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Nice, i never thought of this forum as a "beta-testing" forum.. It now occured to me that this forum is the obvious place to post games i make and get comments and stuff
I go to a school here in sweden, and my profile is "game-production". We read a mandatory "all-around" profile the 1st year, then we get to choose from programming or design..
When i get back from my vacation, i will post 2-3 games here and hope for some responses, this was a good game actually.
Liked it alot.. I still only did one year in school, so my games are gonna be fairly simple as a starter, but i will improve I promiss :D
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I'm starting to play now haha
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Because you want feedback:
1) The help page needs some work, most notably with regards to the Class List. It would really help if you could organize them based on trees, and have a brief explanation with regards to the concept of the tree. For instance, you would have one tree go Sword -> Knight -> Slayer -> Spear -> Lancer -> Master Lancer (or w/e it was called) and describe it as something like a melee damage dealer that hits multiple rows. The reason why I say this is because for a newbie it's really hard to organize all the promotion trees in your head, and even into the level 30s I'm not really sure what's going on. 2) It would be nice if you could output a big text file (or something) of the combat log, as opposed to having to keep clicking fast forward. 3) Power seems bizarre in that I've seen multiple teams with one level 70 and a bunch of 30s sitting around my power level despite me having a bunch of lower 30s as well. Needless to say that one level 70 character bashes my face in.
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they look like characters from maplestory lol
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@Shadowdragon: Thanks, we'll fix that~ I also think the promotion tree needs work; we need to show information about the class on mouseovers or something.
@Southlight: Thanks for the feedback! 1. I'm thinking about doing two things to make understanding what classes you want better: 1. Put class descriptions on the promotion page, so people have an idea what each class does + can turn into, and 2. improve the class trees 2. How about the autoplay button? 3. Yea, the matchmaking needs work =/ We're trying to think up of a better algorithm atm.
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This game has the same design issue that I don't like about modern MMORPGs: there's virtually no incentive to be competitive at low levels, and you're guaranteed to level up no matter how badly you suck. Considering that you've spent so much effort on classes and items for the mid-levels, it seems like a waste for all of that to be filler (especially when the gameplay consists of clicking "To War!" repeatedly). The bonuses for defeating higher opponents aren't really worth spending the time -- you're better off just using your battles as often as possible.
I'd like to see: 1. Further increased xp/money rewards for having higher rep and defeating formations with higher power. Scale the xp to level accordingly. If you suck at the game and don't take the time to make a good formation, imbue items, etc. you should level slowly. If you're good, you should be rewarded.
2. Remove the queue dodging. Not really an issue now, but if there are better rewards for higher rep, don't let people artificially inflate their formations by only fighting ones they can beat.
3. Rescale the way battles are accumulated. Right now, it's way too easy to write a script to battle every 90 seconds. If you leave that running for 8 hours overnight, that's 320 battles. If you don't, you'll wake up with like 35-40 battles. Most games of this sort hand out actions linearly so there's no incentive to sit on the site refreshing all day (or bot). I'm curious why you decided to go the exponential route. Browser games typically appeal to people that only want to play once or twice a day, but yours rewards being logged in as much as possible.
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I think it would be nicer to see a more customizable item system. More stuff to wear, helm/shield/gloves/etc., and more imbues. Feels kind of limited right now..
Also, is it just me, or am I unable to find a class that is pushed towards pure attack? Yesterday I spent awhile refreshing for new trainees and got a few sexy tankers with 7+ vit, a guy with 7.9 strength, and then some random stuff with like 7 luk and 7 str. I then spent time researching classes and none of them seemed really geared towards pure attack.
The game seems to get really boring around mid-level.. leveling starts tot ake really long around level 25 and other then changing classes/levels theres not muc way to buff your characters since the equipment system is so limited.. i maxed all my equips like right away.
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Something kind of dumb, whe I registered I never got an e-mail telling me my account info and stuff. I went to log on today and apparently my password was incorrect? I must've typoed it, make sure you have to type it twice when registering..
So I try to get my account info by entering my email and apparently it's case sensitive, also kind of stupid -.-
Also, you sohuld be able to get your account info e-mialed to you with just your e-mail or account, not both, because somtimes I forget one or the other, lol.
