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Title: Circling the DRM drain - Might & Magic VI
Post by: sinij on October 08, 2011, 06:21:57 PM
I am huge fan of the series and interested in buying a copy, problem is that DRM is likely will make it no-go for me. I have no plans pirating it, I will simply not play it if it has DRM.

So, who thinks UBI still didn't learn from past DRM fiascos and will fag up another title to fight 'teh piratz' ?


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Selby on October 08, 2011, 06:32:35 PM
Might and Magic VI came out in 1998 with no DRM.

Or are you talking about the Heroes series which is completely different? ;-)


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Kail on October 08, 2011, 07:06:25 PM
Before the whole "From Dust" thing, I thought they were backing down from this, but now, I suspect they're dropping one DRM for another (slightly less annoying DRM though, so at least it's a half step in the right direction).  Steam page seems to indicate that it will have a similar setup to FD, having to log into Uplay when you start the game, with online play and "exclusive content" tied to your Uplay account.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Chimpy on October 08, 2011, 08:19:48 PM
 :tinfoil: :roffle:


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: ghost on October 08, 2011, 09:02:24 PM
We all know you won't buy (or will buy and then will bitch incessantly) DRM stuff.  Do we need to discuss it?


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: CmdrSlack on October 08, 2011, 09:33:39 PM
I bet it requires a Steam install, as well as a fucking time machine to make that install work when the game was released.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on October 08, 2011, 09:42:29 PM
There are nodes you can hit on the maps that only give you something if you're playing online or whatever. You can see them in the demo.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: sinij on October 09, 2011, 07:37:57 AM
There are nodes you can hit on the maps that only give you something if you're playing online or whatever. You can see them in the demo.

This and having to login every time to start the game will be no-go decision for me. One thing that puzzles me, why is UBI _convinced_ that punitive DRM is a good idea? It will get pirated anyways, yet they will lose sales to  :uhrr: factor.

Anyone has access to some numbers to see their decision making process?


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: MuffinMan on October 09, 2011, 07:43:14 AM
:dead_horse:


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sky on October 09, 2011, 09:08:05 AM
This just in from 2009, don't buy Ubi games until they unfuck their DRM. We now return you to the year you are posting in.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Phred on October 09, 2011, 10:02:16 AM
This just in from 2009, don't buy Ubi games until they unfuck their DRM. We now return you to the year you are posting in.

This also just in. D3's drm scheme has given new life to all the old drm schemes. For some reason though, most people seem to give Blizzard a pass on this.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Paelos on October 09, 2011, 03:42:40 PM
This just in from 2009, don't buy Ubi games until they unfuck their DRM. We now return you to the year you are posting in.

This also just in. D3's drm scheme has given new life to all the old drm schemes. For some reason though, most people seem to give Blizzard a pass on this.

Because it's not the same at all? D3 is built almost entirely around multiplayer while Heroes isn't? Or any other Ubi game for that matter?


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: UnSub on October 09, 2011, 08:41:03 PM
My Diablo / Diablo 2 experiences were predominantly single player, with some time spent in multiplayer on a LAN.

Neither require phoning home in order to play.

... but I honestly don't care about having to contact the servers each time I play given how experienced I became in paying $15 a month just to find out that Australian prime time coincides with server maintenance time.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sky on October 12, 2011, 07:00:08 AM
This also just in. D3's drm scheme has given new life to all the old drm schemes. For some reason though, most people seem to give Blizzard a pass on this.
Yeah, not being a fan of Blizzard games makes life around here a kind of bizzaro world.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Paelos on October 12, 2011, 07:19:56 AM
Ok let me try to explain something then:

When you actually want to include real tangible features in your games that involve people being online, then it's acceptible to put in that requirement. Not bullshit features like DLC. The reason Diablo 3 gets a pass on this is because the large majority of people playing the game will do it via online servers, and there is an actual trading auction house feature offering people real money to participate in the activity. The same can be said of Starcraft as the large portion of the game is involved in multiplayer ladders and communities that exist via their battlenet system matching.

