奇迹时代4
弗朗特之门
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本周截图和Q/A

EvilP 更新于 2011-03-03 05:37

文章来源:http://heroes.hardwired.hu/

以下问答由游戏设计主管Gabor Szabo(Boci,有眼镜的)和创意总监Istvan Zsuffa(Isti,没眼镜的)回答。

  • 能告诉我一些关于你的事情吗?比如你什么开始为黑洞工作,你的职位是啥?
    Isti:我们都是黑洞公司创立时就在的成员,公司成型于2000年。我的职位是是监督和管理游戏的开发,比如游戏设定、画面、音效、音乐、动画等。
    Boci:我的工作是游戏设计(设计和游戏设定),对游戏设计提出想法和在游戏中实现它,另外还制作地图和平衡性调整。
  • 你们是如何调整游戏的平衡性的?做很多的测试,还是凭借直觉,亦或者某种特殊的方法?
    Boci:这个当然不能凭直觉。我们有很多关于生物的属性和能力的复式表格。这些表单不仅仅是一些数据,还包括一些严格的公式,它帮助我们计算每个单位的“评定值”,以及单位能力的效果/影响。每个单位都有不同的“战斗力(Army Power)”值,由所有的属性和能力计算而出。这个数值体现该单位全方位的实力,并用于我们在平衡调整时的运算。当然,我们依然需要在游戏进行测试,如果需要我们会进行修改。目前游戏的开发正处于这个阶段。
  • 我在某些杂志中看过关于声誉系统的介绍,不过你能告诉我们一些详细的信息以及技能系统的基础资料?我们可知道哪些?
    Boci:声誉系统有两个方向:血和泪(之前制作人的采访中提过了)。它的功能和前作中的经验类似,如果你获得了足够的声誉点数,你可以升级为进阶职业,同时改变英雄的外观。能力树(Ability tree)是一个并行系统,你可以完全控制你通过升级所获得的能力点并用在你希望获得的能力上,取决于你希望你的英雄成长成啥样。比如:你选择将你的英雄进阶泪道,并且你的英雄学习了基础级的治愈(Cure)魔法,然后当你的英雄的泪系声誉达到第一等级时会增强你的治愈魔法的效果(以及其它分类为泪系的能力)。
  • 新的区域控制系统是如何运行的?
    Boci:这是个有边界(由界碑标记)的领地,每个领地有个城镇(Town,可以建设)或者要塞(Fort,不可建设)控制这个区域。每个矿藏以及生物招募地都是附属于该控制点,所以如果你占领了控制点,你将同时控制了领地内附属的矿藏/生物招募地。不过,你必需先占领矿藏/生物招募地,或者控制点对这些建筑已经拥有管理权。如果一个游荡的英雄占领了你的矿藏/生物招募地,不需要急着占领回来,那个英雄离开后,你会重新获得管理权(如果该区域的控制点由你控制)。
  • 我们知道这代的城镇中将没有魔法行会,所以英雄如何学习七系的魔法,这些魔法如何进入英雄的魔法书?大概有多少个魔法?
    Boci:所有英雄都有一样的可学能力(魔法和力量)。英雄每次升级都会获得能力点,这些能力点可以用来学习能力。这些能力有被动的(比如后勤)或者主动的(比如火球)。主动的能力将会在英雄的魔法书中出现,并可以在战场上使用。你可学习英雄所属势力的允许学习的魔法系的魔法。游戏大约有200+的魔法(主动和被动)。译注:以我知道的数量,这里应该指的可以学的能力而不单指魔法。
  • 幸运和士气是如何运作的?和前作有何不同?
    Boci:我们改变了一些机制,因为幸运和士气在前作过于随机和强大。先解释下士气:当轮到一个生物行动时,你可以预见到这次是否会士气,使可以更详尽和简单的计划行动。当然,第二次行动机会造成的效果会比第一次差,兵种的移动力和伤害会减少,具体比例依然在平衡修改中。然后是幸运:英雄和生物都会有自己的幸运值,每1点幸运值表示1%的机会。一个进阶过的英雄大约会有6-7%的幸运几率,兵种也是同样。一个满级的英雄+兵种大约有15%的幸运几率,幸运值可以由魔法、能力、宝物增加。正常情况下幸运一击会增加50%的伤害。
  • 你们修改了英雄主要能力系统(即英雄四围,攻击、防御、咒力、知识),分成了魔法攻击/防御、物理攻击/防御,为什么?
    Isti:和游戏的英文名从Heroes of Might and Magic改成Might and Magic : Heroes一样,基于UBI的要求——所有的新Might and Magic游戏的统一性。这是魔法门新世界共同的“伞(umbrella)”,共同的设定,共同的规则(七系魔法,修正过的属性名和含义等)。比如说,在亚山世界中,魔法的力量和亲和力将不在与知识属性相关联。此外,该命名也响应了力量和魔法的二分法。每个英雄都会有魔法攻击/防御、物理攻击/防御属性,兵种也一样,英雄的属性会叠加到兵种身上。比如一个物理攻击的兵种(劲努手)的攻击会得到英雄的物理攻击属性的加成,一个魔法攻击的兵种(女祭司)的攻击会得到英雄的魔法攻击属性的加成,同样也对该兵种的治疗能力效果有加成。对于新的能力树系统来说这种改变是必需的。在前作中,魔法英雄比力量英雄强势,在H6中力量英雄的能力和魔法英雄的能力有着类似的效果,使游戏变的更平衡。
  • 不同英雄职业之间的特殊能力有何不同,它们是如何运作的?
