After third days and some adventure finished guess i can start my suggestions Hoping that are not features i didn't found yet -DOUBLE CLICK ON CARD Give the option to click two times a card before play it to prevent to play card you didn't intended to play -PRESET EQUIP Give the option to save some equip set for quickly change your equip. -AUTOARRANGE Give an options to autoarrange items when looted or buyed, it's annoying as they scatter everywhere. -SELLING WRONG ITEM Give an option to buy at least the last item you sold just for the money you gained -HARD MODE A roguelike mode on already finished adventures. In hard mode your dead adventurers doesn't recover between battles and they can have stronger or more enemies. They give special prizes like ultra-rare figurines, titles and so on -SECRET BOSSES Special boss battles in some adventure (not all). To find special boss(es) you have to fullfill certain conditions (like win a battle within a certain amount of time, finish the battle in a determined area and so on) -ACHIEVEMENTS Achievement, ranging from casual to hardcore ones. Those that require long time to achieve or are really hard to obtain can give special prizes (even very few pizzas) -ALCHEMY Add a witch hut where you can try to combine items of the same type. 60% of time they'll end both destroyed, 20% of time you'll gain an item of same type and same level but with better rarity, 10% of time the item would be same item type and rarity but with better level, 7% would be a same item type but with better level and rarity, finally 3% would be a totally random item. If not satisfied by the result you can use pizza to reroll the chance -EXPLORATION Traps and treasures are randomly scattered in some battles. -MULTYPLAYER INTEGRATION IN THE SAME MAP OF SINGLE PLAYER Two new locations, World renowed arena for PVP and Strange friendly portal for (future) co-op -FRIEND LIST To easy find when your friends log-in -PREVENT FROM NOT DRAWING AN ATTACK CARD At the beggining of each round if you don't have an attack card you can exchange a card from your hand (not trait or similar card) for a new card, Simple attack (1 damage 1 tile of distance) -PETS Pets are special item, every group can have only one active pet who give special cards who can be drawed by anyone in the group.
For auto-arranging equipment, I think I saw on a video or two where they just clicked the "show all" button and everything arranged itself quite neatly. Then you just click on whatever category you want and how you want to sort it, and all the items are arranged the way you want and dupes are grouped together for easy reference.
Sorry for replying within the quote, but i just find it easy to do with a list-type post This are just my 2 cents.
ty donnola I just found the challenges so maybe hard mode can replace 1 hp challenge (seems tooo hard to achieve and require lot of luck) Seems that i've not explained well my idea of pet. It's an "item" that rather than giving some card to just one deck give them to all the party decks For alchemy maybe you can pay a small fee dependant on level of the items. For arranging item i know i can sort them as i wish but i would like an option (and as a option i mean, that you set it on/off) that the game do it for me automatically
I actually like that pet idea. Something that gave everyone a few cards would be a great addition to the game imo. Maybe it could add one or two extremely powerful cards, then maybe one serious drawback. and maybe instead of a "pet" it could be called a "pact" as in with a demon or something.
well pet was a suggestion, pact would be also cool. Or maybe they can coexist, pet can have animal type cards and pact demonic/magic cards.
Yeah challenges should (and will be, presumably) be changed around to add more options like "hard mode" (i think it was already suggested by some other user and i'm totally in favour of it, it will give a more adventure-ish feel to single dungeons) As far as pet goes i still think it's somewhat awkward (mechanics-wise)... it could end up giving wizard-only cards to warriors and so on. Also, should it give one copy of each card to every deck or be something like a "shared" deck? I think the latter would make more sense but also be much harder to implement. Alchemy "sounds" something that could fit in, i think the problem is it would ask for a lot of testing and may break the current loot system: right now you can sell unwanted items for gold to buy other items in the various shops, adding an option like that will need a loot of risk-reward balancing. It's something the devs could take in consideration as a later addition just to spice things up. It might also turn into a minigame to play while dungeons are in daily cooldown. Auto-sort would useful p.s. i'm not into beta myself -yet- so some info could be wrong, as everything I know is based on what i've seen in videos and read in blog and forum posts
There are already items in the game that give cards that aren't typical for that class (i.e. a spell card in a warrior's weapon), so that precedent is already set.
for pet i tought about a (mini) shared deck. The cards have to be sort of generic that can be played by every class. For alchemy risk, you'll have a fee and 50% chance to end with nothing
I think Alchemy, Pets and Achievements are "too modern" game concepts for the retro-style of Cardhunter modules. Not that they wouldn't work or fit. And secret bosses probably wouldn't work, as Donnola said. However, random levels (like on many roguelikes), now that would be interesting.
I think you have a point with your first comment. This is a game about throwing back to the great times we had playing old school RPG's. Now, random levels I would kill for. Lots of Trogs in the game, that is.
i played pen and paper D&D for almost 20 years and i like and well know that retro-style but if the feature i suggested are well connected with the whole game they would be great addiction even for young players (statistically i think that old D&D Players are a small group)