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On July 09 2010 21:25 Ian Ian Ian wrote: Also, is it just me, or am I unable to find a class that is pushed towards pure attack? Yesterday I spent awhile refreshing for new trainees and got a few sexy tankers with 7+ vit, a guy with 7.9 strength, and then some random stuff with like 7 luk and 7 str. I then spent time researching classes and none of them seemed really geared towards pure attack.
Tyrant, Conqueror, Deadeye are probably your best bets for pure attack.
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Where can I see if my initial fighters are good or bad? Oo If you recruit someone new there it says "Basic Rating: Awful Average Okay Good" Where can I see that for my first 7 fighters?
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On July 09 2010 22:48 ShadowDrgn wrote:Show nested quote +On July 09 2010 21:25 Ian Ian Ian wrote: Also, is it just me, or am I unable to find a class that is pushed towards pure attack? Yesterday I spent awhile refreshing for new trainees and got a few sexy tankers with 7+ vit, a guy with 7.9 strength, and then some random stuff with like 7 luk and 7 str. I then spent time researching classes and none of them seemed really geared towards pure attack. Tyrant, Conqueror, Deadeye are probably your best bets for pure attack.
What about a pure tank?
Thanks for the advice :D
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Surely that should've ended as a draw?
Edit: also, I laughed - #376 KOREAN AIR OSL (banana) 981 61 - 62
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Kind of annoying to have to fight someone, then go back to war room, then fight, back to war room, etc. Give an option to start another fight in the same screen as results or whatever?
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lol, i've been away for like 2-3 days and havent been playing and i leveled like 5-6 times from getting attacked xD
@whoever asked: I just recruited someone and named them Flash, Jaedong, etc.
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Alright, thanks for all feedback; it helps a lot! We're probably going to redo the whole reputation/matchmaking thing because it's not working out so great from the feedback we've received. Perhaps something that lets you choose a formation to attack out of several (similar to mybrute i guess, haha), but you'll be able to see limited information on the formation so you can make educated attacks. I'm also thinking about putting "monster formations (PvE)" that can be attacked when you're in a certain range of reputation (So every X wins, you have the opportunity to fight a monster, which will depend on your formation's reputation. You'll have a chance to get an item related to the monster if you win (to solve ian^3's problem). Anyhow, this is all brain vomit so we'll be working on these issues.
@Shadowdrgn: Your point about things not being competitive at a lower level + being a filler REALLY gave me perspective on things, thanks. 1. Definitely makes sense; if you beat a formation with reputation much higher than yours, you should get some kind of big bonus. The exp system which is currently based on opponent power is flawed. I think changing it to reflect on reputation would be a good idea. 2. With the new system that we're going to implement (see 3-5 formations and choose 1 to attack; you can see a little bit of info on the formation such as bounty + some characters), I think players should be rewarded for knowing what kind of formations they can beat and which ones they should stay away from. 3. I think people should be rewarded if they log in more than once a day. If they want to spend more time with us, then we should make things better for them. As for bots, i think that's a separate issue.
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I don't know if it is supposed to work that way but you can abuse the formation reputation to lvl your new characters very fast. For example you make a formation with your main army and get 1900 reputation. Then you edit the formation and put there all 1 lvls. Now just loose some games to guys with 4k power and you get 5k exp each fight.
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Hm I think virtuoso needs to be buffed dont know how it is on higher levels, but 10 rounds he needs to survive seems to be too long. Maybe it's viable if you have 2 or 3 hp%/regen boosts, but I don't know if the group would still be strong then €: nice game though i have to say, impressive. Refining/Imbuing alone are funny as hell. btw savant cant carry a weapon until lvl 24, is that supposed to be? OO now i promoted him and canT give him a weapon lol
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That doesn't work kefif, new formation has a different reputation value.
Djin: I think at higherlevels battles take way longer or something. Which I think is kind of dumb.. like when you're trying to develope you're formation to be the best it can be, and all of a sudden the way battles get carried out changes drastically, it becomes hard to plan ahead..
Also, hw about a way to tell if you won a battle or not without clicking on the button to see the end? Like a "You werevictorious" at thetop of the screen.. not the bottom, lol.
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Kind of sad to see affinity bail on the tl forums. Looks like he made a couple posts, posted his game, and left -.-
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