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Messages - Warmage

#16
Game Balance / Re: New maps
July 20, 2010, 12:33:48 AM MT
2 more 2v2 maps

The Pit - a close combat fest that puts importance on your first few moves.



Ruins - enough cover to protect you at the start but opens up and allows for long range attacks.

#17
Feature Requests / Player of the game award (unit)
July 18, 2010, 09:14:30 PM MT
How about a mvp award for the game for like the unit that made the most kills, or most damage or mix.


Be interesting to have a stat on your units how many mvps they have.

Thoughts ?

#18
Strategy & Tactics / Re: Beginners look here
July 17, 2010, 04:19:53 PM MT
if youre new also be aware of ranked or unranked games, some people will try to switch the game type with you unaware to try and steal some rank off you while you are just getting used to playing, so always look at if its ranked or not before you click you checkmark for ready.
#19
Strategy & Tactics / Re: Beginners look here
July 17, 2010, 03:53:47 PM MT
I have seen an influx of new players which is really exciting, and many are already pretty good at the game.

A couple things taht have been said above but i wish to stress more.

1- keep your mage OUT of harms way, it is by far your most important weapon. I like aggression and usually play that way just be ready for a mage to teleport behind you and unleash bombs , summons and so forth, so when exposed try to limit the amount of enemy units that can reach you.

2 - keep 6 spaces away - a unit can move 5 spaces (normally) so always keep that number in your head and be ready for - summons from caster which can appear one space away from caster and can move 5 after. Barbarian moving an extra 4 spaces for a total of nine and attacking. soul reaver moving 5 then sprinting then using taunt to force an attack. psion using mind control to pull you forward is extra nasty, and a fighter mage using flash ability ( that one i see underestimated the most probably).

3 - remember cards you are holding other players cant have, so i find it almost more useful to know what an opponent doesnt have rather than what i do. Often i will hold onto spells such as teleport or revive just to make sure other players dont get them.

4 - focus fire - dont spread your attacks around (usually) between a bunch of units, one group heal and its all wasted. Try to kill one of there champs in one turn if possible to limit the number of attack dice against you next turn.

5 - watch the timer - nothing sucks worse than having the perfect move but you let time run out.

6 - experiment and break all these rules listed above - the more you try things the more you will get the feel for the game and pull off moves you may have not thought of trying before.

7 - enjoy and be civil and helpfull - this is one of the more friendly games i have ever been around, where its not about bickering or talking trash and trolling, and i personaliy would like to see it stay that way and im sure most of the other players feel the same. lets keep heromages troll free.

#20
I think another idea for this is to use the rpg mode to help tell the story of heromages. I think involving the players into the discovery of the heromages world will add a level of excitement and attachment.

I imagine something like getting a random drop in game (or not random) that may even be perhaps unique - even if its something as simple as a scroll with a part of the written history on it - then that scroll goes in the official heromages vault that displays all the findings and who and when found it, sorta like eternal gamer "props" in hermoages.

I think many games now miss the mark on customers and how to make them feel included. I think a living history that is partially discovered and or created with the players could hook some players.

My thinking with this is to reward players who play often but not by giving them things that create an unequal playing field in multiplayer.

would be cool if you were playing and perhaps ran the map fast or killed enemy quick or whatever and you found a scroll that later becomes a spell that is used in game - things of that nature that keep a player attached and involved.

I think using the Rpg mode to map out the world is a good idea too, perhaps different game maps = different world locations. Given time things like this I feel would create a rich history and fan friendly involvement that would be unique in any game I have seen.
#21
Game Balance / Re: New maps
July 15, 2010, 11:30:34 PM MT
That helped I am going to go switch some stuff up. Thanks.
#22
Game Balance / Re: New maps
July 15, 2010, 09:25:16 PM MT
Thanks ross I was gonna ask you that, I wasnt sure how it worked.
#23
Game Balance / Re: New maps
July 15, 2010, 07:15:01 PM MT
Block House - this is my favorite so far 2v2





Block House 3v3 a bigger version for 3v3 that will also do 2v2

#24
Game Balance / New maps
July 15, 2010, 06:07:05 PM MT
Well I started workin on map maker, first these two maps are for 3v3.

