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Current thread: Mythic forums > General > New Game system
AuthorMessage
WarWorld
8/15/2010 12:33:46 AM
Randy, New system forces player to use up all their chars before hitting day change. A negative thing in my opinion.
Legion
8/15/2010 12:43:31 PM
How is that any different than the old system?

Before every char would spend money every time you clicked the recruit button. Lots of money on high level guys. The game was centered around playing everyone until they had money to recruit. Now its centered around making sure they have enough for daychanges. You can let rich guys sit through several DCs just as you could let them sit through several recruitment rounds previously. Not that I'd advise that, but its functionally quite similar.
Dark Realm
8/16/2010 1:40:48 PM
the difference is i could play a group togther many times and over several days before having to switch other parties. now to recoup that main group i have to switch and reorganize several different smaller every adventure.
Dark Realm
8/16/2010 7:57:14 PM
after trying it out i have to say it will take a bit getting used to, but overall it does seem like there is more cash and alot more fighting spread out. healing more important now on a D/C and characters willpower actually has a use. you dont have to use all characters before s D/C but economically its better to use each a few times.

8/22/2010 7:39:53 AM
This kind of tough to get used to :)

That being said- i like that the game now requires a bit more planning instead of just wading in and hack and slash...

I now find myself trying to recruit more Clerics, would be nice if healing were cheaper though (SP). It really seems kind of rough (to the point of not being fun, but work) to balance income versus running out of HP and time left before resting.

Future idea- how about a church or hospital for people to pay to use to drain cash but heal people faster?

8/22/2010 7:49:20 AM
2 more things...

1-I just about crapped myself when i saw ghosts on a level 1 adventure.. then i saw they were "spooks" needless to say i was relieved that they could be hit by regular weapons...

2- It seems that weapons and armor work better- more damage meaded out and less taken- maybe it is just me but it seems so.
Legion
8/22/2010 4:08:09 PM
Thanks for the ideas and comments. Statstically, most people are finding more success with the new system. Characters are wealthier and better equipped and there are fewer deaths per encounter.

I agree that the need for healing magic seems much higher now, which I think is generally an undesirable shift. I don't mind every established clan needing healing magic for success, but it might be too extreme currently. I expect some step(s) will taken in the near-to-mid term to address this.

There is absolutely a lot more to think about now in my opinion, and I'm glad you think so as well and that you agree its a positive deveopment. I think a careful and skillful player will find the game a lot easier now (more money, less deaths) while a formulaic player who has trouble adjusting might actually find it harder. This too I'm happy about; its always been my intention for MW to reward skillful play much more than simply hours logged.

I am hoping to play a lot of MW this week with both Legion and a new startup clan to see what adjustment I feel are necessary at various points in a clan's development.

8/27/2010 8:53:53 AM
I am seeing seeing a trend in my clan- it seems that people are able to earn an acceptable amount of money (to cover clan expenses etc) but that i am not able to afford to buy enoughhealing potions to recoup to keep adventuring for any length of time-

The healing that comes with the DC's can be hit or miss- i find that there are always several characters that cannot adventure for several DC's because i do not want to take them out with half HP-

Can you entertain the idea of DC's auto cast healing spells having max effect? this would allow the use of potions (as i see it) to be used as they were first intended- as a pick me up during a fight :)

as always just my 2 cents- and awesome game changes recently
Legion
8/28/2010 11:05:42 AM
I've been experimenting with a startup clan a lot this week, it quickly grew to the max of 17 characters (above which you need more land). I found it was challenging but quite possible to make steady progress with a single character with life magic.

I did make two changes this morning, to help startups without clerics. First, wounded characters will spend less money each day. Second, adventures will more frequently have treasure at the end. In fact, I found on many adventures I was able to avoid the encounter and go straight to the end room where I could collect the treasure and escape without a fight. On others, I was also able to exit without a battle (or treasure), which I found would allow me more adventures without getting hurt and more chances at the free treasures.

It seems even with no healing magic progress can be made, although in that case it probably pays to dismiss badly hurt characters who don't have any money to pay for their own expenses. The maximum tax rate was also very useful for me to help get as much money to the clan each day as possible.

My belief is that at the lower levels healing potions are probably not generally worth the cost as maintenance-healing. I could be wrong, however. Particularly with high-defense characters who should be able to earn enough money before getting badly hurt to on average afford to potion-heal their wounds profitably over the long run.

If needed I do think your idea of max-effect DC heal spells would be fine. However I'm not convinced it is needed. Even clans with extremely limited healing magic seem to be moving ahead steadily. I think it would be prudent to give this more time to see if everyone is able to successfully adapt.
Legion
8/28/2010 11:08:45 AM
To clarify .. my experimental clan had one character out of the 17 with life magic and all were first level. His impact was trivial. I felt even with some bad luck at treasure it was pretty easy to grow a clan if you're familiar with the game. It required some thought and planning, but that is a good thing. MW should be challenging, just not impossible.

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