January 2000
|
Andrew Gavrilov | 2000 January 28 |
Some else suggestions for HMM IV: One other variant of 'moving monsters' - wondering heroes. They could have movement radius (or possible movement path), can carry artifacts and have skills. It can be possible to reserve a list of names for heroes. If hero lose battle, he have chances to die. If it happens, in game can be found new hero with same face, different name and starting skills. It was a GREAT idea of Aethyr of giving hero choise of 3 skills after attaining new level (one - which hero already have and two new). It will be necessary with big number of skills. Should be more creatures with offencive spells (for example, mages don't shoot, they cast 'Magic Arrow' with spell power equal to they number). Huge numbe of creature types may be received by making 2 upgrades for each creature (except, may be for wondering creatures). It dont require many mind working to make new units in this case. For example, in elemental conflux: earth spirit -> earth elemental -> earth force. And so other elementals. In 'Map Editor' there should be possibility to make some castle the same type, as selected random castle. Should be more than one type of water teleporters. In teleporter properties should be number field 'Teleporter system number' to make many independant teleporter systems (from teleporter numbered '1', you can travel only to other teleporters numbered '1'). Map can be a set of maps of different sizes, connected by different kins of teleporters. So, you can build not only two-level maps. For example: each player start on his own 'small' territory, which is connected with main 'large' territory. |
Edgecrusher | 2000 January 26 |
I want to see more castles in Heroes IV. I loved Heroes III, but I quickly grew bored because I learned all the little intricacies of each castle. I would love to see at least six new castles in Heroes IV, as well as all of the castles from Heroes III, including the Conflux. Also, I want to see some stranger artifacts, maybe something that gives you three Diamond Golems per week, or something like that. More spells would be cool too, just more spells, I don't have any suggestions, just MORE SPELLS! Lastly, I think that in combat, there should be more slots for creatures, and the battle field should be at least twice as big. I have grown bored with battles on Heroes III because it's too easy to form a strategy with such a small battlefield, with only seven creature stacks. To fill up the slots a little better, maybe one more unit per castle. Either put them between level three and four (this seems to have the largest gap between two consecutive units), or make them really strong (like the Azure Dragons from Armageddon's Blade) and make them really expensive level eight creatures. I myself
would love to see a Fallen Angel for the Castle type castle, I just
like the name. |
Ângelo Braz | 2000 January 20 |
1. Must
be in mediavel-fantasy era |
Gitte Churlish | 2000 January 20 |
yo i think they should change the way you have battles, i like the turn based but not the way you move and you should be able to control all the battle machines regardless of your skills. that is all ... i will send more when i think of them buh bye |
heather carleton/stec | 2000 January 20 |
I think
that in the battle sequences in heroes four there should be better graphics.
For example, when an archer shoots an opponent with an arrow, the arrow
should be sticking out of the opponents shoulder. Or when a gargoyle
(or behemoth) attacks the enemy they should jump on the opponent, rip
and tare the opponent. And when the enemy is attacked, they should show
pain by limping and bleeding. There should also be more gairison like buildings in the game so that you can setup a perimeter of troops far away from your castle. That is all I have to say for now, until I think of some more ideas. Ryan Jordan |
Hunter | 2000 January 15 |
Sorry for English! Correct if you can:) I want
in HMM4 more spels, and spels that only can be used indoors or undegraund! More
good editor, when i put random monster i want to have a list, where
i can show what monsters can be in that random stak! And better if i
can in Random monster shoose will be that monster with upgraid ore not!
