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Heroes V Wish List |
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When I decided to start up a Heroes 5 wish list, I was thinking of doing it along the lines of Phil McCrum's famous Astral Wizard site. I've even gone back (via the way-back-machine) to look at his old Altar of Wishes. While many of those old wishes remain there, I didn't feel it was right to transfer any of those over to here. Instead, let's simply begin anew. So, okay folks...all you people out there complaining that some beloved feature from a previous Heroes version is being left out of Heroes 5, or those of you who just have an idea that would make the game better in your eyes....shout it out. Let yourselves be heard. Ubisoft developers DO LOOK at the pages on this website. Don't think your wishes will die unanswered or unread. Besides, what good is being a genie if I can't grant wishes every now and then. :O) Sir Charles |
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Rub the genie's Lamp and make your wishes come true |
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Please be sure to put your name in your e-mail if you wish for me to post your wishes here at The Genie's Lamp. Also, please put "Heroes 5 wish" in your subject line. It will make posting your wishes much faster.
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| Skills | Spells | Artifacts | Heroes | Creatures |
| Towns | Adventure Map | Sieges | A.I. | Music |
| Campaigns | Multiplayer | Combat | Story | Editor Capabilities |
| H1 Features | H2 Features | H3 Features | H4 Features | Misc. |
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Better balance of usefulness of skills.
In Heroes 3, some starting heroes were avoided at all cost (e.g., anyone
with Eagle Eye, and anyone with two mostly-useless starting skills),
while some were sought out (Sir Mullich, Gunnar, Solmyr) [a nod to SC
there ;) ]. I hope that any mostly-useless skills (scouting) will have
been weeded out or made more-useful by the time the game is released,
but in case they aren't: Either let us customize the heroes in a
template outside of the game so we can eliminate useless or too-weak
starting skill combinations; or (if the Wisdom skill is implemented like
in H3) start heroes with just one skill: something Might-related like
Offense (if a Might hero), something Magic-related like Wisdom if a
Magic hero; or start heroes with *no* skills (my least favorite choice).
~Memetics (8/11) |
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Some way to unlearn a skill perhaps. So
you would still be limited to a number of skills, but you could pay some
$2000 fee (probably more per skill level) and be hypnotized or something
to unlearn the skill. Because with a limited number of skills, there was
nothing I hated more than going to a witch hut and being stuck with
diplomacy, or navigation on a non water map.
~Socketboy (8/10) |
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Don't limit the number of skills a hero
can get. If there are a total of 30 different skills to choose
from, then allow each hero to get 30 different skills.
~Robertukas (7/3) ~If I understood your wish correctly then I'd have to say this is a BAD idea. If you were to allow all heroes to gain ALL skills, then you'll end up with identical heroes all over the place. The idea here is to force the player to make a decision. I'm all for having a LARGE pool of skills to choose from, but I think limiting the skills one hero can learn to 10 or so would be optimal. This way you'll end up with a large variety of different heroes on the map. More is not always better. ~SC |
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| There must be possibility to turn off
the ability (secondary skill) which you have, but do not wish to use.
For example, it is often need to turn off these skills: Necromancy or
Summoning (they will be needed in next campaign map in the beginning)
~Robertukas (7/3) |
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I very liked speciality in HOMM3. Why is
it gone in HOMM4? Heroes must have possibility to learn all secondary
skills, except speciality which makes them so special (effect of
speciality must be bigger than in Homm3). Maybe name "speciality"
is not so good for the ability by which all heroes are unique, because
in real life speciality can be learned by any human, i.e. it is not
unique ability. So lets it be not "speciality", but
"unique ability" or smth like that. Lets make "unique
ability" more complex, i.e. lets it depend on: 1) race 2) warrior or mage 3) women or man 4) in homm4 there are temporal "unique abilities": General, Arcomage, Warlord, etc. Why they are temporal? Let them stack and permanently! 5) etc. ~Robertukas (7/3) |
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| There must be possibility to turn off
the ability (secondary skill) which you have, but do not wish to use.
For example, it is often need to turn off these skills: Necromancy or
Summoning (they will be needed in next campaign map in the beginning)
~Robertukas (7/3) |
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I wish that I could have
same kind of character skill system that heroes
IV had. Greatest thing of it was the Primary and secondary
skills system, so you
could not progress at primary skill if you hadn't
learn specific secondary skills enough.. Imho
it was much better than in the Heroes III. ;)
~Corecrystal (7/1) |
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I'd like to see more skills than
there were so far. Also 5, or even more, level skills (basic,
advance, expert, master, grandmaster, grandpamaster, ultramaster,
mastermaster etc. ) are very fine and I'd like that to come in the
future (maybe some add-on
since it's not going to happen in base version)!
~Ishmael the Beholder (6/29) ~I agree with the general premise here, but Grandpamaster? MasterMaster? I'll make an assumption here and say they WON'T be adding those names. *grin* The idea however....shows promise. ~SC |
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Schools of magic that make spells more
effective or useful, like how in Heroes 3 the Town Portal improved with
better skill in Earth Magic. Have many schools, and limit which hero
classes / aligned towns can learn which schools. (Just don't make the
spells too terribly unbalanced at maximum school expertise.)
~Memetics (8/11) |
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The ability to cast
spells on the adventure map that can affect the adventure map in good or
bad ways, like for allies or enemies, such as a dimension door that
stays open for a few days (depending on caster power), or an Area of
Darkness, or a trap like an Avalanche that triggers when a hero enters a
specific map location, or a Force Field that would last for a number of
days equal to caster Power / 2 (but removable with a Dispel cast by a
hero with equal or greater Power); stuff like that.
