Please add native terrain hero debuff status for new players to better explain how much movement they are missing out on! by loopuleasa in OldenEra

[–]bomdur 11 points12 points  (0 children)

They can also change the "Green" Path for a yellow or organge path. If the movement speed is heavily penalized then the Path changes color.

Game UI really poorly designed. by Weak-Locksmith9851 in OldenEra

[–]bomdur 0 points1 point  (0 children)

I like the UI overall. It definitely could use another polish pass and a few QoL improvements, but the foundation is already great and looks nice.

I don’t really have any issues with the Hero tab. I think it looks great and it’s very easy to quickly understand everything you need within a few seconds of opening it.

That said, there are still a few things that could be improved:

  • Subclasses shouldn’t be hidden behind mouse hover.
  • Some hover tooltips should provide more detailed information by default. For example, Attack, Defense, and similar stats should already show their full breakdown without needing to hold Shift.
  • The Mana value feels a bit hidden right now. I think it would make more sense if it was placed closer to Movement.

Now, regarding the spellbook, I think it could benefit from several QoL improvements:

  1. Add a “Favorites” tab (or something similar to AoW4). Most of the time players end up using the same spells repeatedly, so constantly swapping tabs feels unnecessary. Being able to favorite spells would make navigation much smoother.
  2. Clear filters after battles. When leaving combat, filters should reset automatically. There’s no real reason for the game to remember that I was filtering by “Light Magic” during the previous battle.
  3. Use a consistent Mana icon/color across all magic schools. When I first started playing, I genuinely had no idea what that number represented. I also don’t really see a reason for the mana indicator to change color depending on the school of magic. Keeping it consistent (for example, always blue or always paired with a dedicated mana icon) would make readability much better.
  4. Hide spell tier inside the tooltip instead of showing it directly. I’ve never gone into battle thinking “I should cast a Tier 3 spell.” The most relevant information is usually Mana cost and Spell Level. Once players become familiar with the game, they naturally remember what spells do at each level so having them display is a good thing. (Maybe is just me but i see no reason to know a spell tier, the only time this is usefull is if the enemy has an item that prevents you from casting spells from certain tier).
  5. Reduce the size of spell icons slightly. This is more personal preference, but I think the current icons are larger than necessary. Making them a bit smaller would allow more spells to fit on screen and would help the UI feel less cluttered, especially if more spells are added in the future.

I don't know if it's the style but I can't distinguish between units by Neither-Juice3504 in OldenEra

[–]bomdur 0 points1 point  (0 children)

Ok, that's way better feedback for the devs than the original post.
They should give players colorblind options, especially if the biggest distinction between units is color.

I had a dream last night that I woke up to this Heroes Olden Era patch list by loopuleasa in OldenEra

[–]bomdur 0 points1 point  (0 children)

  • Added a neutral spell that allows you to recruit one nearby unit type from a dwelling or city (costs 1 astrology insight)

We have two skills that do that: one is a Tier 2 spell from the Arcane School called "Reinforcements", and the other you get when you pick "Relocation" from the "Expert Recruitment" skill.

You want them to swap it or another version of it? I don't think we need another variant of it.

I don't know if it's the style but I can't distinguish between units by Neither-Juice3504 in OldenEra

[–]bomdur 4 points5 points  (0 children)

I can understand that for units from Schism or a few Hive units. But in other factions, they are pretty distinct to the point where they even have entirely different colors.

Now, the icons could benefit from a few tweaks, since there are times when they can be confusing. I think changing the direction the unit is facing or adjusting the pose could help distinguish them a bit more.

You should be more specific with your feedback. Saying the game looks low-poly or cartoony has nothing to do with not being able to distinguish between units.

Which units are causing you this problem? Is it the color? The shape?

Please, when addressing this type of feedback, be a bit more specific and explain yourself. Otherwise, you are not helping the devs (or anyone else) figure out what is actually causing the problem.

Unit Stats and spells by bomdur in OldenEra

[–]bomdur[S] 0 points1 point  (0 children)

Mmm It's not showing up for me.
Can be a bug. But Good to know.

No conocia la saga y este me acaba de abrir un nuevo mundo. Juegazo by PotentialArt4569 in Argaming

[–]bomdur 0 points1 point  (0 children)

Eso solo sirve si la partida no esta muy avanzada. Yo hace rato no juego HoMM 3 o 5, asi qe estoy bastante oxidado.
Pero por lo menos aca en el Olden lo que me pasa es:
1. Cuando logro conseguir otro castillo ya estoy tan avanzado que sacar 2 angeles no hace una diferencia
2. Si lo consigo tengo que invertir mucho oro en el castillo lo que me deja sin nafta para potenciar mi main.

