really need a break http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

I will drop off later to add a few more things that I like to see in HOMM6.

Regards !!!

the-prophet1991
08-22-2010, 04:14 PM
i dont think ubisoft are listening they should post something
i mean i could say what i liked and it would make no dif to the game
for example all female units in H6 should be naked
it dosent mean didly squat for the game
instead of scratching their own heads all they need to do is look at this forum and see the contents of our brains spread thickly on this inter-bread

maybe ill just bang my head against a wall till H6 comes out that way whats left of my brain cells might enjoy it

GhostDracolich
08-22-2010, 04:19 PM
Originally posted by dchalfont:
I kno about the auto update disable feature. But with 6gig/month internet, on the rare occasions I do go online, and do check for updates, sometimes they are so large I have to wait a month to finish it. Also never updating the game isn't really an option. Stand alone updates will always be more convenient for me as I don't have to go without, I just download elsewhere, back them up, and I don't have to worry it again.
6 Gigs a month... Australia?

dchalfont
08-22-2010, 07:35 PM
Originally posted by GhostDracolich:

6 Gigs a month... Australia?

Yep http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

Alderbranchh
08-22-2010, 10:48 PM
Originally posted by the-prophet1991:
i dont think ubisoft are listening they should post something
i mean i could say what i liked and it would make no dif to the game
for example all female units in H6 should be naked
it dosent mean didly squat for the game
instead of scratching their own heads all they need to do is look at this forum and see the contents of our brains spread thickly on this inter-bread

maybe ill just bang my head against a wall till H6 comes out that way whats left of my brain cells might enjoy it

Since I met the dev-team this weekend I can just say that if you post ideas here they are not posted in vain. Why? Because they visit the ubi-boards frequently.

JonsJons
08-23-2010, 12:32 AM
1. Atleast 6-7 factions without expansion
2. Detailed terrains & a lot of them, more than 10 perhaps
3. Caravan system or something similar to it
4. Revamp spell system so spell dmg doesn't get weaker as the number of unit in a stack increase
5. Night and day cycle with weather
6. Hero level cap around 50-70
7. Improved cutscene system
8. More music on adventure screen & combat screen
9. Retain duel mode where u select a hero to fight another in heroes 5
10. Have a map editor that is in the main game
11. Random weekly or monthly events such as creature growth boost, more gold resources, cheaper ships, etc...
12. Scoreboard to show your score for finishing campaign & map just like heroes 4
13. More sea battles, neutral creatures on the sea & interactable location on sea
14. A bit larger battlefield
15. Beta released for the game?

karinnarre
08-23-2010, 12:36 AM
Originally posted by infinity_at_end:

Examples : A fireball,meteor or a meteor shower besides the damage inflicted to the trgeter unit(s) it will also scorch the land nearby, the scorced land will reduce the movement of the heavy equiped troops, the heat from the ground damages the Water based units and gives bonuses to those of Fire or earth(add some aditional heat damage or reduce incoming fire/water damage) This type of effect can be added to all elemental area spells to give some bonuses or not ...

That's a very good idea http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

mcgslo
08-23-2010, 06:05 AM
(my wishes)

Camera/GFx:
-2D or 2.5D camera on advanture map
-rotatable 2D or 2.5D camera on battlefield
-2.5D or 3D camera in towns
-no cartoon style again please

AI:
-Their turs shuld be very quick... around 10s would be nice for each computer (0s would be even better ofcourse)... (in HMMV AI turns take 5-15 min and even then you press END just to wait again 5-15min... and this is not accaptable)
-Smarter AI please... in HMMV or IV AI is a joke in HMM3 was best so far. Take your time and do it right! They should pick up resources... join armies, and have some tactics...

Towns:
-In general i am content with towns... altho they could be more detailed and maybe add some other function.

Adventure map:
-RANDOM maps please... with good templates!!
-HiResolution terain
-terain has indicator exactly what type is it

Factions and Magic:
Factions should be grouped in 3 groups: GOOD,EVIL,NEUTRAL
(for better balaning)... and each group has its own magic associated with. There would be 8 magic schools and 1 warrior shout.

GOOD factions: (magic schools: White magic,Nature Magic,Water Magic)

-Angels (primary White Magic)
-White Dragons (aka ranger,nature) (primary Nature Magic)
-Hydras (aka swamp, watter castle) (primary Water Magic)

EVIL Factions: (magic schools: Fire Magic, Black Magic, Warrior Shouts)

-Devils (primary Fire Magic)
-Behemonds (aka Barrbarians) (primary Warrior shouts)
-Ghost Dragons (aka Necromancer) (primary Black Magic)

NEUTRAL Factions: (magic schools: Order Magic, Air Magic, Earth Magic)

-Titans (aka academy,wizard) (primary Order Magic)
-Black Dragons (aka dungeon) (primary Earth Magic)
-Order of Phoenix -Elementals (primary Air Magic)

-Each Magic school has unique spells from lvl1 to lvl7 spells. Each School has counterpart of its own to represent some important common spells like

e.g. slow or haste or basic magic arrow have simmilar function/effect but colored with own magic school design.


Creatures:
I have 2 "ideas" for creatures:

1st:
Basicly like it is in HMMV. I like 7 creatures for each faction this has worked well. Each creature would start as basic and have 1-3 upgrades to

choose from. Upgrades would be comparable...

2nd:
Also 7 creatures. Each creature starts as Basic. And have several upgrades. Lets say 3. So Basic creature, tier1, tier2, tier3. But there would be a

catch. You can only have 2x tier3 creatures, 3x tier2 creatures and 2x tier2 creatures. Once upgrades are done there is no turning back for that game.


Heroes:
-i have not set skills (yet) other than magic schools... but some basic skills should be present like logistic, luck, morale, attack, defence,...
-maybe some artefacts should be limited so not all heroes or factions can wear necromancer artifacts or maybe there should be some specific artifacts

that only selected faction can equip it. Some angel sword shouldnt be used by devils. Maybe artifacts can also be bound to GOOD,EVIL or NEUTRAL

groups.
-diferent more elite or better Artefacts should also be visible on hero
-Artefacts should also combine like they do.


Multiplayer:
-HOTSEAT is a must, for normal MP there should be plenty of stuff to do or some minigames for players waiting for their turns.

Other, BASIC idea:
-Each Faction should have its own unique Magic school that can use with full power and best spells for that associated Magic school. They can learn

other schools but with casting penalty and even limitation of its use. They could learn other group Magic but with huge penalty. So Angels couldnt

cast most powerfull spells of other groups and would be severly limited with less effect and more mana.
Example: Angels has Primary Magic School White magic and can use all spells with maximum effect and minimum mana cost within white magic. He can learn

other GOOD group magic schools like Nature or Water magic but with moderate effects. Maybe can only use lvl1-lvl5 spels of Watter or Nature schools or

have more mana cost or less effect... But if he learn other Magic schools within EVIL or NEUTRAL groups he is severly limited casting those spells.

Basic idea is like so you wouldnt train your heroes with same skills each game.
-There could be basic pool of Magic for common adventure map spells.

Ok thats it for now...

~McG (i know i posted before but this topic is more suitable for wishes)

Gauldoth_
08-23-2010, 09:30 AM
I wish a lot of maps to come with the game. I prefer large and extra large maps. And a good random map generator is a must, i think that the one in the Heroes 5 was quite bad and it had only a touch of randomness in itself.

graham6
08-23-2010, 09:47 AM
And a slightly less annoying map editor.

The HoMM5 one is so user-friendly it makes me want to smash the computer!! http://forums.ubi.com/images/smilies/compsmash.gif

ImperialDane
08-23-2010, 10:05 AM
Well plenty of things one could wish for in HoMM VI.. Although i do hope they retain the artistic style of HoMM V.. really liked that, was nice and refreshing in an otherwise bland sea of brown and gray.

Otherwise, on to the rest of the wish list.

First off if there's going to be a collector's edition.. Could we get something more interesting than a few baubles and trinkets and a behind the scenes ? Like.. a soundtrack cd would be good, especially if the rest of the soundtrack will be as of high quality as the music in that teaser.

Otherwise how about a nice and thick manual ? A book on the HoMM Universe almost http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif Let it have a nice large background description of the world, and 1 page backgrounds for every unit.. or something close to that, i mean it would be nice to see a return to the old manuals of past, like the Starcraft or Arcanum manuals, and i'd happily pay more for that http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif
(In game descriptions being there or expanded upon would also be great)

Other stuff could be some sort of ingame content of the singleplayer type i suppose.

But generally something a bit more interesting that just some stuff that doesn't really have any connection to the game half the time... Do something interesting http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Otherwise one thing that would be cool is if that dwellings return, that you could actually do some work on them. have it a binary choice where you can upgrade for either more troops per week or some sort of ability perhaps. Or just that it could defend itself.. Possibly if combined with cities controlled mines they could be tied into dwellings as well.
Then i could imagine that if you don't clear out fortified dwellings and leave the town badly protected that troops from the different fortified dwellings storm the city and try to recapture it.

Otherwise i'd like to see some different types of battles, you know, dependant partly on hero abilities but perhaps also racial. I mean what if there was more than just two armies squaring off against each other ? What if you could ambust an enemy if you had a certain skill or racial skill ? Or a flank assault ? I mean, one could certainly try to throw some variety into battles as well.

Otherwise, i do hope to see the alternative upgrades return as they did bring in some new things to the game and i just liked the concept. I mean i imagine it could be worked on in HoMM VI to be something more interesting even.

Also.. Could we please have those silly ornaments removed from the marksmen ? They don't really fit in :/

Dergos
08-23-2010, 01:34 PM
i was just thinking about what annoyed me the most in h5 and it were the cutscenes.
i actually prefer the text stories like in h4(not expansions) or in the h5 mod legends of the acients. the stories here are always quite well written and form like short stories i wouldn't mind reading without the game

Gauldoth_
08-23-2010, 01:55 PM
What annoyed me the most in h5 is that it gets boring after 2-2.5h unlike previous games which I could play for days and still want more.

the-prophet1991
08-23-2010, 02:00 PM
Originally posted by dchalfont:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by the-prophet1991:

technical evolution is the mother of all Vgames but ideas are timeless, H3 was the best but H5 was also great in it's own right (even without 3DO) and i'm sure H6 will be great too but people still play H3 just as they still play starcraft and it's not the 2d graphics or unevolved fantasy concepts that keep them playing. take H3 and give it a graphical overhaul and u'v got a winner but add new timeless concepts and u'v got a classic + although i haven't played starcraft 2 yet i sincerely hope that's what they'v done with it.

I hate to tell you but SC2 sucks because it is a copy of the original. In my opinion they traded older units for extremely similar new units, almost no role changes. ALL it is is a graphical update, which is why I stopped playing it after 2 weeks...it IS SC1...if they had changed more things I would still be playing it. SC1 had basic gameplay compared to other RTS games back in the day, let alone 10 years later. Which is why despite how much everyone loved HOMM3 and like to believe it cannot be topped...would be disappointed if HOMM3 mark 2 was released...a graphical update does not a new game make... </div></BLOCKQUOTE>

first of all it's love not loved (present not past) not all players would dislike H3 mark 2 but they would have to change the story (because of the erathia/ashan change) = new campagne new heroes maybe new cretures spells and skills
but if they dilibratly change more stuff thats the dif between a good game and a great game.
.

the-prophet1991
08-23-2010, 02:28 PM
Originally posted by Alderbranchh:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by the-prophet1991:
i dont think ubisoft are listening they should post something
i mean i could say what i liked and it would make no dif to the game
for example all female units in H6 should be naked
it dosent mean didly squat for the game
instead of scratching their own heads all they need to do is look at this forum and see the contents of our brains spread thickly on this inter-bread

maybe ill just bang my head against a wall till H6 comes out that way whats left of my brain cells might enjoy it

Since I met the dev-team this weekend I can just say that if you post ideas here they are not posted in vain. Why? Because they visit the ubi-boards frequently. </div></BLOCKQUOTE>

really thats fantastic
now if we could all agree on anything we want in the game and unanimously say that we want it they might actually put it in
i'll go first
if you want the holy griffin empire to feature as playable in H6 say YES at the end of your next post if not say NO and explain why
http://forums.ubi.com/images/smilies/typing.gif

Gauldoth_
08-23-2010, 03:57 PM
Regardless how many factions there will be I would like to see enough neutrals that can be fought on a map and are not in a playable faction. There is a lot of them that can be in a game and with no worries if they would (should) appear in expansions, first that came to my mind is practically entire creature portal from HoMM4, with satyrs, elementals, mantis...

Xenofex_086
08-23-2010, 04:08 PM
I may post something more detailed later, but for now: please, do not overpopulate the world with dragons! HoMM V is full of these pests, they are like roaches there. Green dragons, black dragons, dead dragons, elemental dragons... If you throw a stone, it will hit a dragon, then it will glance off and hit another one - probably different, but still a bloody dragon! No need to have more than one or two factions at most with such top tier creature.
And no super-dragons! If the next game of the series requires creatures with ridiculously high stats, let them be something different for a change. I myself can propose many things, as can the majority of the people here, if needed.

Justice
08-23-2010, 04:25 PM
Originally posted by Xenofex_086:
I may post something more detailed later, but for now: please, do not overpopulate the world with dragons! HoMM V is full of these pests, they are like roaches there. Green dragons, black dragons, dead dragons, elemental dragons... If you throw a stone, it will hit a dragon, then it will glance off and hit another one - probably different, but still a bloody dragon! No need to have more than one or two factions at most with such top tier creature.
And no super-dragons! If the next game of the series requires creatures with ridiculously high stats, let them be something different for a change. I myself can propose many things, as can the majority of the people here, if needed.

Hehe, QFE. Couldn't agree more.

mcgslo
08-24-2010, 12:39 AM
I dont agree about dragons i like them a lot. But HMM3 had even more of them and i was fine with that.

Make lots of Factions at least 9. Heaven, hell, dungeon, titans, swamp, rangers/nature, barbarians, necromancers, elementals

Make lots of creatures that dont fit in any castle, lots of different crypts and objects to explore.

BlackEscaflowne
08-24-2010, 03:40 AM
Dragons are overdone. It's good to have some diversity, but let's not get silly...we're running out of colors and crystals.

I'm half-dredding to run into a ultramarine or torquise dragon...or a malachite dragon.

Hodge_Podge
08-24-2010, 11:02 AM
A completely User-Friendly Map Editor.

Please do away with annoying 3D. 2D is more fun and runs a whole lot better on people's computers.

No online only DRM!

JonsJons
08-24-2010, 11:02 AM
they should also add a faction based on norse myth to stir up the variety even more, such as valkyrie and mountain giant

mcgslo
08-25-2010, 02:20 AM
ARTIFACTS:
-Combining artifacts to form better ones.
-Rare artifacts should be visually shown on heroes. If you have dragon armor it should be represented as such.
-Make lots of artifacts.
-Some artifacts should be equiped only for certian faction or have negative bonuses for others. E.g. Like necromancer artifacts should only be powerfull to necromancers and not wizards.

SKILLS:
Figure a way that lots of different combinations of skills will be powerfull. Not only one or two combinations...

RANDOM MAP GENERATOR and HOTSEAT!!!

mcgslo
08-25-2010, 03:02 AM
I want this game to be more Complex than simple so you will have to think... i dont like simplified games that are raining now a days.
And to have lots of diversity in it...

... I can only hope that less resources (only 3) is only simplyfied idea.... but if i would be dev... i would keep all resources...

just dont dumb down/simplify or make game for children please...

Game is like very advanced chess (dont play chess http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif ) to me and this kind of game are playing older players...24+ (offcourse i am talking about fans from beggining since we know what heroes was all about ... dont make game for kids thats all i ask!

mcgslo
08-25-2010, 06:33 AM
I want Melee units to have grater role if you compare them to Archer units. Most of battles were won just with Archer units (until some tier 7 creatures came or if hero had ressurecton or rise dead)

GoranXII
08-25-2010, 07:39 AM
Actually, there's a crude sort of balancing mechanism available:
Archer > Tanker > Flyer > Archer
Archers tend (generally) to get their butts handed to them by flyers, who can close the distance quickly, and for all their weaknesses are still better in a melee than a unit that does only half damage.

C_h_u_c_k_l_e_s
08-25-2010, 09:43 AM
Originally posted by Red_orbiT_:
Would really like to NOT have to wait for five minutes every time the computer thinks.

HOMM2: Play, end turn, wait, Play = Good
HOMM3: Play, end turn, wait, Play = Good
HOMM5: Play, end turn, wait, wait, wait, wait, wait, wait, play chess with someone, wait, wait, wait, wait, wait, wait, wait, wait, wait, clean your room, wait, wait, eat dinner, wait, wait, go to the mall, wait, wait, wait, wait, wait, wait, wait, wait, wait, and wait some more, wait, Play = Unplayable http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

Wouldn't mind if homm6 is 2d as long as the end turn time is a lot less.

This.

Don't get me wrong, I liked H5, I really did. But the turn delays were just game-breaking to some extents. It simply HAS to be addressed.

ImperialDane
08-25-2010, 09:50 AM
Funny that, never noticed it.

One thing i would like to see returned from the older games are those small stories you get when you stumble upon an artifact. Always liked those http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Ah yes, a few things i'd like added from King's bounty the Legend. Mostly because i think they really add to the strategic aspect of the game.. plus they're really cool http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif So here we go :
Unit leaders/commanders
Units that affect the performance of other units, like having squires affect archers or Peasants through their skill/veterancy/rank. But of course not all units, and this would work really well with alternate upgrades so some units might be more powerful in combat while others might be more beneficial towards the army in general.

But while playing Through king's bounty the legend, i just thought it was great how some of my troops would improve the capabilities of my lower level troops and make them more useful and i thought that was great and really had me thinking about later unit choices as well. So something like that would be spectacular.

Heroes giving abilities to units.
Well this was another rather nifty thing in King's bounty (at least in my opinion) How you could choose an ability and that would actually give certain units neew abilities. Thought that was fun and again affected future decisions. And imagine what that could do with all the secondary skills in HoMM ? Could be fun if such abilities snuck their way in http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Might have some more ideas, but i think those are it at the moment.

Might suggest some stuff like randomized visuals or something for the units :P

Kartabon
08-25-2010, 01:32 PM
Really, the only thing I really wish for this HoMM is getting a GREAT AI and 5-10 seconds of time per enemy turn... I don't play HoMM5 anymore because of the comp's turn length ¬¬

Xenofex_086
08-25-2010, 03:25 PM
A couple of suggestions, which pop-up in mind without serious mental preparations:
- Do not create useless abilities for the heroes/creatures. If you don't know a priori if one ability will be useful, think whether it will be deliberately utilized in a hot-seat/on-line game. Eagle Eye from HoMM III is not an useful ability. Soulfire - the Demon Lord's ability, which causes a corpse to (eventually) explode when the hero is using Consume Corpse - is not an useful ability either. There are many more, just pointing two obvious ones. When the player spends a skill point, he always wants this investment to pay back - otherwise it's just a waste of skill slot.
- Add a bit more RPG elements in the development of the heroes. This could be an extension of the HoMM IV class system, but without depersonalizing the heroes themselves. In HoMM IV the Reaver is always a Reaver - Tactics + Death Magic, no matter whether he'll start as a Knight or as a Necromancer (these were just some meaningless titles with next to no in-game application). What I mean is something faction-specific, like certain professions for the starting hero classes, which are only available to certain hero classes or only one class. Let's say a regular Wizard could specialize in certain spells, lowering their cost and incresing their efficiency, but also raising the cost of the rest of the spells and eventually even adding some greater penalty to their casting (a fire-wizard casts great fire spells, but has severe problems with the water-based enchantments and vice versa). With several magic schools, this means several possible professions. And this is only available to a Wizard and eventually to a Warlock. The Might heroes might have similar, faction-specific options for the development of their heroes. Say the Hell Knight - if he'll participate in a combat like the heroes from HoMM V, he might have an option to develop himself as an one-man army, increasing his own damage output considerably and gaining abilities, which seriously weaken the attacked creatures/deal damage over time, but at the same time losing some the Gating efficiency/forbiding certain Gating upgrades like Swarming Gate, etc. (from what I read, this ability will remain for Inferno's heroes). And there could be something balanced, bringing not-so-serious benefits, but without major penalties too. These are just examples, I don't know the current game mechanics to propose something more specific.
- Make the game as replayable as possible with its initial release. This means well-behaving AI (nothing genius, it just needs to be as good as the "Impossible" AI from HoMM III to provide decent off-line experience - we know that it'll never be as good as a human player without cheating), good RMG, big maps and at least somewhat balanced factions (again, noone fools himself/herself that a perfect balance in a game like this is possible).
Erm... that's it for now, got to go to bed or I'll sleep at the office tomorrow, which is not a good thing according to the bosses. http://forums.ubi.com/groupee_common/emoticons/icon_razz.gif

Destruction3402
08-26-2010, 02:52 PM
Originally posted by Kartabon:
Really, the only thing I really wish for this HoMM is getting a GREAT AI and 5-10 seconds of time per enemy turn... I don't play HoMM5 anymore because of the comp's turn length ¬¬
A good idea for HOMM6 would be to be able to change the speed of which the enemies move at, much like you could with your own hero in HOMM3.

JonsJons
08-26-2010, 08:21 PM
Originally posted by Destruction3402:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Kartabon:
Really, the only thing I really wish for this HoMM is getting a GREAT AI and 5-10 seconds of time per enemy turn... I don't play HoMM5 anymore because of the comp's turn length ¬¬
A good idea for HOMM6 would be to be able to change the speed of which the enemies move at, much like you could with your own hero in HOMM3. </div></BLOCKQUOTE>
u can do that in heroes 5 i think

mcgslo
08-27-2010, 06:51 AM
I wish that devs dont just copy all creatures from previous heroes to one faction but rather add/change/reorganise factions on their own wise assessment.

I want creatures upgrades.

I want AI to be very FAST and very smart (as much as possible). Like ppl mentioned AI turns in HMM5 killed gameplay.

LoneChinchilla
08-27-2010, 11:51 AM
I like to play the game with a friend by emailing turns back and forth, which was fine in HOMM 5 until we needed to fight. Maybe it was to cut down on cheating for multiplayer, but HOMM 5 didn't allow us to take a game created as hotseat and then play it networked for a turn. If there were at least a setup option which allowed us to switch a game between hotseat and networked play, that would be very nice!

Kartabon
08-27-2010, 03:31 PM
I would bet also to get an option similar to Lone's one:

Allowing Hotseat + network at the same time; I explain myself:

2 friends want to play in hotseat against other 2 friends, 2v2, in pairs. One pair in one comp, the other pair in other comp. LAN + Hotseat. It's also appliable for online, hotseat+online.

I've always wanted to have something like this. Is just no one has ever thought about it xD

Dergos
08-27-2010, 03:37 PM
Originally posted by ImperialDane:
One thing i would like to see returned from the older games are those small stories you get when you stumble upon an artifact. Always liked those http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif


totaly agree on this

also don't overdo it on the dragons or common fantasy creatures as paladins, angels, demons, ... i would like to see a lot of (more) original creatures like gorgons, evil eyes, wolf raider, behetemons, harpies

also why do the necropolis creatures, towns have to glow with green stuff http://forums.ubi.com/images/smilies/16x16_smiley-indifferent.gif , i know it's the magic that keeps there skeleton minions going, but when i think of the undead i think of creatures of the night ( so black and shadows) who sneak up on you and scare peasants . i don't think of glowsticks http://forums.ubi.com/images/smilies/blink.gif who you can see from miles away. give it a technobeat and it's a rave http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif .
(i hope i'm not being to rude, i do like the view of the townscreenshots i've seen so far, just don't like the green)

also on one of the screenshots you could see a treasure chest. and the text with it take the gold or distribute it among the poor. I don't know but something about that screeshot/ textline bothers me http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

GoranXII
08-28-2010, 04:46 AM
also don't overdo it on the dragons or common fantasy creatures as paladins, angels, demons, ... i would like to see a lot of (more) original creatures like gorgons, evil eyes, wolf raider, behetemons, harpies
Some of those common creatures have to stay of course, like Dragon (can't get rid of the Blackies) and Angels (Haven without Angels doesn't work), but for the most part I totally agree, either come some new creatures, or use something less common.


also on one of the screenshots you could see a treasure chest. and the text with it take the gold or distribute it among the poor. I don't know but something about that screeshot/ textline bothers me Confused
Well in H3 you distributed gold amongst the poor to gain experience so maybe the line was just incomplete.

Xenofex_086
08-28-2010, 12:28 PM
Yeah, I'm sure that if we all list the creatures that we don't like, the town buildings will ultimately have to fight between themselves due to lack of mobile armies. Why not just add some new creatures without removing the old ones (I mean those, which are not needlessly cloned several times like the dragons in HoMM V)?

GoranXII
08-28-2010, 01:19 PM
Because that would involve adding factions, and that is kind of the opposite of what they've been doing.

Xenofex_086
08-28-2010, 01:45 PM
What's the problem if they are neutral? The last 2 HoMM games have too few neutral creatures anyway.

GoranXII
08-28-2010, 03:21 PM
Yeah, but it isn't feasible to add in creatures reserved for other towns, since we don't know which ones are coming in the expansions.

Wintermist
08-29-2010, 01:44 AM
I just wish for it to work properly online so I can play it with my friends. We still play HommV though we always complain about a stupid campaignmap AI.

GhostDracolich
08-29-2010, 03:33 AM
I liked how Neutrals were done in Heroes 4 actually, where the neutrals were aligned with a faction.

For Heroes VI, they should bring that back, except it should be a Hybrid Neutral, where each Neutral Creature is associated with 2 different castles. [Do not know which 5 they are using, so I'm assuming these 5]

Castle/Necropolis - Black Knight, Dampire
Castle/Rampart - Sharpshooters, Druids
Castle/Inferno - Fallen Angel, Tiefling
Castle/Tower - Halfling, Enchanter
Necropolis/Rampart - Dread Ent, Blackwolves
Necropolis/Inferno - Gargoyles, Nightwalker
Necropolis/Tower - Bone Golem, Lich
Rampart/Inferno - Nightmare, Demonologist
Rampart/Tower - Dryad, Crystal Golem
Inferno/Tower - Efreet, Warlock
True Neutrals - Elementals

If we only have 5 Castles in the upcoming game, I'm hoping for diverse factions and neutrals. Maybe true neutrals should return as well.

Xenofex_086
08-29-2010, 04:53 AM
Originally posted by GhostDracolich:
I liked how Neutrals were done in Heroes 4 actually, where the neutrals were aligned with a faction.

For Heroes VI, they should bring that back, except it should be a Hybrid Neutral, where each Neutral Creature is associated with 2 different castles. [Do not know which 5 they are using, so I'm assuming these 5]

Castle/Necropolis - Black Knight, Dampire
Castle/Rampart - Sharpshooters, Druids
Castle/Inferno - Fallen Angel, Tiefling
Castle/Tower - Halfling, Enchanter
Necropolis/Rampart - Dread Ent, Blackwolves
Necropolis/Inferno - Gargoyles, Nightwalker
Necropolis/Tower - Bone Golem, Lich
Rampart/Inferno - Nightmare, Demonologist
Rampart/Tower - Dryad, Crystal Golem
Inferno/Tower - Efreet, Warlock
True Neutrals - Elementals

If we only have 5 Castles in the upcoming game, I'm hoping for diverse factions and neutrals. Maybe true neutrals should return as well. I've been thinking about something similar since HoMM III but it will hardly be implemented because it will require too much work. Basically when each faction conquers a town, belonging to another faction (no matter whether this town is neutral or flagged by some player), it should be able to "transform" the respective population into something else. Like "corrupting" or "purifying" it. For instance, when Inferno conquers Haven, it will transform the Cavaliers into Doom Knights or something like that, the Angels into Fallen Angels, etc. - with different stats, skills and appearance of course. Or when Necropolis conquers Inferno, it will be able to breed Soul Harvesters (just a name!), which will be some "undead" or "mutated" Devils. The same goes for all the other towns. Of course these combos will mean hundreds of new creatures, which is next to impossible. But on the other hand, I think that it's much more manageble if they mark 1 or 2 creatures in each faction, which could be subjected to such "transformation" if an enemy of another faction conquers the respective town. It's not necessary to be the same tiers everywhere - Haven could have its tier 3 and 7 "transformed", Necropolis - 4 and 6, Academy - 5 and 6 and so on.

Hodge_Podge
08-29-2010, 11:15 AM
MAP EDITOR! CAMPAIGN EDITOR!

A User-Friendly Map Editor and Campaign Editor please. Not just a Map/Campaign Editor for the technologically advanced programmers among us; but a Map Editor that the technologically disadvantaged can use too.

A Map Editor like the one in Heroes 4. User-Friendly and able to create maps and campaigns with great story lines.

labwarrior
08-29-2010, 01:48 PM
A xbox 360 version, i want to play it on my huge HDTV and couch than my desktop and small screen

(like multiple million of users would like too i suppose)

the-prophet1991
08-29-2010, 04:31 PM
Originally posted by Xenofex_086:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by GhostDracolich:
I liked how Neutrals were done in Heroes 4 actually, where the neutrals were aligned with a faction.

For Heroes VI, they should bring that back, except it should be a Hybrid Neutral, where each Neutral Creature is associated with 2 different castles. [Do not know which 5 they are using, so I'm assuming these 5]

Castle/Necropolis - Black Knight, Dampire
Castle/Rampart - Sharpshooters, Druids
Castle/Inferno - Fallen Angel, Tiefling
Castle/Tower - Halfling, Enchanter
Necropolis/Rampart - Dread Ent, Blackwolves
Necropolis/Inferno - Gargoyles, Nightwalker
Necropolis/Tower - Bone Golem, Lich
Rampart/Inferno - Nightmare, Demonologist
Rampart/Tower - Dryad, Crystal Golem
Inferno/Tower - Efreet, Warlock
True Neutrals - Elementals

If we only have 5 Castles in the upcoming game, I'm hoping for diverse factions and neutrals. Maybe true neutrals should return as well. I've been thinking about something similar since HoMM III but it will hardly be implemented because it will require too much work. Basically when each faction conquers a town, belonging to another faction (no matter whether this town is neutral or flagged by some player), it should be able to "transform" the respective population into something else. Like "corrupting" or "purifying" it. For instance, when Inferno conquers Haven, it will transform the Cavaliers into Doom Knights or something like that, the Angels into Fallen Angels, etc. - with different stats, skills and appearance of course. Or when Necropolis conquers Inferno, it will be able to breed Soul Harvesters (just a name!), which will be some "undead" or "mutated" Devils. The same goes for all the other towns. Of course these combos will mean hundreds of new creatures, which is next to impossible. But on the other hand, I think that it's much more manageble if they mark 1 or 2 creatures in each faction, which could be subjected to such "transformation" if an enemy of another faction conquers the respective town. It's not necessary to be the same tiers everywhere - Haven could have its tier 3 and 7 "transformed", Necropolis - 4 and 6, Academy - 5 and 6 and so on. </div></BLOCKQUOTE>

the transformations idea is great
i had a similar idea about combining troops (put a swordsman on griffin-back or pigy-back a marksman on an angle) similarly only certain units can combine i guess u could also cross troops from different towns (a H3 pit fiend on a pegasus)
but on ur idea i was thinking if u capture an enemy town the units train with ur weapons eg if haven takes inferno u get imps with peasant forks and devils with holy swords
ps i know they have been slowly taking away factions but more would be cool 6/7 + others later in expansions

elaap
08-30-2010, 09:07 AM
for a more difficult game realezavat a system that time fighting for ATB scale units of the enemy were hidden. In this battle, we can only guess at what the army would go on the offensive.
You can do this function turns on / off in the setup menu.
http://i060.radikal.ru/1008/51/98a1227503d0.jpg

elaap
08-31-2010, 04:16 AM
You can even make a habit of "intuition" as long as it does not take, not uvidesh when and who goes to the ATB scale

Alderbranchh
08-31-2010, 12:08 PM
Since its said that the atb-bar of heroes 6 will work like from heroes 3 but just display which creature would be next in order to reduce all the rightclick and check the speed-values of every durn creature in the game they just make it public.

Its like in "settlers of catan" the boardgame. Most ppl dont know where to place their settlements in terms greatest chance to get resources so hence they made the small dots under the numbers in order to easily calculate it.

Its nothing breathtaking really.

reizel_128
08-31-2010, 01:36 PM
You know with the new territory and town conversion system,my wish would be so that the terrain would slowly morph to suit your race,so we could have a inferno town only on lava terrain.

GoranXII
08-31-2010, 01:54 PM
Hm, that's not a bad idea actually, I mean depending on how long the conversion took that could be part of the whole town conversion thing. Only 1-2 spaces though, no need to go overboard.

Dergos
08-31-2010, 01:56 PM
Originally posted by reizel_128:
You know with the new territory and town conversion system,my wish would be so that the terrain would slowly morph to suit your race,so we could have a inferno town only on lava terrain.

like the idea

Kartabon
08-31-2010, 02:16 PM
Originally posted by reizel_128:
You know with the new territory and town conversion system,my wish would be so that the terrain would slowly morph to suit your race,so we could have a inferno town only on lava terrain.

Too similar to disciples, don't like it. Furthermore, it would make heroes to move slower on enemy territory, don't like that either xD

GoranXII
08-31-2010, 02:25 PM
If it's only 1-2 spaces it'd hardly make a difference, and besides, any town on a non-native terrain looks pretty weird.

reizel_128
08-31-2010, 04:21 PM
Originally posted by Kartabon:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by reizel_128:
You know with the new territory and town conversion system,my wish would be so that the terrain would slowly morph to suit your race,so we could have a inferno town only on lava terrain.

Too similar to disciples, don't like it. Furthermore, it would make heroes to move slower on enemy territory, don't like that either xD </div></BLOCKQUOTE>
It should be something to give the sensation of power,it shouldn't have any gameplay interference,it does make some sense that the undead would rot the land around it,but not so much like disciples.

Kartabon
08-31-2010, 04:36 PM
Then what do you mean exactly? Can you be more accurate in your descriptions?

reizel_128
08-31-2010, 05:47 PM
Originally posted by Kartabon:
Then what do you mean exactly? Can you be more accurate in your descriptions?
Just some eye candy for some of the factions,so it would make some sense and necropolis in the middle of the forest start corrupting the ground after you converted some elven town.And when i meant not like disciples i meant that there should be a limit,because and entire morphed map looks ridiculous and boring,so there enters the new domain feature.

Kartabon
09-01-2010, 05:49 AM
Well, that would be interesting... but... how would you turn a LAVA terrain to a FOREST terrain? (Wood elven conquering inferno town). I think that's kinda impossible :P

Murdertaker
09-01-2010, 07:26 AM
Originally posted by Murdertaker: Team options where you can choose your team on every map, with every player which you want.(I mean - map is standard 1vs1vs1vs1vs1vs1, and there you can choose your team like 3 vs 3 or 4 vs 2 or 5 vs 1).

As I said, I want more Team options, because HOMM5 hasn't any team options. I just want some team options like in HOMM3. Thanks, Murdertaker ^^

Xenofex_086
09-01-2010, 07:41 AM
Originally posted by Kartabon:
Well, that would be interesting... but... how would you turn a LAVA terrain to a FOREST terrain? (Wood elven conquering inferno town). I think that's kinda impossible :P The best aspect of the fantasy worlds is that you can explain every irrational (or plain daft) thing with magic.
I don't really like the idea either, I don't want the game to look like Disciples. Maybe a small area around each town can be transformed into the native terrain of the respective faction, but nothing more than that.

graham6
09-01-2010, 09:16 AM
Originally posted by Murdertaker:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Murdertaker: Team options where you can choose your team on every map, with every player which you want.(I mean - map is standard 1vs1vs1vs1vs1vs1, and there you can choose your team like 3 vs 3 or 4 vs 2 or 5 vs 1).

