Whats a good level to start the new dlc? 6? EDIT: Anyone have some advice? Whats a good level like what feels normal?
This is, in my opinion, the game's weakest point. In nearly every way, it's a faithful (enough) adaptation of the board game... but then it just goes on forever unless you end it yourself, which is utterly unlike the boardgame where you played for a pre-determined amount of time then scored the players based on the loot they'd nabbed. In taking an inherently multiplayer boardgame and turning it into a single player experience, they failed to in any way account for the loss of the player competition. The meta game I've decided to play (at least until I get bored of it ) is trying to see how far I can get playing the three zones in order from scratch on hardcore with no re-rolls, i.e. lose a character, that class is gone from the roster. Should be fun to see the emerging challenges as the roster is whittled down until finally, no more heroes or triumph.
While I can see the style being hit or miss for players, I dont really know how you could consider it a weak point of the game. It is a video game, not a board game, and thus players are going to put a LOT more time into it than a physical game you have to set-up, gather people together to play as much as you can in a sitting, and then clean up afterwards. So instead they have to make the game work for a more accessible medium, and thus the purpose of the game is grinding for loot, trying to continuously upgrade each characters equipment little by little. Plenty of games do this, Diablo, Borderlands, essentially every MMO. All these games avoid a definitive end, although Diablo did this by making you repeat the entire game on multiple difficulties. If the game actually had a final end, players would either never want to reach it as it would end their loot collecting, or it would be far too easy for those who had done a lot of grinding. Had Rodeo made WQ into a generic RPG with linear progression, people would play for X hours, beat the game and be done. As it is, it is not unusual for people to report hundreds of hours put into the game.
that happened to me as well. i wasn't expecting a reward from the poor villagers. but the accusation of lying and being told that i could've get a sword broke my heart
in the base game you can challenge yourself with quest that are recommended for higher levels. don't do that in the dlc. unless, you have adequate consumables and are willing to use a few every time an ambush occurs
I have quite a few board games on my device, they still play like board games; they don't arbitrarily go on forever "just because". There is no inherent reason why Rodeo needed to abandon a finite end to the games. They could have done it by limiting each game to X dungeons, X turns, etc., with a scoring system and leader boards, and they didn't. Whether the game is better or worse because they took the approach they did is up for debate, but I certainly see no advantage to the approach they took. The logical flaw here is you are explaining why *you* play a board game indefinitely. I play it very much like a board game, only there is no winning and so every save has petered out into blah until I delete it. Hence the new metagame I had to come up with. The loot in this game is merely a means to an (non)end. For me, once the quests are checked off, the game is over, only there is no score, no credits rolling, nothing. Just a good game that decays into meh at the end. Don't mistake what I'm saying, it's a great game that I've sunk a lot of hours into, but I've never understood why people are spending time chasing some pointless rare when they could just be re-rolling a whole new batch of heroes and playing a fresh game. The really interesting part for me is seeing what skills you get and what gear you get in the course of playing the structured game.
Initially I found the game boring and rated it a 1. But after levelling up a few of my characters and buying some different ones and getting to use more spells now it's become real fun so I changed it to 5 stars. It took a while getting used to the game but now I've bought all expansions and characters and am having a ball with it. Now with ios 7 and the new control panel locking and unlocking orientation became a much less annoyance so having to turn the ipad to see inventory is less of a hassel but still think it is not needed. A bit of variety in the dungeons wouldn't go astray but as for gameplay its excellent once you get used to it and get a good party.
