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dohmaj2009

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I have finished the original game twice, with the original content and then all of the new content, and I have literally never used Parties.

How do you? Or, do you? Does anyone out there routinely get this to work for them, and how?

Just looking for some advice, I can never get a party to do anything I want them to.
 

unmerged(129811)

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I found parties to be most useful in battles against other players. Four heroes meet in an inn and team up to fight monsters together in the main idea. In multiplayer, a strategy for beating someone in to crabgrass a lone hero and then put a attack flag on the hero and have a party defeat that one hero.
 
Apr 10, 2010
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Well, if you wanna minimize losses and win earlier, use parties. Without them, things get much more complicated. You multiply your possiblities by four if you make parties of 4 as if one leader of some party answers to some flag it will be with their teammates helping him.

As far as i have seen they work as the kind of unit you have selected as the leader. So depending what you want it to do, select the appropiate leader for it.
 
Apr 10, 2010
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You have to upgrade palace and inn to level 2 i think.

Once you have researched parties, you hit the button on the inn and wait to heroes to gather around it so you can start selecting members. The first one you select, the leader is.
 

WaltherModel

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Never used parties once, and beat every mission in M1 and M2.

Two reasons not to use them - one there is no need at all, its actually more of a nuisance than any sort of benefit, no parties works fine in M2 and I beat every mission in the game.

Second, I think it goes against the spirit of what Majesty is, to have direct control over your heroes and their parties.
 
Apr 10, 2010
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Never used parties once, and beat every mission in M1 and M2.

Two reasons not to use them - one there is no need at all, its actually more of a nuisance than any sort of benefit, no parties works fine in M2 and I beat every mission in the game.

Second, I think it goes against the spirit of what Majesty is, to have direct control over your heroes and their parties.

That´s more about presuming of your personal achievements than contributing constructively. On your side i would add that no one should ever use parties if they want an increased challenge. The spirit of Majesty is not a religion to follow from my perspective.


Majesty 1 was quite different than Two and it had many flaws. The most obvious example is the last mission of the Northern expasion. I played it 3 times, all with the same consecuences: While i was "enjoying" how heroes fought endelssly and meaninlessly against the heroes of the other kingdom without me putting a single attack flag, reaching near 30 levels, you could even take a nap while they were "partying in the middle", someone i didn´t even´t noticed destroyed the enemy´s castle. Wow, your majesty, you have won!!!, i said "wtf?¿". Not the way i wanna win.
 
Last edited:

Spiderman

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Are you talking about The Siege? I'm not sure of the flaw - your heros see enemy heros and fight. Healers heal others to keep the fights going. You shouldn't need attack flags.
 
Apr 10, 2010
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Yes, The Siege.

In Majesty 2 when someone attacks they always hit. In Majesty 1 don´t, that was a flaw for me. I know, it was "dodging", but in the case of fighting enemy heroes, it made the battles to last too much and even more when they get higher levels. So it was just... what?. Lol paladins there.

You can see in the last map of hapuga that battles are resolved much quicker.
 

IamMeeks

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Getting this back on topic, I never used parties through Majesty 2 and it's expansion. Not to say they aren't useful... just that I didn't realize how useful they were until I went back and was playing around.

They are pretty necessary on some of the user made maps like Fortune Seekers. If you don't make parties there, your heroes will get wiped out one by one fast. A well built party is a very powerful tool indeed.
 

Mozleron

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I consider parties to be a force multiplier. When your heroes are running around on their own, if one gets into trouble, (s)he may or may not have backup nearby. With a well built party, they will always have backup immediately on hand.

My typical parties consist of the following:
War Party:
-Warrior (leader/Tank)
-Cleric (healing)
-Ranger (DPS)
-Wizard (DPS)

Scout Party:
-Ranger (Leader/DPS)
-Warrior (Tank)
-Cleric (healing)
-Wizard (DPS)

If you look at the mouse over tool-tip for the Warrior and Ranger, you'll see that they are ideally suited for either exploring or attack/defend flags, as they will respond faster and cheaper than most other types. The exception being the Rogues who go for the most expensive flag. I tend to let them roam free as they can usually take care of themselves once they get past about lvl 4.
 

unmerged(129811)

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Most of my parties consist of elves as the leader and have two clerics and a dwarf.
 

Alfryd

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Yes, The Siege.

