Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Might and Magic The Might and Magic Discussion Thread

What is the best Might & Magic game in the series?

  • Might and Magic: Book I

    Votes: 17 2.3%
  • Might and Magic II: Gates to Another World

    Votes: 29 3.9%
  • Might and Magic III: Isles of Terra

    Votes: 59 7.9%
  • Might and Magic: World of Xeen

    Votes: 183 24.5%
  • Might and Magic: Swords of Xeen

    Votes: 5 0.7%
  • Might and Magic VI: The Mandate of Heaven

    Votes: 215 28.7%
  • Might and Magic VII: For Blood and Honor

    Votes: 130 17.4%
  • Might and Magic VIII: Day of the Destroyer

    Votes: 26 3.5%
  • Might and Magic IX

    Votes: 11 1.5%
  • Might and Magic X

    Votes: 73 9.8%

  • Total voters
    748

Snufkin

Augur
Joined
Mar 11, 2012
Messages
573
Doom with bows. Dont forget to strafe.
 

TheDeveloperDude

MagicScreen Games
Developer
Joined
Jan 9, 2012
Messages
621
LOL, this real-time only play is somewhat crazy and fun. But it is maddening as well, because of the recovery times. I am smashing Attack/Shoot buttons like crazy and nothing happens.

You probably have the run by default option on, which doubles recovery times. Hold the walk key to recover faster. With everyone using a bow you are practically a machine gun.
Thank you very much! Indeed there is a big difference in delay. I can see that when I cast only a Bless out of combat.
I am always using the run option by default.
This is why I cannot remember to this slow recovery annoyance for my first MM6 FPS play 25 years ago. I probably used the walk option. I was a very patient man around then.
 

covr

Prophet
Patron
Joined
Sep 3, 2006
Messages
1,441
Location
Warszawa
EDIT: I've found out it has been already discussed there before and I am just late to the party.

Apparently there's a new standalone mod for MM7, using some of the assets from MM8 and a couple of some new QoL stuff. It's called Amber Island and there's even a dedicated site for the mod here https://mightandmagicmod.com/
I've played for some time it is more polished experience than any MM6-MM8 game. Better lvl design, better towns, generally more dense gameplay.
 

d1r

Single handedly funding SMTVI
Patron
Joined
Nov 6, 2011
Messages
4,429
Location
Germany
What is the best way to play MM merged at the moment? Considering that you have three games at once, balancing surely must be complete ass. Any mod recommendation for that?
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
933
https://www.reddit.com/r/MightAndMa...combat_log_stats_and_convenience_mod_for_mm7/
Combat Log, stats and convenience Mod for MM7

I've been thinking about the combat log feature for MM games .... probably for 20 years, since the first attempts to catch and write down messages from the status line.
Much have changed since that time, details of the game mechanic revealed, but still there are argues about who is better and what build/party setup is viable.
For a long time there was no other options but theorycrafting but then... Ive stumbles upon MAW MMMerge mod and it was fantastic experience. First of all in terms of game thrill, but also in showing that you can do with the game, and how you can do this. Basic features of damage processing were already implemented in MAW, and I've developed them further, and applied for all-time classic MM7.
So let me present the CombatStats and Convenience mod for MM7
- Zero changes to the game itself, it is the same good old vanilla MM7, all your save games compatible, all your certificates will be valid)
- Combat logging, in-game combat history, postprocessing with bunch of comparison metrics, data export
- Enhanced tooltips, ultimate characteristics such as DPS and effective health (Vitality) for wise gear selection
- Optional convenience features are also part of the mod - Repair/ID skills share, in-game travel schedule and fantastic inventory sorting
Attached pictures will give you the basic insights, more details in the mod page:
https://github.com/torkvato/CombatStats-MM7-mod

https://preview.redd.it/dugt6wt6xqc...bp&s=05054a28b67ba42fe2691b0b736005b7c806db0e
https://preview.redd.it/83cz0f6axqc...bp&s=014d5d41b53fa56d561fb902d679f2991e85d0ca
https://preview.redd.it/jsqr4pacxqc...bp&s=1bdae8cd2b28f1546b9f662213c922bed301d476
https://preview.redd.it/u9qardkdxqc...bp&s=17e8fbc80b73a5a6a7009350d8648f5825da0d1d
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
14,051
Very cool. Small nitpick, but I wonder what does DPS even mean here? DPT, or real-time DPS based on attack delay? It's been a while, but I thought attack delay in M&M 6-8 had a minimum delay based on the engine that was pretty significant so I'm not sure how meaningful a DPS meter really would be from that perspective.

I always liked MMXL's and Xeen's "extra attacks/strikes" version more in that sense. The realtime combat mechanics were always really kludgy and weird because of the sacrifices they made to make things flow versus old school, much more mechanical turn-based combat. Spellcasters/ranged didn't really notice as much, but for melee it was obvious.
 
Joined
Jan 7, 2012
Messages
15,502
Cool mod but... why MM7? Should be been for MM8/Merge if you want to support all 3 games at once, or MM6 if you want to do it for the best game.

Very cool. Small nitpick, but I wonder what does DPS even mean here? DPT, or real-time DPS based on attack delay? It's been a while, but I thought attack delay in M&M 6-8 had a minimum delay based on the engine that was pretty significant so I'm not sure how meaningful a DPS meter really would be from that perspective.
It looks like DPS, but I'm not sure how they are counting the timeframe. Total time with enemies aggroed? Total time spent recovering from attack cooldown? Latter would probably make the most sense.

The minimum delay is pretty short, I don't think you reach it unless you're really highly skilled. Guns bypass the limit and have 0 min delay.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom