Brad Wardell's site for talking about the customization of Windows.

We had a great discussion about what features of LH players liked the most.

Now, let’s turn it on its head.  What parts of Legendary Heroes do you like the least?

This doesn’t have to be a feature list either, it could be elements of the game (or parts of the game) that you just find boring or frustrating or poorly thought out.

Let us know!


Comments (Page 7)
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on Apr 29, 2014

My list:

 

- Buildings built on map with no other gameplay purpose then "cheesy" city snaking for ressource grab or fast influence steering in one direction only(I'd prefer 1 tile per city, or a maximum of 4 tiles a city, then building real influence buildings would really mather too, and connecting Your empire could potentially be a long and painfull process).

- No penalties for obstacles or range on bows in tactical combat.

- No ships, naval hero traits, sea quests, ports, ship yard buildings or sea monsters.

- No city siege game mechanics.

- No Multiplayer.

- Automatically built roads. This is a lost opportunity making pioneers more vital, and the trade system more of an investment. A system With roads built by pioneers, upkeep cost per tile with a road and trade revenue increasing if cities are connected (and also based on the gildars they are making, if they are towns or citadels etc.) would greatly improve the depth of empire building strategy. The same would the need to protect the trade routes, the pioneers working and the road tiles themselves from roaming monsters and faction enemy raiding parties..

 

on Apr 29, 2014

Strange unnatural map shapes.

No naval game.Sea is pointless.

Factions all look human apart from Quendar.

Diplomacy is erratic with poor A.I with some factions thinking it a good strategy to have a 8 front war. It makes it easier for the player that it should be.What happened to the CG2 A.I diplomacy which would try to focus on one enemy?

Linear tech trees with no random elements.Why do these fantasy and sci fi games continue to have linear trees? This is not a static history ala Civ.

Some hero descriptions are rushed and bland.

Lacking a real siege mechanic.

Battles look small and never matched the early concept art which looked great.

 

 

 

 

 

on Apr 29, 2014

NorsemanViking
My list:

- Buildings built on map with no other gameplay purpose then "cheesy" city snaking for ressource grab or fast influence steering in one direction only(I'd prefer 1 tile per city, or a maximum of 4 tiles a city, then building real influence buildings would really mather too, and connecting Your empire could potentially be a long and painfull process).
 

I wish to expand on this thought a bit, as others have expressed dislike towards multi-tile cities; though I for one do not understand why as I find multi-tile cities to be one of my favorite aspects about the game and this is a run-on sentence and I am sad to see the mechanic leave in the initial discussions for the release of E15.

  1. First, to snake, you need to have manual building placement enabled. For any player who does not like to snake, why not just turn manual building placement off?? Or, to rephrase the question, what is driving players to play with manual placement on and yet still complain when they are able to abuse this feature?
  2. Second, without Parrotmath's snaking mod, I wholehearted agree that snaking becomes exceedingly cheesy, with it's only purpose being to strategically cut of the AI at bottleneck locations. For any player who does not play with Parrotmath's snaking mod, refer to point 1.
  3. With manual placement on and Parrotmath's snaking mod active, snaking becomes an emersive experience if not abused. Build out to rivers and forests for additional benefits. With Parrotmath's swamp mod, build out towards swamps for additional benefits. With Parrotmath's Bridge mod, build out across rivers for additional benefits. You see a recurring theme. In addition, this is no advantage to the player as the AI does expand and build these structures too.
  4. Why wouldn't SD simply hardcode Parrotmath's snaking mod into the manual placement option?? (I suppose this question would be asked with respect to the answers from point 1)
  5. If SD did hardecode Parrotmath's snaking mod, it opens up a DLC oppertunity, there could be other resources, or structures, or landmarks introduced into the game where players would want to creatively design towards. For example:
    1. The FE resource that granted influence could be reintroduced to grant fame, but only if built within a city.
    2. Forests could be harvested. Yes, there is a logging camp chain, but what if you could set a temporary 'camp' instead? You receive bonus production and after 10 turns the forest is consumed.
  6. There is a 'cheesy' aspect when players use snaking cities as travelling conduits and passage doorways. This was partially mitigated back when LH beta 0.4 (i think), but could be further restricted. I am intrigued by NorsemanViking's 'maximum tile' idea however 4 tiles is far too small. 9 Tiles may even be too small considering the available buildings BUT this could be a soltion towards increasing mid-late game difficultly.
    1. Having to choose your buildings and not being able to build all your buildings forces the player (and AI) to make smart decisions.
    2. There could be an 'expansion' chain of buildings that unlocks with different techs. The first tech gives a building that allows you to expand from your base 4 tiles to 6 tiles. Another tech could unlock the second building upgrade that allows you to expand from 6 tiles to 9 tiles. The third late game tech would allow you to expand from 9 tiles to 12 tiles. (numbers are dependant on ensuring a decent restriction of buildings, while still allowing for a wonder...)
    3. Sure it's artificial. But so is simply restricting city expansion altogether.
    4. Would this make the game too complex? I don't think so. A light blue box could sillohette the city when build is selected showing all possible build tiles. If you've reached your limit, you need to build within the confines because your city cannot support the 'urban sprawl' yet. It's 'realistic' in a certain sort of way...

