Topic: Evilibrium /
I know what bothers me...
NOTE: Any suggestions I make are my own opinions. I don’t know what the dev team is capable of doing or willing to do.
Finally figured out what bothers me about this game.
It is too compressed and too limited. It seems to have been designed for a weekend of play, or someone who could only devote a few minutes a day maximum to play it.
This game essentially has 30 levels. There are multiple elements, but simply stated if you can get to level 10 in one element you can get to level 10 in all elements. Problem is when you hit a roadblock you get stuck and can be stuck for a long, long time.
For a social site game that just doesn’t work. There is not enough content, you proceed far too quick and it easily starts to stagnant.
If we look at it based on a linear scale, with the 6 card tiers (C, UC, R, EP, L, U), each 5 levels should represent having to the next tier of cards to continue. Even if you eliminate U as a special card set, that still would only be every 6 levels.
That just doesn’t work out for long term playing as it is a serious lack of content.
A setting the minimum levels to 60 would be a good idea. With the amount of grinding needed to max out a card, 180-300 levels might not be out of order. It would slow the game down a bit and let people have a longer time to build up cards, rather than going from C to EP in a couple days.
There are very few cards. If I counted correctly there less than 30 cards in this game. Cards do have multiple tiers so the “Cat Card” can be one of 6 types but still it is a “Cat Card”. So it is like the difference of having an iron, steel, or mithril sword.
This in and of itself wouldn’t be a big problem, IF, you could actually make a permanent change to the card. Many games have gems or runes that are permanently embedded into gear or units.
This game has temporary marks. You can get marks by entering what at this time can be stated as an expensive and weirdly run arena. Once you put them on one of your cards, if that card dies they disappear.
The devs might want to consider making marks permanent, and then use a tool found in many games, a cost to “remove” the mark.
This would at least allow a small amount of personalization of critters to keep people interested in getting marks, rather than being ticked off that they paid coin to get marks that they will mostly lose.
Little if any information of shop items. I tried getting a 1000 gem pack, but was disappointed.
The witch, demon and angel packs, seem to appear only during events. So if you can’t buy them during the event you have to wait till the next one. Would be nice if they were available for a few days or a week after an event.
Artefact packs, give NO information on what is in them or the percent chance of getting each tier that exists. A properly laid out game makes certain to show this information so people know which ones to buy to upgrade what they want.
The lack of information on chance of getting a good card or artefact will in fact turn people away from buying since they have no idea what they would get.
If I understand correctly, 100gems is roughly $1. If I am going to spend any money I want to know exact chances and contents of the packs because some of the packs can be pretty pricey.
Very bad capture percent and capture chance layouts. I can understand wanting to make high tier cards hard to get but low tier cards should be able to be gotten extremely easily.
Going from legend down to common; a percent chance of actually being able to get a capture pop-up (if I were building the game) would be around L 5%, EP 10%, R 20%, UC 40%, C 60%. With these rates I would fix the maximum number of capture chances on each map to a specific number so it didn’t totally get out of hand.
Commons being 1 point in the portal, capturing enough to get a single UC would still be a lot of time and coin even if they were popping up quite often.
That is my current list. I can tell someone put a lot of time and effort into the artwork and making a stable game, but without some major changes I can see a lot of people being completely bored or frustrated and leaving the game.