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Turn based slows it down a bit that it allows you to think the scenario in a bit deeper level. Allows you to see pass through the immediate.
I would not mind another mm6/7 like game for sure, but neither do mind the PC finally getting a decent turn based rpg. (I can play FF on my ps2, but FF is not as cool as M&M) Except for wizardry, there is little out there.
By the way, what did you do with the awful controls in mm6? Just dealt with it? Loved mm7 but simply do not enjoy 6 as much because of the controls. So I play it even more in turn based mode than mm7.
MM6 to 9 went down in my heart because either you played in action-RPG style (not turned based) and it was easy as my 3 years old sister game or you played in turn base and you would suffer from the smallest monster.
In MM6-7-8, first this I was looking for was bow and then I would just run and shoot and shoot and shoot. Killing a dragon at level 1? Run, shoot, run, shoot...
And if you were in turn base, you would simply die in 2 secs.
IN MM4-5 killing a dragon? Shoot... OUCH, fireball in my face... dead...
So as I said they could make optional turn mode or even turn-based combat BUT free movement when not in combat just like in Wizardry 8 where you can't do anything hostile to a mob far away before the battle begins. And the topic is about grid which sucks and not about turn-based mode itself.
its takes forever ! one step one step one step A COOL A BARREL! ♥♥♥♥♥♥♥♥♥!!!! turn turn one step one step one step
gets repetetive
They don't have to do a grid based game but they clearly want to in an attempt to capture some of the 'feel' of the original. A grid based game offers something different (I'm not going to suggest either better or worse) from what other games are doing.
Anyway, M&M 4-5 had like 20x15 maps of 10x10 squares each or maybe less and there were tiles similar to each other (nothing special to look onto) and you could just run all those squares fast if you had climbing, swimming and so on learnt and all maps cleansed. And ppl say its very long and boring to travel in THIS demo.
different people like different stuff?
WHAT WE’D LIKE TO KNOW FROM YOU / WE ARE LOOKING FOR:
Foremost we’d love to receive feedback on the general game flow, the balancing, the progress and the difficulty. This includes topics like: monster placement, character and combat values, signs & feedback, obvious over- or underpowered abilities/spells/skills/monsters.
Feedback about the playtime it takes an average gamer to play ACT ONE. What went well in ACT ONE in terms of immersion and what went wrong. For instance maybe the Lighthouse is great as it is but the Den of Thieves feels "boring".
Advice and suggestions on improvements based on our game´s ingredients and mechanics and last but not least, obviously bugs, which you will be able to submit here from Monday evening on.
WHAT WE ARE NOT INTERESTED IN:
The main story and the general basic game design mechanics of the game, as described in our official game FAQ are set into stone, like:
- MMX takes place in Ashan
- MMX is mainly based upon Might & Magic IV-V
- MMX is a party-based game with 4 adventurers
- MMX has turn and tile based movement
- The grid in MMX consists of square tiles
- MMX reuses (and reworks) some of the already existing assets made available to the team by Ubisoft
So the following examples are not really helpful to us:
- Visual feedback like "It doesn´t look like Skyrim"
- I want free movement, I want ArcoMage, I want real-time combat, I want to fly, I want Sci-fi, etc.
Also, there are other features, which have to be balanced not only within the game but as well against development time and budget constraints.