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Why not dreaming of a multiplayer Universe for HoMM? New towns, new creatures, new heroes and all that stuff will sure be added to the forthcoming sequels -- that is something everyone expects. But why not adding a whole new multiplayer dimension to the game by, say, creating a massive world where players could join in and keep their heroes alive and kicking while expanding into the unknown, forming alliances, betrayals, and all those things that multiplayer options allow for? IMHO, multiplayability coupled with everlasting heroes would bring in the spark that would make HoMM survive for some more years. The rough idea would be to have a server where a player would d/l the latest turnfile, do his/her turn, and then upload it back to server so that another player could then d/l and so on. There should be different directories/servers for each gaming speed (eg. one for 1 turn per day, one for 2 t per week, and one for 1 t per week), and players would be required to send their turnfiles at a certain day/hour, after which, if no file was sent, the server would consider it as a "pass" and move on to the next day. This would solve the problem of playing online HoMM games which take 4-5 hours at best and where you spend most of the time waiting for the other people's turn. Of course, current map sizes would be inadequate for such scheme, and a World Map should be created which enabled for multiple continents/regions and whose size would determine the maximum number of players/towns allowed in it. Alliances, clans and all that stuff should also be a possibility. Yet, the main problem in this scheme lies in battles. What to do when one player is online and has to fight against an offline player? Some possibilities come to my mind. An e-mail could then be sent to the offline player, requiring him to battle against the attacking player at a designated "time and place". Of course, time differences btw countries should be taken into account. If the defensive player would not come up at that specific time, then maybe an online challenge against an anonimous player randomly chosen could be the next step. This challenged player would in turn receive some kind of bonus so as to ensure that he/she will fight at his best. If none of these worked, then the computer/server should be put in charge of the defending army. However, I admit that this is possibly beyond the scope of 3DO, since it would imply a considerable effort on their side, but dreaming is not forbidden in this list, isn't it? :) Any comments on this? Dr
Mabuse |
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Hi, I have some sugestions to HOMMIV.
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I would basically like to see the exact same thing that was in heroes3 of might and magic except with a few new towns and a version of the inferno and fortress more powerful and not with such bad opinions about it. |
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I think that you should allow a player to distroy one building per day...that would add a new charm to the game... |
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When you buy creatures, it you be nice to have a single button which allows you to buy, w/ a single click, all creatures available. This would make the gameplay faster. F... |
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Hi.....I think the site is just great! I have
a suggestion for HOMM IV: Thanks |
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Well my only suggestions which I think everyone would agree is to have more of everything. more & longer campaigns, more towns of your choice, because all ur towns were cool so far, but u should bring back the old towns from HOMM 2, gotta have more monsters & every single creature should have a home in a town of your choice then caves & tree houses etc, I think as many towns u decide to put in HOMM4 should be that many players on the map so we can play all the towns at once. I might come up with more but I hope you take my suggestions into consideration thank you aculias76@aol.com |
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Hi there. I sent some suggestions months ago and I've found some of those ideas are very "popular": ideas which are present in all HOMM4 Wishes Forums (Sea cities, desert cities, more creatures and town types...). So, I want to propose two suggestions I've never read about before: 1.- NON-LINEAR CAMPAIGNS (I sent this also to the Heroes Community) There's a thing I appreciated very much in HOMM2 and has disappeared in the HOMM3 release: the non-linear campaigns. In The Succession Wars, you were always offered to betray your lord, both in Roland and Archibald campaigns. There also was some OPTIONAL scenarios you could play during the campaign. Playing them cost you some more time and lowered the final score, but you could gain some benefits like "Dwarven Alliance", "Ogre Alliance" or "Dragon Alliance". These creatures joined you for free in all the remaining scenarios. Other of the optional scenarios gave you artifacts or other advantages. This was only an example. What I'd like in HOMM4 is a more elaborated campaign system, that will let you choose between different ways in certain points and maybe with various final scenarios. I disliked to play Sandro or Xeron in the SOD and AB campaigns knowing that I will have to defeat them to finish the campaign. Why can't these guys win? They can't create marvellous troops like the unbalanced sharpshooters or enchanters, but they may have a chance. It seem's illogical to make your best efforts in developing a hero you must kill later. 2.- STATISTIC SCREEN This was a feature I liked very much from an old turn-based strategy game called Warlords II. In every point of the game, you were able to see a statistic screen showing how many creatures you've defeated and what types, and also check your losses. There was also a "History Book" when you can see the evolution of the war by checking the map status every day in the past. This second were less interesting, by I'll definitely enjoy with a HOMM statistic screen (maybe inside the Kingdom Overview button or besides it) showing me types and quantities of killed enemy creatures and heroes, and also a memorial of my died heroes. Most of the players will find this useless, but I think it doesn't imply very much programming effort and it will add some enjoyment to statistic lovers. That's all. Congratulations for the site and keep on fighting!! |
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I`ve
splitted the Tower and the Rampart. I`ve made a Dwarf-town, and
lots of others. And still I write more. Nobody is ever going
to use this, but I like to write it, and I like to show what
I write to others, even if it is not so good written. This
time, I`m going to do something with the Fortress. A "neutral"
Witch? Fortress Alignment: EVIL CREATURES Might
Hero: Slayer Magic
Hero: Witch
Swamp City Alignment: NEUTRAL CREATURES
Might
Hero Beastmaster Magic
Hero: Summoner As always
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1.
