Might & Magic X - First Week of Early Access & New Dev Chat
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August 27th, 2013, 16:59
The problem here is that some M&M's had respawn (1,2,6,7,8) and some didn't (3,4,5).
MMX is largely based on MM3,4,5 in terms of movement/construction, but has a lot of MM6,7,8 in its RPG mechanics.
This means that pleasing everyone is a problem.
MM6 respawns were based on time passage - different zones had different respawn timers. This would seem the best solution for MMX, with a bit of care. But I would personally tone down the amount of respawn, so that a player who doesn't like respawn isn't swamped by monsters all over again, but rather just has to handle a smaller, more managable repop. This approach would also feel more organic, like life returning to a once-destroyed area.
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