As I said, I want more Team options, because HOMM5 hasn't any team options. I just want some team options like in HOMM3. Thanks, Murdertaker ^^ </div></BLOCKQUOTE>

I agree. There should at least be a team option for the random map generator. As it is, you can only play random maps everybody against everybody else, unless you modify them in the map editor -- which brings me back to the non-existant user-friendliness of the HoMM5 map editor. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

GoranXII
09-01-2010, 01:18 PM
Originally posted by Kartabon:
Well, that would be interesting... but... how would you turn a LAVA terrain to a FOREST terrain? (Wood elven conquering inferno town). I think that's kinda impossible :P
So is a tree the size of a city growing in lava? As Xenofex said, you can explain it away with 'magic'.

Papaj2
09-01-2010, 01:49 PM
Please make simple mechanism which will assist connection losts, reconnections , pauses and resumes of the multiplayer games. In HoMM5 there is nothing like this.

I hope HoMM6 will be the game that consumes many hours per standard game so there should be the opportunity to pause the game one day and resume it the day after without any bugs. Maybe save-game should be stored on the global server side (like ubi.com).

Papaj2
09-01-2010, 11:46 PM
I suggest to do an observer multiplayer mode (like in the e.g. Warcraft 3). Observer should be able to view all players territories (and all battles) and that's all except talking with other players (only visible for all talking). This mode would be able to use by HoMM6 clans (new players is fighting and older "mentor" player see their game and give on-line suggestions about the game).

The other suggestion is to give multiplayer games possibility to play with all-map-visible mode, map-with-fog-of-war , and other visibility modes.

Papaj2
09-02-2010, 12:53 AM
Originally posted by Wesanator:
5) And my Own, completely new! Completely Original Idea!!! - There will be a second upgrade for each creature! However, they cannot be bought from a neither a castle nor a dwelling. Each creature stack gains XP, and when they hit a certain experience you can choose if you want them to upgrade!! These upgrades could be as good as the next level creature. The stack's xp is the average xp of each individual creature in the stack, so if you add a new stack of new units the xp of the stack will go down depending on how many you add. I'm not sure if I want to allow creatures to have their first upgrade be from xp. Anyway that is my amazing idea. I will add the names of the super upgrades once I have time.


I would like to let you know about my idea of creatures XP. I think there should be also Upgrades of creatures and Experience of the creatures stack. It should be two different things. In my opinion Upgrades should stay like in the HoMM5 (one or two upgrades). I suggest only to give the possibility of upgrading creatures outside the castle (e.g. for more resources). Creatures stack Experience should be like Wesanator said but Experience benefits should rather give Creatures stacks bonus like it is in HoMM5 in blood rage of Orks. Experience of creatures stack should depend on how many HP that stack killed.
For example: Peasant, which have 1 Attack and Defence should gain bonus of +1 to Attack or Defence each 500HP they killed.
This idea spread RPG attributes on creatures.

reizel_128
09-02-2010, 10:35 AM
Originally posted by GoranXII:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Kartabon:
Well, that would be interesting... but... how would you turn a LAVA terrain to a FOREST terrain? (Wood elven conquering inferno town). I think that's kinda impossible :P
So is a tree the size of a city growing in lava? As Xenofex said, you can explain it away with 'magic'. </div></BLOCKQUOTE>
Since we can now morph a city,i thought we could morph the terrain also,but just a little.

GoranXII
09-03-2010, 01:34 PM
Originally posted by reizel_128:
Since we can now morph a city,i thought we could morph the terrain also,but just a little.
I don't see an issue, not since the city itself takes up more space than the one square surrounding the land it's sitting on.

tixooo
09-04-2010, 06:20 AM
more resources (like heroes 3 )

more units (like heroes 3 )

more fractions ( like heroes 3)

no area control (reminds me of command and conquer 4 ... weak )

more artifacts (like heroes 3 )



more stuff = more interesting = people gonna play the game more = you gonna get more money in the end


if you mess up those things, and put the game only for online play = you gonna get some profit just in the start ... in the end you gonna end up with 10 times less profit and people gonna hate you and the game !



just think about it

Skaflok
09-06-2010, 12:26 PM
First of all I am a huge fan of Heroes 3 (especially with sod and wog addons) and don't like what happened with the game after that (heroes 4 and 5) I have one thing that in my opinion should be changed (for the rest I will wait when I see more)
graphics-I really cannot stand the style that we had in heroes 5 (I am talking about monsters ) I would call it "Gummibear" like. I don't know if you seen this cartoon with duke Igthorn and ogres. Nevertheless it is too sweet and kiddish.World graphic I can bear. Now what is optimistic I saw in the gameplay cinematic of heroes 6. Please make all monsters like you did with gryphins. This model looks more like my imagination of this creature, so darker and nastier than heroes 5 example. I think that making models of other creature you should go this way. Talking about monsters I hope that this time angel will look like a male character and not like an anorectic lady.

reizel_128
09-06-2010, 06:12 PM
Originally posted by Skaflok:
First of all I am a huge fan of Heroes 3 (especially with sod and wog addons) and don't like what happened with the game after that (heroes 4 and 5) I have one thing that in my opinion should be changed (for the rest I will wait when I see more)
graphics-I really cannot stand the style that we had in heroes 5 (I am talking about monsters ) I would call it "Gummibear" like. I don't know if you seen this cartoon with duke Igthorn and ogres. Nevertheless it is too sweet and kiddish.World graphic I can bear. Now what is optimistic I saw in the gameplay cinematic of heroes 6. Please make all monsters like you did with gryphins. This model looks more like my imagination of this creature, so darker and nastier than heroes 5 example. I think that making models of other creature you should go this way. Talking about monsters I hope that this time angel will look like a male character and not like an anorectic lady.
To be honest,i'd also like to see a darker setting for the evil towns,not only units but music and background(i still remember the intro from inferno campaign on heroes 3,and the thousands of souls falling into the abyss.

KingImp
09-07-2010, 10:06 AM
Here's one thing I definitely would love to see back from Heroes 3. Added damage if a creature is considered a mortal enemy. If you don't remember how it worked basically it was like this. If say an Angel attacked a Devil, since they were considered mortal enemies of each other, then they would do 150% damage.

This was the list of mortal enemies in Heroes 3
Angel/Archangel - Devil/Arch Devil
Genie/Master Genie - Efreet/Efreet Sultan
Giant/Titan - Black Dragon


Now granted I'd like to see more matchups than just those three, but it's something I loved in H3 and want to see make a comeback.

If any creatures from Heroes 5 are making a return, here were a few more racial hatred matchups I thought would have been perfect for the game.

Blade Dancer (and their upgrades) vs Blood Maiden (and their upgrades)
Cavalier (and their upgrades) vs Black Knight/Death Knight
Hell Charger (and their upgrades) vs Unicorn (and their upgrades)

Choketis
09-08-2010, 02:36 AM
- fix imba, sense of game, and concrete story
why would u give Dungeon heroes darkness spell while giving NO darkness magic school in the magic guild??

why give inferno darkness/destruction when the racial skill is already summon?? it would make a lot of sense if inferno have either darkness/summon or destruct/summon and Dungeon as destruct/darkness

what is Magma Dragon?? why r they from Fortress faction?? They live on snowy Mt. or underground, how is it possible for them to appear there??? make no sense

- Mortal Enemy...from HeroesIII
Angel vs Devil for example

- Remove Dragons
if you're gonna stay with Ashan, having dragon as a unit seems stupid, since dragons suppose to be god in Ashan world. How about, Werewolf or DeadKnight for undead, Manticore or Chimera or Medusa or Beholder for Dungeon, Yeti or BigFoot or Mt.Giant for Fortress, and Dear or WolvesPack or Tiger or Pegasus for the Elves

- Equal Might, Magic, and Support heroes in all factions up to 8 to 12 heroes (possibilities are 3-3-2, 3-3-3, 4-4-2, 4-4-3, 4-4-4)
Might heroes improves creature stats
Magic heroes improves spell effectiveness
Support heroes improves the economy, scouts, and other heroes, like estates, logistics, scouting, navigation, scholar, diplomacy, etc.

- Remove(or Improve) useless skill (or rarely use skill)
like "Dark Ritual", a good idea for fixing this is having 3 sub-unique skills to be an active combat skill, a passive combat/after-combat skill, and a support unique skill. Like, Wizard and Ranger in HoMM5 those are already good. So "Dark Ritual" could be something like, "Mana Vision": for (any or the next) spell cast in this combat by the enemy, including enemy's casters, the hero gains (the same or half) mana points for that spell, Active combat skill.

- More spells per level from Magic Guild
why give less spells when u can have more?? because of "library" in Academy faction?? don't be so lame and give us more magic to play with. 4 spells (1 of each type for level 1 and 2 since u can learn all spells up to level 2), 3 spells for level 3 and 4 (2 spells from fixed school and 1 random), and 2 spells for level 5 (2 spells from fixed school).

Xenofex_086
09-08-2010, 05:53 AM
How about, Werewolf or DeadKnight for undead I'd say no. Mythology-wise, the werewolf is "heterogeneous" creature, which has different attributes depending on the local superstitions. For instance - some Easter European werewolves are very similar to the vampires (roughly speaking, sometimes vampire and werewolf describes one and the same creature). Also they are not always evil or have anything to do with the dead/undead. The standard, Hollywood breed of werewolves is somewhat artificial, combining several types of werewolves. In any case, the creature can not be compared to Dragons, Devils, Angels, Titans - your normal top-tier build - and beasts similar to them, which are very often described as immensely more powerful.
As for the Dread Knight - he's just an undead knight. Maybe slightly more powerful than his alive prototype, but still no match for the elite celestial, hellish or dragonish creatures.
Some ghost-like entity, similar to the Wraith from HoMM V, described, for instance, like the magical embodiment of the negative energy that is perceived as death, could serve as a top tier creature for Necropolis. For me at least.
About the racial enemies - I miss them too, but on the other hand they are difficult to balance, because they kill each other very quickly. Usually whoever strikes first manages to decimate the stack it "hates" and thus make the battle much harder for the owner of the nearly-destroyed group of creatures. Maybe if they reduce the damage to additional 20-25% instead of 50% or find some other way the creature to "hate" each other, it will be more acceptable to have this feature back.

Destruction3402
09-08-2010, 07:00 AM
One thing I forgot:

I think there are way too few multiplayer maps in HOMM V, It would be awesome if they release HOMM VI with tons of maps! http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

graham6
09-08-2010, 08:26 AM
One of the things I don't like about HoMM5 is the limit of 8 heroes no matter if they are in garrison or roaming the map.

If they keep this limit they should at least bring back the Captain's Quarters from HoMM2, which acts as a low-level hero during sieges.

Ideally, this town captain would gain experience from sieges -- but not from Heroes with Mentoring skill! -- and use items.

Phoss
09-08-2010, 03:00 PM
I would like Homm6 to actually work.

By that I mean no crashes and the ability to play multiplayer without crashes and massive lag. And please fix the idiotic savegame errors. Actually, just re-release a version of Homm that worked, which seems to be what's happening and I see steps back in the 'feature' list. I'm already disappointed by Homm6. Maybe I'm not over the massive disappointment which was Homm5. At least the screen shots look like the ridiculous Manga characters have been toned down a bit.

TheFireFox26
09-08-2010, 04:06 PM
A new world is needed. I liked Heroes V, and I think it was fun but some changes need to be made. I dont blame Ubisoft for anything as it was there first Heroes game and no one get anything perfect on their first try and Heroes V was close but not quite there.

Heroes:
Two heroes per castle one fighter one caster.
Wizards- two casters one that has a lot of spell power one that has a lot of knowledge
Barbarians- two fighters one that has a lot of attack one that is more balanced

Spells:
Magic classes- Light, Dark, Summoning, Fire, Ice, Earth, and Electricity.
Light- Spells that buff or add allies

Dark- Spells that hinder enemies.

Summoning- Spells that create illusions of creatures or summon allies

Fire- Spells that harm enemies with fire

Ice- Spells that harm enemies with ice

Earth- Spells that harm enemies with earth

Electricity- Spells that harm enemies with lighting

The reason I broke down destructive magic into fire, ice, earth, and electricity is to allow a wider array of spells and custom ability of heroes.

Castles:
There would be ten castles 5 aliened with good and 5 aliened with evil

Key: Tier/Level/creatures name

Haven (Human)(Good)
The humans are basically the same as they have been in all the heroes games

1/1 Pike man
1/2 Spear man
1/3 Halberd

2/1 Archer
2/2 Marks men
2/3 Crossbow men
(shooter)

3/1 Footman
3/2 Squire
3/3 Crusader

4/1 Griffin
4/2 Imperial Griffin
4/3 War Griffin
(large creature, Flyer)

5/1 monk
5/2 Inquisitor
5/3 Zealot
(shooter/spell book)

6/1 Caviler
6/2 Champion
6/3 Paladin
(large creature)

7/1 Angel
7/2 Guardian Angel
7/3 Arch Angel
(flyer)

Fortress (Dwarfs) (Good)
The dwarfs in are highly skilled engineers they use mostly non-living and mechanical creatures

1/1 Spear wielder
1/2 Skirmisher
1/3 Harpooner
(shooter)

Using enchanted rock the dwarfs were able to create moving stone

2/1 Stone Gargoyle
2/2 Obsidian Gargoyle
2/3 Granit Gargoyle
(flyer)

After studying how the gargoyles could move despite being stone the dwarfs learned to mold the rock around moving gears

3/1 Stone Golem
3/2 Iron Golem
3/3 Steel Golem

4/1 Rune Priest
4/2 Rune Keeper
4/3 Rune Patriarch
(shooter/spell book)

The next big step in dwarven golem building was making them bigger and stronger

5/1 Attack Golem
5/2 Brutal Golem
5/3 Siege Golem- Can attack walls and takes 40% less damage from moats
(large creature)

Shortly after working with the enchanted rock to make gargoyles some rock fell in a smelting forge. The flames burst to life in the form of a serpent with a pair of forelimbs

6/1 Fire Serpent
6/2 Magma Serpent
6/3 Lava Serpent
(Large Creature)

Only the most skilled of dwarven craftsmen can create a golem in the shape of a dragon, unfortunately they have yet to prefect flight

7/1 Drake golem
7/2 Dragon golem
7/3 Mechanical Wyrm- can perform a super jump to get over walls. Can only jump up to six hexes in length
(Large Creature)

Sylvan (elves) (good)
Much the same as heroes V

1/1 Pixie
1/2 Sprite
1/3 Dryad
(flyer)

2/1 Blade Dancer
2/2 War Dancer
2/3 Wind Dancer

3/1 Hunter
3/2 Grand Hunter
3/3 Master Hunter
(shooter)

4/1 Druid
4/2 Druid Elder
4/3 High Druid
(shooter, spell book)

5/1 Unicorn
5/2 Silver Unicorn
5/3 Pristine Unicorn
(large creature)

6/1 Trent
6/2 Ancient Trent
6/3 Dendroid
(large creature)

7/1 Green Dragon
7/2 Olive Dragon
7/3 Gold Dragon
(large creature, Flyer)

Academy (Wizards) (Good)
Much like the wizards have always been but a few new units

1/1 Gremlins
1/2 Master Gremlins
1/3 Gremlin Saboteur
(shooter)

With the loss of the gargoyles the wizards needed a new level two so I thought to give them another non-living one.

2/1 Strange doll
2/2 Living Puppet
2/3 Mesmer-These dolls are not only brought to life with magic but able to use it.

New tier three unit for wizards is old ally to many from previous games.

3/1 Nomad
3/2 Nomad Soldier
3/3 Marauder

4/1 Mage
4/2 Arch Mage
4/3 Battle Mage
(shooter, Spell Book)

5/1 Djinn
5/2 Djinn Sultan
5/3 Genie
(Flyer)

For tier six I am stumped as what to have between Nagas and Rakshasas. Their much the same unit so I don’t care which one would be in the game, but I would prefer the nagas because I like women with swords more than lions with swords.

6/1 Naga or Rakshasa Rani
6/2 Naga Warrior or Raksasa Raja
6/3 Naga sword master or Rakshasa Kshatra

7/1 Giant
7/2 Titan
7/3 Storm Titan
(shooter-except for giant)

Conflux (Elementals) (Good)

Many of these creatures make a return from heroes 3

I don’t know what to do for this castle as far as level one unit or just move all creature down one tier and bring the Faerie Dragons back.

2/1 Wind Element
2/3 Storm Element
3/3 Lighting Element-can freeze itself in combat to prevent all lighting spells from being cast.
Note: even Titans call lighting will not work when this special is being channeled
(Flyer)

3/1 Water Element
3/2 Frost Element
3/3 Ice Element- Can freeze itself in combat to prevent all ice spells from being cast.