And if i do 2 random casstle, it will be good that i can do that one
casstle And i think you must do more Heroes clases like heroes who cannot cast spells but have many skills for good fighting and rezistans! More netral creatures,not powerfull but with speshial good ore bad abilites! More
artifacts, but interesting artifacts like incrisses hero movement, Do a bridge in editor! Do more quest options, like may be kill 100 peasents evrywhere you want on map, not one one plase. And many many more, but it is hard to say in my English:( Of corse better computer AI! May be do to some skills like Wizard ear:) and scouting to be like one skill! And wizard ... forget:( to lern magik if you lose and run too! That is not all, but all i can remember at 03.53 of night Moscow time And you gays on 3DO you mast do lover prise on HMM4 for Russia we are so poor you now:) Thats all for now |
Andrew Gavrilov | 2000 January 12 |
Game should be more flexible - there should be ability to disable some spells, heroes, artifacts, creatures not only in map editor, but before running map. There also should be ability to disable hero's surrender (artifacts, which reduce cost of surrender must work as 'increase diplomacy percentage'). It is
illogical, what necromancers make skeletons from everything. I think,
weakest Necromancer's creature must be some kind of souls. They would
be not very weak, but can't be animated or resurrected (because they
are non-corporal). There also should be hero types, who didn't related to any castle type. Offencive magic can be sorted by damage types (for example, death and impact damage in earth magic; lighting and holy - in air; fire and energy - in fire; cold and psychic - in water). Some creatures can be immune to some kinds of damage, some artifacts can bring such imunity and so on. It is
good to make some new skills - skill to use some types of artifacts
(it's not my idea); skill, which increases combat speed; skill to control
castle towers (and, may be, to make walls harder to destroy); skill,
with which hero brings random resource (mercury, sulfur, crystal or
gem) 1 per 2 days on basic, 1 per day on advanced, 2 per day on expert;
skill, which gives some resistance from magic school or damage type. War machines should have more hit points and have more effect, if controlled by skill. So it will make war machines control skills more useful. There should be hero specializations, which work into castle (increase creature level X producton, brings new spells to mage guild, if in castle, and so on). External creatures upgrade (such as Hill Fort) must be more expensive, than normal upgrade. Hero must be able to cast or retreat, even if his creature is blinded, stoned, or paralized (looks like creature is selected, when it's turn, but can't move, shoot, or attack). Hero also should be able to move without any army. Such hero can't attack anything, and if he is attacked, he become automatically defeated. There should be more summoning spells - to summon not only elementals, but other magical creatures. Also good
spell is to make creature flying (approximatly level 2). Berserk spell
shoul work with creatures' hit points, as Hypnotize in HMM 3, but number
of HP affected should be increased, to make Berserk a III level spell,
and Hypnotize - a IV level spell. A V level offencive spell should be
not very destructive, but inflict damage, after which you can't resurect
or animate it anyhow (good name is 'Desintegrate'). One other good spell
is 'Create Undead', which makes lowest level undead from part of dead
stack (if not whole stack is affected by this spell, other dead creatures
still can be resurected or animated). There also could be weak spells
'Mass Resurrection' and 'Mass Animate Dead' against 'Armageddon' spell. Spells by damage type (approximatly): Fire (Fire): Energy
(Fire): Death
(Earth): Impact
(Earth): Holy
(Air): Lighting
(Air): Cold
(Water): Psychic
(Water): |
Aethyr | 2000 January 4 |
Please,
keep the good points of HOMM : It's a medieval fantasy turn based strategy
game, which doesn't need a supra computer to run.
Drawbacks
of HOMM3 (standard and Armaggedon's Blade) - Game
is slow when entering a mage guild. - In Multiplayer
LAN game, it's too long to wait for other to finish their turn. At least
we could plan what we wanna build and buy next turn. But please don't
make a simultaneous move, no real time aspect should NOT appear in HOMM
series. At the beginning of each turn you can validate, or cancel any
planification (with a okforall button of course). - Still
hard to buy creatures in a castle : make one screen to buy all creates
in a castle, with a BuyAll button. - Make
it easier to upgrade creatures of a hero : put a screen like the one
of the hill fort in the castle to upgrade hero creatures. - When
a new game is run, you can select your hero in the advanced options
screen. There you can only see the speciality of the hero and his face,
but not his primary skills and worse, you don't know the secondary skills
! - When
selecting a scenario, you can see the number of player and the size
of the map, but you have no idea about the style of scenario. Do you
start with lots of creatures castles and heroes, or will it be a race
for the first castle ? I dont like too much to play overmighty scenarii
where your first hero start with 20 titans and such, and thus I would
like to be able to detect such scenarii without running it. Often the
comment associated with the scenario is too short. - Seas
are so boring. Some spoke about having a sea castle. I am not sure how
it will work, to keep a good game balance. Note that it should be still
possible to place any castle anywhere, and moreover at any place where
a castle can be put. I mean, that what happen if the sea castle is on
land ? And even worse what happen for a land castle placed on sea ?
Nevertheless, I think sea is boring and need lot of improvement, rating
from quest buildings, treasures... to wandering creatures (Pirates,
Mermaids, Octopus, Leviathans, Sharks...) - What
about having underwater ? if you enter some passageway from water you
go to the underground level but you are underwater, you need specific
artifact to travel there and such. (Just an idea) - Up to
now the ultimate tactic is stockpile all your creatures on your best
hero, with good move and movement spells, then run, kill, come back
to save your castle,... Wouldn't it be better if you really have to
think and share your creatures ? But I have to admit I didn't really
think about how to acheive it. - Except
for spellpoints, a hero (and moreover a warrior hero) can fight any
number of fights a day. Creatures are healed at end of combat. Why not
healing them at start of next day ? What about loosing extra hero move
when doing a fight ? Or reduce creature speed for next fights of the
turn ? An opponent hero could jump 'fresh' out of his castle and run
onto you when you are weak and tired. - There
are artifacts which totally crumbles the game balance like : no spell
can be cast in combat. Hard day for mage heroes. Such artifact is like
a : 'cancel attack and defense stats of heroes in combat' --> dead
warriors. - Some
secondary skills are totally crap, or let's say that a lot of them are
much more interesting than some like : Eagle Eye, Scouting, Ballistic. - Same
for spells. There are some but finally we uses always the same. The
others are too expensive, or unusable. Disrupting Ray... -3 defense.
