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More seriously, though, I liked just about everything you said here so I want to give you some specific responses on a few points, while the rest of it is logged for bug investigation!
You're completely right about the guide/tutorial! With that in mind, it will definitely be a lot clearer when we implement our FULL tutorial rewrite! This is just about done being written, just reviewing it and making sure we got everything this time around before we get to implementation. There's several things that we, honestly, just flat out forgot to mention in the current tutorial. 100% our bad!
Interact button sounds good! Whenever we implement fully customizable controls, I'll make sure to sneak that in!
Sounds were an ongoing topic behind the scenes. Sadly we had limited resources in order to get them to a quality we wanted them to be! That said, it's something we would like to fully expand on in the future, so it's good to hear feedback that at least someone else wants it!
Great thought with the prefix/suffix name. Would reduce some of the monotony of the current system and prevent repeats from happening as often!
Many more cosmetic options and customization will be coming in the not too distant future, including recoloring choices.
Logged all that feedback with the camera and movement! Funny thing I will mention is we used to call it the Merchant 'Bag' and made it B to fit that! However, will certainly be able to remap keys to your hearts content soon(ish)!
As much as we do want to increase performance with the game, there is still a decent amount that we want to fix, add and modify in the current state! Including a TOTAL UI overhaul which will drastically change visuals, functionality and clarity. As a result, and since we do have such a limited team, we wanted to finish all that up before diving into performance to prevent having to do a performance pass again later on. Rest assured, though, it will DEFINITELY make its way into the game as soon as possible!
All that aside, I cannot express how much we appreciate the feedback and the kind words about our game! We have been loving it for so long behind the scenes before releasing and we so much hoped that people would see what we are aiming to do with it, despite some of our launch issues! I promise we will keep improving and expanding as time goes on!
Anyway here's more ramblings lol.
Bugs:
-Giving a hero any dungeon order in or past area 2 kept giving them the Tawny Mine order lol.
-Level 8 Hero got stuck "Looking for Group" at the crab dungeon, which is a solo dungeon. This happened quite a few times.
-Had 1 crash to desktop on the title screen while it said "loading". Honestly less than my PC gets with most modern games anyway so don't worry too much lol.
-Honestly the game's not that buggy at all tbh. Well done :D
Suggestions:
-I don't like the researching as it currently stands!!! As it is you just have to bring it up every minute or so and click research. There's no queue or "research whole level" button. If I have 2k monies but low research it's a lotta clickin' and a lotta waitin'. But if I could make 1 request here it would be, research queue please! Or just make each level 1 click, 1 wait, and 1 payment (...Wait that's 2 requests haha~)
-There's no custom amount crafting, and there really should be :D I had 400 woods, don't cry for me - cry for my index finger (anyway I had to click 200 times lollllllll)
-"Grind" order. Set your officers to go kill mobs repeatedly to level up, best if automated to
scale for whatever level they're at. Bit micro-ey to level up newbies when you're level 20ish.
-More reason for the player to leave the starting town. I walked around for a bit and couldn't find anything at all to do out there.
-Better progression scaling on favors. I know you can cancel these for no penalty, but the second favor I got in my new file was for 160 of the purple fish, which is an absolutely inconceivable amount of fish for my level 1 fishing lol.
Addition ideas (kinda wishlisty items from me personally that fit the theme imo):
-Hero Market: Heroes Looking To Buy certain items, where you can fulfil for more gold. Usually high tier crafted stuff or rare drops. A bit like vendor favors, except they actually equip and use the item.
-Hero arena where you can bet on nonlethal PVP matches, maybe?
-Hero guilds/clans functionally for heroes to get groups better but also just seems like a neat flavor thing.
Major Suggestion:
-Managing one shop in one town (when you guys have built this whole world!) seems a bit iffy. I would recommend every town having an owned shop that upgrades with gold and/or resources, rather than upgrades being tied to level. It'd make a lotta sense for when you guys bring in automation, if you ask me. I wanna see the world but there's currently no real reason to.
-Coupled with multi-shop suggestion above, a portal in each town that allows heroes and you to fast travel (or whatever lore-friendly fast travel method you'd prefer)
To reiterate, I think your game neat. Thanks for making it ❤
Without going into too much detail here, completely agreed with the current state of Research! This week I am spending a LOT of time on how we can go in and refine this system heavily, and also coupling that with a lot of crafting additions and enhancements (plenty of new items to craft, including very powerful chase items and large scale compound/materials!) and things like the multi-crafting option as well to craft many with a click or two. Just generally diving really deep into the crafting system as a whole, including the research aspect, to make it a lot more interesting and a lot less tedious!