Compare this to UbiSoft. They plan to release to release Heroes VI, which has absolutely ZERO multiplayer involvement whatsoever. There are no online features. There is DLC. But for some reason, you have to be constantly connected to the internet and their site in order to enjoy their single player game. That's horseshit. The only reason that stipulation exists is because Ubisoft wants to keep an eye on their customers/criminals, who are one step away from fucking them over. Not to mention the fact that they can pull the plug on your game whenever it suits them, and you're left with jack and shit.

Compare that with Blizzard which supported a Diablo 2 game for 11 years.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Amaron on October 12, 2011, 08:18:08 AM
This also just in. D3's drm scheme has given new life to all the old drm schemes. For some reason though, most people seem to give Blizzard a pass on this.

I think D3 gets a pass because people who are playing D3 single player are doing it wrong.   I still argued against it quite a bit in the D3 thread though.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: sinij on October 12, 2011, 08:37:51 AM

Compare this to UbiSoft. They plan to release to release Heroes VI, which has absolutely ZERO multiplayer involvement whatsoever. There are no online features. There is DLC. But for some reason, you have to be constantly connected to the internet and their site in order to enjoy their single player game. That's horseshit. The only reason that stipulation exists is because Ubisoft wants to keep an eye on their customers/criminals, who are one step away from fucking them over. Not to mention the fact that they can pull the plug on your game whenever it suits them, and you're left with jack and shit.

I buy games like Heroes to play while I travel, on my laptop. You want something you can pause at any time, not require connection and not require much thinking.



Title: Re: Circling the DRM drain - Might & Magic VI
Post by: naum on October 12, 2011, 09:25:38 AM
Compare that with Blizzard which supported a Diablo 2 game for 11 years.

Also, the more important piece about the absurdity of a SINGLE PLAYER game that you are required to connect and authenticate via an internet connection.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: rk47 on October 12, 2011, 07:40:07 PM

Compare this to UbiSoft. They plan to release to release Heroes VI, which has absolutely ZERO multiplayer involvement whatsoever. There are no online features. There is DLC. But for some reason, you have to be constantly connected to the internet and their site in order to enjoy their single player game. That's horseshit. The only reason that stipulation exists is because Ubisoft wants to keep an eye on their customers/criminals, who are one step away from fucking them over. Not to mention the fact that they can pull the plug on your game whenever it suits them, and you're left with jack and shit.

I buy games like Heroes to play while I travel, on my laptop. You want something you can pause at any time, not require connection and not require much thinking.



I'm sorry Mr.sinij, you are required to install a camera in your car from now on to verify whether you are the owner of this particular vehicle. Failing to do so, will result in your car failing to start up, or if you prefer, we can downgrade your car performance to set the max speed at 20mph if your face is not recognized by the sensor. This is to prevent car thieves from running away with your car.

I'm sure you understand the necessity in keeping your car safe from thieves.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: sinij on October 12, 2011, 09:58:45 PM
 From the Horse's Mouth  (http://forums.ubi.com/eve/forums/a/tpc/f/5861060878/m/9211081849/p/1)

Quote
A person who purchases the Game (by preordering or after 12 October)
will be allowed to install it on as many computers as he/she wants.

The very first time the Game will be launched, it will be necessary to be connected to the Internet in order to activate
the owner's game-code on a Ubisoft server, binding the code to the owner's Ubisoft username/email-address.

This will be a one-time activation : it will not be required to do it each time the Game is launched from a different computer.

The Game will be playable offline, on as many machines as the owner wants...
but with certain limitations concerning access to the Game's full spectrum of features.

To get that full access, the owner will have to connect himself to the Uplay server (where he has an account) and to the Conflux.
And that online gameplay will only be possible from one computer at a time.

Quote
the offline, and online saves are structured differently due to slight differences in the campaign script related to the online bonuses collected during the campaign, so they are not compatible with each other at the moment.

Quote
What would happen is that a pop-up message would inform you that your connection to the Conflux has been lost.
You would be totally cut-off from your online game, without having been able to save your progress.
You would have to reconnect to the Conflux at a later time and load the most recent save-game file.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sheepherder on October 12, 2011, 10:22:55 PM
Yeah, not being a fan of Blizzard games makes life around here a kind of bizzaro world.

