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H
Just picked up the Might & Magic series after playing through the old Bradley Wizardry games,they seem a little more "chaotic" combat seems to be random

But I really dig these 80s sprites & MIDI soundfont really nice ambiance and amazing atmosphere,is it a dungeon crawlers or prototype RPG like daggerfall or morrowind?
+Showing all 160 replies.
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They definitely have more story and more quests than Wizardry, and feel more RPG-ish to me. From Might and Magic VI onward they’re no longer tile-based and you can fight in real time, so they become much closer to Daggerfall or Morrowind.
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>>3874734
Yeah but the problem with VI is no elfs dwarfs or gnomes m8
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>>3874720
I love 3-5, and I've even played 1-2 and gotten some enjoyment out of them, but I can never get started in 6 even though millennial nerds jerk it off ceaselessly. Too much character creation bullshit for one thing.
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>>3875291
*er as for your question, I think the appeal is distinct from all of your examples. It's really not like Wizardry at all; it's astronomically rewarding of exploration for one thing. It has that original Fallout thing of taking like 10 minutes to beat the game if you know exactly where to go.
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I've started x recently. Apparently, it's pretty bad, but it was very cheap so I thought, why the fuck not.
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>>3875506
>Apparently, it's pretty bad
It's because of the Ubishit launcher
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>>3874720
im trying to make my way from might and magic 1 to 8, im not going to play 9 because everyone says it sucks, maybe i will try x.

i think im going to start with the nes port of 1 because the dos version seems too archaic for me
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>>3875541
Good luck, I've never managed to play the earlier games and never bothered to try to beat IX because of how wrong it felt on release.
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>>3875541
>NES version

I had no idea a port existed that's great anon,good luck it seems like the actually did pack most of the apple game into it without sacrificing quality
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>>3875506
the game is great, it's the Ubishit launcher that made it fail
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>>3875506
mmmm I don't think it's bad. It's a very solid little dungeon crawling blobber. But it's got some pretty humble goals. They could have done a LOOOOOOT more with it than they did, but it would have taken a lot more money and people working on it. The worst thing I can really say about it is that the itemization / equipment are boring and feel irrelevant.
If you want an epic, sprawling open-world fantasy life simulator it is NOT that. It is not Daggerfall. It is not Elder Scrolls. It's a little dungeon crawler like Legend Of Grimrock.
That's my actual complaint, is that I like it and I wanted it to be something it wasn't trying to be.
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>>3875818
I actually like that. Something more structured that I can go through.

>>3875723
>>3875535
Ah. Yeah, that sucks, but that's what you gotta go through.

Casually looking around, I saw that you can fuck yourself up if you don't invest in certain skills. I just started, but rolled a dwarf rune priest, a human crusader and free mage and an elven ranger.
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>>3875541
>the dos version seems too archaic for me
The “Where Are We?” automapping tool makes the DOS version far easier and more comfortable to play through than the NES version.
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>>3875818
>itemization / equipment are boring and feel irrelevant.
That is some major bullshit. itemization matters a lot, and can make weird builds work well.
>"feel"
ok go back to Ruddit
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>>3875541
I've only played the NES version myself but from what I can tell it's balanced differently due to the speed stat functionning differently. The speed stat doesn't just make a character or enemy faster, it also affects the entire team's speed; meaning that if you're facing a group of 16 enemy types and one enemy group has high speed, they'll all benefit from it. Others will confirm if that's how it is in other versions but I highly doubt it.
From what I can tell it's a bugfix gone wrong because comments of players of the Famicom version that I've seen claim that the speed stat does nothing, which is quite a contrast. JPN version has other issues but also a couple of extra content that was taken out of the US version.
Now, on top of this, the Locust Plague enemy is glitched and has an insanely high speed stat, meaning that if you meet an encounter with that enemy it's guaranteed death at least until the mid game, and they can appear early on.
There are romhacks that fix the Locust Plauge and add back the missing content fyi, your save file should be compatible even if you patch now.

Otherwise I felt the game had a rough start and a high learning curve but after that I absolutely loved it, it's by far the most technically impressive NES RPG. My first recommendation is to find the place on the starting floor that lets you create new characters so you can ditch and remake a couple, and don't use Gnomes.

>>3875838
NES version has automap as well but it's just the tiles and it doesn't mark anything, so I ended up making my own maps as I was playing.
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>>3876090
>>3875541
Forgot to mention but a high speed stat can also make your or the opponent get several turns. An enouncter with a Locust Plague early on and they'll just get 5 or even 10 turns, that's what I mean by guaranteed death.
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>>3875838
never heard of this tool, i think it will really help me out
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>>3876106
The only real thing early M&M needs is an actual in game description for spells, which this mod more or less gives, along with an automap which is nice for those who don't like dealing with graph paper. M&M never really had the map tricks like other DRPGs anyhow so it's not really cheating in the same way it would be for wizardry. Hell M&M2 onrward actually do have automapping, it's just inconvenient in the first few apperances.
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>>3876090
That looks great. I had no idea the port was that high effort. The genesis/md version of M&M2 is pretty much a straight port which is what I expected. Although I bet it's better in some ways since I think it was ported by anglos so there's no japanese back-translating, and it's a very text driven game with everything you do driven by following hints.
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>>3874720
>mfw finally get DOSbox pure up & running

>mfw nothing actually works right

>mouse is literally two spaces away from where I'm trying to click

>cycles are hyper fast like sonic 3 on coffee

I just wanted to play through Ise of Terror & maybe cloud of xeen afterwards,any way to check the "proper" cycles?
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>>3877394
just exodos it stoopid.
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>>3875291
It just looks plain ugly compared to the others,no idea why they decided to ditch sprites for those 3D over world fad
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>>3877394
I played it on Win 95 on a 486 100mhz way back when (in a DOS box). No issues in the DOS box, but playing in Win 3.x I do remember VERY fast animation in the windowed mode because Windows would compete for the system timer and the vsync of course. As for DOSBox, 2500 cycles should suffice. Try DOSPanel.
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Has anyone played Might and Magic 1 in ScummVM? I just read about that despite it being released in 2023 and never seeing anyone mention it in /vr/ threads. Apparently 4 and 5 are also supported.
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>>3878629
Strangely it seems like they skipped the 3rd one because of some issues with the 3D intro?
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Friendly reminder to play the later games on a a mac emulator. Sound is borked on the dos versions.
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>>3878782
Probably as simple as the one guy working on it doesn't care
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fuck these old dungeon crawlers filtered me, im going to stick with modern ones
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>>3877394
I've got it going about how I like it, playing for the first time in 10 years or so. Using the release version of DOSBox that's been around for years and years and a copy of MM3 from Internet Archive. I'm running 10k cycles, there are fast animation loops playing but it's a turnbased game and I'm not getting double input bugs or anything so the faster the better. I played with the config for like 2-3 minutes doing obvious things and it works, mouse has no issues. I don't think 3 has Roland MT-32 music so I didn't have to fuck with that, I remember it being an issue with Xeen. And I played this as a kid with a Soundblaster so it's how I remember it.
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>>3878883
>I don't think 3 has Roland MT-32 music
It does. You can check supported devices in the Specs tab on Mobygames. 3, 4, and 5 support MT-32 (and sound cards based on it).
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>>3878904
You're right. That was a lot easier to set up with Munt than I thought it would be. Sounds great.
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Why does Might and Magic VI have an enemy that are literally just Hungarians
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>>3878864
anon get comfy & play the 1st hour or so of Lands of Lore then tell me you don't like old dungeon crawlers
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>>3878983
Why doesn't every game
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>>3875506
Why was X considered the black sheep when it was Mandate of Heaven that completely butcher'd the art style?
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>>3880007
Fuck if I know. I was going off the reviews. Personally, I'm playing X right now, finished the first act and am having a blast.
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>>3880007
>>3880016
It had a very small budget so it felt a bit cheap, and people who grew up on Might and Magic 6, 7, and 8 could not accept that it returned to the earlier entries’ strictly turn based and grid based gameplay. And unlike the earlier games, it takes place in Ashan, the most boring fantasy world imaginable.
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>>3880016
I was a weirdo that bought it day 1, and I don't have the realtime only fan baggage. I even have the bigger weirdo thing that I've hardly played more than an hour of Heroes of Might and Magic in my life so I had no expectations from that. X is the one and only game I ever had to use the ubisoft launcher with.