Thoughts?

on May 04, 2014

1) Leveling units feels useless at the moment.

Even worse, the great potential of letting uints learn new skills as they are getting more experienced is unused.

 

2) The interface is bad

 

3) Its not possible to re-equip units with new equipment. That makes researching new equipment feel really unrewarding.

on May 04, 2014

Music sucks more than any game I have ever played.  A 3 minute tune repeated for one hours is total fail.

800 turn game design.  What were they thinking?  My games are over in 250 turns.  I never get to a level five city because the game is over before they can grow that far.  Redesign the game to go 400 turns.

No mid game units.  My first stack of militia go all the way through what would be the mid game, because the economic model can not support more than one stack.  Then my research and unrest suppression reach full speed, and I can afford to build end game units.  

Tax options are fail.   They jump 20% per change.   This should be replaced with 10% change options.  It's simple math.  Would you want the IRS to operate this way?

 

 

 

 

on May 06, 2014

What do I like the LEAST about LH:

  1. The graphics are childish, cartoonish and plainly ugly
  2. AI is in a perpetual Alliance pact with Dragons and every other monster out there
  3. Diplomacy is almost linear. Peace, Non-agression, Alliance. Very creative!
  4. AI doesn't use half of the game features. (Outposts, unrest...)
  5. Battlefields lack realism, line of sight, blockable terrain, etc.
  6. Skaths!!!!!! The patrolling three-skath group is invincible, almost impossible to beat with a spearmen and hero.
on May 08, 2014

I dislike not being able to heal your champions unless you find the odd potion. I would like to be able to build a hospital, just one per faction, where you can send your injured champions to heal and recuperate. The length of recuperation would depend on the severity of the injury. While they are away from the front line recuperating you should not have access to their strategic or tactical spells.

 

I do not like the fact that you can just stroll into an enemy settlement irrespective of the size and level of that settlement and fight the units stationed there. The larger the settlement the more difficult it should be to get into and this should definitely apply to level 4 or 5 fortresses with castles etc. and I think this would make the later game more challenging. Battles outside the walls and then  fighting inside are a possibility. Another option would be to lay seige to a settlement for a number of turns dependent of the level of that settlement before you can attack. Top level fortresses could be bombarded with trebuchets and catapults to destroy fortifications before you get inside the castle.

 

Research needs spicing up as it is too easy to get all the techs. Make research more expensive so the gamer does not have access to all the techs until later in the game. Each of the factions should have more faction specific techs. How about adding powerful spells that need to be researched with each faction having spells the others will not have access to.

 

The option to sometimes (randomly) capture an enemy champion after winning a tactical battle would add another element to the game. I could then ransom the champion for gilders, crystal, metal etc. or offer him a wad of cash to fight for me (he/she is a mercenary !!). Of course I would also lose a champion from time to time but hey, that's all part of the game.

 

But PLEASE no more bunny slippers or lollipops. GRRRRRRRRRR.

on May 08, 2014

Darkstare
What do I like the LEAST about LH:


The graphics are childish, cartoonish and plainly ugly

I've seen this comment by many (so I'm not picking on you). I am ever so surprised many out there do not like the graphic style used. The 'childish and cartoonish' style, imo, really makes the game feel more fantasy and more alive.

It's going to be the second most important thing I will miss in the next iteration of the game. (The first is going back to single-tile citys. Big mistake imo.)

on May 10, 2014

The new DLC. I't crashes every game I try. Would be great if it all worked but it does not.

on May 10, 2014

Barrynor
Units are bland. You end up with swordsmen with the best sword, pikemen with the best pike, archers with the best bow... axeman with the best axe... and then you find a combo that works, usually heavy infantry with a shield and a sword or hammer, and youll just mass produce these.

 

(Bad faction uniqueness)

This. Remind me how nice if Heroes 5 can build your own town, train your own units and cast global spells.... (oh well...)

Empires doesn't have any great difference in buildings compare to Kingdoms. Conquering the other races city dont give you so much advantages. There are just giving bonus, no race unique buildings that produce race unique units. Race specific Wonder etc. 

 

 

jimclin
800 turn game design.  What were they thinking?  My games are over in 250 turns.  I never get to a level five city because the game is over before they can grow that far.  Redesign the game to go 400 turns.