In Majesty 2 when someone attacks they always hit. In Majesty 1 don´t, that was a flaw for me. I know, it was "dodging", but in the case of fighting enemy heroes, it made the battles to last too much and even more when they get higher levels. So it was just... what?. Lol paladins there.
The problem there was that a character's chances to dodge/parry were independent of the skill of their opponent (which would not have been difficult to fix. HtH 90 vs. Parry 90 should have had the same chance to succeed as Ranged 40 vs. Dodge 40.) This made combats between high-level characters with blessing, vigilance, and rings of protection a lot more protracted than they had to be, but that wasn't a problem with dodge/parry mechanics per se.
 

Hassat Hunter

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Due to AI, requirements to get them and the money hoarding I found parties to mainly be a decrease of efficiency than increase.
The only time I used them was in the Dark Tower quest, to make dwarves stop fleeing (as parties could not flee back then. Maybe still?) and take the pummeling.
 

unmerged(169164)

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Yes, The Siege.

In Majesty 2 when someone attacks they always hit. In Majesty 1 don´t, that was a flaw for me. I know, it was "dodging", but in the case of fighting enemy heroes, it made the battles to last too much and even more when they get higher levels. So it was just... what?. Lol paladins there.

You can see in the last map of hapuga that battles are resolved much quicker.

A DPS system is easier to balance. Might be also the only option when it comes to MU games.
For SP games, the hit/miss/dodge system adds a tasty uncertainty to the result and it is livelier, realer.

Parties do not deliver. I skipped their use. Principally, a MU feature.

In SP, you can use them for fun like making a demolition team composed with dwarves only or a devastator squad composed with two warriors plus two wizards. Stuff like that.
 

unmerged(210145)

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At times getting your heroes to gather in the tavern to get a party make up you want can take a little timing.

If you split attack flags on opposite parts of the maps you might sometimes have all your clerics on one mob/den and if the other heroes don't have lots of pots and are attacked by something nasty or on a strong mob den(mobs come out when they destroy it) they are toast.

So I would argue parties can cut down on deaths, less ressurecting.

As someone who enjoys using wizards, having them with a group for a tank and healer really helps.

If you pointer over mobs you see they often have different strengths of their defenses to magic vs ranged and melee. A balanced party is mildy helpful here. Some of the abilities such as stun, iceblock etc also balance well off each other; a bit more useful. (ex-Mage freezes werewolf give healer time to top off tank.)

If I end up with an odd party of three it is usually 3 rogues. 3 rogues on one strong mob might kill it before the mob kills the lead rogue. Now later I might have a healer for them if I do a second clerics guild or even add a dwarf in the mix as lead or just to grab and tank as he will live a lot longer.

I would note the lead heroes speed is a good thing to keep in mind as a ranger or elf can run well ahead of the party they don't wait up to make sure there healer is near. (As long as they live til the tank and healer catch up you are fine.)

The other key factor is the attack/defend/explore behavior or the lead. If I have a party with a dwarf and a fighter, the fighter is usually lead as they seem more willing to attack especially as they get higher experience levels.

For demons advisor and final Majesty 2 mission, 2 or 3 parties of:
Paladin,DPS,Priestess of Agrela,Cleric are wonderful. A dwarf is a not too distant second. Two healers on a tank isn't generally needed but any dps stragglers not in parties or in other groups get the benefit of being near where the tanks that are really strong against the boss mobs.

It seems like there may be some preference of healing order by party. (IE heal my party first then neighbors) I am basing this largely off who is most likely to die when 3-6 parties are attacking and end boss. Think of when your first party or two gets to something nasty while the others parties are still running there. I have had times where none of my wizards died but my rangers or rogues died a lot, when they were ungrouped or with no healer etc.

I would be curious as to which combinations/use/non-use tend to reduce overhealing, increase overall efficiency, but that level of knowledge isn't really necessary.

Rarely out of experimentation or trying diffierent strats I will break and reform parties to mess with their make up.

Can you beat the game without parties, sure, but I find using some parties can be helpful and tend to speed up progression of the mission. Just another aspect of the game to try different things with.

Just my 3c.
 
Last edited:
Apr 10, 2010
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Parties work here as in any Rpg, in the beginning, it has to be balanced for it to work, in the end, it doesn´t matter as high leveled heros rarely die except by boss monsters.

Avoiding using parties increases difficultity. So for those seeking more challenge, there is one hint.
 

Bloodly

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Parties can be very important if you're forced to deal with mass Undead. The fear ratings of a large force(how large is large? that depends on the Undead) can get so high that a party's your only solution to get someone fighting them, because parties have no fear.

It's true that most of the time they're not necessary.