Yet IMO it just had bad balance for how combat-heavy it is. The defensive spells are way too good and because of a lore thing air attack spells are terrible (humans are air resistant by nature in whatever HMM fantasy world they set X in, and a plurality of your enemies are humans) despite an air grandmaster mage seeming like a really good idea on your typical first playthrough. So what will end up happening to the vast majority of players is that you have to chew through tons of lengthy low damage combats that can't kill you because of your overpowered defense. M&M3-5 have extremely fast combat that takes fractions of a second to resolve and you can effectively skip past gigantic sections of the game by using buffs you found by exploring correctly. X is much more conservative and plays like a lot more standard dungeon crawler so I was disappointed.

I'd probably have played it again by now if I didn't have to crack it or find some way to use the ubisoft launcher again. Maybe my opinion would evolve.
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>>3880083
I agree that defense is king in the game. Light magic and earth magic. Offense wise, though, didn't see much of an issue with air magic. My free mage is kind of spread over air, prime and dark magic and does a fair amount of damage, while dwarf rune priest focused on fire and earth. Maybe the air magic thing was patched?

In any case, ranged and melee seems to be doing worst for me. Despite pumping in sword for my crusader and might, he misses or gets blocked half the time, while my ranger hits often with a bow but for a little damage. Crusader is more often on holy duty while ranger kinda is jack of all trades.

Game is simple, fairly straight forward and you explore and kill shit. No high production, just as I like it.
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>>3880098
I have only ever played the launch version so I can't speak to anything getting patched. I also never played the free expansion pack.
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>>3875541
Cute gnome!
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First 2 games are very D&D like. There's actual positioning mechanics. Do the later games have that?
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>>3875838
Great tool. Highly recommend it if you're going to go through the 2D games. Having spell info, item stats, quest progress, and auto mapping is a godsend. The NES version is fine, but you can run through the dos version much quicker.

Also, I highly recommend going into dosbox and trying to match the processor speed of the era each game came out. For instance 8086 for MM1, 286 for 2, 386-486 for the later games. Fixes animations.
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>>3878983
>game is strangely and specifically racist against Africans, Indians, and Hungarians
>refuses to elaborate
what happened here
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>buy the whole MM collection on GOG
>set Windows compatibility to 7 with three clicks
>press the f10 button twice to adjust the cycle rate on DOSbox
>takes 15 seconds
>all games run smoothly
Are zoomers retarded or what?
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>>3880248
JVC has always been based.
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>>3880098
I've played several playthroughs with every strat under the sun.

The only thing useless is bows, and the only must-have spell is Expert Fire for the anti-stun. You don't really need the defensive spells, you can just shred armor (which works on almost everything) and beat the shit out of almost everything before you take much damage. I think the game is well-balanced (aside from bows/crossbows being garbage and dagger GM not showing up until the game is over). People just have certain preferences and confuse that with being overpowered. Most strats can work if you're inventive and get the right gear. My favorite was 4 Freemages with GM magical focus and Prime. Just beat the crap out of everything with Dual Wield foci itemized for max crit damage, with Time Stop for oopsies.
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>>3880581
That skelly is very happy.
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>>3880177
i remember approaching enemies with my back turned because they can't attack you, only when i face them they start swinging
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>>3880866
That's 3-5, 1-2 had traditional random encounters. In 3 they will still move towards and shoot at you every turn if you just turn around after seeing them, but if you never look at them in the first place and back walk/strafe into them their AI won't activate and they can't fight back until you're in melee. You can get so powerful in those games so fast I can't remember ever really needing that trick much.
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>>3874734
mm6 pioneered the backpedal-while-shooting-arrows brainrot.
>>3875291
mm6+, age of wonders, and neverwinter nights were games i could never get into despite the hype. i always thought the spellforce trilogy was better than nwn or warcraft 3 by a mile and yet never got the same attention. as a side the king's bounty games were also better than might and magic heroes imho.
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>>3875838
>Automap
Coward.
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>>3880586
Seems like a sound strategy. Yeah, my ranger specialisinf in bows and dodge is kind of useless. I took a few levels of earth magic that she can at least regen and cure poisons and toss an occassional air magic buff. The crusader is spamming the defense spells and the rune priest and free mage are the ones dealing only actual damage. I like the game, but boy do I get fucked up whenever I enter a "dangerous cave" or step off the designated path and get ass fucked by 4 blackguard knights and dark wizards.
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>>3881231
anon you do know half the players can't even tell the direction of simple compass?
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>>3880581
Wait a second I thought VI got rid of fantasy races & only let you create human party members?
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>>3883393
Isn't that screenshot from 7?
Also why would you think that in the first place?
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>>3874720
4 and 5, the world of xeen was where shit for back on track after the shit show of 1 and 3. 1 was just amazing.