~Memetics (8/11) |
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Now taking a page from disciples 2, some more adventure map spells would be nice. As long as they were something like slow, to outrun or catch a hero (maybe haste on yourself), maybe a shroud of darkness spell that is like the shrine in H3 that would create a shroud around the hero so they couldn't see where you went, something along those lines. What I don't' want is combat spells that damage them. ~Socketboy (8/10) |
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| Magic must by all this: Air, Water,
Fire, Earth, Life, Death, Order, Chaos, Nature, Random, Adventure. Random magic casts random magic from all 9 magics but 1 level higher, for instance if Random is at 2nd level then it on enemies casts negative random 3rd level magic, and on friendly target casts positive random 3rd level magic. At grandmaster (5th level) Random magic level hero casts 2 random 5th level magics. Effectiveness of magic must be random, for example casting "heal" effect would be like you would have random spirituality level (from 0 (if none) to 5 (if grandmaster) ). And this effect is the same whether heroe has spirituality or not. ~Robertukas (7/3) |
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I
want the dimension door as it was in HOMM III because everything should
upgrade when you grow more powerful, and so must that spell IMO.
~Joost Jens (6/29) |
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I'd
like to see more spells than heroes had before. It is also very important to keep balance both
between magic spells and spell levels, to avoid things
like happened in H3 - mass slow, berserk and you have already won
:)
~Ishmael the Beholder (6/29) ~Very good point. While it seems certain that they will in fact have magic school skills such as h3 had, I'd like to see some spell differentiate from one another better like was done in h2. Slow and Mass Slow were two completely separate spells. That is something I'd like to see return. ~SC |
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Variety in adventure spells! Make map exploration
as
fun as it was in Heroes II - it really felt like there was more variety in that than in Heroes III. And
summoning elements to protect mines was cool.
~Rakarr (6/27) |
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A few cursed artifacts, but also the
ability to complete a quest (for example, to acquire and sacrifice some
other artifact) to destroy or otherwise get rid of the cursed artifact.
~Memetics (8/10) |
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Lots more artifacts. A focus on some cool set
items would be nice. Some specialized to help necromancy, but some more
general too. Like of you have all a certain artifact it will grant +40%
movement speed or something. Maybe some counter artifacts as well,
perhaps a lock pick for shackles of war, and something for the anti
magic orb or the moral and luck neutralizers... I would like to see artifacts more tailored to hero types (might or magic) where magic ones enhance damage and ones meant for might have a little built in magic resistance maybe. Artifacts that can increase your skill up one level or even beyond expert level. Eagle eye, learn two level 5 spells if you are already maxed out in the skill, wisdom perhaps get an additional level 5 random spell, etc. (the ring that freezes water in AOW is incredible! I want that for heroes 5) ~Socketboy (8/10) |
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Alot more artifacts. Over
1000! Make multiple versions of the same artifact. Boots for
example, have one variety for each type of terrain type that reduces the
movement penalty for that terrain type.
~Robertukas (7/3) ~considering the size of your wishes, I hope you don't mind...I trimmed them down to size a bit. ~SC |
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I
want to be able to sell my artifact for XP and/or Gold
~Joost Jens (6/29) |
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I hope that there won't be too many
(it's impossible not to have any at all)
overpowered artifacts
~Ishmael the Beholder (6/29) |
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Bring back cursed artifacts.
~Rakarr (6/27) ~The Fizbin of misfortune....YEAH, we want the Fizbin back. :O) Boy I HATED getting that arti. Can you say "dismiss hero"? I knew you could. *grin* Those cursed artis WOULD be a nice addition though. ~SC |
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Put the heroes back on the
battlefield. It's more fun, makes more sense and it makes fighter
heroes suck otherwise (personally I still prefer a mage, but it should
be fair).
Allerhand (8/19) ~Wish....denied. Sorry. Ubisoft has most definitely decided to remove the Heroes from the battlefield as they were in Heroes 4. ~SC |
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I wish more customization to hero appearance.
The heroes would look more different from
each other not like clones...this is
not Star Wars :)
And I hope there will be Sandro again. I love Sandro! Sandro is best hero ever. :) ~Deathman (8/16) |
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Make it cost movement points from both
heroes to exchange troops between heroes - based on total hit points
exchanged. (Loading and unloading ships could work similarly.) If both
heroes (or the one hero, in the case of ships) has insufficient movement
points, the exchange will have to be continued on the next day. This
will reduce hero-chaining as well as encourage the use of smaller, more
mobile armies.
~Memetics (8/11) ~As I stated on the official Ubisoft forums, I wholeheartedly agree with this concept. It would not eliminate Hero-chaining, but it would limit it to such an extent that the possibility of players exploiting it would be basically eliminated. Of course if Ubisoft brings back the Caravan from Heroes 4 like it appears they will, this point is rather moot. ~SC |
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I always loved the fact that in previous
games, the heroes were creatures from the towns. The tower town
had gremlin, mage, and genie heroes. I would love to see
heroes be created from troops in your army. Maybe, if a stack of 1
gremlin survives 20 battles on his own, he becomes a hero, or something. They
could have some special skill/ability that you can't get with the
tavern bought heroes.
~DanMan (8/4) ~Interesting suggestion. It would be rather difficult to implement though I think. Unless that ONE gremlin didn't join another stack. And if that's the case, it seems like an awful lot of work to maintain an army of 1 gremlin just to gain a new hero. But with a bit of tweaking, this concept is certainly a possibility. ~SC |
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I would like to see different
representations of heroes on the battlefield,
for instance in HoM&M IV the Chaos alignment had one female with
red hair, so if there’s a genie hero then it’s a genie hero on the
battlefield. This could be developed
further, so the heroes looks weak in the first couple
of levels, and then evolves every say five or ten levels and then
by level 30 looks really bad. This might
be a lot of work for the designers
so it might be a bit unlikely.
