Wow, encountered a new elite in a rush...I hate them already. Bed enough I gotta clear dozens of lvl 38-40 zombies, now I got something that can soak up all my firepower too. Please rebalance, i.e. elite rushes feature fewer other zombies.
The continuing issue tends to be repair items. I think the solution to this is being able to open the trading post, right to the category of a broken item, right from the repair screen.
I like the game and the feel. My only gripe is the breakage % rate. They aren't accurate. I have items that are 3-5%, which is about 20-33 quests before they should break, even if the hero levels up, that's somewhere in the vicinity of 15-20 quests before breakage. However something seems to break every single quest. I get sometimes bad luck plays a factor, but 9/10 times, something breaks. It's not a gold issue, its a "now I gotta go into the trade house, get a new piece of equipment, refit my hero, and pray it doesn't immediately break the next time."
Please make the the % accurate, one way or another.
Note that break % is calculated independently per item. So, if you have 5 items equipped each with a 5% break chance, the total chance of one item being broken in the set is higher than 5%.
Update: with the most recent patch, we've significantly decreased break % all around for your enjoyment.
When I was younger (on the edge of the dawn of real computers) I had a teacher that brought in what I suppose you could call the grandfather of this game. An archaeology simulation game, which we spent 4 weeks using to develop our team work and critical thinking. Was the most fun I've ever had IN class at school.
This was a great expression of simply game mechanics in general, and for me personally, a bit of nostalgia. 5/5
Another potentially good game ruined by greed, is this a trend lately? 1/5, can't move buildings (not sure who tells you it's wise to make this a cash options but it's NOT), The tutorial says it ends without teaching anything (this leads a player to think everything is unlocked), buildings are taught along a strict narrow path you can foul up easily, Quests sometimes have a very vague description of the objective, quests that demand you have "everyone" covered are too time consuming especially when you CAN'T move buildings.
Another game that went from 4/5 to 1/5 the moment the "introductory offers" expired.
The no seeing enemy armies on the map, I could handle. The reduced building queue I could handle. The reduced resource production, ok, cool.
But not being able to MOVE BUILDINGS? Something offered and is pretty much standard in other games put behind a pay wall? Sorry, that's it, game over I quit, you lose another player. Do not pass go, certainly do not collect anything from me.
Hmm. After a long discussion here we have to say that it is a pretty much standart. So we have made it free! Magic ;)
Do we go back to 4/5 or maybe 5/5? ;)
A good, small, addition would be a "notepad" next to the calculator that tells you how much Water/Food/Forage you need for your currently plotted path to the next town. It's annoying to go back and forth to the map to double check the amounts.
Been reviewing the comments, from what I can tell, the developer's only strategy for fixing things is to force down-vote all negative comments he can, and ignore the ones he can't. Making it official 1/5.
Oh and fyi, I DID try the suggested tactic against the tentacle aliens. It does have some stopping power, but the one mission in question, 1 ship killed all my defenses, so yeah, it's the AI.
After reviewing my play style, and practicing a few times, I have revise my unofficial rating, as I normally do. The speed with which the "tentacle" aliens produce Capitals has be stated as a significant problem.
It's something that should have been addressed immediately. And hasn't therefor my rating of this game drops from 2/5 to @%#! you. I liked this series, but if it's meant to be unplayable unless you grind. Then that's what I and a lot of people will do.
We'll stop playing.
Wow...2/5. Reached the end missions for lvl 2 and the enemy has carriers in under one minute, along with about 8 medium ships and a dozen fighters...rework the difficulty or else this becomes the "Mass Effect 3" of the series.
3/5, was 4/5, maybe 5/5 until I got to tutorial 6, and I start to feel the hurt of the "must be next to a lake condition." That ruined the game for me. Namely because I was all upgraded, rebuilding the forest, and a wildfire spawns a desert on the opposite side of the map from the water. meaning I'd have to cut out half my buildings with water, just to kill ONE desert.
Sorry, that's broken logic. Remove the lake prerequisite to the "Cultures" Skill.
My only gripe, aside from the exp system, is that the game forces you into a certain time frame. What I mean is, regardless of how well YOU know the gun, the animations still take a certain amount of time.
Meaning you're trapped wasting 2-5 seconds on something you already want to get past. Ergo an animation should play even if you're working on another part as long as the two aren't related.
I.e. On one of the SIG models I can pop the catch pin for the grip and remove the stock at the same time if you weren't barred from doing 2 things at once. This limitation makes it near impossible to get Level III on several of the guns with complex small parts or long barrels/gas tubes, because you're trapped watching them screw in the barrel or reset a set of 6 small parts into one set.
Sadly, 2/5, it's difficult to improve your deck without grinding every single stage to completion, and with no casting cost mechanic, wins and losses are rarely balanced fights, once you start winning or losing it's very hard to derail the course of the game.
Someone needs to check the combat values in the code for Tier II Adventures (The ones that give special resources.) I have 80-90% success chance with my Sworn Swords, but I fail about 40-50% of the time. Only in the last week or so. Something is wrong.
Great suggestion! We'll add this to the list of items to discuss with the team.