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Heroes of Might and Magic III
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How the fuck do you get good at this game? I played it a bunch as a kid and now I picked it up again, but somehow ten years of life lessons and brain development haven't made me any better. The same shit happens, I feel like I am winning all game, then one of my forts gets annihilated and I rage quit. I am literally playing on normal difficulty on the easiest scenario, "Arrogance".

There has to be a way to be good at this without resorting to save scumming or playing the scenario over again so you know what the map looks like.

How many troops should I carry with me? How many do I leave to defend? How many heroes should I have explore the map? All the guides online give me tricks, but no basic strategy.
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> then one of my forts gets annihilated and I rage quit.
First, settle down. You're going to lose a town here and there.
AI heroes are douchebags. If you don't have the Shackles of War, unless you can defeat them in a single round, they're going to blast one of your stacks with a spell and flee.
Build toward a Capitol first. Even if you don't have any resource generators around you, there's always the Marketplace -- though it will be terribly expensive to use until you get more towns.
Never let your opponent get the first swing in melee combat. If you move a melee unit, pay attention to where enemy melee units can attack and give yourself an extra hex to avoid being a punching bag. Enemy morale boosts may still get you from time to time.
Once you start getting several days' travel out from your Capitol, consider appointing a hero to the garrison. The extra stats and spells may come in handy.
It's difficult to say how many troops you should leave, though the slow-moving, high-HP ones (such as Golems or Zombies) make good castle units since they won't be slowing down your hero's movement and can soak some damage while your arrow towers work on the siege troops.
If your town is about to be taken by a clearly stronger foe, buy every troop you can. You'll suffer losses, but you won't have to fight these troops when taking it back.
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>>3022242
Gotcha. Thanks. Yeah, this all makes sense. I've started appointing heroes to garrisons yesterday, it helped a bunch. I also found out slow units slow your hero down, which I didn't know, so I've been leaving my earth elementals at home.

How does fleeing work? I assumed it was a surrender button, since my hero always "abandoned the cause" when that happen, which just removed him from the game, so I assumed you still lost everything.

I appreciate the tips. I have my auto save from yesterday, so I'll probably go ahead and boot that up tonight. And retake the town. Just frustrating. I just got Firebirds and they were way worse than I thought they'd be.
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>>3022251
If you flee from battle (the running icon), your hero immediately appears in the Tavern with all artifacts, but loses his troops.
You can surrender as well (tattered flag icon), but only to enemy heroes.This allows the hero to keep all artifacts and troops, but delays his appearance in the Tavern until the following day (also carries over to the new week, if you happen to surrender on Day 7).
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>>3022278
Oh fuck, seriously? Christ, whoops. That makes a lot of sense. Thanks. I did not know that. That should stop me from rage quitting.

Also, that image is great. Man, this game is the fucking best.
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>>3022296
Yeah, fleeing is useful in those few situations where you *just* survive long enough to get one last turn in combat with one of your well-equipped heroes.

Can't say I've ever used the Surrender option, though.
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>>3022308
I stupidly left some good artifacts on a garrison hero because I thought "oh, I need some slots and hey, they aren't going anywhere", so I was super pissy about me having to go get them back (Main hero was pretty far away). Plus, that hero actually had gained some experience from a previous garrison fight, so I was sad that they died.
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has anyone ever made or played an open world exploration map?
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>>3022416
How so?
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>>3022543
scenario without a goal. 1 team only
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>>3021932
I remember playing with friend 20 years ago, and just going along.

Then I read here that I should've just cast fireballs and haste, something like that.
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>>3022598
Honestly, even I could tell Haste was good coming back to it since I was a kid. I love seeing spells get empowered as I master an element.

But Christ, I feel like I never have any spell points.
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Arrogance is not a good map for beginners at all. Don't play it.

>>3022242

Lots of bad advice here. I doubt that with these strategies you can even win on Hard difficulty.

Getting a Capitol first is a huge waste of time and resources. It's best to build dwellings, and run around with high level units to destroy creature stacks on the map that are guarding precious resources.

Do not dedicate a hero to the garrison of a town. This is a waste of resources and a waste of a hero. However if you need to suddenly defend your town, you would want to buy a hero the turn before it's attacked, because the boost does help.
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>>3022626

Don't use spells in battles unless you need to. Never use Fireball. That's a very bad spell. Remember to keep an eye out for Magic Wells and Magic Springs on the adventure map to replenish your spell points. Ending your turn with a hero garrisoned or visiting a town with a mage guild also replenishes your spell points.

