Posted October 16, 2019
Hey everybody,
after just a few hours of gameplay this may be a cry for help or rather an explanation:
I loved MM6 as a child but didn't get anything; it was far too complicated, the world too big and I couldn't understand what really matters. Over the past few years I played through the whole game like 3-4 times, really enjoying the experience and having craaaazy nostalgic feelings, also at some point crushing the mobs; last playthrough felt more like a speedrun.
A few weeks ago I finally decided to get MM7 thinking that even without having any memories of this game it will probably be good since a lot seemed pretty much the same (styles, combat system, the way skill learning works etc).
The first negative thing for me started already when building the party:
While the addition of the gradnmaster level was super interesting I instantly hated the fact that not everybody could master (or grandmaster) a skill. While this may make sense in that for example alchemy is determined to be mastered by mages I dislike that this makes the game, especially for first timers, extremely more complex since I don't want to waste points or get experts levels for characters that won't be able to master the skill later; meaning I have to take so much care and checking before deciding who is going to learn a skill. :/ (the addition of GMs still is great)
Next things I noticed were some questionable design decisions:
- the 'currently active party member'-indicator, the beloved yellow ring(s), are really easy to miss out. I don't think I have any trouble seeing different colors or whatever but I always catch myself searching for the currently active character which as you know is often very important: using quick spell (paladins HEAL or mages METEOR?), opening a chest with the char with disarm trap skill and more. To me this really is an extreme pain and kills for me a lot of comfort and fun. This was way better in MM6 since the color palette there around the chars face is all gray
- the spell book you use when casting a spell. Again, coming from MM6 where you have the spells in a nice order and directly see what they are about (cause they are not "grayed out") it is kinda awful in MM7. When I open the spellbook first thing I do is searching the spells. What the heck!? For me it was so much faster to see/recognize the spells in MM6. Of course, it was so much different in clearer.
Ok so 3 negative points for me. It's not unplayable but I really hate playing the game like that, though the game has a few interesting changes with the NPCs fighting monsters, addition of grandmasters, of course new monsters, better animations, a few beautiful design updates and probably a lot more. But at this moment I feel like getting my money back.
If anybody really reads through all of that: please reply. Call me a crybaby or strengthen my view on those things, or maybe suggest me to do something about it. Really appreciate any response on that topic.
Thank you and have a nice day!
after just a few hours of gameplay this may be a cry for help or rather an explanation:
I loved MM6 as a child but didn't get anything; it was far too complicated, the world too big and I couldn't understand what really matters. Over the past few years I played through the whole game like 3-4 times, really enjoying the experience and having craaaazy nostalgic feelings, also at some point crushing the mobs; last playthrough felt more like a speedrun.
A few weeks ago I finally decided to get MM7 thinking that even without having any memories of this game it will probably be good since a lot seemed pretty much the same (styles, combat system, the way skill learning works etc).
The first negative thing for me started already when building the party:
While the addition of the gradnmaster level was super interesting I instantly hated the fact that not everybody could master (or grandmaster) a skill. While this may make sense in that for example alchemy is determined to be mastered by mages I dislike that this makes the game, especially for first timers, extremely more complex since I don't want to waste points or get experts levels for characters that won't be able to master the skill later; meaning I have to take so much care and checking before deciding who is going to learn a skill. :/ (the addition of GMs still is great)
Next things I noticed were some questionable design decisions:
- the 'currently active party member'-indicator, the beloved yellow ring(s), are really easy to miss out. I don't think I have any trouble seeing different colors or whatever but I always catch myself searching for the currently active character which as you know is often very important: using quick spell (paladins HEAL or mages METEOR?), opening a chest with the char with disarm trap skill and more. To me this really is an extreme pain and kills for me a lot of comfort and fun. This was way better in MM6 since the color palette there around the chars face is all gray
- the spell book you use when casting a spell. Again, coming from MM6 where you have the spells in a nice order and directly see what they are about (cause they are not "grayed out") it is kinda awful in MM7. When I open the spellbook first thing I do is searching the spells. What the heck!? For me it was so much faster to see/recognize the spells in MM6. Of course, it was so much different in clearer.
Ok so 3 negative points for me. It's not unplayable but I really hate playing the game like that, though the game has a few interesting changes with the NPCs fighting monsters, addition of grandmasters, of course new monsters, better animations, a few beautiful design updates and probably a lot more. But at this moment I feel like getting my money back.
If anybody really reads through all of that: please reply. Call me a crybaby or strengthen my view on those things, or maybe suggest me to do something about it. Really appreciate any response on that topic.
Thank you and have a nice day!