4/1 Energy Element
4/2 Heat Element
4/3 Fire Element- can freeze itself in combat to prevent all fire spells from being cast.
(Large Creature, Shooter)*unless Faerie dragon is used in which case it’s large and the fire element is small

5/1 Terra Element (I know Terra means earth but I needed a name)
5/2 Rock Element
5/3 Earth Element-can freeze itself in combat to prevent all earth spells from being cast.
(Large Creature)

6/1 Meta Element
6/2 Psychic Element
6/3 Magic Element-Can freeze itself in combat to prevent all light and dark spells from being cast
(shooter)

7/1 Fire Bird
7/2 Magma Bird
7/3 Phoenix
(Large Creature, Flyer)

Necropolis (Necromancers) (Evil)

1/1 Skeleton
1/2 Skeleton Soldier
1/3 Skeleton Archer

2/1 Rotting Corpse
2/2 Zombie
2/3 Plague Zombie

3/1 Ghosts
3/2 Specters
3/3 Banshees

4/1 Vampire
4/2 Vampire Lord
4/3 Vampire Prince
(teleport)

5/1 Lich
5/2 Power Lich
5/3 Arch Lich
(large creature)

6/1 Wight
6/2 Wraith
6/3 Death Knight-chance to deal double damage
(large creature)
All are undead knights on horseback

7/1 Bone Dragon
7/2 Ghost Dragon
7/3 Spectral Dragon-lowers enemy morale
(large Creature, Flyer)

Inferno (Demons) (Evil)

1/1 Imp
1/2 Fel Imp
1/3 Familiar

2/1 Demon
2/2 Horned Demon
2/3 Horned Overseer

3/1 Hell Hound
3/2 Fire Hound
3/3 Cerberus

4/1 Succubus
4/2 Succubus Mistress
4/3 Succubus Fire Priestess
(shooter)

5/1 Efreeti
5/2 Efreet Sultan
5/3 Marid-fire shield
(large creature, Flyer)

6/1 Pit Fiend
6/2 Pit Lord
6/3 Pit Spawn
(large Creature, spellbook)

7/1 Fallen One
7/2 Devil
7/3 Arch Devil
(large creature, teleport)

Stronghold (Barbarians) (evil)

1/1 Goblin
1/2 Goblin Trapper
1/3 Goblin Chieftain

2/1 Orc Axe Thrower
2/2 Orc Pillager
2/3 Orc Battle Guard

3/1 Orc warrior
3/2 Orc Warmonger
3/3 Slayer

4/1 Shaman
4/2 Witch Doctor
4/3 Shape Shifter-can change into either sky daughter or earth daughter during combat

5/1 Ogre
5/2 Ogre Mage- can cast blood lust
5/3 Ogre Lord-can cast mass bloodlust
(large creature)

6/1 Egret
6/2 Roc
6/3 Thunder Birds- chance to cast lightning blot on attack *their backhttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
(large Creature, Flyer)

7/1 Behemoth
7/2 Ancient Behemoth
7/3 Crush Claw Behemoth
(large Creature)

Marsh Banks (Lizardmen) (Evil)
The return of the swamp people is one I think we all want to see

1/1 Troglodyte
1/2 Infernal Troglodyte
1/3 Trog-an enormous troglodyte

2/1 Lizard Archers
2/2 Lizard Snipers
2/3 Lizard Warrior
(shooters)
(all three poison the enemy they attacks)


3/1 Beholder
3/2 Evil Eye- can cast confusion
3/3 Devourer-poison on melee attacks and can cast confusion
(shooters)

New creatures look like “The Creature from the Black Lagoon” There fast creatures with high initiative.

4/1 Murk Runner
4/2 Grime Skipper
4/3 Swamp Racer

5/1 Basilisk
5/2 Greater Basilisk
5/3 Mighty Basilisk-can use a special area of effect poison once per combat
(large creature)

6/1 Wyvern
6/2 Vicious Wyvern
6/3 Wyvern Monarch
(large creature, Flyer)

7/1 Hydra
7/2 Chaos Hydra
7/3 Foul Hydra-poisons all enemies struck by its attack
(large creature, multiple hex attack)

Dungeon (Overlords) (Evil)

Not dark elves this time but very similar creature selection but with some older creatures making their return

1/1 Scout
1/2 Assassin
1/3 Stalker

2/1 Harpy
2/2 Harpy Scavenger
2/3 Harpy Savage
(flyers, strike and return, no enemy retaliation)
*just like old times right http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

New unit is a more or less like the creatures from the movie “The Cave”

3/1 Cave Crawler
3/2 Cavern Dweller
3/3 Shadow Crawler

4/1 Minotaur
4/2 Minotaur Guard
4/3 Minotaur Kings

The gorgons are like the Medusa’s of Heroes 2/3 not the gorgons from heroes 3 in the fortress castle.

5/1 Gorgon
5/2 Gorgon Spell Weaver
5/3 Gorgon Matriarchs
(large creature, shooter, spell book)

6/1 Raptors
6/2 Grim Raptor
6/3 Vicious Raptor
(large creature, bite)

7/1 Red Dragon
7/2 Shadow Dragon
And last but in no way least the famous and infamous, the terror of the battle field, the creature to which no Heroes game is complete without, the badest of the bad, the strongest of the strongest (and my personal favorite)The…
7/3 Black Dragon
(large creature, flyer)

That is just a few changes I would like to see in the next Heroes of Might and Magic

Feel free to give suggestions to names (especially the conflux as thinking of names for elements was hard) or suggestions for replacement creatures or teir order

graham6
09-08-2010, 05:13 PM
@TheFireFox26

I think you've gone just a little over the top with your suggestion.

That said, for the sake of completeness: how about Will-o-Wisp / Hinkypunk / Light Element for the level 1 Elemental creature? http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Choketis
09-09-2010, 06:19 AM
Originally posted by Xenofex_086:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">How about, Werewolf or DeadKnight for undead ....In any case, the creature can not be compared to Dragons, Devils, Angels, Titans - your normal top-tier build - and beasts similar to them, which are very often described as immensely more powerful.......

....Some ghost-like entity, similar to the Wraith from HoMM V, described, for instance, like the magical embodiment of the negative energy that is perceived as death, could serve as a top tier creature for Necropolis. For me at least.
</div></BLOCKQUOTE>

That's exactly what I have in mind, the idea is not having DeadKnight as top tier creature, but move Wraith up to the top instead, since it looks very powerful already, like a Shinigami, the one who collect dead souls.

If you REALLY want more powerful creature, Lucifer, the fallen angel who could control the dead, or Baphomet or Nine-Tails (it is a ghost in Japanese folklore) or 'Dark Lord'. Any name is fine, just making my point, isn't that the whole idea about wish list??

Well, if there is a Fallen Angel, then angels shouldn't be able to use revive, cos they actually don't revive people and they don't leech blood (Seraph, burning ones, should have +10% fire dmg instead or life leech). why not have them +1 morale to all creatures in the party and/or have light spell (mass bless or regeneration). So Fallen-Angels can revive the dead like they should and/or use dark spell (mass weakness or sorrow).

Nanaki_x
09-09-2010, 08:19 AM
Enemy turns should take as long as they did in HOMM3. HOMM5 was unplayable to some part, because enemies easy toke 10-15min to finish their turn.

Challenging AI, in HOMM5 the game is way to easy unless you handicap yourself.

Lots of variety when it comes to creatures/spells/artefacts/maps. I dont want mirror fights while having "different units"

Forbidden91
09-10-2010, 12:16 AM
What i would love to see in HOMM 6:

*better graphics and full 3D in combat
*Movie like cinema, for dialogs and Scene's just as the intro movie in HOMM V.
*Actually moving lips op characters in movies and pumped graphics (as in my second point)
*More structures a Faction, so you can choose what kind of creatures you would like.
*Better multiplayer online.
*Automaticly updates patches

I very looking forward to the new gamehttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Kind Regards,

A loyal Fan

mcgslo
09-10-2010, 03:58 AM
Originally posted by Destruction3402:
One thing I forgot:

I think there are way too few multiplayer maps in HOMM V, It would be awesome if they release HOMM VI with tons of maps! http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

... Smart Random MAP generator (is a must) with good templates... perferably like "dragon pass" template where you have your own teritorry and are defendet by somewhat strong creatures....

mcgslo
09-10-2010, 04:10 AM
Originally posted by Phoss:
I would like Homm6 to actually work.

By that I mean no crashes and the ability to play multiplayer without crashes and massive lag. And please fix the idiotic savegame errors. Actually, just re-release a version of Homm that worked, which seems to be what's happening and I see steps back in the 'feature' list. I'm already disappointed by Homm6. Maybe I'm not over the massive disappointment which was Homm5. At least the screen shots look like the ridiculous Manga characters have been toned down a bit.

lag? in turn-based game lag is hardly a problem... or even noticable

dissaponted by really limited explanation of what H6 will be ..and is still in alfa phase... ? you are joking right?

savegames work in Hmm5 almost all the time... beside another group is behind this game with their own engine

creatures look really detailed even for alpha stage... and they said they are making them with love and detailed animation, and also heroes and their diferent armors...

MillionVoices
09-11-2010, 01:41 PM
I`d love to see/get the followin things:
- HoMM5 - INI-system
- more fractions
- same ressources as usual or more
- town screens
- good music (each game with an even number had good music) ^^
- better balanced races
- a useful & well programmed editor and not a bug-producing machine
- 2nd upgrade - version like in ToE
- a long open Beta in which ubisoft is willing to change the game if a majority of the players ask for sth (e.g. listed things see above)
- an ubisoft email address to where complainment-emails can be written and that complainments will be taken seriously
- a good multiplayer - mode, espc. Hot Seat

yeah, thats it 4 now ^^

irbisul
09-11-2010, 03:19 PM
i would really wish that the archangels would be changed. i really don't like the ones from HOMM 5, i wish the new archangels would look much more like the ones in HOMM 3.
serious , who wants a archangel to look like a women. the archangels should be men in silver armours , with a pair of big white wings and a flaming sword.
i really think a change like that would be good, and i have a lot of friends who like the HOMM series and they have the same opinion like me!

Doomcore
09-16-2010, 12:56 AM
I'll copy my post from other thread, sry:

''I expect at least 6 races on the beginning and +3 in expansion. Wouldn't mind 9 from the beginning either, lol!!!

Good: Haven, Nature, expansion: Dwarfs
Evil: Inferno, Necropolis, expansion: Swamp Fortress (from H3)
Neutral: Academy, Dungeon, expansion: Barbarians/Stronghold

Also, I hope the models wont be like pokemon's in H5, I want a serious looking game with serious looking atmosphere!!!

And some differences in last tier creatures wont hurt anyone, I hope there wont be billion of dragons again.''

To add: gargoyle from H5 was one of the most ridiculous creatures I encountered, terrible. We need new model instead, more agressive and scary looking. There are some other, not to mention them.

And bring back Behemoth and Queen Naga's from H3!!! Also, Archangels shouldn't be female like, H3 one would be perfect!!!

KingImp
09-16-2010, 10:12 AM
Since this is also a wish for the game, I'll post what I said in another thread.

I sure hope they strongly consider adding way more neutral units than Nival did. Frankly it was pathetic that we only had 9 neutrals while Heroes 3 had 19 neutral units.

Please make sure to give some love to these guys as well.

GoranXII
09-18-2010, 01:36 PM
I sure hope they strongly consider adding way more neutral units than Nival did. Frankly it was pathetic that we only had 9 neutrals while Heroes 3 had 19 neutral units.
Well nominally we had 19(in Armageddon's blade at least, in vanilla we only had 6), but the dragons only appeared once in a blue moon (only on pre-made maps, and only a handful of them), and the elementals sort of weren't totally neutral any more. For all that though, I agree that there weren't enough in H5.

I'd also like to see a few more beasts (like the wolf), and a few (1-2 per faction) faction-allied neutrals like in H4.

Mr.Dragon
09-18-2010, 03:04 PM
Things I'd like for HVI based on what we know so far:
Bear in mind I've played HoMM 1 to 3 and 5
(I skipped 4)

The 3 tiers of unit system to not be mutually exclusive but also not optimized around having all of them your army slots filled with different ones.
Example:
Say Haven units are for Tier 1: Crossbowman, Pikeman and Footman.
That you have the option of hiring twice as many footman at the cost of not getting any pikes.
Whilst this may make your army less flexible it might make it's strategic mark on your play style.

Hoping that there are 8 creatures per faction, not counting upgrades.
(3 tier 1, 3 tier 2 and 2 tier 3)
for a total of 16 per faction.

I know a lot of people will be sad to see the 7 tier unit system go.
I myself have mixed feelings, while it nicely expressed how overwhelmingly powerful top tier units like the Black Dragon are (<3 Black Dragons) there were a few glaring issues it caused.
I hope this new 3 tier system will create more balance between early and late units.
I'm not a big fan of Clash of Heroes but I thought the 3 tiers of units was quite a brilliant idea despite being an Old-School HoMM fan.


Enough about the Tiers
I'd like to see the return of super-tier neutrals like the Armageddon's Blade dragons.
Though I'm against adding more then a handful of Dragons, Dragons should be epic and rare, not the top tier of every faction. (no matter how much I may love dragons... or perhaps because)

Which reminds me, one of the factions, as a top tier upgraded unit, MUST HAVE THE BLACK DRAGON.
This is tradition since HoMM, though it was purple back then, it turned black in HoMMII.

I'd like to see better, higher quality support for importing custom art assets and game modification.
HoMMV did a great job, but was still lacking compared to say Warcraft III or now Starcraft II.

I'm hoping for an expansion which brings back alternate upgrades, they really added choice to your line-up, seeing that go away saddens me slightly but we're getting better hero customization back in return.

I'm hoping one of the factions will remember HoMMIII's Fortress faction and honour its memory in some way, I loved those crazy lizardfolk and kooky swamp town filled with lizards, snakes and other scaly terrors.
(but please, no serpent flies)

I'm wishing for more varied unique hero specializations such as HoMMV pulled off so nicely, making almost every hero feel unique. from level 1.

I've got more but this will do for now, tired and sleepy.

Xenofex_086
09-18-2010, 03:29 PM
What is this dragon obesession some people have? OK, I'm neither proponent or opponent of the dragons - I won't vote for their party when the parliamentary elections come, but I won't throw stones at their HQ either. Dragons are nice to have in fantasy worlds. I'd certainly put one or two types of them in a normal game. Now if they are more than that, you have a dragon crowd and all the problems that come with it.
Seriously now - I agree that the Black Dragon has to be retained. It's symbolic, it's evil, it's cute. I'd hate if it's overpowered neutral godzila - it could be as strong as, say, an Archangel or Archdevil. Maybe slightly more powerful in raw stats. Eventually, you can have one more dragon type - upgraded and unupgraded version of course, if it's aligned with some town (same for the Black lizard). Now please explain me why do you need more than that? And why should there be some godlike dragons? We already know for sure that there will be "boss fights", so there is next to no chance the devs to skip the dragons when picking up the boss-like creatures, but apart from that - why should there be super-dragons? Seriously, I'm tired of their kin. Blame HoMM V the most.

Mr.Dragon
09-18-2010, 03:49 PM
Enough about the Tiers
I'd like to see the return of super-tier neutrals like the Armageddon's Blade dragons.
Though I'm against adding more then a handful of Dragons, Dragons should be epic and rare, not the top tier of every faction. (no matter how much I may love dragons... or perhaps because)

I completely agree on the "not to many dragons please" thing.
It "cheapens" dragons, makes them less special, the less dragons there are, the more special and evocative they are.

Dragons in that respect are like ninjas.
You see a platoon of ninjas in a movie, they're "cannonfodder" "rank and file" "mooks"
You see a single Ninja, then you're 100% certain he's the biggest badass around and can kill you five times over before you blink.

so I'm not trying to say we need more, I'm trying to say we need LESS!
Infact, give only 1 town Dragons, MAYBE a second town but then make them distinct, not like HoMMV's (and HoMMIII's) Dungeon and Rampart dragons, those were to similar.

Xenofex_086
09-19-2010, 01:13 AM
It "cheapens" dragons, makes them less special, the less dragons there are, the more special and evocative they are. I subscribe to the very same point of view - if there will be dragons, let them be unique, not lacking individuality half-clones. This goes for all the creatures in the game actually. I might be a bit drastic, but I definitely don't want to see the HoMM V dragon infestation again.
As for the super-creatures - I'm not really sure that I like the idea of overpowered beings in the HoMM games. This applies for the planned "boss" creatures too. Having something ridiculously powerful lowers the charm of the top tier creatures of each faction. On their own, the top tiers are usually extremely tough and destructive and can easily deal with even large amounts of lower tier enemies. When you make something significantly greater than them, they become like your regular low level mob and don't seem as powerful and unique as before. When you have Angels, Devils, Dragons, Bahemoths, Titans and other nasty beasts as the strongest creatures of each faction, it's difficult to imagine what could be more intimidating.

Kartabon
09-19-2010, 03:31 AM
Originally posted by Xenofex_086:
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">It "cheapens" dragons, makes them less special, the less dragons there are, the more special and evocative they are. I subscribe to the very same point of view - if there will be dragons, let them be unique, not lacking individuality half-clones. This goes for all the creatures in the game actually. I might be a bit drastic, but I definitely don't want to see the HoMM V dragon infestation again.
As for the super-creatures - I'm not really sure that I like the idea of overpowered beings in the HoMM games. This applies for the planned "boss" creatures too. Having something ridiculously powerful lowers the charm of the top tier creatures of each faction. On their own, the top tiers are usually extremely tough and destructive and can easily deal with even large amounts of lower tier enemies. When you make something significantly greater than them, they become like your regular low level mob and don't seem as powerful and unique as before. When you have Angels, Devils, Dragons, Bahemoths, Titans and other nasty beasts as the strongest creatures of each faction, it's difficult to imagine what could be more intimidating. </div></BLOCKQUOTE>

QFT

I think that the dragon "infestation" we had in HoMM V must end. Dragons are special creatures, not usual ones... I hate having my favourite mithological creature in every castle, every story of the game, everywhere in the game. I actually think that doing so we are destroying dragon's "uniqeness".

Mr.Dragon
09-19-2010, 07:54 AM
Continued from last night:

Overall: more beasties, less humanoids.
But similar to Heroes V with nice uniform style within the faction, they for example did a great job making the Centaur look at home in the Orc line-up.

Creatures I hope will return:

Medusa
Naga
Gogs (not at the cost of succubi though)
Lizard Warriors
Basilisks
Beholders
Harpies
Behemoths
Enchanters
Rocs

Creatures I hope they introduce:

Lammasu
Salamanders (not like the dwarven fire dragons, more crawly, less rocky.)
Any non-fiery demons
Chimera
Petsuchos
Coatls (nice alternative to the Green/Gold/Emerald/Crystal Dragon)
Maybe some oriental demons like the Nue or Oni
Lamia
Stymphalian Bird (maybe an upgrade for the Roc?)
Nymphs
Dryads (more plantlike, less fearie)
Meanads
Scarabs
Hags

And that's it for now.