The most important thing is to visit every Garden of Revelation that you see with your main hero. Although, at Schools of Magic I almost always pick spellpower.
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Eagle eye is so shit that it has his own league
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>>3022841
Hm? How so? What's up with Arrogance that's different from most maps?

I am only playing on Normal and having trouble, I can't imagine playing on hard or against other people.

In what way is garrisoning a lv 1 hero a waste? It is only 2500 gold. I'm confused, are you actually supposed to send all your heroes out? Wouldn't that just end up with a bunch of low exp heroes rather than one really strong one?

>>3022854
Gardens are spell power and knowledge, right?
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>>3022897
>What's up with Arrogance that's different from most maps? I am only playing on Normal and having trouble,

Take two steps back and analyse those two sentences.
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>>3022904
Haha. Fair enough. I'll try the other maps and see how the others are different.

I would think the first one of the list would be the easiest. Shows me how much I know.
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Edric/Tyris canon
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>>3022919
I used to play the map Good to Go a lot. It gives you full build from the start; but your enemy has it too, and there are 2 neutrals in the corners with 3-4 weeks worth of troops.

It's a very small but sweet map where you don't need to bother with shit like build order or artifacts or even resource management: just straight up combat and troop logistics.
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Wrecking as much as you can of the enemy forces and fleeing is a legit tactic. Especially when you have black dragons and Armageddon spell. Or chain lightning.
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>>3022938
Weird. I'll try that. Though, for me, half the fun is evolving your dudes. I remember being mad 4 removed that.

>>3022962
Chain lightning is fun.
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>>3022841
>Lots of bad advice here. I doubt that with these strategies you can even win on Hard difficulty.

Nigga, most people ever playing this game have at some point reached fairly comfortable 200% gameplay on most maps, since the AI really isn't that great. People being

>>3022889
Learning is a far, far worse skill. You have to spend 3 levels on it, and it will hardly ever grant you a bonus that's even roughly equal to a single bonus level. Really screws up Loynis. Meanwhile, some mapmakers have managed to find ways to leverage the worse skills in the game, e.g. A Wizard's Tale, which is a map where you're an Eagle Eye specialist striving to become an archmage in a world without pre-built mage guilds.

>>3021932
Keep your mind open and don't get discouraged. The easier castles to play are certainly Castle and Rampart (marksmen and elves will be very nice for teaching you some of the most basic tactics, like wait'n'shoot, and they have solid armies and easy gameplay as well), or Necropolis (skeletons will keep on replenishing). In general, against the AI on random/in-built maps, you can play in a lot of ways, magic- or might-heavy; a lot of the tips people will be inclined to give you are either for hardcore single player maps that really test out knowledge (Water Magic and Intelligence skill become crucial) and some are mostly viable for multiplayer (where Air Magic and a really aggressive playstyle are necessary).

I'd recommend you to just play the campaigns - they're pretty good with the offered learning curve, and have a nice story to boot. Start with the Restoration of Erathia campaign and continue in order of release. And some maps will show you the potential of certain ways and tactics, such as the infamous Armageddon's Blade mission that teaches people how to Expert Berserk.
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Also take gold from chests. Fuck experience. Build some dwellings especially shooters first and gather as many resources as you can. Your main hero should be a might type. Your secondary hero should be a mage type with expert earth magic in case you get town portal spell. That way you can use your mage for backup gathering reinforcements from all towns and transferring them to your main and defend your town while your main breaks through the front lines. Notable exceptions where you should use mage heroes as main are Sandro, jeddite, alamar, vidomina and Thant otherwise you will need artifacts to make your mages semi decent, but those artifacts are better put on might heroes for maximum offense and defence.
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>>3021932
Also, on the topic of defense, you will find that, like in most strategy games, the AI isn't that great at attacking. Unless it's one of those maps with a portal right outside your castle and the AI is liable to take your town off without warning, or if the map is particularly open and easy for backstabs to occur, you should not worry about defense; just leave the slowest units (your movement on the map is calculated by the speed of your slowest unit and then negative terrain [swamp, snow, etc.] effect is calculated in, if present; since you want to explore a lot in the early game, you don't need to buy Walking Dead or Dwarves; leave them in town and have them accumulate -- this is the easiest way of keeping some garrison steady, as those units are not much good due to their abysmal speed and their stats not making up for it that much. Otherwise, buy out all you need and keep on advancing and exploring. The best defense in HoMM3 is for you should keep a few secondary heroes en route between your main hero and the town in question, and if need arises, you can transfer your army from one hero to the castle. This tactic is also very useful in reinforcing your main hero with new troops before he gets Town Portal, and many other situations, and is called "chaining".
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>>3023004
>Notable exceptions where you should use mage heroes as main are Sandro, jeddite, alamar, vidomina and Thant

Sandro is a meme pick; Sorcery is a terrible skill. I love Sandro from the lore perspective, but he isn't great. Rest is alright, but for strong mages, you have to nominate Ciele, Luna, Dessa and Gundula.