~Troels (7/7) |
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My wish is about the presence of a specific Hero. This is Adelaide, cleric of the human faction. The reason I wish Adelaide to be in the game is my wife. She plays ONLY with that specific heroine. She selected her the first time she played Heroes 3, saying that she is the most beautiful of all and since then she has developed a strong emotional bond with her. In Heroes 4 she continued this trend. So please, bring back Adelaide for Heroes 5. Otherwise I don't know what my wife will do. (to me, OR to poor Nival) ~Vavutsikarios, aka Kostas Papagiannidis (7/5) |
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Why level limit is 70? Let it be 500 or
something like that.
~Robertukas (7/3) |
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I wish that UBI and Nival will
include Werewolves! Why haven't they been included
in the Heroes saga? They have been in Might & Magic so why cant
they be in H5 too? Its a shame, that such classic
beasts lose their place in a fantasy game
like H5. I know they are in the WOG mod,
but i want them in a original game not in a mod,
and the werewolves in WOG aren't that cool, thanks to the old graphics.
But now UBI and Nival have the chance to recreate
them and make em as cool and great as
possible in full 3D, it would me awesome! If
not they get included in original H5 at least please, please include
them in an expansion, please!!!!
~Roderick (11/21) ~This is a definite possibility. In the Sylvan Faction Histories it states this..."Along with the elves (druids, hunters, warriors) live wild legendary beasts (Direwolves, Unicorns, Treants…), and Faeries (Sprites, Pixies…)". Take note of the mention of DIREWOLVES. While this might not be a werewolf, it's a possibility of a similar creature. For now, I'm assuming we'll see the Direwolf as a neutral creature. We'll have to wait and see as usual. :O) ~SC |
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Bring back the Phoenix!!! And not
the charred pheasant we got in Heroes 4. Back to the Heroes 3
style :o)
~Jason (11/8) ~I'd personally be shocked if we didn't see the flaming pigeon in this incarnation of heroes. While we haven't seen it in any of the town line-ups, we have yet to see the neutral creatures listed yet. I'd be willing to bet you'll see the Phoenix. Although we might have to wait until the expansion. ~SC |
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I've been thinking about the elementals.
In 2,3,and 4, they always have one form in battle. But elementals are
only 'representations' of different elements, but shouldn't the form
they take be able to change? They technically should be able to take any
form they want, so it would be neat to see them change forms in battle
manually or automatically, though I doubt it would affect their
performance, it would still be cool to see. What would be even better
would be if they let you choose which one you wanted, and maybe even
give different stats for different forms. Once again, probably won't
make it to 5, but just throwing it out there.
~CloudRiderX (11/2) |
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I'd like to see a certain monster which
wasn't present in any HoMM before. A Warlock as a monster.
Another possibility would be a Half-Orc or possibly a Lich.
~The Mentally Disturbed (8/16) ~Well, we have seen very close representations of all 3 of these ideas in previous Heroes games. The Warlock was a hero type in the first 3 Heroes games, while the Orc has been in every version. The Lich and Power-Lich were units in both Heroes 2 and 3. In fact, we've gotten confirmation that Heroes 5 will indeed have an Orc troop. The Warlock as a creature is a nice suggestion though. ~SC |
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I wish for werewolves (If there are
vampires that can exist in the light,
then there should be werewolves that don't need the full moon in
the night) =P
~ Magical Zodiac (8/15) ~Good idea. I can't believe I've overlooked this possibility. I need to go back and look at the old Might and Magic games for more Creature ideas. ~SC |
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As with the Dragons: De-emphasize the
angels; remove them as troop units and replace them with something else
(like a Paladin?). It just doesn't seem like Angels would be living in a
town with peasants as ordinary recruitable army units. This might apply
to Devils, too.
~Memetics (8/10) ~While I understand your reasoning for this, but considering the fact that Dragons, Behemoths, Minotaurs, and other imaginary creatures will be dwelling there, I don't see the reason to be discriminatory towards the Angels and Devils. ~SC |
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I want to choose where both shots
go that are fired by archers that can shoot
twice in one turn, like shoot once at a zombie, and in that units same
turn shoot again at like, a skeleton.
~Nathan (8/10) |
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Just for fun a ghost unit (like in the H2
expansion) that would gain life for everything it killed... maybe not so
fair in a MP game, but I had some fun setting up SP scenarios with that.
~Socketboy (8/10) |
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I'd wish to have a creature layout
similar to that of War Craft 3 where besides
having your main units in each town, there would be a large number of
"wild" creatures that do not
belong in any town (called CREEPS in War Craft 3) that will
attack any player that attacks them (maybe even have them walk around
during a quick neutral phase so they r
never at same spot...).
~D4rkAg3nt (7/18) |
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I wish there would be a Chimera (A three
headed monster usually represented
as a composite of a lion, goat, and serpent). This creature
would be similar to a Cerberus, but could fly (maybe). :-)
~ Magical Zodiac (7/7) |
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| First disappointment in Homm4 was to
realize that creatures are no more upgradeable. Why? I expected in Homm4
to see even more upgrades. I also expect to see 3-4 upgrades in Homm5.
Please, make it.
~Robertukas (7/3) ~Wish granted. Unit upgrades are indeed back. Thank goodness! ~SC |
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| Ducks.....we need more ducks in Heroes
5.