But before I leave I'd like to add my vote to the "make Gargoyles look badass" tally.
The dopey HoMMV ones have a kind of charm but I'd prefer a nasty ferocious one.

FCst1
09-19-2010, 12:12 PM
Hello. My friends from Russian unofficial 'Heroes III' forum forum.df2.ru (http://forum.df2.ru/), where future Heroes VI game is actively discussed, have asked to pass me here this letter.
Yours faithfully, FCst1.
PS. Excuse for grammatical mistakes if they were.


Dear developers! We are very glad that the MM: Heroes series proceeds! We, the Russian fans, are looking forward to its release.
The series went through a couple of notable changes in gameplay, graphics and general style, and each part was unique. And the part you are working on now is not an exception. We believe that Heroes 6 will become the worthy successor of the legendary game series. We are the ones who have literally grown up playing this game, and we want to help to make it better. Therefore, we want to offer you our view on some aspects which millions of players admire. And not only in Russia.
We had an open vote which helped us to find the best ideas and suggestions suitable for the Heroes 6 game. The list of ideas is sorted by the quantity of people who have voted for this or that point (starting with the most popular). We sincerely hope that these ideas will be interesting for you, and that they will revive in the Heroes 6 world.
We wish you success and good luck! Yours faithfully, the Russian fans.
The list of ideas.
1. To create various water worlds with more water objects
(both interactive and decorative );
2. To return some creatures from the previous HoMM games back to Heroes 6. Creatures from HoMM 3: Enchanters, Medusas (snake-like), basilisks, gnolls, lizardmen, and snipers. Creatures from HoMM 4: sea monsters and mermaids.
3. To bring Magic potions back from HoMM 4. Special potions that can change the hero’s stats temporary or constantly.
4. To return the Conflux town from the HoMM 3 (town of the elemental creatures).
5. To create heroes like those in HoMM 4, the ones that can travel without armies and fight alone.
6. The crystals (resources) should have different colours or are constantly gleaming (the colour may show the number of crystals in the pile).
7. To create wandering creatures, the creatures that can travel on the adventure map and attack the players’ heroes (like in HoMM 4).
8. To add an easy-to-use and accessible map editor with the script editor.
9. To add alternative upgrades for creatures (those like in HoMM 5)
10. To return the defensive animation for the creatures , i.e. when they were ordered to take a defensive position and then were attacked (like in HoMM 3). In HoMM 5 only Ents had this animation.
11. To add an ability to save your heroes after the end of the map or campaign with all his stats, armies, artifacts and spells (for the “duel” mode).

Mr.Dragon
09-20-2010, 05:36 AM
Remeber my previously expressed desire to see less humanoids in the factions and more beasties.
5 Campaigns means they will probably sadly ship with only 5 factions.
This wish-list line-up is peppered with information we know and ways I hope it turns out.

INFERNO
Tier 1
Imp
Hound
Gog

Tier 2
Demon
Succubus
Efreet

Tier 3
Pit Fiend
Devil
3rd choice: Erinyes (like an angel of vengeance and hatred)

HAVEN
Tier 1
Pikeman
Archer
Wisp (like a little light element)

Tier 2
Gryphon
Priest
Footman

Tier 3
Champion
Angel
3rd Choice: Lammasu

NECROPOLIS
Tier 1
Skeleton
Zombie (the one with the clawy and spikey bits in the screenies looks a bit to badass for tier 1 though, then again we might move away further from the tier 1 as token weaklings look.)
Ghost

Tier 2
Vampire
Lich
Mummy

Tier 3
Wraith
Deathknight
3rd choice: Move Lich up here swap in an undead beast on tier 2.

faction speculation begins here.
Based on some art I saw over on the main forums, it showed an oriental naga warrior and courtesan (maybe sorceress?)
FORTRESS (in Ashan better known as SANCTUARY)
Tier 1
Gnoll (armed in oriental armor with a polearm, naginata maybe) or Guardian Hound (animated staue)
Lizardman (archer, also oriental armor)
Dryad (possibly in bloom, cherry or plumb blossoms)

Tier 2
Bushi (think naga samurai)
Medusa (sorceress, stone gaze for melee)
Basilisk (resembeling a crawling six legged chinese dragon)

Tier 3
Wyvern (possibly wearing decorative armor)
Hydra (possibly wearing decorative jewelry)
3rd Choice: Coatl
4th Choice: Oni
5th Choice: Nue (make it assassin/stealthy, truly a unique concept for a top-tier beasty)

Faction I can't imagine them not having in a heroes game.
DUNGEON
Tier 1
Troglodyte
Scout (*sigh* elf)
Harpy

Tier 2
Witch (*sigh* also elf, or maybe a Lamia http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif)
Minotaur
Beholder

Tier 3
Chimera or Manticore
Red->BLACK DRAGON (duh!)
3rd choice: Chimera or Manticore


Edit: This almost certainly won't happen, but maybe there will be 3 tier 3 beasties, adjusting list to fit.
Edit2: added link to show you why I suspect an oriental faction will appear:
http://mightandmagic.wikia.com/wiki/Naga_%28Ashan%29
Edit3: and they are apparently strongly associated with the element of water, being followers of Shallasa the water dragon.
Edit4: going to stop posting Edit#'s cus it's embarrasing now, adding more suggestions to Sanctuary.

BlackEscaflowne
09-21-2010, 06:34 AM
Modability...

So can fix all the bad stuff that will inevitabely happen.


If I can switch units from one faction to another or re-texture them (blue phoenix???), I'll be pleased.

mcgslo
09-22-2010, 04:15 AM
i want that Devs really look into skills and spells so none is overpowerd.

Specially spells like: pupet master(even on succubi), frenzy,

ressurection, rise (for undead) wich made players to perserve wholle army for final fights

Diplomacy was strange skill... and specific weekly creature growths were unbalanced since you could join them even without diplomacy and their with only 2 joins you could almost double your base creatures that you massed over more than 3 months of ingame time.

Runes were overpowered specially on one hero wich could get them all, didnt like them
I also didnt like Rage on barbarians
Or Infernos gating

mcgslo
09-22-2010, 04:19 AM
I wish...

...that Heroes had more slots for artifacts, and that artifacts are controled somehow not that same powerfull artifacts can be found on same map. And that certain Artifacts that are actually more usefull for some factions but at same time for others give negative attributes. Visual resemblance on heroes when artifacts are equiped in Battle and advanture map...

wodahsa
09-22-2010, 07:52 AM
Originally posted by Red_orbiT_:
Would really like to NOT have to wait for five minutes every time the computer thinks.

HOMM2: Play, end turn, wait, Play = Good
HOMM3: Play, end turn, wait, Play = Good
HOMM5: Play, end turn, wait, wait, wait, wait, wait, wait, play chess with someone, wait, wait, wait, wait, wait, wait, wait, wait, wait, clean your room, wait, wait, eat dinner, wait, wait, go to the mall, wait, wait, wait, wait, wait, wait, wait, wait, wait, and wait some more, wait, Play = Unplayable http://forums.ubi.com/groupee_common/emoticons/icon_confused.gif

Wouldn't mind if homm6 is 2d as long as the end turn time is a lot less.

You said it perfectly!http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
Heroes 5 would be such a good game if not the computer terrible "thinking" algorithms.
My only wish is for Heroes 6 is it to be as good as mix of Heroes 3 and 5 and has quick computer turns like in Heroes 3. I beg youhttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif don't make mistake from Heroes 5http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Doomcore
09-23-2010, 04:22 AM
Agree guys, speed is what we need in this game too.

But, I am going to mention one big part of the game which is a must for good overall game atmosphere - music!!! And sound fx's plus sounds from nature. Music in H3 was nearly perfect, especially the town themes. I wasn't touched by the music in H4 and H5, the music was average, not ''heroic'' and epic enough. I hope they will work harder on this aspect of the game for the H6.

Mr.Dragon
09-23-2010, 05:47 AM
I believe they got the guy from HIII's music to come and help them on HVI, so your wish might just be granted.

Doomcore
09-23-2010, 11:35 AM
I hope so....great.... http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Ygds11
09-23-2010, 09:11 PM
I have not been here for well over five years now. Joined way back when people were discussing HoMMV. I have been anticipating this new advent in the heroes franchise for some time. To tell the truth I have never been able to play HoMM5 as a result of my computer not being able to run it even though it met the recommended requirements. But I have heavily involved myself in studying it's strategic elements and overall gameplay. From the 3 turns I was able to complete on it before my computer overheated and the entire program ground to a painfully slow stagger before it shut down, I thought the entire framework was great. The expansions seemed to offer a significant amount of valuable content. The mechanics seemed quite good but not incredible. The graphics, while picturesque and inoffensive to the eye were not, well like a heroes game. I was especially upset by the angel being and continuing to be an anime rip off. I for one have a severe distaste for anything resembling anime or manga in artistic flavor. It appears to be an attempt to appeal to a very targeted audience rather than the entire demographic of gamers. I can take japanese stylistic elements in a japanese game (a necessary evil to enjoy some Wii games for example). I hope they are returning to the psuedo-medieval/classical style of design found in the 2nd and 3rd. I am personally pleased to see the new haven artwork and graphic design resembling a much more robust medievil flavor than an anime interpretation of it.

Due to the fact that the game is obviously deep in development already and several months away from release, meaning a beta is inevitable. I have a very short wishlist for this game.

Since graphics and factions seem to already be solidified I would hope that the graphics are simplified at the world map and town level to near elementary levels, like in the earliest installments, but with a terribly, almost bewilderingly complex but easily interfaced battle system. One which allows for 3-dimensional unit placement ( for instance have a cubic grid) that allows for flying units to be elevated above the battlefield and impart screening bonuses and initiative bonuses or penalities to the units on the battlefield as a whole. To me this was always central. I always found that the most rewarding part of the game in throughout the franchise was the amassing and dispensing of the armies one builds. hence I believe why units and army structure is one of the main focuses of the wishlist makers. More units ideally equals greater variety in gameplay not to mention artistic and aesthetic charm.

I also would like to see a magic system that is equally complex, not only increased in school variety ( this is not a requirements, 4-5 schools is sufficient).
The mechanics of the spells should be augmented by not only by environment, units, and heroe stats, but by other considerations such as the overall condition of ones rulership or alignment, astrological events (i.e. calendar dates) , number of spells cast that battle, etc etc. The branching and speciallizing in a particular spell cluster within the spell school (e.g. defensive vs offensive spells). Combining of spells to develop more novel and exotic ones, not all of which are exactly predetermined.

I would like to see more economic intrigue, mines giving out more during different time periods. A system of economic flutuation that is random that has it's inflations and recessions that force the player to compensate and try to also manage their kingdoms more elusive economical elements.


These three things are of course deliberately vague, I am under no pretense that any heroes game will offer such high complexity. But I can say that there would have been very few complaints if HoMM3 was merely cloned. I can say as someone who played the game when it was past it's prime of appeal, that it still has life to it. What made it so good and why it contiues to be so good is (I argue) not nostalgia but it's uniqueness and true variety of factions. I loved how there were more than 1 sentient race per faction, factions were united by ideology and culture, not simply race. That is what made it good, things were original and memorable. Ashen is a stylistic rip-off of other video-games and the Warhammer Mythos ( Dark elves/Dungeon really ride the edge of intellectual property infringement). This does not however imply that the world cannot develop it's own uniqueness in time as Warcraft did (the orcs originally being an artistic rip-off of the orcs from Warhammer). I just really hope that it can reach that uniqueness, rather than reverting to long standing archetypes which are quickly becoming boring and tiresome. Just do something different for once. Develop a faction that has an either original (and not derivative, like the half demon orcs in ToE)concept not found in mythology or any culture, or base one on a mythology or mythological race not hence used in such a role in a game to date. Or if it has, one that is so little known that people will believe it to be original.
well I think that is more than enought from me.

Dark-Whisperer
09-25-2010, 04:59 PM
1. Powerful AI (fast and intelligent)
2. Excellent Random Map Generator

DJ_Nekrom
09-27-2010, 05:01 PM
1. Powerful AI (fast and intelligent)
2. Excellent Random Map Generator

OMG you are so exactly on the same wavelength as mine here :-)

1. Would also mean less waiting time during AI playing sequence, and as many people have written above - IT IS A HUUUGE PROBLEM in HOMM V.

2. The MAP generator should use all elements available not just skip plenty of them (ex: tree of knowledge in HOMMV) + not be afraid to use artifacts in smaller maps + and please re-integrate tear of asha/graal into multiplayer/hotseat casual RMG games !!!).

I also think the random map generator should have a tick choice for 2 types of maps:

- Tournament/duel oriented map:
The map would be rather symmetric, or at least content symmetric for both players to be assured to have exactly similar starting conditions and same difficulty in secondary and later zones. Excellent for competitions and versus games :-)

- Adventure/sandbox oriented map:
Even in multiplayer/hot-seat game the map would completely randomize the terrain, zones, bonus-zones, monster mood and maybe put some pre-defined or custom created quests to open some color gates ...etc absolutely without regards to keeping equivalent conditions nor proportions for any of the players. The map would always be surprising and difficult to predict and wouldn't need to be symmetric as long as it would allow a minimum of development possibilities for each of the players.(wood and ore mines + some chests).
(for example player 1 could have a really crappy first zone but an exceptionally rewarding second zone whereas player 2 would have fairly good 1st and 2nd zones but 3rd access zone would be uber-great but heavily guarded. I think this would increase the re-playability a LOT.


Or maybe there could be a fader-bar which would extend from orderly-symmetrical to chaos-asymmetrical landscapes and you would just slide the fader to "dose" the map the way you'd like it to be generated.

I think the random-map generator is a topic all by itself (it would really be great to have more interesting generated maps - let's say (just another example) a surface + underground map where water occupies only half of the underground alone and the islands in this "cave lake" would hold many riches for some or be completely empty for others and all random generated) that would be just so great to discover the RMG maps each time you play them and not EXACTLY know what to expect even if it's supposed to be "random" generated...

But my top point for this whishlist is to have at least as rich expansion packs as for Heroes 3, 4 and 5 if not bigger and better ones :-p... and at least 3 expansion packs - please please please ! I'll buy them all!!!! ^_^ (I mean I'm not keen on spending money - but knowing what's possible and what's not - I don't think free DLC content would be realistic in big amounts for the company to work on.
-> I just wish I will be able to replay MMH6 even more than HOMMV and HOMMIII and that would mean A LOT! And to do this properly a great amount of quality content would be welcome - moreover, I remember all add-ons of the Heroes series to be quite to extremely good (ex: ToE) so the more RICH expansion packs you make the better ! :-D + If it's worth the money (= if it's fun, maintains the Heroes series expansion quality standards and makes me wanna play much more) I'll gladly pay for each and everyone of them... and I don't think I'm alone here :-)

Beforetheyknew
09-27-2010, 05:17 PM
My wishlist:

1: It's been mentioned a few times before. Quicker turn succession from computers like in #3. Was a killer in #5.

2: Multiplayer durability. I found that in #5, player v player games could take ALL day long, and then when you finally met, it's one big fight, then game over. This often lead to people not wanting to play. They'd say, yeah, is an awesome game, but I don't want to play for an entire day just to get wiped out in one go.
-Possible fixes: have more neutral towns around a map (implications of this would be like a moving front line); Map designs that encouraged earlier meetings; handicap or starting bonus option at the set up screeen (would make it easier for experienced players to play novice friends and vice versa).

They're probably my only 2 gripes from HOMMV.

-I'm really looking forward to the new tier system, love the idea of different creatures being similar in abilities http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
-Town conversion!!!! That's something I've said while playing "how cool would it be if....." lol
-The new creatures, from what I've seen so far, they look sick. I don't know what the undead are with the claws, but I want one! lol

I'm not into a lot of games, but love the HOMM series. Keep them coming!!!

Doomcore
09-30-2010, 04:53 PM
One thing crossed my mind last night.....

I would like to see DAY & NIGHT cycles in the game. It will add extra atmosphere. Never seen that before in Heroes games, I believe it would be a great addition. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Aikidoca
09-30-2010, 09:12 PM
well what i want see let me thing:

1 - in free play player dont loose if dont have towns in 7 days or at last in a month, 1 week is too few in large maps(dont brink back the ugle system in homm4 where creatures can walk without heroes), lose only when u last hero die and u dont have any town(is much more fun)

2 - neutral heroes - like in hmm4 i liked the idea of neutral heroes can be a good chalenge

3 - 2 classes of heroes per faction ex: knight and cleric for heaven(well already have 2 gender but can be good if have too 2 class)1 fighter and 1 caster like old heroes

4 - i liked the 2 upgrade systesm from homm5 where u have 2 type of creatures to upgrade

5 - a more inteligent and easy build in map editor and random map generator like others told where u can choose type of map want make (pvp, rpg...)with much more options to make the map match more like u want him look when try to random.

6 - 8 or 9 factions( i know u gona start with 5 or 6 and add more in future exp)

7 - a good amount of type of neutral creatures( at last 2 to 4 type of creatures for each lv eg:2 to 4 lv1 type of creatures, 2 to 4 lv2 type of creatures...).

8 - like others told the computer play can play more fast.

9 - a more good water combat system(with underwater combat too not only naval) the naval combat can be look more good(the ships can have cannons to shot too in naval combat).

10 - creatures can leveling (and gain more abilities like u see in wake of the gods(was far a awesome wokr)

11 - i know that was a unofficial exp but was awesome the system they used with the liutenents monsters leveling and much more who make homm3 look much more cool.

12 - and bring like other told a sea oriented faction.

edit: and plssssssssss bring back the cools dread knights from homm3 they was mine favored creature. :P http://forums.ubi.com/images/smilies/11.gif http://forums.ubi.com/images/smilies/winky.gif

white_wizar1986
10-01-2010, 04:12 PM
-faster turns.In HeroesV it takes ages for one round,I hope they adress this issue

-More ways a unit can interact with another.
for example a griffin could dive,or save a surrounded by the enemy unit,a gollem could smash and stun.
Based on his amount of rage..

