I guess my final complaint is that movement speed is way too slow.
Even the town is a pain in the ass to navigate—why are the useful shops scattered all over the map? Why didn't they design the map so that you can just go straight ahead and access most of the useful stuff? Navigating corridors in a town you've already explored is simply a waste of time and not enjoyable in the slightest.
On the other hand, anyone that throws away chance at commercial success to make a turn-based blobber obviously has some affection for these types of games, so I can't imagine they haven't at least played some of them.
On the other hand, anyone that throws away chance at commercial success to make a turn-based blobber obviously has some affection for these types of games, so I can't imagine they haven't at least played some of them.
I agree, but i'm not sure if that makes it better or worse.
GUYZ Whats the best PARTY BUILD to play through WORLD OF XEEN?
Also, what CHAR BOOSTS and IN WHAT ORDER should i visit and give to what CHARACTERS?
I'd probably edge towards dual Barbarians + Ninja + 1 cleric/Paladin + 2 Archers/Sorcerers. Full vs. Half casting is really up to personal preference, the difference becomes very marginal so fast. On the other hand more melee from 2 barbs is pretty much always useful and you'll easily find enough equipment to let your Barbs and Ninjas cast some spells when needed. In particular I don't really see the point of doubling up on cleric magic, the usual excuse is to resurrect if the cleric is the one killed but you're almost certain to find an item of resurrection before too long.
Barbarian is definitely better than Knight, Knights have basically no purpose except in terms of ease of equipping (if you find Obsidian Plate Armor before you have Obsidian armor to equip on everyone else then you'll be able to stick it on the Knight).
I'd similarly say that Ninja is almost strictly superior to Robber. Thievery levels up anyway. If you pick a race that receives a thievery bonus as a Ninja you'll be equal to a standard Robber anyway. Ninjas are just as good as Knights ignoring minor equipment differences.
Full caster vs. half caster is kind of funny. On one hand, half casters are still basically just as shit as full casters at actually hitting things with other things. On the other hand, if you are properly (ab-)using your abilities you can warp back to recharge at almost any time, negating the only real penalty for half casters (half magic pool), and the extra ease of finding good equipment with classes that can take more stuff is useful. If you run something like 2 Barb+Ninja+3 full casters you'll definitely hurt throwing away tons of good equipment early on until you hit the point where you're drowning in Obsidian for everyone.
FWIW, Levels per attack by class: Barbarian 4, Paladin/Ninja 5, Robber 6, Half casters 7, Full casters 8. So you can see why going Paladin->Barbarian or Robber->Ninja adds a lot more damage per turn than Full caster->Half caster. EDIT: Actually this is wrong, only sorcerers have 8, other full casters have 7 with their half-counterpart having 6.
Agree pretty much on nature-type spells being not useful in WoX, but they are additionally not really useful in 3 since you can just hire the druid (or ranger?) who comes with the important spells when you need to water walk. But then 3 dropped even more loot on you to the point where classes really didn't matter anyway. Like, ideal party for 3 is 6 barbs and you just abuse all of the enchanted items to cast whatever spells you need.
The funny thing about the MMs is the occasional "fake quest" like the one Alamar gives you. There's another one in a later game, I won't spoil it since I can't remember if you played it or not.MM1 spoilers:
For having fun playing for the first time in a full standard party robber is probably better than ninja. It doesn't feel well if you have to ignore the robber only opportunities in Clouds and the Darkside even if they only add XP to the robber. The barbarian will dominate the ninja as well in terms of attack power while the robber's faster levelling can be useful when using magical items, the better thieving skill will allow to open stuff earlier with less complications and the extra HP will make surviving traps easier.I'd similarly say that Ninja is almost strictly superior to Robber. Thievery levels up anyway. If you pick a race that receives a thievery bonus as a Ninja you'll be equal to a standard Robber anyway. Ninjas are just as good as Knights ignoring minor equipment differences.
Right, I was wondering if by exposing the fake king I had locked myself out of a quest. And I was pleasantly surprised when Location didn't work in the Maze. It was about time the game did something to restrict the use of that spell, because it has made most of the mapping challenges far easier than they should have been, IMO.The funny thing about the MMs is the occasional "fake quest" like the one Alamar gives you. There's another one in a later game, I won't spoil it since I can't remember if you played it or not.MM1 spoilers:
I think people hate the Soul Maze but I kinda like it, it's an interesting mapping challenge, and if you're just looking to go through it after you're done mapping Etherealize works fine.
I think MM1 in particular (though the other games have shades of this) is funny in the way it mixes elements of other games of the time without really going all the way in any direction. Combat is Wizardry-like but also Wizardry-lite. Note-taking is expected but you're not swamped with so many things to write down and keep track of like Ultima 4. Mapping is a must but it's not a mapping challenge like in BT, but then the occasional mapping challenge shows up once in a while. I think I like the series so much, and MM1 specifically, because I enjoy all these elements, and having them so seamlessly put together in a game that emphasizes exploration makes for a unique and IMO supremely enjoyable experience, despite some of the game's problems (we've gone through the imbalance a few pages ago)Right, I was wondering if by exposing the fake king I had locked myself out of a quest. And I was pleasantly surprised when Location didn't work in the Maze. It was about time the game did something to restrict the use of that spell, because it has made most of the mapping challenges far easier than they should have been, IMO.
My sentiments exactly. Even today, the scope of the game is very impressive -- it must have been quite something to play this back when it was released. There are several things I don't like about it, but in many ways it really is the complete package.I think MM1 in particular (though the other games have shades of this) is funny in the way it mixes elements of other games of the time without really going all the way in any direction. Combat is Wizardry-like but also Wizardry-lite. Note-taking is expected but you're not swamped with so many things to write down and keep track of like Ultima 4. Mapping is a must but it's not a mapping challenge like in BT, but then the occasional mapping challenge shows up once in a while. I think I like the series so much, and MM1 specifically, because I enjoy all these elements, and having them so seamlessly put together in a game that emphasizes exploration makes for a unique and IMO supremely enjoyable experience, despite some of the game's problems (we've gone through the imbalance a few pages ago)