(Warning – bias alert coming!) I am an RPGer and Strategy player at heart – thus the allegiance to a site like RPGWatch. That does not detract from the ability to run quests in solo mode. Multiplayer/Guild play – If you like the social aspect of online games and chat rooms, then HoMM Online has a full guild implementation including guild championships. It is also fun to beat quests designed for six heroes with your single hero. I find this particularly enjoyable as you can more or less ignore world chat if you want, and just treat HoMM Online as sort of a HoMM VI with 10 major expansions. Only one quest so far (through the end of chapter three) has proven impossible as a soloist. Solo play – At least through the first 60ish quests up to chapter four, you can do almost all quests in solo mode – even most labeled as group or multiplayer. Much of the PVP is L60+ so is unseen to me, and there is a lot of high-end content that I am many weeks and levels from seeing. One thing needs to be emphasized – this review is based on only 30-40 hours of play, progressing a solo toon to level 60+, with all play occurring during the closed and open betas. This is fun! And if they upped the challenges and fixed the balance issues, I would pay for this game. For most of us, endless massacres of the enemies can become very boring very fast.īy the way, I began the beta as a decided skeptic – with a very strong bias against the environment of a “free” game, on-line chat trolls, enduring typical PVP raging hormones, and the expectation a likely “watered-down HoMM,”. When you can go 8-10 quests, involving killing 175+ stacks of enemy mobs, and lose perhaps 2% of your forces during that entire time – then there are serious balance and challenge issues. The one major disappointment is with challenge and balance issue – it is simply far too easy when doing quests.
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