Okay, people creating Brawls and 'not having them fill': The button you're looking for is that little refresh button under the player list. Keep clicking it.
@zeo Apparently, Phaeton's curriculum doesn't cover 'The Art of Villainy' or 'Weapons Training and Markmanship', unfortunately. This is clearly why the story progresses as it does- inadequate coverage of necessary subjects. File a petition to the school board! We won't stand for this! Why, I bet Xavier's School for Gifted Youngsters never had to deal with this!
In zeogold's support, the only orange pieces I've ever gotten [whether from Mission or Brawl] have been from Crisis mode. Given the amount I've pulled from Crisis, versus the definitive absence of such among my dozens of normal-gained pieces, there may at the very least be an sizable increase in drop rate of oranges during Crisis runs. Besides, once you get to the 4th chapter, the difficulty is about even with Crisis on the 1st, and it goes up fairly evenly between the next two chapter sets- at least by way of my plays of them. So there's no real reason not to run Crisis when you're able, even if the overall droprate, as well as the rare drop rate, aren't increased- as they seem to be.
TheBenj: The amount of skill points you get per level increases over time, much like with most RPGs. There is also plenty of equipment to unlock through play: At the moment, there are only the two pieces that are Legacy Coin purchases only- and even Legacy Coins can be earned reliably in game, both through leveling, daily rewards, and turn-ins. There is no penalty whatsoever for not paying for the game. As for the energy model, it actually acts as a progression balance to this game: This game simply wouldn't work without it. Regardless if you favor it in general, it's a necessary element for the game and works well to it.
Other than the additions I noted, and some bug fixes, the game is an excellent example of its type. It'll be interesting to see how it develops, especially if new card sets/rules, play modes, or other features are added. Of special note, the game offers some excellently developed NPCs [even if the story itself is.. not there], a reliable daily rewards system, no long-term division in power between players who put money into the game and those who don't, easy grouping for Brawls, an open mission system that allows you to more efficiently use your energy and the freedom to play what areas you wish, guild mechanics that DON'T force you into them for bonuses/progression only to provide a lame and tacked on experience- as many games have played towards lately. On the negative side, the game also has an over-reliance on randomness, and low social interaction [though, as I'd continue to play this solo anyway, that's a moot point for me, personally].
Things to add: 1: Card Selling 2: Card Collection tab, showing the list of total cards available 3: Better contact recognition for the cards in hand; All too often they don't register as being clicked, or as being clicked more than once. 4: Duel-sorting. This should be based off current Duel ranking [by which I mean win/loss or the sort, not total points earned] rather than level, as the level in the game can have very limited effect on power, as most power is derived through deck make-up, and someone that has dumped skill points into deck size can have an advantage besides. Hence how I've manged to beat people twice my level, and then turned around and been beaten by people half of mine.
"Youngril May. 11, 2012 I never understand how these kids get paid so much for putting their lives at risk."
My guesses are on eccentric urban planning committees, eccentric rich people whom hate kids, or eccentric werewolf hunters that are afraid of heights.
Fixing the "lose comparatively enormous amounts of fuel really quickly when hitting a tree" and "no popups on explosives explaining differences" and "minimal introduction" and "ore bouncing off screen" elements, and the game'd be far more solid. As is, it's a great example of an Anti-Harvest Moon game..no? o_o
@Akumu_Uchiha The plot is, don't eat just before going to bed, or you'll have Myst-themed nightmares. And apparently you're obsessed with war, time, and questionable alpha-numeric puzzles. Really, there's only one solution to all of this. You have to burn the rope.
"Dragon998181
Dec. 03, 2011
I like how a Sledge-Heavy is 14lbs, but in the description it says, "10lb Sledge hammer." Lol Fail."
Oh, it IS a 10 LB Sledgehammer. With a 'heavy' rock strapped to it. Didn't you do that crafting quest chain? It's how these things are made.
Awesome. Uptown, for whatever reason, has a tiny touch of lag. So I get stuck on a desk, my companion charges forward past me and tries to melee with a rifle, and we both die- leaving me losing both my companion, one of my best weapons, and 5000xp. Now, I'm not going to argue bugs and difficulty, but.. can you fix the companion AI so they -back up- instead of -charge forward- with firearms, especially (assault/) rifles?
Quite a bit easier than the original, a fact made up for by the intrusion of the most frustratingly, reliably unhelpful suicide cult imaginable. Remember, folks: In the future, zombies don't kill people- people kill people. Still, I did take some amusement in having my leader complete the winning reclamation of the city hall.. while the remaining 7 cultists celebrated having killed off over 50 people, in defiance of the zombies, whom could only claim four kills, and disease and starvation, which could only claim three. That potential balance issue aside, the new improvements successfully renew the addiction.
And a small number of the coins disappear before you can reach them, even if nothing is in your way, if you're on opposite sides of the screen. Given that this breaks combo, that's awful.
Also, any game without a mute option deserves an automatic -1 to score, barring special circumstances. Most especially ones with sounds to give you headaches.
For a game that bases its upgrades in improving against penalties (horrible jump, slippery traction, etc) present at the start, not being able to improve the fast base fall is a horrible oversight; If we want fast fall, you've given us the ability to do so. No need to retain the unwieldy base fall speed as well.
Given that you also are a goo, I can only assume the game is a metaphorical outlet for dealing with the stress of Homeowner's Associations. On another note, does anyone know where I can get a lawn turret? Just to be safe, you understand.