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Heroes of Might & Magic 7

Reject_666_6

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Oh I agree, I was just curious.

MeatyBrokenArgentinehornedfrog.gif
 

*-*/\--/\~

Cipher
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On the bright side, someone may be able to get away with making a game in homm 2-3 artstyle, as it would be drastically different from this mmo crap.
 
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Bubbles

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The Codex team might be able to ask the "community dev" one or two questions tomorrow, though it doesn't look like anybody's up to speed to on Heroes news. What are the biggest Codex Concerns regarding HMM 7? So far I got Town screens curving the wrong way and females upgrading into males. Is that about right?
 

Jaedar

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The Codex team might be able to ask the "community dev" one or two questions tomorrow, though it doesn't look like anybody's up to speed to on Heroes news. What are the biggest Codex Concerns regarding HMM 7? So far I got Town screens curving the wrong way and females upgrading into males. Is that about right?
I think everyone fears it will be another Heroes 6.
 
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CptMace

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From what we know it's already way better than Heroes 6 regarding game design. Problem will most probably be on the technical side, and I expect an absolutely shitty optimization + few to none enhancements over H6.

Now the questions I'd like to know the answers : How's the fluff going (considering H6 didn't even explain the player why a chest full of gold could either grant moneyz or xp) ? Which game of the series is the closest to H7 campaign design (regarding narration and progression) ? How does it feel to work on a Heroes game with a mobile game budget ?
Whatever you can talk about is cool tho.
 

Jaedar

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From what we know it's already way better than Heroes 6 regarding game design. Problem will most probably be on the technical side, and I expect an absolutely shitty optimization + few to none enhancements over H6.
Actually, my point is the opposite.

We already know from videos and interviews that this will be another 6. Flanking, turn system, small maps, fewer creature tiers...

The only questions I can think of are variations of "Is it out of malice or just plain stupidity that you decided to implement something as stupid as the flanking?"
But I'm pretty sure I alrady know the answer.
 
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Ludo Lense

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The Codex team might be able to ask the "community dev" one or two questions tomorrow, though it doesn't look like anybody's up to speed to on Heroes news. What are the biggest Codex Concerns regarding HMM 7? So far I got Town screens curving the wrong way and females upgrading into males. Is that about right?

Speed Pacing Speed Pacing Speed Pacing Speed Pacing Speed Pacing Speed Pacing Speed Pacing Speed Pacing and Pacing Speed.

The essence of HOMM gameplay was its pacing and speed, something which was ruined with the advent of the 3D games with overly long animations and transitions plus questionable design decisions like town levels and raising the building/creature costs. Will HOMM 7 follow the classic formula?
 

Darth Roxor

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Also, aren't they keeping the retarded H6 zones of castle control? I can never remember.
 
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CptMace

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We already know from videos and interviews that this will be another 6. Flanking, turn system, small maps, fewer creature tiers...

I don't think any of that is what made H6 unplayable. IMO the main problems were stuff like the shit skill "trees", the town portal for pretty much no cost and from anywhere, no fluff whatsoever and the dynasty bullshit that allowed the hero to start with high level items because reasons.

Flanking seems to be the kind of mechanic that is overconsidered at the announce and ends up making little difference in the end. From what i've seen it's about 0.8-1.2x damage iirc.

Also, aren't they keeping the retarded H6 zones of castle control? I can never remember.

They do, pretty retarded indeed. I've read they modified it but I don't know to what extent, although I don't see what kind of modification could make it any less shit.
 
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hello friend

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What made them go with the current art style? What do they think of HOMM2 and HOMM3's art style? Why do they think no one makes games in art styles such as these anymore?

Why make everything about dragons? Did it focus-test well?
 

Zeriel

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Flanking wasn't in H6. Where do you guys get these weird ideas? Was it so bad you just didn't play the game but complained about it anyway? I mean, I don't blame you, but it's rather silly.

And for the record, I found the bonus quite high in the beta, I was actually wondering if it was TOO effective. I think it's an improvement, but then I always found Heroes 2 & 3's only weakness to be the simplicity of the combat, so I guess if you love that then I can see why you'd hate anything additional.
 
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CptMace

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Regarding map control, from their website :

CHOKE POINTS

They are strategic locations of a map, which means that they are very useful roads or passages linking towns and high value areas like resource sites and outposts. Choke points are destructible structures like bridges or teleporters. Destroying is easy and fast. Rebuilding is costly.

By destroying a choke point, you force the opponents to spend resources to rebuild, which is a painful cost. At the same time, you are closing those passages for yourself, too, so it better be part of a greater plan, otherwise you may need to spend those resources yourself to reopen the ways you have closed.

Destroying and rebuilding will also stall you for the rest of the turn, which makes destroyed choke points interesting in defense of your towns.



