It's good that you have timers and such on your beta builds but isn't the purpose of beta testing is to have your testers go through much of the game as possible to root out bugs and such. How can that be when you have timers up and pizzas as the beta tests go on. It doesn't help the people who want to level quickly and easily as they go through the adventured to test the high level battles and such. Maybe on your next build you should think about removing the timers and such until after the cardhunter game actually launches for real to have you real bank goes up, or are you kind of trying to get income coming in from the beta testers who play the game as the current and later builds come up. I'm just asking is all and you can reply back to me to see what it is.
You don't really need to replay adventures - unless you're stuck and can't progress to the next one. Also, you can't currently buy pizza with money, so devs are not making any money yet.
That's what I'm saying I mean people sometimes get stuck and can't progress so it would be helpful to negate the timers until the actual release build comes I guess
Well, I guess they want to test the game as close to the real game as possible - and the real game won't likely have un-timered adventures. If you're having problems with an adventure, I suggest you look at either mine or Zalminens journals for some pointers, or just ask for help more specifically. If you lack the gear, that might be a harder matter.
I think that they are learning "how people will approach the game" with the timers in place. So you, the tester, can't go back and play this adventure a million times: how will you resolve any issues that arise? Or do the timers, in fact, cause problems that you can't resolve?
Its just I dont have the proper gear and my cleric is at level 1 with no weapon cause the shops have nil, I'm stuck at the wizard's tower and I just need better levels for characters. and at least a weapon for my priest
In my mind, retrying an adventure until you beat it is part of the design - and as long as you can beat at least one map, you'll be getting more and more loot - until you will be manage.
I wonder if the new tutorial messed up the level disparity further if not you should be able to do the other level 2 adventure which is generally easier for a normal party. Also remember that every map you beat gives you loot so if you really feel like you cant beat say the last map just start over instead of retrying. Either that will give you more information on how the mobs work or just more loot. I got the arguably best wizard staff in the game from beating a normal level 3 map.
It doesn't. I played Greenfang+ shortened tutorial, and the first few missions on test server. Everything was peachy for me. Also, doing Caverns of the Trogolodytes before doing Wizard's tower would be my suggestion - but I believe she already did, considering her OP about dungeon timers.
Speaking of "shortened tutorial": is there still any "saving someone's house from a single invading Kobold"? When I got back to replay Ommlet now, it skips that and goes straight to the two Kobolds in the streets.
Nope, that one's gone. First bit after Greenfang is the 2 kobold one now. Greenfang actually adds our first glimpses out a story for the game.
Hmm. Does the "use the gold you earned from defeating Kobolds to get a weapon in the store" thing still happen? If yes, then I guess that all works out. If no, they might want to make the treasure from Ommlet be random like other adventures.
I won't derail the thread further as that wouldn't be fair to the op, but yes - there are still shopping involved in the tutorial, so treasure makes sense.
I think the difficulty curve is a bit too sudden after the tutorial. We'll be working to balance that out. Replaying the tutorial battles isn't really a good solution I think.