Please check them out and make and play them if you can. I think we need to get more playable maps so all feedback is welcome.

I will resize these later to fit on screen.



Battle Lines


Slave Pit
#25
Feature Requests / Re: "Evil" Mages and Guardians
May 09, 2010, 12:08:07 AM MT
hmm interesting idea Ross, maybe like a slightly different build and you can chose which one to play.
#26
Feature Requests / Re: Omni's suggestions
April 22, 2010, 05:34:52 AM MT
I have been thinking about customization for awhile and im slightly torn. I like many games that have customization, but I also really like this way sharing the cards and for some reason I dont like the idea of straying too much from that,. perhaps I feel it would put emphasis where it should not be and perhaps its something about over complicating that which should be simple.

I think any customization should be in small steps. Perhaps for starts there could be something called a "charm" lets say you can only use it once a game and perhaps you pick from like 5 or 10 dif things. maybe things like you are allowed to reroll one die or perhaps you are able to move one extra space, or gain 1 hp. Just something small or like a little trick.

When im playing right now I dont get the feeling of wanting card customization because we both get to pull from the cards and I love the idea that both people are using the same ones it adds an interesting element and in some ways keeps it from turning into many other games. I could totally understand how people feel dif about that though.

I tend to think or enjoy ideas that dont just make it about the game, I think any game like this is always sorta boiled down to being like chess.

I often think about this game having a  world map and the map is divided into say 50 submaps that could be made in the map creator.Now perhaps people could control territory (lets face it who doesnt love controlling some digital land :) and if you control dit people could challenge you and get profile awards or something. I can visualize people or guilds taking land over and wanting to keep it or expand and so on. Something like this would give your battles greater purpose so it just doesnt seem like playing over and over for perhaps jsut rank.

I think there could be some written history of the land but make people work to recover it. perhaps people could be in battle and at some point there could be a random "drop" and the person who wins the game finds just a little piece of the written history - sorta like finding some ancient scroll.The person could get credit as the finder of it and it would get long in the history of the land. I think that people get attached to finding special things or one off things and it gets recorded in the game history.

Perhaps people could be working somehow to find a new spell and after doing so that could be how a new card is put into the game. Perhaps they discover new artwork for champs or avatars or even maybe "charms" maybe you have to get charms as random drops while playing in game then once you use them they are burnt up and you have to play enough to get another random drop. so it adds customization but keeps it from getting out of control and yet rewards players for being active.

I have many more thoughts I will be posting in here but its getting late for now. Lets keep this convo going.
#27
Events / Re: Minotaur Madness
April 14, 2010, 06:21:37 PM MT
oh cool way to to do the give away

and good work with the ad I like it a lot

wow i noticed like 60 of them went really fast

#28
Bugs & Support / Re: new bug report
April 12, 2010, 02:32:11 PM MT
It was so froze up i could not scroll down to capture it lol

It has not happend since that night but if it happens again i will post it here.
#29
Suggestions & Comments / How about a tourney set up ?
April 12, 2010, 04:43:58 AM MT
How about some simple tournaments ?

I think the ranking system right now is pretty solid but i think it runs into issues with people wanting to play high ranks and high ranks not wanting to play lows.

Some simple tourneys with perhaps some profile awards, avatars or something would be a good thing. I think it would give some people a chance to win something even if they dont have enough time to get high rank.

I think little things like that might get additinal interest and may make for some more active nights when a tourney day rolls around - and who doesnt like profile awards ?

Perhaps later the tourneys could could be linked to a map for territory or perhaps to explore and find peices of history from the land.

Just thinking outloud let me know your thoughts.
#30
General Chat / Enjoying minotaur :)
April 09, 2010, 05:24:49 PM MT
Just wanted to say I enjoy the new changes it sort of smoothes out a lil more of the gameplay but is still keeping the core of what makes the game fun.

I will be around playing with the changes and enjoying the new unit.

I illustrated the minotaur so i get to feel special for a lil bit and play with the first one given out :)

hope you all think he looks cool - i did not illustrate the sprite animations but i thought they came out awsome so kudos to whoever did.

See you all on the battlefield - i will be testing these units out