Really enjoyed the game up until the point I noticed I was going to have to spend money to do any meaningful progression. Shards for inventory expansion. Shards for skill expansion. Unique currency for skill progression. ??? Maybe make it a little (a lot) less Pay-to-Play and then it'll get a better score! For now 1/5.
How can you pay for skill points? I don't see the way to do it =) It is not premium. It unlocks later on in the game. You don't need to pay at all to progress in the game. Play the game before you write the comment.
I discovered the Trade Discount research and then suddenly my traded counted went to -20s and started ticking upwards, so -21, -22, -23, and now the trader never comes even if I refresh the window. Halp!
Yea, the base hit chance seems very poor. I think a good fix to this would be to make it so Missing still gives weapon xp! I think this would be a good addition regardless of trying to improve this phenomenon or not, it's sad to see no xp gained on a Miss, or on attempting to do an action you don't have the Skill Level for.
I agree Fnkmstr, this is why I suggested the recall/freeze auto explore buttons on the party menu. I also kind of don't like the current skills system. I can see where the developer is going for being able to customize your characters but I feel like the other classes will sort of cancel this out, since then you will need to optimize, and also there's just too good choices and not enough slots.
Maybe "Seed of the World Tree" "Wold Tree Seed" produces Wood as a Salvage, I don't think leather is really much of an issue ever that I can tell, but that could change when you add in the other two classes (unless you add in another armor type/resource for them), and the Iron and Steel Lumps would only be useful to help progress your buildings, maybe they could just have a low drop rate and be a small help to get rolling in the beginning stages, if added at all.
I've been experienced a weird bug where one or multiple of my characters is not gaining Training Experience while I'm offline. It happened the first night, and I didn't think much of it, but it happened again when I logged off for a couple hours today. All of my first 4 adventurers leveled 2 levels while I offline, to 12, but my 2nd adventurer was still at level 10, which is what they all were when I logged off. I believe it may be he is in the Recovering state when I log off, but I'm not sure. I also noticed that I had bought some of the Smithy Lvl 3 upgraded, but when I came back it had rolled back. This sucked cause my Saw upgraded didn't get used while I was offline :( Maybe purchasing an upgrade that boosts resource gains could force an autosave?
So, I broke down and started over. Looks like I learned a lot my first run through. I think it would be cool if there were Iron/Steel Lumps as well, and possibly a 'Salvage' tab in items. Also, the base xp for lower level monsters seems ridiculously low, I wish it was a little better so that Training wasn't just so much more effective for XP early on. I understand if you want it to be better early but right now lower level stuff just doesn't even compare.
Also whatever balance change you did with the treasure tiers seems to have worked well. I was finding Leather and (Basic) common items left and right in my 80/90 dungeons, now I find steel commonly and mythril occasionally which is much more appropriate. Now if only I could convert all my useless metals to Mythril! xD
The bug Franco is describing is the overlay not refreshing properly, it will keep up the display of whatever party went through a dungeon last, and so their hps will not be dropping. Also, Trap Avoidance seems ridiculously hard to learn. I have no control over whether or not a trap is even encountered, and they have to successful disarm it too? Ugh, I wish there were a better way..
I'm getting to the point where my guys are running 80/90 difficulty dungeons regularly, and I'm still finding leather, and regular sword hilts, which I have 400+ stockpiled of, let alone the resources to produce. It seems like the minimum loot chance could stand to be adjusted. "65M gold and 1 sword hilt" does seem kinda... lackluster. Also, like I said, my Training Hall STILL is capped at level 1... what difficulty of dungeon do I have to do? Jeez, lol.
I may remove the hilts etc. from the highest tier in their group (so regular hilts will only show up in tiers 1-2 instead of 1-3) which would help a bit. As for the difficulty for upgrading the training hall, it's every 100 points of difficulty gives one level.
Hmm, random idea. I have a butt ton of copper sitting here being useless. Maybe something with Magic, or another function, could be Alchemy, and you can convert one material into another. I thought this would be a good idea to make the beginning a little smoother anyways, if you could convert whatever you have excess into gold when you're developing your buildings. Just an idea!
Also, how difficult of a dungeon do I need to complete to upgrade my Training Hall? I literally upgraded it once at the beginning, before I even had a Rogue or Warrior guild hall, now they are both Level 8 and my training Hall still hasn't increased... I've cleared dungeons with a difficulty of 50+, this isn't enough for a single upgrade?
One of my parties stepped on a teleport trap and got sent back to town, but it still registers as Clearing the dungeon. It would be super convenient if it automatically traveled back to the Dungeon to complete it.. :(
Hmm, I see how you made the Warrior's Hall cost quite a bit more Iron than the Rogue's Den costs Leather, is this to help balance the Explore/Clear thing?
Hmm, here's my ideas for the Explore/Clearing time problem. 1: Make the minimum time to explore for a dungeon only 1 minute. 2: Make equipment for the Rogue to equip that can increase it's Att. 3: Make Rogue-class characters get XP from exploring.
How can you pay for skill points? I don't see the way to do it =) It is not premium. It unlocks later on in the game. You don't need to pay at all to progress in the game. Play the game before you write the comment.