>>3021932
Also, to explain the rationale behind might>magic heroes: it basically boils down to that the might heroes advance more in Attack/Defence, which are helpful at all points in the game and are applied more often than Spellpower/Knowledge, which can be made use of only for a limited amount of time. That, and direct damage spells have poor scaling except for the highest tier ones, and the biggest battles will be fought with use of utility spells like Blind (which is, incidentally, one of the most powerful spells in the whole game), Haste, Slow, Prayer, Bless, Berserk, Forgetfulness, Shield, Stoneskin, Ressurection, etc., particularly their Expert Magic versions which often work on entire armies or have other awesome benefits. Spell Power doesn't, usually, actually increase these spells' power, only their duration, but it's hardly ever a problem to just recast the spell once it wears off, and the duration of such a spell cast by an average might hero is just enough. That, and might heroes have better secondary skills.

That said, magic, in general, is very important. Early game, spellcasters with high spellpower (Warlocks and Elementalists, primarily) can fight a lot of encounters that might heroes might endure higher losses with by simple use of Magic Arrow (and later Ice Bolt, Lightning Bolt). Otherwise, magic heroes decline, unless the map specifically asks for some very long, arduous battles that need shittons of mana to be spent (that's why Intelligence is mandatory for some of the toughest fanmade maps), and Might heroes, with their huge Attack/Defence further boosted by the utility of some spells dominate and never stop dominating.
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>>3023027
>Spellpower/Knowledge, which can be made use of only for a limited amount of time.

Sorry, this sentence sounds retarded. What I mean is that an army has 7 monsters applying their attacks (hence they benefit from Attack skill), and it also has to endure 7 blows from enemy monsters (hence Defense). So both might skills are applied 7 times per battle, so to speak. Since magic can only be cast once per turn, Spell Power is only really applied to a single turn in comparison. A Lightning Bolt might be very impressive in the early game and win you a lot of battles, but it will barely daze the horde of Behemoths who will then proceed to charge you and plaster you.

Also, regarding magic in the late game - mages have some very exploitable tactics like the Black Dragon/Efreet Sultani + Armageddon cheese, which is about killing everything in sight with fast, fire-immune creatures. Large enemy armies who are unwilling to submit to this doctrine can still be beaten by just showing up, casting Armageddon to none of your harm but a lot of his, and then retreating from battle with them.

However, in general, with the direct damage spells losing their luster as the game progresses, and the game having a lot of "Fuck You" anti-mage buttons like artifacts such as Orb of Inhibition, Recanter's Cloak or Shackles of War (look at the description - as you can imagine, it ruins the hit'n'run armageddon), you can see how it stops being so good. As other anon says, Jeddite and Alamar are very strong heroes to have - if they get Expert Earth Magic very early, they might provide an useful crutch for a player struggling to keep his forces in the early game alive - but they're best off teaching their spell (via Scholar skill, which Alamar starts with) to another hero. This way you can have someone like Crag Hack ressurecting his souped-up troops on a dime, which is a nightmare to the opponent.

(picking Thorgrim in casual 1v1 matches breaks up friendships)
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>>3021932
How many heroes should you have exploring the map? As many as your money and the map allows. For instance, multiplayer people often play on templates which are very open and have a ton of resource piles and special buildings (Crypts, Dwarven Treasuries, Naga Banks - all yield lots of gold), and they're very invested into abusing the *chaining* strategy I wrote about earlier: >>3023018 , so it's very often the case that all 8 hero slots are filled on day 1.

However, if you're playing on a poor map (usually the case with maps bundled with the game, actually) or start on a high difficulty, deprived of resources, you obviously can't afford that. In general, for most players, the absolute minimum is to buy the first two heroes that show up in town on Day 1, because they bring actual starting armies with them, and any heroes beyond that point (until next week) will only give you a single level 1 unit.

