With good reason many of you have brought up the question: “What is going on with the Heroes”. After all, the test on the beta-world “Rise of Heroes” has been running for quite some time. Also, the in-depth survey that we have conducted with our diligent beta players has been evaluated by now!
There were a lot of good suggestions and ideas for improvements from the community, and I can tell you up front that the overall assessment has been largely positive. However, it needs to be said that we will not release the Hero-feature to the live-worlds without a few further modifications and fine-tuning.
To present a few of the results, let’s begin with the positive findings of the survey. Subsequently we can talk about some negative points and possible adjustments.
Although the basic principle has been received positively, this question has to be approached with caution, since it is not specifically directed towards the way we implemented the heroes on the beta. It helps us to determine that we are moving into the right direction with this feature, but should take great care that the exact functionality and the scope of it meets the expectations of the community.
This has been answered affirmatively too, but there were a first few critical or doubtful voices. We’ll get to possible reasons in a moment.
While the impact of the heroes has been generally understood, we learned that the exact rules and values should be made more clear in the descriptive texts for the heroes.
We are happy to see that most of you would like to have an even bigger selection of heroes. In fact, for us it would be quite easy to add new heroes in the future and thus increase the collection on a regular basis.
Some players could not follow the approach with the conversion of resources into experience points. We are debating to also tie the level-ups to “Coins of War” and “Coins of Wisdom”. With this the conversion into experience points would become obsolete.
Here the outcome was largely negative, which is good. Our goal was not to make defending a city too easy with the introduction of heroes. Since the result was not unambiguous however, we will observe this issue long-term and carry out some adaptations to the concept if needed.
Recruiting a hero seems to be easily understood, so we do not plan major changes at the moment.
Now let’s get to the two critical points of the features:
Unfortunately the results are not good enough that we can move this over to the live worlds without any changes. We would like to keep the way how heroes are assigned to a city and how they are used in battle, consistent with the behavior of common units. It might be that you can assign a hero to a city and only that hero can be deployed for an attack that sets out from this city. And while these heroes participate in an attack, they, naturally, cannot defend the city. Only after the attack has ended and the hero has returned to the city, can he devote himself to the defense of his city again. Of course you will still be very flexible when you wish to withdraw a hero from a city and/or add a new one.
Apart from the fact that the option for a world-transfer has caused a lot of confusion, we also heard several concerns about it from the community. The general assumption was that the advantages for old-established players would be too big on new worlds compared to newcomers. For these two reasons we decided to completely remove the possibility to transfer a hero to another world!
This of course involves a whole lot of smaller modifications, on many of which we have not yet made a final decision. For example specific skills of some heroes are now less interesting, because some heroes would have primarily made sense if they could be transferred to another world. Additionally, the costs of heroes and the limitation of five heroes per world must be questioned. To keep the feature more simple (and to make it more exciting for advanced players), it might be an idea to give players the option to own more heroes with higher culture levels – until you have acquired them all and can simultaneously apply them in different cities. As soon as our fine-tuned concept is set, we will of course share it with you in a separate Dev Blog entry.
Finally we would like to thank all of you that have spent a lot of time testing the new Heroes-feature on the beta-world and for your helpful and valuable feedback!
We hope that you are as happy as we are that, by help of Grepolis United, we can better pay attention to the views and ideas of our community.