Oh my, that's a lot of feedback! Thanks so much for taking your time to write this. I know I repeat myself a lot but I've added each point to our suggestions list. As you can guess there's a bunch and we will do our best to go through each one of them. We will focus on main features like PVP and story expansion and with them we will squeeze in as many suggestions as we possibly can, otherwise it will take forever to release new gameplay
Thanks for the support! We are actively listening to the community and we know there are more suggestions than we can handle and we will do our best to go through each one of them. However, just as you suggest there is only so much we can do, we will focus on main features like PVP and story expansion and with them we will squeeze in as many suggestions as we possibly can, otherwise it will take forever to release new gameplay It will take time, but we will try to polish our game as much as we can before we move on to the next chapter PS: We don't have as much cash as many people think, right now I'm just praying we recoup our investment I think we will eventually It's all good!
No problem at all. I wanted to for a while but had no free time. Yes, I can imagine there are a lot of suggestions! It's nice to know you took the time to read them and will try to take those, that peak your interest, into account. I felt obliged to share my feedback, out of respect for the time you put into the game. I'll continue to post bugs or what not as I find them. Keep the updates coming and I'll keep supporting your game and time put in with purchases and feedback. Thanks
In terms of making money though (to keep the game progressing), I can't stress enough the need for you to make it harder to catch nexomon; especially mega rares and starter nexomon (and legendaries when added). Because as it is now, there is no need at all to buy gold nexotraps. Which is basically handicapping yourself because you're providing a premium product that doesn't need to be purchased (as I see it). Therefore, you are losing potential profits from players not feeling their necessity. And when I say harder, I don't mean impossible either. A middle ground will be needed. But if players don't want to sit for a potential 30 nexotraps on a mega then players may feel the need to buy a golden nexotrap; out of laziness or lack of time. Especially if enemy mega rares can flee from lack of stamina, which will mean you will need to catch them faster. I'm not suggesting for the game to become an annoying premium game, but only to promote a better influx of currency for your company to keep updating the game. I think that's fair. Because it doesn't eliminate a non-spending player to catch those nexomon (just a little longer and a little more difficult), but will help secure the future of the game for players and your company. Also: - a suggestion to make it possible to categorize the nexomon in the database in-game. I.e. view only mineral nexomon or only mega rares etc. - When using Carnagrius in battle (fire mega rare), he looks like he's fighting backwards. Perhaps a possibility to swing him around? haha - And I'm a little confused about the stats given in the database. For instance, it says Ventra has ATK: 137 DEF: 93 SPD:50. I thought maybe this is a lower level yet it has more speed than my level 77 Ventra which has stats: ATK: 269 DEF: 113 SPD: 39. Was this the bug you were talking about from the update?
I STRONGLY disagree with your opinions on catching rates and making them worse in order to pressure players into buying IAP's (in a game that charges them upfront while catching Nexomon is the main allure of the game). Quite frankly, it's not laziness, nor lack of time, if a player doesn't want to sit through the process of throwing 30 Nexotraps to catch a Nexomon. That would be ridiculously bad for a player's experience with the game. I respect the developers for making the catching rates better with a few updates. They were pretty bad and it was holding the game back. There are plenty of other important IAP's for players to buy to further development.
I wouldn't normally bother posting about a clash of opinions, but yeah, I also strongly disagree with your thoughts of lowering catch rates to pressure players towards purchasing consumable iap or Golden Nexotraps. The developers always maintained that this was a premium game and the balance changes they've since made prove that beautifully. Most players, myself included, will spend enough to buy the Skill Share and Nexo Charm ON TOP of the purchase price*, that's more than enough in my honest opinion. And you want people to feel like they need to spend more? The thing that scares me most about your post though, was when you talked about 'annoying' premium games being annoying, just because they're premium. Wtf? The ONLY games I'm interested in are those annoying pesky premium ones. The ftp, p2w freemium games are a huge reason why the era of excitement for iOS gaming is slowly dying. Gaming is about fun. Sitting there doing maths while you try to work out how much consumable currency you need to buy the consumable items you want, while working out how much real money you need to spend, is not fun. *AU$19.50 all up for me. Edit: Of course this is all just my opinion. Like a bottom, everyone has one.