If you can look through Blizzard's catalogue and not find anything you like you are a broken person.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sky on October 13, 2011, 06:11:05 AM
I was a big fan of Warcraft 1 & 2, but I was tired of RTS by 3, though the changes to the format were nice in 3 (One of my first competitive pc games was Dune 2, and we played a lot of C&C). Never played Starcraft, again, bored with RTS and really dislike the genre entirely now.

Diablo was ok, but I prefer something less random. For me, Ultima 8 > Diablo.

WoW was fun for three months in 2004/5. EQ2 was the better game imo.

Personal preference is hardly broken, I'm not saying you guys are nuts for liking Blizz games, they definitely put out quality games. Just not for me. It's just odd to me to see everything framed in Blizz terms, when they make (imo) mediocre games with good polish. Every time I see "X is like a ret pally", I go grind my axe.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Paelos on October 13, 2011, 06:20:28 AM
Grind all you want, the references that make sense are the ones that have the largest applicable base.

Blizzard's never been an innovator. They are a definer. There is something to be said for taking a type of game and doing it right with a quality production value.

I would like to see Blizzard's take on an open RPG-FPS type of game like Gothic or Elder Scrolls, for example.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sky on October 13, 2011, 07:18:24 AM
It's not so much the reference as their unwillingness to understand new games and force them to fit their own narrow experience. It's laying the smack on mmo right now.

Not Blizzard's fault, more about broken people.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: HaemishM on October 13, 2011, 09:06:51 AM
Yeah, not being a fan of Blizzard games makes life around here a kind of bizzaro world.

If you can look through Blizzard's catalogue and not find anything you like you are a broken person.

I kind of like World of Warcraft, but not enough to keep paying for it. Can't say I've been arsed to care about anything else they've done since Warcraft 2.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: naum on October 13, 2011, 10:20:11 AM
Blizzard games are polished.

I enjoyed WoW, at least for the 1st year or two and the whole MMORPG thing got stale and I don't enjoy the higher level game, at least as presently implemented. Also, still waiting for Wild West theme MMORPG.

WC3 I loved but my twitch-fu not good like it was once upon a time, like back in AoE (origional) / Red Alert days. SC2 I need to re-look at, it a good game, but the SC world, for some reason, never engrossing enough for me. Diablo was a lot of fun, but I never did MP -- will take a flyer on the new incantation when it is released (or beta, if that happens).


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Paelos on October 13, 2011, 11:12:39 AM
If Blizzard released Gothic, it would have actually functioned.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on October 13, 2011, 11:19:50 AM
If Blizzard released Gothic, it would have actually functioned.

Unfortunately it would also have been written by Metzen.

I'm glad we've moved on from Sinij vowing to never play this game that allows you to play offline, because it won't let him play offline.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: sinij on October 13, 2011, 12:00:30 PM
If by play you mean run the application, sure you can technically consider they allow you to "play offline".

Practically, It doesn't allow you to play offline and UBI went out of their way to make sure of it. You have to be connected to Conflux at all times, if you don't your game play is intentionally gimped and you can't even move your saves between online and offline.

Read the fucking thread, I spelled it out with direct UBI quotes.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on October 13, 2011, 12:04:13 PM
I played the demo offline, doesn't seem to be 'gimped'.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Threash on October 15, 2011, 10:08:08 AM
Just FYI this game is actually just as good as the good heroes games, possibly the best of the bunch.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sky on October 15, 2011, 11:30:06 AM
So now I'm confused. Is Might & Magic Heroes the new name of Heroes of Might & Magic? If so....why would they change a franchise name this far into it?

Duty Calls 5: War in Modern Time!


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Threash on October 15, 2011, 01:00:19 PM
Yes it is, and i don't know.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on October 15, 2011, 03:11:52 PM
Yeah very weird. And my take on the demo is that this is the closest they've ever come to matching HOMM3. I will be buying it, once my real PC is here.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: tgr on October 15, 2011, 03:14:14 PM
Ubisoft thanks you for keeping them afloat. :why_so_serious:


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: rk47 on October 15, 2011, 04:44:16 PM
Ubisoft thanks you for keeping them afloat. :why_so_serious:

Meanwhile in Ubisoft HQ:

"See, I told you, it'd work! The DRM really drove people to buy it! We'll see increased sales in no time!"



Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Bann on October 17, 2011, 10:52:03 AM
And my take on the demo is that this is the closest they've ever come to matching HOMM3.

Shit, I might hold my nose and take the plunge as well.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on October 17, 2011, 10:59:51 AM
Well, try the demo yourself before you spend all that money IMO!


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sky on October 17, 2011, 11:01:44 AM
I've got to wait for the xmas sale at the earliest, but I do love me some HoMaM, or I guess MaMH.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: MuffinMan on October 17, 2011, 01:19:41 PM
...or I guess MaMH.
That requires a :uhrr:.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sky on October 17, 2011, 07:26:09 PM
MaMH...speak to me MaMH!


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Bann on October 18, 2011, 07:41:05 AM
Tried the demo, pulled the trigger last night. Was initally furious as the demo worked fine, but after steam finished downloading the game was hanging on the splashscreen when I tried to fire it up. Spent a bunch of time reading about similar issues and stewing in my rage, but a simple computer restart later it was working fine.

Only played for about an hour so far. First impression is positive, maybe even very positive. Items seem much more in depth, with set items (just like sets from diablo II) and relic gear (gear that can get better when certain conditions are met.) I did not find any of the fights in the first part of the first campaign (difficulty at normal) to be at all challenging, but Im guessing thats because it was the first hour of the game.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: lac on October 19, 2011, 01:59:03 AM
I had the same issue with the splashscreen. Can't exactly remember what solved it but I thought it was a command line switch.
I ran through the tutorial and the first few missions of the first campaign and it's exactly what I expected having played the previous iterations. Also expected was me getting bored early on because the gameplay really is the same. It's a narrow genre. Still I expect to fire it up now and again in the coming months for a few hours at a time.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: rk47 on October 19, 2011, 06:14:33 AM
This game is the cure to my insomnia. Demo-ed it, decided that the formula is dead and buried. I wondered why I even gave a fuck.



Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Bann on October 19, 2011, 06:14:58 AM
Played about another 2 hours last night. I may have just been in a bad mood, but I wasn't feeling it at all. The fights all seemed to be forgone conclusions, and the movement and fight animations seemed to drag each fight out. I played around in the options and turned on quick resolve combat, hoping it would just zip around and show damage numbers on the fight, instead it autoresolves combat for you. After doing that 2ish times, I had a hard time slogging through a 5-10 minute combat I knew I would win, but leaving quick resolve combat on doesnt leave much game to play, basically just moving pieces around a board.

If I had a time machine, I'd wait till this hits on a steamsale or something. Im sure It will scratch an itch and I'll blow through it all in a weekend at some point, but I wish I hadnt paid full price for that.



Title: Re: Circling the DRM drain - Might & Magic VI
Post by: rk47 on October 19, 2011, 06:25:25 AM
Wow, Bann. It's basically 'Gobble up small stacks and finally culminate the whole shit into a siege fight that determines the outcome of the game,' It gets old in the 101th turn of all Heroes series and I don't see it changing anytime soon.

I can't say I'm inclined to buy the 6th. Hell, Civilization V felt fresher than this turd. Pass.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Xilren's Twin on October 19, 2011, 05:36:15 PM
I've been playing HoMM6 for several days now and wanted to post my impressions.
Overall, while I don't like it as well as 5, it's still an "ok" and enjoyable game for me.
In terms of changes I have noticed:

