RPGWatch Forums - View Single Post - Might & Magic X - First Week of Early Access & New Dev Chat
View Single Post


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.
Irien is offline


Original Sin 2 Donor


Join Date: Aug 2011
Location: UK
Posts: 151
Mentioned: 0 Post(s)