Illegalise the bucket brigade / daisy chain. (This is where delivery
boy one raises an army in the town, and takes it to delivery
boy two, who passes it ... eventually to the main hero who attacks
something with it.) The reason the bucket brigade is a problem
is that it's You
might think that a player can simply not do this if it offends
him, but the bucket brigade is: Also, AIs don't understand it's possible, and they get hammered by it. Suggested solution: record the fraction of movement points burnt in each troop, rather than in each hero. When heroes move all their troops jump to having burnt as much movement as the one which had burnt the most so far. There
are a lot of other things you cold/should do to get the details
right: when heroes meet they must have the same time; when a
town is captured any troops/heroes raised in that town must start
with the time of capture, etc.. ------------------------------------------------------------------------------ 2. Make asymptotic victory less common. Asymptotic victory is where theplayer is ahead and gradually gets further ahead as he grinds the enemy away. This is very anticlimactic and a lot of strategy games have the problem. It's partly a map-design issue, but: Suggested mechanics change: Create a method of handicapping that doesn't rely on modifying the starting situation. For instance, allow a handicap along the lines of "All your monsters and spells do 10% less damage, all their creatures do 10% more damage, for the entire game" or "your heroes progress 10% slower from experience" or "their heroes sometimes get a +2 when they go up a level, rather than just a +1". "All your towns produce an extra 15% money". The basic mechanical change here is to attach information to the faction, as well as to the hero. (There's already some information attached at this level: the type of your home city, for instance.) There are some other things you can do with this: "You are the forces of light: infernoists and necromancers won't work for you and wouldn't be accepted if they did, but knights receive the following bonuses." for instance. There's a lot of nice features here for telling stories: HoMM3 basically assumes players are above such sins as racism and patriotism, and in a lot of games the narrative implies that shouldn't be so. ------------------------------------------------------------------------------ 3. The most boring maps are those where you don't encounter an enemy until weeks have passed. ----------------------------------------------------------------------------- 4. It might be nice if terrain had more influence. Flying creatures would be great in a mountainous area but suck in a forest, for instance. (If swamp is seen as sort of foresty.) ------------------------------------------------------------------------------ 5. Limitations like "eight heroes per faction" are important, but it would be kind of neat to be able to tune them. e.g. "Your faction will never have more than one hero". ------------------------------------------------------------------------------ 6. Some variability in what heroes arrive with, and hence in their cost. One might cost extra, and come with an army which is a single pet red dragon. The flip side of this is a rethink on the retreat rules ... I suppose you can always hire a retreating hero back cheaply. ------------------------------------------------------------------------------ But generally, keep on as you have been and I hope your financial problems sort themselves out. And remember it's the superb user interface makes HoMM so playable.
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I Allow everyone to build a shipyard in necromancers castle create unit levels 1. Vampire 2. Zombie 3. Skeleton Have it so every human a vampire kills becomes a vampire and when using necromancy skill units get resurected as zombies and/or ghosts. You can contact me on www.sizzz@hotmail.com |
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I would like to see this town type in Heroes 4. Town type: Forest Glen Town Might
Hero: Logger (2/2/1/1) Creatures
by level: Damacon 122 |
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Maybe
the Tower should become splitted into two different castles in
HOMM IV? The Labratory. Mark that this is NOT a "Forge", but a town with lot of alchymism. Alignment: NEUTRAL CREATURES:
Might
Hero: Mechanican. Magic
Hero: Alchymist. Like in HOMM III Other buildings in Labratory would include a building that allows heroes to learn Alchemy for a small fee (University of Alchemy) Alchemy Secondary
Skill: OTHER
CREATURES: these creatures are also alchymical creatures, but
are recryted elsewehere
The Tower Alignment: GOOD CREATURES:
Might
Hero: Gladiator Magic
Hero: Wizard Other buildings should include the Library from HOMM III. As you may have noticed, the Nagas is missing. Maybe they could be recruted in another town? An oriental town maybe?
Another town many wants, is the Socrerer/Socreress town. Here is my idea, which splits the Rampart like i did to the tower: The Glen Alignment: GOOD CREATURES
Hero types: Druid and Forester
The Village Alignment: GOOD CREATURES: Hero types: Socreror (Socreress)/Ranger I removed the dwarves and centaurs, who I think should be recruted in other towns.
