Bloodrealm was running in the red for too long, so it's being re-vamped. This is basically a preview of what M&E will be. Hopefully sooner rather than later.
That's 13 entire matches (in the earlier normal mode ;) but don't forget to do all your tasks and such and get your extra couple of hundred Hope per day.
no hope regen unless you're logged in? 1 star. no excuses for that. understand limiting resets on hard mode... but that should be level based... and is d*mn hard to balance. pvp is kinda ... bland.
I came, I saw... I'm going. This is more a developers playground than anything it seems. I've played Tyrant (TU./WMT) and this isn't a bad spin. Good: Variation and thought, unit placement and equipment seems to be able to open more future avenues for development. Definitely more tactical strategy as well as unit mix. Much much better visibility on development trees. Still would like an option to view research on units you don't have for better planning.
Bad: much much more time consuming, won't play in auto-mode as a background task, I can see how first comers were addicted to easy gold as missions are pitiful and players probably much harder as eq doesn't seem to get in ratings(??), total guess if you're the same development level (I'm using L4 units with some L2 eq). still no easy *sell all L1 units*... TU has this so why not. Can't even scrap your quest upgrade unit for SP, so slows development just as costs start to ramp up.
*** not worth the time/match right now.
Comments on the UI: story element needs help, game is very random. Come L4 and all i want is more cyclops souls to keep my cast speed when i increase spell power on FLAMESPRAY. Has potential if a bit of work is put into the user interface =no sense of achivement. Helps would be achieve quests in a linear order would help with increasing difficulty (work up to legend) instead of all at once. Mybe something to enhance a particular bonus type. How many random mobs do i have to kill to find an item with the elemental damage? An additional forge screen (Alchemist/Enchanter?) in addition to blacksmith - make it expensive and/or add more mob types - to specialize eq affects. Other suggestion for playability is if there's a way to add a puzzle element to the dungeon maze. Yes, it's a random maze, but could put a quester on a stairway and make you find something from somewhere else. In the end, game has lots of potential and a great job getting it to where it's at.
Mechanics - work well- solid 4/5 on the mechanics. Played a mage - need 5 WIS for every .1 sec addon... so +25 WIS to keep @ minimum cast time for FLAMESPRAY for every book learned (spell level increase). FLAME+ STUN with high WIS = frozen opponent the whole round. Throw in some elemental damage, some INT and either DEX or accuracy (if you see any DODGE) and nothing is needed to kill anything (albeit a little grinding without damage potential).
See MotherLoad... same concept but upgraded... this is a nice start.
Didn't like finding the core ore, but no game completion because I hadn't gotten to the lab quest? not worth the time just to see a finish.
That's 13 entire matches (in the earlier normal mode ;) but don't forget to do all your tasks and such and get your extra couple of hundred Hope per day.