Hero leveling is now very different.  You are awarded a skill point now and can direct purchase a skill from either the Might or Magic trees. 
Each tree has 5-7 types, and each type has several skills/spells to choose from.  Most skills are ones from previous games, but there are some changes.
For instance, thus far in playing the Human and Necro campaigns, the Magic tree has not had a Fire type so no fire spells for me, but i have found scrolls of fireball and such in the gameworld.
Each skill is also a Blood, Tears or Neutral reputation.  Use of Blood or Tears skills gives you points along a progress bar towards a class upgrade.
You can also earn Blood/Tears points from certain quests or building upgrades.  I havent unlocked the end class modifiers yet so can't say much about them.
Each hero seems to have a class skill that can be used as an extra combat action, and fills from combat damage (given and received). 
The Human has a 1 turn damage aborber; the Necro can raise dead.
Combat is about what you would expect, but it's not always clear when creatures have area or linked attacks which can lead to spacing tactic problems.
Spells in combat now have a cooldown, so instead of me casting say "lightning bolt" every turn, i can only do it every 4.  Might skills have the same cooldowns, but no mana costs.
Creatures that can teleport clear across the map and attack, then return to their start square with no retaliation are very annoying.
Some combats have secondary objectives, like being victorious in a certain time limit, or making sure at least 1 of your specific creature types survives.
City building seems compressed.  I've yet to be able to build any rank 4 critters homes and only a had access to a few upgrades. 
Creature upgrades seems locked into a single type rather than the two choices in each creature had in 5.
Assaulting a city is a little different in that each wall section and the gate have structure points; a catapult can do 3 damage, most use creature attacks on the gate do 1, so you can batter your way inside in less time.
The ammo cart, healers tent, and balista are gone.  Havent seen any tower defenses but i think they exist in some fashion.
Building resources are now just wood, stone, and magic crystals.
When you purchases weekly creature reinforcements, if you do a Buy All, if puts all available creatures in the city you invoked it from rather than having to shuttle around each city.
Town portalling between cities you own is ok, but i have not seen any way to directly teleport reinforcements yet.
Oh yeah, and you cannot rotate the camera at all - just panning up/down/left/right and zoom.  Hello isometric view.

The online all the time part of the conflux is meh so far.  Basically i have seen 2-5 side quests pop up per mission that you only get via conflux, and some maps have a little conflux message orb which means you can read all the highly intelligent comments random players make, 90% or which have nothing to do with the game.  Shocking I know.
You also get achievements you can unlock, and an overall dynasty XP meter for you as a player, which gives a starting mission online bonus.
Actually the most annoying part is when you leave the game, it does some sort of saved game synch to Ubi, on top of the normal Steam synch, and wants you to go to Ubi's site to spend the "points" you earn.
Generally stable, but sometime my scroll your view by mousing to the edges of the screen just flat stops working.

So in short, it appears to me to be a small step backwards, but not a major leap backwards like Disciples 3 turned out to be.
If you've a big HoMM fan, get it.  If not, i'd say pick it up when it goes on sale.
If there were more turn based strategy games like this, HoMM6 might look underwhelming, but eh, beggars can't be choosers.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sky on October 20, 2011, 11:15:15 AM
Thanks, XT.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Threash on October 21, 2011, 06:05:43 AM
Not as good as 5 is quite harsh considering most people think 5 is the worst of the bunch.  I'd say this is the best one yet, but if you played the old ones to death you've already played this one to death.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: rk47 on October 21, 2011, 08:45:34 AM
Based on the demo impression - balance is out of whack, I just realized the tier 1 creatures have HP in the double digits. THAT...is fucking broken. Combat is a drawn out affair, especially if you're playing Haven or Necro for their heals. This is a valid strategy, but after clearing the 10th critter stack with the same tanking wall strat around the bowmen, you'll see the problem when you fight a fellow human player. Not a fun experience at waiting for turns and falling asleep.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on October 21, 2011, 10:53:59 AM
Not as good as 5 is quite harsh considering most people think 5 is the worst of the bunch.  I'd say this is the best one yet, but if you played the old ones to death you've already played this one to death.

I think 4 was the worst personally, at least 5 took the heroes back off the actual battlefield.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sky on October 21, 2011, 11:30:14 AM
I hated 4 at first but really grew to enjoy it after forcing myself to adapt to the new rules. It's probably my second favorite, overall. I'd rate them 3,4,5,2,1.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Selby on October 21, 2011, 08:23:15 PM
I'd say this is the best one yet, but if you played the old ones to death you've already played this one to death.
So if I loved 2 and played it to death and loved 1, but couldn't get into 3 and ignored the rest, I'm safe ignoring this one too?