-Better balance amount of beasts/humanoids.
Every humanoid should be able to become a leading figure.

-make heroes mortal for sake of strategy.
Give them some offensive/defensive/supportive abilities and let there be some interaction between units and hero to survive.not that the hero must be able to die directly,but a downed mode for example
and only an angel could save him in that mode.
Pretty much like chess,but instead of ways to move diffrent kind of chess pieces,units have diffrent kind of abilities,rage,bash,dive,revive,meditation,..to form a strong team with the hero.And wich also makes decision in combat very important,at the right time at the right place.

-give tasks to units should also be possible,who defends the tower,who uses the catapult.
then depending on wich unit you asign a task to will have diffrent abilities to be of use,or not at all.
For example if you put a mage on the tower he can't only do range attacks,he can place a
force field in front of the citywall,preventing a gaint to smash it for a while.

-Keep the magic system simple with four elements,but add in depth spells/abilities for each faction/more mystical abilities to units.
So a mage for example is the only unit that has the arcane knowledge.a Druid is the only one who can activate the ancient powers of nature.a necromancer masters the dark powers
You get the picture..

-also each faction should have several type of mounts.Be able to add some hoves or upgrades to their mount.
Give the stables,as well as any building a true purpose ingame.
Things like "cover of darkness" in the necropolis town in heroes III,sleep spores,for the nature town..
they could do something with it!
Taverns could give some info on attacks comming weeks, aside who the strongest enemies are.

-The turn based system needs some working,sometimes it really annoys me.There seems nothing to be going on I can't decide what to do first,by the time
i ran to capture a mine i change my mind and get fed up by the annoying turn based thing,also when doing long distances.
Perhaps it would be nice too if there would be some sort of multiple events,some are rumored in the tavern.
Some other events are advised by the "council" to deal with,and if you hire spies you will get informed about comming attacks.Always something to do
raids,fights,magical rituals,...If its turn based every step should have its reason imo,and there should be loads of events on the mini map,some important to do,some as extra

-OR perhaps they could make the game very slow moving when you're out of the castle,adding day and night cycle,the only way to pauze and think of
strategy by entering a town,where the council will be ready to advise you on your next move,the tavern will have some succulent rumors...

-OR a pauze/action combat system like in the other might and magic series.
lets face it:turn based can be dull.both world map as combat,especially if its 1V1
They need to do something about it

-climate changes,lave running,floodings,...

-gimme medusa's

-Improved AI

-and seabattles should also get more attention
Atlantis/ocean faction,with mermaids and monsters from the depths,like kraken
Controle the floods with a channeling archmage to fight the sea faction

-If you have x amount of magicians at court you should be able to do rituals
like ritual of summoning,rituals to maintain a barrier/spyglass/controling something...

-ability to see artifacts on the hero and whether its a guy/girl
Big nono for the persian looking tower heroes in the 5th heroes.A girl portrait with a man cheering voice at victorious battle is big nono.
Pay more attention to the feel" of heroes.

-Terrain morphing when you capture a faction to suit your race

-Get rid of the cartoonish looks in HV,but i must say i saw a griffin of H6 and I am pleased.

-Random maps with ALL possible factions to play and (random) map generator for when you had a long day

-More unit costumization/transmutating armor pieces of units,with few upgrades of each unit along.

keep up the good work
cheers WWizard

white_wizar1986
10-02-2010, 03:59 AM
I just read a preview and like to add some things
I'm very pleased to hear Hmm6 is in hands of the hungarians.As a sculpturer I can say they have lots of skill when it comes to designing.I believe they have more chance to succeed in creating the right feel to Homm.
It already seems a colorful,not to cartoonish world with the right ancient epic look the monsters had in mythology,combined with better graphics but still the spirit of HMM2.

Also they plan to add a campaign for each faction,
sounds interesting.
Most of the time I just play randoms in older Homm versions and get frustrated that I cant chose the right size of map with the faction I feel like playing.Random maps with random faction choice would be a bless.

What could possible make the faction bound campaigns even more interesting?Important choice making,not being bound to one storyline and alternative histories
Depending on wich campaign from wich faction you are doing.
If there is only one storyline and possibility that will have
consequences/give you the ability to progress in one campaigns.Then you get fed up by it in before you complete the campaign.
Perhaps unlocking stuff for each faction could be a motivation too to follow campaigns.

The world should be less static,all kind of events going on all the time.

Mines and dwellings will be controled from a single point in Hmm6,the owner by the castle closest to the dwellings.
Wich will probably mean there will be some sort of boundery to a faction,a boundery between one faction and another.
That in combination with area's transforming dependig on wich faction its ruled by would be sweet.
With constantly changing area's,lave,flowers,floods,...

A great idea would be that you have the possibility to place any faction town,anywhere on the map.(at least on spots suitable for your faction)
You see unexplored area with the mines in the neighbourhood.A town will have some kind of aura to it in degree to its size with diffrent
aura size colors,wich will all be shown when its not placed yet.So you can think of whether or not its benefital to establish.
very important for you to place the town somewhere you think you'll have the best supplies available.
(every town needs other supplies so you have to know the faction a bit)
Depending on difficulty there will be more or less nods.
Minoins,peasants,caravans could collect supplies from resources out of your reach,as long as they are on the nod.
But with consequence you'll become a target.
wich could be a distraction to the enemy.

wodahsa
10-02-2010, 06:40 AM
Hi Everyone,
I've already posted that the most important thing is that the computer turns be really, really fast (like in Heroes 3).
The other thing that came to my mind recently is:
if you, dear developers, are planning to make those big maps like in Heroes 3 that we all loved (Heroes 5 maps were really small and disappointing) then Town Portal spell should work as it work in Heroes 3 - it will hugely improve game-play on really big maps;
but if you have no plans for big maps then it's not that important.
By the way, I am a huge Heroes fan and veteran I played Heroes 2,3 and 5 for years - so I think I am pretty experienced and know the game well to give same inputhttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
Just one more thing I've noticed. In Heroes 3 factions were very well balanced but magic was not (it was too powerful in some cases), in Heroes 5 on the other hand factions are completely imbalanced but magic system is much more fair and balanced.
So, dear developers, incorporating balanced factions (like in Heroes 3) and something similar to magic system from Heroes 5 would make perfect game.
Regards to all

vadagar11
10-04-2010, 06:29 PM
HI all

just learned about HoMM 6 and I nearly passed out from joy.

My selfish wish list is simple:

1- No more cartoony graphics or Japanese anime units :P, I love cartoons and anime to death but I like my heroes games to be more "realistic", heros 5 was the only game with that problem (to a lesser extend) although I did enjoy it as much as HoMM 3 and 4.

2- More spells and abilities, and more skill trees that are deep and diverse, where you are forced to make hard choices because you just can't have it all http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif heroes 5 had awesome magic but it was limited and few in numbers, and sometimes wayyyyy to powerful (rune spam anyone). I would love to see huge spell/skill trees that heroes can pick from and maybe make some special synergy skills/spells if a hero picks two, example you pick holy magic and combat if you level in both you get a special spell: bless weapon which is a buff that makes all melee units in your army strike with holy power and cause extra damage to demons and undead, just an idea of course.

3- No rage please, it was fun when armies were small but after the orcs got above 12 cyclopes, 300 warriors, 800 goblins..etc its gg all, even if your army is just as big.

4- four or more unit upgrades for each unit, yes its not too much and it would make the battles very interesting, also more unit types for each faction in general 10 or 12 if your feeling generous, BUT you can only train like 7 kinds in any city (like heroes 4 kinda system).

5- More items and artifacts with more sets and bonuses and stuff, the more the merrier.

6- Hot seat option http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

7- Heroes can maybe fight but if there life force is drained they get "injured" instead of getting killed and they are returned to the back line and can not use abilities for the rest of the fight, so that if you lose you still have a hero that surrenders/flees, but I won't be sad if they don't get involved in combat :P.

8- No more cute demons, or Halloween undead, I want them to look scary/disgusting/twisted, remember heroes 5 imps, I did not know if I wanted to kill them or hug them.

All in all these are just "over" the top wishes, I'm just happy we are getting a Heroes 6, all I really want is more of Heroes really, from what I have seen already in the screens I can see that most my wishes are already true.

So thanks UBISOFT for all your hard work and good luck, can't wait to get this awesome title. http://forums.ubi.com/images/smilies/11.gif

zlr1984
10-05-2010, 07:30 PM
Hi. I wish for more features on the adventure map.

Everytime a game last long, the map starts to get empty. There are many voids in areas where resources or neutral creatures once stood. Things like lean-to / elemental stock pile are one off and useless after being visited.

I suggest that the map has more regeneration abilitiy so the map will not look bare in a long game. Else I suggest players can build garissons or even new towns over empty spots.

Lesij
10-06-2010, 02:11 AM
Please, please, please...
NO MORE WARCRAFT refferences... Just look at Necropolis' design... It looks almost like Undead's Ziggurats do... Why? Why can't it be more like the one from H3 or H5? And why ghosts look like banshees? Why vampires are similar to Lich King without a helm? Why do the designers still use freakin warcraft as the model? It's so cheap...
I'd like to play HVI not Warcraft changed from RTS into a turn strategy game...
Blizzard should definetly sue some of the guys in the MaM team...

RealBlueman
10-06-2010, 05:18 AM
Just a thought on RMG...the one in H3 was easy to use and a joy to play.
The one in H5 could have been improved. One thing I missed is the way to select the team when creating the map (using random on the rest); I always had to use the editor afterwards to select the teams. Not to mention the fact that it was not allowed (or not ment to work) to have a team of 1 and a team of 2 players.
In other words: as much flexibility and options as possible for the RMG.

Another vote goes for (please) keeping the H5 simultaneous turns feature; it is so much faster to get to the real battles (H vs H).

If the above are already on the agenda then : Köszönöm!

Mr.Dragon
10-06-2010, 06:00 AM
Originally posted by Lesij:
Please, please, please...
NO MORE WARCRAFT refferences... Just look at Necropolis' design... It looks almost like Undead's Ziggurats do... Why? Why can't it be more like the one from H3 or H5? And why ghosts look like banshees? Why vampires are similar to Lich King without a helm? Why do the designers still use freakin warcraft as the model? It's so cheap...
I'd like to play HVI not Warcraft changed from RTS into a turn strategy game...
Blizzard should definetly sue some of the guys in the MaM team...

I'm going to tackle this, as a rabid Blizzard fan AND Might and Magic fan, yet not offended in the least.
I picked up Warcraft: Orcs and Humans as a little boy and stayed with and own every game they published ever since. (with the exception of Blackthorne and Rock and Roll Racing)

Break it down!

Necropolis' design is significantly more egyptian (but then black) complete with sphinxes, then the Nerubian or Scourge ziggurats which merely have the same base triangular shape (the scourge one being even more cone shaped in design then a pyramid.)
You're comparing the "castle" of the necropolis, their giant multilayered behemoth of a pyramid to a small rather insignificant structure that appears a few times in campaign missions and barely got any screen time at all.
(unless you are referring to the actual normal ziggurat which was an essential structure but was more cone shaped and didn't look egyptian at all.)

Why do ghosts look like banshees?
I'm sorry but the Warcarft Banshee is already a quite simple generic ghost design (but then purple and gray).
You're basically accusing the ghost of looking like a ghost.
These ghosts bear a lot more resemblance, but then current gen, to ghosts as we saw them in Heroes 1 and 2 then to the banshees of Warcraft III.

Then the Vampire:
Comparing the two, I'd say they both look like the general established "Dark Knight" trope, spikey dark armor, though I'd say the motief, colour choices and detailing set them apart significantly.
Admittedly, the Vampire bears resemblance to Arthas post-frostmourne, (in other words: a pansy) and that is a bigger concern, the long white hair, is a no-no for me.
But I'd say the armor is fine, with maybe the exception of the helm's visor, which is just a tad too similar.
In the end both borrow a little to heavily from Sauron I'd say. (one of the many reasons why I dislike the *****-King (Arthas after donning the crown of Ner'Zuhl) as a character, unlike his predecessor who was awesome.)

Ok so I made a little concession on the Vampire being like Sauron, the Necropolis town and design of the ghost however: no problem.

Flying_seal
10-06-2010, 08:30 AM
Excuse me. I have not found a topic before. Use a translator http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif)

1. Two types of upgrade units with use experience.
a) Units have 2 upgrade. Need improved housing for an upgrade. 2 Upgrades homes.
b) upgrade will happen automatically after the battle, when the squad has enough experience. Gold does not want to use.
c) Each unit has 4 abilities (passive (magnifies) or active (eg, a special punch)). At the beginning of a unit has 0 abilities.
d) When a unit to gain experience and upgrade, there is a choice between the two powers. Need to choose one of them.
c) If the soldiers who have added experience of other soldiers of the same species. And if it is heavily influenced by experience, that one upgrade is lost. And given the choice - what to keep upgrading. If a choice is possible.

2. There is capital, which gives the added bonus of protecting the castle and 250 gold per turn.

3. Converted city give only 50% of creatures in the week.

4. There is a choice of planning gain beings.
a) On Monday, you can choose from the castle planning - once a month. After four weeks at the castle will increment units.
b) Increase in units per month is 500% (if 4 weeks - 400%)

5. There are various relics for the city. Among them is the Holy Grail. Relics of 3-4, they are golden and very special. They need to find the maps, as usual.

6. The hero can stay in mine. Only the hero and his units.
a) Some units may not be in mine.
b) Mines with a security given a larger radius of the review.

7. 2D image of the city with squares or hexes. Interface is more square, as in the third part.
a) Size 2D city more than it is now in the screenshot. View of the city is not necessarily square.

8. A boat in the inventory (as a catapult).
a) You can swim along the shore on a boat (as in Civilization). If the boat is purchased.
b) If you swim farther, you need a ship. Ship need to buy the shipyard, as usual.
c) A ship can not take with them into the inventory http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif)
d) When the flight of the sea hero uses a boat. If the boat is not the hero is destroyed.
e) In the cave there is a flying ship. It allows you to fly over the lava.

9. Neutral party. When neutral squad found the hero (hero ran past).
a) Above the detachment displays an exclamation point and the unit starts to build a fortress to protect 10% for 5 turns. After 5 turns in the order will be 50% protection.
b) If a strong squad - squad pursues the hero a few moves. You can use spells to deceive.
c) If a neutral party is very weak, and the unit is not destroyed. After 5 turns detachment will disappear (escape).

10. Road.
a) The map was originally a road. But it is not built.
b) If the captured castle, the road is gradually being restored (there). If the lock seized by the neutrals, or another race, the road will disappear again. Will build the road for the other race. The way each race has its own and has its own color (if the opponents of the same race).
c) Without the road area has more species of wildlife.

12. Music - only symphonic.
a) Without the "good" and "evil" motives. Without voices and musical pipes. Music varies on different surfaces while traveling.

13. The city has a button autodial warriors. "
a) If there are troops in the city, the hero will get progressively Search every move from the city automatically. If you specify a hero for the troops. When the hero got all the troops, automatic button down or gives a choice for another hero.
b) slow growth - to fill nearly raised armies. For example, 80 - 82 - 84- 86 — 88 for one turn. Where is 100/100.

14. Commanders as in WoG 3.58f.
a) Force Commander automatically increases with the level of hero.
b) If the commander is destroyed, it needs to revive the city. With the use of gold.
c) The hero without a commander can not move. If commander was destroy in battle, a hero, too, destroyed and cannot moved on the global map.
d) It is for that hero with 1 units - strange.
e) Initially, the hero has a commander.
f) The commander can always hire the castle.
g) You can give name to your commander.

15. Combat vehicles have a similar effect with an aura.
a) The tent supports (increases) of the selected union hero.
b) The cart with supplies supports the shooter.
c) Ballista weakens an enemy squad.
d) can catapult to shoot at the enemy. If the enemy has passed 1 / 3 of the battlefield, the catapult can no longer attack him. Catapult has only ranged attacks - the castle and war enemy. Basically atack the arrows.

16. In the tavern of the castle (especially capital city) can talk to the quest heroes.
a) A lot of conversations taking place in the tavern of the castle - a special window in Fallout 1-2.

17. Artifacts wear.
a) Wear long.
b) If the charge in an artifact is over, the power of the artifact (the effect) is equal to 25%. Artifact can not be destroyed.
c) Light from the artifact less if it is worn.
d) You can change looks like an artifact to a new one.
e) were are 2 effects – 100% and 25%.

18. Map obscured, as in the third part.
a) When the captured enemy castle, the area around the castle is unknown.
b) The hero gets more experience, when he opens the fog of war.

19. Battlefield.

a) Step diagonally requires 2 units of traffic.
b) Fighting global change. For example, the unit is tired, if you made a move. His speed in the next round will be 1 unit lower. If he did not go, its speed will increase by 1 unit. Speed 8/8. One move 7/8, yet the course of 6/8. If you have not gone - the rate of 7/8, etc. Something like that.

Flying_seal
10-06-2010, 09:08 AM
Again about the road. Homm - a game on the road. Without it Homm 5 is some strange. The territory is merged into one. Maybe now can remove a road on all maps and create a separate active road? http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Now game is similar to the global mod for homm5 (screenshots only). Perhaps this is necessary and right - using previous developments. But want more in common with the third heroes. Maybe everything in the game will be smaller in size by 10-20%?

And the city on the global map will be improved. Not such unnatural (straight and circular).

Flying_seal
10-06-2010, 06:35 PM
What I mean in the first paragraph. About the experience.

Here's a picture. Appears after the battle.

http://s41.radikal.ru/i094/1010/03/abeb6d9c91b9.jpg

Units gain experience as a WoG or Disciples

The ability to not only increase the unit's settings, but also provides a passive or active power. A maximum of 4 ability. You can select the second power unit at the second upgrade.

Capability (and upgrade) change unit as before. In the latest patch heroes 5 units have 2 levels. One to choose from. But if the units have an automatic upgrade, the 2 upgrades are possible.

