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Rapporter et oversættelsesproblem
Here's the exact line :
**Each field will have a Trial mode, which will be very similar to vision fields from GCCS, meaning, available skills and mana will be set for each trial, regardless of how far you have advanced in the game, putting you to challenges you can’t hack by getting to wizard level 1000. Precious loot such as skills and unique talisman fragments will be obtainable by winning trails.**
**Precious loot such as skills**
Source : http://gameinabottle.com/blog/2019/03/gcfw-dev-update-chapter-map/
Unless it get changed, we will have to deal with trial fields for the first 10 hours or so just to unlock all the options, with no regards to progression in the meantime....for a game all about progression.
I for one very much disliked the tome chambers. Forced me to change my newbie strategies and often get less exp than i normally would have. It caused me to replay some of them just to squeeze more out of it. That it didn't matter much in the grand scheme of things, i wasn't aware of yet.
Having to play Trials to unlock skills and other rewards could be a good or bad thing, we simply won't know until we try it for ourselves. Keep in mind that there is probably no way the whole map is unlocked from the start, so you won't be spending the first 10-20 hours beating all Trials before you really start playing. The way i imagine it, it would be "trial, normal field, trial, normal field, trial, trial, endurance, normal field, normal field, etc". It would force you to actually play the Trials along with the regular fields, which could be fun. In GC:CS I'm lvl 29k and i haven't done half the Vision fields, simply because it's not worth the effort. But again, that's just speculation on my part.
The developer knows how much we enjoyed his previous games and the reasons why. I trust he'll make the new one just as fun.
It all depends if trial fields can unlock other levels or not, if so then yeah might has well get it out of the way right away, meaning a *grind* wall when you start out...until you complete the base game, then replay the game with the actual progression in play once you're done.
If not, we'll need to beat the same map at less twice to not only unlock the next level but also for whatever reward the map gives... it's much worse that the tome chambers since at less you could unlock all you need by just playing the map once, also your progression actually helped with this.
I'd not say that it would ruin the game, but it slows down the early game quite a bit... and unless the difficulty is toned down compared to other vision fields, (Forced to enrage early waves and saves mana to banish monsters for 3-4 laps at the last wave, since you need hundreds of hit to kill a single mod, with no room for creativity or mistakes...then prey that you don't have too many bad damage rolls on your gems.) those fields will be extremely rage inducing to play.
I just hope the difficulty is much lower(At less for those that unlock skills/gems, the rest i won't care), since it's no longer optional.
It's been a while since i played, but i believe Vision fields can not unlock other fields. I don't see why Trials would be any different.
Vision fields have always been different from the rest. I expect Trials will be too. I agree that having to beat the same field twice in this fashion would be counter-intuitive, which is why i expect it will work a little different. There are many imaginative ways to make it a fun experience.
Unfortunately we just don't know enough about how it's going to work yet.
Either way, even if it works exactly as you fear it will, the odds are I'm still going to have a blast with the game. I'm especially looking forward to Endurance.
I've shared the same concerns with the dev on facebook, and he ways these will be easier.
And worst case you can always look up a solution on youtube, given the quite deterministic nature of the game, if you do a certain sequence of actions you are guaranteed a win.
The difficulty is not the only thing that bothers me, but also that you can't really ignore them.
With that said, i can't wait to try endurance mode in this game, since the lag problem will be gone.....hopefully.
There may be a diffirent way to unlock some skills, gaining skills(at all) from trials doesn't nessecerily mean that ALL will be gained this way, same for talisman fragments.
As long as it will be possible(even if actually harder) to just beat the grindable mode without much trials, I wouldn't mind. Neither would I if their rewards fueled the late-game.
With <metal> Wizard I hope it's obvious it'll require at least some of them.
Don't tell me you want to set a whole field up with absurdly quickly firing lanterns that reach barely less than the entire field.
Maybe, at less for experiment purposes, but that won't beat the good old 8 amplifiers buffing the kill gem.
If the lantern skill can buff the range (even just a little bit) then a lantern with 8 amplifiers might give it the range to cover quite a bit, if not I'd wager that slow and armour gems will be much better in lanterns that traps.
Who knows, maybe even gems like poison will be viable for late game, would be nice to have them viable for endurance runs, maybe placing them in a lantern right after a mana farm could work wonders.
Ah...that's too bad if true, but i think the actual limit is how many of those you can build, not the numbers of enemies it can hit, unless that info was posted on discord or twitter that is.
.
Even so, you still get a consistant effect that can affect most of the map(now that we know skills can improve range), unlike traps that only cover about 3 squares..
Might not be great for a mana farm since the lantern skill don't improve the gem specials, but it should still be userfull with a 90% slow blue gem for example.
Lint to image: http://gameinabottle.com/blog/wp-content/uploads/2019/07/gcfw-20190731-skills.jpg
Link to post: http://gameinabottle.com/blog/2019/07/gcfw-dev-update-battle-modes-and-traits/
My guess is they became the building you can place anywhere and not give a thing about where it will reach, 'cuz it'll reach everywhere, even from corners.
I'd rather take the bulding limit over the target limits myself, but i'm not the one making the game.
Quite a harsh limit, i hope i'm wrong but i really hope it's not *Overbalanced* due to the fear of the dev of it being too OP since it usally ends it with something so weak it's not worth using over other options.
Since improving the lantern skill don't even improve gems specials, i fear that it's gonna be useless for endurance runs, unlike traps that does scale. (Unless it's changed)
I just hope it have a use for endurance runs, otherwise it will probably only be used to slow down enemies and nothing else.