PREAMBE: The game is very nice , well drawn , and endearing. I like ti very much , was a long time i was waiting to play a game similar to this. I decided to buy the 25 bucks subscription to support the developers. But... 1) The Campaign is really short , it tooks me around 25 hours gameplay to finish 2) The alternative campaign MODES are terribly difficult, the 1hp for all is the hardest, undoable. stressful and almost impossible. 3) PVP can be a "spare time" funny game , but have not sense in long terms. I think is used now to farm for legenday. Is Full of player that left at 3 sec from starts. I think there is need for something "weight" to "force" the player to continue play this game. here are my hints : 1) The campaign needs to be updated in short-times, mean 3-4 adventured every 2 weeks (better if more in less time ) This is for me the most important thing cause after playin the campaign twice in normal mode, I have no urge to play again. the quest campaign mode is too difficult. ( for the simple reason that the 1hp quest is mostly undoable, and the rewards are not worth it ). I wonder if there's any player who has finished it. 2) Need to be included some "weekly event" that gives a reward (a reward like an item or a chest or some gold or somethin else 3) treasure must be eliminated once sold to the vendors or at least implemented in something (for example 5 king of treasures is put toghether generate an item of level the average levels of the treasures) Another example could be to give the items some sokets , and treasure could be the "gems" to socket to "upgrade" the items. 4) The item structure and level and power must be fixed. Is not normal that some common lvl X items results better than rare and sometimes either than Epic ones. 5) The low level items could be forged toghether to create something else. ( 2 lvl 1 can generate a similar item but lvl 2 etc etc. ( certanly first must be fixed the item lvl engine generator) 6) The PVP could be divided in some levels (For example could be implemented battlegrounds zones for lvl 1-3 lvl 4-6 and so on ) 7) To to prevent the players leave the fighting could be introduced a surety, 20-50 gold to play, if you finish you get money back , otherwise you lose them.
1) I think it could be strengthen with user creation maps. I think 2-4 every 2 weeks is too much work. 1-2 per month seem more reasonable. 2) Yes. Could see something like a nightly raid, or a week long challenge. 3) Crafting been talk about. My personal opinion... mix about it. 4) don't see much problem there. 5) see 3 6) I match with people of similar ranks, I think 7) I don't like it. Sometime you just got to go.
i see. For point 6) is true that you match similar rank player, and is the reason they leave soon so they lose some ranking and can compete with a lower rank , without penalty. It's a time farmer issue.
Challenges: Well, they're supposed to be tough. It's boring if everything in a video game is an easy win. If you don't think that's for you, sure, but leave others the satisfaction of winning a hard-fought battle. 1), 2) I'm sure the devs are working hard to extend the game as fast as possible as their resources allow. However, I'd rather have fewer but unique adventures rather than many rushed generic ones. Quality over quantity. For example, it's nice how the art style changes in the "home-made" modules. 3) Treasure will disappear from the shops when they are updated. Note that some players prefer to collect treasure rather than selling it. They may want to buy it back from the store if they accidently sell it. For me, the current works. 4) This is on purpose! Epic / Legendary items have special cards that allow certain tactics, but they are not meant to be more powerful to give players a chance who don't have the time to grind daily for items or the RL money to buy them. 5) Sure, there could be a new smithy / alchemist building where you pay, say, 3 items and get a new one. Right now, you can sell items and buy a chest, which is similar, so I think this is nice but no priority. 6) Yes, I've been suggesting the same. Note that there should not be too many divisions because the player base is not that big yet. But a level 10 MP arena would be great. 7) Reward, don't punish. If you lose in MP but have fought hard enough, there should be a "booby prize chest"
I would be OK with giving the losing player a common or uncommon treasure (resell value of 1 or 2 gp). You get -something- but it's not game breaking enough that someone's gonna sit there and resign 100 matches in a row just to get gold to get that one rare you want.
I've got a fonder version of the same post. I finished the SP campaign, and it was great. I don't see much to keep me here, and I'm a little relieved, since this game has consumed all my free time for two months. I don't begrudge Blue Manchu the $35 I've spent at all, and I'll be back when there's new content. I'm not too interested in Multiplayer. The reports of balance problems make me want to keep clear. If you put the draft pick idea in place, that'd probably make me want to give it more of a shot. I'd find it more interesting with co-op. I'm be interested in the custom adventures, but I find the interface for getting to them a little clumsy compared to an impressive interface for building them. The challenges are a little interesting. I got some new characters and tried them, but I don't see anything new. Rarer items aren't enough of an incentive to me. I'd like new monsters and challenges. I completely get how hard that is for a small dev team to do. I could imagine getting tied in a really long term in a rogue-like mode, where death was final and there were a lot of random elements to make individual play along the way hold me up. In the meantime, I'll be back as a paying customer when you have new content. I'm happy to be getting some sleep and getting some things crossed off my to-do list.