Daedros wrote:Xfing wrote:
MM8 only had two items like this, the Mace of the Sun and the Noblebone Bow. MM7 had plenty more, though their displayed values were much lower (not that it matters, considering they weren't sellable).
M&M 8 actually had numerous fixed Artifact spawns that would respawn with the map, so you could acquire multiples of them. Mace of the Sun, Terminus, Ring of the Planes, Glomenthal, Foulfang, Elderaxe, Scepter of Kings, Judicious Measure, Snake and Noblebone Bow (although this could also appear once at any random Artifact location as well). Several quest items that were also Artifact quality would respawn at fixed locations, such as Eclipse, Ebonest, Axe of Balthazar, and Sword of Whistlebone.
I'm well aware, and you forgot Snake
However, these artifacts you mentioned aren't the same type of item as the one I was referring to. These are pretty much regular artifacts, just with fixed spawn locations. You can identify them, and they have a value of 20-30k. Pretty much just fixed spawn artifacts and relics. The last few items you mentioned are different still - they have a value of 0 and "quest item" in their description.
The MM7 items I mentioned earlier were different - like I said, their value was much lower (usually around 2500), they didn't need to be identified as they were readily identified, and they couldn't be sold (the vendor would just say "I'm just a simple shopkeeper. This Zokarr's Axe is beyond my meager knowledge". Going by these criteria, only such items in MM8 that I recall are the Noblebone Bow and the Mace of the Sun. And the Minotaur Axe from the maze in Nighon is such an item too.
Rodril wrote:
Xfing wrote:- Is there a guide of sorts that explains how things work now? Like a FAQ to help the player understand what to do, where can hirelings be found, what happens when you dismiss them while not on Jadame etc.
Except tips in first post - no. In game, after certain amount of exp gained by first character, you'll get clues how to travel between continents and why shall you do it.
Xfing wrote:- Was the class balance altered in any way?
A bit and only in terms of available skills. Mostly to bring MM8 characters in line with MM7-6 ones (Lich does not have Alchemy and Meditation GM, etc). Changed regeneration skill and spell to work MM7 alike.
As for regeneration, I think it got nerfed in MM8 for a reason. In MM7 it healed in a single tick as much or more than Power Cure did, for only 5 SP per character. And it lasted hours. It was completely broken, having Regen up meant you likely wouldn't have to worry about healing for the remainder of the fight. In MM8 it was very unremarkable by comparison, but went closer in line with what the spell was meant to be and do.
On the other hand, I can think that the formula of 1 HP per tick per skill point (x2, x3, x5 depending on mastery) is only fair. Is it the formula used in MM7?
Rodril wrote:
Xfing wrote:- Are there plans to alter the damage, value and other stats of certain weapons to stratify them further? Since now we have access to weaponry from all 3 games this could be a nice thing to try.
No. This discussion took place at page 6 of this topic. There are two problems:
1. Adjusting weapons in straight way, will force player to play continents in only order.
How so? I played starting on Jadame and I found all 3 flavors of tier 1 shields, for example (Trollish, Goblin and that one from Enroth - all of them value 250 and 6 armor if I'm not mistaken). If I recall, there are 5 quality tiers of items + a sixth one (artifacts, relics and t5 items with top tier enchants). Anyway, no matter the continent you start on, you have access to items from all three games, so this shouldn't mess with continent order in any way.
Also, you probably misunderstood what I meant in the first place - I'm not talking about the same thing as the discussion on page 6 addressed. I mean that we have for example three spears of tier 1:
- the MM6 "Spear"
- the MM7 "Crude Spear"
- the MM8 "Ogre Fighting Stick"
All of them have a value of 15, basic 1d9 damage and +0 to accuracy and damage. What I'm saying is you could stratify them within their single tier. For example, have the OFS be at +0 to everything, the Spear have +1 to hit only, and have the Crude Spear get +1 to damage but not to hit. That way the three crappiest tier 1 spears could still be somewhat different from each other. You could play with their values a bit too, for example leaving the OFS at 15, having the Spear at 18 and the Crude Spear at 20 or something. This same treatment would apply to all the weapons (and armors in the future), so that no two weapons and armors have exactly identical statistics and value. This would greatly deepen player immersion IMO.
BTW I think the Sublime Spear from MM7 should be above the Dragon Harpoon from MM8 - since it was made by a Heavenly Forge and all. Catch my drift now?
Rodril wrote:
2. Manually reviewing and calculating new stats for each weapon and monster require a lot (really a lot) of time. It is litterally question about rebalancing all three games.
Yeah, like I said, don't worry about that. I was only talking about player weapons, and more for reasons of flavor and immersion. You can hardly talk of "balancing" when it comes to weapons in MM6-8 I think, since the leap from tier 1 to tier 6 (say, +12 chace to hit and +12 damage) is very little compared to bonuses from skills and spells that advanced characters have. Having good weapons is just gravy.
Of course for this very reason you could take this further and stratify the weapons more, so that the best of the best weapons have like ~+25-30 to hit and damage (I'd imagine it being Artifact-tier 2h axes, halberds and such). This could also allow you to have the differences between all 15 weapons in any one class be bigger, giving them even more individuality, without breaking the game. Even having +30 to acc and dmg ona 2h weapon would start making less and less of a difference the further you advanced in the game - most of the job is done by spell buffs and skills, like I said before.
Rodril wrote:
Xfing wrote:- Also, shouldn't the Wizard now have access to Master Light Magic for equivalency with the Necromancer? IMO it's only fair.
No. It may seem like these are classes of same tier, but in fact, necromancer is wizard, who has already stepped on path of dark, but did not transform himself into lich yet (count as tier 2.5). Gamewise, allowing Wizard to use light magic will make problems, because Wizard still can be promoted to Lich after, who is not supposed to use that. Looking ahead, i must say, classes who use both light and dark magic won't work for now, there is techincal issue: spellbook's interface do not support existence of both of these spellschools at same time (buttons have same coordinates, player won't be able to switch pages). Also, wizard can be promoted to necromancer at Jadame.
I don't think promoting a wizard to a necromancer is a good idea, but let's say it's workable for now. In that case, I think the wizard should have the same skills as the necro does, such as disarm trap. Though maybe since the necro is a promotion of the wizard, it's OK that they gain this new skill. Anyway, make sure that Halfgild Wynac can also promote necromancers - not just wizards - to liches, I think that would be only fair.
As for the thing you said about the Light and Dark cards in the spellbook overlapping with each other - that is fortunately not true. I even double-checked it right now. In MM8 the spellbook has 12 cards. First 4 are for elemental magics, the next 3 are for self magics, 8th is Light, 9th is Dark, and the last three are Dark Elf, Vampire and Dragon abilities. There should be no problem at all having a character use both light and dark magic like they did in MM6.
Rodril wrote:
Priests of Light and Priests of the Sun are same class. Clerics and Priests are fixed, thanks, reapply latest update. Also mm8 promoters will promote Cavaliers and Priests too (Frederic Talimer is priest now, same as characters in Jadame new game roster).
Ok, great!
Rodril wrote:
Xfing wrote:I also think some MM8 classes should be amended with skills they don't normally get to learn in MM8, as those are no longer there. I'm referring particularly to Stealing, Unarmed and Dodging.
Stealing was removed in MM8, for now i don't think, it worth to be implemented back (at least, untill reputation system is not implemented first).
Yeah, ok, we can wait for that I guess. No fuss.
Rodril wrote:
Dodging and Unarmed works. Though it have sense to have basic/expert dodging/unarmed, will it worth to spend skillpoints for classes, who have mastery/grandmastery in weapon/armor skills? Dodging and unamred skills does not give any undependent passive bonuses untill grandmastery.
It's not about it being worth it to spend those points there, it's about having the option to. Again, it's more of an immersion/worldbuilding thing. If Paladins from Erathia can learn Unarmed, why not say, Dark Elves from Alvar? Catch my drift? I don't imagine anyone investing into Unarmed with a Dark Elf, but it's hard to accept they can't have this skill at all, while almost all human classes from Erathia do. Same should go for Vampires, Trolls and Minos. The latter two shouldn't have dodging though, because they're too big and clumsy for that.
Oh, also I gotta ask you a question: does the Staff skill with MM7 or MM8 mechanics? I think the MM8 mechanic of simply adding skill points to damage is better, since the combination with Unarmed in MM7 was more of a detriment than a bonus, really.