I'll be there, talking about the virtues of dwarves, harassing elves, just being me.
Yeah way to loose valuable time.
Classic Random Skillwheel, fixed and improved !!!!!!!!
Someone told me the competence upgrade system will be similar to MMH 6. Is that true?
I hope it is not, and that there is randomness as in Heroes 3 or 5. It is really a game killer to always deal with the same competences because they are better
Guys I wasn't able to join your twitch session (not very easy time for those of us in Australia) but just watched it and I have a question. When moving a creature, will you have the ability to choose the direction it faces if it does not attack? With how the flanking system now works the direction your creature faces becomes a lot more important and I fear that you will be forced at times to put your creatures into precarious positions
Why in the Heroes of might and magic 7 in the tactical battles uses a square grid instead of hexagonal.?*
I really doubt they will change current system. However I really enjoyed Disciples series to which gameplay mechanics I believe you are referring. There are some ways to solve problem. For example H5 had spell to summon units from nearest town. In H4 there was resurrection, necromancy, summoning skills which helped to refill dead units. For me the biggest problem in H6 was necessity to save every single creature, otherwise, doesn't matter the difficulty, you would get punished hard.
To add up to my point it is good to make game challenging, but when difficulty gets in a way off having fun it just frustrating. And they could have added some quick combat features which allow to customize tactics, like defensive for protecting your shooters, or offensive for rushing your enemies etc. Real challenge which is fun in my opinion should focus on hero vs hero battles and sieges. Alternatively devs could make core creature loses less punishing or figure out some other ways to refill.
In Heroes 4 I remember having huge stacks of creatures, and loosing a lot with each battle. Was your experience different? Or am I just remembering wrong? Anyways, to me it seemed like in a lot of HoMM games you were forced to be ok with loosing creatures. There was no way to keep all of your creatures if you had a battle against a force similar in strength to you. I am a bit of a perfectionist, so not being able to have a "perfect battle" with all of my cre
atures, or at least most of them, still alive bothered me just a bit. So I was happy that I was able to do that in Heroes 6. I know there are a lot of people, like you, who don't feel that way though. I wish there was a way to make the game playable both ways, but I unfortunately don't think it's possible. Heroes 7 is probably going to go back to making you loose creatures. But I live in hope that the dev team will come up with some ingenious way to do both.
Come on guys don't make it 16th, that's when Putin's coming to my country. I wont be able to attend both :S
Who is mr. Putin?
Just old joke, Menemist, newermind.
So they will be streaming demo we already saw at Cologne and Igromir. Better part will be answering questions... They better be prepared for some serious grilling!
Great news. See you there!
We should squeeze behemoths out of them ;P
I'd like to question the devs on the continued function of Permanent Unit Loss. One of the most unenjoyable aspects to the game is losing any units in battle and ever having to return to a settlement to "stock up". In reality, stocking up is just replacing units you would need to have on the bigger enemies ahead. Any PUS sets you back in terms of what you can take on and whether you can progress or not.
In HOMM6 the first four points I always spend were in Heal, Regen, Mass Heal, and Mass Regen
Getting heals was essential to mitigate PUS as much as possible, spend more time in the field enjoying exploring and getting those extra resources and artefacts around the corner. It was also crucial for spending more on building and less on units.
Would the Devs ever consider an alternative system instead of PUS? A way that we can take a hit for poor play, but not spend a lot of fetching refills and feeling sub-par for any losses.
I'd love a tactical, battlefield game in the world of MM where the units were individuals that have health, levels, and ranks, and keeping a full offensive means being capable of healing your crew between fights rather than ensuring you make no losses in combat. More time fighting and exploring, less time running back and forth, compensating for every death.
If you want to play next Disciples - ask for it, do not try to change other series into it.
HoMM - Strategy not a tactical battlefield game. You want an RPG - there are a lot of appropriate series. Check out Disgaea for exemple.
Creation and management of units is an important part of HoMM. And yes, if you made a mistake you must be punished. And without it this game will lose a lot.
I just find it funny that they used the worst unit in Heroes 7 to be the model in this banner.
Hope yer all prepared to be grilled by an angry dwarf.
Dont worry dwarf we can fight back too. :)
If ya aint a dev i got no reason to grill ya, if ye ARE a dev, where's yer teal font?
Так то там ссылка есть как раз про время....в 20.00 это будет
In Kappa we trust.