@zoot 21 isnt the level cap, someone atm is 22 and it probably goes higher it just takes longer. as for the app i think its pretty amazing just very...slow and by slow i mean it costs 5-8EN and for most players around 15+ its going to be 7-8EN quests which run out after doing 3-4 quests then waiting for hours to regen that EN makes the game very boring, us the players want to play the game and by that we need faster recharge times or atleast a sort of VIP system just like in PSep:1 which can be paid for with coins ect making EN regen rates quicker and boosted exp gains. also buying coins is wayyyyy too much, i have never made a purchase not even in the PSep:1 but i know some players would love the advantages of having coins so spending the money is worth it to them, either give out more coins for each price or reduce the price. the game and its quests are very out of place and order by the time players were level 15-20 we are facing level 30 quests and guards 30+ bosses, although its not as challenging to certain players who understand the mechanics of each guard they can find a way through it. level is really really slow when getting around the 20 level mark its almost like when reach level 60 in PSep:1 the only way to level was to run into special rare beast plain guards that gave massive exp to obtain any levels above 60+. so with the release of new quests i hope to see a increase in exp preferably, especially if quest guards are going to be higher level im not saying make it a huge increase because that would ruin certain aspects of the game such as the grind factor and such. i suggest another increase in red crystal fragments because i absolutely see no point in them at this point in the game, by the time i got my first red crystal i was far enough to catch evolved guards(around level 15+)...? whats the point then maybe besides evolving legendary event guards that are going to be released. and finally to end this i think there should be more interfaces such as hints and tip in-game just like old PSep:1 there was a section to read about guard types and bodies, weaknesses and strengths, there are ways already to check that but for new players and people who are unaware of how to check, the app needs to be more user friendly for newcomers and everyone in general.
Right now the quest line is until 30. It will be extended with the story and release of legendary spirits. We don't want a big level gap between our players before our clan system release so we cap our quests to 30 right now (you can level past that). For now if you have completed all the quests, wait for our updates in the following weeks (get ready for catching legendaries with lv20+). Also Xmas event is coming and its a good time to completely upgrade your village structures.
BULBHEAD appears in the Dark Forest as rare spirit. Having friends who are trying to catch it gives you extra chance for catching it too.
My colleague replied your email on 12/8 but the email failed to deliver (rejected by mail server). We just tried to resend it again. The email should help you getting back your account.
Anyone know how to find firebo? Any specific area ? Like how bigmouth is a specific rare in area 6 in the woods..
Guide. Feel free to add to it Miki is OP early game Abilities: Farm wall of gaia with totem pole enhancing treasure drops. Totem lv2 upgrade more than doubles the lv1 effects Bulbhead: Dark forest levels 14-16 Bulbfighter Dark forest lv26+ Yellow pink chikis Wall of gaia first stage Goo and dotri Wall of gaia lv26+ List of guards (Leaving evos off the list) Miki Dogi Chiki Magimans Rexli Bulbhead Worms Steelha Masko Trifishes Pas Bigmouth Firebo
I got pumpkin guard from harvesting pumpkins.. The seeds can be found and I think there is a chance to get the pumpkin guard item when harvesting
Thanks, i'm also wonder how to get it. Also how to get the black and red coat that aint sold in the shop?
another idea i think something big that origins is missing out was something that made PS unique. the way stat points in PSep:1 worked was that we were allowed to allocate stat points into any area we wanted depending on what suited the guide + its bonuses. for example ''speed'' guards on PSep:1 were known for being fast, all stat points allocated into the speed stat but the cost of that was weak defensive stats and weak damage. humanoids were really well known for being beefy tank guards, known for getting more health stats per level and stat points would be allocated into def and mdef / damage stats at the cost of being a slow guard. so you see my point here in origins once you give a guard a certain amount of speed potions it being unaffected by the potion, give it a certain amount of attack then itll become unaffected so this leaves a lot less customization to guards and less unique play styles. the cap on giving a guard stats should be removed to create more diversity within guards. example miki is known for being a speedy guard but once you give it enough speed potions there will be a cap for a long while and you wont be able to increase its speed anymore, forcing players to give it stats into things like def and mdef making the guard lose a lot of its main purpose. TLDR: uncap the amount of stats we can give guards, giving guards more points into a preferred stat and endless guard skill combinations.
As for the help function, we are trying a new approach that we don't want a lot of text to scare players. We know there are still areas that are not clear enough, we want players to explore and communicate (make use of the central town) instead of reading some official guideline from us. Having said that, we are keeping on eye on this and see if we really need a dedicated help section in the future. Thanks for your feedback and suggestions!
Those are from achievements from our previous game: Pocket Summoner: Episode 1, not available for new players at the moment. We are working on some new cool outfits that player could choose from.
Thanks for your suggestions again, I can see that you are a very experienced Pocket Summoner:EP1 player. Customising stat worked in PS:EP1 because of the automatic battle system. What player can control is all about stat allocation and imprint/empowerment selection. We designed the battle system in PS:Origin with strategy in mind, with real time battle and system like "quick skill", "skill cooldown", "storing up to 3 actions", etc, working with unique skills of every spirit, there are already a lot of strategic play could be made. Also, having fully stat customization may break the game very easily with command based battle. (e.g. someone could go full DEF/MDEF and keep using poison skills and play the waiting game). When PVP in introduced, these situation will get a lot more troublesome and make the game not fun for some players. We introduced "enchanting" to give some amount of stat customisation. If you want to push a specific stat, you need a high level enchanting item that give more polarised stat.
while in-game it still shows the top HUD from the phone such as battery level, time and phone provider. is this showing for others or is it just my phone playing up? if so will there be a fix for it?
Cant we delete the "enchanting"? so when we got the higher lvl enchanting item , we dont need to catch the same guard again to train
ahhh right, i do see your points. i cant forget that origins is a whole new pocket summoner type game while EP1 will be somewhat separate to its uniqueness and when and if EP2 comes out those will be more similar in seeing our well known mechanics back in action. well great work keep it up, but i do beg for a VIP type system ;-; lots of players want to spend more time playing then waiting.