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Ilmoita käännösongelmasta
Thanks a lot for taking the time to write those suggestions!
As a quick note: we're definitely hoping to keep expanding on the game after it's released, so even though we might not be able to implement some of these suggestions before release, it's always great to have them, as it'll help us decide on what to prioritize for later content.
Customizing the gear: that's something we thought about early in the development cycle, but decided against to keep things a little simpler and the UI a little cleaner.
We do think it would be interesting, but at the same time, "too many things" will make the game overly complex, so we have to choose what we want in. Currently, we have plans to add some equipment, that will often be "special", so I think it might compensate for this feature, but hopefully not bring things over the "too many systems" edge.
Archers: I don't think that's a bad idea at all, but I also don't think it'll add much ether. It sounds more like a "side-grade" to me? Still, worth keeping in mind for sure!
Cast times: this is definitely not something we're looking at adding right now. We decided against it early in the development, to keep things consistent and easier to use.
Need sinper shot or focus to kill specific enemies: that's not the direction we want the design to go to be honest. We don't want to force the player to use specific skills or classes in general, as we want them to keep having the freedom to create their own play style.
We are adding a few "outside the normal rules" mechanics to some boss encounters, to give them a more challenging feel, but it's a delicate balance we think: not enough and the battle might not feel unique enough (although it can still certainly be very challenging), too much and it starts to feel like a gimmick that "lessens" all the hard work you've been putting on your characters up to now, as now you need to rely on the gimmick to win, rather than the characters you spent all this time carefully nurturing.
Turn limits/etc:I agree that this "feeling of urgency" is something we need more of, I think.
We have a few plans in the works for adding this. One of those will be the "bonus loot/AP enemies". Those will be special enemies that will "randomly" spawn on a map (usually far away from you) and give you special loot/AP if you defeat them. But they will run away after a few turns, so you'll have to hurry to defeat them.
Monster capture: that's not a system we're looking at adding currently, for a few reasons. There's a thread about it on the forum (as usual, I'm sure Conan has a link ready for it as I type this o.o;;), but the bottom line is that Bzaro is our system for monster classes and we're not looking at adding another system.
"Army wide Skills": Yeah, it's something we've thought about. It ties in with the above section where we mentioned we'd like "more outside of battle mechanics". It's something we'd like to get in and I think if done right it could be interesting for certain. It's a question of designing the right "skills", the right UI and the right method to get them. Again, this will probably end up being something we look at more after release I think, but I agree it's something that could be interesting for sure :)
Skills comments: thanks for the comments. Something we'll keep in mind when we apply our next balance rounds.
More stats: I'm not sure what stats we could show. Since accuracy is always base 100% for all characters, I don't think it would be all that useful to show it. We're not showing "crit bonus damage" also, but otherwise, I think all stats are shown.
Trials: We already have a fairly long list of "added content" we want to bring, but that could be another interesting one for sure.
Balance: Thanks for the feedback! Those are certainly strong units, but Dual Wielding isn't very versatile in general and wizards are pretty flimsy. My own personal heavy hitters have been different classes.
I do think wizards might pack an "easy punch" though that might be just a tad bigger than we'd like. We've been toning down elemental weaknesses of enemies a bit in the current build so that elementas don't get quite as much of a bonus. That should help, and if it's not enough, we'll tweak things a bit more.
Thanks again for all the suggestions!
https://steamcommunity.com/app/699170/discussions/0/1750106661701034477/
Relevant thread link.
new guy here so I dont know if this has already been discussed, is it possible to hover an enemy or click on them to see their movement range?
In the "Free Navigation Mode" in combat, it shows you enemies' movement ranges.
There was previously a "suggestions" pinned thread, however, such a thing is honestly an organizational nightmare as people discuss a dozen different topics, and it makes replying to individual indeas kind of hard. Individual threads work better and make it easier for 6 Eyes to read / absorb.
thanks
by the way ....
THIS GAME ROCKS!