Might & Magic 10
- Bandobras Took
- Genie
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- Sir Charles
- War Dancer
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FYI, there was a fly spell in the early tile-based MM games too. They allowed you to fly from one map section to another. C3, D2, A1, etc. They also had skills such as mountaineer and pathfinding that allowed you to pass through mountain tiles and dense forest tiles.
The PAX demo for example you could move around on the road and pathways, and the grassy areas...but not through the trees. That doesn't mean you won't be able to later on with the proper skills.
The PAX demo for example you could move around on the road and pathways, and the grassy areas...but not through the trees. That doesn't mean you won't be able to later on with the proper skills.
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- GreatEmerald
- CH Staff
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Secret of the Inner Sanctum: Yes, there are only tile-based encounters, and random encounters are always a possibility, while set encounters respawn after you exit and enter the area.Variol wrote:Did re enemies re-spawn in the older tile-based games?
Gates to Another World: Same thing, but random encounters are much rarer.
Isles of Terra: Enemies respawn from enemy generators. You get a lot of money and items if you destroy the generators. This led people to leave generators, as the enemies that spawn also give you extra money.
World of XEEN: Enemies don't respawn. This led to a finite amount of money in the world, which is not sufficient for training up to highest levels.
- GreatEmerald
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For me that and maybe generators are the best options. I can't imagine myself playing a game with that crazy respawn rules of MM1&2 (respawning set encounters part mostly) you described.GreatEmerald wrote:World of XEEN: Enemies don't respawn. This led to a finite amount of money in the world, which is not sufficient for training up to highest levels.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
- hellegennes
- Succubus
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Nightshadow does. Winterkill does as well, though not after being cleansed.GreatEmerald wrote:World of XEEN: Enemies don't respawn.
Diablo? There's no respawn in Diablo. Well, you may restart the game, preserving your experience, skills and stuff, but it's not respawn.hellegennes wrote:Constant enemy respawn is a thing for either 20-year old RPGs or adventure/action RPGs like Diablo, Legend of Zelda, etc.
- ThunderTitan
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GreatEmerald wrote: Will? They have been screaming that for quite a while now.
To be fair, if Grimrock didn't succeed we wouldn't have seen any MMX... or at least not with it's current gameplay...
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- GreatEmerald
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It's not that bad, as most of the time you don't need to fight them more than once anyway. There is usually no reason to leave the area and come back, and until you do so, set encounters won't respawn. Plus, there are certain spells that make going through areas much easier, like Jump, Teleport, Etherealise, Surface, and (in MM2) Lloyd's Beacon.GrayFace wrote:For me that and maybe generators are the best options. I can't imagine myself playing a game with that crazy respawn rules of MM1&2 (respawning set encounters part mostly) you described.
The fact that you can only save at inns is annoying, though, I'll admit that. Though in MM2 Lloyd's Beacon mostly negates that, and in MM1 dungeons are usually pretty straight-forward, so you don't need to save that often anyway.
- hellegennes
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Monsters do respawn in all three Diablo games (same goes for Titan's Quest, which is very similar to Diablo). They just don't respawn within the same game session. Of course the most egregious example would be Sacred, which had a respawn timer and monsters would respawn rapidly, in the same session. If my memory serves me right, Diablo 1 only had monster respawn on multiplayer.tolich wrote:Nightshadow does. Winterkill does as well, though not after being cleansed.GreatEmerald wrote:World of XEEN: Enemies don't respawn.Diablo? There's no respawn in Diablo. Well, you may restart the game, preserving your experience, skills and stuff, but it's not respawn.hellegennes wrote:Constant enemy respawn is a thing for either 20-year old RPGs or adventure/action RPGs like Diablo, Legend of Zelda, etc.
- hellegennes
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Saving in any place you like allows for more difficult and challenging dungeons and game experience in general. Because there's no excuse not to. If you have to save at certain points, the game need to be easier, otherwise it's frustrating.GreatEmerald wrote: The fact that you can only save at inns is annoying, though, I'll admit that. Though in MM2 Lloyd's Beacon mostly negates that, and in MM1 dungeons are usually pretty straight-forward, so you don't need to save that often anyway.
Today it's only fit for MMOs. In Diablo 2 it was a rediculously stupid decision.hellegennes wrote:Constant enemy respawn is a thing for either 20-year old RPGs or adventure/action RPGs like Diablo, Legend of Zelda, etc.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
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