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A Valley Without Wind 1 & 2 / Re: Thoughts on New Crafting/Spells
« on: June 29, 2012, 07:53:59 AM »My current problem is with the new crafting and spells is that I don't feel any incentive to do any missions (and I like missions), since the rewards aren't of any use any more. The "improvements" higher rarity spells have don't seem massively significant, making it so that I might as well just use the easier-to-get commons, which I can buy outright without doing any missions. I suspect a big part of this is that by making ingredient stashes transfer across continents means I can pretty much just buy everything outright (since I've never finished a continent without a lot of spare ingredients picked up from getting to missions, going after unlockables, and general exploration). Another part is that spells are now really cheap, so it's not going to put much of a dent in the stockpile to buy a lot of spells.
(While I like that you can get by without missions if you like, the balance in importance between missions and exploration has swung too far in favour of exploration - really, both should be viable options rather than forcing one or the other.)
I do agree that inventory shouldn't transfer between continents. It obviates absolutely everything in the new system. It would also help if there were more uses for ingredients, perhaps in the new city-building stuff that's coming up.
Other than that, I have to say I like the new system. Map missions are like 'semi-freebies' that allow you to possibly get a spell you wanted without crafting. This makes it such that if I'm bored of missions (which I mostly am), I can ignore them until I actually feel like doing one. However, I think it makes the most sense to limit the number of missions at 7 or so max. This means that not every spell is on offer as a 'freebie'.
I would really like to see more activities that ask you to clear out entire areas like unlocks. It's really fun to clear out an area of monsters once in a while.


