MArcomage

Free multiplayer on-line fantasy card game

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lord Alex on 22:30, 12. Aug, 2009
I believe that some players know the old story of Might and Magic 7, the blaster, the robots and so on…

I think it’s a great story, isn’t it? Why not implement it in game? I know, MArcomage is a multiplayer version of a card game which was in Might and Magic 7, but I think this story is so fantastic, it should be implemented…

Some players won’t know the story and some don’t like it, but I really like it.
DPsycho on 23:19, 12. Aug, 2009
I'm unsure what you're suggesting. Cards? The story in novel form? References in the FAQs?
lord Alex on 23:44, 12. Aug, 2009
I’m suggesting cards as well as I suggest novels and everything else. Do you want that this idea will be implemented as cards, novels…
Or do you don’t want that this idea will be implemented?
DPsycho on 02:03, 13. Aug, 2009
Well, as I see it, if you have a good card idea, by all means propose it.

As for the rest of the site, my personal opinion is that it would probably be best to distance MArcomage from its copyrighted origins by incorporating and directly referencing as little additional M&M stuff as possible/necessary. However, having links to an off-site source for information such as Wikipedia might help fill in some of the background and make the informative sections of the site more robust.
Raspode on 16:39, 13. Aug, 2009
I think it would be great to use the story of M&M 7 as a inspiration to cards etc. It was good game and still is, and yeah it had Arcomage. I think the plot was little blurry but actually good one for a game like that.
Myschly on 10:07, 14. Aug, 2009
Oh that was a looong time ago :P I don't remember enough from the plot to give any card suggestions from it (I suggested Peasant from Heroes of M&M 1, I'll never forget their "AH!" scream and the blood splatter when they got hit).

Great game tho'. Too bad M&M 8 was nowhere as good =/
Mojko on 07:12, 19. Aug, 2009
I updated the main webpage a little (added a link to old Arcomage (wikipedia) and improved description of MArcomage).
JimmyMethod on 17:20, 20. Aug, 2009
I played through MM7 again last week. That game got too easy once you got a blaster. Casting Day of the Gods and Hour of Power/Haste with a blaster equiped would result in a zero recovery time for whoever had the blaster. However fast your keyboard was set to repeat, you could fire. You could literally go to the Land of Titans, get in front of a huge group of Storm Titans and Red Dragons for about 10 seconds and they'd all just fall.

It's also kind of interesting to use this against a Lich King, because they have a shared damage effect so when you are shooting the Lich, you can watch your health bar just plummet.

Best characters in the game: Monks
Never have to get armor or weapons repaired, had HUGE armor class, especially at Dodging grandmaster when you can add leather armor, and Unarmed at grandmaster was like cheating... You get a decent amulet that boosts unarmed 15, and get their skill up around 20, and there's just nothing that's going to hit them except magic.

Plus you can have them cast spells, I never bothered, because I would generally have a Cleric too, but still... crazy.

Worst part of the game: Not having someone be able to cast grandmaster level Protection from Magic. Against Toberti/Robert the Wise, it was way too hard. Death effects are lame, and he could use them so fast that without PfM, it could take several tries to kill him.
Djinn on 01:02, 26. Aug, 2009
As a fan of pretty much the entire series, and one who visits a number of the projects, I say that it would be good to have a few more elements of that universe placed into cards. A history story from one of the fan projects actually places Arcomage as something created in that universe. Even has a period in history on their island where wars like we have in the game were happening every <1-2 years. As per novels, if any were made, the writer would need to review all the previous information on the universe. Might and Magic, and the world of Colony has a very long and interesting history. It was so sad that Ubisoft killed it.
Could links for other branches of the Might and Magic be added to the list? Like the TELP tavern (heart and soul of the community)? And some of the other projects going.

On opinions of game quality, I found that MM7 (of the games John and the team actually got to do without external influence) was one of the worst. It was balanced quite poorly in development compared to MM6. Although MM8 had the same leveling/power balance problems, that part was balanced out by the fact that you could switch out party members. MM9 need not be mentioned *cough*abomination*cough*.
MM6 was the best balanced of the entire series...perfectly actually. Although the spells looked overpowered, you still had a fairly stable increasing difficulty.
And a note on blasters, they are the end game weapon; they are supposed to be ultimate destructive power in a shiny piece of metal. And it was rather fun to storm the Pit using them...it's like this solid wave of death-inducing light...
JimmyMethod on 17:04, 26. Aug, 2009
The problem is, you get blasters before what would be the two hardest parts in the game (Land of the Titans, and the Lincoln). Doing these parts without Blasters is actually legit in terms of balance and difficulty. The problem they made was that Haste removes a discrete amount of time from your recovery. If it was only proportional (say, it only took half as long to recover) it would have been fine, but once your speed is in the several hundreds (Yay DotG) the recovery on blasters is already shorter than the amount that Haste removes.

Meh, anyway. The story was good except for the whole 'aliens' thing. If it would have just gone in a different direction, say, by killing Archibald or something, instead of having 'Visitors go into space'... so much better.
Djinn on 00:23, 8. Sep, 2009
_Agreed on the blasters, but I am confused about the aliens line. In MM6 with Archibald, the Kreegans didn't get to leave, they were (or at least their ship was) obliterated with their reactor. It is just contiguous with the previous parts of the series, considering an invasion on Colony was the next most likely disaster. I think killing Archibald would have removed a villain too soon, it also would have been odd to base the game around releasing him just to kill him...
ben on 05:23, 21. Sep, 2009
M&M 7 is really awesome, one of my favorite games. ^ as well is fantastic. I liked finishing the last levels of the games without blasters, just hack and slash. It took forever and a lot of saves and loads, but in the end you felt like you were awesome in a completely irrelevant computer game sort of way.
Djinn on 22:28, 21. Sep, 2009
It makes you feel even more awe worthy if you play it like a Rougelike; without saves...however, it would be harder to set it up like a rougelike, because in those games if the game crashes or is otherwise interrupted the quit-save is alright, and is only deleted and memorialized when you die.