Tried before and failed to set up another account. If you're localizing it, that's great, but sadly doesn't address those of us foreigners living here. Though admittedly we're not a big market. Thanks for your reply. Based on the comments here, sounds like the game is very well received!
Which stage do I get flame creatures? I am up to the dark levels but many water elements and none for fire
Update: Based on popular feedback, we are planning to make all bosses drop a chest at end of the battle in the next update, so you will always have at least 1 chest each run!
Heh. You know, that's actually a good question. I didn't even notice that the third stage, despite having a fire background, doesn't actually drop fire cards for common chest drops! In the first chapter, there's no way to get any Fire cards except as Rare chest drops. Nice. Most players aren't going to analyze the game and figure out the best way to get chests to appear when they get zero loot, they'll just get frustrated. And even knowing and using the "weak party grinding" approach right now can be a pain - you need a lot of spare time available to sit there and tap that "spin" button!
Actually using weak party and grind is not that tedious to do.. But I don't think anyone wanna do that when energy regen is super slow.. This game needs some serious tweak to appeal to larger audience... Just a comparison.. The one implemented in zynga war of the fallen seems to appeal to larger audience... I have been grinding in that game but I have no complaints as regen is quick and cards drop a lot!!!
When you're fighting the same boss for ten minutes straight (before I realized there was a treasure chest "cap,") it can get pretty monotonous. And I'm thinking of people with more active lifestyles. You get home from work, you can only find fifteen spare minutes to play the game each day. You can't "grind" because there's no time for it, so you have to speed through the levels or you'd waste your stamina. As far as card drops and stamina gains, it's a balancing act. If the cards dropped more frequently, people would start complaining that they didn't have enough gold to pay for strengthening their cards. If the cards AND gold rate were increased, people would start complaining that they couldn't get the fusion materials required. If all three of those were in abundance, people would complain that they'd evolved their cards, leveled them to maximum and there's "nothing to do" anymore. The challenge in the early days is keeping the userbase interested without either having them progress too slowly (so they get frustrated and leave), or progress too quickly (so they get frustrated and leave). Giving out too much "free candy" in a game can be just as disastrous as being too stingy. They could make cards drop twice as frequently but reduce the XP they give towards evolution by 50%, maybe. That would make it feel like you're making more steady progress, even if it would actually take more gold to level up. Likewise, they could increase everyone's stamina by 5x and let you get a point back every TWO minutes, but boost all the costs to visit areas by 4x. It would be a bit faster than before, and in some cases you'd STILL be waiting around for an hour before your next battle, but you'd be measuring stamina recovery in 2-minute increments instead of 10-minute ones.
Thanks for the feedback. In those click-and-attack games, you also spend the energy much faster and you need to burn a lot more cards to get the same result. It could be a matter of personal taste or perception. To make something similar, we could consider increasing the max energy and regen rate by 10X, then make each spin take 1 energy (may have to adjust based on lines selected). Though changes like that we wouldn't take lightly without any real data to show that will actually help.
I reposted and updated the list of potential 6* "tutorial bonus" cards over at the Playmage forums (http://ms.playmage.com/forum/viewtopic.php?f=36&t=11598) - they now include card race (Human / God / Demon, etc) and type (Balanced / HP / Attack / Recovery), as well as the Command Points required to use the card. Which is one more plus of Holy Priestess, as she's a low (by comparison) 14 CP. Others weigh in at 18 or even 20 (although I'm not sure if a 20 cost card can be pulled as a bonus or not - I've never seen a Cyclops in my travels). A few other observations: The "Wheel of Fortune" reward which you get every fifth time you claim the three-hour benefits actually feels more like a step down. The coin awards on the wheel really aren't that high (you can get more than the highest amount just by going through the last area in Stage 6 once), and you also don't seem to get the Arena Tickets when spinning the wheel. Maybe if there were a few "premium" prizes on the wheel (Gems, Arena Tickets, Pal Points, a Stamina or Revival Potion) it might be more interesting, even if you'd still land on gold most of the time. The "rare" (Gold Chest) cards in most of the early areas really aren't worth the effort in trying to collect, other than the 10 Gem bonus you get for finding 100% of the cards in each area. Often, all the rare card ends up being is a standard 2* Card, but you get it at Level 5 instead of Level 1. Definitely a let-down when it can take a dozen attempts before that chest finally shows up!
Thanks for the feedback. I have noted the bigger spin may feel being step down to our developer team for possible improvements. For the golden chest card, the higher level will get you more experience for strengthening, but more importantly they help you get the reward card which can be 4+ stars at later stages and gets you toward the 10 free gems as you mentioned.
Pretty simple game. I enjoy playing It in the subway on my way to work Add this code when you register for extra Stuff : a089m5
What are the odds for getting that rare chest drop per spin or run about? I've gained about 10 levels trying to do the gold chest on the last Flame Isle (3.3). I've tried Max spin runs, 5 coin spin runs, probably done thousands of spins in total and nothing. Maybe make it if you run through the stage 100 times, it's guaranteed to drop the following run, just to not drive completionists crazy.
Stage 3.3 gold card chance is actually on the high end of 12% (chance for each chest drop being the golden one), so you are probably just having very bad luck. Things will get better though when the next update goes live that makes all bosses drop additional chest. Of course. More cards, more bosses, more time limited special dungeons. Btw, we are also expecting Guilds and Guild Raids to be released in about 3 weeks.