~Heroine_LL (7/2) ~Sorry, couldn't resist. :O) ~SC |
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I wish for 130+ creatures, artifacts
~Greater Basilisk (7/2) ~Just out of curiosity...why 130? Why not 140 or 120? Regardless, Fabrice has stated that we'll get roughly the same number of base units that we had in h3 (BEFORE the expansions) and that after the planned expansion packs Ubisoft should top the total number of units in Heroes 3. ~SC |
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Dark Elves!
~Vladd (6/27) ~short and sweet. :O) Drittz Do'Urden makes his Heroes V debut! WooHoo! ~SC |
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A decent rendition of the Phoenix.
~Stuart (6/26) ~what? You didn't care for the bearded chicken from Heroes 1? ~SC |
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I wish 1
casting creature could not incapacitate an entire stack. There
needs be some ratio for the mind control or other spell to work.
Example: 3 separate stacks of 1 genie each, controlling 3 separate
stacks of 1000 demons each. (I can’t believe all the Demons
would “hear” the call)
~Dfrosty1 (6/26) ~yes, this one needs to be addressed for certain. Easiest solution would be to restrict what spells you give to caster-creatures. ~SC |
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I also wish
there will be no goblins with laser weapons.
~Penguinslayer (6/26) ~I have a suspicious feeling that this particular wish will definitely be granted. *grin* LONG LIVE THE FORGE!!! just kidding. ~SC |
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Who said that *I* couldn't post a wish
too? *grin* I'm wishing that they bring back my beloved
Genie.
~Sir Charles (6/26) |
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I find that fans are split down the
middle when it comes to H3's upgrades or H4's creature trees. Why not
just combine the idea? For example, you buy a dwelling for archers. Now
you have archers. Then, instead of having to upgrade into the same
monster every time, or choosing between the archer and another good
creature, you choose which UPGRADE to further your creature into. So, I
could turn my archer into a Marksman, or a Ranger, or something like
that. Each upgrade would have its own pros and cons, and it would be a
great way to bring back oldies from the previous HOMM games.
~CloudRiderX (10/25) ~This is an excellent idea and it's one that's been tossed around on various forums over the past several years. While it's obviously too late to implement it in the base version of Heroes 5, it's definitely a do-able option for the H5 expansion packs or even for Heroes 6. ~SC |
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Option to tear down enemy town (once all
buildings are demolished) and rebuild / refound it into a different town
type. A hero from the desired new town type must be present in the
garrison for the final destruction and re-founding to occur.
~Memetics (8/11) |
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Ability to demolish buildings at the same
rate as you can build them: an action that would take the place of your
build action for that day. Limited resource recovery from this action:
only half of the wood and ore (if any) that went into building the
dwelling, and nothing else.
~Memetics (8/11) |
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It would be a nice strategic option to be
able to pillage a building and receive a percentage of its original
cost, in HoM&M IV it was really annoying if you conquer a new town,
and there where other buildings than you would choose.
Maybe take this a bit further and be able to convert the city to another alignment. ~Troels (7/5) |
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This wish is related to the wish of more
in the towns (relating to Fnord's
wish listed below ~SC), I think it
would be really cool if that life was due
to creature population, so there
are archers training in front of the archery range if there any available
archers.
I agree there should be more ducks ;-) ~Troels (7/4) ~Nice idea. Reminds me of the old magic gardens from h2 where the leprechaun sits under his mushroom if there's stuff to be had there. Once you clear it out for the week...no more leprechaun. And I think everyone agrees on the need for more ducks. (do I see a Ubisoft version of the cows from Blizzard games coming on, just with ducks? *grin*) |
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| One of the most bad things in Homm4 was
to disable possibility to buy all creatures structures that are in the
castle. Please, do not make things impossible. I you want to keep the
same ideas, then make it possible to buy another creatures structure,
but for example 10 times more expensive
~Robertukas (7/3) |
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| Make at least 20-30 buildings for full
Castle upgrade (let it be some of them very expansive). In Homm4 castles
have 3 towers (or just trying to be shooting towers), where you can
place archers. Where is really shooting towers, i.e. machines which can
shoot at enemies (controlled or at least with possibility to control)?
Machines can be different: 1) small arrows shooting (the same as archers have) 2) big arrows shooting (the same as ballistae has) 3) lava pouring Also, it would be fun if those machines would get experience (until destroyed - then to replaced with new one with zero experience an so on) Maybe experience gets those workers (warriors) which works with that machine, or both. Building structure must take time. If you build a very big building (but maybe that building is cheap, i.e. big building size (i.e. building time) does not mean that it has high price), then you must build it all weak and no other building you can build at the same time. You can decrease building time if you upgrade builders house or build more houses, but maximum number of houses available only on Capital. Also if you want to build sooner then you pay more money (and resources). And if you haven't money (and resources), then you can build cheaper, but more long time ~Robertukas (7/3) |
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Ability to upgrade creature
dwellings
~Greater Basilisk (7/2) ~We're fairly certain this is in. We've seen what looks like unit upgrades for certain. ~SC |
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I would like to see living people
and creatures inhabiting the wonderful 3D town screens. Right now they
look empty, like ghost towns (but no ghosts in sight either).
~Fnord (7/2) ~I agree. With the detailed animations for the exterior mines and other adventure map locations (check out the details for the sawmill...NICE), I wouldn't think it would be too much extra work to add some life to the town screens....other than the smoke from the chimneys. ~SC |
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I wish for my beloved
Fortress-Town! Or
at least some of it's creatures (maybe as neutrals if they don't want it as a town... (Lizardmen,
Dragonflies, Hydra, maybe something new and snaky...
