Feedback - First Impressions (8hr)

I'm probably gonna come back to this post to reply with more commentary as I discover things in game.

I find that playing 3v3 matches gets old really fast and unlocking additional hero's can be extremely expensive for a new player. 6v6 matched really allow for some play style diversity and feel more like the true game instead of a mini-game.

I understand the carrot of new gear and new fighters should be a motivating factor, I'd like to suggest that giving new players discounts on the first 3 hero's hired would help them understand what I enjoy now--massive fights. Of course after getting to two squads your silver gain from items essentially doubles making the grind for more hero's less daunting. I was very fortunate to have many hero's given to me from other players but this won't be the case for most players. I understand the monetization model would miss out on some new player sales, however I feel that this will allow for people to give the game a real chance and meet the content that I have come to love.

On the topic of exploration and travel... It would appear that the quickest way to get across the world is to disband your squad and rebuild them at your destination. I'd like to recommended that squads be transferable with a cast time that is interrupt able via someone aggressing you, it just feels clunky as is in my opinion.

On crafting...it seems extremely inaccessible to the average player. Guilds all aim to hoard nodes...and killing the protectors of a node to nds to result in watching someone swipe up the resources you worked for. I like that actually, I find it crafty. But perhaps lower tiered resources should respawn in larger amounts(number of nodes) with lesser resources per a node. I feel this would make it easier for people to break into crafting.

More to come soon I'm sure. Thanks for reading.

Nice opinion on crafting ^^; more low tier nodes may be a solution to the current issue. But then again, once the game is more fleshed out and the activity levels of players are greater, there will also be more guilds fighting for resources instead of the same 3 guilds running the show. So it might change in that way also.

I could definitely agree on discounted fighters, as long as they cant be sold until they reach 100k xp or something, to prevent abuse. Agree on crafting too, good comments.

Giving new players free fighters after they've fought a few battles to begin a second squad is a really good idea. Going to implement it today.
This will let me introduce some additional tutorial information showing how to deploy a 2nd squad, and explain the benefits of multiple squads (loot and xp, etc).
Quick Travel for existing squads would be relatively easy. It just hasn't been a high priority since Recall / Redeploy "works", even if clunky.
On crafting, I started conservatively to avoid disrupting the economy. I'll run some numbers and see what I can increase.

Ozymandias
Giving new players free fighters after they've fought a few battles to begin a second squad is a really good idea. Going to implement it today.
This will let me introduce some additional tutorial information showing how to deploy a 2nd squad, and explain the benefits of multiple squads (loot and xp, etc).
Quick Travel for existing squads would be relatively easy. It just hasn't been a high priority since Recall / Redeploy "works", even if clunky.
On crafting, I started conservatively to avoid disrupting the economy. I'll run some numbers and see what I can increase.


Make some rescources stuck out in the wild (can't move them). Also, make them give a higher than usual harvest and replenish faster. Catch is they only give a few harvests and then despawn and pop up elsewhere.
Then give them guards so they aren't stupid easy to get and once you beat the guard and harvest it's announced in gen chat where the resource is.
Makes more sense to have to go out and look for something. If it requires time/resources to obtain then its worth more to people.

Ozymandias
Giving new players free fighters after they've fought a few battles to begin a second squad is a really good idea. Going to implement it today.
This will let me introduce some additional tutorial information showing how to deploy a 2nd squad, and explain the benefits of multiple squads (loot and xp, etc).
Quick Travel for existing squads would be relatively easy. It just hasn't been a high priority since Recall / Redeploy "works", even if clunky.
On crafting, I started conservatively to avoid disrupting the economy. I'll run some numbers and see what I can increase.


Thanks for responding!
As I've been playing some other things have come to mind!
I'm not sure if this is already a thing and I just haven't realized but at times when I am attacking multiple squads with multiple squads one of my squads is excluded because 1. Gear/Level mismatch 2. Not enough enemy Squads Instead of just being informed that a squad will be excluded and the fight starting, how about a confirmation screen? That way I can make the change and entire my desired squads into the fight.(when it comes to gear mismatch) As far as lack of enemy squads go I would love to see on the right side of the screen all the possible squads that can jump into a fight a start--at the moment I believe it only shows immediate squads on the tile I'm on--perhaps surrounding applicable squads can appear under them and shaded a different color? This would make decisions easier when seeking 12v12 matches.(I hear that in higher levels you rarely run into this problem)

Any npc except guards squad within two squares can be pulled in. Two tiles is also visibility radius for squads, if you can see it and it's not guarding, it will get pulled in, even if it's another faction.
Item mismatch / level mismatch is is a bit of a problem. Especially in PVP, if you have multiple squads deployed and they are different levels and you run from zone to zone, escorting node, it can get complicated. Underleveled squads get into fights with NPC, overleveled squads can't engage in PVP... What if at the squad tags (left top) there would be indicator telling that squad is too low lvl and will be attacked by NPC, or items are too high lvl for zone. Or maybe color tag itself, grey-red for underleveled, grey- green for overleveled, some other shade of grey if equipement is brocken.

Vorolea
Any npc except guards squad within two squares can be pulled in. Two tiles is also visibility radius for squads, if you can see it and it's not guarding, it will get pulled in, even if it's another faction.
Item mismatch / level mismatch is is a bit of a problem. Especially in PVP, if you have multiple squads deployed and they are different levels and you run from zone to zone, escorting node, it can get complicated. Underleveled squads get into fights with NPC, overleveled squads can't engage in PVP... What if at the squad tags (left top) there would be indicator telling that squad is too low lvl and will be attacked by NPC, or items are too high lvl for zone. Or maybe color tag itself, grey-red for underleveled, grey- green for overleveled, some other shade of grey if equipement is brocken.


+1

All good ideas, +1