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: rk47 on October 21, 2011, 08:38:15 PM
Just get the demo and ask yourself 'Do you want to re-learn which random stacks are shooters and their special abilities before engaging to ensure minimum casualty?'

I got around 10-20 turns in before realizing this franchise is dead to me.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Xilren's Twin on October 27, 2011, 05:22:59 AM
I finished the Necro campaign last night, which means i had my first Boss fight.  Yeah, boss fights in a turn based strategy game.   What annoys me about it is after having played through 4 complete missions and honing my tactics for best use of my undead troops and abilities, the Boss fight throws all that out.


While it was a change of pace from having to out stack the last fight on any given mission, I can't say I liked it.
Other random thoughts - im ok with the city building changes; magic crystals have now become precious in the early game.  The two town portal types actually make moving around the map pretty painless since you can port to forts plus cities, though you will still need a shuttle hero.   It also means there's really no reason to ever leave defensive units it you cities. Ran out of useful skills to buy by like level 27, and had level capped on the last 2 missions by half way through them, which meant i skipped a ton of small fights over resources  I didnt need.  Mentor skill on a level 30 hero can instantly make  your 2nd hero level 23 with no fights at all.  Side quests are worth doing.  full map exploration always helps.   Blood abilities seem way superior to Tears ones.  Relic sets are good.  The 6th tier necro unit is so awful (Lamusa?) i didnt use them at all for 2 missions.   Tactics and adv tactics are really neccessary.  MVP fight command is "wait". Ranged uber alles and necro units heal like crazy.
.
 In terms of the races, the elves, dwarves, dungeon and wizards from V are gone.  In place of them we get the Japanese themed Water race of Sanctuary, which so far sucks.  Not looking forward to finishing that campaign.   Still has the "one more turn" factor for me, which is why steam is saying i've got 67 hours in it already (not just me, one of my boys has played some).


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sky on October 27, 2011, 06:51:43 AM
One thing 4 did really well was de-coupling units from heroes, eliminating the need for shuttle heroes.

The boss fight sounds like the thing to prevent me from bothering. That sounds awful.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Threash on October 27, 2011, 07:58:27 AM
The boss fight became trivial once i figured out it doesn't get stronger and i do.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Xilren's Twin on October 27, 2011, 09:30:37 AM
The boss fight became trivial once i figured out it doesn't get stronger and i do.

To me that just makes the design decision on them even worse.  So you're choices are either an unfun battle where we change the rules on you, or just click next turn 30-50 times for ez-mode since you have already subjugated the entire map by that point.  Way to end a 10+ hour commitment to the campaign on a high note!


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Threash on October 27, 2011, 09:36:07 AM
Tacked on boss battle are becoming the pvp of single player games.  The whole dynasty/weapon leveling thing can also be skipped the same way, massive armies give massive exp.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: rk47 on October 27, 2011, 10:07:47 AM
I'd...rather play King Arthur. Seriously at this point...playing whack a mole for 40 turns is getting tiresome. At least a regular army in King Arthur can still inflict casualties if you play like an idiot. With Heroes VI new heal = resurrection system? It's just a matter of grinding for result.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on October 27, 2011, 10:50:17 AM
The shuttle hero is not a big deal, because the recruitment pool is scenario-wide you can often just stop off at the nearest town to recruit without using a second hero.

You should see Lum's played time on this one.  :awesome_for_real:


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Sheepherder on October 27, 2011, 03:25:12 PM
Tacked on boss battle are becoming the pvp of single player games.

It's a TBS with RPG elements.  Boss battles are an obvious feature to include.  But "throw stacks of doom at the boss" is really fucking lazy.

Also, replacing all the fantasy shit with weeaboo?


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on October 27, 2011, 03:26:41 PM
Uh, what? Are you getting this confused with Might and Magic Clash of Heroes?