Since I removed the dwarves, they should be placed someplace. SoÖ Mines Alignment: NEUTRAL CREATURES:
SORRY FOR BAD ENGLISH. ODIN OF VALHALLA. |
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Hello again,I don't know if anybody else is suggested something like this but it would be great to have a viking town, something like this: 1 Wererrat 2 Knife
thrower 3 Norman 4 Cook
5 Nibelmnug
6 Sunologist
7 Misty
beast 8 Axe
thrower Type
of units in this castle: And
PLEASE do something with size of battle field, it's much to small.I'm
tired to look some wolfs take same size as incomparable bigger
dragons or titans who should be biggest or second biggest after
archangels are booth same sized as dendroids. Yours sincerely J.dragon the Raven Deuricc P.S. please do what ever you can to fix the battle field problem :) |
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I've looked through many of the suggestions for terrain modifications, including the idea of a sky-land that acts as a third level to a map. I've also seen suggestions for water-based things, which may be a good idea, but only if implemented correctly. The whole reason for the added levels to the game map is to add extra dimensions to gameplay. In addition to fearing a land attack, players if HOMM3 also need to worry about a subterranean attack. Merely adding a sky-land that serves the same purpose would be pointless. What is needed are new levels of terrain that may be used depending on the players tactics. Skyland could be suited for blitz players who wish to take out opponents early: small armies get a movement bonus while large armies (conceivably wary about their weight on the clouds) would move slower. Subterranean caves would be suited to ! gargantuan armies while small forces would feel intimidated, resulting in a reverse in movement ratios. Army size, however, is only one determining factor: morale, alignment, money, or skills could also determine the differences that terrains inflict. Just as an addition, an underwater terrain might not be a bad idea: it could have its own town type and act as a fourth level within a map, complete with its own doodads and peculiarities. As with subterranean caves or the conceptual skyland, non-water players could freely move about within the water, in accordance with some magical characteristic of the terrain. I guess all I'm saying is that more terrain is good, along with more appropriate town types and terrain features, but please don't just add it in to use up space: design it so that it creates new dynamics for gameplay that create tension for some, and humiliating defeat for others. (and grand victory, of course...) |
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All
I would like to see in Heroes IV is that their be more towns
and units. Also I found that in Heroes III every town has seven
units and every unit one upgrade. This was good for balance but
it made the towns too similar. I would like to see the balance
kept in the game but not have every town have the same number
of units and upgrades. So I have written below what I think would
be good for balance and for difference in raising armies in different
towns. Towns, Hero Classes and Units Castle
Knight
Peasant
- Militia Dungeon
Overlord
Troglodyte
Fortress
Beastlord Gnoll
- Gnoll Rampart Ranger
Dwarf
- Battle Dwarf Temple Mistress
Wisp
- Grand Wisp Necropolis
Deathknight Pirate
Skeleton - Skeleton Warrior |
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Here I go again! I really liked the ideas of Dugald Quist wrote on February 2000. I'm about to write about several things now. I'd like to see a small cross in a place where a hero die. Some will say now :" Yeah I'll get a cementery!". That's right, some will do as I did. But it's a graphic improvement as it is the hole when you dig. There should be able to get inside some cult. The heroes could have any cult they will but only if the cult wasn't set at the "Settings". War ships is just a good idea, I liked it. Do something like a tree of buildings whitch can be built. Each town will be different then. I didn't like the idea of destroing buildings. What?! You wan't to have ex. Ogre Mages one week and Ogre Warriors other?! No this ain't a good idea. Don't add s-f to the game. I would like a pacht with the Forge but only to test it. What do you think swords vs. laser or arrows vs. rockets?????!!!!!! Those are my ideas for now and again sorry for but english but I'm a little drunk and so I can't see well. Ash |
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Hi! I'm a Homm3 player from Poland. I'd really enjoyed the first and the third part. I also have the Ab and Sod. Here are the things I'd like to change in Homm4 First of all alliances must be able to cancel but only if an event appears that makes the allies foes one to each other. Next something like boats but able to fly. This would be extremally expensive but worth it. The surface under the water witch will contain some types of casteles and the player would be able to move in there by something like submarines. They will contain limited quantity of oxygen and for example on the fourth and each other day on the submarine the troops' morale will lower by one and on the seventh day the hero will disappear. The ship will appear as "Shipwreck". An elven castle without Dwarwes. In the fantasy literature the Dwarwes don't like Elves and vice versa. The same for Dark Dwarwes(I saw that in M&M 8 there were creatures called so). More
dragon types, maybe neutral and for Gods sake, more elves!!!!
Thanks for paying attention at my letter and sorry for bad english. Ash |