another suggestion, keep the main quest easy for the player to follow. i finished the sewers quest a few days ago and talked to the guy in the mansion who gives it to you to finish it up. i then exited and was busy until today, i get in the game, check my quests, and theres nothing there. ive completely forgotten what he told me to do by now so i talk to the guy again, and all i can do is talk about my father. i have absolutely no clue where to go or what to do now. either have him repeat what to do, or make what he tells u to do a quest, just something to help from getting lost and not knowing what to do. hope this problem doesnt come up again. so yea now can anybody tell me what to do next?
Not so weird, try holding the bottom left corner with headphones plugged in... I can't do that for more than a few seconds. Configurable control locations would help a lot...
Frenzy Range Green Mobs shouldnt attack. Or at least, their frenzy range should be very low, relative to the level difference. At lvl 10 being attacked by lvl 1 mobs is just annoying. The inventory and loading screens should scale to the iPad resolution. Up to level 10, this game is absolutely phantastic. Reminds me of Oblivion with a taste of EverQuest (Gnoll Cave a la blackburrow). Eliminate some bugs, integrate chat, and make this a MMORPG - and you will earn tons of money. Pocket Legends isnt an alternative ;-) Addition: I disagree with people wanting a world map or more help by navigating through quests. Making these things easier kills the open world charme of the game, and gets to the point where people are screaming for teleports and instant travel to quest npc mechanisms. Taking some notes on a sheet of paper or even the notepad app (most players should have iOS4 by now with mltitasking) isn't that hard, isn't it? The touch sensitive area for straight forward walking should be a bit larger, falling off a bridge is annoying ;-)
So far: game ok but need improvements! I stopped playing until first update! -The attack button should be bigger - I mean who use blocking? for me this don't work. Additionally we need a jump button (when you are not fighting) -While a fight you shouldn't have this "feature" that you accidentally open a chest. -maybe you can add a "change profile" button - should mean, if you are during a fight and you WANT to loot - then press a button and this forces a jump/loot button on the screen -maybe we could configure the button positions? -empty chests/dead enemies shouldn't have a "loot them" opton - this is annoying during a fight -we need a "sleep until morning", "sleep until night" and "sleep until you are fully regenerated" button -the map should be (as an option) on the main screen. -a button that allows you to go from Quests to Map and from Map to Quests -maybe an automated "upgrade Spells and Stats" button on a level up -A button that automatically assigns you the best weapons/armor -if you loot for example BOOTS and you don't have any boots then the character should add them automatically (there could be a checkbox in the options menu like: "make this game more causal") -the main quest should have a different button (so you know what is important now) this is all for now! thanks!
I only played it a little bit and the first impression is very good but I stopped because I didn't want play what could be a great RPG because of some points that are quite uncomfortable for me. So instead I wanted put here a feedback about some suggestions, but after to have read half of the thread I noticed all or most have already been suggested. Anyway here my own list even if for most it's just a duplicate, so for iPad mainly: Setup for music level. Bigger texts for all, at least an option to have them bigger. Bigger interface elements for all, this includes inventory, skills, map, and the quickslot bar. Ability to lock y axis. Ability to setup sensitivity of the swipe to look right/left. Ability to setup position of all controls and if possible size too (even if the current pad is great). Allows put map in quickslots. Ability to disable the mini tutorial at startup. Some more options for controls: An option for a pad like in some shooters mixing movements left/right/forward/backward to look left/right. Another option for second pad with 2 arrows for looking left/right. Ability to expand the quickslot bar to player taste, it could be just a setup for the number of slots with a max. Ability to use a second quicklot bar, on player choice for position and orientation horizontal/vertical, and for number of slots. I do agree that fixing important bugs is the priority but no game has zero bug and some of the points listed are quite a nuisance for some player, particularly those relative to interface element size that aren't pleasant on an ipad if you haven't young eyes anymore. I don't hope this is fixed soon but I'll delay playing it some month to avoid spoil my fun, anyway waiting the main bug fixes is a good option too.
Another suggestion on active abilities: I've suggested that Mage spells should only be not-shaded when energy is available and the target is in range. Now, having spent some time on a rogue, I think "stealth only" abilities should be greyed out if you're not in stealth, "from behind" abilities should be greyed out unless you're behind, and "active after parry" abilities should be greyed out until you parry but should be greyed out again if you use the ability or if you miss the window of opportunity. I have yet to actually use the parry attack, because I never realize I've parried.
Hey! - More skills, the skill tree is pretty poor.. Most of them are only upgrade of previous skill... in the end, you can play your charachter in only one way, you cant play different styles wich is unfortunate. - More armors and weapons! There is not enough DIFFERENT kinds of looking armors, I still have the same looking one with my rogue since Im around lvl 15... (Im 32 there). - Stats needed to wear weapons / armors. Actually you can wear everything you want at any lvl if you got enough money, kinda kill the challenge. Would be pretty better with needs like: "Weapon xxx, 20 str, lvl 25". - The fact that the best weapons / armors can be earned by the npc is quite boring... it'd be better if the best one were dropped by monsters. The more unfortunate part is that the best weapons aren't that expensive... you can buy it pretty fast if you'd beat some dungeons.
SUB JOBS sub jobs would be cool , like once yu reach lvl 30 yu can open up a sub class like dark mage or white mage for the mage class, or sniper for the archer, or maybe even mix jobs .. just a suggestion
A big agreement with that but, probably better in the long term, put a map icon on the main screen somewhere, but not taking up one of the quick-slots. Maybe top right, where a mini-map would normally be displayed. If we can't have a mini-map or compass, a one-tap icon to access the main map would be great.
One other weird but unimportant bug I've noticed with some NPCs - their displayed level fluctuates. Example, the troll guy near the boat (he gives one of the boss quests, can't remember which, maybe Kargath) I've seen his level show as 30, then 27, 30 again, then 25, then later 30 again at different times when I have walked past him. The level didn't go steadily up or down, it just seemed to be randomly different each time. I've also noticed this with another NPC but I can't remember who it was. As I said, it's hardly important, just a bit strange. Anyone else noticed that? I'm playing on iPad, no jailbreak, latest os version.
I know they're re working the ui for the iPad, I'm not sure if map changes will happen or not though. Id like easier access to the map, nut no HUD or compass, that'd just clutter the screen and distract from the experience.
Please disable respawn I don't understand why you guys made mobs respawn in the first place It feels so unnatural, annoying and repetitive why do games do this?
Then make them respawn every time the player leaves and reenters the area. You can still be in a dungeon and they still respawn in like 15 seconds... Which is annoying because you have to fight your way out of there and you can't tell which parts you've visited already.
I just beat the main storyline, and the ending was pretty cool, but the last fight felt really easy. He killed me the first time with the ghosts he spawns, but the second try he damaged me twice, never summoned a ghost, and never moved from where he was standing, all he did was stun me, and those only lasted two or three seconds. Also, you can't loot him?!