I thought that may be a little misinterpreted. I don't mean a situation where players are FORCED to buy golden nexotraps if they want to catch a mega rare or above. All I mean is, as it is now, I have absolutely NO need to buy a golden nexotrap. They might as well not even be there. I also have been catching mega rares with one *normal* nexotrap. As I see it, the catch rates, based off my experience, need some altering. Again, I don't want a situation in which you need to pay money to catch rare nexomons. All I'm suggesting is a situation in which it actually feels a little difficult to catch a rare nexomon. Again, as it is now, there is no challenge at all.
As above ^ (previous post). I don't want people to feel like they NEED to spend more nor did I mean to convey that. I'm just saying, there is no need to purchase golden nexotraps. And that catching nexomon, regardless of the rarity, has no difficulty at all. "I'm not suggesting for the game to become an annoying premium game" what I meant by that was, I'm not suggesting it to be only possible to catch rares with golden nexo traps. I wasn't actually insinuating premium games are annoying. Just in my experience, the ones where you need to pay to progress are (but thats my opinion). "sitting there doing maths while you try to work out how much consumable currency you need to buy the consumable item you need while working out how much real money you need to spend, is not fun." - Sorry, I don't understand what that has to do with anything I wrote. I didn't suggest anything to turn out like that. the tl;dr for my post would just be "any rare is easy to catch, no need at all to buy golden nexotraps." anything else is just your interpretation and not what I meant. Sorry if I was hard to understand.
Hey there! I'm loving this game, but I must say, it's just all over the place. There's no middle ground absolutely nowhere. After playing for a bit, I was convivnced I had in hands an worthy alternative to the Pokémon games we all love. I bought some gems in order to support the developers, and got the skate, charm, and exp share. And while I find these useful, they actually break the game. The charm is so good, you'll find like 2 mega rares for each 10 encounters, making them feel common. Exp share is way too strong, I want help leveling my poke...uhm, nexomon but the way it's done right now just means I have to turn it off or severely over level the game content. And the catch rates, I don't know, I feel like uncommon nexomon are the hardest to catch. I've caught two mega rares at the first try by now, and that doesn't feel very right. This is just my opinion, I'm someone who doesn't care for the grinding most f2p games force on you, but I've always enjoyed grinding my rpg's. The difference is when you don't feel forced to grind, you "grind" (read play the game) for fun. And that's what I do in this game, I play, and "grind", for fun. But it does require me to manage all these artifacts carefully, or it just becomes too easy. Anyway, I want to congratulate the developers on what is a very fun and polished game, clearly born out of love. The only thing I don't like is how intrusive the ui is while on the world. Please let us at least control the opacity, so we can pretend it's not there.
Some people open a box and after that they close the app and try again to open the same box to try to get a different outcome. In this scenario the game remembers the result and locks it to that same box you opened giving the player the same Nexomon. However, the next box you open is random again, unless you repeat the actions mentioned previously.
Hi Thanks again for the feedback! In regards to iAPs it's very hard to find that middle ground, even now some people complain about how hard it is to catch rare Nexomon. We are looking into other options depending on how pvp goes, something like selling avatars for pvp,etc. Hopefully once the story expansion is ready we will try to relaunch the game and revise the price (nothing official yet). In regards to the stats, the bug only affects evolutions so I don't think it's related. The game needs to be balanced in terms of stats but initially Nexomon was not designed to be a competitive game but more of a story driven one
One of the things we want to do is to make them smaller, but the opacity is not a bad idea at all thanks for sharing
My pleasure. And I would buy this game after another expansion if the price was, say $7.99 AUD. I think that's a reasonable price for a game with that much content and time put in. And once the game gains more traction and reputation, its price will be even more reasonable. I'm still amazed that I've never experienced a crash or freeze. Great coding! Yes, I completely understand that there would be a difficulty for that middle-ground. I wonder if those finding it difficult to catch rare nexomon are only a minority? I can say with confidence, that I wouldn't need more than eight nexotraps to catch a mega rare. Perhaps those players aren't utilizing low health and sleep effects. I think the problem at the moment, is that there is no noticeable inclination in the degree of difficulty to catch nexomon as their rarity goes up. As in, sometimes I find I need more nexotraps for an uncommon than a rare. I see. I had a couple ideas