Lesij
10-07-2010, 01:53 AM
Necropolis' design is significantly more egyptian (but then black)
Still Blizzard mixed up the Egyptian culture and Mezopotomian - look at the Crypt Lord and Destroyer (isn't he a sphinx before morhphing, oh... And also after that?). Also please notice that levitating crystal above Necropolis castle...
What's more - I loved ghosts' design from H5. Even the one from H3 was better. Why ruin it?
And - when Necropolis is some kind of Egyptian faction - why not make vampires more egyptian alike, less haevay metal nordic style (Artahs without helm of domination)...

GoranXII
10-07-2010, 02:02 AM
Learn to use the edit button please, triple-posts aren't particularly welcome around here.

Mr.Dragon
10-07-2010, 02:03 AM
Yeah blizz pickep up a lot of Egyptian design for the Destroyer and the Scarab-like Cryptlord.
But we're not getting Cryptlords in HoMM now are we?
And the Sphinx seen in the artwork looks nothing like the Destroyer.
And you mean the inverted green crystal?
I'd call Games Workshop first and ask them why the Necrons invaded HoMM before accusing Blackhole of ripping off Blizz.
Heck Blackhole has worked with Games Workshop licenses, in fact, Necropolis in HoMMVI bears a lot more resemblance to the Tomb Kings, Vampire Counts and 40k's Necros then anything Blizzard.

Overall, HoMMVI necro is not the most unique ever, but it's a sensible direction that works.
Try coming up with a unique way of handling undead, heck the fact that they are undead is already in itself, something that has been done a billion times before.
If they went heavier egypt you'd cry they're ripping off Tomb Kings instead.
These days it's hard to navigate the fantasy landscape without stepping on a trope or brand that's already covered that ground when you're dealing with standard high fantasy fare (such as orcs, elves etc).

Why Necro is borrowing heavily from Egyptian myth to begin with? well Egyptian myth revolves around death probably more then any other religion.

Lesij
10-07-2010, 10:17 AM
Not realy - Ashan Necromancers seek balance in death - hence the balancing philosophy (mythology) should be used. Greek stoicism (Zenon of Kition), or Chinese Konfutzi to start with :] It would be kinda original, won't you say?
Sorry I am interested in religions - and, to be honest, Egyptian mythology isn't that much about death. I think Azteks or Afro-Americans (voodoo) could say more about it.
Still - Necropolis in HOMM was always gothic-alike. Why not continue this kind of design that was very climatic and suits series very well? It would, at least, give some sense to present vampires' and ghosts' design...
About vampires - in my opinion they should come back to the one from HIII and improve it to the convention they use - some kind of dark priest in the long robe, with pale skin, red eyes long claws and canines...

Mr.Dragon
10-07-2010, 12:37 PM
Well I'll agree my religious knowledge beyond certain key ones that draw my interest specifically, is a bit rusty, especially my Aztec and Voodoo.

Well, they are blending different styles, which I'd say is a good thing, copy pasting a culture and then flavouring it with "fantasy sauce" isn't great design.

And yes, the HoMMIII Vampires were very well designed in my opinion, though the HoMMII ones had a lot of "classic vampire" charm also.
Both of those are better then the MMHVI one, though the HoMMV one wasn't to bad either.

Lesij
10-07-2010, 03:17 PM
Agreed (bout HV vamp)
If it comes to styles - yes flavoring the existing ones isn't something very imaginative but in contrary mixing everything without almost any reason is very, very, very tacky. It even has its own name - and that name is kitsch...
And I really do find this mixing of tastes (without any taste or method) really flashy...

But let's get back to Ashan lore itself...
It was said that Sandro invaded Ashan and taught Necromancers their skills. Thus - Necromancers should use H III (or H IV wtf) Necropolis desing as long as one teaching them was Sandro :]

DefluoAnima
10-08-2010, 07:52 PM
With regards to necromancers I'm not overjoyed at the Egyptian design to be honest , I quite enjoyed the design in all the other heroes of Might and Magic which was closer to the meaning of the word "Necropolis" (city of the dead (maybe putting a symbol of Asha on it instead of simili-sphinxes in front (lol))).

Another bone I have to pick is with the back story of Liches, according to what
I've read they seem to be a preliminary form to the Vampire, not to denigrate the Vamps. but I've always believed that Liches and Vampires were completely different breeds of Undead. The Vampire being the one that aimed towards physical strength and indulgence after having received the blood of another Vampire. The Lich being more focused towards mental acuity (logical reasoning) and the enhancement of ones magical powers by sealing and destroying their own soul while still alive with phylacteries. (I'm very nitpicky about this stuff (maybe the beginning of OCD))

As for my own wish (apart from backstory enhancements):

- The Might & Magic Heroes return, as in a hero class for each city specialising in Might or Magic e.g. Knight/Cleric from HoMM3.
- I want everything you guys are doing, but more, just more.

If you read everything congratulate yourself because you're awesome.

white_wizar1986
10-09-2010, 12:50 PM
no townscreens?no party

Mr.Dragon
10-09-2010, 01:19 PM
We are getting townscreens actually, 2D ones like in HeroesIII.
So whilst we don't get to twist and turn around our town, we won't get lost anymore and we won't have killer loading times just to go in or out of the town screen.

Might and Magic classes for each faction doesn't have to be a wish anymore, they have confirmed it, so rejoice!

The Irony here by the way, of saying Egyptian isn't very Necropolis is that the Egyptians are famous for their Necropoli and Tombs.
Then again, ye know, plenty of other cultures have Necropoli.
Just a bit of useless trivia, don't mean anything by it.

A few of my wishes:

-Greater variety of neutrals which have dwellings where we can hire them.
-More lenient morale penalties that allow for better unit mixes between factions, doesn't have to be "penaltyless" but I'd like it to be viable as opposed to HoMMV's "horribly sub-optimal".
-More unique artifacts. (as in unique effects)
-Upgradable artifacts.
-Wide but still balanced hero skill selections, allowing for dozens of different builds per hero class.
-More boats with different arenas when fighting on board a boat, possibly different stat boosts based on your boat. (one might be faster but another might give you +defense while onboard.)
-Encourage more early offensive play.

Just a few off the top of my head, will probably revisit with more.

DefluoAnima
10-10-2010, 01:47 AM
Originally posted by Mr.Dragon:
Might and Magic classes for each faction doesn't have to be a wish anymore, they have confirmed it, so rejoice!


*Rejoices* Seems I failed to notice it, shame on me.

In response to the Necropolis section of your post a pyramid does not, in my opinion represent the city aspect of a Necropolis, yes much of it could be hidden within the outer walls but then it would simply feel contained instead of being a sprawling graveyard.

Also, regarding Egyptians, the huge graves that are the pyramids are a good way of working on a recognisable image but the intent of the pyramids were to elevate Pharaohs to godhood not to server as an actual grave to the body.

As for Necropoli the vast majority of them are in Europe and was begun by by the Roman empire (the idea was taken from the Greeks originally of course(just like all the Roman gods)), then taken up by the catholic church and adopted by the catholic nations of the period. (Very nitpicky)

But, I do agree with wanting more of everything.


Originally posted by white_wizar1986:
no townscreens?no party

Whatever town screens are fine as long as they're pretty to look at, nothing party wise either. lol

Again, if you read all of this you're awesome.

SandroTheMaster
10-10-2010, 03:13 PM
One longtime wish I've had for the series was to be able to tell stack numbers at a glance from the number of units representing the stack.

Few = 1
Several = 2
Pack = 3
Lots = 4
Horde = 5
Throng = 6
Swarm = 7
Zounds!!! = 8
Legion = 10

Games like Civ and Elemental have shown it is not difficult to do, and to tell the truth the spacing in H5 seemed undercrowded.

Also, it'd be wonderful if they made wandering monsters more interesting to fight. Once you get experienced it becomes way too repetitive: Use this strat for ranged only, this other for melee, this one for flying. Mixed encounters like in H4 and H5 expansions is a step in the right direction, but I know it can be done better.

Finally, It'd be neat if unit positioning gave you certain hard-felt modifiers. Like penalties to retaliation against flanking enemies, bonus to defense for adjacent allies or penalty for adjacent enemies and the like.

GoranXII
10-10-2010, 03:42 PM
Well Civ doesn't have to deal with more than like 50 units across a whole blasted empire, not a stack in the army of one hero, and I've never heard of Elemental.

white_wizar1986
10-10-2010, 06:23 PM
2D townscreens you say =D couldn't have wished for more.

-more unique/upgradable Artifacts
-Beside grail/capture all there should also be a condition mystery solving
Where you need to find diffrent pieces of an artifact,looking for possible clues
through riddles.
-Secrets to unveil/hidden places/archeologic(indiana jones-like)
-as bugfree as possible.
-perhaps part of the hero/skills will scale depending on what a hero accomplishes
during the game,like insight,meditation,leadership,tactics,
intelligence.Some remain like achery,offence,armour still needs to be learnt the old way.
-Expansion:new faction:Ocean/atlantic like faction And town conversion taking a diffrent turn at sea with it.Basic advantage of mobility or mobile upgradable units/towns
necropolis-skeletontransforming ghostship/inferno-seadevil summoner/castle-hippocamp purificator
Each one feeding the racial abilities while still taking weaknesses and strenghts in account.
-Dungeon back to the way it was as in H3.
-Not all champion units being dragons.
-vanish the ridiculous gargoyle of HeroesV
-Sometimes it would be sweet if the quests/actions you take will affect how some parts of the map look/discover new parts that were hidden otherwise,..

thats all for now..
So i'll be kissing black holes entertainment forever if you take time to consider some of these

wdcryer
11-15-2010, 02:50 PM
My wish list is kind of abstract at the moment. I hope they experiment with the series like they did in Heroes 4. Heroes 4 was an unfinished game, but I respect that they tried a lot of fresh ideas. Heroes 5 was good, but it didn't seem much different from Heroes 3. The Heroes 6 developers have already discussed some pretty excellent changes, like having creature pools across separate towns.

I also hope they figure out some ways to encourage you to develop multiple heroes and armies. In most of the games I've played, the player with one main hero usually defeats players who split their armies across multiple heroes.

C_h_u_c_k_l_e_s
11-15-2010, 05:00 PM
Originally posted by wdcryer:
My wish list is kind of abstract at the moment. I hope they experiment with the series like they did in Heroes 4. Heroes 4 was an unfinished game, but I respect that they tried a lot of fresh ideas. Heroes 5 was good, but it didn't seem much different from Heroes 3. The Heroes 6 developers have already discussed some pretty excellent changes, like having creature pools across separate towns.

I also hope they figure out some ways to encourage you to develop multiple heroes and armies. In most of the games I've played, the player with one main hero usually defeats players who split their armies across multiple heroes.

I believe you'll be getting your wish. They've said to us numerous times that H5 was them getting their feet wet in the Heroes world. They wanted fans to feel comfortable with a new game and what a new developer could bring to the game. They very specifically did NOT add much innovation...on purpose.

H6 will be a different animal altogether. H6 will be about pushing the limits while still keeping the Heroes "feel". I can't divulge any specific innovations that they haven't already revealed, but there are indeed lots of fresh ideas. :O)

El_Ogro_Verde
11-16-2010, 04:28 AM
First, say that i love town's 3d screens. I would love more if we could see some type of life in them; litle people coming there or here..

Cycles of day and nigh: could give diferent bonus instead the race. In this way, it could be global spells that could affect this.

More global spells. Perhaps it should cost resources to keep them active.

Migh heroes should have more siege options.

City defenses i think could be more efficent, more complex.

Sorry if repeatead too many things.

EDIT: I think that an hero with a powerfull army should be slower, should have penalties when moving.

El_Ogro_Verde
11-16-2010, 04:41 AM
About global spells, some ideas:

- Create dark clouds. Could give some profit for necros or devil race.

- Create light beans. the same for other race, opposit to create dark clouds.

- Tricked armies. You thrown that spell and the army could seems more powerfull that really is. Or vice versa, a powerfull army could seems a weak army.

- Cover with mud. Perhaps you need to slow enemys army throwing some mud to the road.

SwampLord450
11-17-2010, 09:56 AM
I want my HoMM III Fortress town back! It's the only town from the series to not be represented in the new Ubisoft games, even Conflux got most of its units into H5!

RanmaruRei
11-21-2010, 06:16 PM
Modability. I can create my own content for Katauri's King's Bounty (artifacts, abilities, creatures, spells, etc.). So, I want to be able to do this at Heroes 6 too.

P.S.
I think, ATB-system of heroes 5 much better then Round-based system.
And one more thing. I can choose camera mode at heroes 5. If I want fixed camera mode I choose fixed camera mode, if I want free camera mode I choose free camera mode. Why I can't choose camera mode? Maybe I want free camera mode.

Zanosan
11-21-2010, 06:33 PM
For me, the games heart has always been about the battles. So here are my wishes for battle system additions!

1. Terrain Counts. Heroes IV had some good ideas about range penalty based on distance and obstacles. I think elevation in terrain should matter. High terrain should provide range units with better range attack bonus or mitigate some of the distance/ obstacle penalties. Destroy Obstacles, raise obstacles. You should be able to summon obstacles like trees, walls, force fields but creatures and heroes should be able to destroy them as well.

2. Exchange of strikes and First Strike. Heroes IV concept that creatures should normally attack each other at the same time. Sure the retaliation strike can be less than the attack, but both should happen at the same time unless on creature has first strike and the other doesn’t.

3. Creature Artifacts/ equipment. Heroes V wizards had the great idea to create creature artifacts. Heroes VI could have normal equipment available for every faction and also have “enchanted artifacts” created by wizards.

4. Larger Interactive battle maps. Heroes VI is supposed have some larger maps and some interaction with larger maps allows for so much more strategy for positioning, flanking, movement logistics. Interactive map features like destructible bridges or “Trap terrain” like rock slides, collapsing cliffs or falling trees should cause damage when triggered.

5. Hexagon tiles is what a good turn based strategy game needs, it also helps with the determining mouse direction of attack, I had so much problem with Heroes V.

6. Heroes IV was brave enough to explore the idea of Heroes in combat. Though there were many problems with it, I also thought it was a fantastic first step.

Heroes VI can evolve the concept even further by:

a.) Heroes have a choice to join the combat stage or not. However, once a Hero joins the battle stage, the whole army will fall if the hero falls. By allow the choice of having a hero joining or not, low level heroes who have not developed skills to survive a battle can choose to stand behind the troops and flee if the hero decides to. (^_^)

b.) I personally like the idea of allowing multiple heroes in a battle like in Heroes IV, but only one hero is allowed to stand behind the troops.

c.) No hero-less armies allowed! From a theme/ story standpoint and logistics viewpoint it just it was more trouble than good.

d.) Hero avatars should be unique, each hero should be represented in the battlefield like their portraits show! I believe that in 2011, this should be a no brainer and would add so much value to gamers fun!

e.) Show artifacts on heroes and creatures! Ever since the first heroes game I’ve played (Heroes II) I’ve wished to see those awesome artifacts that players work hard to collect and equip shown in the battlefield! In multiplayer games, this would be so awesome!

f.) Smart self learning fuzzy logic, neural network AIs. I swear the AI in Heroes IV & V have been getting dumber and dumber. Game difficulty should be determined by how much cheating or starting resource manipulation is done against a player. Players should be able to select AI difficulty it campaigns and standalone maps

7. As Sandro the Master suggested, Creature Stack Size Visual Cues!

nqox
11-21-2010, 07:22 PM
Neutral creatures should get stronger much faster to catch me up.

We shouldne be able to "buy" artifacts, we should win them! Erase artifact merchants from the game.

Much cunning AI please!

dchalfont
11-21-2010, 10:17 PM
Map editor
Offline custom matches
No DRM
Anti Aliasing support and all that jazz in game.
Anisitropic filtering option or on by default.
It's not 1999 anymore...

I like the gameplay changes and unit changes so I won't pretend to have more of an insight that the developers. But the features above should be standard.

The loss of the 3d towns is no big deal. The adventure map graphics are more colourful and varied than even and will more than make up the scenery. Less time in towns= more time leveling and fighting aka http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Whether or not black dragons and titans are faction chooseable...they should be in the game for us to mod in. I want behemoths and all that jazz.

Also we should be able to make custom units, aka to edit their stats in the editor to make custom bosses etc.

So in summary:

A great editor and good graphics customisability.

mcgslo
11-24-2010, 05:06 AM
I wish that H6 will have retail Box and possibly collector edition with Book about all the units strenght and abilities, heroes, skill descriptions... some map, T-shirt http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

I would buy that!

dchalfont
11-24-2010, 06:21 AM
Originally posted by mcgslo:
I wish that H6 will have retail Box and possibly collector edition with Book about all the units strenght and abilities, heroes, skill descriptions... some map, T-shirt http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

I would buy that!

http://img405.imageshack.us/img405/3831/queenelizabeththis.jpg

Ostepoppis
12-13-2010, 09:07 AM
Id really want some more factions, Specially a jungle faction (lizardmen from heroes 3 which would be gr8 if they are inspired of those of Warhammer) the same goes for a Chaos faction which isnt involving fire, like beastmen and chaos in warhammer!! http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

au006769
12-17-2010, 02:13 AM
Dear All/Developers

I have played the last 3 Heroes games on PC.

The single biggest special request I have is to make the extra large maps really , really large.
I want to develop a Heroes character to their fullest extent.
I want to get to a point where the character is level 80+ etc. - something like World of Warcraft. Heroes 5 only really lets you develop a character to a maximum of approximately level 30. By this time the game is finished.
Please please please make several maps ( for single player) that are extremely huge which then allows for the development of the full character skills & capabilities.
- Cheers

archerman28
12-19-2010, 11:09 AM
Originally posted by Imaginaut:
Hey All,



Maybe the developers will take note of our assembled wisdom and do everything we want.

