Haplo
Prophet
- Joined
- Sep 14, 2016
- Messages
- 6,186
Reinstalled? Never UNINSTALLED!HOMM3 Reinstalled.
Why not? I mean we've had HoM&M V which is the best HoM&M game IMHO.
Reinstalled? Never UNINSTALLED!HOMM3 Reinstalled.
Burn the Heretic!Reinstalled? Never UNINSTALLED!HOMM3 Reinstalled.
Why not? I mean we've had HoM&M V which is the best HoM&M game IMHO.
In all seriousness, though, are any HoM&M's worth it past the third instalment?
HoMMIV just to experience the story. Gameplay changes made it, in some cases, really easy as you go the same tactic and win everytime. It's not as bad as people tend to make it look like just as Lacrymas and Maxie mentioned earlier.In all seriousness, though, are any HoM&M's worth it past the third instalment?
HoMM offtopic incoming.
As for the next installments. HoMMV tried to repeat history again by doing nearly vanilla HoMMIII with 3D graphics and several gameplay addition to the already familiar formula.
Here's the deal, all of the mentioned things were not in HoMMIII, yeah, I agree. Did they add certain depth to the HoMMV gameplay? They did.>>HoMMV triggered post<<
I've never understood that argument. It actually triggers me.
Did HoMM III do away with traditional Turns and have Initiative dictate the action frequency + order?
Have unit stats balanced with this in mind?
Did HoMMIII have faction-unique hero abilities?
I've never understood that argument. It actually triggers me.
Did HoMM III do away with traditional Turns and have Initiative dictate the action frequency + order?
Have unit stats balanced with this in mind?
Did HoMMIII have faction-unique hero abilities?
Did it need these? No.
I've never understood that argument. It actually triggers me.
Did HoMM III do away with traditional Turns and have Initiative dictate the action frequency + order?
Have unit stats balanced with this in mind?
Did HoMMIII have faction-unique hero abilities?
Did it need these? No.
Maybe it didn't NEED them.
But they make for a far deeper experience and a more interesting game out of V.
Did Baldur's Gate 2 NEED levels 11+?
I've never understood that argument. It actually triggers me.
Did HoMM III do away with traditional Turns and have Initiative dictate the action frequency + order?
Have unit stats balanced with this in mind?
Did HoMMIII have faction-unique hero abilities?
Did it need these? No.
Maybe it didn't NEED them.
But they make for a far deeper experience and a more interesting game out of V.
HoMM isn't meant to be a deep experience, however. You're asking for features that make HoMM not HoMM. Thus, they are unnecessary changes. People who only like HoMM5 generally aren't fans of HoMM.
I do consider myself a bit of a HoMM fan. I've played all titles up to V, starting with HoMM 1. Liked them all. Liked the inventions each new title brought to the table. But never understood the fixation with holy No. III. Perhaps because I didn't play them much competitively and very little custom maps.I've never understood that argument. It actually triggers me.
Did HoMM III do away with traditional Turns and have Initiative dictate the action frequency + order?
Have unit stats balanced with this in mind?
Did HoMMIII have faction-unique hero abilities?
Did it need these? No.
Maybe it didn't NEED them.
But they make for a far deeper experience and a more interesting game out of V.
HoMM isn't meant to be a deep experience, however. You're asking for features that make HoMM not HoMM. Thus, they are unnecessary changes. People who only like HoMM5 generally aren't fans of HoMM.
I've never understood that argument. It actually triggers me.
Did HoMM III do away with traditional Turns and have Initiative dictate the action frequency + order?
Have unit stats balanced with this in mind?
Did HoMMIII have faction-unique hero abilities?
Did it need these? No.
Maybe it didn't NEED them.
But they make for a far deeper experience and a more interesting game out of V.
HoMM isn't meant to be a deep experience, however. You're asking for features that make HoMM not HoMM. Thus, they are unnecessary changes. People who only like HoMM5 generally aren't fans of HoMM.
I do consider myself a bit of a HoMM fan. I've played all titles up to V, starting with HoMM 1. Liked them all. Liked the inventions each new title brought to the table. But never understood the fixation with holy No. III. Perhaps because I didn't play them much competitively and very little custom maps.
Anyway, adding complexity and faction differentiation are good things in my book, if they are done well. They are in V, IMO.
Well, except the random nature of choose 1 ability out of 2 random ones on level up no longer works that great with the large number and complex network of pre-requisites for the more unique/ultimate ones.
Maybe therein lies a problem. The first bunch of custom maps that I can think of for HoMMIII:RoE are Pride: Titanic Pride, Angelic Pride, Devilish Pride. The use of engine limitations as a mean to make player's life hard and force to look for a solution (which ties into the narative of the map) is great.But never understood the fixation with holy No. III. Perhaps because I didn't play them much competitively and very little custom maps.
Homm 3: WoG ? :]In all seriousness, though, are any HoM&M's worth it past the third instalment?
Thankfully it didn't, I hated that about V, acting first is already very important in HoMM, it didn't need varied action frequency (and the huge complexity boost that comes with it) on top of that.Did HoMM III do away with traditional Turns and have Initiative dictate the action frequency + order?
For me it means the design of these units can't stand on its own and they need an overarching "theme" that pigeonhole you into specific skills and more uniform army composition. Which is not necessarily bad but not a clear-cut improvement over simpler design either. In 3 I can mix and match different units from different towns based only on their stats and how well they work with each other and my hero, and I will only suffer a morale hit for it, if I add a behemoth to my dungeon army in 3 it will not be less effective because my hero doesn't (and can't) have level 3 strongholding, it might be less effective because I might not have as much attack as a stronghold hero but that's a completely different story.Abilities like gating or bloodrage literally MAKE Inferno or Orc factions, which would be pathetic without them, but are immensely strong with them.
Fortress with their unique Runic Magic self-buffs?
I think HoMM VII is a mandatory play*.
It will make you appreciate 3 even more.
*Note how I did not say purchase.