Wizardry just sucked ass until 6, and the ability to transfer your whole party from 6 to 7 to 3D in 8 is amazing as well.

But my favorite murder orgy game was bards Tale. Until you get to 3. Because 3 fucking scales all the monsters to your party level. First fucking job you see has a laser beam cock that eradicates half your party in turn 1. Fuck that shit.
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Haven't played Might and Magic 6 since 2017. I believe I finished the game in 2017 with Knight/Archer/Sorcerer/Druid. I decided to shake things up a bit and go Knight/Cleric/Sorcerer/Druid, how crazy is that? Or should I spice it up even more and go PCSD? I wanted to change at least one thing per character so I am not running the default party.
>changed sorcerer's name
>changed cleric's position to 2nd from left
Brave.
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>>3884564
Nevermind, I changed my mind and went Knight, Paladin, Sorcerer, Druid.
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>>3884564
>Physical stat called Might
>Magical stat not called Magic
They had one job
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>>3883712
I love me some Bards Tale.
The remasters are great. I still play those, especially BT1.
I didnt mind 3. BT2 was the one I have a gripe about. Two of the last dungeons when collecting the Destiny Wand pieces annoy me. Stumbling around in the dark with no magic and working against the clock with some goofy puzzle mechanics filtered me when I was a teenager and I still dont like acquiring those two parts.
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>>3878983
At least it's an accurate depiction of Hungarian men.

https://mightandmagic.fandom.com/wiki/Cuisinart_(MM2)
https://mightandmagic.fandom.com/wiki/Cuisinart_(MM6)

>naming an enemy after a kitchenware brand
literally why
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>>3884578
in this case intellect is the magey magic stat and personality is the clericy magic stat
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>>3884841
Probably because one of the series's main competitors named a weapon after a kitchenware brand. Wizardry's Cuisinart Blade works better as a joke, I think.
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I'm going to play 4, what's the difference between the Adventurer and Warrior modes? The manual says the former has less combat, does it mean the latter lacks some puzzles?
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>>3885604
It's basically Easy mode vs. Normal. Pick warrior or else you sleepwalk through the game.
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Why are there still no romance mods for the good might and magics (6-8, the Sseth approved games).
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>>3874720
Hard to swallow truths
>VII is the best game in the series.
The Pavlovian response:
>BUT MY DUNGEONS! Where is my mega massive dungeons! Dungeons must be so long that they would overlap each other on the maps if the overworld was connected! I NEED to walk a lot in my dungeons.
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Why do some people - who claim to be experts on Might and Magic - claim that KKK* is the best setup for MM6? You lose either Prot from Magic or important utility spells.
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>>3886367
who says that? The more knights you add the higher the difficulty of your run (or tedium since you just use hirelings a lot more)
especially since armsmaster and class restrictions for skills don't exist so knights are just worse paladins
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>>3886503
I think the argument is that Paladins are just worse Clerics and they get just a tiny bit more HP than Clerics, but a lot less spell points. Knights get like double the HP.
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>>3884572
>>3884564
Nevermind, I deleted my run and went with this. The only time I finished M&M6 was Knight/Archer/Sorcerer/Druid = so now I am trying a party that contains exclusively the classes I haven't finished the game before.

I just need to figure out names for my two other Paladins, you see I ordered them from P for Paladin with a name that starts with P, alphabetically.
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https://github.com/torkvato/CombatStats-MM67-mod
User interface and quality-of-life mod for MM6 and 7, requires GrayFace patch with MMExtension.

CombatStats adds combat log, colorizes information strings, presents extra stats typically obscured by the game, but perhaps the most useful of all are the inventory sorting hotkeys. Altogether, it's not really that crucial for the newbies just getting into these games, but just an interesting mod by itself.
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>>3884578
That's what NWC attempted to do for MMIX but were out of time to actually bring the game to fruition.
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>>3887054
Does it work with existing saves
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>>3886971
Percival
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>>3887106
I believe the chance of things going awry is close to none, but don't take my word for it.
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>>3887054
This was the most life changing experience of my life, I instantly deleted my run (>>3886971) for a second time and started a fresh start again.
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Is there a mod that makes Perception in M&M6 useful past 4 points? Disarm Traps scales all the way up to 10+ points if you don't use Telekinesis.

