Might & Magic X - Legacy

Might & Magic X - Legacy

Star Paladin 26. aug. 2013 kl. 13.32
Resting, Respawn and Day/Night Cycle
Some people are asking about respawns. If I had been able to get just a couple respawns I would most likely not be stuck (as I am now).

But, also remember, respawns can add a lot of frustration. You work and work to clear out a clean area/path, go to town to heal and resuply, come back to have to clear more monsters :/

How about this idea: Random monsters may attack you while you move around "at night". They do not attack while you camp. This will allow those who want some "respawns" to wonder around in the dark of the night, looking for trouble; and those that don't will just camp when it gets dark, till it gets light (pretty themeatic too).

On 2 side-notes: Day/Night cycle is WAY to short and fast. Also, please make it so chracters can regain consciousness from camping.
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Et tu? 26. aug. 2013 kl. 13.41 
I agree. One of the things that bugged me about M&M3-5 was the lack of respawns. I also agree that clearing an area and fighting again would be a pain later because this is turn-based unlike M&M6-9. I like what you've suggested.

Both of your side notes are being adressed in the next patch. The Dev Team posted about it earlier today.
Sist redigert av Et tu?; 26. aug. 2013 kl. 13.42
Zeriel (Utestengt) 26. aug. 2013 kl. 15.13 
I don't necessarily think people really want "respawns" dogmatically so much as an ability to always have monsters to fight that are at your current power level. My guess is the requests for respawns are largely a reaction to the limited playspace of the beta--when the entire, open-world game is available, I don't see it being an issue.

That said, I'd be okay with monster spawns at a set chance on resting in the wild, ala Baldur's Gate. Would give some consequences to rest spamming, while letting people "manually respawn" if they absolutely needed the cash/XP to progress.
Kinakin 26. aug. 2013 kl. 15.32 
I never got the respawn idea as anything but a sloppy design bandaid. I mean you kill 50 bandits and a week later suddenly 50 more appear? You clean out a spider nest and a week later you have a new spider queen? It just robs you of that feeling that you have a tangible effect on the world around you.

And while it might be a necessety in MMO's to facilitate leveling for a multitude of people in a singel player game with a leveliong mechanic its not. You are free and should design your acts, zones or whatnot so that you have the ability to achive the level needed to complete said section of the game. Heck add a few more optional dungeons/quests so that people who arent good at saving their supplies and whatnot can go past the the minimum level needed to achive it. That way even if you dont have an optimal squad build you can still do pretty good.

Heck you dont even have to add more stuff just tweak the XP rewards for quests/killing or both.
Jamers 26. aug. 2013 kl. 17.45 
Opprinnelig skrevet av Kinakin:
I never got the respawn idea as anything but a sloppy design bandaid. I mean you kill 50 bandits and a week later suddenly 50 more appear? You clean out a spider nest and a week later you have a new spider queen? It just robs you of that feeling that you have a tangible effect on the world around you.

And while it might be a necessety in MMO's to facilitate leveling for a multitude of people in a singel player game with a leveliong mechanic its not. You are free and should design your acts, zones or whatnot so that you have the ability to achive the level needed to complete said section of the game. Heck add a few more optional dungeons/quests so that people who arent good at saving their supplies and whatnot can go past the the minimum level needed to achive it. That way even if you dont have an optimal squad build you can still do pretty good.

Heck you dont even have to add more stuff just tweak the XP rewards for quests/killing or both.

Kinakin, some people really enjoy the combat and sense of progress and development attached to leveling; it's one of their chief pleasures in playing RPGs. I starte dway back with Dragon Quest I (Dragon Warrior in the US), and the idea that I could choose to become more powerful by battling as many enemies as I wanted to really made me look at games in a new way.

Recent games like Dragon Age Origins are great, but it left some players wanting more. I know I *enjoyed* the combat in the game, and so thought that players should be able to choose to engage in it if they want to; you spend 40 or 50 hours with a bunch of characters and get to like them along the way. You should be able to flex them and use them as you like; they're fighters and wizards, after all.

And this is especially true of a game like this, where the combat is actually fun, thoughtful and rewarding and you have to pay attention to it! Some gamers will want to blow through the content and get to the next thing, others will want to linger and choose to sharpen their characters and enjoy the world they're in and the sense of progress they get from leveling. There's no reason they can't design a respawn mechanic that appeals to both.
Killbomb 26. aug. 2013 kl. 19.01 
The day/night cycle is being addressed in the next patch.
https://mightandmagicx-legacy.ubi.com/opendev/blog/post/view/521b9074e754b64a72000000

Star Paladin 26. aug. 2013 kl. 20.41 
People want, and need the respawn because of situations just like mine. I need just a tiny bit more to make level 5 characters. I can't get it because there's no monsters to fight I can defeat. If I could wander around in the dark, looking for a fight, that would be perfect for me, otherwise, I'd just camp at night to avoid random fights.
Kinakin 27. aug. 2013 kl. 8.36 
Opprinnelig skrevet av Star Paladin:
People want, and need the respawn because of situations just like mine. I need just a tiny bit more to make level 5 characters. I can't get it because there's no monsters to fight I can defeat. If I could wander around in the dark, looking for a fight, that would be perfect for me, otherwise, I'd just camp at night to avoid random fights.

