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I don't feel the need for so many extras, but the biggest, most glaring error, for me, is a sandbox mode. In the original, you could always ask it to just whip up a Beginner, Advanced, or Expert level quest and I think it's unconscionable they not have one in this version. I also would have really enjoyed it if they could have allowed you to put computer players into the multiplayer games. Not all of us want to get all up in people's face and be so competitive, but would absolutely enjoy teaming up and going against, say, 2 computer players.

Leaving out a sandbox mode severely limits the replayability of the game. They literally just "left out" the entire reason the original Majesty is STILL on the hard drives of all 4 of my computers--The bleeding sandbox mode.

I also have to admit I'm not all that happy the voices were changed. They used to be one of the greatest parts of the game. Now they're, well, (sorry guys) just annoying--at least the ones that were changed.

And if they felt forced to leave out the sandbox mode, would it have been too much to ask for a mission or campaign designer so other players could build new campaigns for us? I know I and many others have added several quality missions to games like NeverWinter Nights, Freedom Force, Total Annihilation, Supreme Commander, and you could go on and on with it.

Really, however, it all goes back to the stupid decision to lose the random game generator as well as the high score tables (don't get me wrong, I enjoyed all the missions and the additions, but now I'm done, and I hate to think I waited all that time to play through it just once). The least they could have done was allowed you to add computer players to the multiplayer games so then you could play a 1v1 against the computer for people like me who don't like what competition does to people in multiplayer games.

Just my $.02
 
suggestions for the expension, if any

A group of Majesty players in China are enjoying this game now. Though a fun game it is, they feel that there are many places that can be improved to make it a masterpiece. Being one of them I'll just translate some:


About enemies

1, entrence to dungeons or lairs that can regenerate after a certain number of days, give the mighty heroes more things to do than hunt sewer rats. best if boss-level monsters can also be spawned at later game, other wise high tier heroes are not that useful. By the time we have then either the game ends or they can't find enemies other than rats.:wacko:
2, monsers also wander in groups to make the fight more challenging

About heroes

1, perhaps more hero types, since in M1 there are more hero types than in M2
2, stop re-generate status when upgrade class, like a warrior change to blademaster gives a boost of 3 strength 1 stamina, while change to paladin gives 3 stamina and 1 strength. getting a 19 str 20 sta warrior then "upgrade" to a 10 str 12 sta blade master is really strange.
3, give personal characteristics besides class difference. a supportive char paladin tends to buff ally more than normal while a risk taker rogue don't flee that often from fight compare to regular ones.
4, equipments. mob, boss and treature boxes only give gold. Why not gears with unique name and ability that can't be bought from shop? a set of armor looted from a dragon lair that can stop wearer from being knocked into air is fun, and more suitable to a fantasy setup.
5, dead hero will drop some equip in the form of treasure boxes.

city building
1, heroes only do killing, shopping and going home. where are the arena/ gambler's hut/library or other places like that? In a sim game one of the most boring thing is heroes know nothing other than kill monsters. They should be "alive" like we do. (btw, i see red berries on map but seems rangers no longer collect them to make potions...)
2, more interaction between heroes. fighting against each other or help each other whenever needed, just don't walk past like allies are transparent.


Any other good suggestions from you?:rofl:
 
Yes, the only thing I am missing is the sandbox.. Any game with sandbox feature stays for a good amount of time on the computer at home, and keeps getting played. Games without, unfortunately only last so long.


And, getting the map editor to work with the Maj2 settings would be nice..
 
All if these ideas are fantastic and most sound like they could be implemented. I suggest you have these placed on the "what's missing" thread at the top, since I don't think these are listed. Constructive threads like this are what help make the game better. Whiners take note.
 
I think that heroes in a party should get an asterisk so I can tell how many more parties I can make instead of waiting for an hour for heroes to gather when there is only one not in a party. The heroes should have buttons to organize them by level, type or non party. Maybe the hero tab should only show heros not in a partysince the others can be monitored with their parties under that tab.
 
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Your city building ideas, in particular, are spot on. I also like the monsters carrying treasure idea (how D&D!). I'm going to merge this into the "what's missing" thread for devs, since it's the same idea and I don't want your thoughts to be lost. EDIT: refers to post 102.
 
@goodgimp: I kind of sensed that "however" coming. ;)

As you might imgine we are busy working on a patch with the devs. We have made sure that they know all the reported bugs and irks of the game.

