Dragon Cliff 龙崖

Dragon Cliff 龙崖

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metainteraction  [developer] May 14, 2018 @ 4:11pm
Common QnA
I will keep this list updated. Let me know if you want something answered in this thread, thanks!


How do I dismiss adventurers?

There is a red cross button in Adventurer Panel that can dismiss your existing adventurers and get 70% practice points back.


Is there a way to enchant/reforge items currently equipped on adventurers?

Yes. In Furnace page, there is a 'Hero' tab on the left, and you'll be able to do it from there.


Are there micro-transactions in Dragon Cliff?

No.

Is there Offline Progression system in Dragon Cliff?

No.


When a ring has a "when kills an enemy" buff on it, is that kill character specific? Will the ring trigger if someone else gets the kill?

Only wearer of the ring can trigger this effect.


How do you ignite fireseeds?

When adventurer has 'Fire Element Effect' unlocked and deals direct fire damage (skill/splash/stray) on targets with Fire Seeds.

How do you actually get to "Hard Mode" I beat the main quest line.

Go back to the main menu, go to Start game and then select 'Difficult' before continuing. (by MrPeters)

Can clear fire seed mechanic pls? Especially what stats are used in calculation - output, crit chance, crit damage rate, enchanced fire damage?
1. When I do just fire damage and seed planted?
2. When I use Fire Assssn tactic passive and seed is planted?
3. When I ignite planted fire seed by some direct fire damage?
4. Also is there a difference when I igine by usual skill or extra damage aoe from gear?


1) Damage value is only effected by Final Fire Damage dealt.
2) Damage value is only effected by Output Capacity.
3) Final damage is only effected by fire seed damage, and damage type is fire so it will be reduced by fire resistance, etc.
4) No

Does seed ignition couns as direct damage?

No.

Can ignition leave bleed with item trait?

No, since ignition does not count as direct damage, it cannot trigger item effects.
Last edited by metainteraction; May 23, 2018 @ 5:24am
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Showing 31-45 of 131 comments
Ryu82 May 16, 2018 @ 4:10am 
Originally posted by metainteraction:
Originally posted by TIPME+:
When the game is closed, the adventurers don't keep on doing stuff? I read some reviews and feel mislead when I read "idle game." Games like clicker heroes there is progression going on even when the game is off.

Dragon Cliff doesn't have a server and micro-transactions built around its core mechanics, so it does't have things such as 'energy bar' or 'offline progression', etc.

Maybe you misunderstood the meaning of 'offline progression'.
This doesn't have anything to do with having energy bars or micro-transactions. 'offline progression' might also not be the right term. It is more like a cpu-saving, welcome addition to most games. Nowadays a lot of mostly idle games have that. And dragon cliff defenitely fits to this category because there is a lot of afk grinding neccessary to progress later on.

Especially because Dragon Cliff has a high cpu-usage and idle progression, some progress when the game is closed would really help. Not everyone can have the game running over night and they are at a serious disadvantage compared players who do. But requiring the game to run overnight is just like asking people to spend their energy / hurt the environment with higher energy usage just to progress normally in the game.

I know that it can be hard to add an exact progression depending on the time the game was closed, but even some boost as welcome back - reward would be nice. Something like some gold, practice points, Ash of hope, Gems, Exploration reward depending on how long you were gone after the game was closed would really help a lot.
MrPeters May 16, 2018 @ 6:38am 
Originally posted by Ryu82:
Originally posted by metainteraction:

Dragon Cliff doesn't have a server and micro-transactions built around its core mechanics, so it does't have things such as 'energy bar' or 'offline progression', etc.

Maybe you misunderstood the meaning of 'offline progression'.
This doesn't have anything to do with having energy bars or micro-transactions. 'offline progression' might also not be the right term. It is more like a cpu-saving, welcome addition to most games. Nowadays a lot of mostly idle games have that. And dragon cliff defenitely fits to this category because there is a lot of afk grinding neccessary to progress later on.