Favors I completely agree are a bit underwhelming resolving the very large Favors. We will make those better with exponential reward gain based on the size of the Favor to make them more appealing! Also one thing to note, we want to make each NPC that gives you a favor have a sort of unique theme to them. Right now we are thinking things like each will give a gold reward option, and each will give a research option (note that this is AFTER the research gets a lot better!) but then that third reward will be a unique reward from each NPC. Collector Jones right now gives that Mass XP for example, but we want to include other unique options as well, for another example, one will also give a Guild Missives so players can recruit more Guild Members!
Now, your suggestions!
We do have several reworks in mind to make the world heroes a little more gear driven as opposed to being task driven. Essentially what that means is, right now a Hero checks what they CAN do as opposed to what they SHOULD do to get upgrades. We want to stop them from blindly wandering into content beyond their power just because they match the hero level to do it. This will change a lot of the logic of how they work, and will make systems like that hero market work GREAT!
PvP is absolutely on the horizon! I want it to be just very hardcore, playing for death and keeping all the gear of people you kill, buuuuuut I'm being told we should at least have a less formal skirmish mode where people don't permanently die. I GUESS I can live with that. haha. I just love how intense the PvP leaderboards would be with permadeath also being a factor! We'll see!
Definitely a lot of changes on the way for the guilds AND the group creation! Right now it is taking way longer than we like for people to get these 10-man or more groups going, so we are going to be introducing a "Custom Group" feature which will essentially allow you as the player to send an officer to a Dungeon, make them a group leader, and choose who (from the entire realm if they are appropriate level) may join the group. This will allow you to choose tanks, healers, dps and everything to fit what it is you want to be in the group, and the moment the group is formed, everyone heads over instead of lollygagging around doing whatever they feel like. Buncha punks.
We LOOOOVE the idea of a multi-town management type of system, and absolutely have plans for that on the way, as well as several interesting (we think) plans for things that will encourage more exploration! Not sure if you've happened across it in my ramblings elsewhere on Steam, but the portion of the game you are currently playing in is only the second half of Chapter 1! And we have...uhhhh...twelve (holy) chapters planned before we are "done"! Plans could of course change, but as of now this is going to be a MASSIVE Realm! Of course, the big challenge there will be the pacing, but we have a lot of ideas for that, too! We have a lot of "end game" ideas as well, so locking those all behind a 400+ hour campaign sounds awful!
Thank you again for all the feedback and the kind words! This is such a dream come true for us to have so much positive energy coming our way despite the initial shortcomings on the release state! We simply cannot wait to share with everyone the final vision for this little game of ours!
-Attempting to claim milestone/achievement rewards and reward packages in the inventory returns a screen that says "YOU RECEIVED" but there's nothing there lol. Saving and quitting the game fixes this.
-Opening a customer interaction panel by walking close, and then walking away from them, will cause them to move positions (they should probably stay where they are lol)
-Made a dungeon quest (Tawny), to bring back twill and forest linen. When hitting post, nothing happened. Finding it in the quest book later, it says "requests items: " and was blank, BUT, didn't say "None" like my other quests.
-Not 100% sure, but it looks like closing the shop without assisting the waiting customers will still count towards the assisting customers milestone lol
EDIT: Confirmed 100% sure, this is indeed happening <3
-For the assisted chapter 10, I was able to claim for completing the rite of mourning before any heroes in the world had actually completed it.
-Sometimes, pressing "accept all" on a customer will do all nearby customer's requests as well, sometimes it won't.
-At the stage I am currently at (lvl34, 60 heroes, 4 officers) there is critical slowdown when crafting items; clicking to craft locks the game up for about 6 seconds. Now consider I need to craft 100 tin bars one at a time and cry for me ;-; lol.
-Research, with its track record of giving me nightmares, at one point got entirely stuck (clicking to do 175 gold research did nothing. On all the pages). The only way to unstuck it was to complete a favour and choose a research reward, which then completed the research and unstuck the system.
-Is research SUPPOSED to start at -80%ish research and then continue into the positive percentage. If so AAA why. I know you guys have a research rework in the pipes but it can't come fast enough, this system gives me nightmares lol.
-Opening research and minimising the window makes an "Economy" plus box up the top right, but clicking the research button does nothing. It should open the research window anyway since it took me a while to realize what was wrong the first time.
-Edit: Found another bug. One time when opening the rewards chest, clicking to transfer all slowed the framerate down to an unplayable amount. Closing the menu restores the framerate, but resuming transfer borks the framerate again. After a certain point, it resumed pulling resources as fast as it usually does and fixed itself.
-Unsure if bug, but sometimes an officer will get the "return to barracks" command, and the X is greyed out, even if their energy is like half full, making me wait for them to return before sending them out again.