Is there a mod that makes Diplomacy do anything useful?
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>>3887429
There was a mod which makes it nearly impossible to disengage from mobs, as they get higher speed and homing projectiles. Besides that, nothing which I personally know about. People seem to be content with the base game and do not utilize the modkit to the best of its depth.
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>50000 a day
why is this game like this?
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>>3887566
You can abuse the spell point restoring fountain + Lloyd's beacon to never need to rest. Alternatively you can just play with 6 members or use the cheaper hirelings from the first town instead.

MM3 is a very easy game anyways once you realize how absurdly overpowered the Holy Bonus and Heroism spells are.
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>>3887585
>not power shield
poser
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>>3887566
>get REDHOT password in swamptown
>go to fire town
>hire the two hirelings
>strip them of their equipment, fire them without paying anything
MM3 is just a stack of exploits piled onto each other, the speedrun is probably like 45 seconds long
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>>3887626
>the speedrun is probably like 45 seconds long
Myst was like this. You could start the game and go through the fireplace in the first room and use the book.
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Killing the Red Dragon in M&M7 vs NWC dungeon in M&M6, what's the bigger power spike? What if you waste your time reloading the dragon loot?
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I've been trying to play Might and Magic 1 on DOS with graph paper and all and I've gotten a little farther than I usually do (level 3) but I'm having a rough time with it.
I want to like it, but it always feels like there's a coin flip with the random encounters if it will be a doable squad or a set of enemies that will just run the floor with my guys.
And of course running away does nothing when I need it to work.
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After Olden Era becomes a massive financial success, we will get and official remaster of 6-8 into one game, just like that one mod.
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>>3887063
I think there is some advantage to the old set up, because it will make some players invest into Intellect or Personality on their Knights (epic troll).
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Do you agree with these M&M6 spell ratings?
https://www.youtube.com/watch?v=4Tdhq_6pp2E
>every damage spell in elemental schools is worthless, except for the multi projectile ones (Fire Blast, Sparks, Acid Spray, but not Blades) and maybe some of the outside only ones
>all elemental/self buffs are useless because Day of Protection/Day of the Gods/Hour of Power exist
>Mind Magic is only good for 1 point so you can learn Telekinesis
>Body Magic is just for convenience for Cure Weakness
>Spirit Magic is only good to return from Eradicated before you finish the Freehaven quest
Basically, the ideal optimized party for M&M6 is 4 Sorcerers with a split of Air Magic/Water Magic between them, or maybe one pity Cleric to cast Telekinesis and occasionally resurrect one of your two Town Portal Master Sorcerers.

Weird that no one ever made a balance patch for M&M6, when you really think about it, all might classes are subhuman tier and Clerics also get felted by Sorcerers. I hope the combination mod just uses M&M7 rules for everything.
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>>3883393
Yeah, it only gave you humans that looked really weird, mostly. Kind of killed my hype for the game, after seeing the high review scores and awesome poster/cover art (and much better portraits of MM7).
Still managed to finish it back in the day but its graphics wasn't enjoyable.
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Nothing about 6 was more enjoyable than 7. 7 is superior in every single way.
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>>3887054
Keep getting this when I loot scrolls from the skeletons in the Abandoned Temple in NS. It's not anyway, but most of the time.

arguments of 'f':
d = (table: 0x05090220)
def = (function: 0x047242e0)
attackerID = 154
action = 0
speed = 5073624
slot = nil

local variables of 'f':
attacker = (table: 0x047066b8)
old = nil
old2 = nil
old3 = nil
t = (table: 0x04fade58)
(*temporary) = (function: 0x047242e0)
(*temporary) = 154
(*temporary) = 0
(*temporary) = 5073624
(*temporary) = (function: builtin#2)
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index a nil value"

upvalues of 'f':
Who = (function: 0x04724050)
Pl_Who = (table: 0x047066b8)
Pl_Slot = nil
Is_Pl = true
is8 = nil

I think it's happening only when the trap damages ...someone.
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would something like merge mod ve possible for mm1-5? the mechanics aren't very different, i guess lack of graphics is a problem for earlier titles
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replayed 6, 7 and 8 this year but i'm still not sure which one i like the most, each has different ups