As you expand, you'll add on more heroes to faciliate your exploring and fighting. A good rule to follow is that your main hero shouldn't ever open chests, flag mines, and claim resource piles unless it's absolutely necessary to do so (usually in the early game) - when possible, your main hero should have a few orbiters around him dedicated speciifcally to preserving his precious movement points and picking up any junk he encounters on his way.

So, in general, with time, you want all 8 slots to be filled.

Last piece of advice I can think of at the moment:
https://sites.google.com/site/heroes3hd/
Install this handy little patch; it really smoothens the interface out. No reason not to; it doesn't break vanilla gameplay, merely being a convenience thing; there's only like one feature of it that you can and should ignore, though, namely the Invite A Hero feature that shows up in taverns (it's meant for playing around and testing, but is kind of a cheat).

Lastly, have fun, it's a great game. Millions of Slavs can't be wrong.
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>>3023002
>>3023004
>>3023018
>>3023027
>>3023047
>>3023061
Thanks. Man, I really don't know how to play this game. Back when I was a kid, I was told to always grab EXP, but then again, I always built Capitol first, so gold never seemed to be a problem. As for managing 8 heroes, Christ, I can't even imagine doing that.

So, your main hero doesn't grab anything, your tags longs do. Does your main hero only fight? Because they obviously can't get XP from chests and trees and whatnot.

I'll be rereading this when I get home. Really appreciate this.
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You can also watch videos of people playing. TheKnownWorld and Chris67132 have HOMM3 videos that I like.
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>>3023047
>Since magic can only be cast once per turn, Spell Power is only really applied to a single turn in comparison.

See, the thing with Heroes 3 is, you can use nearly endless amount of tactics. And at high level, the once-per-turn spells can completely change how any battle goes, and easily allow you to beat armies orders of magnitude bigger: higher attack/defense cannot do that.

>A Lightning Bolt might be very impressive in the early game and win you a lot of battles, but it will barely daze the horde of Behemoths who will then proceed to charge you and plaster you.

Against a horde of Behemoths, you use expert slow which will reduce their movement to something like 2 cells per turn; then your shooters can go to town on them. If you are defending a siege, it is even funnier, you can play cat and mice with them for 40 turns until the towers finish them off (or even just destroy the catapult so they can't even get inside).

Or you can just berserk them on every turn.

Or you can cast Clone on your equal sized stack of tier 7 units: double attack on the first turn (triple if you get morale bonus), clones eat the retaliation so you lose no troops, Behemoths are now too few in number to fight back efficiently.

These are just three possible ways for magic to decide the match on turn 1.

Yes, there are artifacts that can screw mages. But there are also artifacts that can screw up non-mages, like the Sword of Armageddon, Orb of Vulnerability, Spellbinders Hat, any of the Magic Tomes, etc.

Remember, the game is about the heroes of might AND magic.
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>>3023114
>Back when I was a kid, I was told to always grab EXP, but then again, I always built Capitol first, so gold never seemed to be a problem.

This is fine if you just want to play around, the AI is too fucking stupid to do much about it.

Going for money is simply more efficient. It's the equivalent of a rushing tactic. Consider: more money and more dwellings means more units, which allow you to have more fights, which give you more EXP... plus more expansion, more mines, more resources, more artifacts.

But if you go for EXP chests and Capitol, then you are doing a long-term investment that only returns once you have enough units. But you may get stalled because you won't have enough units to get the mines and resources you need to properly build up your town.

Getting gold + units is the equivalent of a plundering tactic. It gives you significant early game advantage, but if you can't transition out of it, you get fucked in later game.
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>>3023173
Well, I don't need to be like, good good. I just hated feeling like I was losing the tutorial level.
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>>3023247
Right, that makes sense. Honestly, unlocking all the dwellings hasn't been hard, it is usually once I have all the dwellings unlocked and all the dudes that I start floundering. I can never get all the units I want in the right spot, as soon as I delay buying units for one city because I want to get units for another, the AI seems to be right at my doors.

I don't get how they manage to surprise me, you can see them on the map. But now that I know that heroes don't die when they flee, it explains why I kept fighting AI that seemed to have too many levels.
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>>3023276

Don't upgrade all the dwellings In sequence. I'm fact some towns allow you to skip building dwellings. For barbarians you can skip orc tower, ogres and Cyclops. Castle let's you skip archers, griffins and cavaliers. Necropolis doesn't need wraith or ghost dragons to be efficient, both creatures are squishy and will die fast as fuck.

