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Hmm, I see that luck is supposed to help with forging chances but after equipping and unequipping the expert forget title which changed my luck from 7 to about 30, I didn't see even a 0.01% change in the forge chance. Is it just not shown?
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Feels like there's something fishy going on with enchanting. Based on circumstantial evidence, with no skill in blacksmithing I can reliably enchant black items to +2, green ones to +1. Blue ones disappear after first try with almost 100% certainty. All of those report I have the same chance of enchanting them, which seems to be false.
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It's a cool game.. I like it... Some sugestions:
1 - Learn Skills - I read a sugestion of another guy that said to put some quest... You can put some quest with prize skills...
2 - The CP it's no so clear... Like if I set my char with higl level weapons I can fight with monsters with high cp. But I don't have any idea de how much the weapons affect the char. In another words, how much cp I will have if I set high weapon... Do you undestand?
the equipment you equiped does not influence your cp, because your cp and monster cp influence the drop of item. So the equip is the hiden cp for you to beat the monster stronger than you, and get better item. So the better the item, the better you can skip-level fight:)
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Price needs to change as you upgrade stuff... as in 1/2 or so more based on what was spent to upgrade piece. If an item is unenchanted then it should have a 100% chance of getting an enchantment.... and no enchantment should give a +0 anything... (got a tome with a +0 cast chance....), Rings and Necklaces should give at least 1 enchantment when you try to upgrade or else should ALWAYS come with an enchantment that is upgraded with the item. Also when cursoring over stuff, it should change to go up or down depending on how far it is from the top or bottom of the screen.
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Please make it clearer which item is equipped and which one is in inventory. Sold items that I wanted to equip too many times that way.
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Add total current values for skills. ".... 0.5 + int*0.002 (0.8)" for example. Practice in arithmetic is good, but not always handy.
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When I get to the bottom of the list for titles, the menu displaying what it does goes down so that I can't see anything. Please make the menu go up whenever you are too low on the screen.
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Beginning Tutorial Part 2:___
Smithing:
Click on your bag icon to open up your inventory and then click on the item you want to upgrade then at the bottom click on the anvil & hammer. Light and medium armor gain defense and hp, while heavy armor is protection and armor. Jewelry upgrades the stats they rolled. Also, once items go beyond +5 the extra stats they gain go up greatly.___
Title:
Doing certain things like 500 dmg in one hit, smith an item to +8, or many many other things will give you a title. Titles are a great way to increase your stats. In the beginning try to get the 'the reborn' title from rebirthing once, really good all around stats. Try to find one for your play style and try to unlock it.___
Shop:
The new shop that was just implement is a GREAT way to find some reallly nice upgrades for new players or later once you have a lot of gold to waste to gamble for a good item.
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Beginning Tutorial:
Races:
Human have best starting stats for caster
Elves best for bow/xbow users.
Giants best for two-handed weapons.
Undead for people who like to critical, ok with all weapons.
Dwarves not much for stats but lucky, maybe good for finding better loot.
Age:
In the beginning select the oldest age. At age of 20 you can rebirth which will allow you to keep your skills, skill points (AP), equipment, inventory, and gold but will reset your level so you can gain AP much much faster so do it as soon as you can! The lower the age you pick the more stats you gain per level but its such a slight amount that it wont matter much unless you plan to go for lv 40+.
Skills:
Melee skills are great against mobs with 'the holy' affix since they arn't forced to hit for 1 damage.
Magic: The more you have equipped the less chance a specific one will go off but higher chance for a skill to go off over all.
All skills gain an extra effect(s) or gain a huge bonus every 5 levels.
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There's a problem with the money system - you can pay for anything even if you don't have enough and you start racking up negative values.
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If you change maps, your money display is reset to 0, but the actual amount you have is more than that. Money needs to be either not based on the map you are on, or displayed twice.
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Forging options would be cool and a nice way of dumping excess gold, I would quite happily trade my million for an extra +1 cast chance on something.
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the delvoper should make a part in the shop where when you lvl up you can also chose a item by random.plus i found it easier from some games is if you put a thing on the wepons so you can tell what is strong and not
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Another tip is adding a timer for the 20 mins required to age, as its been nearly 30 mins now and Im still the same age
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So, apparently when you encounter a monster with the title 'the Ancient' you can pretty much assume you've lost that battle before it began.
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Just a small bit of advice is to allow us to see how much money we have in the shop instead of having to close the panel...I know it doesnt take much effort to do that, but still
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could you add an Item compare giving an idea of what the numbers do and what would be lowered or raised would be nice and showing what item is equipped when doing the compare? perhaps
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There are a few things i could see being explained better. To my knowledge, the stat Pro. Ignore isn't explained anywhere. I assume it means protection ignore, but is it better than something with + att or +str?
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Sorry for commenting twice in a row, but I just got Life Drain which does damage equal to 100% att + 0.001% str. That doesn't seem right, as 0.001% of my current str, which is 135, is only .00135 extra damage.
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Can you add the option to view all of the monster's stats? That would be helpful in determining whether I should get def, protection, protection piercing, etc.
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As stated before, its lovely how the developer is actually improving the game based of feedback from the people playing it. Screw MMO devs, and only <3 for critgame.
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Thx Critgame for that realy realy great game!!! Real dual wielding would be nice & more one handed weapons. Generaly more weapon types would be nice!
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HA! 2 epic rings from gamble in a row.
+1 min attack, +1 max attack, +1` crit, +1 defense, boy was that disappointing. then bam. +2 dex, +2 cast chance, +9 str, +2 crit mult. JACKPOT
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This is a nice idle so far a few things to think about though.Blacksmithing percentage based on item rarity,loot chance based on luck,gold increase for kills based on luck,item general stat increase based on area you are in and xp bonus based on int.Nothing horrible just stuff that would make it seem like it changes more as you go along