for pvp that I wasn't sure if they may already be going to be implemented. What I thought was if you had a pvp store. And the currency for the store was earned through victorious pvp battles, or also less currency for a loss. And with this currency, you could purchase items that perhaps can boost certain stats by a point (until a maximum of course), like +1 ATK stat item (max +20) which applies to the level 99 battles. But the items could be anything. You could also have a nexomon or nexomons you can only get through the pvp store with the currency, and this could perhaps be bought as like, your variation of an egg type thing (like in pokemon) so you don't know what it is yet and it gives the player something to wait for. or just a unique nexomon. This nexomon could also be more beneficial for pvp? I think with a pvp store you could add a lot of options for things. And along side the pvp currency items you could have items for diamonds that could be pvp style avatars or pets or something along those lines. Up to your imagination. Perhaps in the PvP store (for diamonds) you could buy all the legendaries as pets. That would be cool, having metta follow you around. I'd buy that. But maybe they only unlock for purchase at a certain ranking group? and some open to all? so many things you could do there . I also believe this would gain a lot of user play time. As it's my understanding that this is what you were trying to do with bringing in pvp, so that you could have something for players to do while you worked on an expansion (among other reasons). I think that's a great idea but I feel only playing pvp to keep up a good Win/Loss ratio on a scoreboard may get a bit stale after awhile, unless you had something like a pvp store that made players feel they also gain something more tangible out of their time put into pvp, like a unique item or nexomon etc. Also for pvp (and in general), in terms of strategy, I think it would be a good idea to allow the player to choose to switch nexomon before the opponent releases their next nexomon (like in pokemon). That would help with strategy (which is what I think pvp should be about) and would also entice players to learn about nexomon. I.e. if the opponents next nexomon is going to be a Prismazor, then you need to know that that's a grass type and you can then bring out the appropriate nexomon. Therefore, to be decent at pvp you would need a good knowledge base about nexomon. You could also put a time limit on the option to switch nexomon so it doesn't freeze the match if someone leaves their phone or is trying to search up the nexomon online or trolling or something. "The game needs to be balanced in terms of stats but initially Nexomon was not designed to be a competitive game but more of a story driven one " That's interesting. I think a lot of the game is heading into competition; especially with pvp. But only majorly after a player completes the game. Before that, it would be mainly story based. Perhaps PvP is only for those who have completed the game? But things like nexomon stats etc. need to eventually mean something and correlate appropriately with levels and rarity. I do love the fact that you are concerned with a good story. Because what makes the game great, is that you have both a good story and good gameplay (ontop of the amazing visuals and mechanics). An imbalance between the two won't let the game live up to its potential. Let me know what you think.
Having no need to buy a golden nexotrap is a good thing. It's a paid app, having in game items you need to buy will really turn off the players. Whether right or wrong, these days people expect free games to have required in app purchases, and paid games to have no required in app purchases. I'd rather see the golden nexotraps available for purchase with gold in the game, at a much higher cost than normal ones. I will agree with those who've complained that the current in app purchase items are too powerful. I was thinking that the XP share thing would share my xp between all 6 mons instead of just those who fight, basically meaning everything levels at 1/6th the speed but all evenly. I was surprised to see it was 6x xp plus sharing. Maybe making it 2x and sharing would have been more appropriate. I also felt the rare charm brings in the rares way too often, and could be toned down to just improving slightly. I seem to find rares more than I find commons now.
IMO, a point as important as PVP is this type of game is Trading, but it may not be necessary atm, catching them all is quite doable (with the iap items even more but heh, speaking of middle ground you have the choice to buy them or not ... grinder ? just play the game, more casual ? iap are there etc. ) Trading could be a feature in case of a sequel or big xpac increasing a lot the nexo database. Another aspect of trading was shinies and IV but those are not present i guess, but shinies nexomon could be interesting to see :b Btw if i'm good, order is common, uncommon, rare, mega rare, special, legendary ? Caught 2 specials, an electric meow one and a big rocky one (my starter is the wind dragon ) I'm not sure nexoboxes are the main sale point TBH unlike accessories, the only point to get those are trying to get story legendaries (wondering if omni is obtainable btw)