(Slow pacing / repetitive nature)

Super agree with this as well -  insanely slow pacing /repetitive and boring research / leveling every game. Quests DLC seems to be the same thing every game as well - feel like a chore

 

 

Slow Patching

I don't want to criticize Stardock, they work hard on LH. But IF you are the earliest Stardock Fan or lurking supporter you will understand what I mean, games like GC2 receive a lot more post-release love and focus than LH. Perhaps the studio expand too fast and they are doing so many other games at the same time.    

on May 10, 2014

It amazes me that so many people are against the art style... I personally love the art style, and it's one of the most unique things that keeps me coming back.  In my mind, it truly sets it apart from every other game that does just plain old 3D... whoopdiedoo...

Regardless, there are other things I do agree with.  Things like tactical battles could use with a bit more depth like LOS, limited range, flanking, attacks of opportunity, etc...

City building should have more impact.  As it is I just build pretty much every building in every city, and don't really give it a whole lot of thought.  The choices don't really seem to matter.

Factions do need more differences, although I'm happy with the races... we don't need no steenkin high fantasy elves & dwarves...

The magic, to me, has always seemed rather bland. And finally unit customization should have more real customization options, and have more impact than just outfitting units with the best gear.

on May 10, 2014

Wizaerd
It amazes me that so many people are against the art style... I personally love the art style, and it's one of the most unique things that keeps me coming back.  In my mind, it truly sets it apart from every other game that does just plain old 3D... whoopdiedoo...

Wizaerd
Factions do need more differences, although I'm happy with the races... we don't need no steenkin high fantasy elves & dwarves...

 

Just wanted to through a "me too" against these comments, seeing as there is perhaps a perception that they are minority opinions.

on May 17, 2014

What I like least about Legendary Heroes I dislike SO severely, that I do not play Legendary Heroes. I play Fallen Enchantress only, and lament the fact that I cannot purchase the DLC, because (I expect) it only works for Legendary Heroes.

That which I so dislike is the restrictive class system for heroes. In Fallen Enchantress, it was basically a huge list of 'skills', some of which were prerequisites for others. If you wanted assassin abilities, you had to start purchasing from the bottom of that tree, but nothing stopped you from buying skills from multiple trees. In Legendary Heroes, we are restricted to a single tree, a single 'class'. Now some no doubt will argue that this makes for a better game, that it makes for greater replayability or whatever. For them, I am sure they are right. However for me, it adds nothing to a game, it only detracts.

I have scoured Nexus hoping for a mod that addresses this, maybe a 'cheat' mod that simply rolls all skills into a single profession or whatever. Sadly, it appears no one has built such a thing. I've perused the data files somewhat myself, trying to figure out if there is some way I could do it myself, but I have been unable to divine a way. I am not exactly a hotshot coder/hacker.

on May 18, 2014

It is a small concern, but it has always bugged me.   It combat, why is movement restricted to one click.  If my unit can move three spaces, but I only move one space, the units movement is over, even though it still has potentially two move spaces to move?

on May 19, 2014

Lack of Faction Differentiation

There are subtle differences in the factions, but would like to see radical differences, it is very bland, that each fraction had same weapons, equipment type with a few minor exceptions.  Would like for the factions to have a radically different look and feel, have armors and weapons that look different.  The ability to customize units, although a game-within-the-game, is probably a handicap for the AI, which already is not so good.   Other games suffer from this as well, such as Paradox Plaza's Hearts of Iron III, the AI can't handle dealing with optimized human player builds.  Would like to see more faction specific units.

Fantastic Mounts

I understand horses, and Wargs are fantasy staples.  But how about some fantastic mounts?  Griffins, pegasi, Wyvern (or think Fell Beast from the Lord of the Rings), heck, even bear, or something really interesting like a chariot pulled by bears or giant lizards.  Just anything to make things more interesting.  Granted the diversity will require changes to the standard warg/horse resources.

End game become tedious

Towards the end the game becomes tedious, sometimes I find myself building the structures casting the spell of making just to end the game.

Cities

I agree with an earlier poster about being against the three city archetypes and that cities just naturally evolve.  I understand in some respects why Stardock went the route they did with the Conclave/Fortress/Town.  However, I'd like to have more diverse options, there are times, in particular in the early game when it is hard to know just how ideal a city location is, but you are stuck with your specialization choice.  I'd like to see more options with some of the buildings.  For example it would be nice if the alchemist guild would have other benfits, to perhaps buff troops, like an accuracy boost to reflect 'enchanted' weapons, or maybe imbue armor/weapons with benefits from shards (earth shard increase blunt, defense, air add lightening damage, increase dodge, and so forth).

 

Make the map more lively

Some games like Heroes of Might and Magic the whole map is alive with animation.  FE the map just seems dead.  It would add to the immersion to spice up the game map.

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