Point is you dont need more monsters you need more XP and if the game designers werent lazy you shouldnt need more XP at the point you are at. Heck you shouldn even have to kill everything.
Kinakin 27. aug. 2013 kl. 8.45 
Opprinnelig skrevet av Jamers:
Opprinnelig skrevet av Kinakin:
I never got the respawn idea as anything but a sloppy design bandaid. I mean you kill 50 bandits and a week later suddenly 50 more appear? You clean out a spider nest and a week later you have a new spider queen? It just robs you of that feeling that you have a tangible effect on the world around you.

And while it might be a necessety in MMO's to facilitate leveling for a multitude of people in a singel player game with a leveliong mechanic its not. You are free and should design your acts, zones or whatnot so that you have the ability to achive the level needed to complete said section of the game. Heck add a few more optional dungeons/quests so that people who arent good at saving their supplies and whatnot can go past the the minimum level needed to achive it. That way even if you dont have an optimal squad build you can still do pretty good.

Heck you dont even have to add more stuff just tweak the XP rewards for quests/killing or both.

Kinakin, some people really enjoy the combat and sense of progress and development attached to leveling; it's one of their chief pleasures in playing RPGs. I starte dway back with Dragon Quest I (Dragon Warrior in the US), and the idea that I could choose to become more powerful by battling as many enemies as I wanted to really made me look at games in a new way.

Recent games like Dragon Age Origins are great, but it left some players wanting more. I know I *enjoyed* the combat in the game, and so thought that players should be able to choose to engage in it if they want to; you spend 40 or 50 hours with a bunch of characters and get to like them along the way. You should be able to flex them and use them as you like; they're fighters and wizards, after all.

And this is especially true of a game like this, where the combat is actually fun, thoughtful and rewarding and you have to pay attention to it! Some gamers will want to blow through the content and get to the next thing, others will want to linger and choose to sharpen their characters and enjoy the world they're in and the sense of progress they get from leveling. There's no reason they can't design a respawn mechanic that appeals to both.

The point is that you can still have all that you are saying just by designing the game better. Killing lvl 50 monsters when you are lvl 100 is just grinding and if you are still playing a game like this in search for a grind mechanic there are other games that do it better.

The most common cause of including a respawn mechanic is because the designers of the game are to lazy to implement propper planned progression system. The idea is that if you go from A to B to C in the main story that should be doable. But you still should have the option of doing stuff (kill,quest or whatever) between theese and improve and level your charchter.

I think alot of people are confusing that your ability to level and develop your charchter requires there to be more mobs. AKA respawning. Respawn and lvl progression arent mutually exlusive. You can have one without the other.
Jamers 27. aug. 2013 kl. 10.25 
@ Kinakin:
I feel like most RPGs are perfectly playable doing just what you described: going from A to B to C without stopping to intentionally grind out levels. That's fine. It sounds like you'll be able to play this game just like that; M&M games' respawn have always been pretty conservative anyway (it took a YEAR in-game for outdoor cells to respawn in M&M 7.)

However, the *option* for those who want to grind should be there. And here's the main point: it's not about *needing* to fight more monsters to progress (as you said, that can be accomplished by scaling quest XP, etc.), it's that combat is FUN! Players like me WANT more of it!
RasterOps 27. aug. 2013 kl. 10.39 
I'm OK with respawning so long as it occurs in a reasonable time frame. Of course "reasonable" varies from person to person. One week and even one month respawns is too quick, IMO. That can ruin the atmosphere of a game.
Marcelo Sampaio 27. aug. 2013 kl. 11.09 
Opprinnelig skrevet av Et tu?:
I agree. One of the things that bugged me about M&M3-5 was the lack of respawns.

There are respawns on MM3-5. But they are optional, and only outside. Remember the enemy huts you may destroy to get experience? If you don't destroy them, enemies will respawn a while later.
Star Paladin 27. aug. 2013 kl. 16.31 
The Devs are NOT lazy. This is an alpha. This type of input is what they want. Name calling is not input.

And in a game like this, having no respawns means that each player will have to search out each and every possible dungeon/quest to get all needed XP. Minu's well put the characters on a railroad track if your going to heard them that way.

Some people want to progress through the game as fast as they can, and don't want to search out every. single. quest. Some people want to explore, are completionests, want to explore every inch of the map, and do every quest. A small respawn occationally allows both styles of play.

Besides, I like the idea of wandering though a dark forest, affraid to be ambushed by creature/theives. It makes it a bit spooky and dangerous to creep around at night.
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