Especially because Dragon Cliff has a high cpu-usage and idle progression, some progress when the game is closed would really help. Not everyone can have the game running over night and they are at a serious disadvantage compared players who do. But requiring the game to run overnight is just like asking people to spend their energy / hurt the environment with higher energy usage just to progress normally in the game.

I know that it can be hard to add an exact progression depending on the time the game was closed, but even some boost as welcome back - reward would be nice. Something like some gold, practice points, Ash of hope, Gems, Exploration reward depending on how long you were gone after the game was closed would really help a lot.

Very well put.
Anthologee May 16, 2018 @ 12:51pm 
How do you ignite fireseeds?
MrPeters May 16, 2018 @ 12:53pm 
Q1: Is there a way to compare items without comparing the bonuses from gems?

Q2: Is there a way to check what unique bonuses gear have in the crafting menu?

Q3: Heal Absorbation is relevant to healing received, correct?

Q4: Is there a way to sort Residents by their quality/tier?
metainteraction  [developer] May 16, 2018 @ 1:46pm 
Originally posted by bloter6:
When a ring has a "when kills an enemy" buff on it, is that kill character specific? Will the ring trigger if someone else gets the kill?
Only the wearer :)
metainteraction  [developer] May 16, 2018 @ 1:47pm 
Originally posted by MrPeters:
Originally posted by metainteraction:

Yes you can farm a specific dungeon level (excluding the max level as it will automatically increase as you complete that level)

And can one see the prices in the crafting areas? So that one can plan which item to craft for gold.
Yes, we can add this feature :)
metainteraction  [developer] May 16, 2018 @ 1:50pm 
Originally posted by Ryu82:
Originally posted by metainteraction:

Dragon Cliff doesn't have a server and micro-transactions built around its core mechanics, so it does't have things such as 'energy bar' or 'offline progression', etc.

Maybe you misunderstood the meaning of 'offline progression'.
This doesn't have anything to do with having energy bars or micro-transactions. 'offline progression' might also not be the right term. It is more like a cpu-saving, welcome addition to most games. Nowadays a lot of mostly idle games have that. And dragon cliff defenitely fits to this category because there is a lot of afk grinding neccessary to progress later on.

Especially because Dragon Cliff has a high cpu-usage and idle progression, some progress when the game is closed would really help. Not everyone can have the game running over night and they are at a serious disadvantage compared players who do. But requiring the game to run overnight is just like asking people to spend their energy / hurt the environment with higher energy usage just to progress normally in the game.

I know that it can be hard to add an exact progression depending on the time the game was closed, but even some boost as welcome back - reward would be nice. Something like some gold, practice points, Ash of hope, Gems, Exploration reward depending on how long you were gone after the game was closed would really help a lot.

Hi Ryu82:

I understand what you meant :) Just that normally games with offline progressions have those features (micro-transaction/energy system) to support ongoing server cost.

Let us take a look at ways to improve this though.


Thanks!

Last edited by metainteraction; May 16, 2018 @ 1:55pm
metainteraction  [developer] May 16, 2018 @ 1:57pm 
Originally posted by MrPeters:
Q1: Is there a way to compare items without comparing the bonuses from gems?

Q2: Is there a way to check what unique bonuses gear have in the crafting menu?

Q3: Heal Absorbation is relevant to healing received, correct?

Q4: Is there a way to sort Residents by their quality/tier?

1) We are currently working on this feature.

2) Yes we can. Although only up to level 7 since level 8+ items will have random effects.

3) Yes, up to the maximum health of the unit

4) We are working on Resident level display in our next update, will add more filters in the future too.

Thanks!
MrPeters May 16, 2018 @ 2:06pm 
Originally posted by metainteraction:
Originally posted by MrPeters:
Q1: Is there a way to compare items without comparing the bonuses from gems?

Q2: Is there a way to check what unique bonuses gear have in the crafting menu?

Q3: Heal Absorbation is relevant to healing received, correct?

Q4: Is there a way to sort Residents by their quality/tier?

1) We are currently working on this feature.

2) Yes we can. Although only up to level 7 since level 8+ items will have random effects.