I'll have to get back to you guys as to what exactly will be fixed with the first patch.

/Mattias

Thank you! Your efforts are appreciated :)
 
Fear flag would also be far useful if it can be set on monsters.
Perhaps. The only problem there is that all monsters, including boss monsters, eventually invade your city and that would send all your heroes running away and leaving your buildings un-protected.

We already have the option to remove unwanted flags.
 
I think a lot of the suggestions in the OP are absolutely patchable. The only reason they're not in the game is that there wasn't enough testing and/or effort made to respond to testers. Many are bug-like, if not actual bugs. It's also incredible how many little things--but extremely useful things--that WERE in the original are NOT in the sequel. (e.g., removing a building from the tax rounds).

Also, on the sandbox and a random map generator. I don't buy that the engine makes this impossible. If it's possible in 2D, it's possible in 3D, regardless of the engine. :)

1, heroes only do killing, shopping and going home. where are the arena/ gambler's hut/library or other places like that? In a sim game one of the most boring thing is heroes know nothing other than kill monsters. They should be "alive" like we do. (btw, i see red berries on map but seems rangers no longer collect them to make potions...)
This was way disappointing, too. :( This kind of thing added a ton of atmosphere to the game. Especially the ranger berry bit.

In general, I feel like a sequel should never have fewer cool features than the original. :D
 
Also, on the sandbox and a random map generator. I don't buy that the engine makes this impossible. If it's possible in 2D, it's possible in 3D, regardless of the engine. :)

Sandbox certainly is, but as for random maps that's not necessarily true. When you have a tile-based 2D world map, it's easier to code some rules in and write some algorithms to generate a map. To take a 3D engine that wasn't designed for random maps in mind... that could pose significant challenges, probably beyond what a patch could provide.

3D random maps are possible (see: Diablo3 and other games) but they generally need to be built with that idea in mind, or else you're looking at a significant amount of work.
 
Sandbox certainly is, but as for random maps that's not necessarily true. When you have a tile-based 2D world map, it's easier to code some rules in and write some algorithms to generate a map. To take a 3D engine that wasn't designed for random maps in mind... that could pose significant challenges, probably beyond what a patch could provide.

3D random maps are possible (see: Diablo3 and other games) but they generally need to be built with that idea in mind, or else you're looking at a significant amount of work.

Well said and dead on Goodgimp
 
1, heroes only do killing, shopping and going home. where are the arena/ gambler's hut/library or other places like that? In a sim game one of the most boring thing is heroes know nothing other than kill monsters.


Developers take notes, this is a big one. Maybe this is more expansion pack material than patch material though, new heroes, new buildings including gardens, fairgrounds, gazebos, ect would make a worthy Vae Victus priced expansion pack.
 
Muahaha...

Okay, looking at list... okay, there are a couple I haven't confirmed yet, but these other two are confirmed to be issues in the full game:

Resurrection: Agrela resurrection spells don't work until the hero has finished dying and a tombstone has appeared, requiring some wait time before resurrection can succeed. Unfortunately, there's no indicator (that I've noticed) to inform you when it's been long enough for resurrection to work, so if you want the hero back alive ASAP you need to constantly click on the spell until it works - which can be a hassle if you have other things you should be paying attention to. To improve this, I have two possible adjustments:

1) Allow the spell to be cast before the tombstone appears, but it doesn't actually perform the resurrection until the tombstone is ready. (In-world, this could be seen as the sovereign sending the payment to the temple immediately, but the Agrela priestesses wait until the target is ready for resurrection before casting the spell.)

2) Don't replace the hero's portrait with the skull until the hero is ready for resurrection - instead, have a "dying" action (possibly represented by a skull over the portrait where the action icons are found) so that sovereigns can tell which hero just died and when that hero is ready to be raised by glancing at the portraits.

Casting spells on party members: Casting spells on party members is complicated by the fact that selecting party members selects the party, and then another click on the individual party member's portrait is required to actually select a specific hero - which could be the difference between life or death if you're hurrying to heal that hero. In order to assist support of heroes in parties, I would propose altering the way the interface works so that if you click on the portrait of one of the four heroes in the party with a spell on the cursor, it results in that spell being cast on that hero instead of individually selecting that hero.
 
I read the thread and want to put some comments.

I agree with the analysis telling the sim part is now abandoned in favour of a RTS type of game. The other point is that the single player side has been too much influenced by the MU side. Many decisions seem to come from the will of delivering a balanced MU.

