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Messages - Epitaph64

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I love this change to the Tier progression mechanic but sadly I think I'll have to start a new game. I killed all the lieutenants on my continent to get enchants since they didn't progress the CP so now I can only get Tier 5 orbs and still have tier 3 spells... That is unless anyone knows a non achievement breaking way I can give myself a reasonable amount of Tier 4 orbs.

2
I like the enchant system as it is. More variety is always welcome and if anything, I'd like to see it hard to get exactly the enchants you want. It's fun to adapt the playstyle to the powerful enchants I find. For instance, I have a very good enchant that also gives 100% extra damage taken so I counteract that with damage reflection in my other enchants.

3
Yeah, it's fun to play and have content added constantly. Makes me want to get far in the game so I can experience everything as it's added. Almost about to defeat my first overlord but I think getting Tier 5 spells may be necessary...

4
Great patch! Loving all these changes, especially the monster drops.

5
Yeah I think they should be a bit more powerful. Rooting enemies is a good idea it seems, since it makes them more powerful but in an interesting way versus just increasing the damage.

6
A Valley Without Wind 1 & 2 / Re: Such great potential!
« on: May 03, 2012, 10:18:28 AM »
I too find lack of kill reward extremely undermining to me enjoying the game, but apparently the baddies are their to be obstacles and having them reward the player in any meaning full way would make them fun to fight and take away from the obstacle-ness of them, or at least that's how I am understanding it.   

Not quite, the problem with having monster drop say enchant percentages is that players will want to kill every single monster they see in any given chunk in order to farm enchants. Then, there will be even more complaints that the game is grindy because all they will be doing is killing enemies and not progressing in the game.

I understand that side of things, but I think that with enough negative impacts of grinding those areas for too long, it would work. What if the warlord sent an attack at the town or could build wind-creation devices that would have to be stopped (think a mission with 10 hours to complete or else X bad effect will occur.) Then the player will want to progress to the point of killing him. I don't think that monsters should give enchant percentages though since there's already a fine system for that and it would devalue those items.

EDIT: What if armies of monsters spread out from the warlord's castle from time to time? You'd have to go to the tile and do a mission to destroy the army and if it made it to the town, you'd have to do a town defense mission (potentially losing a few survivors, so you'd want to avoid it.) This would make people fear the warlord more and want to get to the point that they can destroy him.

7
I like this in principle but I feel like it needs to be limited --- if these bonuses just keep piling up until you get a character who's as powerful as a fresh one four levels up, you're really not going to want to do anything risky with him.

This reminds me --- NPC crafting skills are gone for good, right?  If they're coming in later, losing their established trust and willingness to help you would be a good penalty.

Yeah, that could be good though. We have the transfer scrolls at the moment. Why not have a super good character that we don't want to risk on something extra dangerous?

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A Valley Without Wind 1 & 2 / Such great potential!
« on: May 03, 2012, 01:25:25 AM »
Since this is my first post here, let me preface it by saying that I really see a TON of great potential in this game. I don't want to come off as one to complain, I just want to offer another player's perspective on the game. That out of the way, I do think there is quite a lot of work to do to make this a great game. The game as it is right now has quite a lot of content, but for the pacing that the game sets, there isn't really enough in my opinion. I'm 8 hours in at the moment and I'm still slaughtering tons of elementals and robot warriors. This has to be my biggest gripe so far with the game.

Now, I know creating new monster types is a lot of work, but I think some things could be done to reduce the grind a bit. Some quick ideas: monster kill quests, loot drops, soul collection, bestiary with kill counts, or all of the above. Interpret it as you will. Either way, there needs to be more dopamine flowing out of my brain while I play. Just having a page I can go to look at all discovered (i.e. killed) monster types with the kill count for each would be nice.

Really, I feel that if you guys stick to this game and keep adding new and fun things to it, it will be amazing. This type of game gains exponential improvements when new content is added due to the random nature. Right now, it feels like the game is this amazing engine with all these systems to generate things but with only a handful of elements to place.

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