:D)
~Daddy (6/27) ~Oh I TOTALLY second this wish. I used to hear "fortress sucks" all the time at the old 3do community...but it's one of, if not THE, most unique towns they've ever designed. VERY fun to play with. Da Mink is right on with this one. :O) ~SC |
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Shroud *and* fog of war, and the ability
to disable either or both.
~Memetics (8/11) ~Finally a reasonable solution to this problem. :O) ~SC |
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Ability to define marching orders for a
hero, such that you can have a hero walk to a series of waypoints
automatically, or upon issuing the "move" command, with the
hero pausing if something unusual is spotted (a new wandering monster or
an enemy troop, for instance). This would help to reduce micromanagement
as well as enable automation of perimeter patrols, troop transport along
a route *other* than the most direct, etc.
~Memetics (8/11) |
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Reduce
hero movement based on army size (total hit points). This will help
reduce hero chaining strategies and will help encourage more variety of
strategies (e.g., smaller, quicker armies more than just having one
super-army).
~Memetics (8/11) |
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More visual hints in windmills and things that
would tell you if there was something there for you or not (like the
aforementioned mushroom leprechaun thing)
~Socketboy (8/10) |
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Lots of fun options with teleporters etc. I know
it would be copying AOW shadow magic a bit, but it would be cool to have
maybe another dimension as a level in the game in addition to
underground.
~Socketboy (8/10) |
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No fog of war please. If I don't see someone
sneaking up to my castle to steal it, how am I supposed to run back and
save it?
~Socketboy (8/10) |
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I wish that mines and gates (can't think
of what it is called in game - the walls on the map to control choke
points) would be upgradeable. Mines with enhanced resources, the gates
with enhanced defenses (such as archer towers in towns). Both I think
should have an option to import (in a caravan or something) units from
you castles to guard them without a hero having to bring units to it
individually.
~Socketboy (8/10) |
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To have random "events", which
players can and/or cannot see and when their
hero moves onto that spot, triggers something like a certain amount
of creatures joins his army (a creature
type that the hero already has to eliminate
not having space to accept new unit types) or an event that causes
the hero to lose a few units because of
whatever reason (similar to the water
vortex's that cause some men to fall out of the boat in Heroes 3).
~D4rkAg3nt (7/18) |
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Maybe improve some of the spells to cast
on the adventure map or use random
events, which could be plague in an area so armies would lose troops
staying there, or earthquakes, which
would destroy buildings or render them unable to produce
troops for limited period of time, or
"Babyboom"/"Blessings of production" which would
increase the production number for
certain unit types for a limited period of time, or
rebellion in a town making it a neutral town (could be controlled by
taxes maybe), or
random event could make a extinct computer player re-emerge with a
powerful army to invade the country
again.
~Dennis Christoffersen (7/17) |
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I wish for at least one underground level - Several would rock ~Daddy (7/5) ~Wish granted. Partially. At least ONE level of a subterranean map is confirmed. As for multiple levels....WAFO. ~SC |
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| I agreed that mines must by
upgradeable. Rules, for example: 1) 1st level is giving 1 gem 2) 2nd level is giving 2 gems 3) 3rd level is giving 3 gems 4) mine bonus must be if mine is 3rd level and is on specific land and giving +1 gem 5) when flagged mine it decreases its level if level is higher than 1 6) 2nd level costs: 20 gems and 2000 gold 7) 3rd level costs: 20 of all resources and 5000 gold 8) mine upgrade cost depends on difficulty level ~Robertukas (7/3) |
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|
I wish there will be a nice dragon utopia
~Greater Basilisk (7/2) |
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|
I wish the hut of the magi returns
~Greater Basilisk (7/2) |
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|
I
want fog of war and NOT the H3 shroud of darkness, it adds more strategy
to the game.
~Joost Jens (6/29) |
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|
I wouldn't like to see female
wizards having beards as it is in H3 (main screen)
~Ishmael the Beholder (6/29) ~Grrrr! And just WHAT is wrong with a beard on a woman?!? It's sexy as hell! ~Bruenor Battlehammer |
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|
Somehow, game makers like to put
shadows everywhere so that everything would
cast shadows... but please leave campfires and fire elementals alone :P
~Ishmael the Beholder (6/29) |
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|
I wish
unlimited creature movement by hero chaining to be removed from the
game. Heroes should be able to influence movement but units
crossing the entire map in 1 turn.
~Dfrosty1 (6/26) |
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|
I wish to see something that eliminates
lame hero chaining.
~Penguinslayer (6/26) ~Nival has stated that chaining is back in, but I'm still hopeful that it will be highly restricted. I vote we give them the benefit of the doubt. ~SC |
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|
Greater variation in tactical terrain,
especially castle sieges (both H III and H IV always had the same damn
wall)
~Nick Palmer (6/30) ~Now we don't know the details yet, but Ubisoft/Nival has stated several times that siege-combat will be radically different in h5. In what way? Only time will tell. ~SC |
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|
I wish
there will be a way for heroes to “retreat” from a castle before
being overwhelmed and lost.