Monsters do attack each other. Look for rats and bears for example. They fight each others. Best scenario to observe is imo the scenario you have to eliminate rival factions.

The tax collection routes can no longer be traced on purpose.

Tax collectors are no longer respawned beyond two, meaning you have to protect them. In MU, I suspect they are expected to be outright targets for your opponent if it want to break down your economy. Having 6 or 2 tax collectors mean a large difference in tax collection rate.

With traceable routes, it would be easy to skip the protection part of tax collectors by relying only on the most profitable buildings plus towers.

Obviously, the developpers wanted you to escort tax collectors around. Therefore they have to roam far from the city center.

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For the ressurection spell, there is an indicator as you told it. The tomb appears when the hero finishes dying. You need to be on location. Now there is not on the portray hero section if not that the change in the magic wand (you dont need to click repeatedly)
A clearer signal would be welcome.

Your remark on parties is sound but just like the other, I fear they would go in a direction of a RTS game, allowing to speed up typical RTS actions.

I would prefer that indeed an expansion returns to the simulation so I am cautious on your ideas, even though they steem from a gaming experience I share.

I am pretty sure that you can innovate in a game without changing the very foundation of it.

Majesty is a simulation. Majesty 2 is no longer. I must admit that I would have been pleased with a refreshed majesty version with no much new deep features. But still, I am sure that you could have added innovations without spoiling the sim part.
 
My main gripes with the game is that the AI appear to be inept in some of its own decision-making abilities.
case in point:

1. why do heroes no longer hunt like they did in the first game? and no i am not talking about adventuring.

2. i remember heroes always being aware of what's going on around them at all times. Heroes should not ignore monsters five to fifteen feet in front or around them when responding to a bounty of any type or when they are "going home". Fleeing in terror is the exception.

3. Heroes at higher levels took the initiative in the first and did not need to be bribed with huge amounts of gold to get the job done.Heroes have a mind of their own but never did i get the impression that my heroes was snobbish. it is unheroic that at higher levels heroes dont stump out evil on its own unless paid to do so. I dont mind rewarding my heroes for their hard work but i appreciated how in the first, heroes may decide to RAID A LAIR instead of always waiting for me to drop a reward flag. They are heroes after all and, with the exceptions of rogues, greed never felt like it was one of the qualities that made up being a hero.

4. i don't ever recall sewers being such a problem as they are in this game. I like my guard towers to guard strategic areas around my kingdom, especially my marketplace, not dedicating a few towers to every sewer that springs up.

5. Why do guards sometimes fight monsters in their vicinity and sometimes they do not?

6. Why do graveyards appear so early? In the first it took 12 to 15 heroes getting killed before it appeared. also it disappeared after a duration. here it seems permanent.

7. Rangers are supposed to explore. That is their job. In the first, rangers always explored a set distance away from their guild and GAIN EXPERIENCE from doing so. Exploring in Majesty 2 nets no experience. WHY? They feel more like glorified archers instead of men eager to traverse the unknown. I recall quite frequently, from the first, that rangers have explored the entire map without once being paid unless i needed them to explore where I WANTED THEM TO EXPLORE to uncover some treasure, mystery or objective.

8. I miss the random map generator but that can wait until other issues are ironed out.

9. re-balancing of difficulty in some missions is needed...

10. GOO and online activation needs to go. I have kept my computer offline for nearly four years until yesterday just to play Majesty 2. That is a total inconvenience considering that i relocated my other computer to get online just to get activation THEN setting it all up back in my room!

Beyond that it was worth the near ten-year wait and i am confident that with dedication and future patches this one will be remembered just as fondly as the first. :)
 
6. Why do graveyards appear so early? In the first it took 12 to 15 heroes getting killed before it appeared. also it disappeared after a duration. here it seems permanent.

I don't ever remember graveyards disappearing, besides if they did it would take out the challenge of defending your town. Graveyards appear as soon as you lose a hero, they work like the mausoleum from the Northern Expansion crossed with the graveyard from the Original Majesty. Like the mausoleum, you can use the graveyard to ressurect your heroes for a price. Unlike the mausoleum, it appears automatically so you can't choose where to place it, on top of that it spews out undead monsters. Frankly, the graveyard feature works fine IMHO and doesn't need to be changed. I only dislike graveyards when they decide to place themselves in the middle of the street.:rofl: