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Thread: 3 Suggestions from an old fan since 3DO's time.

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    3 Suggestions from an old fan since 3DO's time.

    I started playing Heroes (including Might & Magic series) when it was still under 3DO's ownership.

    So I want to suggest some ideas that may improve the game further based on my experience with Heroes and its M&M series vs the current Heroes Online.


    1. Allow upgrade of existing creatures (after constructing the Building Hall).
    Why: Players do not need to wonder what to do with "lower" existing creatures, whether to delete them (what a waste of investment) or send them off to die in battles (a waste too). The developers can still maintain the choice for Players to select which type of creatures to buy (un-upgraded and upgraded). Un-upgraded units are cheaper. Un-upgraded units can be upgraded for slightly more gold and/or resources to avoid waste. Previously in the original Heroes, stacks can be unlimited with 8 heroes in play. But since in this game stacks are limited and there can be only 1 Hero in play at a time, then allowing upgrade of "lower" units is not demanding.

    2. Allow more offensive skills for Magic-based heroes (such as the amazing chain-lightning, implosion, etc from Heroes 2 & 3).
    Why: Magic-based Heroes have very limited offensive skills that experienced Players here know well enough not to invest any point on such Abilities. Expanding to new skills or editing the existing skills may improve selection.

    3. Allow exchange for more creatures like Battle Priests, Radiant Glories, and Griffins (for Haven's side of things).
    Why: Since the game allows exchange with angel's feathers for archers, sentinels, cavaliers, and celestials, why not with battle priests, radiant glories, and griffins too?

    4. Allow a marketplace for Players to get together and make trades (creatures and resources) either 1) with each other, or 2) with the game system.
    Why: This increases the utility of excess creatures and resources from going to waste and take up space.

  2. #2
    SvAlex's Avatar
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    Yes, we need much more spells, at least base-resoruces market (to exchange gold/wood/metal/crystals) because there are enough other stuff to buy for hero seals and market will make game much more comfortable. Upgrade building was in game earlier but developers decided to remove this one.

  3. #3
    Harry-2's Avatar
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    Oh yeh,

    a very old Theme: see in german archive - here(16.12.13) or there(06.05.14).

    We need a market place to change ressoruces!


    LG Harry.
    ZUG.JPG
    Zum Sterben (The Neverending Story) verdammt --> ^^^^^^^^^^^^^^^^^^^^^^^ mmho-fan.wtfgaming.de - Seite existiert nicht mehr!!!

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    SvAlex's Avatar
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    We need to sign a petition titled "Give Us Our Resource-Marketplace!"

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    5. Another suggestion to make wild creature groups (guarding treasures, resources, etc) that are far weaker than the Hero's army to scatter when engaged.
    Why: So that precious time can be saved from petty battles. Players can choose to pursue the creatures and get into combat to earn some XP, or simply let them scatter and forgo the XP. Such simple choices enrich the game further, just like the original Heroes 2 and 3 series.

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    Quote Originally Posted by SvAlex View Post
    Yes, we need much more spells, at least base-resoruces market (to exchange gold/wood/metal/crystals) because there are enough other stuff to buy for hero seals and market will make game much more comfortable. Upgrade building was in game earlier but developers decided to remove this one.
    I mean we can upgrade our existing creatures when we have built/upgraded the Building Hall. For example, if we have 20 Radiant Glories and then we build a Building Hall and select the Altar of Radiance for better enlistment, we can then have 3 options:
    1) We can continue to buy Radiant Glories,
    2) We can buy Blazing Glories, and
    3) We can upgrade our existing 20 units of Radiant Glories to Blazing Glories, so now we have 20 Blazing Glories and 0 Radiant Glories.

    At the moment, we only have the first 2 choices above.

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    SvAlex's Avatar
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    Emperor_Dorky, It`s a disputed issue to let creatures retreat before the start of battle because it makes more actions to do when you want to start expert/heroic battle.

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    Quote Originally Posted by SvAlex View Post
    Emperor_Dorky, It`s a disputed issue to let creatures retreat before the start of battle because it makes more actions to do when you want to start expert/heroic battle.
    I don't think the issue is serious. The option will just add more convenience and save time. Not all players want to do heroic/expert battles. For those who do, the player will still pursue the creatures even if they scatter away.

    The algorithm generally is like: "The creatures are in awe of your overwhelmingly powerful army and begin to scatter away. Do you wish to pursue them?"

    Option 1: Let them go
    Result: The creatures disappear and the player can proceed to collect the resource/treasure behind it.

    Option 2: Pursue them
    Result: The usual Battle Screen appears where the player can choose normal battle or the expert/heroic battle.

  9. #9
    Community Team BB_Eraya's Avatar
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    Hello,

    Thank you very much for sharing your ideas with us!

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    6. For Celestial, why not grant a healer skill to this creature?
    Why: Celestials have Aura of Life and Cleansing Wave, both are very passive defensive skills, requiring some of the actions (such as staying close to the Celestials) of other creatures to be acted on. In other words, Celestials are champions and yet they have not even 1 offensive skill or 1 active defensive skill to start with. I would say that's a pretty weak type of champion. Why not grant Celestials an active defensive skill, maybe like Resurrect that resurrects fallen allies, sort of like healing effect? And/or maybe grant a skill that is passive offensive, like an aura of light with effective radius of 2 that reduces light magic resistance of enemy creatures. I thought champion creatures should have champion-like attributes that may at least slightly overwhelm the enemy creatures, instead of sissy attributes that are so passive they depend on the actions of friendly creatures in order to work. Without any defensive and offensive Abilities that can overwhelm the enemy creatures, Celestials look like just another typical elite unit with a difference that it comes with a 900 HP (like being a 900 HP elite creature instead of being a 900 HP true champion creature it intended to be).

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