    Boci:在战斗中,游戏界面的操作盘上将会一个充能条,种族技能有4个等级,每个种族的充能有所不同。比如据点的兵种攻击时会进行充能,而亡灵则是双方受到伤害时充能。当然充满一条时,你可以随时使用这个能力。基于英雄可以在一回合的任何时候行动(不过一回合只有一次),你可以在你需要的时候使用。其效果取决其能力等级,每个种族的种族能力效果都不一样,比如亡灵能复活和治疗亡灵生物,据点则是获得全方位的攻击加成。
  • 行动条是如何工作的?生物的行动次序是如何排定的?
    Boci:每个生物都有一个主动(initiative)属性(和速度-speed不同),这个值决定了行动顺序,它可以被魔法和宝物所影响。每回合一个生物只能行动一次,除非士气。
  • 战斗会不会遇上一些特殊的东西和事件?
    Boci:有一些,特定的战役和非战役。比如,集合旗(rally flag)不再是仅仅出现在冒险地图,你也可以地战场上看到它。如果一个生物在该旗帜旁则会获得额外的幸运加成。
  • 攻城战有什么特别的(比如H3的护城河)?
    Boci:有的,每族的效果有所不同,地狱的会造成持续性的火焰伤害(当轮到目标生物行动时),除非该生物离开护城河。
  • 是否一切如计划中一样,游戏发行时会带地图编辑器么?你能告诉我们一些关于编辑器的信息么?编辑器可以用来干啥?是否有计划添加战役编辑器或者随机地图生成器?
    Boci:游戏发行时将会带地图编辑器。我们的目标是硬编码(hard-coded),也就是不使用脚本系统(即不像H5一样用lua),我们优先使这个编辑器的使用更加易用。我们可能会在随后增加战役编辑器,至于随机地图,现在说这个有点早。
  • 你们是否有计划在发行前进行公开/封闭的BETA测试?如果有,什么时候?
    Isti:有的,时间上还有待决定,决定后会公布的。
  • 萝卜王和保罗依旧为H6录制音乐,游戏中将会出现哪些音乐(战斗、地形、城镇、攻城等)?会有多长?格式呢(mp3)?
    Isti:是的,会有不同的音乐,总共加起来大约有二个半小时长,50首,包括主界面音乐,特殊菜单音乐,城镇音乐,地形音乐,战场音乐,攻城音乐,BOSS战音乐,战役音乐,AI回合音乐,事件音乐,格式上是mp3没错。
  • 每个族有几种特殊建筑?
    Boci:每族4种,不同的种族和城镇均不同。比如亡灵有Tomb of Heroes可以免费复活英雄并给予一段时间内的属性加成。
  • 前作中每张地图的玩家数量上限是8个,在之前的某张编辑器截图中显示H6将会有12个?另外冒险地图的大小是否可以透露下?
    Boci:那个编辑器是黑洞自己开发的,它可以创建有12玩家的地图(用于不同的多人游戏),不过H6的地图玩家上限还是8个。
  • 你能告诉我们一关于AI的信息么?在困难模式下AI会作弊或者使用其它非公平手段么?
    Boci:在我看来,游戏的AI还是相当聪明的。在简单和普通难度下,AI不会作弊。不过在困难模式下AI作弊是必需的,这样才能给玩家带来挑战,不过不会像H5那么明显。
  • 游戏中大约有多少新/旧宝物(以及组合宝物)?会不会有卷轴和药剂?
    Isti:大约有150种宝物和8套组合宝物(X,不是说7套么),每套6件。新/旧比例大约是对半分。而且游戏中会有卷轴和药剂。
  • 如果游戏中有回城术,将会如何运作?像H3还是H5?如果没有,英雄如果长途旅行?
    Boci:游戏中将会有基础和高级回城术,不过它们的机制不一样。首先你需要在城镇中建设相应的建筑,基础回城可以将英雄从一个城镇传送到另一个城镇,高级回城可以将英雄传送回最近的拥有相应建筑的城镇。组合使用将会达到H3的效果,先飞回最近的一个城,然后在城之间飘。
  • 在一些截图中我们看到英雄和生物脚下有着不同颜色的光环,那是啥?每个英雄或者生物都会有不同的光环,包括冒险地图和战斗地图?
    Boci:别被那些旧截图弄混乱了,它们来自开发中的版本,有些还是用地图编辑器生成的。在最终的游戏中,光环颜色将和玩家的颜色相同,而冒险地图上的兵种光环颜色将会取决于控制该区域的玩家的颜色。
  • 在Marzhin的第二个问答视频中告诉我们游戏将会有8种BOSS和8种中立生物,BOSS数量还算满意,不过我们认为中立生物的数量应该更多,毕竟原版只有5个种族,你们有计划添加中立兵种数量么?或者准备在资料片中添加?中立生物的等级如何?
    Boci:不会有更多的中立生物,我们并不觉得8种太少了。中立生物是7种精英加一种冠军。
  • 在游戏发行前是否还能修改兵种的名称?比如Cerberus在希腊神话中是三个头,但是在游戏中是两个头(附注:其实是有双头的,叫Orthrus)?
    Boci:不会再改了,亚山是个幻想世界,不是地球的历史或者神话世界。我们参考了现实世界的神话和传说的象征意义,不是百分百的照抄,而是使其更符合亚山世界的规则,使其更加的独特。比如我们的吸血鬼不像Dracula或者暮光之城的Cullen。
pikaq 回复于 2011-03-21 10:56:
发现游戏设计者有帅哥
tomyye 回复于 2011-03-21 09:39:
资源真的只有1种了
qq415857618 回复于 2011-03-06 14:16:
必不可少不至于,没了减少乐趣是一定的了~!大家对续作的看法就是“前作有的你要有,前作没有的你还是要有!”嘛~
安戴德耐特 发表于 2011-3-6 14:06

