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I know right liebl? I swear there should be a option where you make it so it doesnt go for certain things unless it doesnt have a choice
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You have forgotten to write how to equip items. And the existing interface is not obvious even a little bit. Can't play. 1/5.
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Dragons are a little silly: they give a bunch of points that can be dumped into strength and endurance to fight the next dragon. After ascending a few times to be able to kill my first dragon, I no longer see a need to ascend because I can just dump points into strength and endurance and then kill the next dragon, repeat. I get some leftover points for other improvements. As other people have pointed out, regeneration should happen on a per step basis, otherwise movement speed is a negative.
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Please update the inventory/gear swapping to be drag and drop! Holding right click and hoping my character notices that, is really frustrating when trying to equip and de-equip fast. It also causes accidental destruction of pieces currently, or not prompting me to equip or destroy the equipment altogether.
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"A treasure chest one stride out of my arbitrary path? Nah; let's go past that and see if we can get killed down the hall instead."
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just found the MoveTarget setting, but there are still not enough options. Maybe a setting that makes him prioritize potions when his health is low, or allow manual control when the player wants it.
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So, before I left the other day on this game, my character class was fighter. I come back today and it says he is a normie again. I didn't touch the stats yet. Any rhyme or reason behind this job class changes?
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There's so much potential here... but it's buried under some of the most illogical design decisions you can think of. Not being able to ascend or "flee" from a battle, when it takes several MINUTES per encounter at higher levels, is downright criminal. I'm sitting here watching my level 17 character and a skeleton hit each other for 5-10 minutes. That's not fun, and even the part that should be great (the armor/extra battles) are full of weird quirks - no autodestroy, no real incentive to the extra battles, sorting armor is annoying. Solid and semi-enjoyable concept, but needs more tweaking.
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The equipment management is annoying. 1. The handling of items with two possible slots is a problem. Not being able to compare the items to both slots makes the whole compare thing useless. Plus we always have to check if this is a 2 slot item or not. Just remove the 2 slot items. Give us a weapon and a shield slot. And a ring and a bracelet slot. 2. The inventory is not idle-compatible. It's full fast and it's not fun to come back and comparing 33 items. An auto-destroy option would help for both problems. Auto-destroying everything that is clearly weaker tahn what we've got would help a lot. This could be toggleable - maybe even customizable. 3. I keep adding the values to see which item has the higher total amount of stat points. It would be nice to just see this total amount - and also have it compared to what I'm currently wearing.
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Gotta right click to equip but the opens a tiny menu with Equip right next to Destroy. It's gonna take only one little slip of the mouse to destroy something I didn't mean to.
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Your only solution would be to move one of the effects from wisdom to Intellect. Intellect is basically screaming "ITS A TRAP!".
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After ascending and adding to agility, some stats are glitched (higher than they should be) until equipment is equipped.
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1) Dragon fights make no sense: Increasing the base stats for doing the dragons to increase the base stats is not a good design
2) Movementspeed punishes
3) Reset while fighting: right now you have to wait till the fight stops... why?
4) item management:
4.1) improve displaying stat changes
4.2) compare to both variants (ring/sword)
4.3) add a filtering mechanism (could be a reward from a dragon)
4.4) maybe add a autoequipper (Bahrul made a great suggestion)
5) Fix the pathfinding: sometimes the character just stuck
6) Maybe add a manual maximum stage-level
7) add a explore full dungeon option which allows the player to stay in the same room as long the character didnt find anything.
8) More content: this game has a nice concept but i have nogoals left which i wanted to achive
9) manabomb dmg based on spent mana but manacosts decreeses with level
Keep up the good work and if there is anything i can help with just reply :)
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Ok....after playing 4 days....as far as I can tell the game is pretty much over when you reach levels 20-23 or so. Things slow down greatly initially levels 17-18 but grinding past that isn't too big a deal. You quickly can't ascend for enough to make much of difference against the enemies on levels 20-23 though even with the best gear you can get.
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There is potential here, but it's not brilliantly executed. Suggestions: (1) Item quality determines number of bonuses offered, so Common gives 1 bonus up to Epic boosting all 5 stats; (2). Item bonus equal to Item level. Will probably need to adjust drop %s to compensate.
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I crafted an EPIC item! That has the exact same stats (0-0-4-4-0) as a Common item 2 levels lower.
And no matter how I zoom the browser, I can't get rid of the scroll bars even when they can't scroll.
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way too many flaws and bugs yet. but the game has great potential. e.g. lvl up a skill doesn't reduce recast, though it is written in the description
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If you're crafting when you die, you die twice?
Sometimes the character just stops moving around. Broken pathfinding?
You don't heal outside of combat? Even when the Heal skill is cooled down? You don't regen health ever?
Equipment management is a huge hassle.
This could be a good game, but it's not there yet.
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í wonder how to beat a dragon.. no matter what lvl i am and how many skillpoints i distribute, my damage output and damage ingoing always stays the same
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somehow the game has not saved my earlier progress.. This is of course something that would not bring me back to play it again.. using FF..
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Being unable to ascend during a fight is really annoying as now (floor 20) fights can be incredibly long with tons of dodge. So if I want to ascend I need to sit in front of the fight for a couple of minutes and click really quick before another one starts. I don't see the point.
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Equpment management is definitely my biggest issue right now. (1) Two clicks to equip something is too much work. (2) You're very quickly overloaded with equipment that are downgrades or side-grades
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Maybe a good addition to the game would be the ability to affect the pathfinding algorithem, or the ability to refuse to go through a portal to explore each map completely. I have had a couple maps where he found the portal immediately even if I could see treasure right there
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Need an "Auto equip" and destroy. Easy enough: players can "weigh" each attribute (say, 0 through 5). The item's value is each attribute times the weight. More valuable items stay, less valuable get destroyed. If you want on attribute more than another, set the weight higher.
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90 percent of my attentions are on the equipment page where I constantly craft and upgrade gears. Suggestion: make the Character tab flashing or change color if there are unallocated stat points
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A little more stat variation with enemies would be nice. After a certain level every fight is 90% dodge for both the player and enemy. With the slow combat speed it becomes a pain to progress. Maybe a combat speed perk or hit chance stat?