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Tags: Limbic Entertainment; Might & Magic X: Legacy; Ubisoft
Things have been relatively quiet on the Might & Magic X Legacy front as the team works to meet their deadline early next year, but they've found the time to release a new Q&A that addresses some of the fans' concerns about the Early Access release. Here's an excerpt:
Things have been relatively quiet on the Might & Magic X Legacy front as the team works to meet their deadline early next year, but they've found the time to release a new Q&A that addresses some of the fans' concerns about the Early Access release. Here's an excerpt:
1. I strongly miss monster respawn in the outdoor areas and monster nests which can be destroyed!
Actually, having a general respawn was never considered an option whereas implementing the nests was something we wanted to integrate into the game for some time. However, we refrained from implementing both out of the same reasons. We don’t want players to farm for XP just because it is possible or because they feel too powerless at the moment. Instead we would like the player to keep trying to best a challenge by adapting their tactics or by exploring the world and go looking for moderate challenges on which they can grow stronger. We want players to explore the world and to provide him/her with a sense of accomplishment by gradually “clearing” the world and its dungeons.
11. I find it somehow annoying and frustrating to try out different doors in the city without knowing which one is actually usable to enter. Additionally, some barrels seem to be just decorative and some lootable. Why not make interactable objects stand out with a discreet color bordering for example? What do you guys think about this?
Doors should already have a highlight when you stand before them, plus they will be indicated as doors on the mini map, too. maybe we can implement a game option that enables permanent highlighting of interactive objects like barrels, that can be looted.
14. Why can’t I flee from battle?
Once you are engaged in melee combat you cannot flee anymore, because fleeing would be no fun with our turn-based system. We suggest to rather load a previously saved game in order to try again or to prepare for a tough encounter.
17. How about making it possible to use ranged attack in melee combat?
In general, we don’t think this is a good idea, since it would harm the balance. That’s because in combination with crowd control spells (i.e. Gust of Wind, Entangle) the window of opportunity can be prolonged, Also, even if you do not prolong the range attack phase, you would get up to four attacks that don’t cost Mana and are free of retaliation. However, you can level up a Ranger until he or she gets promoted to Warden and receives the ability “Point Blank Shot”. It allows the Warden to use the ranged attack in melee.
18. Weapons still break too quickly! How about a repair skill? I don’t want to carry around ten swords!
We will think about further decreasing the break chance for weapons. There also is a hireling which will repair the equipment of your party. Also, please note that a broken weapon can still be used, it’s just less effective.
19: I think it would be much more fun and “interactive” if you had much more mana, maybe twice or even more and make the mana potions more powerful. Or let the mana regenerate.
We won’t have automatically recharging Mana or Health. The effect would either be to subtle to experience it or to get actual benefit from it, or it would lead to players letting their parties jump back and forth in order to recover them.
20. Shopping could be more fun if there were more basic items, more enchantments, more trading options (“show me the basic/good/overpriced awesome stuff”)
There will be no special trading options. However, more item tiers are planned, because we also think that currently there’s not enough item variety to keep the item progress interesting. This includes literally all kind of items from armor pieces, jewelry, weapons, shields and the prefix/suffix probabilities and combinations of magic items. The design goal is to eliminate the “Oh, it´s the same dagger AGAIN”-feeling. Also, merchant offers will be a little more individual, fitting the merchant’s location and background. For instance, the chance to find fire based equipment will then be higher at dwarven merchants.
Mostly solid responses. I never asked for question #11, though.Actually, having a general respawn was never considered an option whereas implementing the nests was something we wanted to integrate into the game for some time. However, we refrained from implementing both out of the same reasons. We don’t want players to farm for XP just because it is possible or because they feel too powerless at the moment. Instead we would like the player to keep trying to best a challenge by adapting their tactics or by exploring the world and go looking for moderate challenges on which they can grow stronger. We want players to explore the world and to provide him/her with a sense of accomplishment by gradually “clearing” the world and its dungeons.
11. I find it somehow annoying and frustrating to try out different doors in the city without knowing which one is actually usable to enter. Additionally, some barrels seem to be just decorative and some lootable. Why not make interactable objects stand out with a discreet color bordering for example? What do you guys think about this?
Doors should already have a highlight when you stand before them, plus they will be indicated as doors on the mini map, too. maybe we can implement a game option that enables permanent highlighting of interactive objects like barrels, that can be looted.
14. Why can’t I flee from battle?
Once you are engaged in melee combat you cannot flee anymore, because fleeing would be no fun with our turn-based system. We suggest to rather load a previously saved game in order to try again or to prepare for a tough encounter.
17. How about making it possible to use ranged attack in melee combat?
In general, we don’t think this is a good idea, since it would harm the balance. That’s because in combination with crowd control spells (i.e. Gust of Wind, Entangle) the window of opportunity can be prolonged, Also, even if you do not prolong the range attack phase, you would get up to four attacks that don’t cost Mana and are free of retaliation. However, you can level up a Ranger until he or she gets promoted to Warden and receives the ability “Point Blank Shot”. It allows the Warden to use the ranged attack in melee.
18. Weapons still break too quickly! How about a repair skill? I don’t want to carry around ten swords!
We will think about further decreasing the break chance for weapons. There also is a hireling which will repair the equipment of your party. Also, please note that a broken weapon can still be used, it’s just less effective.
19: I think it would be much more fun and “interactive” if you had much more mana, maybe twice or even more and make the mana potions more powerful. Or let the mana regenerate.
We won’t have automatically recharging Mana or Health. The effect would either be to subtle to experience it or to get actual benefit from it, or it would lead to players letting their parties jump back and forth in order to recover them.
20. Shopping could be more fun if there were more basic items, more enchantments, more trading options (“show me the basic/good/overpriced awesome stuff”)
There will be no special trading options. However, more item tiers are planned, because we also think that currently there’s not enough item variety to keep the item progress interesting. This includes literally all kind of items from armor pieces, jewelry, weapons, shields and the prefix/suffix probabilities and combinations of magic items. The design goal is to eliminate the “Oh, it´s the same dagger AGAIN”-feeling. Also, merchant offers will be a little more individual, fitting the merchant’s location and background. For instance, the chance to find fire based equipment will then be higher at dwarven merchants.