 
 
 
安戴德耐特 回复于 2011-03-06 14:06:
必不可少不至于,没了减少乐趣是一定的了~!大家对续作的看法就是“前作有的你要有,前作没有的你还是要有!”嘛~
skass 回复于 2011-03-05 21:51:
那么一种凌驾一切的顶级兵对于游戏真的必不可少,没了就减少乐趣吗?也不见得吧。
安戴德耐特 回复于 2011-03-05 21:27:
对战图里没有不就得了~H的所有地图都必须能拿来对战吗?
 其实还是要归结到“普通玩家制作地图的能力”问题上来,官方要是能弄出个BOSS生物招募地的话,俺就没有怨念了~
skass 回复于 2011-03-05 21:03:
50# skass
 
 
 精英和冠军谁家都有呀,人家要的是H3圣龙之于普通兵的那种“超越一切的存在”哑~!
安戴德耐特 发表于 2011-3-5 20:56

 所以你觉得h6会弄出来这种兵吗,连吸血鬼的吸血能力好像都削弱了
安戴德耐特 回复于 2011-03-05 20:56:
50# [i]skass[/i]
 
 
 精英和冠军谁家都有呀,人家要的是H3圣龙之于普通兵的那种“超越一切的存在”哑~!
alldda 回复于 2011-03-05 20:06:
估计达成若干条件可招募boss级生物,谁能爆些料
skass 回复于 2011-03-05 19:40:
还嫌精英和冠军不够强嘛,光看描述和技能,根本是前所未有的强吧……
安戴德耐特 回复于 2011-03-05 19:24:
小灯神同学遗憾的是没有可雇用的强大存在了吧~毕竟各BOSS再强那也都是不让你招募的~
alldda 回复于 2011-03-05 19:19:
那个蛛母目前已知的相当强大的存在啊,除了那个水龙,其他龙应该也会出现在中立boos中,而且不会很单调
wckking 回复于 2011-03-05 12:34:
总觉得还是不安逸。。。。
 魔法那么麻烦,中立那么少,没有圣龙那种强悍的存在了。。。
wokunnima 回复于 2011-03-05 10:49:
45# [i]胡老邪[/i]
 
 
 动态2D,我觉得很好喔~
胡老邪 回复于 2011-03-05 06:24:
大部分改动都挺好,不拘泥于3代但又给人似曾相识的感觉,基本满足我对H6的期待。看来这次制作总监总体的尺度把握的比较好。唯一的遗憾就是h3六角形的战斗还是被换成了h5正方形的样子,不过问题也不大。剩下的一些愿望就是城内建筑能够更漂亮些,音乐更好听些,魔法更绚丽些,联机模式能更人性些。呵呵,但愿吧,我会入正的!
megaric 回复于 2011-03-04 23:07:
说实话我并不喜欢H3那样的回城,我一直觉得发挥机动性,声东击西、迂回包抄、攻其不备才是“战略”的精髓,当然由于H系列的战争迷雾是一次性的,所以想攻其不备挺难的,对于回合制游戏,弄成H4那样也讨好。H系列“战略”层面上主要就是考虑要培养几个打架的英雄,如何分配兵力这些东西,不过好歹聊胜于无。H3有了高级回城术,再加上高级异次元门,一个英雄满世界飞,基本就是纯战斗了,这让游戏失去了很多乐趣。当然没有回城跑路经常跑得挺蛋疼的,不过我觉得像H5那样的回城术和招兵术已经很强大了,估计H6里回城应该消耗一天的移动力吧,搞成H3那样一天飞N个城,有点imba了。
wokunnima 回复于 2011-03-04 10:20:
42# [i]绵羊心[/i]
 
 
 。。。和五代一样的只有3D模式和英雄无敌这个名字- -其他部分换汤换水很多了
绵羊心 回复于 2011-03-04 00:13:
感觉风格和5代差不多啊,野外还是太过于华丽...审美疲劳,玩H5就总是不知道是摆设还是可以访问的,经常点来点去的...发现全是装饰..
alldda 回复于 2011-03-03 23:15:
我一直想知道经典是怎么形成的?当东西很缺乏的时候它就很可能变成经典
skass 回复于 2011-03-03 22:33:
如果一个人养的毛毛虫变成了蝴蝶,他还要抱怨“如今的蝴蝶已经不是毛毛虫”了吗?抱怨是他的自由,喜欢毛毛虫还是蝴蝶是他的喜好,但是他无力改变自然规律。
 你不可能指望一个孩子永远十岁,哪怕他多么早熟。
pql1192 回复于 2011-03-03 22:29:
毕竟是一个新一代游戏...不搞点儿创新怎么过得去呢?不过制作组应该也挺有压力吧....如果搞的太H3化那很多人就会说没创意还不如玩H3,如果变味儿太重就像LS那样有的老鸟又觉得蛋疼吧。
刁民四 回复于 2011-03-03 22:22:
  从某个意义上讲,这个整体的概念设定已经不是《英雄无敌》鸟。老玩家可能会觉得有点蛋痛~~~
wyqtxy 回复于 2011-03-03 22:00:
四围到底怎么样?物攻防和魔攻防一共4个?power和知识没了吗
MYLORD1986 回复于 2011-03-03 20:58:
29# [i]lancky[/i]
 
 
 呃,忘了BOSS了。。。
qq415857618 回复于 2011-03-03 18:41:
把对方的矿占了之后,里面驻一个兵,不知道这个矿会不会自动收走
邪翼 回复于 2011-03-03 18:37:
看来现在抢地盘已经是定局了,难道说不需要担心守矿的野怪过于强大了(会有守矿的野怪么)?对方英雄想来没事干占片矿也不容易了。不过个人觉得幸运几率太低了,个人呢的建议是几率高点但是加成减少,比如只加50%的伤 ...
Jaina 发表于 2011-3-3 18:30

 矿要占过一次才会被控制点一直控制。。所以守矿兵还是有的。。
 至于幸运几率。。那是指没其它因素影响下。。
 你H3,H5英雄和兵种有默认幸运么?没有的吧。都是0啊。。。
 不是说了还有技能啊宝物啊之类可以增加么。。。
 另外上面说的就是50%加成啊
Jaina 回复于 2011-03-03 18:30:
看来现在抢地盘已经是定局了,难道说不需要担心守矿的野怪过于强大了(会有守矿的野怪么)?对方英雄想来没事干占片矿也不容易了。不过个人觉得幸运几率太低了,个人呢的建议是几率高点但是加成减少,比如只加50%的伤害等等
firesword2 回复于 2011-03-03 16:35:
魔法值八成是英雄等级和类型决定,一堆技能可以影响这样的没跑了
 