Generally you would want to get 7th units as fast as you can because they will wreck shit, you won't have to spend money buying the first 3 tiers of units because your stronger tier units will annihilate most fodder on the map. Tower, rampart, dungeon, fortress and inferno towns aren't so lucky though. Tower and dungeon having no skippable dwellings, rampart having only dwarves as skippable and fortress you don't really want to skip Gorgons. Infernos hell hounds are shitty though, don't buy that shit.

In fact the only dwellings worth upgrading initially are the ones that give you dual attack like for marksmen, crusaders, elfs or wolf riders. All the money you spend upgrading in sequence or building extra functions is better spent on the 7th dwelling generally. Archangels and Titans are a must upgrade. Making two stacks of these fuckers will destroy almost everything. Dragons are so-so, you might want to hold off upgrading black dragons until you get Armageddon, because in the meantime you can resurrect them. Behemoth and hydras are kind of shitty. Unless you have teleport and expert water magic upgrading hydras is a waste of money. Behemoth you can get week 1 and are much more stronger than Cyclops. Your hero better know ballistics though, because you'll be fodder when attacking castles.
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Also all heroes have affinity for certain magic.

Castle heroes have a high chance of water and air magic. Rampart heroes usually get earth and water, same goes for fortress. Dungeon heroes usually get fire and earth, same goes for necropolis heroes. Inferno usually gets fire and air. Stronghold heroes get earth and air pretty often. Wizards get air first usually but can learn all schools of magic.

I mention this because not all heroes can learn all schools of magic leveling up. Don't remember the exact restrictions, but from what I remember fortress and castle heroes can not learn fire magic on their own, don't think inferno heroes can learn water magic. They can still get those magic schools either through witch huts or academy, but not on their own.
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>>3023573
Cool. Thanks.

You didn't mention the elemental faction at all, which if amusingly, the only faction (strange luck) I've been playing since I got the game again. Unless that's what "tower" is.

So, should I not be buying something every day?
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>>3023586

Conflux is kinda gay.
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>>3023224
>And at high level, the once-per-turn spells can completely change how any battle goes, and easily allow you to beat armies orders of magnitude bigger: higher attack/defense cannot do that.

Yes, they can. Attack and Defense will drastically cut your losses in all engagements leading up to the final battles, and uber-specialties like Offense and Armorer further that so much more.

>Against a horde of Behemoths, you use expert slow which will reduce their movement to something like 2 cells per turn; then your shooters can go to town on them. If you are defending a siege, it is even funnier, you can play cat and mice with them for 40 turns until the towers finish them off (or even just destroy the catapult so they can't even get inside).

See, a might-oriented hero will do the exact same thing, except more efficiently - usually, their stats will be something like 15/13/6/8 - this is enough to recast Slow every so often and pepper it in the meantime with a bunch of other useful spells. Same with Berserk and Clone. None of the spells you mention benefit much from Spell Power, other than increased duration, but 1) they can always be recast every so often and 2) a might hero will have a very easy access to them as well. Reminder that every hero gets offered Wisdom and a school of Magic to learn every so often, and there are Universities and the like to help you get the schools you want/need.

>artifacts that can screw up non-mages, like the Sword of Armageddon
Armageddon is solid, but it still won't outdamage units in the late game, unless you spam hit'n'run tactics, against which there are counters and which aren't unbeatable.
>Orb of Vulnerability
erases the viability of hit'n'run armageddon tactics for mages while mights usually don't give a shit.
>Spellbinders Hat, any of the Magic Tomes, etc.
Yay, I don't need a Scholar to teach Crag Hack Ressurection or Implosion!
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>>3023224
>Remember, the game is about the heroes of might AND magic.
This argument is silly within the context of the game because the game clearly makes a distinction between two hero classes in every town and one is more might, the other magic aligned. Might heroes tend to achieve a balance of stats that gives their troops high bulk and better secondary skills (like Offense, Armorer, Tactics) to further leverage them, and artifacts/Gardens of Knowledge/Magic Springs/Mana Vortexes make it much easier to be just competent enough in magic to make a difference - as in, have a mana pool to cast Expert Slow/Bless/Ressurection just enough times, for enough turns, to win, and they're much less reliant on magic wells.

Magic heroes tend to learn worse secondary skills (higher chance of being offered Mysticism, Eagle Eye, Scholar, Learning, etc.) and, at best, get an early edge in learning some spells, like for example Jeddite/Alamar will probably get Expert Earth for Ressurection much earlier than anyone. But point is, what if two heroes can ressurect, mass slow, etc. on a dime, but one has stats like 20/17/7/6, and the other goes 8/9/19/20? Most of the time the fight is decided the moment the two heroes' frontlines clash; by the time the might hero runs out of mana (if at all), magic hero has no army left.