>MM6: main quest freedom, cool batshit dungeons, connected world
>MM7: H3 tie-in factor, replayability
>MM8: Story and sidequests (those vampire journals all over the dungeons were kino), polished mechanics
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>>3878983
have you ever met a hungarian?
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what are the proper ways of getting both light and dark magic in merge mod? something's fucked because starting with mm8 if you get a necromancer your priests get railroaded into priests of dark, had to abandon run because of that
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>>3891216
It might be a mistranslation but in the German translation of M&M6 they are referred to as Huns.
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>>3891505
>mods

might & magic had mods?
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>>3880580
The latest I installed a game from the 3d trilogy (7), which I think is like 4 years ago, it ran just fine on win 10 out of the box
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Why was Wizardry massively popular in NIPPON, whereas M&M is barely remembered?
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>>3893370
Wizardy was 5 years earlier when that really meant something
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>>3893101
MM8 Merge Project that combines all 3 3D games (6-8). You only need 8 and can chose what game to start with, being able to teleport to another game at any point after a certain story event.
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>>3893370
Gonna hazard a guess. Wizardry got ported to consoles while M&M was on PC and PC was never as big in Nippon
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>>3893586
Both got ported to everything including the Jap PC scene (their homegrown systems like for example the PC-88 or MSX). Wizardry was just seminal because it was so early, M&M was just western RPG # 5 billion to them.
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>The new mm6 wiki just died less than two weeks ago.
Why does all the good wiki stuff have to be in moonrunes? Like
http://www.mm6world.ru/galery/6_pag/08a_free_haven.htm
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>>3893603
I guessed wrong. Thanks for the info, anon.
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What happened to "Tanir" (Roland's court wizard who turned Archibald to stone and apparently killed all of Roland's enemies by turning them inside out, wow such Light Magic) after Roland and co got abducted to Antagarich? Wiki says he and Roland were the only ones who weren't killed.
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>>3894736
>after Roland and co got abducted to Antagarich? Wiki says he and Roland were the only ones who weren't killed.
Roland was defeated by the Sound Blaster.
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What mod is this? (at the linked timestamp)
https://www.youtube.com/watch?v=xKgGW1odg2A&t=7866
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>>3894783
Kekles.
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>>3895034
>some Singaporean-sounding slob pretending to be a Japanese waifu pretending to like boomer video games
Whom does this appeal to?
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>>3895077
It lets us fantasize that one day we will have sex
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>>3894527
Whatever are "moon letters"?
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>>3895606
I don't know, why are you asking me?
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Has Might always been worthless in Might and Magic titles or are any of the first three games tolerable for Mightcels?
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>>3896612
No I always use two front line warriors & did just fine?
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>>3896612
Barbarians crush everything in 1-5 and Knights are OP in 7/8. So really it's just 6 that Might classes are weak, and that's only late game.
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>>3875838
You are missing a big part of the game mapping it yourself. If you're lazy you can use gridmonger to map it on the computer.
Old dungeon crawler's big draw was environmental navigation. Stripping it with an automap is like skipping out picking your attributes.
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Is 9 or 8 better?
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Underage child FELTS all the Might & Magic VII -stans:
https://www.youtube.com/watch?v=bJNcAxQVm_Y
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>>3898466
what is felts
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>>3898483
"to felt" someone means "to leave someone FELTED"
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>>3895077
>>3895034
im watching her again because i have nothing else in my life
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>>3898441
8 is actually playable so it wins by default
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>>3898441
9 is in theory the better game, but >>3900331 is correct.

