Unfortunately I think you might be right with your IAP assessment. But I will wait for a response from Moonfish until I pass my final verdict. So far they seem willing to listen and take suggestions at least into consideration; a fact I greatly appreciate (just to make this clear again, thanks for taking the time to provide good customer support, Moonfish folks) . Story: What I would like to see is a "real" pirate story, as opposed to slapping "pirate" on an otherwise "normal" story, just because it sounds interesting. E.g. ransacking cities/spacestations, attacking convoys, running from authorities, etc. If anyone here has played the original "Pirates!", you might know what I am talking about. Two iOS games that do this at least in part: Crimson Steam Pirates, Tradewind Legends.
To be fair, I got to Inferno mode in Diablo 3 without any real difficulty and has countless hours of fun doing so. On this game I can't even do the first story battle and have had approximately zero hours of fun.
In the next release, the loot rate of blueprint will be about 3x to 5x of the current loot rate. Please allow us sometime to update the game.
1. Wingman uses whatever you equipped. By low end machines are iPad 1 and iPod 4. Originally we targetted to have 2 wingman, but the fillrate is no good, even iPhone 4 in some situations. Therefore, we cut one wingman. 2. We will reduce the loot timer and increase the loot time limit. 3. We are still considering this suggestion. There are quite some changes on next update and we want to get it quick to you guys. Therefore we pick the most important ones to implement first. 6. we made a mistake in the previous reply. The CPU consumption of an equipment will NOT be affected by crew. I know most of you are concerning about the IAP. We are not going to remove the IAP, but we significantly increases the loot rate of blueprints and money so that you can pass the bosses by building new ships easily and looting equipments in game. The boss' are designed to be a bit difficult. Our intention is to make you do quests so as to build better ships and try different kind of equipment combinations.
Good to hear those words! Nobody is asking for you to remove the IAP on this game (which is already out), all we ask is to give non-IAPers (I wouldn't say non-paying because we did pay for the game, albeit only 0.99) a way to enjoy the game the way its meant to be (a.k.a being able to build new ships). You have your own business consideration for this model, and we also want to give you feedback that we're actually willing to pay full price for a game without IAP. Maybe you can consider that fact when making a new game, or making another full-priced version of this game (and see for yourself which one's more profitable). I made the mistake of insta-buying the game without reading reviews first due to my love for the first game, and I can only blame myself for that (I've been avoiding freemiums like hell) Like you said: the bosses are designed to be a bit difficult, and that your intention was for us to do quests and build better ships. But we cannot build new ships without Blueprints (which can only be gained through IAP or facebook-thingy) and that was restricting us from playing the game 'normally'. Hopefully the increased drop rate will solve this. Now I'll just wait 'till the update is live..
So I just took a quick glance at AppStore... Was excited to see an update for GPP, and even more excited to see the words: '3. Increase the loot rate of ship blueprint in order to help you build ships quickly'.. I almost hit the 'Update' button when I saw the 'Next release:' right above it Guess it was the previous update which solved the inverted axis. Never downloaded that update.. It appears that the description was updated.
No apple is messed up they show what is already updated sometimes check the dates they told me a update was here for a game I had we'll this was last week and the update was for may 7 20012. iOS 6 sucks.
Wondering this too, as I've avoided starting it up because of all the tweaks and changes you've said are coming...
In that case what is the purpose of "Weapon" and "Support" crew stats? I get that "Part" stat is related to (in D.M. case) the recharging time. Is there any use for the other two? I found some bugs: - when I discover a Golden Route (after the splash screen announcing the unlocking of the route), the "inside the market" UI and "outside of the station" UI gets superimposed. Like this -> http://i46.tinypic.com/30tgadz.jpg - sometimes the missile slot is acting weird: if I switch between missiles, the name and stats displayed remains the ones of a certain missile previously used. And I can equip missiles with greater CPU requirement than I have available (a 38 CPU missile with only 33 CPU available). That happens with one warehouse slot at a time. If I free the misbehaving slot (sell the missile) everything gets back to normal. But another warehouse slot starts to act like this.
Thanks very much for telling us the bugs. We will fix it in the coming release. "Weapon" Stat of a crew adds damage to weapon that the crew operates. "Support" stat add effects to support equipments, such as Ship Repair. If a crew operates a DM, part stat will be used to increase the S.P. point of the DM.
