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Rapporter et problem med oversettelse
Both of your side notes are being adressed in the next patch. The Dev Team posted about it earlier today.
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.
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.
https://mightandmagicx-legacy.ubi.com/opendev/blog/post/view/521b9074e754b64a72000000
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.
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.
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!
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.
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.