-There's a rest at nearest town option when you press rest on an officer hero, but it does nothing (you probably know that lol)
-It doesn't actually list hero power anywhere on the hero stats screen from what I can see. It probably should, somewhere, given its important role in mid game dungeoning, and in the case it already is there somewhere, it should probably be a bit more obvious.
Edit: I've found it; it's called "Combat" in this screen, "Power" on the officer hotbar, and "Gear Score" in the All Heroes menu. You should get this stat named the same thing across all your menus or people will get confused.
-There was a favour to hunt foxes but seemingly no way to just go kill foxes, so I just had to wait it out lol.
EDIT: I found out you can just click them and assign an officer, egg on my face! Lol~
-I sent all 3 of my officers from the Barracks to Hallow's Fall with the intention they would do the dungeon together, using the quest menu and assign all. 2 got in with another party, and and third just had to wait :( If you send using the quest menu assign all, they should probably queue together (or at least not split the party!)
-4 quests probably isn't enough for the whole game :O There should be an upgrade line for the quest board. I'd like to issue low level quests to my new heroes, but the most efficient method is to just put the average hero level solo dungeon and Tawny up, as well as a gathering quest for whatever resource you need the most. Not much experimentation to be done with only 4 slots. Also this is probably roadmapped but needs a 'hunt monsters' quest for solving those favours in point above
-I can fit 5 customers, but I've never seen 5 icons under the shop queue notifier even at 5/5. If 4 is all this menu fits, I'd recommend putting a little + icon to show that there's more than what's shown. These icons are important 'cuz they show what the person wants to do at the shop but it's also the only way to know WHO wants to actually interact.
EDIT: I noticed you can scroll this UI, so I guess that's fine :D A scroll wheel might benefit it's readability.
-Customers who are making a transaction should have a conversation and/or gold coins icon above their head so I don't need to rely on the left menu as much.
-This is a bigger one but King coins should probably be rebalanced a bit. On my first 3 weeks I only received 5 coins for all, and the player would probably feel more rewarded if this was more evidently gradual.
An easy cop out is to make the price for rewards way more expensive, BUT hand out more king coins in general, therefore not changing anything but the player FEELS like they're being more rewarded when the king coin number increases. Give me that placebo right into my veins plz and thankyou lol.
-The "Guild Heroes" screen should say their class and speciality here, because when I'm sending out missives I don't want to overlap specialities, and clicking every person individually is a bit of a chore!
-I have plenty of heroes level 10-15 and nobody has even attempted to gather a party for Hallow's Fall or Rite of Mourning yet, and I ain't gonna do it cuz I just know the guy will be stuck looking for party for 47 years so I'm just gonna level some officers to do it lol.
Edit: This appears to be based heavily on power levels now that I've done further research AKA playing the game more lol. Heroes are regularly doing Hallow now, but I've still yet to see anyone go for Rite of Mourning.
-Snickersnee Retreat gives way too much experience. I got a guy from lvl 10 to 18 in like 20 minutes by just repeating it; since it's level 10 solo it should really slow up exp return at about level 14ish if not earlier.
-You're probably aware, but the magnifying glass icon named sites on the map don't appear to do anything, and if they do, I can't figure it out.
-Uhhhhhhh can we get a Twill gathering zone in the first or even second area, please!!! It's an early game resource but I'm needing to grind all of mine off dungeons, whereas I have thousands of the other 2 (tin + fir).
-Some more feedback on the fish squish screen is necessary. Like a bar that shows you how far til your next essence, and a preview that shows how much your current select amount will fill that bar. Right now it's just trial and error.
-I still don't know what a star coin is for but you bet your britches when there's a use for them, my 361 star coins are READY AS HELL lol. On hero screen, "Use star coin" does nothing (you probably know lol)
-Research kills me, i cry every time lol. Even in the first digit tiers of research levels, there must be dozens of click-wait-click-wait cycles per level. I know I mentioned it above but my suggestion would be to rework this asap. I am way more concerned about the click-economy and time penalty than how much gold it costs me. At the very least it needs a queue; it's the only thing I would say I 'actively dislike' about your game (which, apart from that, is baseline vry good) ❤
Hope this all helps. I'm really looking forward to seeing what this game is gonna turn into, cuz it's already neat as heck.
After unlocking the 5th region (whatever one is after Rite of Mourning), I saved and quit the game because I couldn't claim reward packs from inventory, which usually fixes that particular bug.
Now, I'm on the menu screen and tried to load, but it seemed to get stuck on "Loading". So I restarted the game. I have been looking at "Loading" for over 10 minutes now. It appears that I either can't even load the game anymore, or it takes a rrrrrrrreally long time.
