I want to know about the monsters and the player characters. Games with good systems can sometimes seem generic if the characters are bland and there isn't enough monster variety.
Is it possible for someone to educate my poor little mind on the XP and leveling system. Will I be able to play all day leveling up as I go, one quest after another? Or...will I have to do repetitive grinding of lower level quests to power up characters gear/level in order to handle the stronger quests? Also, is there a limit to how many times I can do a quest? If I slam out a few quests fast, (lets hope through wins and not deaths), will I have to sit around all day waiting for some timer to refresh the dungeons or some energy system to restore? These are some of my concerns as it determines the games longevity and I am utterly clueless as to how it works at the moment.
Once a character is a few levels over the quest, he wont gain exp from it anymore. Quests have a 24 hour cooldown i believe, so you cant do the same one twice in a row. You gain exp for completing the entire quest to the end. Quests unlock fairly quickly so you probably wont run out of dungeons that can be completed, and after completing them they'll open up 3-4 challenge modes that can be completed once, they offer no exp but better gear i think. Doesnt appear to be a way to 'pay' for a dungeon to re-fresh itself immediately.
I won't be surprised if we will eventually be able to "bribe Gary with pizza" to be able to get him to run us through an adventure quicker than the normal daily refresh. That seems to be a staple ability in "freemium" games like this.
In my experience with TONS of free/premium/freemium/p2p game models... I think it would be best to have a one time reasonable upgrade fee, 10-20$, to unlock all the premium dungeons and permanently lower exhaust time. People look at all the things pizza gets you and they add it up and when these numbers surpass the price of new releases then they hesitate, but a reasonable one time fee is much more tempting especially if OTHER premium avenues of the game can be unlocked, like say by beating certain Challenge missions unlocks avatars/other dungeons, then buying a premium upgrade contributes to those desires as well. Hell i must of spent 40$ on EUO over the few weeks i played it, every few days i'd drop another fiver, but seeing as how its 10 slices of pizza to 're-try' a dungeon you fail, it feels like a slot machine when you get some REALLY bad card hands =/
I understand having to grind for gear and taking days/weeks/months to build a character strong enough to stand toe to toe against someone who rush bought gear, and I'm ok with that. But in the process of grinding in order to catch up to the players who payed money, I don't want to play a few dungeons and then sit, staring at the clock for something to do. I like to play a game in 6 hour blocks, not, play for an hour and then change games for the day while a timer resets.
Should be a way to either unlock premium dungeons/alternate avatars through Challenge missions, or a way to loot pizza so they can be earned. Even if its difficult, just knowing it can be done will keep a lot of f2p players in the game. Even if they never buy a single thing, more people is good for the community, even cheap ones, even elves.
They should make additional things not making any difference in the game like it's in League of Legends where you can get skins and stuff for real money, but you can achieve all the 'necessary' stuff by playing..
Stuff like LoL and TF2 have MILLIONS of active players though, and are backed by big companies ! Not even a realistic option to only sell skins =/
Well, as far as I know TF is backed by valve which is huge company making a lot of cash through Steam platform, but LoL is from Riot games and it's not that huge company. Basically the only thing you can't get without paying real money are the skins. Rest of the stuff can be bough using Influence Points that you get after each game. Of course it takes some time to get enough of them, but it's fair system. Oh, and there is also thing that can't be bought using real money - runes that increase some of your basic stats. So, they are making money because people buy their Riot Points, 12mil+ player base makes it possible for a game to work on it's own. And with Riot points you can buy: champions (you have to unlock champions in this game), skins for champions, very rare occasional skins for champions like the ones which were sold during winter break or Halloween, Rune Pages, ward skins, themes and boosts which make you get your XP faster (there is 30lvl cap in this game) or Influence Points gain boost. I think CH devs could think something similar to this idea, it's nice to have some custom stuff that other players can see and be green with envy which finally makes other players to buy stuff too. I don't think it has to be ready for launch, but should be implemented some time in further updates. But I think it should be stuff which isn't game breaking (like the possibility to buy ultra strong cards which are unavailable for other players by playing without paying). I can say by looking at myself that sooner or later everyone will buy something if he enjoys the game
Just a heads up riot is owned by one of asias biggest investment companys probably one of the worlds biggest
I could see $$ bought pizza being used to buy other things that would have a high gold value. New character classes and races could be eventually added that could cost thousands of gold to purchase, but cheaply bought with pizza. People who log in for the first time might be willing to pay a few dollars to add a half-orc, golem, or halfling character to their first party. It does not just have to be limited to skins.
Well, I didn't say it has to be limited to skins naturally! I think devs will find some good ideas to make money with but without making game imbalanced
I should hope so, because for as much fun as this game looks I'm afraid I'll abandon any game that hints of "pay to win". I don't mind spending a few bucks for skins that will both give me some flavor options and give me a feeling of contribution to a game I like, but if I am limited from being competitive because I didn't pay more than another I say "bye bye". So far I am optimistic that this game will not turn down that dark path so I am happy. Can't wait to start putting my min/max strategies into practice to see what damage I can do.