Though, like I said, an Intelligence hero is probably mandatory to train for some of the tougher maps, but the above advice is stellar for 90% of the games played, as in random/stock maps and FFAs and multiplayer games.
If you think Attack and Defense do not completely change battles, just try to take a Dragon Utopia at a reasonably early stage of the game.
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I'm with the Might>Magic anon. Imo, HoMM3's biggest flaw is its spell system and how some magic school skills are far too powerful.

In HoMM2 mass support spells were potents but expensive, giving mages an edge on longer battles, while in the third it's easy to build a might character that casts super cheap mass buffs/debuffs.
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>>3023926
Also cursed ground disables magic.

>>3021932
I usually just play random maps.
Large maps with few enemies and weak monster types and little water are pretty easy.

Necropolis generates troops pretty quick.

Consider playing the expansions too if you like the original.
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>>3022841
>dwelling fags
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>>3023573
>Behemoth and hydras are kind of shitty.

No they aren't. Their only problems are that they are not fast enough (being melee only units). But they are both unstoppable tanks who evaporate anything they attack. Their upgraded versions, anyway.
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>>3026950
>teleport hydra behind the walls
>wait some time
The only problem they aren't good much for a blitzkrieg.
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Homm5>homm3
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>>3022242
>since they won't be slowing down your hero's movement
mind officialy blown the fuck out of my cranium.

No wonder i liked logistic so much...
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>>3027579
Is it? I thought everyone hated 5. That's the one made by Russians, right?
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>>3028518
>I thought everyone hated 5
Nah, most people had qualms with HoMM4 for abandoning a lot of what made 3 good and some questionable artstyle at times (though solid music), 5 was mostly seen as return to form and it admittedly has a better skillset than 3, for one. The factions are kinda bland though in my opinion, and the campaigns were meh. It was developed by Nival, the guys behind Silent Storm, so it couldn't be completely shit. It's 6 and 7 that people aren't fans of.
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6 had some good ideas mired by tons of shitty ones. For what it's worth the campaign storyline is actually really good.

7 attempts to be 5 except nearly not as good in any way (although 5 only really became good with 3.1 and on a lot of fan goodwill).

At this point making a new HoMM game is like Team 17 trying to reinvent Worms. Worms 2 and its revisions go everything so right everything else just looks like a pale imitation.

New games in the series have to compete with established installments in
- Volume of content (Either in options given, such as numbers of units, factions, spells, bonuses, etc or in game modes and maps, which is impossible to contest against a dozen years of fan support)
- Usability (Easy to boot and run, easy to MP, readable interface and so on)
- Customizabiltiy (a good, easy to use game editor is MANDATORY, strategy game makers used to understand this)
- AI

Ubisoft and Limbic basically do not understand what made Might and Magic good in the first place. That's why MMX is a generally linear RPG with inane, hard-to-understand concepts and why HoMM7 campaigns are linear, scripted "experience" events that have very little to do with the actual Heroes gameplay.
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>>3029881
Actually, even V already suffered to some extent with their campaigns being too focused on silly engine-based cutscenes (but they were actual homm campgains, so they get a pass). And i do agree on ubi and their hired guns not really getting heroes - even if HVI / HVII formula was great, it still suffered from the lack of content compared to previous parts, so why even bother? Turn-based strategies fans arent generally the audience that cares about graphcis. And the usability - while in theory the easiest to achieve - seems to be such a mystery to devs while it could literally be done by ripping off HD Mod for the most part.
But i think the point is moot, since H VII and H III ED might have killed the series. Maybe thats for beter.
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a long while ago me and several anons made a steam group for /vr/ Homm3 games, but nothing ever came of it

if anons are interested, its over @ /groups/hommvr on steam. I haven't played in over a year, but this following week i'll be down to play.

i'll also try and save some information shared in this thread + other common knowledge to help out the beginners in the thread

also don't buy the HD version it blows
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ss+(2016-02-28+at+10.25.07).jpg
97 KB, 676x601
Porn is really digging in into untapped markets
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>>3030484
Oh man, I'm gonna see if I can find that one. Most likely better than those vids of sluts playing Halo while getting fucked.
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Question, what do the different settings mean that are represented by a bugle? Like, it is a sword or a shield and sword or a necrohead...
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