After playing for a few days I have a suggestion to make: I feel like the game needs a bit of a rebalancing. The game, seems to me, is based on "get a bigger gun" philosophy rather than on a "play smart and you might succeed" one. Reflexes are far more important than skills. I know it's not an easy task to accomplish, but this game provides (or rather could provide) something that some other game(s) in the genre, as an awesome playing experience as it is, does not. The opportunity to develop and apply fighting tactics. I feel like the weapons are too strong, the ships are too weak, the enemies are too fast and the duration of the fights is too short. And the only option to survive an overwhelming enemy fleet is to withdraw from the battle. There's no chance outmaneuvering them, dodge the enemy missiles/lasers or outrun them. Which is a shame. Once you made a bad decision to attack the wrong people or let yourself being attacked by them there's no real surprise to the outcome of a battle: 99 times out of 100 you're @#$%ed. I would like for the battles to be longer and give us some "room to maneuver". To be able to regroup, repair the ship (or wait for missiles reload) and attack again. And it would be really nice to have enemies leveling up with the player rather than having some very weak ones in one star system and very strong ones on the other end of the galaxy. I think the game lacks "I didn't think I could pull this through, yet I did" moments. Once the story is done or you pick some side quest there's no real fun. There are no incentives to play, apart from an OCD tendency to collect all the ships. And that, without the fun factor, becomes tiresome easily. I feel like your game was not designed to be an Angry Birds -esque experience but more a console like one. I think that you're not aiming at a very large audience with this game but at a hardcore one, which is willing to (pay for and) play something different than GoF 2 (but not worse). And one thing regarding the price and the IAP. I don't pretend I have expertise regarding the business model that you chose for this game but I can tell you this: setting the base price at this level says (to me at least) some things: you don't value your work at the correct level so it must be something wrong with the game or "it's too good to be true". The game is worth much more than $0.99. On the other hand the cost of all the ships in the game (blueprint wise) is more than 2000 credits. But $8.99 buys you only 750 credits. That gives you a total of $9.99. That is maximum I'm willing to pay for a good mobile game, and this one not nearly there (see the above part about rebalancing). If you want the special ships, you have to pay $35 more. For me a game would have to be really great (or to have much more content) to worth that much - considering the competition, of course. I'm not saying IAP is wrong (I don't like it, I tend to avoid it but I admit it could be a feasible strategy in certain circumstances), rather the IAP are way too expensive. But it's your game so it's your price strategy. Again, this is my opinion. I don't know if this is how you want your game to be, rather how I would like it to be.
Cpu? So far I enjoy the game, but it could be better. For one, the combat is simplistic, and there is no way to avoid enemy missiles aside from your shield. Also, the digital joystick is a bit too small. The other issue I've found is the small ammount of CPU available for your ship. Given the blueprint system, it takes time to actually find a blueprint for a new ship, but there's no way to keep improving the ship you have. I've reached a point where i'm just accumulating money from random battles as i look for a better blueprint because i can't add anything else to my ship. Perhaps you could add some kind of attachment to buy (with game money, not an IAP) to give the ship extra CPU for better attachments. Other than those things the game isn't bad for an iPad app,but the CPU issue is starting to get frustrating.
I have some problems about equipment system. 1.With some unknown reasons, I can not change or remove my equip. 2.Some of old DS equip can not be sell even after I recycle the DS ship 3.Boot of the equip is not base on the basic stat : such as my CS ship ,basic SP is 2200 after equip 2 yellow Parts(Ar10-J CPU Needed 190 ; SP Increased 90%) , final SP becomes 10249 . I have two of this ships, now I can easily defeat 6 BC ships .
The mechanic in the first Galactic Phantasy was much better here. In GP1, crew members reduced the CPU usage of equipment they were allocated to, according to their CPU stat. With getting better crew, this allowed you to put better equipment on your ship. Moonfish, would you reconsider adding that mechanic back in, as it was a huge boon in the last game? If you do not want to add another stat to the current setup (which I perfectly understand, as this would be lots of work with the huge number of possible crew), the CPU reduction could just be tied to the relevant equipment stat.
Crew stats question Hi, I turn DM on and off during battles to charge in between impacts of the enemies missiles to sustain the damage longer. The DM recharge rate is important to me. Here I got 2 questions about the crew stats and the effect for the DM recharging rate. 1. It got mentioned earlier that the stats really don't do much difference in changing CPU usage and all that. However, my question is that why are crews with higher [part stat] get lower DM recharge rate. Ada, the crap crew hired from tutorial so far has the highest DM recharge rate per second in all my crews, and her [part stat] right now for me is only 13+3.... Crews with lower number has higher recharging rate as well. With DM-1-C as an example, her recharge rate is 15.5/s (shield has the same initial as structure point, they both are SP, weird to look) If I change to Matt, [part stat] 102+31 operating the same DM will have a result of 11.7/s 2. If equip with more than one DM, and if no body is operating them, the charge rate will add up. But when crew members are operating them, the recharge rate will drop worse than only one crew operate one DM. Can you check this up?