8 sucks balls, all of the dungeons are "here's 3 or 4 empty rooms" and the world design is garbage. No soul whatsoever until you get to the pirate island.
>Mostly I hate all the pregen party members, and they all look the same. If I want a cleric in my party I have to roll one myself or choose between 3 identical faggots with Reddit-face.
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merge or maw?
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>>3875174
And the hideous fucking portraits.
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>>3900945
kek, zoomie, that's what the most attractive people in the 90s looked like
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>>3900958
>character's age is 21
>looks absolute high test chad compared to any zoomie of the same age
people were just build different back then
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I just realized that I ignored one third of the dungeons in M&M VI when I first played the game. And apparently they were terrible anyway.
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>>3900892
What's a maw?
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>>3902101
merge but also a total overhaul of everything, it goes too far in few places to say the least
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Why does Heroes IV and Might and Magic VIII/IX have nothing in common? Heroes III and M&M VII and Heroes II and M&M VI at least were clearly in similar universes.
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>>3903747
IX and HIV were developed by almost completely different teams and had completely different writers, I guess the plan was to make Axeoth a more roboust setting with multiple story threads that would only come together several games later. Also remember that the two expansions of IV had absolutely NOTHING to do with any of the stories of vanilla (and those had different writers to vanilla also as if that wasn't blatantly obvious when playing the expansions)
VIII was just a overall nothingburger game when they had wtitten themselves to corner on the whole Enroth setting so it has kinda nothing to do with anything.
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Should I play world of xena, without playing earlier games?
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>>3904753
I think worlo xena is a good entry level blobber, but it's extremely fucking easy. Levels are everything as scaling spells are Y amount of damage X your lvl and melee classes get extra attacks every few levels. There's a well that temporarily increases your characters levels by fucking 10 in the second town you'll likely visit so most of the Cloudside will be you teleporting to that well to get uberbuffed and then teleporting back to what ever dungeon you are currently clearing.
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>>3903747
I'm always shocked that /v/tards ask questions like this when the answer is always, 100% of the time, with zero exceptions, greedy corporate shenanigans.
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>>3889123
Nobody plays blobbers anymore.
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>>3908564
>implying

anon please I'm literally playing through World of Xeen right now with broken controls on my switch m8
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>>3875506
I genuinely am flabbergasted at the other posts. X is outright dogshit. I haven't played IX yet (cause I skipped where I was in the series to X after Ubishit broke this single-player game's online server for a year-and-a-half and decided to play it first once they fixed it just in case they broke it again), but X hasn't just been the worst in the series I've played so far, it was one of the worst games I've ever played. The plot and the lore is actually okay, but the game is a huge regression in terms of gameplay from where 8 was, and seems to have gone through some serious mechanical changes before release, because there are tons of underutilized features that don't make sense with its current systems, and many of the systems that it does use are at odds with each other. Such as the fact that one of the basic first level Earth spells prevents an enemy from moving for one turn...but there is no ability to break away from melee combat or run from battle. Once an enemy aggros you, you cannot disengage or run away or even enter town/building. That enemy WILL chase you all the way across the map to fight you, and once it gets into melee range you cannot move away. Hope you didn't go off path and bump into an enemy you cannot defeat, cause you might as well just reload your save and spare the next 5 minutes.

And that's just ONE of its many glaring design faults.
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>>3876127
>M&M never really had the map tricks like other DRPGs anyhow
It actually does. Are you someone who only played the NES version? I'm curious. I haven't played the NES version, but I played the DOS version. The DOS version DOES have spinners, teleporters, and other map tricks in the game. One of my favorites was one particular dungeon that has a sign that says "the infinite hallway", and then littered through out the hallway are little tiles that teleport you exactly one square back, so if you don't pay attention/try to go back, it looks like it goes on forever, but in reality you're just standing in place, so you have to cast the jump spell over specific spots to get to the end of it and get your reward.
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>>3889109
The reason for that is because there are set encounters (You will always fight enemy X or enemies from group Y in these locations) and random encounters which try to match your level. It's a very tough game that I think benefits from how knowledge gated it is. If you start having a rough time of it though, there's a secret technique that will make your life way easier though. All you have to do is donate to the church and keep doing that until they bless you. They'll cast every protection spell in the game on you at maximum or near-maximum power.
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>>3911820
Tell me more anon
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>>3912487
Well, there's the fact that experience in this RPG is finite. Enemies in this game do not respawn. If you kill a bandit and his dog outside of the first town, it doesn't matter if you travel into 6 different loading zones on the exact opposite of the map into the final area and then walk back. They will NEVER come back. Which, depending on what kind of player you are, you might think "Oh well that's not THAT bad, I don't mind the sense of progression I get from emptying out the map. It's a little satisfying."

The problem is that this game also will not hand your character any XP if they cannot act during the time the enemy goes down. Unconscious or Dead? Sure, I could buy that. I don't like it, but I could still buy it. But what about paralyzed or stoned? Yup, no XP. But what about the temporary condition stunned where you just can't act for a round or two? YUP! NO XP! CONGRATS!