 至于回城,3代确实爽,但是爽过头了。偷袭了半天就只能逼对方放弃MF而已,所以不断弱化,这次多半也有较大的限制(消耗的行动力、MANA、建筑价格和建造时间等等)
xynsy123 回复于 2011-03-03 15:01:

 这次的QA竟然不是视频,换成文字了,不过仔细慢慢看也挺好。
 回城系统果然跟上次说的一样,守城比5方便多了~
 ------------------------------------------------------------
 还有这次的物理攻击/防御,魔法攻击/防御,都没提到法力值的问题,是跟魔法攻击有关呢,还是看英雄等级固定上限呢~
alldda 回复于 2011-03-03 13:42:
应该是凤凰
lancky 回复于 2011-03-03 13:38:
冠军中立兵种应该就是那条水龙了吧,其他的除了4系元素,木乃伊什么的大家猜猜
MYLORD1986 发表于 2011-3-3 12:59

 应该是5系元素吧,7系中两系已经不中立了,另外还有一个美人鱼,最后一个中立生物不清楚
 水龙是boss不是中立生物,冠军就是凤凰吧
alldda 回复于 2011-03-03 13:33:
保留了4代的设定,有药剂和卷轴太好了
MYLORD1986 回复于 2011-03-03 12:59:
冠军中立兵种应该就是那条水龙了吧,其他的除了4系元素,木乃伊什么的大家猜猜
MYLORD1986 回复于 2011-03-03 12:54:
12# [i]晓雾星河[/i]
 
 
 还是喜欢H3那样,地系专家可以随便选城堡
MYLORD1986 回复于 2011-03-03 12:53:
魔法力和英雄魔法不挂钩了,太好了,期待怪物魔法的增强
吸血公爵 回复于 2011-03-03 11:52:
中立生物就是7元素+。。。凤凰?
安戴德耐特 回复于 2011-03-03 11:29:
21# [i]仙_雾[/i]
 
 
 是可预见的士气,幸运还是随机的吧,就是几率和加成都降低了。
skass 回复于 2011-03-03 11:28:
所以说这样才叫策略。或者可以弄个超强反回城,让对方的副手英雄直接传送到自己城,然后灭掉哈哈哈哈
仙_雾 回复于 2011-03-03 11:27:
可以预见的幸运 不错
wokunnima 回复于 2011-03-03 11:22:
19# [i]skass[/i]
 
 
 为什么我想到了WOW里面的回城传送装置。。。
 
 刚开外域的时候我69级传送回52区(MS),结果一个传送到了52区最上面的一块浮空市上。
 不过无所谓,我可以漂浮术下去。
 可就在我准备下去的时候一个牛头战士也传送到这个石头上了。。
 他打了一排点,我看他70级就没所谓的漂下去了。
 刚到了地面他就M我
 
 ——等等我——
 
 我回了一个?
 然后就看见一只脱光光的牛从天而降- -
skass 回复于 2011-03-03 11:16:
要是发明个反回城系统才好玩呢。可依在策略控制点上安装,然后导致地方英雄回错城或者直接被传送到野外
wokunnima 回复于 2011-03-03 11:16:
12# [i]晓雾星河[/i]
 
 
 。。。基础是无法在城外使用的
 
 高级是使用后回到最近的城,并且回到城内再互相城传送
er55055er 回复于 2011-03-03 11:10:
不错,看起来还是比较好
晓雾星河 回复于 2011-03-03 11:07:
那就是回城一般两天了,没有H3方便,但比H5还是快多了
darkfather 回复于 2011-03-03 10:50:

 比如亡灵有Tomb of Heroes可以免费复活英雄并给予一段时间内的属性加成。
 
 果然是亡灵巫师的风格, 死人比没死之前的厉害, 决战之前先自杀再复活拿加成.....
skass 回复于 2011-03-03 10:47:
回城的设定的怪怪的,基础可在任意城飘,高级反而只能回最近的
晓雾星河 发表于 2011-3-3 09:56

 基础只能在城镇之间迁移,高级可以在城镇外回最近的城。
darkfather 回复于 2011-03-03 10:37:
最有营养的一期Q&A
晓雾星河 回复于 2011-03-03 09:56:
回城的设定的怪怪的,基础可在任意城飘,高级反而只能回最近的
skass 回复于 2011-03-03 09:28:
意思是魔法就是能力了,H5共有多少魔法和能力呢?
alldda 发表于 2011-3-3 08:38

 魔法每系十二个左右,共计四十八种(不算技能带来增幅效果),符文魔法约十个,战壕能力六个,总计六十四种。
 种族能力共八个系列,每族三个左右的子能力,共三十二种
 共有技能十二种,通用子能力每系三种,共计四十八种,其它特殊能力算不过来了。
 64+32+48=144?
 其它的特殊能力太乱,分布还不均,保守估计一下,每系的特殊能力约四个到七个左右,取平均值认为每系有五个,则是共育技能数量乘以五,四十种。即总数约为184种(不算专家大师这种升级技能)。我记得说h6的技能数量要贴近三百个或者超过,不知道是按那种方式计算的,不过从任何角度来说,应该h6的魔法+能力总数不会小于h5
邪翼 回复于 2011-03-03 09:27:
改变英雄的外观,应该只是服饰吧,不会把容貌都改了
wudevils 发表于 2011-3-3 09:22

 标准英雄没容貌问题。。全是面具。。
 特殊英雄应该没形象改变问题
wudevils 回复于 2011-03-03 09:22:
改变英雄的外观,应该只是服饰吧,不会把容貌都改了
wokunnima 回复于 2011-03-03 09:15:
亚山是个幻想世界,不是地球的历史或者神话世界。我们参考了现实世界的神话和传说的象征意义,不是百分百的照抄,而是使其更符合亚山世界的规则,使其更加的独特。(这句话必须让所有人都明吧)[color=Red][/color]
alldda 回复于 2011-03-03 08:58:
哎,我还是想知道冒险地图上有没有收破烂的奸商
wokunnima 回复于 2011-03-03 08:49:
挑错字中- -
alldda 回复于 2011-03-03 08:38:
意思是魔法就是能力了,H5共有多少魔法和能力呢?
platonsky 回复于 2011-03-03 07:39:
这个Q/A比之前的都详细多了 最开心的是回城术 几乎能够像三代一样了 终於阿 !!!!!
darkprincehxh 回复于 2011-03-03 06:19:
士气和幸运的效果减弱了
邪翼 回复于 2011-03-03 05:27:
Heroes VI Interview (Q&A)
 Answering: Gabor Szabo (Boci) - lead game designer of Black Hole.
 Unfortunately Istvan Zsuffa (Isti) - creative director had some urgent business
 and couldn't appear, but he helped to answer some question by email.
 Questions from Vologya Mester:
 
 We divided the questions into two part:
 At first Vologya Mester (leader of Heroes of Might and Magic Hungary) asked his personal questions,
 then he asked the questions of the fans from the Hungarian Heroes of Might and Magic Forum and Sg.hu forum.
 
 1. Tell me something about yourself! When did you start working at Black Hole and what is your job?
 Isti: We both are founders of Black Hole Entertainment. The company was formed in 2000. My job is to supervise/manage the game development (gameplay, graphics, sounds, music, animation).
 Boci: My task is the gamedesign (design + gameplay), I make and put the game design ideas together, plus its also my job to make maps or to find the correct balance between each faction.
 
 2. What do you do to make each faction as balanced as possible? You do a lot of testings, you use your instincts, or is there a special method?
 Boci: Of course its not up to our instincts. We have some pretty complex table containing the stats and abilities of every creature. These sheets of course not only about numbers, some of them include serious formulas. They help us to calculate each unit's "value", and the effect/impact of their abilities. Each unit have its unique "Army Power" value that's calculated based on all the abilities and stats of the unit. This value represents the unit's overall strength, this serves the base for our balance calculations. Of course we still need to test it out in the game, and if it needs any fine-tune, we changing things. Right now the development is in this phase.
 
 3. We've read about the reputation system in some gaming magazines, but could you tell us about this and the basics of the skill system? Anything that we should know?
 Boci: The reputation system have two side: Blood and Tears (was mentioned in the previous Erwan interview). It functions similar than the XP from the previous games. If you gathered enough reputation point, you can advance to higher class that will also affect the look/appearance of your hero on the adventure map. Ability tree is a parallel system where you have full control spending your points from the levelups on any ability you desire. Its up to You how you form your hero! Lets see an xample: You are following the path of Tears and you learn the Cure spell at basic level. After that you reach the first level of the Tears resulting a power increase in Cure (and in all other Tears-based ability).
 