~Dfrosty1 (6/26) ~in other words, bring back the Stronghold's Escape Tunnel. ~SC |
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| I very like name "impossible"
in Homm3. It's a pity that it was only normal (for me) level of
difficulty to play. Please, make really impossible level on Homm5. I
very like very challenging maps. For me all levels was the same, only
difference is that in the beginning you have less resources and computer
have more army. After 4 months there no difference. Lets balance the game! Difficulty level must be customizable. On most challenging (not default) impossible level must be this: 1) Computer player Heroes gets experience 50 times more than human player (if computer player is enemy). The number 50 must be customizable: from 1 to 1000 (if impossible, then 50-1000) 2) zero money when you start game and every month you lose all your money and resources (not randomly!). 3) For you market prices grows every month 1 time higher (1st month normal prices, 2nd month 2 times higher, etc.) 4) Computer players (if enemy) armies growing rises 100% every month (1st month normal growing (i.e. 100%), 2nd month 200%, etc. ) 5) You get normal experience, i.e. if you defeat more powerful hero or more armies your hero gets more experience! (I mean that do not make to play difficult decreasing hero's experience growing, because it would be boring game, i.e. then you do not choose to play impossible only for this reason: its boring) 6) If you play impossible level you get more victory points not only just for that reason, but also for defeating more powerful armies and heroes! ~Robertukas (7/3) ~I'd also like to see more challenge from the Impossible difficulty level. I personally think you're taking it to a bit of an extreme, but the idea is sound. ~SC |
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|
Active, unpredictable AI which doesn't
just wait for you to come and hit it. (This was quite good in H III, but
its absence spoiled the otherwise excellent H IV)
~Nick Palmer (6/30) ~Now THIS is a "must have" feature. If you had to point to one thing that destroyed any hope Heroes 4 had of being a hit, it was the A.I. ~SC |
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|
I want a folder in the game folder (like in the sims) where you can place MP3's and have them play in game. A folder for adventure, in towns, and battles. Just have it play a random tune from the folder. I realize that the in game music is a large part of the atmosphere, and I could just turn it off and have winamp going in the background, but I think this would be a really cool little feature that would be good for after you beat the game and are doing MP battles etc. ~Socketboy (8/10) |
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|
Dynamic music in battles that
changed depending on how well
the battle was going for the player.
~Stuart (6/26) ~a nice idea, might be rather difficult to implement, but if possible it could enhance the feeing of the battles tremendously ~SC |
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|
Have branching campaigns in the
developer-created campaigns such
as in the main Heroes 2 campaigns, and seriously consider
allowing a branching scenario layout for user-created
campaigns too (as well as the H3 style capture
the territories layout with customizable
world maps). I think it would really add
to the longevity of H5 if there
are different options for how
campaigns are constructed, and great map-makers could
really make both formats (the branching scenario layout
or the capture the territories layout) really shine.
If not for the first release of H5, maybe for the
first expansion. :)
I'm sure great map-makers, both developer and user (if this ability can be given to them), can create some excellent branched campaigns. In my honest opinion what could be better then well-constructed developer branching campaign/s, combined with the ability for fellow players/map-makers to make their own? ;) ~Steven (8/11) ~I cannot second this wish strongly enough. The branching campaigns from h2 really added a unique twist to the campaigns. As did the feature that allowed specific unit alliances. Ogres, dwarves and elves to be precice. ~SC |
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|
Interesting campaigns with plenty of text
and a 'high fantasy' feel (more Tolkien than Monty Python).
~Nick Palmer (6/30) ~Jeez, this is getting repetitive. I've gotta agree YET AGAIN. I'd love to see much more in-depth storylines for the campaigns. Hey Ubisoft/Nival, take a look at some of the Fan-made campaigns out there and you'll get an idea of what I mean by this! ~SC |
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|
Advanced chat interface (voice capability
would be awesome, but at least have a scrollable buffer that holds all
chat messages, and doesn't jump to the end each time a new message
appears unless the buffer's at the end already)
~Memetics (8/10) |
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|
I hope they add the ability to talk via
VoIP for advanced coordination
among allies. Also like others have mentioned to be able to view
battles between players (of course 1 has to be your ally) and you will
not be able to see unit numbers or any
stats but still be able to help out your
ally (and I cant wait to know what they have in mind regarding a player
being able to do "other things"
when it is not their turn).
~D4rkAg3nt (7/18) |
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|
Of course it would be nice to have the
game on GameSpy since it works with
3 and 4.
~Dennis Christoffersen (7/17) |
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When playing online and the opponents
enter battle against a computer player
or a neutral army, one of the following options would be nice:
~Dennis Christoffersen (7/17) |
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|
When you play XL maps you better have a
good book close by, so you will be
able to pass time waiting for the game to transfer game data to the
other player(s). So work on this
issue to accelerate to transfer module.
~Dennis Christoffersen (7/17) |
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|
The
idea I'd like to see implemented in some way goes something like this.
Let's say you're playing a 2 vs. 2 multiplayer game. One of the players
attacks another. What normally happens here? The two combatants have at
it, while the other 2 sit and twiddle their thumbs and wait for a few
"tabbed" comments about how the battle fares and what not. ~Sir Charles (7/17) ~I don't know if this is going to be similar to the "ghost mode" or not, but if they don't at least add this particular wish at least give us the options to do SOMETHING between turns. Set up caravans, trade at the marketplace, etc. ~SC |
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|
I wish for a mixed hotseat/LAN multiplayer mode. For example, if you have 2 computers in a LAN and you have 4 people who want to play in a 2 vs. 2...why not play each team on their own computer. The way Heroes 3 is now, all 4 would have to play on one computer. 1 vs. 1 works on 2 computers, but not higher numbers. Please allow multiple combinations for LAN's. ~Vavutsikarios (7/12) ~This is an absolute MUST HAVE in my book. We do pretty much the same thing here in my household, so this would be MUCH appreciated. (sorry Vavutsikarios...I had to reword your wish a bit for clarity) ~SC |
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|
Bring back the scrolling combat log at
the bottom of the combat screen like from Heroes 3. This is by far
one of the most common wishes we've seen since H4 was released.