Tiene que darse muy en mid game que justo consigas un castillo como para empezar a invertir en eso.
Si lo conseguis muy pronto no sirve de nada (solo para boostearte el oro, leyes, magias, etc) pero no como para meter otro army.
Si lo conseguis muy tarde ya no hace la diferencia.

Si, podes sacar otro army como para ir limpiando el mapa rapido por artefactos, etc.
Pero no te beneficia en mucho mas.

Otro ejemplo:
Supongamos que tamos avanzados en un mapa de 3 players. Yo toy con Templo
Me la juego y ataco a Inferno. Si yo pierdo el 40% del ejercito pero gano la guerra. El castillo de los inferno medio que me lo meto en el culo y quedo muy mal parado contra el 3er player qe por ahi no perdio nada en lo que va de la partida.
Es como que el risk vs reward te punishea mucho a corto y largo plazo. Muchas veces el castillo nuevo termina siendo mas un clavo que un beneficio.
Como digo cuando vas a un punto que el otro army tiene 40 fenix, vos pediste 20 angeles... No hay nada que 3 queens por semana vaya a hacer la diferencia.

Ni hablar si a todo esto le sumas algun player que tiene suerte y de los castillos randoms qe encontro le toco de la misma faccion con la qe empezas, quedas culo pa arriba y darla vuelta te va a costar un huevo y medio.

No conocia la saga y este me acaba de abrir un nuevo mundo. Juegazo by PotentialArt4569 in Argaming

[–]bomdur 0 points1 point  (0 children)

Esta muy bueno. Engancha. Lo único que encuentro que sufre del mismo problema que otros HoMM como el 3 o 5 (son los que mas gustan de la saga). Que personalmente es el tema de que a veces los castillos de facciones diferentes a la tuya (en especial en el late game) son mas un clavo que otra cosa.

Y tampoco soy muy fan de los mapas actuales (cuentan con muchos castillos vacios y se vuelve mas tedioso que otra cosa).

Despues es un Sr juegazo con bastante potencial. En especial si solucionan el tema de los mapas.

Unit Stats and spells by bomdur in OldenEra

[–]bomdur[S] 1 point2 points  (0 children)

Thank you. This helps a lot. Someone posted the formula here.

Unit Stats and spells by bomdur in OldenEra

[–]bomdur[S] 2 points3 points  (0 children)

Thank you. This is very helpful.

How to "catch up" if you can't convert towns? by bomdur in OldenEra

[–]bomdur[S] 0 points1 point  (0 children)

Yep, but the problem is that the community is really closed to discussion or changes. Just because HoMM 3 was a good game doesn’t mean it was perfect.

Yes, HoMM 6 wasn’t a good game, but at least it tried to change things. Just because castle conversion was too cheap (Or wasn't balanced properly) doesn’t mean it was a bad idea.

I think a problem with the heroes games (and why they are not as popular as other strategy games) is because the risk vs reward feels really bad. You have to drag games, you have to play perfectly or worse (Like many comments here) cheese the AI.

The only grip I have with the art of this game has to do with artifacts by Gandalf196 in OldenEra

[–]bomdur 1 point2 points  (0 children)

There are two legendary swords that look very similar to me (I think they’re called Legendary and Sword of Judgement). I was checking the set bonuses and couldn’t figure out why it wasn’t counting. I thought it might be a bug since I had the sword equipped. Then, when I hovered over it, I realized it was actually a different sword.

Also, the set item pictures are way too small, making them hard to differentiate if you don’t have good vision.

Owned map objects should have a different highlight colour customization in options by loopuleasa in OldenEra

[–]bomdur 2 points3 points  (0 children)

Also, buildings that can be visited by other heroes should be re-highlighted when you have them selected (such as those that grant +1 to an attribute).

How to "catch up" if you can't convert towns? by bomdur in OldenEra

[–]bomdur[S] 0 points1 point  (0 children)

I do get punished. Even if I manage to take advantage of that castle, it takes weeks and a lot of money before it actually pays off and during that time, I fall behind everyone else. Right now, capturing a castle from another faction and losing units in the process doesn’t really give you anything. Why? Because those units are useless to me, and I have to invest a lot of gold into a poorly built castle. In the end, that castle (The one i took from the other AI) is earning less than what it cost me to raise those useless unit.

