Thea 2: The Shattering

Thea 2: The Shattering

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V for V Apr 23, 2019 @ 4:12am
I guess, it is too late.
But regardlessly, i have some suggestions or feedbaks.
First of all, have you ever think about making some factions only related with specific gods.For example, forest demons are only available for Dzivenna or night demons are only for Horz. Also some gods could make a bit faster friend with specific race. As an example, when we choose Dzivenna, we could be faster friend with elves but slower with dwarf. For Svarog : faster friendship with dwarf but slower with elves.For Horz: faster friendship with goblins but slower with orcs. For Zorya: reverse Horz. You get the point, i think. It makes our choices more tactical and progressive deep, even from start.
While we're talking about factions, some of them should be choosable. In god selection screen for scavengers and stingers can be selected as a neutral card. As you know, for some people , their recruitmens are a bit weak. But my suggestion is not limited with that. Also for stingers ,as an example, when we reach 100 points in friendship with them, we can get the option, recruit queens( spider and bee). When we interact their town, with a sentence, " When we are real friends, even our queen might serve your cause" game can inform us possiblity of this option. Ofcourse other recruitmens options are same as before.For scavengers at 100 points, a scavenger witch.But, for gameplay depth, every recruitmen get down 10 points our friendship with related faction and if choose queen or scavenger witch, it will get down 40 points in friendship with related faction. This mechanic definetly should apply for every faction. If we keep giving examples: for goblins, shaman -20 and others -10; for orcs Bloodtracker -15, others 10.For the logic when recruits some from the faction, we actually lose a supporter in the faction and it makes reduction in faction friendship.If you take the queen of the nest or witch of the tribe, there will be heavier consuquences. I think you got the point. I'm sorry , i want to give some examples about other side factions but their appereance is rng and i'm so unlucky, that have chance bumping in a polar bear in desert. I dont have much information about them only, main races.Ofcourse for this suggestion, our progress must be supported by more faction friendship related quests. I think, it could give us some motivation for our gameplays. Also some players does not want their recruitment chances waste for "useless" characters.By that, they can go for Queens or usefull scavenger witch, ofcourse after a bit sacrifical progress.

Let's talk about crafting:
I have suggestions about making crafting " a bit" less tedious.As an example, let's go for mithril. If i resarch steel, i can get from 12 steel to 2 mithril by 200 points crafting.But when i resarch steel AND gold, i should get from 12 steel or gold to 3 or (Lets go crazy) 4 mithril by 200 points crafting. But if i resarch steel, gold, silver ( i mean all tree way to mithril), i should get from 12 steel or gold or silver to 3 or "4" mithril by 100 crafting points. For t5 or t4(syntesized) metarials, you can reach them from one branch but eventually you have to open both branch anyway. It should also be 6 related mat + 6 related mat = 3 high tier mat by 200 points crafting, when we researh both related branch. 2/1 ratio is sutiable for t5 materials because we already suffer in previous step. I think, it could give us some ease by random t2 resource gathering outside of village and crafting in general.
!! Please stop saying for t5 mats: " You don't need them. They are for post end game." You should hear yourself first.If it is in the game ,i should have possiblity to reach them. I should not be blocked by tediousness. If these mats are meant to be for DLC, they should put them with DLC. And "for post end game" Ha!!!! Really,Does it sound like offering masturbation right after sex?I can't argue something, i don't understand so I have no words who defend the blockage of high tier mats.
Moving on. Pets.
It is not easy encounter with a high level pet except Wraiths and dogs.Have you ever think about " pet upgrading rutials". They will work like replace idol rutials. For tier 3 = level 3, t4 = lvl 4, t5 = lvl 5. You know the mechanic: putting in primary layer high tier resources,Secondary layer some food.In that conclosion, it will be better if you make some tweak for lvl 5 pets for worthing rareness of t5 mats.

Weak suggestions:
As we've all known, rutials have weakest progression of the game.Here my suggestion: upgrading or adding skills by rutials.I know, it has been vocalized before.But my offer is not apply for all skills. Only gatherer and crafter,even not master gatherer or master crafter.As we know, these gatherer and crafter skills are not challenge related.I mean , upgrading or adding these skills will not break the game, just help to ease our gameplay.But if you feel necesity of some restiriction, you can make these rutials exclusive for specific god.Maybe gatherer rutial only Dzivenna, crafter rutial for Svarog.I hope, i am not getting prig with these suggestions. About rutials, for example, if we choose turmoil, we should access to a rutial, which boost our red attributes and if we choose magic in domain, we should access to a rutial, which boost our purple ones only.Not the others.By that, the domain, we choose, can be matter a bit more.Because it will impact a little our gameplay somehow.

Actually, i have an other suggestion but i think, it is expired.
As you experience,too, we almost never burn down special woods than normal wood.According to my suggestion, burning special wood would give some benefits.Like elven wood, if we burn elven wood, it will make us a bit faster health regeneration.Because it is now an improved material, we can take them with us without weight problem.If we burn dyrayd wood, it will make us a bit faster sanity recovery and it will give us +%15 morale for 1 turn.Like an extra food effect.If we burn dark wood, it will give us +%15 boost for rutials and research.If we burn ancient wood, it will give +%25 boost for research and 0.2 point exp.But if we go crazy and burn sacred wood, it will give us +%50 boost for gathering and crafting.By that we can slightly regulate our progression espically in winter or tough islands.Ofcourse we can not burn syntesized wood like pristine, crystal or stone wood.I almost forget, and coal burning will give us +%10 boost for crafting.But I'm aware of it is not the topic after new crafting mechanic.

P.S. I have to say that, I'm a bit dissapointed.We handle a major recruitment bug, but none of the devs show the courtesy, which they do before, saying " we are aware of this and we will do the necessity".
In traditionally, I finish with: It is a great game,we appreciate you guys.
Date Posted: Apr 23, 2019 @ 4:12am
Posts: 0