TRADESMAN: Deal to Dealer

TRADESMAN: Deal to Dealer

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This game have problem with power scaling. (mid/late game)
after I play this game for sometimes I think I can tell how dev didn't know how to scaling the power level on mobs enough in mid/late game. I doesn't mean the early game because you can make some mistake and just restart your run but the mid game that when you have many rare/epic units combo with max level but can't win against some lv9 encounter because they roll all epic/legendary mobs in every unit. and even worst when they got buffed like crazy with those item you're carrying for sell especially armor that make them at least 20% parry dmg (and it really bad when they roll those 20% many time in a row and cause your lose).

I think many item you bring to sell make you can't play in normal circumstance at all. that's all you need to do is force quit (alt+f4 always do the trick) and hope for next mobs roll will be better and these process isn't fun at all.

If dev read this post pls try to balancing your item mobs buffing and pls let's us left some quest item inside those boxes instead of carry all of them with you and make enemy stronger until you can finish them because it will make you don't want to do the quest at all.
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Showing 1-7 of 7 comments
The problem with such complaints is that players want to carry all possible goods in maximum quantities.
The possibility to fill the inventory with goods does not mean that it is necessary to do so. The player regulates the difficulty of transportation himself.
Unlike opponents, the player's squad includes five mercenaries and a merchant with skill trees and strengthening items.
If you cannot complete the quest for transportation, it means that you do not have enough strength. There are no mandatory quests in the game, failure to complete which will stop the gameplay, so indulging the desires of some players to balance all quests the way they want (first try, one hour of gameplay to complete the whole game, etc) is not our goal.
something like this should not be roll at risk lv9. it's absurd.

https://steamcommunity.com/sharedfiles/filedetails/?id=3430975703
Originally posted by Zeion:
something like this should not be roll at risk lv9. it's absurd.

https://steamcommunity.com/sharedfiles/filedetails/?id=3430975703
I think you are carrying the product "Honey" with you and you are not reading its description. :sklsm:
Originally posted by Zeion:
something like this should not be roll at risk lv9. it's absurd.

https://steamcommunity.com/sharedfiles/filedetails/?id=3430975703

學到一招了~原來要貼圖~直接貼截圖網址就會秀出來了~
Originally posted by Zeion:
after I play this game for sometimes I think I can tell how dev didn't know how to scaling the power level on mobs enough in mid/late game. I doesn't mean the early game because you can make some mistake and just restart your run but the mid game that when you have many rare/epic units combo with max level but can't win against some lv9 encounter because they roll all epic/legendary mobs in every unit. and even worst when they got buffed like crazy with those item you're carrying for sell especially armor that make them at least 20% parry dmg (and it really bad when they roll those 20% many time in a row and cause your lose).

I think many item you bring to sell make you can't play in normal circumstance at all. that's all you need to do is force quit (alt+f4 always do the trick) and hope for next mobs roll will be better and these process isn't fun at all.

If dev read this post pls try to balancing your item mobs buffing and pls let's us left some quest item inside those boxes instead of carry all of them with you and make enemy stronger until you can finish them because it will make you don't want to do the quest at all.

I very much disagree. The scaling is quite nice - thought the same thing about the legendary bears when I encountered them on a danger level 5, but that's just because of honey.

I will say that the quick battle is far too weak. Currently I can do a danger level 18 route, but my quick route can only handle a danger level 4. This is far too big a disparity, and having a quick route more in line with what you're capable of would be a very welcome addition.
Originally posted by Chad Power:
I very much disagree. The scaling is quite nice - thought the same thing about the legendary bears when I encountered them on a danger level 5, but that's just because of honey.

I will say that the quick battle is far too weak. Currently I can do a danger level 18 route, but my quick route can only handle a danger level 4. This is far too big a disparity, and having a quick route more in line with what you're capable of would be a very welcome addition.

Hey.
We added quick battles only for skipping the easy roads when cart is empty or so, because players asked for ways to bypass easy roads. The balance may be shifted in some other direction, but not much. We don't want the game to go through quick battles.
Basically, we added some information under the question mark in quick battles, I thought it would help to understand what quick battles are for. There aren't even any rewards there.
Originally posted by AZAMATIKA:
Originally posted by Chad Power:
I very much disagree. The scaling is quite nice - thought the same thing about the legendary bears when I encountered them on a danger level 5, but that's just because of honey.

I will say that the quick battle is far too weak. Currently I can do a danger level 18 route, but my quick route can only handle a danger level 4. This is far too big a disparity, and having a quick route more in line with what you're capable of would be a very welcome addition.

Hey.
We added quick battles only for skipping the easy roads when cart is empty or so, because players asked for ways to bypass easy roads. The balance may be shifted in some other direction, but not much. We don't want the game to go through quick battles.
Basically, we added some information under the question mark in quick battles, I thought it would help to understand what quick battles are for. There aren't even any rewards there.

I think no rewards is nice. It's only worth it to skip battles when they aren't a challenge and the rewards aren't worth it either. But that is the case through a chunk of the mid game. It would help with some of the grind to be able to skip battles that provide little reward and no challenge.
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