Heroes of Might & Magic VI - Page 25
Forum Index > General Games |
Carnagath
230 Posts
| ||
Catreina
United States304 Posts
| ||
NeonFlare
Finland1307 Posts
Kind of hoping they'd really get into fixing all the little stuff and made the DRM more lenient, while I haven't had real crashes or connection lost as of yet, I quit about once an hour to make sure the saves get synched as I don't want to lose loads of progress due forgotting to do so and finally recieving the disconnect (as they don't seem to have any system to report even planned downtimes to player). Thankfully it seems they have made Conflux (their online system) more stable since early days from what I've read from their forums. There's still work to do and promised things to finish (such as townscreens, though I hope they just add all the buildings on the smaller screen or have option to keep it as it feels faster to use than traditional fade into town screen and then fade out which after some 100 turns had add minutes to play time), despite all the problems along the way I can say I've enjoyed it more than IV or V so far (though I haven't had V for very long as I got it too from one of the steamsales). While some classic things like multiple important resources and mageguilds are missing, the alternatives work well and reduce the randomness of the game, I don't think I have seen anything on par Dimension Door in brokeness as of yet and the multiplayer has felt very solid from what I've played against friend. If they eventually make an expansion to improve the game even close as much as it did to V and get the bugs hunted, I'm sure to get it. | ||
![]()
Peeano
Netherlands4769 Posts
| ||
Firereaver
India1701 Posts
Waited a long time for this and wanna see how support etc is.... Can sum1 who has it tell me... Also.... Dat Sorceress castle theme from HOMM2 is so imba!!! | ||
Manit0u
Poland17225 Posts
On April 03 2012 22:22 Firereaver wrote: So hows the game doing... Waited a long time for this and wanna see how support etc is.... Can sum1 who has it tell me... Also.... Dat Sorceress castle theme from HOMM2 is so imba!!! http://heroescommunity.com/forumdisplay.php3?FID=20 | ||
riyanme
Philippines940 Posts
| ||
riyanme
Philippines940 Posts
broodwar, civilization, magic the gathering and homm. i love this game. remembered the 2 as till we drop hotseat ten years ago with my friend. | ||
Sufficiency
Canada23833 Posts
On February 26 2013 11:26 riyanme wrote: 2, 4 and 5 were the best. Preferred 2 or 4 as the best. Im amazed that teamliquid has forums on all my fave games. broodwar, civilization, magic the gathering and homm. i love this game. remembered the 2 as till we drop hotseat ten years ago with my friend. How can you even say "4 and 5 are the best" without saying 3? That sounds awfully biased to me. I still play this game a bit. Probably waiting on the expansion now.... the campaigns are fun. | ||
Sufficiency
Canada23833 Posts
On February 26 2013 11:20 riyanme wrote: honestly, im disappointed on this version. does anybody here play homm? hello? anybody? I think 6 FINALLY removed some of the problems of this game in its previous iterations: 1. Hero development is no longer dice-roll. 2. Hero spells are no longer dice-roll. 3. Creature spawns have predictable cost. 4. Magic power can scale creatures. 5. Spells have cooldown. Compared to HoMM5, it improved in the following ways: 1. Factions have both might and magic based heroes 2. AI is much better/stronger 3. Puppet Master is capped 4. Blood/Tear hero specialization | ||
riyanme
Philippines940 Posts
On February 26 2013 11:53 Sufficiency wrote: How can you even say "4 and 5 are the best" without saying 3? That sounds awfully biased to me. I still play this game a bit. Probably waiting on the expansion now.... the campaigns are fun. i have played the 3. its just i didnt have much play time on that version. it looks good too. 2 and 4 were the only versions were i had an insane hotseat experience with my friends (play till we drop). so i guess you could say im bias. i like necro and the gorgon something race in 3. | ||
riyanme
Philippines940 Posts
On February 26 2013 12:02 Sufficiency wrote: I think 6 FINALLY removed some of the problems of this game in its previous iterations: 1. Hero development is no longer dice-roll. 2. Hero spells are no longer dice-roll. 3. Creature spawns have predictable cost. 4. Magic power can scale creatures. 5. Spells have cooldown. Compared to HoMM5, it improved in the following ways: 1. Factions have both might and magic based heroes 2. AI is much better/stronger 3. Puppet Master is capped 4. Blood/Tear hero specialization ![]() ![]() now now... im biased here. really. just knowing the graphics is the same as in 5, it really turned me off and didn't bother to dig up whats new. as you can see on my desktop, only 4 and 5 were the ones i keep. | ||
Sufficiency
Canada23833 Posts
I haven't played Shades of Darkness though. I am debating if I should buy now or wait until it goes on sale. It SEEMS that there are no changes to the mechanics of the game beside adding a new faction. EDIT: can anyone tell me what the Dungeon might and magic heroes' racial abilities are? | ||
Caphe
Vietnam10817 Posts
If only HoMM VI was at this stage when it was released in 2011, it would be a huge success. This is the perfect time to start playing the game if you missed it all this time. | ||
Maxyim
430 Posts
HOMM6 is riddled with bugs, some almost 2 years old. Instead of fixing these bugs, Ubisoft is churning out DLC and charging $39.99 for it. Example of one of these bugs - equipping specific dynasty weapons, then saving / loading PERMANENTLY reduces your main hero's stats. I realized this the other day when I started Necro 3 campaign and realized that the main hero, while having 250% more spell power than the second hero you are given, was doing 70% of the second hero's damage and effects. The really funny part about this? The above bug was reportedly ADDED by Ubisoft in the same patch that fixed spell mana costs exponentially increasing with save / loads when equipping the same dynasty weapons. Another bug / exploit, this one unfixed from release - take a stack of shooters, put them in a corner, then surround them by creatures with spirit form, and then spam defend - spirit form does not get removed until the creatures' first attack, so basically they get a permanent 50% damage reduction. Meanwhile, you take out everything on the board with hero attacks and the shooter stack. Makes PvP a joke as you can imagine, particularly for necros; also means that you can basically creep the whole map with a stack of skeletons surrounded by ghosts (including hard / elite stacks). Play this crap at your own risk. | ||
| ||