So +15% damage received. I am not sure it is worth 7 points even if
you can cast it more than once. Usually we hope that a creature don't
last long enough to need 2 or 3 spells. Such spell is useful if you
fight one heap of 500 golems... Spells like Sacrifice, protection from
xxx, magic mirror, hypnotise, are well crap. In the fifth guild level
it's a lotery ! How many times I had to build 5 5th guilds to find Dim
Door or fly, and how many times I cursed my computer to give me Summon
Elemental xx ! Would be nice to balance the spells, and make them all
useful. - There
are 4 schools of magic. But If I had to rank them I would say : Earth
and Wind, then Water, then Fire. In fire there are only Blind and Berserk
(perhaps Bloodlust if I have nothing else). In water magic high level
spells are missing. Earth and Air are very strong due to resurrect,
implosion, dimensional doors, and town portal. Fire and Water and no
good move spell. - Waterwalk
is nearly useless as very restrictive : you can't stop on water, you
can't make a curve to 'jump over a mountain' using the sea, you can't
go to unexplorer lands. - As luck and morale are limited to +3, as they have their corresponding secondary skill, and as there are some easy to find artifacts to boost them, spells like fortune and ??? are pretty useless. Sometimes if my hero already found one +1 luck artifact, I dont even get luck skill. Leadership is still interesting 'cause of the artifacts that only leadership's guys can collect. - Disguise is not very effective as if you see a hero with 5 times dragons you know he is under disguise. Would be better if you can choose the effect : you could want to look undefended so enemies attacks you and die, or you want to look reasonable so your opponent think your transport or scouting hero is your main hero and avoid him. And it's hard to pay such a spellcost every turn. - I dont play with sounds or music. First because when you start combat or such you have to wait for the end of the sound before you can actually move your guilds. Second, in multiplay games, because your opponents (in the same room for hotseat, or some LAN) can hear the sounds and find out where you are, which mine you find, etc. So please, make combat start sound become background, and put option to prevent noises in multiplayer games. - Cursed lands and enchanted lands both boosts warriors. Even enchanted lands, as warriors can cast area spells without having the skills, and mages suddenly have useless skills :(. And I dont like if something is totally prevented. What about making that curse lands gives +20% magic resistance, increase spell cost, or multiply spellpower of spells by 0.5, and enchanted lands reduce magic resistance, decrease spellcost, and increase spellpower by 50%. Same for luck and morale, instead of anihilating them, reduce or increase them (should be able to go over +3 btw). - Special buildings of castles should be unique. I am against have two castle with shipyards, or artifact merchants. - Sometimes creatures of a castle don't fit the theme of the castle. Why Nagas (water creature) and Djinn (Desert, Arabian Nights critters) are in Wizard castle (castle of 'enchanted' creatures). Why sprites in Conflux instead of with elves and unicorns ? - Same way, sometimes I am confused about the tactic dedicated to a castle. Why a hero of Stronghold has Tactics skill ? why Stronghold has 2 shooters while elves has only one ? - Often creatures capacity are not listed (like mind immunity of golems, noresurrect of gargoyles, spellcasting of elementals...). Also there should be hint on what exactly some power do and how it works like jousting, disease, rebirth, poison, ... - Why can you put creatures which hate eachother in the same group (you can put angels and demons on the same hero, like djiin and efrit). Shouldn't the hero suffer morale penalty, or one of the two creature will go on strike, or one creature suddenly become uncontrollable and attack the hatred friendly one ? - If efrits are fire immuned, why fire ball effect of maggog affects them ? It should do like Lichs do to undeads. They affect them only if directly targeted. Thus would be nice to block creatures with your efrit and then fire the creature with your maggogs leaving your efrits alive. - About 7th level creatures, I have the feeling that we can rate them by power. Archangels, titans, dragons, ... Archangels are everywhere (or about) better than titan which are better than.... wouldn't it be better if they are all about the same but with small weaknesses. Like Fly but less hits, Slow but very good ability, ... and not just Very good but expensive, loosy but cheap. At some point in the game money becomes nothing hard to find.... In summary : better balance of high level mobs. - Remove Refugee Camp. it's just a lotery : if you draw the black dragon in first week you win !
Develop
the THIEVERY aspect of the game. MOVEMENTS
: Make game
more interesting by VARIETY : QUESTS
: AI : MISC :
|
abacus | 2000 January 2 |
A much more interesting battle should be, if EVERY creature of the game has, a number of theatrical attack(or defend) moves, during the Luck & Morale strikes. 1.For example, imagine a crusader that swings his sword around his head and land it on the opponent with crushing effects. 2.Or the behemoth in a strike of luck, to jump and crush with hatred an enemy unit. If every creature has a number of 3 to 5 special moves, the quick combat option will be uncheck for a longer time to every one of us. |
Wyondra | 2000 January 1 |
Hi! May be there could also be an Underwater-World with special towns and creatures? |