Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
But honestly, it doesn't take long to get all the talents. After that, the stars are really only good for buying tower packs to use to get the towers you're missing or evolve the towers you have.
I need like 2500 coins to get my upgrades and it is really annoying to get like 140 silver per medium mission.
I was in a similar position 2 days ago. I was easily destroying the random Medium levels and couldn't even finish the first few waves of Hard. But yeah you do need to grind a little to get some silver and cards. There is no getting around it.
It definitely is harder starting out and gets easier when you get decent towers. My advice stick with it. Get as far as you can in the story and once you can't beat the story grind the randomly generated maps at that point.
Just out of interest what towers are you using and at what mission are you on? This is all pretty fresh in my mind as I only started playing about a week ago.
We took daily rewards and three currencies (XP + silver + stars) from f2p games.
It seems kinda odd for me to go for such mechanics if you have a fully paid game.
You would rather have a short game or have a game that artificially inflates game play time by stacking on more waves or ridiculous challenge modes that do stuff like doubling wave spawn size?
Admittedly, the gold stars could use a bit of a boost. I've mentioned before that their scarcity is the number one contributor to the F2P stink of which the odor manages to linger. However; the experience building and upgrade purchasing goes a very long way to making the grind and replayability of the game fun, because for a long period of time you can set and fullfill real goals by achieving upgrades and strengthening yourself to challenge harder and harder levels.
Compare that to Defense Grid, where -- though the gameplay is admittedly quite good -- other than the short story mode, there's really nothing the game offers you other than hunting for medals or leaderboard ranks or completing certain non-unique, rehashed challenges. All of those require grinding a single level until you master it inside and out and bend it to your will, or you can just replicate what's found in How-to-play videos. (Seriously; there are entire galleries of videos on how to gold star everything in Defense Grid; it's borderline ridiculous.)
In contrast, Prime World Defenders doesn't place most of the additional grind at the end, but smears it out over the game's actual length. Add to that the randomized nature of the card system making for playthroughts that are semi-unique per person and you're looking at something that offers a much more coherently lengthened gameplay than some simple tacked on challenge modes could give
Also; the card collecting aspect speaks to a certain subset of the gaming population that has OCD tendencies regarding collectibles and min/maxing, which gives those people something to do as well. (And speaking of OCD collectibles; I really wish those Steam achievements would finally be fixed properly...)