You can cast spells that protect you from those status effects, but the game doesn't tell you that you'll need them to protect your XP as a resource, so you have to figure that out the hard way. And then when you DO figure it out and decide to immediately spec into the magic schools to get them, you ALSO find out that every buff in the game has a hard 2-8 round limit on them depending on the spell and what level of magic you're at. It's insanely easy to get stuck in a loop where you have a martial character that is the only one that knows the anti-stun spell is spending his rounds doing Cast Buff -> Self-Heal -> Chug MP potion -> Cast Buff -> etc, ad infinitum.

Oh, and guess what if any of your characters actually goes down? You can't feed other party members potions if they are unconscious. You can HEAL them with magic to bring them back up to positive HP. That's fine. You can feed them potions while awake. You just can't heal an unconscious party member with a potion. So if your ONE healer on your team goes down, you better pray you're about to win the fight.
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>>3912487
>>3912595
I just double checked something, you actually can't apply potions either to paralyzed/stoned/unconscious characters at all. So that adds onto the shit heap of a mess they made. But then just to continue off on the last point I'll make for now, the issue with the healer classes is they are all fragile. Okay, that's fine and normal, right? Well, combined with the fact that if you have one healer and that the healer going down now puts your whole party on a clock for the battle that you cannot escape from, it's sort of a big deal. So how do you counter-play one of the enemies just randomly selecting your healer and basically one-shotting them?

Well, you don't. Not realistically.

Your defender class is pretty much the only thing that can do anything to draw aggro using an ability called "Shout." This maybe works for the first few areas of the game. Unfortunately, "Shout" is considered a "mind" spell. Guess what is immune to "mind" spells? Did you say Constructs and Undead? Good guess, but how about try EVERY FUCKING MONSTER PAST THE QUARTER POINT FOR NO FUCKING REASON. WHY EVEN GIVE ME THIS FUCKING SPELL IN THE FIRST PLACE?

I'll just leave it here for now. The stupid part is that this game is an excellent demonstration for a belief I have that "There is no such thing as a bad game design element, just game elements that don't mix together well." Any one of these would have actually been interesting and fine on their own. The real problem is that they are all combined together which winds up making a really shitty experience, especially if you wind up in one of a few trap builds on your character, or you just even build unoptimally. My chosen party only had a Druid in it. She never got to cast her offensive spells cause she was forced to juggle buffs and heals.

tl;dr game a shit.
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>>3890291
No, MM7 is my favorite, but the endgame shits the bed hard. The last batch of quests (except for the Valley of Giants) are a boring cakewalk of mostly empty rooms that give too much XP and don't have anything to explore. Contrast this with MM6's kino endgame of Pyramid/Paradise Valley/Sweet Water zones.

MM7 is still my favorite, but the overall design and world map of MM6 is superior and soulful.
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>>3875506
MMX would have been a 9/10 game but for 2 things:
>make it a brand new IP standalone dungeon crawler instead of association with a franchise >the Ubishit shenanigans which still make the game mostly unplayable to this day
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>>3902774
man, merge COULD have been SO GOOD if Greyfag had just resisted the urge to add Tumblr fanfic faggotry to it instead of just merging the three games as they were.
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>>3908564
Yeah, I think Grimrock was the best proof of that.
Original IP with a modern original engine purpose-built for the game including easy tools to make your own maps. And what happened?
It was praised to high heavens by everyone who played it. The only problem was nobody played it.
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>>3912604
in my opinion the biggest sin of X was how fucking linear it was, in all other MM games you can go almost where ever the fuck you want but in X it's do our shitty themepark ride in one of the garbage setting that nobody gives a shit about
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>>3913267
Sorry anon can't read elf!
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>>3913267
so the two "new" mm3 adventurers featured in mm7 were actually based on hirelings from that game?
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>>3914862
>>3913267
How the fuck do you play M&M7 without knowing that?
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>>3904753
I don't think any are connected story wise except the very first & second one anon
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>>3904753
>>3916899
This isn’t true. Across the first five games, the overarching storyline centers on the conflict between Corak and Sheltem, which is only brought to a close at the end of Xeen.
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>>3904753
It's fine. There's a thin story that's fun to notice but it's like 0.001% of why I like Might and Magic. My play order was 2 (as a kid) then Xeen as abandonware decades later, then 1, then 3.
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>>3917035
Thanks anon
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Bumping for interest

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