Suggestion

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sarin555
Posts: 1
Joined: Fri Sep 04, 2015 11:43 am

Suggestion

Post by sarin555 » Fri Sep 04, 2015 12:29 pm

Some of the suggestion to the game. (Sorry for bad English in advance)

-The map look very empty.
Like seriously, there was nothing in southern Africa and South America and there was only one map in Asia. Are you people plan to add more adventures? If so then that is good, if not then that going to create a problem of replay-ability cause as people play on they will get to that one point where they see everything then they will get bore. Adding more adventure would really help with that and making player have more choices at where they want to go; giving them more freedom. I live in Asia by the way. Kinda disappoints you people put the name 'Bangkok' in the trailer, but no adventures in South East Asia :(

-Campaign a bit short. Add skirmish to fix it.
Well, since the game have only 9 adventures, it can be expected that the game will be a bit short. Still, for some people, like me, we want to have free-roan mode and repeat all the adventures in unlimited amount of times so we could explore the game to its fullest and in relaxing way.

-The chain of debuffs was a bit too strong.
The pattern of 'exploring the map till food run out and then continue to explore while getting a debuff every time you move' was found in nearly every last one of my playthrough. I did not said you should get rid of it, no. It a good way to make player plan their travel, but a single debuff was too strong and when you stacking it you will not beat the boss no matter how hard you try. Not to mention in nearly every 3 stars adventure you going to run out of food unless you rush and if you rush you will get less resource and when you get less resource you will not be capable of playing harder adventure. So I would said nerf the starve debuff just a little bit, so people can have more chance to build themselves up.

-Lots of thing are too expensive.
A bit complaining more than suggestion but still a sound one. Everything in the game is expensive, the research, the item and the agent; everything. Unless people focus on gaining only on one type of resource, they will not get anything. You should lower the price of at least one (research, agent or item), so people can build themselves up a bit.

-Too resource managing rather than adventuring.
I would need to compare this game to a game that unlike in style but alike in gameplay, Darkest Dungeon. In case you never heard of it, it an early access game about a group of adventures go into the dungeon and exploring all the while collecting stuff and fight things; just like this game...sort of. It was, like this game, a great 'exploring goes wrong' game. The problem with that game, as it is now, was it turn away from adventuring into resource managing game. Too focus on what you need to buy, what item you need to have and managing your gold, this game is also similar in that.
You make the vital part of the game being gaining resource rather than adventuring. You need resources from previous to upgrade so you can have a chance to win in the 3 stars and above adventure. Try to balance a managing and adventuring a bit more, don't make it vital...or maybe that was you intention, if that was the case then please try to think of people who into the game for adventure more than managing plz.

Well that would be all. It would complain about Resolve was too few and final adventure was too hard, but that was more on my side rather than your. If I offend you in anyway then I am sorry, but if you love something you need to tell bad thing about it as well. So it can improve. Thank you for listening.

Also where was that passing mode? The 'pyramid mode' or something I think. After the least fix patch it gone. Did you people remove it?

zespri
Posts: 7
Joined: Sat May 25, 2013 12:59 pm

Re: Suggestion

Post by zespri » Sat Sep 05, 2015 12:09 am

sarin555 wrote:-The chain of debuffs was a bit too strong.
The pattern of 'exploring the map till food run out and then continue to explore while getting a debuff every time you move' was found in nearly every last one of my playthrough. I did not said you should get rid of it, no. It a good way to make player plan their travel, but a single debuff was too strong and when you stacking it you will not beat the boss no matter how hard you try. Not to mention in nearly every 3 stars adventure you going to run out of food unless you rush and if you rush you will get less resource and when you get less resource you will not be capable of playing harder adventure. So I would said nerf the starve debuff just a little bit, so people can have more chance to build themselves up.
To me, this one does not feel like a problem. By severity of these debuffs, it seems that the designers intention was that you should manager your journey that you should never run out of food. May be I have not played enough yet, but I'm trying to enter the final battle with exactly 0 food so I get to see as much of the map that I could but also not have any debuffs. I always thought (and still think) that this is how the game is meant to be played.

The debuffs is a safety net, so you do not fail immediately if you slightly miscalculated. If you had sever lapse of judgement though it's only fair that you do not stand a chance in the final encounter.

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Nilate
Posts: 62
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Re: Suggestion

Post by Nilate » Sat Sep 05, 2015 4:01 am

Well said, zespri!

There are indeed some pretty significant penalties should you choose to (or by misfortune) run out of supplies on your way to the final node. This provides a good balance to the expedition in the way that you are not always able to visit every node. This fits well with the model of the game in that it is meant to have a high replay value - you discover something new with each play-through, earn achievements and get to play with fresh characters.

If they were to allow me to always or almost-always visit every node and collect most of the valuables, then I think that I'd be less intrigued and feel like I was playing in "God-mode". The current implementation by far beats an alternative of "Game Over" should you run out of supplies during an expedition!

Bare Map - This will likely be addressed with new content releases, as stated here in Adriaan's post on the Steam Community Forums for the game: More to Explore! Game roadmap. I think that you and I will have a blast with the new challenges as they're released. I'm pretty excited to see new expeditions! My favorite so far is the Egyptian Expedition.

Supplies & De-buffs: I see what you mean. There is a challenge of some sort at many locations during an expedition. Your character's perks are a great help with this and managing these challenges effectively may require you to develop your characters in varying ways when they level up. This adds a layer to the challenge along with risk and reward. I think it's a pretty good balance that might need to be rounded out a bit. I think they put a lot of work into making this system work. Check out the Balance? post to start up some more discussion on this. :)

Resources too expensive: During my first full play-through, I also noticed that I will never be able to acquire all of the items or unlock every option, so I spent some time analyzing the needs of my characters - nearly too much time! I don't agree that there is a need to focus on only one type of resource during a play-through in order to purchase the things that your characters need to succeed; you may need to do that to get some achievements, though!

Great points, sarin555!

victorsignac
Posts: 1
Joined: Sun Sep 06, 2015 2:52 pm

Re: Suggestion

Post by victorsignac » Sun Sep 06, 2015 3:58 pm

Excuse my french.

Very nice game.
Lot of elegant game mechanics, lot of challenge, love the mood of artistic choices.

I "dream fight" some time to unlock quickly some captains, I am disappointed there is any different between the dream treasure unlock and the legit one (maybe shinny or foggy different skins).

Tibet end game is very hard, I am frustrated that finish all missing country is not possible after the renowned score was lock on 5th run. I miss my super power crew crushing low level boss and this (over)powered Rivaleux's Crew as rewarding of my travel, I don't care about score.

A little icon on perks explaining in what kind of challenge will be potentially very useful and user friendly. It's long time to learn all that when you don't fully understand some english vocabulary.
And maybe a color code should be useful on text of challenge on map as the percentage before a try of a wheel.

A bigger on scream and more "one pictured" tutorial save a lot of time and click in addition of your specific boxes of text in a logic tree tutorial.

Not sure about "escape" in option, so I never try! (maybe I should before write this)

I support all the other suggestions at that day.

Sell lot of games, I already expect a 2.0 and more adventure.

Bon voyage.

mqstout
Posts: 10
Joined: Sun Sep 06, 2015 4:03 am

Re: Suggestion

Post by mqstout » Sun Sep 06, 2015 7:57 pm

sarin555 wrote:-Lots of thing are too expensive.
After a few playthroughs, the one thing I truly find far too expensive are the helpers.

For instance,the Lobbyist: buying the first one is going to take you (on average) 25 Campaign tokens to pay off. That's an awful lot of campaign tokens. And since the prices go up for each one, each subsequent one is going to take even longer before you break even. There's no "profit" in them, especially since you need to spend your status on building upgrades and the (not sure if they're fully worth their cost yet or not, beyond the free perk...) specialists.

Now if the value of the helpers went up more than just flat for each (as in, their utility went up as their cost does), that might change.

Researcher: You're going to spend 40 status to get 0.5 research per study token.

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