I've never understood why tutorials in a lot of games lock you out from using the interface aside from the part that the tutorial wants you to use. It causes several issues even going so far as to locking you out of playing the game at all. Specific example now was the tutorial for equipping the ring. I already had a ring equipped on the first hero already and it forced me to replace it. After replacing it ( it was stupid anyway since I'd have had more use of the second ring on another hero) it bugged out on me and wanted me to click on some button that wasn't even showing.
played till lvl28 and tried to synth gems after gemology. supposdely 75% success chance so I thought at least it should be not too bad. Tried 10 times all failed=gold and gems gone. No way will I play further if even the normal chances aren't what they are said to be and I seriously doubt it was only bad luck if it even pops a message in before asking again if you want to continue with 75% or buy your way up.
a butterfly destroyed my whole net due to a slight weakness at the point of impact. still a fun and interesting concept and I am wondering how I could have missed this game so far
never understood why a developer would ever want the player to cope with enemies spawning right under the player and thus damaging him right away especially since the portal of a spawning enemy shows up right before it already damages you.
the time/damage relation is rather annoying as the timelimit forces you do try to get the suns as fast as possible and pretty much forcing you to do some mistakes. That again causes you to lose time and makes it even more hasty.
for some reason quite some people seem to not be able to see and thus are unable to complete the badges. even after clearing the cache and cookies there still are no badges. I have no idea what causes thisas I never before encountered this problem
just a little information: the company that made these games is owned by a certain company named NOEZ(or at least that was at some point). mangafox for example with its once "otaku" shop that sold bad quality non-licenced anime/manga merchandise is owned by the same people.
Aside from Pockie Pirates (using the popularity of the manga/anime One Piece to make money while not having the licence) they had other projects that made use of Naruto, Bleach etc. The artwork itself isn't from the original works and thus probably can't be used to sue them, but otherwise this definitely is borderline.
so I thought I'd give it a try...but when the first few games give you only like at most 2 chances of interaction during a game it definitely doesn't feel like you are even participating in the game...that way it feels like the game simulation in manager games, just without the managing aspect.
the only gripe I have with this game are the slightly longer loading times when you load a mission map the first time during a session. otherwise fun game. (I've played it when it was closed beta at first and compared to back then it improved quite a bit)
I wouldn't say it is flawed cmelroy. sure there are games that have steeper learning curves than other games causing some players to fail to understand how the games work. But back then when I was a kid and still had not played as many games as I have by today I still didn't read any manuals because to me the actual trial and error process was part of playing the game as well. The players that usually "ragequit" games are either too impatient or are by now used to the ways games are made. Recent games all even get criticised when the control slightly vary from previous games since the players are way too used to the standard controls and easy games.
some go a bit over the top in the comments but this still is a rather frustrating game. right from the start you encounter half of the time enemies you can't beat if you've chosen the wrong things from the start...that means most of the bloodlust is lost due to game design issues(the players have no real influence as to how good one fights). this is rather frustrating and really not a good way to get starting players to get hooked up
if you don't have 3 of the most expensive goods but others instead, then sell one of the most expensive. that way it changes the most expensive item so you might have the items needed for the ship parts.
haven't been playing for a long time and really like it so far and was wondering if there will be repeatable quests at some point? one daily quest is just not enough. repeatable quests or maybe random quests would encourage to farm in some places rather than just redoing the same floor dozens of times in a few minutes. those repeatable or random quests shouldn't give pramins of course but wood bundles or metal bundles and with a low chance the rarer crafting materials could be nice rewards.
recently I only see close to fully automated games that only require you to click ok once in a while and do nothing else. this isn't a multiplayer and even calling it a game is rather borderline. This is one of the prime examples of why games become less enjoyable in the last years. Games only rely on graphics and less and less on good gaming concepts and actual skill of the gamer. I don't see in what way it is enjoyable to run a game where you practically do nothing at all. It would be different if there would be at least a real story to be told... like this though I really can't even bring myself to play this.
That's the plan... improve improve improve. Also great to hear you're still playing even though you were in closed beta too. Yay !!