Wizardry: Proving Grounds of the Mad Overlord

Wizardry: Proving Grounds of the Mad Overlord

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CandyKoRn Apr 21, 2024 @ 7:05am
This game is stupid.
I'm literally five minutes in and for some reason my party auto runs into some dark area and now I can't get out? I understand Wizardry should be challenging but this is straight up bullsh*t.
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Showing 1-13 of 13 comments
CandyKoRn Apr 21, 2024 @ 7:54am 
I'm not using a controller, I used my keyboard and I have no idea why it just auto ran. Ruined my experience though and put me off playing it again.
Wizardsmana Apr 21, 2024 @ 3:24pm 
Running much like a realistic situation with a group is any thing but predictable. The party (if successful) finds a limited path of escape and runs where it can to elude the monsters. Just like a real life situation, the group runs where it can to escape (not where it wants) and may get lost or turned around in the process. Yes, it sucks if your party runs into the dark area on level 1 or into an unknown area to the party. Running should always be a last resort like when your party's chance of surviving is zero since the chance of running is less the deeper down you go, you get easily turned around in the process and you may even run into more monsters.

That said, sorry you had a bad experience but this game is brutal especially if you play by old school rules.
BJWyler Apr 21, 2024 @ 6:12pm 
Welcome to the OG dungeon crawl, my friend. Wizardry was always an unforgiving game.

Fortunately, you can find your way out of the dark area. You will need to get a map of the dungeon, and then feel your way out through trial and error, by walking into the walls and attempting to locate your position by the number of steps you go in between walls.
Last edited by BJWyler; Apr 21, 2024 @ 6:12pm
Mr Majestic Apr 22, 2024 @ 12:13am 
It gets worse.

Only a few hours in my entire party got wiped out whilst bumbling through spinning identical intersections, falling into pit traps and getting mauled by poisonous capybaras.


THIS GAME IS... just as magical as when I first played it on the Apple IIc. :terencexd:
BJWyler Apr 22, 2024 @ 1:29am 
Originally posted by Mr Majestic:
It gets worse.

Only a few hours in my entire party got wiped out whilst bumbling through spinning identical intersections, falling into pit traps and getting mauled by poisonous capybaras.


THIS GAME IS... just as magical as when I first played it on the Apple IIc. :terencexd:
Caution and strategy have always been the name of the game. This is not a hack and slash ARPG, and never has been. It's a thinking man's dungeon crawler and was never intended to be finished in five minutes.
Mr Majestic Apr 22, 2024 @ 5:39am 
A monochrome wire frame maze with revolving floors and dark areas is spooky.
BJWyler Apr 22, 2024 @ 11:41am 
Originally posted by Retronaut:
The game developers should play into the exploration portions in this version of Wizardry.

Create challenges to motivate the player to spelunk further into the dungeons.

Sound is important as well; certain sounds in the dungeon environment to give the player a clue what may (or may not be) be around the corner.

Make the dungeons so spooky no one would dare to go.

If this is all there is to see in Early Access, what's the point of going the distance in the final version?

:moveicon:
People have been going the distance in the game for over 40 years.
Madd Overlord Apr 22, 2024 @ 1:41pm 
Running - An underappreciated strategy. I applaud you for using it. The developers intended that to be a strategy that you used when necessary. Of course, you must use caution when using it.

Cartography - Another lost skill. This is a perfect example of when having graph paper and pencil help. If you have Dumapic you can use it to pinpoint your location and direction and begin mapping from that point. Easy to map the dungeons in the dark when you know your starting point.

Worse case scenario, if you do not have Dumapic, use a fresh grid, start in the center of the page, and assume you are facing north. Then just begin mapping until you find light again.

Keep in mind, too, that we have all been where you are at. While frustrating at times, it really is part of the fun of playing these types of games. When you push through you will feel a sense of accomplishment, that I feel, is missing in a lot of games today.
Madd Overlord Apr 22, 2024 @ 1:49pm 
Originally posted by Madd Overlord:
Cartography - Another lost skill. This is a perfect example of when having graph paper and pencil help. If you have Dumapic you can use it to pinpoint your location and direction and begin mapping from that point. Easy to map the dungeons in the dark when you know your starting point.

Worse case scenario, if you do not have Dumapic, use a fresh grid, start in the center of the page, and assume you are facing north. Then just begin mapping until you find light again.

Here's a link to a blank map template you can print out and use as needed. Of course, if you do not want to go that route (and I highly encourage you to do so), you can also find all of the maps at this site, as well.

Wizardry Map Template[www.tk421.net]

Wizardry 1 Maps[www.tk421.net]

I hope you try again.

Good luck.
EZeddie77 Apr 22, 2024 @ 4:49pm 
Just wait for that first time you trigger a Teleporter trap and either end up on a floor you are unfamiliar with or straight up teleported into a rock haha
Mr Majestic Apr 22, 2024 @ 11:59pm 
Originally posted by Zaxxon:
Last one then I’ll leave you alone but seriously game is not bad if you copy those saves to desktop as backup.

Thou art cursed with 128k of bitter Apple IIc memory.
CandyKoRn Apr 23, 2024 @ 11:38am 
Thanks guys, I've played a fair few Wizardry games over the years I just think I was really unlucky right at the beginning of this one. I will likely try it again at some point.
Wizardsmana Apr 23, 2024 @ 3:38pm 
Best of luck! I'm glad to hear your not giving up. "The road to success is paved with failure." This game is definitely that!
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Date Posted: Apr 21, 2024 @ 7:05am
Posts: 13