Shiny_Underpants
Member
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Okay, since the Closed Beta update I have a couple of issues. The crafting system is fine, although as @megakyle777 pointed out above, without external knowledge, we don't know where to find the items. I can't play the game at the moment. It's too complicated, with too many weird farming recipes, for my casual tendencies. It's very similar to AQW- a game I really can't be bothered with. I don't have time for it to be worth it. I'm a casual player. I have too much other work. I have no problem with the crafting system, however it shouldn't have replaced the shop system. By the time you've farmed the items, you're already too high level for the item. Crafting only favors the heavy gamers- casual gamers have nowhere to go. Crafting is time consuming. Casual gamers are what you want to attract- die-hard gamers develop from casual gamers. I recommend allowing store-bought standard items, and having crafted items 'premium'- high sellback values, and better stats than store-bought items. Then the game is still playable before you reach the level cap. Quest reward items would also be nice. You don't really want people farming- the gameplay that's designed to be enjoyable is the quests, not the farming. Reward people for the aspects that are meant to be enjoyable- it's a game, not a job. The combat system is still clunky, as well as kind of dull. In 3D, you don't need a text popup saying 'Dodge'; you actually can enable dodging. The combat probably ought to be more integrated. The player has two controls; Buttons Movement At the moment, the combat only uses the buttons. The only way to make it more integrated is to utilize the movement as well. For example, the strafe keys might enable you to dodge attacks. This way, combat depends on items and skill, rather than just items, as it is at the moment.
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