It's just a maker version. It isn't going to be the reason anyone finishes or releases a game. I've watched quite a few vids on it and done a lot of reading on it......Now I don't own the product, but it just seems to be MV ACE. Efekseer (sp?) is a cool addition, and PIXI 5 is nice, but overall I don't think you should feel like you're missing out.
They're just excited, it's the whole new and shiny effect. Those of us in serious development doing the more exotic things, took one look at MZ and said see you in a couple of years when you can do what MV can.
I find it great, but it is still quite limited compared to MV due to the versatility of so many plugins available. Character Gen is better for sure in MZ but would have love the 8 Character directional sprite setting for it, sadly it is still only a 4D
I hopped in just in time to ride the MZ wave, it'll be the first PC maker I use to make a full length game.
Only thing I have to compare it to are the PSX/PS2 makers I dabbled with when I was a kid, though buying MZ did come with MV, which I got to play around with for a little while.
From what I've seen, you'll be fine with MV, especially if you're making a game in it already. If I were in that predicament, I'd definitely finish what I have in MV instead of trying to port it over to MZ. (or jump ship to MZ without finishing)
I am not a public relationship and marketing worker for the RPG maker. I am not going to cloud your decision making. I think you have to think about carefully why you need it. Not, why you want it?
It is like do as I say, but not do as I do.
I like the MZ because I can covert from MV to MZ and plus the event organizer addition. However, MZ is still a young age and we need cautious optimism. The bugs will be discovered and the MZ will get the update patch like other RPG maker products.
After using MZedd, I have no clue what others are talking about. I literally couldn't be paid to go back to MV or any previous maker. lol It cuts my dev time down by hours upon hours, due to all of the ease of use/quality of life changes (which are TONS).
Scripted a multi-variable weather system that randomizes wind speed, cloudiness, rain, fogginess, etc, while attempting to realistically account for interactions between them (e.g. wind speed affects fogginess, cloudiness affects rain, etc), the current weather pattern, and the player's biome e.g. swamp, beach, etc. Now I "just" have to tie visuals and sounds to the variables so stuff actually happens...
I'm having a headache balancing the combat using flat defense so I'm gonna use percentual armor, in this pic, Simon has 16 on Defense which means all the incoming damage will be reduced by 16% this will ease my burden a bit.
!Have a nice day everybody¡