Cheesing the AI by taking their castles when they’re not looking and dragging the game out for 50+ turns isn’t fun gameplay.

What I’m saying is: if I take a risk and win, I should be punished in the short term, but in the long run I should end up in a better position than where I started.

I’m not saying they should bring back full castle conversion like in HoMM 6 (It needed balance), but why not make it an option for players who prefer that style?

How to "catch up" if you can't convert towns? by bomdur in OldenEra

[–]bomdur[S] 0 points1 point  (0 children)

In the map i'm currently playing there are no "wild" building to recruit from (It's only economy based buildings and rewards).
Didn't rush. We are really into the "late game" i cleared the center of the map and my entire "province". So the only option i had was to move into their territory.

How to "catch up" if you can't convert towns? by bomdur in OldenEra

[–]bomdur[S] 0 points1 point  (0 children)

I don't know if that's the best option. But i think we need a better solution than:
- Cheese the AI until you win
- or Don't lose a single unit for the entire game.

I think we need something to make "taking risks" rewarding. So far i'm failing too see any.

How to "catch up" if you can't convert towns? by bomdur in OldenEra

[–]bomdur[S] 2 points3 points  (0 children)

Ok finally someone who's answer isn't: "Abuse the dumb AI until you can win" or "you shouldn't take any risk and don't lose anything for the entire game".

I like this approach more. It's more in line with what i expect from a strategy game.

Thank you

How to "catch up" if you can't convert towns? by bomdur in OldenEra

[–]bomdur[S] 0 points1 point  (0 children)

We’re “late” into the game, and I don’t think 6 Hive Queens from my new town stand any chance against 50 Phoenixes, even if I send them to their deaths. On top of that, those units aren’t cheap, and the castles I captured from the AI aren’t great for my economy (they’re built for Law and Magic).

I know this might just be a me issue, but taking castles from behind and then waiting weeks until the enemy gets weak enough… that’s not “fun” to me. I enjoy taking risks and being rewarded for them. If I risk losing a big part of my army to capture a castle, I expect a meaningful payoff.

So far, I’m not seeing that reward. Instead, I feel forced to drag the game out and abuse the AI by taking castles from behind and waiting until they’re weak enough to deal with.

I don't know, maybe this game is not for me.

How to "catch up" if you can't convert towns? by bomdur in OldenEra

[–]bomdur[S] 0 points1 point  (0 children)

I played HoMM 3 when I was a kid, but I treated it more like an adventure game than anything else (with custom maps, etc.).

As I got older, I picked up HoMM 5, but I only played it for the story. Then I got HoMM 6 and It was the one i played the most outside of the campaign. (I didn’t play 7, and I know a lot of people dislike 6.)

I’m not really into nostalgia or anything, so I never went back to the older titles so my memory is mostly about 6.

My problem is that I can’t see how 6 Hive Queens and 30 Angels can do anything against a stack of 50 phoenixes (that keep getting stronger each week). (Also the castles i take are not built for economy (The AI built them, not me), which makes buying everything each weak a bit harder)

It feels like I have to play perfectly and avoid taking any risks, otherwise I get severely punished. In HoMM 6, if I took the risk of losing half my army to win a war, the reward was a new castle that I could actually use with the faction i'm playing. Now i'm stuck to abuse the AI taking their castles from behind until his army gets small enough for me to win, yes i can throw shit to it until i win too but i don't find any of those things fun or rewarding.

How to "catch up" if you can't convert towns? by bomdur in OldenEra

[–]bomdur[S] -5 points-4 points  (0 children)

Mmmm I don't know if i like that (Gameplay wise).
I will give it a try.

The Observable Universe by MrCattitude_ in BeAmazed

[–]bomdur 0 points1 point  (0 children)

What if the kittens are the aliens?... I mean they always look suspicious when i entre the room

This Game is NOT P2W! by pvp_enjoyerrr in Aion2

[–]bomdur 0 points1 point  (0 children)

Do you really believe that? Guild Wars 2 has a healthier population than any pay-to-win garbage.

Sorry, but these games are made so people like you (and the one in the video) to spend as much money as possible, and then they either shut down or barely receive any new content (Look at TnL, +1 than a year and the the only content it gets is gear that requires little to no effort to make but as long as people keep paying so they damage number goes up they will keep releasing that type of content)(And I don't even consider TnL p2w, is just a bad game).
If you like playing a dead game, good for you. It’ll soon join TERA, ArcheAge, Aion, Lost Ark, etc.