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Originally Posted by Fatt_Shade
Yes KB and HoMM are similar , but only in one part : BATTLES. That`s it. Both games have turn based battles, 90% of games are different.
HoMM you have building, resources, conquering map ... strategic part of game. There you can have hero lvl 40 with sick stats and he`ll/she`ll be useless if you dont have gold and rest of resources to buy army, or you can have mountains of gold and rest of trinkets for huge army and hero lvl 1 with no skills items, and you`ll have big losses no matter how stronger you are then enemy army. No tactics in game at all.
KB on other hand have only 1 resource = gold, and you get gold by playing (while in HoMM you can get some castles and mines and you get rich just by `end turn...` buy army and go around) in KB you have to earn every gold coin, even if you find it on ground, you still have to clear path to that place. You want gold for army/items fight battles/finish quests. You want stronger hero = fight battles for lvlup and runes , you want stronger rage skills fight ...
Only thing you need to concentrate in KB are battles, and finish them in optimal way (i`m not saying no loss playstyle, just to preserve army form total annihilation to save gold, or units you cant buy anymore).
Thing i still cant believe is that for KB-WotN developers didnt take some ideas from Red sands mod for CW and lvling up units. It was great addition for this kind of game tactical turn based battle/role playing outside of battle game. In KB-the Legend was skill in mind tree to upgrade priests to inquisitors(only one unit able to upgrade in whole game) but it was there. Then in Ap nothing. CW gave us battle academy and trophy collecting way of upgrading, it was nice also. And in Red sands whole upgrading system for all units. It was great job, done with simple add on of maybe 10 txt files.
And in latest game WotN nothing again. WTF ???
I seriously think that developers for WotN had nothing to do with previous games considering fu.kup they did with whole release of this bug infested game.
Why not make some option for using certain unit and after enough battle experience you can chose to upgrade it to new stronger version, but have to pick out of 2 way upgrading as to make player choose his strategy based on previous choices with army (you get some thorns use them, and after some time chose to get them into range version-thorn hunter or stronger melee-thorn warrior, then if you choose range later you get second upgrade into royal thorns or monstera(new plant unit from red sands mod ...). This would make great addition for current `no resources/no castle` way of playing , but still give you some choices of building army, not just get enough gold and buy all you need. And with unit upgrading from CW and red sands i`m sure it`s not just possible, but very easy to make.
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i really doubt that the makers of WotN had anything else in mind than making money from the same game presented as new. it's funny how The Legend would be the greatest game in the series if you added the achievements, item sets, rework the skill trees a bit and some other nice perks from AP.
i mean seriously WotN story is half baked, rushed pile of shit - and it feels every step you take. AP already had weaker story than Legend but still was decent. the lore and exploration was way more fun in the legend than in AP or WotN.
all that i see in WotN is same maps with changed colours, shitty story, a bunch of new useless units force fed to players and a couple of new achievements.
having The Legend engine and game in your disposal + a development team - you should be able to make games like WotN every month.
i mean c'mon - write a generic story, choose from the large library of myths in the world to create some new units/race. dabble around with the same abilities that you can find on previously made units and put them on your new race/units. change the colouring and previous maps - and voila you got WotN.
it really doesn't seem like they put much effort in WotN - at least they could try release it without so many bugs.