AREA OF CONTROL
Areas of controls are a bit different than in the previous game. The principle is the same. Towns and forts have an area of control around them. The player who owns the main building of an area of controls gains the benefit of resource sites inside this area.

Also, any wandering hero passing through an enemy area of control and not strong enough to attack its controlling building (town or fort) can raid a mine and steal a few days’ worth of resources.


FORTS
They are critical in the high level strategy. Forts in Heroes VII create areas of control like in the previous game, but they can be upgraded to provide permanent defensive troops and structures, making them harder to overcome.

Again, Players might want to invest or not in the upgrade of a fort. A stronger fort has its own troops and can have defense towers, which will forbid any secondary hero with a weak army to simply snatch a whole area of control and its mines.

In the other hand, a strong army will burn the fort to the ground and all investment will be lost. In Heroes VII, forts cannot be captured and converted; they are destroyed, and can then be rebuilt.

While a fort is in ruins, all mines in its area of control are free to be captured by any wandering hero.

OUTPOSTS
They are places remote from your towns, that are in strategic positions and that you might want to control, like areas containing resource sites. Generally, they are areas controlled by forts. Forts are very useful on a frontline, because you can send troops from your towns and dwellings there using caravans, to support a hero who has to reinforce fast and cannot afford to travel back to a town.

For this reasons, forts are not only useful to control local mines but also as a key location in reinforcement strategies.

CARAVANS AND REINFORCEMENT LINES
In Heroes VII, you cannot recruit troops from all your kingdom in any town and fort: you need to move them where you want them. This is critical in the high level strategy of a game.
Caravans are simple to use, just select where you want troops when you are buying them, and they will be automatically sent there in a caravan.

Creatures bought in the same area of control are assembled in the controlling building before starting they travel. Once on the road, they are autonomous, but can be interacted with. Their owner can pick-up or exchange troops with them, before they reach their destination (another town or fort) and enemies can attack them. They are then considered as enemy armies without a hero.

This is why other map control features are important: you need to secure your reinforcement lines to avoid enemies to raid your caravans and deprive you of fresh troops on the frontline.
 

Archibald

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Forts being destroyable should make it possible to turn them off in options or build a map without them or I'm too optimistic here?

Choke points sound kinda whatever if level 1 hero can destroy/rebuild it.
 
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CptMace

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Forts being destroyable should make it possible to turn them off in options or build a map without them or I'm too optimistic here?

Choke points sound kinda whatever if level 1 hero can destroy/rebuild it.

T'is the problem, i remember them saying you can craft some maps without putting any area of control in it, which is not surprising, but the way they said that let me guess it's clearly not the overall map design.
If we're lucky it'll be a toggable option, they seem to put a lot of features as toggable options, which is cool.
 

Cadmus

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T'is the problem, i remember them saying you can craft some maps without putting any area of control in it, which is not surprising, but the way they said that let me guess it's clearly not the overall map design.
If we're lucky it'll be a toggable option, they seem to put a lot of features as toggable options, which is cool.
It's not cool at all. The game should have a strong vision that would work properly. This means they don't know what the fuck they're doing so they let people decide how they want the game to be played. It's like going to a restaurant where they let you change half the things in your meal, it always means it's bland and shit, 100% of the time.
 

Archibald

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I think that default settings will be their "vision". 4X genre usually allows lots of customization, haven't really seen anyone complain about it.
 

Cadmus

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I think that default settings will be their "vision". 4X genre usually allows lots of customization, haven't really seen anyone complain about it.
I have a feeling that 4X games are a totally different thing though.
You know how this customization always goes...
OMG YOU CAN DISABLE THE QUEST COMPASS IN SKYRIM, DON'T COMPLAIN!
OMG YOU TURN OFF THE HINTS IN HITMAN:ABSOLUTION, DON'T COMPLAIN!

4X (I haven't played them so correct me) are much more gamey games than Heroes.
 
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CptMace

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I think you're a bit off the point. It's ok, and even suitable, to have several ways to setup a game in a turn-based strategy game. It's not really the same as the pseudo-options like disabling the compass in Skyrim, since doing that makes the game unplayable. We're talking about rule customization here, which basically touches stuff like "do we want a random skill progression or not".
I had never heard that Civilization showed a lack of vision by its highly customizable game setup.
 

Zeriel

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Dungeon 3D models are up.

https://mmh7.ubi.com/en/factions/dungeon/creatures/troglodyte

The updated models for Necro (vampire and lich) are also there if you browse to Necropolis. Gotta say the models are again highly inconsistent. The redone necro ones are pretty cool, troglodytes are alright, but medusas for example are just a copypasted model from H6/MMX with palette swap. I guess the low budget is real. How long until Ubisoft just cancels the entire Might & Magic franchise?
 

Darth Roxor

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Minotaurs don't upgrade to minotaur kings?!

WHAT THE FUCK :x
 

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