 4. How does the new area controll system works exactly?
 Boci: There are territories with borders (marked with signs). Each territory have a town or fort that controls the area. Every single mine and dwelling is attached to it therefore if you capture the town you gain control over all external mine/dwelling in its territory. IMPORTANT, you must capture the mines/dwellings or the town will not have authority over them. If a wandering enemy hero takes one of your mine or dwelling then no need to rush out to retake it, since it will become yours again when the hero leaves it (assuming the town/fort that controls the territory is in your hand).
 
 5. We know that there won't be any mage guilds in the game. Then how will the heroes learn new spells from the 7 magic school and how will those be placed in their spell books? Any approximate info on the number of available spells?
 Boci: Every hero will have some selectable (magic and might) ability. Heroes will gain points after each levelup that they can spend on available abilities. These abilities either passive (for example: Logistics) or active (for example: Fireball). Active ones goes to the respected hero's spellbook and they can be used on the battlefield. You can choose between magic schools (only if they are available for your faction). There are more than 200 spells (active + passive).
 
 6. How will Luck and Moral work? What changed in these skills compared to the previous games?
 Boci: We changed their mechanic too. Luck and morale in the previous games was too random and strong. Lets talk about morale first: when it's a creature's turn to act, you can foresee if it will have a morale so you can use that knowledge to plan what to do, making it easier to tactic. However after the first attack the second one will be less powerful. After morale the second movement will be limited and the creature's attack power will be lower too (we still balancing its %). Now some word about luck: heroes and units will have their own luck-factor where 1 luck point = 1%. An advanced hero will have around 6-7% luck, while the luck of creatures will top at 6-7% as well. A fully upgraded (level 30) hero + creature will have a maximum of 15% chance for a lucky attack that can be increased further with spells, abilities and artifacts. Its also important to mention that lucky strikes will do +50% more damage than in normal case.
 
 7. You've changed the primary skill system (Attack, Defense, Spellpower, Knowledge), they've been separated into magic attack/defense, might attack/defense etc, why?
 Isti: In the same line as the game's name change from HOMM6 to MM: Heroes 6, the answer to this question is related to the unification process Ubisoft is undertaking for all its Might & Magic games. There's a common "umbrella" brand name (Might & Magic), a common setting (the world of Ashan), a common set of rules (the 7 schools of Magic, the revised stat names and meanings, etc.). In this world (Ashan), magic power and affinity are not related to knowledge (for instance). Moreover, it makes sense that the stat names echo the Might & Magic dichotomy :).
 Every hero will have magic/might attack and magic/might defense, and the same goes for the creatures (the hero's stats will be added to the creature's stats upon calculating the final value). For example a might (Crossbowman) creature's attack will be increased by the hero's might attack value while a caster unit's (Priestess) attack will strengthened by the hero's magic attack stat (it will also increase the power of the unit's healing ability). This change was necessary because of the new ability-tree system. In previous games magic heroes were stronger than might heroes. In Heroes VI might hero abilities will have the same power and effectiveness as magic hero abilities, making the game even more balanced.
 
 8. What kind of special abilities the different hero classes will have and how will they work?
 Boci: During fights there is a progressbar filling up on the console that has 4 level. Each faction charges it differently, Stronghold creatures for example gains a point with each attack while Necropolis gains a point when enemy/own creatures receive damage. After it reached level 1, you can use the ability anytime. Since the hero can act anytime during the fight (but only once per round similar than in Heroes III), you can use it whenever you want. Its power increases by its level, and the effects is different per faction: Necropolis can reanimate and heal the dead, Stronghold gets overall attack bonus (rage).
 
 9. How will initiative bar work? What determines the creature's order?
 Boci: Every creature have an initiative value (it differs from speed!). This determines their acting order. It can be changed with spells and artifacts. There are rounds, a creature can only act once per round (unless morale kicks in, but that will be visible before it happens).
 
 10. What kind of special things/events will we encounter on the battlefield during a fight?
 Boci: There are some, campaign and non-campaign specific. One example: rally flags are no longer adventure map-only, we will meet them on the battlefields too. If a creature stand next to it, will gain increased luck.
 
