Інсталювати Steam
увійти
|
мова
简体中文 (спрощена китайська)
繁體中文 (традиційна китайська)
日本語 (японська)
한국어 (корейська)
ไทย (тайська)
Български (болгарська)
Čeština (чеська)
Dansk (данська)
Deutsch (німецька)
English (англійська)
Español - España (іспанська — Іспанія)
Español - Latinoamérica (іспанська — Латинська Америка)
Ελληνικά (грецька)
Français (французька)
Italiano (італійська)
Bahasa Indonesia (індонезійська)
Magyar (угорська)
Nederlands (нідерландська)
Norsk (норвезька)
Polski (польська)
Português (португальська — Португалія)
Português - Brasil (португальська — Бразилія)
Română (румунська)
Русский (російська)
Suomi (фінська)
Svenska (шведська)
Türkçe (турецька)
Tiếng Việt (в’єтнамська)
Повідомити про проблему з перекладом
also a lot of the current players realy want respawn and the opinion of people actually taking part in an open access matters more than the opinion of people who dont own the game yet since the sugestion was made because of the in game experience of the player. you have not yet played mm10 so you dont know how respawn would add something to the game and also being able to grind more levels if you cant beat a certain dungeon
I hope they keep the respawning enemies. Even if the zones respawn only after one year, or if you don't destroy the enemies' niches.
No feeling of total completion. Clearing every GRID block and every mob is what makes this game fun and true to the original series.
The point is, if something is too tough to beat, you should go find something u can kill and not just farm respawns etc.
XP, gold and item farming will make the game trivial, too easy and boring.
I have not actually experienced respawning yet. I hope this is misinformation.
You may find spawn point and destroy. It can be fun part of gameplay - first you clean area one by one spawn point, then area become safe
IE: look at ghosts in the current build, How would you feel if you played thru the entire area, and the only way to progress forward is killing mobs like the ghosts, Yet in order to do that you require the expert fire spell to prevent being consistantly paralyzed, Which ofc you don't have because you wanted to be another type of mage. Game over, Reroll to a point of fix.
I must admit your point is somewhat valid, although I feel that if you have actually covered every possible mob and block you wouldnt have any problems at all.
Unfortunetly i can't remember how that issue was addressed in the earlier M&M games (Its been....toooo many years). I don't remember there being respawns though. Maybe only some areas like towers etc. I should have made myself clearer in that I'm really thinking about the issue of everything respawning. Everything respawning would ruin the game for me anyway.
Respawn sucks aye
It is basically like this (from MM3 to MM5): every area has a hut/niche/whatever that you can destroy IF you want. If you destroy it, you gain LOTS of experience and money, but that area will NEVER respawn.
On the other hand, you have the chance to NOT destroy the huts, meaning that the area will repopulate eventually (like one year later).
I think this was amazing, because could clear an entire area, then have the CHOICE to destroy the hut or not. In other words, choose if you want respawns or not.
In my opinion, respawning is good because it gives you the chance to choose IF you want to make your characters godlike or not. Gives you the chance to tackle the final boss when you are at level 150 JUST because you can, while also giving others the chance to beat the game at lower possible levels.
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! The great part about this game is that fighting respawned monsters (IF you want to) is FUN! The combat is great! 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 M&M series have incorporated reasonable and sensible spawns from the beginning. They belong in the series. Only in rare cases did this bother me. For instance, if a quest is supposed to stop the dead from rising and the quest is successfully completed, then after a year the dead shouldn't rise again in that area. That example is a design flaw. It can't be that difficult to stop respawning in a target area, so either the designer missed the logic flaw or chose to ignore it.
Respawning has its purpose and yes, it has been abused, over-implemented in some games while others completely turn it off. Turning off respawning has the distinction of limiting character development, character level. But as mentioned here, gives some a sense of accomplishment.
In the real world hunting regions can be over-hunted and the population of animals decimated. When the government or activists step in and stop hunting in that region the population can return to normal levels. This scenario is not unlike respawning in the M&M series.