Edit: It's been 30 minutes now and I'm considering my save file a lost cause ;-; GG, Merchant's guide to the kingdom 😭
Each new region unlock was incurring a fair bit of slowdown, especially for crafting menus. But now it appears I can't load the game at all! I'm almost positive that deleting will allow me to play, as it's probably a file bloat issue.
I know you mentioned above that you're not focused on performance right now, but if some people aren't able to progress at all past a certain point, that should probably be looked at. If it's just me I guess don't worry, sucks to be me I guess lol.
Either way, still love your game. Can't wait to see it grow ❤
I want to apologize for this response taking so long to reach you! We had an unfortunate event occur that pulled us away for a while, but back in action and I wanted to give you a proper response!
Just to broadly address your bugs, they have each been added to review and we will definitely take a look at getting them resolved! A few things I wanted to specifically address, though, particulary for feedback purposes!
First, we had initially started with up to 10 quest slots (instead of 4) and it ended up being quite the chore to manage. We like the idea of upkeep and things you need to pay attention to, but that one felt a little bit odd as it ended up basically being "Activate all gather quests, and then rotate dungeon quests accordingly" which did eventually take strategy away from the "What quests should I have active?" question. That said, we have a Merchant Talent Tree system that will make its way through the pipeline, and are thinking we will have a talent path you can take there which will allow for more quest slots to be available should you decide to specialize that way. Sound like something that might be interesting enough?
Definitely noticed the Snickersnee imbalance, but instead of just outright nerfing it, we are going to balance the game a little better for Group Dungeons. This comes along with a Custom Group system which will allow SUBSTANTIALLY easier group creation possibilities! This means that while you may still farm Snickersnee if that's your preference, it will be nicer, easier, and more rewarding for group dungeons to get put together instead, making the options a little easier to work out.
Quickfire notes:
-Twill is getting buffed soon!
-Magnifying glasses are "Points of Interest" only (lore stuff), but we will update the UI to make that more clear!
-Small change coming to fish squeezing, but much better overall UI a little down the road as well!
-Star Coins increase the star ranking on heroes (From Guild Panel) which gives small stat boosts. Though essentially, it's a precursor to a much larger system on the horizon! Though, 'Use Star Coin' should be allowing you to grant the coins to a hero of your choice and they should be receiving more XP for their star ranking. Will check on this to see if it's bugged!
-The dreaded research system! That is slated for a fix in our nexst big content patch! Next week or two you will see massive improvements to Research AND Crafting around it!
That's super unfortunate to hear about the loading screen bug! I know I am late, but i wonder if you still have that save available? If so, I'd like to take a look at some of your local save files and try resolve this! Please let me know!
Also, in temrs of performance, I want to clarify that while we do have the major graphical performance increase coming down the road, we are going to consistently be adding smaller things to help increase performance along the way! Including features that handle large quantities of items and heroes better. Things like that!
Otherwise, HUGE thank you for all of this! Every single bit of feedback is so massively helpful to us, as well as the bug reports and even the random things like not knowing you can just send heroes to farm foxes. It means we didn't relay that information to the player properly and is equally as helpful! We cannot express how much we truly appreciate this, and can't wait to get the game to a point where we are able to have all bugs fixed and just be pushing out the content!
Do you have an email or somewhere I should send the file to, or should I drop it over discord!
Also glad some of my ramblings are helpful, lol, still looking forward to future updates.
So, these steps would be amazing if you could!
If you navigate on your pc to:
c:/Users/(your pc name here)/AppData/LocalLow/Bearplane/Merchant's Guide
Locate the files:
Player.log
realm0Player.json
realm0Quests.json
realm0Dungeons.json
realm0Units.json
and email them to floydtr3@gmail.com - That would be extremely useful and provide insight on what might be causing some of these issues you are experiencing! Of course if it is too much trouble no worries! These files make a large contribution to tracking down what issues certain players may be having to help us stop them from happening in the future.
Thank you for your willingness to continue the conversation! Hopefully our next big content patch (next week or two!) will be enticing enough to try out. Otherwise, we have pretty quick plans over the next month on things we are planning to implement that will improve so much with the game. Keep an eye on the Community posts! We will definitely post major patches there via Steam.
Are you close to pushing out that update with the revised tutorial? I'm on the fence about getting the game until it's done.
I've sent these now :DDD
If it works for you it's just my PC, which I accept lol.
Hello! Apologies, I missed this comment initially. Just wanted to let you know, we do have our Tutorial revision coming in our next patch. We are aiming to wrap up all the other stuff coming and get some testing done today and, barring any other delays, releasing the tutorial patch tomorrow evening. Will post on the community board once it's out!
That said, you mentioning the idea of PvP based invasions, and even other hero invasions, sounds awesome! Absolutely something I want us to look into. lol