 11. Will we meet any special things during sieges (like the ditch in front of the walls from Heroes III)?
 Boci: Yes, you will. Their effect will be different per faction: Inferno town's ditch will cause continuous fire damage to an unit when its turn comes (in the beginning) unless it moves out.
 
 12. If everything goes as planned, the game will be shipped with a map editor? Can you share any info about it, what it is capable of? Is there a plan to add a Campaign editor or a Random map generator?
 Boci: Yes, we plan to ship it with the map editor included. Our goal was to make it hard-coded meaning no scripts needed (unlike in Heroes V mapeditor). Our main priority at the moment is to make it user-friendly. We might add a campaign editor later, and about the random map generator: its too early to talk about it.
 
 Fan questions:
 
 1. Are you planning an open/closed Beta test before release? If yes, then approximately when?
 Isti: Yes we are planning a closed BETA before release. Date is still to be determined. We?ll let you know of course!
 7
 2. Rob and Paul will return with their music. What kind of themes will be there in the game (combat, terrain, factions, siege, etc.) and how long they will be? Any info on their extension (mp3)?
 Isti: Yes, there will be different themes... The music together is about 2,5 hour long, approximately 50 tracks (to main menu theme, special menus theme, fraction themes, terrain themes, battle scenes, faction siege battle themes, boss battle themes, campaign themes, AI turn themes, "event" themes and credit theme) and their format probably will be mp3.
 
 3. How many unique buildings will be in the game per faction?
 Boci: 4 per faction, each will be different per town and per faction. For example Necropolis will have the Tomb of Heroes building that will make hero resurrection free and will give temporary bonuses a certain period of time.
 
 4. In the previous episodes the maximum number of players on the map was 8. Based on a previous pic from the mapeditor it will be 12, is that true? And any info on the size of the adventure maps?
 Boci: The editor is Black Hole Entertainment's own development. It is capable to handle 12 player (it was written for a different multiplayer game) but for Heroes VI the maximum number of players on the map will be 8.
 
 5. Could you tell us something about the AI? In hard modes will the AI "cheat" or will play fair?
 Boci: In my opinion the game AI will be quite smart. On easy and normal difficulty the computer will not cheat at all. Of course on Hard difficulty some cheating is necessary to give pro players enough challenge, but will not be as noticable as in Heroes V's case.
 
 6. How many new and old artifacts (and combo/set artifacts) will be in the game, and any info on their quantity? Will be there scrolls and potions?
 Isti: There will be around 150 artifact in the game including 8 combo/set artifact, each will have 6-6 part. The ratio between old and new artifact will be around 50-50%. And yes, there will be scrolls and potions as you could see on some picture of the day.
 
 7. If there will be a Town Portal spell, how will it work? Like in Heroes III or in Heroes V? Or if not, then how will the heroes travel?
 Boci: There will be basic and advanced Town Portal spell, but they will act differently. They are buildings that you must build first. Basic town portal will help heroes to move from town to town. With advanced town portal heroes could portal back to the nearest town with town portal building from the adventure map. Combining this two they will work as the Town Portal from Heroes III (first jump to the nearest town then portal to the destination town using the portal building).
 
 8. On some 'picture of the day' we saw different colored marks under the heroes/units. What's that? Each hero/creature will have its own colormark on the battlefield and on the adventure map?
 Boci: Don't get confused by the early pics, they are from the alpha version, and sometimes they've been made with the map editor. In the final game aura colors will be the same as the player's color. The aura under creatures will change based on which player controls the territory.
 
 9. In Marzihn's second Q&A video he told that there will be 8 boss and 8 neutral creature. The number of bosses is satisfying, but I think there should be more neutral creature since the main game will start with only 5 faction. Do you plan to increase their numbers before release, or will you add more in later explansion(s)?
 Boci: There were no more neutral creature in the previous games at launch and we don't feel its not enough.
 
 10. How strong the neutral units will be?
 Boci: 0 Core, 7 Elite, 1 Champion Neutral unit.
 
 11. Is there any chanche that you will change the name of some creature before release? For example the Cerberus in the greek mythology is a 3 headed dog, but in the game he only has two head that's a bit confusing)
 Names won't change. Ashan is a Fantasy world, not our historical or even mythical Earth. We use references to our own mythologies and folklores for their rich - and immediate - symbolic meaning, but we never copy them 100% - rather we adapt them to Ashan's own laws to make them more unique. Our Vampires, for instance, are nothing like Dracula, or the Cullens from Twilight :)
 
 Thank you for your answers and we wish you good work
 and expert Four-Leaf Clover luck!


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