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Lum on October 31, 2011, 12:06:22 PM
You should see Lum's played time on this one.  :awesome_for_real:

I WILL FINISH THIS POS

maybe


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on October 31, 2011, 12:16:03 PM
I think I discovered it inflates the hours played if you don't close that Ubiplay window that pops up after you close it, so maybe you're not as obsessed as I thought.

I'm enjoying it thus far, but I haven't gotten to a boss fight yet.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Lum on October 31, 2011, 12:23:04 PM
I think I discovered it inflates the hours played if you don't close that Ubiplay window that pops up after you close it, so maybe you're not as obsessed as I thought.

I'm enjoying it thus far, but I haven't gotten to a boss fight yet.

Oh hell, yes, that's super inflated then, since I just leave it running. Launching it is a crapshoot on my machine thanks to all the wondrous DRM.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Strazos on October 31, 2011, 03:25:04 PM
I tried going back and playing HoMM V...and it sort of pales in comparison at this point.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Khaldun on November 01, 2011, 04:32:21 AM
King's Bounty scratched this itch well enough for me that I don't feel I need to rip the scab off now.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on November 01, 2011, 11:12:20 AM
Really enjoying the game, but I did encounter one pretty crippling bug - sometimes when you get a week of the plague, it sets your available recruitable creatures to like -100,000 each. Luckily it keeps 10 turns back autosaved, but if you aren't paying attention that can mean a map restart, which is a lot of wasted time.

Game is cool but you might want to wait for another patch or two if you haven't already taken the plunge.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Xilren's Twin on November 04, 2011, 06:19:56 PM
King's Bounty scratched this itch well enough for me that I don't feel I need to rip the scab off now.
While I also like the KB games, they dont have the territory control, multiplayer, or city building so i consider them different enough to want both.  (plus that annoying situation where you can flat run out of creatures to buy in KB)

Still playing and enjoying it; almost done the Human campaign now.  Thought the magic heroes were faw superior to might, but having explored the skills more i could easily make a kicking might hero now.
And thank goodness that play time stat is inflated; thought my older son was either not sleeping or skipping school to drive our number that high,,,


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Threash on November 04, 2011, 08:23:21 PM
Yeah i thought magic was top until i saw the possibilities of heroic charge, cleave and rampage.  Specially with an "attack and return" creature.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: K9 on November 05, 2011, 04:17:07 PM
The Ambush Passive in might is pretty handy I find. I haven't fully explored the deeper might abilities since I have been having more fun trying out the magic spells.

Custom games are fun, however you hit a point where pinning down enemy heroes is really fucking hard, and unless you have a specific item (shackles of the something something) you cannot prevent them fleeing unless they outgun you. So you end up doing whack-a-mole for a little bit longer than is fun. Otherwise all good. I'm playing the sanctuary campaign (Japanese Fishmen) and enjoying it, although it's annoying that none of the dynasty stuff works offline...


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Maledict on November 06, 2011, 02:33:50 AM
I've ended up asking Steam for a refund on this. Good game, but easily one of the buggiest launches I've ever seen and 3 weeks after release it still hasnt been patched. Some of the bugs are minor (abilities don't work, or the AI doesn't use certain abilities ever despite them being really good), but some are pretty major(vanishing Dynaasty weapons), and some are completely game breaking. (pick the wrong class in the previous mission = impossible to complete the next mission).

The communication and speed of response has just been terrible. I understand you farm these games off to eastern european studios to lower development costsandmakethem profitable, but you cannot ignore CS at the same time. Might pick it p when it's on sale - am using the time to finally play through Heroes 5 instead for the first time.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on November 06, 2011, 08:02:51 PM
The conflux hints are actually pretty awesome for pointing out when those bugs are upcoming so you can play around/avoid them.  :why_so_serious:


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Ingmar on November 07, 2011, 11:47:23 AM
Finally had my first 'boss' fight and it was kind of anticlimactic (orc campaign). Pretty much overwhelmed it easily, maybe some of the others are more challenging.


Title: Re: Circling the DRM drain - Might & Magic VI
Post by: Lum on November 07, 2011, 01:24:31 PM
The orc boss fight was one of the weaker ones. Think the Necromancer boss fight is the most difficult (well, aside from the ending which I haven't gotten around to getting to)