I'm just reiterating it. :O)
~Sir Charles (8/11) ~Wow, this is by far the best wish I've ever seen. ~SC ......sorry, couldn't resist. :O) |
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|
Two-part combat sequence: all range
troops act, then all non-range troops act.
~Memetics (8/11) |
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|
Option to make range troops move and make
a melee attack instead of using ranged attack.
~Memetics (8/11) |
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|
Retaliation system halfway between Heroes
3 and 4: All surviving creatures retaliate, *plus* a ratio of the killed
creatures retaliate (equal to the defending stack's speed divided by the
attacking stack's speed). For example: defender's speed is 3, and
attacker's speed is 6: 3/6 of the defender's killed troops retaliate. If
the defending stack is faster, then all of the stack retaliates. (Could
alternately have separate stats for combat movement and attack/defense
speed.)
~Memetics (8/11) |
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|
Ability
to cast multiple spells in one combat round, if they are of lower level
than your current spell-casting ability. (Example: with Advanced Wisdom,
could cast one Level 4 spell *or* two Level 2 spells, or four level 1
spells, or combinations thereof.) Spells after the first would be cast
later during the combat round.
~Memetics (8/11) |
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|
Unit animation is always welcomed and
this might already be the case but
if not i hope the battlefield's size will change depending on size
of armies..or other reasons.
~D4rkAg3nt (7/18) |
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|
I would really like to see the
environment in the battles, like
small birds flapping out of bushes if a unit comes to
close. And the weather like rain, snow and wind that effects the battle.
I.e. the wind could make ranged units less effective. In my opinion
it would really make the battlefield come to life.
~Troels (7/5) |
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|
I
wish the retaliation system to be more balanced, not just the attacker
hitting 1st and the defender just takes it. Give the attacker an
advantage but not without any risk. |
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|
I wish to see the references to the
Elements return again. Fire, Water, Air and Earth. But not
only that, bring back Light and Dark as well.
~The Mentally Disturbed (8/17) ~first off, I hope you don't mind, but I reworded your wish for the sake of clarity. Concerning the elements, Ubisoft has already stated that they want to get away from this foundation. But, that being said, "Light" is making a come-back in the form of one of the magic schools. So far we have Light magic, Life magic and Death magic. The fourth and last magic school is unconfirmed as of yet, but we're guessing it's something along the lines of Chaos magic. ~SC |
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|
I wish references to the Might and
Magic universe in Heroes V, because there
have been many games and many quest in the saga to forget all and start a story from scratch.
~Bilbo-B (6/26) ~I absolutely second this wish. There simply MUST be some connection to the Might and Magic universe that spawned the Heroes games in the first place. ~SC |
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|
Complete control to include or exclude
from a random template or custom map specific spells, artifacts, and
heroes - even if they could otherwise appear as a random item in a map
object (like from Warrior's Tomb, Pandora's Box, Dragon Utopia, Prison)
~Memetics (8/11) |
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|
For and random map generator, I would like lots of
options for what it generates. For instance I would like for it to
generate a map with so much percent grass, dirt, etc (have sliders
probly) with so much mountains and trees etc. then be able to fill in
the towns, resources etc myself. OR be able to go back and do the
opposite where I make the landscape and have it fill in monsters,
resources, etc. and then I just tweak for balancing.
~Socketboy (8/10) |
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|
Map editor. Two sentences on that:
H3 editor was very good, clear and functional.
H4 editor wasn't. (I leave the conclusion to you :D)
~Ishmael the Beholder (6/29) ~Wish Granted. We will indeed get both a map editor AND a random map generator. A campaign editor is still being discussed. ~SC |
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|
Give us a powerful and easy-to-use
editor Fast and
flexible terrain-defining tool; palettes for object
placement, as well as the object brush tool; powerful,
conditional-based, customization over the map
elements (defining skills offered in a witch hut depending
on certain players alignment, i.e), and a scripting
system with great possibilities and flexible ways
to enter data (dialog/palette + code writing, i.e.)
~Dragon Angel Aseved (6/27) |
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| Bring back the Sphinx and the Sphinx
riddles!
~Robertukas (7/3) ~I second this wish! These were a great tool for map-makers. ~SC |
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|
Give each Hero a unique special ability -
nothing game breaking, but some kind of advantage that adds uniqueness
and flavor to each hero.
~Memetics (8/11) |
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|
Require one hero
per army. No caravans.
~Memetics (8/11) |
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|
Please keep the option of having more
than one hero in an army open. I
love to have two heroes in an army one to boost the
creatures and one for spellcasting.
~Troels (7/5) |
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|
I want the HOMM IV’s retaliation system back because it adds more strategy then the previous ones. ~Joost Jens (6/29) |
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|
I
want my creatures to be able to move around without heroes so that I can
scout with them and watch certain key position. This is cheaper than
using heroes and more fun IMO.
~Joost Jens (6/29) |
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|
I
want to have to select which creature dwellings I build (like in HOMM
IV) that fits with my strategy and not just build everything to full
like in HOMM III
~Joost Jens (6/29) ~I agree with this one. Variations in the build tree can add tons of replayability to most maps. ~SC |
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|
I wish to have heroes in the
battles. This was one of the best features in Homm4.
~Sessera (6/27) ~well, we knew THIS one was coming sooner or later. *grin* ~SC |
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|
I wish that Heroes IV fans won't be so
easily forgotten. Brings back (at minimum) the caravan please.
