I played that game as well back in the day, along with quite a few others. I do understand that they require alot of patience and can be really fun playing whole day! But try to see going out and buying a Single Player game you intend to play for weeks/months on end, is completely different than joining and playing a 14 slots multiplayer map on the bnet :)
You can keep the same rewarding experience whilst also cutting a few corners here and there, whilst I dare use the word 'dumb down' to fit more for multiplayer such as combining resources as I suggested.
To Zolden:
Was nice playing a full house today, shame I lagged out towards the end. Hope you can solve that. My comp isn't the greatest, but usually can handle most maps.
Definitely consider adding the ability to buy more Heroes. I think that alone would add alot more dimensions to the game.
6 Resources, almost everyone was complaining about this, trying to get a specific resource was very frustrating whilst having a whole stack of another one you're simply not using. Can't you combine Sulphur, Mercury and Gems into 1?.Can't see any reason to have so many.
I never actually got to see any other players, terrain really needs to be shrunk a bit.
Creeps often don't return to their position when provoked, so if you loose a battle retreat to your castle. Its very possible for them to follow and end up camped outside your base. Meaning any units you by automatically jump into combat.
As Wizard, I upgrade the Mage tower all the way up level 5, yet just remained on 2 spells? Only by leveling up a stat was I able to get the 3rd spell weaken - lower damage.
That's all for now, but I think by reducing resources, shrinking map and lastly combining a number of units to be represented by 1. The map would be so much better if you could do that.
Ok here's an example of what I mean, note it was done in a couple of minutes so looks pretty terrible, but you get the idea.
On the left is how you currently have it, on the right is how I think you should redesign/move towards.
You might also want to consider distributing more terrain to players with less people. So dividing each 'country' into provinces and then once game starts, giving an equal amount to each player.
If you get a chance, maybe include a change log in the map/game so we can see what's in progress. I noticed for example you updated it today.
1) I didn't realize you pick 2 skills, I only picked one each time lol :)
3) YES! I think that's the best way. 1 unit should represent 1-5 of that unit. Obviously scaling in strength depending on how many units are part of it.
A few extra things:
- The terrain I think would be better, if slightly smaller and more 'entwined' if you understand what I mean? So rather than square boxes for each players sections, rectangular which shape into other players terrains, so you're 'closer together' yet still have same size territory. I could show a picture if you don't follow what I mean.
- Try randomly placing creeps on the map to make it more interesting? Could also randomize which buildings like mines are placed.
- Maybe place all creeps inside their structures, ones that don't have one you could just make it a small cave or something. Then if a player chooses to attack them the creeps jumps out.
- Considered a global scoreboard? How each players is doing.
- Considered a weekly 'review/update' which notifies a person how he's done? How much captured, resources gained, troops trained, units killed etc. etc.
Managed to get a multiplayer test with 5 of us. Was hilarious chatting to each other, hearing how badly the others are doing, whilst you conquer the world.
One thing we noticed is whatever skill you pick, it doesn't matter it gives you a random one anyways? Some form of bug perhaps?
It's annoying how the skills you have dialog goes over your Hero card, perhaps move it to the side and allow people to open/close it?
The game is really fun in the beginning but starts to lapse towards mid/end game. Everything goes out the window at it just ends up being controlling a huge blob army sweeping across the land.
One of us managed to kill everyone with the most gigantic army, but another guy kept running around stealing castles and mines etc. Forever and ever never fighting. In the end after an hour and half they just called it a stalemate and left.
Please add a way to split armies and purchase more Heroes. Then the game will really become alot more interesting.
I recommend having an optional time cap. Such as after 1 year the game ends and whoever controls the most lands/units/structures wins the game.
Yeah, I'll improve some things. For example, marketplace will allow players to trade with each other, not with nowhere like it were in original HoMM. And there is a large space to adapt HoMM conception to sc2 engine and the general style of custom games. Rorking on it.
I'll try to give you as many ideas as I can then :)
Played a more extensive game this time for a whole hour. It was quite fun. I found a few problems.
I noticed once you're army gets very big, when you engage creeps, other creep camps naturally get drawn into it.
There is no way to remove injured units from your group? Would be beneficial if you could, let them rest for a while.
You can abuse spells by casting them on other camps. Fireball example you can spam it without any risk as you're army in engaged with a different creep camp.
Some resources are hard to get. I had so much Sulphur stock piled by the End I could spawn tier 5 dragons in masses, but couldn't afford tier 3-4 units as I couldn't acquire there resource.
In a whole hour I only managed to make it to one enemies castle, killing his army. If there are 12 other players the game will last forever.
Alright I see. Seems you want to make and exact replica of HoMM or atleast as close as you can get?
I'd advise against this and using it more as a base, adapting, adjusting and improving it where you can. There was after all 6 different HoMM's :P
Realize that the average bnet'er has a completely different mindset than the niche person who goes to buy HoMM, willing to spend hours learning mechanics etc. Of course it comes down what you want, a popular map or just something you can play yourself with a small group of friends.
But up to you :)
--
The selection just didn't make that much sense, that's what I meant. You have classes and races mixed together in a selection. A human or a wizard? Why not a knight or a wizard.
Well how long would it take to play a full house game to completion? Kind of guessing here but I'd say minimum an hour? Assuming the objective is to conquer the World.
Why not give players some basics to begin with, like minor production facilities and then let them choose which to upgrade?
I think it would be more exciting if Heroes played a more active role in battle :)
Yeah there were a few weaker camps, but then it scaled drastically and very steeply. It was like a few level 1 camps, then level 4, then level 10's. There wasn't a smooth transition, or level 1 > 5. That make sense?
Ok in that case, maybe separate the Dialogs a bit, with titles, Castle Defense / Hero unit's
6 Resources is alot to take in thou. Again up to you, but consider people join the game and don't want to be overwhelmed with too much.
Gave it a try single player. Have to say was very impressed and love how you managed to mixed RTS action with long term strategic play.
I realize it's beta, but harsh criticism I think is what you need to make it better. Sorry this isn't ordered very well, but just contains everything that sprung to mind.
The race choices where a bit weird? Human, Wizard, Warlock etc. I'd either make them all Racial or all Classes. Not a mix. Preferably a Faction/Race and then a Hero from a few choices. E.g. Human > Knight
The map looks a little big, I imagine if you played it with maxed out players, it would take forever to take the whole map. Speculation of course thou.
Why do you need to Spend 1000 gold first in order to allow yourself train more units. Shouldn't you atleast start with some unit training facilities already? This I really Disliked.
Heroes do not enter combat, I found that a bit weird, you're main char should definitely be a part of the game.
I bought the first Magic upgrade, my Hero gained a spell book, but it has no spells inside?
The strength of creeps scales a bit to ridiculously. The close ones are very very easy and then jump to insanely hard. I recommend only having a few insanely hard ones further out, in between players territories. So it's a race to clear them out before each other, with great risks but potentially great rewards.
If you move your units around in your unit slots, they don't work, it seems only the middle bottom slot works? I also bought a bunch of tier2 units but they never appear in combat.
I think there are too many resources. It's mind boggling the amount you have top right. 3 + Food would be more than sufficient. E.g. Gold, Wood, Crystals.
You should add some buildings the creep camps have. So by clearing them out you gain a strategic point, that boosts economy or some other form of bonus.
Hope you consider the above. Look forward to playing future updates :)
I always loved this map, I hope you continue to update it!!
Should check out the H&M 6 Beta:
Specifically note they cut down resources ! But apart from that alot of cool features. Some heroes can also attack in combat by the way?
To Moz:
I played that game as well back in the day, along with quite a few others. I do understand that they require alot of patience and can be really fun playing whole day! But try to see going out and buying a Single Player game you intend to play for weeks/months on end, is completely different than joining and playing a 14 slots multiplayer map on the bnet :)
You can keep the same rewarding experience whilst also cutting a few corners here and there, whilst I dare use the word 'dumb down' to fit more for multiplayer such as combining resources as I suggested.
To Zolden:
Was nice playing a full house today, shame I lagged out towards the end. Hope you can solve that. My comp isn't the greatest, but usually can handle most maps.
Definitely consider adding the ability to buy more Heroes. I think that alone would add alot more dimensions to the game.
A bit harsh... ? It's obviously been modified to SC2 RTS gameplay, but the core is still there.
Played a 8ppl game was night, was very fun.
Things that kept coming up:
That's all for now, but I think by reducing resources, shrinking map and lastly combining a number of units to be represented by 1. The map would be so much better if you could do that.
Ok here's an example of what I mean, note it was done in a couple of minutes so looks pretty terrible, but you get the idea.
On the left is how you currently have it, on the right is how I think you should redesign/move towards.
You might also want to consider distributing more terrain to players with less people. So dividing each 'country' into provinces and then once game starts, giving an equal amount to each player.
Ok great :)
If you get a chance, maybe include a change log in the map/game so we can see what's in progress. I noticed for example you updated it today.
1) I didn't realize you pick 2 skills, I only picked one each time lol :)
3) YES! I think that's the best way. 1 unit should represent 1-5 of that unit. Obviously scaling in strength depending on how many units are part of it.
A few extra things:
- The terrain I think would be better, if slightly smaller and more 'entwined' if you understand what I mean? So rather than square boxes for each players sections, rectangular which shape into other players terrains, so you're 'closer together' yet still have same size territory. I could show a picture if you don't follow what I mean.
- Try randomly placing creeps on the map to make it more interesting? Could also randomize which buildings like mines are placed.
- Maybe place all creeps inside their structures, ones that don't have one you could just make it a small cave or something. Then if a player chooses to attack them the creeps jumps out.
- Considered a global scoreboard? How each players is doing.
- Considered a weekly 'review/update' which notifies a person how he's done? How much captured, resources gained, troops trained, units killed etc. etc.
Managed to get a multiplayer test with 5 of us. Was hilarious chatting to each other, hearing how badly the others are doing, whilst you conquer the world.
I recommend having an optional time cap. Such as after 1 year the game ends and whoever controls the most lands/units/structures wins the game.
I'll try to give you as many ideas as I can then :)
Played a more extensive game this time for a whole hour. It was quite fun. I found a few problems.
Alright I see. Seems you want to make and exact replica of HoMM or atleast as close as you can get?
I'd advise against this and using it more as a base, adapting, adjusting and improving it where you can. There was after all 6 different HoMM's :P
Realize that the average bnet'er has a completely different mindset than the niche person who goes to buy HoMM, willing to spend hours learning mechanics etc. Of course it comes down what you want, a popular map or just something you can play yourself with a small group of friends.
But up to you :)
--The selection just didn't make that much sense, that's what I meant. You have classes and races mixed together in a selection. A human or a wizard? Why not a knight or a wizard.
Well how long would it take to play a full house game to completion? Kind of guessing here but I'd say minimum an hour? Assuming the objective is to conquer the World.
Why not give players some basics to begin with, like minor production facilities and then let them choose which to upgrade?
I think it would be more exciting if Heroes played a more active role in battle :)
Yeah there were a few weaker camps, but then it scaled drastically and very steeply. It was like a few level 1 camps, then level 4, then level 10's. There wasn't a smooth transition, or level 1 > 5. That make sense?
Ok in that case, maybe separate the Dialogs a bit, with titles, Castle Defense / Hero unit's
6 Resources is alot to take in thou. Again up to you, but consider people join the game and don't want to be overwhelmed with too much.
Yeah mines exactly, I didn't see any thou?
Gave it a try single player. Have to say was very impressed and love how you managed to mixed RTS action with long term strategic play.
I realize it's beta, but harsh criticism I think is what you need to make it better. Sorry this isn't ordered very well, but just contains everything that sprung to mind.
Hope you consider the above. Look forward to playing future updates :)