There has GOT to be a missing weapon somewhere in there, you basically go from a pure 70 attk or 65/20 water to a titanium shortsword at 135 attk with NOTHING in between, I'm a good enough manager to change gear around for effective defense but that's still 20-30 floors where you are hopelessly under-equipped. ...Maby it's an artifact I've just never picked up: if it was a normal I'd have gotten it or at least seen it in a shop after doing enough runs to fill up the trophy room, loose my save, and get it halfway full again.
...looking at the blocked bits it seems to me that you are supposed to be able to move over gold bags once they are picked up, on the other hand these levels are picked from a set rather than procedurally generated so maby they're just being annoying. PS: maker did an epic job balancing if this is really their first game, only gripe I can think of is the vagueness of the magic stats, even with all the eyes and a couple hours running numbers I couldn't figure out how it was supposed to be working (damage range was wider than the difference between plausible systems).
Elona shooter, one of the few games where even the HACKED version is hard. That being said I love this addicting little grind fest and the only real gripe I have is the ridiculously common issue of the player not being given information that they really really ought to have. the old D&D rule of "if the character would know it then the player dam well better" holds true no matter what type of game you're making, especially when it equates to having to make a new save file every time you need to test a variable.
the problem is that they were lazy and just use the layering order for the click order, the lazy that works well enough is to reverse the click layering and the visual layering, what they ought to do is ignore layering entirely and prioritize by distance from center of object (what you click closest to you click on)...now that I think about it that would actually be the shortest to code since you could avoid an entire paramater for every object and run your' click orders on a simple equation rather than setting priority lists.
I'm still wondering why there are no weapons from 17-30 that aren't cash, this character is skilled for mass damage and it just can't deal enough damage to pass defense missions with the best weapon it can possibly use right now...of course it might help if doing the missions up to 28 actually got enough exp to make it to 28, not about 17-18 (I'm 22 and at about 50% gauntlet completion for the missions up to the 2nd confrontation)
champion shard drops are quite random, I've gotten 22 from a level 5 champion and 0 from a level 36, ever since the update it basically comes out to "use the droprate buff to get 15+, otherwise you get 1-3" regardless of what level/how strong the champion is.
I have come to the conclusion that "black magic" is not, in fact, an issue with your connection to the server being interrupted at some point. It is the server realizing that you just got a random completion reward that is actually useful to you from a mission less than 10 levels above your character...seriously: it's happened on every single last piece of usable gear I've gotten from anything but pvp rewards or finishing gauntlets
The AI getting infinite no-cost-pots in pvp is definitely unfair to the point of broken, only getting to pick from 3 people 5-10 levels above you is ALSO unfair and broken. That being said there are a few advantages a person has over an AI that need to be accounted for: the two that really matter are the ability to cycle your skills instead of only using 3 and (the big one) the ability to back off and dodge when a skill is about to be launched. Which balances out pretty well against the items OR the levels, But not both at once.
Here are a couple good ideas for the crafting system. 1: Being able to turn in parts of a recipe one at a time would make a lot of sense (I know you're trying to sell storage upgrades but this is just insane).
and 2: since most crafted items can't be finished until they're long since nothing but a mantelpiece it would make sense to make them spaceless like the cash gear, especially considering they're the closest thing this game has to an achievement list for completionists.
every time it fails to save inventory I reload and find extra experience, I'd normally be ok with this but this games drops are ridiculously skewed away from whatever class you leveled so loosing a drop is worse than loosing a couple levels would be, let alone a run's worth of exp.
the hell? drops from last night aren't in inventory, I'd FINALLY gotten a drop for my class...let's see...supplies are missing, potions are missing, materials are missing...and even weirder I logged off at 802 till level 15 now I'm at 6701 from level 16! my inventory reset to 2 days ago but I somehow gained a level.
This game is to complete in most aspects for all these ridiculously obvious missing information problems in the menus and tooltips...I'm almost wondering if the information was removed as a scheme for selling re-specs and inventory slots.
I've killed several champions but none of them actually dropped anything...is there a progress-point/mission/etc to unlock them dropping spirit shards?
It would be really nice if the skills actually stated their power cost and whatnot in the skilltree, y'know, BEFORE you get them! That being said, at least 1 rank in each activated skill is probably a great idea considering they all have cooldowns. So far I'd say great game, needs more access to gold: you don't even get enough to keep 1 equipment slot bought skipping every other piece let alone keep the slots that nothing drops for 1 rank below current. screwing up the balancing is not the proper way to try to sell cash items, please don't copy nexon.
it's amazing how dull this game gets as soon as the enemies don't outstat you 3 to 1.
By the way: although throwing 2 stats and maxing 3 is the best option for most of the game at the end you can throw agility, max rep and defense, almost max strength, and still have 4 ranks of speed, all with room left over to color for those of you who don't like grey (easiest to see numbers).
I'm sure there are similar builds for the others, especially if you throw strength, lots of sequences eath strength but str, rep, and def are mutual multipliers while agility and speed both go into an additive and click intensive system in a game where you have a command rate limit, not exactly a hard choice.