~Mike447a (6/26) ~okay, the caravan's out of the way. We don't need anymore about this one. *still forsees DOZENS of caravan wishes* :O) ~SC |
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|
A special game mode or type of map where
the number of save slots is
restricted OR you are only allowed to save
a certain number of times through the whole of that
map. This could lead to higher scores if you manage
to finish the map despite not being able to
save/reload freely, and would mean bragging rights if
you played a particular "tough" map through with minimal
reloads. I'm not sure how a map that could be played
at a tough or easier difficulty should be scored,
though if as soon as you selected to play
a tough version the save slots for that play on that
map are restricted, you should still get some sort
of bonus. =) Btw: I'm not necessarily saying that
the harder mode has to be called 'tough mode'. ;) I'm
just using to compare the play through of a map when
save/reload is severely restricted (so you can't do
so much of reloading until you get an optimal result),
to the play through when there is no restrictions
on saving and reloading, which actually can
make the map a lot easier.
~Steven (8/13) |
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|
Game design that leads to multiple
hero/army development as better strategy than super-hero/one-big-army
development
~Memetics (8/11) |
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|
Customizable spells and towns and
creatures and artifacts (stored in separate files for integration with
custom maps and RMG templates), so players can test out various custom
designs.
~Memetics (8/11) |
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|
General Option switch for cute animations
and explanatory / flavor text messages: Always on, On first time only,
Always off. Default should be "On first time only." Even after
playing hundreds of Heroes 3 games, the dialog box explaining to me what
Tactics is keeps popping up once per game (assuming I get the skill). It
was nice to see the first couple times, but after that, I didn't need
it, darnit!
~Memetics (8/11) |
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|
The more customization possibilities and
player-settable options, the better. This includes in-game, custom map,
custom scenario, and RMG template customization/options.
~Memetics (8/11) |
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|
I would really like the game
to be modable as possible. Warcraft 3 with its mini games is awesome. I
know it wouldn't quite be the same for heroes, but I would love to see
some maps with new and interesting tweaked game play come out. |
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|
To minimize waiting time, then make the
round into two rounds, one where you
move your heroes around, and one where you build and hire creatures,
so the opponents can move while you build
and hire.
~Troels (7/7) |
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|
I'd also add that you use a really small
font ~MuadDib_FC (7/4) ~Wish granted. Bumped up from 10 to 12. Hmmm....your name seems vaguely familiar. ~SC |
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|
Add dates to the wishes please. ~MuadDib_FC (7/3) ~Wish granted. Dates for all wishes are listed after the persons name. ~SC |
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|
I'd like to 'warn' H5 makers from
some things that make players annoyed - waiting.
Fe. I've read that 'powerful blows' will have 'long beautiful animations, lasting few seconds' -
think that few seconds is too much :) You'll
have to wait too many times, and a lot of time will be wasted in this way. (right now me and my friends
play H3 with animations set on fastest + speeded
up by 50% thanks to few WOG features - only not to waste much time waiting for units too move. Just an
example). Second
irritating thing (H3) is the sound played when players swap 'hot-seat' - usually you all seat
around the computer so 'swapping players' takes
no time, and the music lasts quite a lot. Another
similar thing were sounds played when battle begins, and some other effects when sounds last some fixed
time, so even if you speed up the graphics
- you don't speed up really ;)
~Ishmael the Beholder (6/29) ~One thing to consider is this, those close-up animations that Fabrice was referring to are only for the first time you see a particular troop in that game session. After that, those animations will get skipped. So not to worry, you'll get the best of both worlds. The nice detailed, pretty animations AND faster gameplay. ~SC |
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|
Hmm... how should I say it... I don't
like the interface already :P I liked
the one that all previous heroes had. I think that it would be better to get back to that interface ASAP.
It's highly functional, plus there's a lot
of space for buttons (where are you going to put some buttons if they will need to be added? You've
already taken all corners of the screen :P)
~Ishmael the Beholder (6/29) ~Fabrice has already stated that the interface that we've seen in the video's and screenshots up to this point should just be ignored. They haven't done that part of the game yet. That was a temporary interface that we've seen thus far. I won't say they'll go back to the h3 interface, they've already stated that they want a less cluttered interface and they've hinted at something along the lines of the one from Neverwinter Nights. But it's too early to tell right now. ~SC |
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|
Reduce as much as possible the
"boring" micromanagement. That is, avoid in the measure of
possible, those repetitive
tasks that do not add strategic or RPG depth
and make taking the turns longer. That may include
circling windmills or dwellings, recruiting creatures
one by one (no "recruit-all" button), needing
to count the battlefield hexes (no movement shadows)
~Dragon Angel Aseved (6/27) |
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|
Take steps to diminish
rule-bending tricks, exploits,
or "obscure" tactics Avoid
things such as hero chaining, blind-resurrection,
split song-of-peacing genie, day-1 castle
captures,... as well as unbalanced spells, skills
or creatures.
~Dragon Angel Aseved (6/27) ~well, the first clue into their view on this is the fact that they're doing multiple beta-tests. This is the easiest way to eliminate such things. But removing them all is simply not possible. Someone will find SOME way to cheat or exploit the game. Unavoidable. But thorough testing is a great start. ~SC |
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|
I wish
heroes V would be gold tomorrow.
~Dfrosty1 (6/26) ~WISH GRANTED! .....drat. I was sort of hoping that would work. *grin* ~SC |
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|
I wish that there will be cut-scenes
during or after the campaigns missions (with voice cast), or even
better, CG MOVIES. Secondly, I wish there will be a
"cut-scenes option" for map editor, through I don't think
that's possible.
~dark-fire-R.B (6/26) ~I would imagine that campaign cut-scenes like from H3 are going to be in. We've already seen one video and several of the early screenshots look as if they're from cut-scenes as well. As for the editor option...it's definitely "possible", unlikely, but possible. ~SC |
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