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This has led to a fair amount of dissapointment and bad reviews, and that is understandable.
But on the whole I agree. The game is good and I enjoy the different factions(not a single faction that I dislike which is the first time ever in this series), the unit designs and the combat a lot.
Here is to hoping that MM:H VII will be less unstable, but keeps some of the cool stuff that we got from VI.
Second, the hate of UPLAY itself (3rd Party DRM) with which you should've had no issue if your connection is stable. Majority of issues with UPLAY people have is due to their connection sucking badly and blaming UPLAY for it.
If you want to play online (A VS game skirmish) I'd be more than happy to play. Add me up, recently getting back to the game after burning out on WoW.
To be honest, those are the steps I would use. Never had a technical issue with UPLAY.
Also: in order to prevent UPLAY from forcing you online, turn off auto-updates for that program. It'll provent it from rolling to default settings (ie: login online prior to offline mode.)
The problem is when certain features are cut off due to no connection.
Also, sometimes, you might lose the internet connection for several days(when the company is doing maintainence or repairs). Or maybe Uplay is put off-line for a time due to maintainence.
In either case, you are then cut off from said features.
Yes, you do not have the option of choosing between 2 differnt upgrades(HoMM V, which required an expansion btw), but even then, you would stick to certain units every time you played, because they were simply better(even if they were only marginally different from the other upgrade).
The novelty of having 2 upgrade options quickly wore off, and simply made it harder to use diplomacy due to a larger creature diversity(you could still only have 7 creature stacks in your army).
Each faction plays very differently, more so than in V. There is a pretty big difference in how you use a Wanizame compared to a Praetorian or Maniac.
They have reinstated just as many "oldchool" features(HoMM III) as they have left out, compared to V. In other words, they have gone back to some of the systems from HoMM III(most notable the same initiative system), while changing other things(like how you level up), just like HoMM V changed some things(broken initiative system).
The biggest reason why "oldschool" players have stopped playing the game, is due to Uplay and no random maps.
that and the insane amount of bugs and glitches
and the feel like you never really get anything from the artifacts
and the stupidity of leveling up is annoying
so either get 2 +luck or destiny they desided to be artsy
or get a spell why should that even be a choice?
why even remove mage guild?
By removing all this randomness and severly trimming in overworld locations, recourse variety and adding forts and zones, the game becomes stale really quickly.
The most fun I had in the previous HoMM games was getting random spells in the mage tower and deal with the map using the toolls given to you. Similarly, the random skills and abilities you got every level up made every hero and their playstyle different. The fact that you can spend your level ups on spells and abilities in HoMM6 means you can pretty much create the same cookie-cutter build for a every hero.
Additionally, since you can now convert forts, dwellings and cities to your faction, there is absolutely no reason to ever use minions not of your faction. Especially relevant considering you are penalized if you do due to the way heroes work. For example, you can never hire a haven hero if you started as inferno and since gating does not work on haven troops, you are unable to use your racial ability gauge anywhere during battle.
In short, the game was made to be stale and repetitive by removing aspects of randomness and removing any incentive to use anything else than your starting faction.