Anyway, the first change I would make would be to bring back the old elemental magic system from HOMM 3. I think the "earth/air/fire/water" magic system makes a lot more sense thematically than the current one and had a lot more possibilities inherent in it. So, for me that would be change number one.

Bringing back the classic Fortress of HOMM3 or even the modified Aztec one we discussed in another thread would be my number two request.


Bring back them PLS!!! or i will not buy new series..

Arekkusu1
12-20-2010, 09:13 PM
There's only a few things I really want for this game.
First, I hope the developers bring back the random map generators and the easy to use map editor from H3.
Second, I also want more factions in the initial game. (Come on, only five factions in the game)
Finally, I wish for the Heroes to have more customization and more RPG elements concerning the Heroes. The thing I really enjoyed about H4 was that the heroes had a major impact on the battle, and if I wasn't careful, I would lose the character I had invested so much time into.
It gave a sense of accomplishment when taking a hero though the level. It was also nice to be able to have multiple heroes in the army (Although H6 could limit that to two) That being said, I don't want the creatures to be wandering around without a hero. That makes it much harder to kill off an enemy.

Arant1r
12-21-2010, 10:18 PM
I REALLY HOPE DEVELOPERS WILL READ THROUGH MY NEXT SUGGESTION,AS IT MIGHT BE A VERY INTERESTING NEW GAME MODE,AS MANY PEOPLE LIKE SURVIVAL(DEFENCE) TYPE GAMES,AND COMBINED WITH THE GAMEPLAY OF M&M HEROES IT MIGHT BRING A NEW,GREAT GAME MODE.
It is called the Survival mode.
Same as in duel mode,a player picks a preset hero,then this hero and its army appear on a gladiator arena(in the middle of the arena) and waves of neutral creatures enter the arena and attack from 4 directions(all done in HOMM turn-based style,same as in a normal combat cratures take their turns one after another,depending on the initiative etc.)(in same waves creatures may come into the arena from less than all 4 directions,depending on the monsters' wave strength) after they enter the arena.After a wave of enemies is slain,the next wave enters the arena,until all of the hero's troops are slain.The creature waves are generated randomly,waves become stronger as time goes on and more enemies have been slain.1 in every 5 waves is an 'regroup wave'(e.g. a weak creature enters the arena from only one door so the player can regroup his troops/use wait command to get closer on the initiative scale/set traps/cast spells etc.).The final score is calculated by adding the experience points together given for every slain enemy creature(e.g. peasant gives 4xp,a black dragon gives 240 or so).and there is a hall of fame,also by achieving a set amount of points over some survival battles,players should be able to unlock more powerful hero presets/artifacts and spells to use in the next survival games.
Well,thanks for reading,really hoping to see survival mode in M&M Heroes 6 http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
btw sorry for my bad english
If you read through this post and you liked it help to spread the word about this new game mode somehow,maybe the developers will even consider using this game mode in M&M Heroes 6,who knows http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif
as i think a defense/survival mode would be a great addition to the world of Might and Magic Heroes http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

alisida
12-27-2010, 08:33 PM
I have to say that although I liked all version of HOMM I did like 3 the most. What I would like to see in 6 is,

Please bring back the random map generator, I like to go through the campaigns only once because after I have seen a map I usually loose interest in it.

Fog of War, best solution for everyone make it so it can be turned on or off.

Graphics, I personally hate the close open spin around cinematics I always turn as much of them off as possible. I play the game for the game not the graphics. If I want kick as graphics I go to my MMORPGs. This does not mean they are not important but if you add a bunch of crap let us turn it off if we don't want it. I want the old overhead zoomed out view of the old games. I hat being right on top of my hero. I want to be able to see where I am going without having to move the screen all the time. A wide variety of zoom options would probably make the most people happy.

There should be a town toolbar so you can access all the things you want to without having to click on any buildings. I like the graphics of seeing what is built in the town but I don't want to have to identify what each building is for each faction just so I can find it and interact with it.

I don't care if you get rid of caravans but I would like some way to buy creatures from scattered structures on the map and move them between towns without having to buy a bunch of heroes for this. Say a summon gate or something.

In 4 when you could move creatures independently this was hand but could make turns very long. I liked this because then if creatures offered to join you but you did not have room in your army you could still keep them. It would be nice to have an option that when creatures join you instead of putting them in your army you can send them to a building you own, resource or town. It might even be good too put a distance limit on it.

Heroes should be a lot more customizable, choose your picture or upload one. I liked that each hero of a faction get a unique ability but I hate that you are stuck with the ugly picture. I prefer to play necromancers and just because they are undead does not mean they have to look dead and decayed. Also do not limit each faction too much in how they level. It is nice to have unique abilities for each faction but I don't want to have every hero from the same faction end up the same. the more limitations on leveling options the more boring the game.

I do not like the magic system. I do not like the way you are limited buy magic type. I prefer the old system that as long as you got the sorcery skill of that level you could get all spells of that level but you had get it in a town, shrine or from an artifact.

I know you cant make everyone happy but there is usually a solution that will make most people happy. If you give at least 2 options then you can make most people happy.

Looking forward to playing it. If you are going to open a beta testing group I would love to be a part of it.

Navy_Spitfire
12-27-2010, 11:05 PM
Zanosan has some interesting suggestions, I'd like to add/comment on them:

I don't know how much terrain should count in the way you mentioned. Maybe certain terrain types have special attributes, like swamp slows every units speed by one. Or maybe certain elements are affected by the terrain- for example, in one battle map there could be a large puddle covering a 4x4 area; if a player casts lightning bolt on a creature standing in that puddle, any creature standing in that puddle will also be electrocuted. Obviously ranged units should be penalized the further they are from their target unless they have a special ability nullifying that penalty. In the previous versions there have been simple obstacles such as rocks and logs to block progress and personally I don't feel like there has to be more done to the terrain.

The wizards special ability in H5 to enchant artifacts, in my opinion, was poorly designed and confusing. It seemed to take a lot of effort to enchant and equip an item and didn't do anything; there was no visual cue that my efforts were worthwhile. Maybe it was me. I do, however, really like the idea of being able to enchant hero artifacts, though it's not especially needed since they are essentially already "enchanted".

Larger battle maps could add so much more strategy. Obviously this would have to be fine tuned with playtesting.

I like having the heroes part of the battle. Maybe an interesting direction would be to place them on the battlefield & physically partake in the battles? That way they can attack/cast magic but also be attacked. Maybe they give an army bonus when alive? If they fall, they only fall "in battle", meaning if the army wins, the hero can partake in the next battle.

Each hero should be unique; different armor, different horses, and their items should hang on them. Add some flare. Give them unique animations. Make them different from one another. Make them awesome. They are Heroes.

mcgslo
12-28-2010, 01:07 AM
Ok so far game looks promising but "again" i only wish now is good Random Map generator... because 8 maps of witch i guess only 4 will be really usefull in hotseat is really insult... with random map generator we had infinite maps!!!

Oleco
01-02-2011, 12:03 PM
Many processes in the game have not a week cycle, and it has a four-week. Exactly, the full cycle is timed for a month. For example, change of artifacts from the merchant, a utopia of dragons etc. The present calendar doesn't display these dates.
I offer you an ancient calendar of great wizard Oleco. This calendar counts not only days, but also weeks, and months. In my opinion, it is much more convenient, as visually (without pressing of the right button) shows not only day, but also week, and month.
The calendar consists of two rings and the sun.
The first (internal, red) ring shows weeks. It is shared into four parts.
The second ring (dark blue) shows days.
The sun shows months. The ring, on which the sun moves, is divided into twelve parts.

In the first drawing the calendar shows 5-1-1 (the fifth day, the first week, and the first month).
In the second drawing the calendar shows 5-3-2 (the fifth day, the third week, the second month).
In the third drawing the calendar shows 5-2-3 (the fifth day, the second week, the third month).

That is, as soon as the sun has moved on its dial, it means that a month has passed, and it is time to take a utopia. Besides, on any screenshot it is possible to define precisely date of events, and not just day. There are various variants for the calendar. For example, instead of a red ring, by analogy to the sun, it is possible to start the bloody moon. But it already nuances.
I'll be glad, if my idea is pleasant to you.
??????? a_1.jpg ? LoadingBox.net (http://loadingbox.net/5210)
??????? a_2.jpg ? LoadingBox.net (http://loadingbox.net/5209)
??????? a_3.jpg ? LoadingBox.net (http://loadingbox.net/5208)
??????? a_4.jpg ? LoadingBox.net (http://loadingbox.net/5213)

Niphire
01-04-2011, 08:38 AM
My wishlist:

1. I'm surprised that I haven't found anything on this so far, but I want my hero to look like my hero, be it adventure screen, battle screen or character sheet. I've been thinking of this since Heroes 3, and always expected it to be the next step. Actually, it has taken steps backwards, since in H3, the battle illustrations of my hero at least matched the sex of my hero. In H5 they all look the same. So, I want to be able to recognize my (and my enemies') hero on the adventure screen and in battle! Rendering equipped items I believe is overkill and unnecessary, since often you want to equip good items that you think are ugly and/or unfit for your hero. This game is called HEROES after all! If anything should be animated thoroughly, consequently and in great detail, it should be the heroes! PLEAASE!!!!

2. Look at heroes 2 and 3, they are the best. H2 is not very well balanced, but it has an incredibly great feel! Take Heroes 2 and add some features (secondary skill complexity/artifact equip, adventure map events etc.) and you will get one of the best games of all time! 3D effects is nothing! Game play and feel (don't forget the music!) is everything!

I think that sums it up for me.

wdcryer
01-05-2011, 08:53 AM
Originally posted by Niphire:
Actually, it has taken steps backwards, since in H3, the battle illustrations of my hero at least matched the sex of my hero. In H5 they all look the same. So, I want to be able to recognize my (and my enemies') hero on the adventure screen and in battle!

That's a great point. IIRC, I often had to right click on enemy heroes to keep track of which was which. That seems like a design failure. They should have some more uniqueness to them.


2. Look at heroes 2 and 3, they are the best. H2 is not very well balanced, but it has an incredibly great feel! Take Heroes 2 and add some features (secondary skill complexity/artifact equip, adventure map events etc.) and you will get one of the best games of all time! 3D effects is nothing! Game play and feel (don't forget the music!) is everything!

I do miss the fact that in the early Heroes games the developers didn't feel the need to make each town equivalent to every other town. The Warlock town had 2 levels of dragon upgrades, and I think other towns had different things as well. I liked that level of uniqueness a lot, although it's obviously very difficult to balance.

KingImp
01-05-2011, 09:00 AM
Since Ubi is supposedly looking at these forums now, I'm gonna revisit a major wish I have had for this game since Heroes 3.

Here's one thing I definitely would love to see return. Added damage if a creature is considered a mortal enemy. If you don't remember how it worked basically it was like this. If say an Angel attacked a Devil, since they were considered mortal enemies of each other, then they would do 150% damage.

This was the list of mortal enemies in Heroes 3
Angel/Archangel - Devil/Arch Devil
Genie/Master Genie - Efreet/Efreet Sultan
Giant/Titan - Black Dragon

Now granted I'd like to see more matchups than just those three, but it's something I loved in H3 and want to see make a comeback.

DragonHawk23
01-07-2011, 06:36 AM
Casting spells is often an unnecessarily tedious and repetitive action, there are a lot of spells (which is a good thing) separated into categories (also a good thing), but finding them is sometimes a bother. Separating them into 4-6 categories is not enough. While implementing a filter / search function would not seem a viable option because of the mythic age and the spell book being made out of paper (although could be explained via it's magical qualities), a special page / scroll where the player can add/remove his favorite 5-10 spells would be much more practical, because let's face it although numerous we are usually bound on using a limited number of spells for most battles, usually lesser ones, and having to cycle through the same categories and pages gets really old really fast. This is an option I wanted since Heroes 3 so I would really like to see it in 6.

graham6
01-07-2011, 06:47 AM
I agree 100% with DragonHawk23. The player should have some sort of shortcut to his/her favorite spells.

Phoenixzs84
01-08-2011, 05:26 AM
EXPERIENCE FOR THE LOOSING SIDE TOO

Hi there I am a long time player since Heroes 2 extensively.Made maps,contributed to the forums of H5 before when H5 was developing.So for the suggestion



In competitive gaming there is a term called slippery slope.Once you loose a battle in strategy you get disadvantaged quickly and your enemy goes up while you go down quickly.Although a victory should ofcourse bring some superiority for you in the game I always felt like one battle between players always mattered too much and pretty much ended the game.

In Heroes series usually two players meet and the winner player usually comes up with half decent army and a LOT of experience for killing the opponent.Other player has nothing and just lost his army which is end of the game since he cannot make up for gap of experience.The units or available maybe he can come up with but not the experience usually.Also this old system means that whenever a human army meets another human army which has clear advantage like %50 more troops usually the human player retreats to give no experience to the other player which is very unclimaxing and just boring battle.

My suggestion is: Give %60 of the experience to the loosing player for the creatures he or she has killed in the battle.This way we;

-Encourage small skirmishes rather than just only one last battle

-Discourage leaving very early in battles,avoiding boring encounters with playes (that's what we are here for right nice battles with REAL players)

-Softening up the slippery slope condition keeping the game more competitive for a longer duration.

Also ? think from the programing point of view its not that hard to do that.One should only tweak the defeat condition as if everybody was wining



Luck and Morale:

I don't like seeing overpowered morale and luck armies anymore.I think [B]there should be more artifacts and skills like dead man's curse skill which decreases morale and luck or simply equalizes it to some point(but total neutralization would be unfair to such builds).Maybe it would be nice if both armies subtracted their luck and morale bonuses from each other like

heroA having +4 morale faces heroB with morale +2 then in battle only HeroA has morale +2 as modifier.Maybe this should be done by an artifact that's also a possibility.

Or artifacts that halve the morale and luck bonuses and such.

Overall balance should be a priority in these two cases.

Orinichev
01-08-2011, 01:24 PM
Change the developer. Those heroes who now is in all respects will be the coffin on the entire series.

divad_127
01-08-2011, 01:31 PM
Hi guys ,i've been playing all heroes since the first one and i'd really hope for the game to have some kind of 2d style that you could just turn on and off because since the heroes of might and magic 5 the graphics has been good but its getting anoying because sometimes theres like hidden stuff that arent even visable because of some tree that stood in the way and it would more awesome to see if they made it like hom&m 3 were everything was perfect to me.I still play it today as if it was newhttp://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

inimyo
01-08-2011, 01:59 PM
Can I speak?
I know what I'm saying it's too late, but I'd like to see in HOMM 6 race of the Nagas(Sanctuary)!!!
I ask that my dream came true this is all for what I play in HOMM 6!!!
Thanks in advance!

Warlord_Ade
01-09-2011, 11:51 AM
I am hopeing the game will be bug free, and i won't need windows 7 to play the bloody thing, and that they still inclued a LAN option.

Ade.

mcgslo
01-10-2011, 02:31 AM
I wish that one fight between any two players will not result in end game like in all other heroes games.

Maybe something like Leadership in Heroes bounty or other limitation of how many creatures you can have in hero (maybe depends on level or skill or artifacts) so that if you are defeated the first time you can still have at least some chance to stay in the game.

Now its more or less like a race of ammasing creatures and gaining level. And sooner or latter some players will be more lucky and having right artifacts and easyer creature stacks (like no archer units) and will dominate the map... but i guess this will hapen anyway if other players let him...

-Did i mentioned Random Map Generator? http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif
-And super fast AI (AI is never smart, so as long it is at least fast, im good)

Arhaeus
01-10-2011, 07:24 AM
I have a long list of wishes for H6. Here are a few:

- the town portal spell of H3 was very good because you can defend your castles properly, and favored a high skilled hero (as opposed to the low skill level with a large army heroes, that CPU had); now in H6 were you can recruit the army from any castle (as I understand) you don't need the spell for recruiting, but it is imperative to be able to select the town in which you want to teleport.

- dimension door spell in H5 was pathetic, make it hard to get, but make it real; I remember in H2 when you so a CPU hero that had dimension door, it really put fear in you.

- I subscribe to DragonHawk23's idea of a list of favored spells in order to use them faster.

- the possibility to use the spell book more then one time / round for high skilled mages (may be as a reward for an important quest of after defeating a boss);

- the solving of the old resurrection army problem (that exists also in KB); when a player artificially prolongs the fight (blinding, slowing the last troops of the enemy) in order to be able to resurrect his troops; The solving could be the possibility to cast the resurrection outside the battle, as a adventure map spell (restricted to the round in which the combat took place, and the amount of mana the hero has).

- the reserve slots for the army as in KB, may be gained after specific quests or boss fights; this will solve the problem when the player wants to shield a certain units that are weak against a certain monster, or he wants more variety in army composition.

- as the resources are 4 now, we may need another points of interest on the map, and rewards for defeating monsters; can be: more artifacts, magic spheres that give a temporary boost of hero skills(or various bonuses for troops), more random quests, more hidden treasures (just like in KB) the hero can have a special skill that able him to feel the hidden treasures (as the skill grows so the distance the hero can spot a treasure grows, and the spotting of the exact location).

Niphire
01-10-2011, 07:47 AM
Thumbs up on the Favourite spells page. Sometimes you always want to cast haste first and then some fire spell, sometimes you want slow followed by Ice practically every time.

I also really like the idea of gaining exp on the retreat. If I kill 90% of my opponent's army and retreat, it's quite disencouraging to give him 20 000 exp while you gain nothing.

And some restriction to maximum army size would be really interesting.

wdcryer
01-10-2011, 09:19 AM
I like those ideas, too. Perhaps the favorite spells page could automatically populate with your most used spells. Of course, you could populate slots manually as well.

I really would love it if they could figure out a way to make it more worthwhile to split up your army between heroes. Usually I find games lead to large battles, and if you split your army between two heroes, you lose. Being able to multitask and attack on multiple fronts should make up for that, but it hasn't in my experience.

Caps on the number of units you can lead, that increases less and less the higher you level, would definitely encourage this. That said, it is a bit of a blunt approach. I would like incentives more than hard caps.