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First of all, a lot of the speed bumps and out of place difficulty spikes are the result of half measure updates.
Lets take one of the earliest examples to show what i mean: Celestial leaves.
A long time ago celestial leaves where THE endgame, hence they had to be hard to farm.
Over time we got many updates, and with time catch up mechanics got patched in. Hence the celestial leave grind got 100 times easier.
The issue?
The remaining celestial leaf grind feels totally out of place, because it is. Heck, good luck explaining to a newer player why celestial leaves are even supposed to be so complicated compared to earlier leaves.
The same issue applies to BLC, tons of catch up mechanics got slapped on to reduce the BLC grind. To bad those catch up mechanics got so numerous that they actually out compete each other. In short: it's a hard to understand mess.
The dev did a good job at introducing new and somewhat interesting mechanics with his updates, and he took some care to lessen the grind earlier endgame roadblocks put in front of us. What he didn't do: flatten the old endgame roadblocks in a way that makes those roadblocks smoothly disappear. Each time a player hits one of those old endgame roadblocks stuff gets needlessly complicated.
Obviously over the years this was bound to add up, hence we have a bazzlion mechanics. Half of them even forgotten by long term players that have a hard time giving good up-to-date advice to new players... cause stuff might have gotten easier, but it has gotten hard to explain as well.
Actually taking care of those issues would require to straight up delete certain mechanics, and focus on those that just work.
Applied to BLC this could mean: deleting orb of BLC, deleting some of the BLC increasing shop updates, getting rid of auto-BLC, all while highlighting the use of offline BLC and +BLC and +BLC% modifiers on crafted leaves.
Clean up like that would make the game much better to fathom for those that start playing now. We don't need a hundred different ways to achieve the same goal, at least not in phases of the game that can be considered "early game" at this point.
Another fine example for stuff you have to know to understand (good luck finding that one out by accident):
Getting materials is actually super easy later on, you just use sand to brew random materials. This works because brew crit% and brew crit multipliers go CRAZY later on. And sand can randomly be brewed into sand as well. The result: you are always maxed out on all regular materials.
No i can't.
Cause one of the mods banned me a while back, for laughing to hard at someone that got banned for a silly (but somewhat understandable) reason.
Not that it really matters, because a) the Dev might not reply much here, but he reads the steam forum; and b) the discord community includes a fair chunk of newer players as well, hence those issues are surely already voiced out VERY loud and clear over there.
In short:
Cheesetor is certainly aware of what is happening. Doesn't mean he will do exactly what some of us here wish for, but he knows.
Removing orb of BLC would be painful since I used offline artifacts with gem trading and time skips to max it which helped massively. You can max it to e300 which hides the red coin shop if you have the option enabled. That's why it's weird the normal prestige doesn't get any higher than some <e150 something (x-X)
Materials I knew about, but still being in Soul Realm the tools are far behind so it looks out of place.
Quality of Life update for old parts of the game would nice focus. The endgame always keeps going even further so it can wait for a while.
I can agree with that. Before buying 3 damage upgrades was enough for whole floor and I bought 4 of them and can't finish 10th floor Bob boss (for whom I have many cards). And bear in mind that I already have most of new damage additions like the trouto pet and slap scroll. I have no idea which area of the game to now focus on.
I noticed that most of negative reviews for the game have his comments. I don't want to resort to that solution, but hope for some quick fixes soon.
Funny enough I had the same idea, but without turning already existing 3 stars into 4 stars. So basically a total reset. That would be painful, but imagine what the 4 stars shops would need to offer to make it worthy. Basically months of progress in some upgrades.
Programmable Bearo is the most upvoted feature on the Discord and has been suggested since the start of 2023, it would've been the feature to add alongside Gem Trade Softcap; and yet it didn't come, so we have a pet with Gem upgrades that's gets 200 Gems per hour, while manually a player can get that in 2 minutes.
But some things aren't discussed by the community even on Discord. Here's some that I can quickly think of right now:
I think Cheesetor really needs to stop for a moment and look back at early and midgame before adding any more features to late game. Ask the community (both on Steam and Discord) if anyone wants to take part in some testing and have people go from start to finish. Along the way they can submit critique or praise of different parts of the game and discuss it directly with Cheesetor. Maybe some will actually bother to rewrite both the Discord pins and the Wiki guide too while they're at it. But give the community an incentive to take part in the testing (like some sort of skin if enough people participate).
Major takeaway from this is that Cheesetor needs to engage way more with the community, not just when it's critique. Being a solo dev is hard, but it's even harder when the community asks for one thing and you do another.
The official reason I saw is for the Steam Cards. Now, it is Steam fault for not recognizing DLCs as paid and doing so for MTX, but that's not the reason to drop regional pricing. Nature pack I can skip, but Dice pack is so Overpowered that not a single of other DLCs comes close. Just the fact of 10 dice slots and 1 epic die daily makes this OP.
Also, the DLCs themselves are a topic for a discussion since they are overpriced. You can get up to 200-300 gems in 2 minutes but a gem pack costs few dollars. They should be reworked.
Yeah, now that I look at it, Dice pack also sounds OP; thankfully I didn't reach a point yet where it's as influential as Nature, but damn 10 slots.
Gem packs, imo, are moreso an option to support the developer than to get an actual boost. Although some new players could buy them thinking it's a great deal, which is iffy.
Other packs - yeah, Borbventure and Cards packs don't even come close to how good Dice and Nature are, but are priced the same.