A user named cat
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I'm really not feeling the area layouts in MM7. Everything is starting to feel disjointed and random, especially the towns, where MM6 maps were much more concise and unique.
MM7 Is the favorite of the codex. What is your problem man?
VII really felt rushed. I still don't understand how they took the same engine and somehow managed to make it buggier. I mean you can't even bind caps lock or any of the function keys for some reason anymore. All the areas I explored felt like a designer got drunk one night at the editor and just plopped down areas of interest at random. There was just nothing compelling or unique about the whole experience and no reason to go forward other than grinding. With VI, you actually felt progress as you leveled, combat had more impact for both melee and magic, and you always felt a sense of accomplishment by completeing the massive and well-designed dungeons. So whatever, I'll gladly take Wiz 8 as a substitute.
The 3DO Company and New World Computing
Might and Magic(TM) VII, For Blood and Honor(TM)
Update v. 1.1 ReadMe
August 1999
...........................................
Keyboard Remapping:
When remapping the Might and Magic VII commands, you will not be able
to use the numeric keys, escape key, function keys, print screen, scroll
lock, pause/break, shift, alt, or caps lock. The only remappable keys
available on the numeric keypad are the ADD (+), SUBTRACT (-), and
ENTER keys.
I meant that MM6 doesn't have key binding option at all. There is at least one engine improvement (except hardware 3d mode) - you can walk in turn based mode
- I do not have any sound problems
- you can still see (and hear) if enemy is hit
- "character is randomly unconscious" - some enemies have special attacks which can do this
"Not to mention the awful new GUI especially the spell menus" - well they fucked it up. It's even more awful after choosing the side. They probably thought it would be a good idea to add some graphical shit and it did not end well. MM6 GUI is much better cos it's simpler and clearer without this MM7 unnecessary graphical overdose. Not to mention that for some reason they placed spells on the book pages randomly when in MM6 they are sorted by spell power (spell cost) and have their names visable.
VII really felt rushed.
M&M VI's maps and dungeons, combined with VII's character systems would have made a near perfect blobber.
I think the "everyone gets bow" at start is intentional and the expert ID comes from some talking to a guy, or clicking on a fountain or something. It puzzled me too the first time since it's either easy to miss or not told at all. It's not buggy as far as I remember but I never finished it even after three different starts. Dungeons that keep on imposing a bad status (like "insane") on your party by cursing you every twenty seconds are a major turn off for me.When I created character there was option to pick Bow, but when you start new game everyone get it for free. Intentional? I guess so until...
I did some Experts certs for my mages and somehow everyone in my team are experts in the Identification. the hell
Looks like mod is still bugged and team Maestro (lel) is too busy with Migh&Magic 8.5 - Echo of Destruction (not much progress) to fix the remaining issues.
The default party is okay. I took it during my first playthrough. I was still a bit disappointed that the non-magic (or low magic) classes become a bit of a dead weight in the later stages of the game.The fun team for me is the default: Knight, Archer, Cleric, SorcererI'm feeling like giving it a try too. I know that most OP teams are something like SSCD, but what's the fun team? Fit for clearing dungeons without constant Sorpigaling etc?
Knight for obvious reasons. Archer for traps, perception, and all the bow fighting you do. Cleric for obvious reasons as well as some points in Merchant. Sorcerer for obvious reasons.
I usually get everyone Bow skill ASAP as it makes a huge difference in the earlier game. Also, the group above can use just about anything you find - 1 plate wearer, 2 chain, and 1 leather.
The group above is not OP, but not boring.
Eh, I liked having a balance and being able to use everything I find. Also, without a high perception skill I'd probably lose my mind in that game. I'm assuming you'd need a walkthrough in hand to find all the hidden buttons, switches, doors, and whatnot.The default party is okay. I took it during my first playthrough. I was still a bit disappointed that the non-magic (or low magic) classes become a bit of a dead weight in the later stages of the game.
Sure. As I said, I used the default party the first time, so everything was covered. The second time, it was just a fun romp about what the game lets you do. As I played these back-to-back, I remembered where most stuff was (or looked into my notes).Eh, I liked having a balance and being able to use everything I find. Also, without a high perception skill I'd probably lose my mind in that game. I'm assuming you'd need a walkthrough in hand to find all the hidden buttons, switches, doors, and whatnot.The default party is okay. I took it during my first playthrough. I was still a bit disappointed that the non-magic (or low magic) classes become a bit of a dead weight in the later stages of the game.
VII really felt rushed.
Now try IX