Dungeon crawlers, and honestly most co-op board games are generally quite different than say Settlers of Catan or Ascension. The simple fact that there is a progression system in place in dungeon crawlers that continues over multiple games is a notable element that sees them stand apart. Games like Warhammer Quest, Heroquest, and Descent have campaigns and the ability to keep characters over multiple plays. Generally, the only reason characters in such games may be limited to a certain amount of missions before a reroll is to do more with bookkeeping than a preferred mechanic. The video game medium has the advantage of taking care of the fiddly nature of long-running for the players and is obviously much easier to balance as the hero’s progress than a board game such as say, Super Dungeon Explore. I don't know that is a logical flaw, I was commenting in regards to your statement that the continuous mechanic was a weakness of the game. It may be a mechanic you don't like, but it was obviously very initially implemented and serves a clear purpose in the game. Fair enough, and I did say that it is not a system for everyone. But it is hardly the first game to have infinite play with the purpose of loot grinding, and as the prevalence of MMOs has shown, it is certainly a popular enough game mechanic. When you look at games like Diablo or Borderlands, the reason the player base stays long past the end of the generic quest lines, is because they offer repeatable missions and large loot tables. The simple fact is, a lot of players like collecting items for the sake of collecting items. Some people prefer to collect all of the very best items available. It’s much the same reason so many games these days have a ton of achievements and collectables. I don’t deny you the way you enjoy the game, I’ve rerolled a few times too for the fun of it. But as the game gets bigger, I’ll probably feel less inclined to repeat leveling up. Still, the way the game currently is designed, I can play the same characters forever OR reroll and start again to complete the story line quests. If it was another generic linear RPG styled game, I wouldn’t have the option, I’d have to level from scratch every time whether I liked it or not. Personally, I just feel like there are already enough games like that on the market, pre-WQ, there really wasn’t a good loot-grinding game on IOS. It’s probably the main reason I’ve gotten so hooked.
Guys I need to know if I buy skaven dlc after beating the story is it unbalanced or useless to play? I'm loving this game more then I thought I would, also are the random encounters random so lets say I start over the dungen might be diffrent next time?
don't buy it. It sux. go play another game and never come back!. Lol. What you mean by useless to play? It's more of the same but with though monsters. Stop asking the same sh1t.
This is why I call it a logical flaw in arguing against my take on the lack of end game: this implies your average player would agree that WQ is a *good* loot grinding game. I've played plenty of loot grinding games, ranging from the poor to excellent, and I'd put WQ somewhere in the merely average slot. A good loot grinding game, among other things, must have a *lengthy* difficulty curve to justify the nigh-perpetual hunt for better gear, which is not the case here. When you can beat the final challenge dungeons, you're just playing dress up with a top down character if you keep looking for gear in WQ (not that there's anything wrong with that ). I'll leave this tomato-tomato debate with these examples: Square Eenix has made a gaming empire out of knowing that both categories of players need to be catered to, so their huge sagas do indeed have a defined beginning, middle, and end, then the credits roll and the majority of gamers can relax having "finished" the game... that smaller slice of harcore completionists can then come back to the "finished" save and then go off to kill totally optional and pointless super bosses, hunt down totally optional and pointless super rare sets, etc.. On iOS, Kairosoft does the same thing: you get scored at a certain point in their games. You have the option to continue playing them indefinitely, but there is a finish and a score. Any play after that is just for S&Gs. You won't have to try very hard to figure out if I continue after the "finish" or start a new game if I feel I still haven't seen everything there is to see I don't say Rodeo's decision to keep the option of continuing play with your characters after you "finish" the game is bad, I say their decision to make you simply put your toys away when you're tired of them with no end of any kind was bad. The endless knob polishers were catered to at the expense of everyone else when both could have easily been served.
They've done it exactly like the board game, you kept on playing until a character died or you retired them. I'm really not clear and what kind of ending you'd be happy with, sounds a bit like you'd be satisfied with some randomised text about the death/retirement of a hero.
Seriously. There is no argueing on this. I understand your point. But put it another way, as i see it, the only difference you wanted in the game was credits after the final quest and a black screen saying " YOU BEAT THE GAME" want to keep playing? When i first finished the last quest of the main area i came here to whine about this exactly lack of "the end". But then i went back and kept grinding for the best gear. A "The end" screen would be nice, but it doesn't change a sh1t in the end. Some will go, some will stay.
I've never played the board game. So what happens during a game when one of the players' character dies? Do you restart or does he have to create a lv1 hero to hangout with the lv10 guys? I mean the friends won't give up their hard earned stuff right?