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I went in there with a 75% full hp bar and no mana charms. Beat the 12 waves. Got the three prizes. Did it again in 5 minutes or so, got the last prize. It's cool, and I might do it again for fun, but it could be a little more challenging.
Thanks for the feedback on the new feature!
- Chris, for the Mages of Mystralia Team
I'm ok with that, it felt like an achievement, but if that's the end of the Trials then I'm a little underwhelmed.
(More generally: enjoying the game, beautiful scenery!)
As for the time, again to finish that quick you are late enough in the game that it becomes easy, but i wanna see you try to get all the rewards in 1 try (well 2 because you cant get the last reward on the first try) as soon as it opens up, without exploring the world to find the good runes. It isnt that easy then (you may be able to complete it but it definitely wont take you 5 minutes then), and obviously its going to be easy mid-late game when zia is a powerful mage harnessing a mastery of celestial magic, the most powerful magic and this is a challenge that the lore says many mages go to in order to relax (i think thats what the loading screen said). If the people much weaker than zia choose to use this as a relaxation thing then it cant very well be something nearly impossible for zia.
Although there is truth that since you've all been accustomed to the game, the trials of the mage might seem easier than it actually is like Elrohir said, we still think that it's important to keep our endgame players entertained and there will certainly be an added challenge in the Archmage mode. :)
Thanks as always for the feedback, it's a pleasure to read it all!
- Chris, for the Mages of Mystralia Team
When i went through i finished in about 8:30 on my timed try, and id say about a minute and a half to two minutes of that was me making a mistake and not realizing it (forgot to switch from a fire spell on fire resistent big goblins, couldnt figure out why they refused to die, im an idiot). The other reason that it took so long was that i like to mess around and play with my enemies. I normally run around in circles setting up a trap (rain creo) and let the people chasing me run into it. When thats done i individually beat down the guys throwing things at me, the whole time trying to dodge their friends attacks. Not the fastest approach, if i wanted to just kill everyone off right away it would be a lot quicker, but i have fun messing around like this and a giant room filled with progressively bigger enemies to mess with is a lot of fun, even if they cant touch me more than once or twice while im in there.
I used mostly the fireball that explodes with electricity... and made it rain fire, so yes I could dispatch many enemies with my firestorm. And as for making it hard for myself, why? I like to defeat challenges, not limit myself to make it hard.
I beleive if the ai ran from stationary spells (like the firestorm) instead of just stood in em, it would make the whole game harder.
And if you doubt the power of celestial magic in comparison to normal magic, remember that the first real boss (twiggs i think his name was) was considered so powerful to mages that they couldnt believe you really beat him. The fact that the trial is so much more difficult than him, and he was considered something worth atleast an adept mage, the trial is probably pretty well balanced.
Asking players to deliberately limit themselves for the sake of fun doesn't work. I don't recally the article offhand, but I remember reading something about it a while ago - some FPS developer built in a bunch of cool items and a single insta-kill one, and they discovered that their players complained that the game was boring. They removed the insta-kill gun, and suddenly it started getting much better reviews, with players saying it was now fun.
Telling people that if they think it's too easy it means they are playing wrong doesn't solve anything, it just annoys people.
how do you thumbs up a comment? verry well put.
Or is it the literally the game designers could not make it challenging?
Either train of thought is faulty... because they can make challenging puzzles or creative fights. And an invincible unstoppable player becomes boring.
The point is to make things challenging and fun even inspite of the characters flexibility. Being able to modify and change spells at will is a tough cookie to out program, but they can make it tough on the godlike zia.
Its possible to make things that are challenging for zia, and it can make sense, but for this, a challenge designed to test people who are way below late game zia's skill level, would make no sense if it was something only zia could accomplish. If it were something that a master of celestial magic has difficulty with then it would make no sense that this is a trial set up to test mages abilities and the better mages do this for fun. And if the time was near impossible to beat then that would be putting the mage who gives you the time at nearly as powerful in his prime as a master of celestial magic. Celestial magic has been established as way more powerful and amazing than regular magic and for a mage to be at that skill is ridiculous. If it were possible then the mageking would not have bothered risking (and losing) his sanity in order to learn celestial magic if he could be just as strong through normal means.
I don't know about you but i get invested into the stories and lore of games and i dont like when games break their own lore. Making the Trial of Mages a much bigger challenge wouldnt work lore-wise as it would be too difficult for mages and wouldnt make sense as something that tests mages prowes, that is completed by mages and is used for fun by the best.