3) Yes, up to the maximum health of the unit

4) We are working on Resident level display in our next update, will add more filters in the future too.

Thanks!

Thanks for the response :darkheart:

I've given the game a positive review thanks to how great the game is and to how amazingly active you're on the forum. Thanks for all the responses :steamhappy:
metainteraction  [developer] May 16, 2018 @ 2:11pm 
Originally posted by MrPeters:
Originally posted by metainteraction:

1) We are currently working on this feature.

2) Yes we can. Although only up to level 7 since level 8+ items will have random effects.

3) Yes, up to the maximum health of the unit

4) We are working on Resident level display in our next update, will add more filters in the future too.

Thanks!

Thanks for the response :darkheart:

I've given the game a positive review thanks to how great the game is and to how amazingly active you're on the forum. Thanks for all the responses :steamhappy:
:steamhappy:Thanks for your support!
Ryu82 May 16, 2018 @ 6:22pm 
Originally posted by metainteraction:
Originally posted by Ryu82:

Maybe you misunderstood the meaning of 'offline progression'.
This doesn't have anything to do with having energy bars or micro-transactions. 'offline progression' might also not be the right term. It is more like a cpu-saving, welcome addition to most games. Nowadays a lot of mostly idle games have that. And dragon cliff defenitely fits to this category because there is a lot of afk grinding neccessary to progress later on.

Especially because Dragon Cliff has a high cpu-usage and idle progression, some progress when the game is closed would really help. Not everyone can have the game running over night and they are at a serious disadvantage compared players who do. But requiring the game to run overnight is just like asking people to spend their energy / hurt the environment with higher energy usage just to progress normally in the game.

I know that it can be hard to add an exact progression depending on the time the game was closed, but even some boost as welcome back - reward would be nice. Something like some gold, practice points, Ash of hope, Gems, Exploration reward depending on how long you were gone after the game was closed would really help a lot.

Hi Ryu82:

I understand what you meant :) Just that normally games with offline progressions have those features (micro-transaction/energy system) to support ongoing server cost.

Let us take a look at ways to improve this though.


Thanks!

Thanks for looking into this.
As for ongoing server cost, that shouldn't be much of an issue.
You probably need cloud saves (which is a good thing anyway to prevent players from losing their saves or changing their pc) to calculate the time between game closed and coming back.
I did this with my own game which is not as popular as dragon cliff, but it still has more than 100k players and more than 100k cloud saves. The cost for the server is only ~10 dollars a month.

The server doesn't really need to do much for offline games. Do a cloud save before you close the game (maybe also at invervals of ~10-30 minutes) and load the cloud save when you open the game again. See difference of timestamp, calculate offline progress (this can be done on the client).

Of course the game should also keep the local save and only load the cloud save if it is not older. But if the player is offline you could just skip the calculation.

It is also possible to do this without a server and just check the timestamp, but that could be modified quite easily from the players.
Last edited by Ryu82; May 16, 2018 @ 6:29pm
metainteraction  [developer] May 16, 2018 @ 7:22pm 
Originally posted by Ryu82:
Originally posted by metainteraction:

Hi Ryu82:

I understand what you meant :) Just that normally games with offline progressions have those features (micro-transaction/energy system) to support ongoing server cost.

Let us take a look at ways to improve this though.


Thanks!

Thanks for looking into this.
As for ongoing server cost, that shouldn't be much of an issue.
You probably need cloud saves (which is a good thing anyway to prevent players from losing their saves or changing their pc) to calculate the time between game closed and coming back.
I did this with my own game which is not as popular as dragon cliff, but it still has more than 100k players and more than 100k cloud saves. The cost for the server is only ~10 dollars a month.

The server doesn't really need to do much for offline games. Do a cloud save before you close the game (maybe also at invervals of ~10-30 minutes) and load the cloud save when you open the game again. See difference of timestamp, calculate offline progress (this can be done on the client).

Of course the game should also keep the local save and only load the cloud save if it is not older. But if the player is offline you could just skip the calculation.

It is also possible to do this without a server and just check the timestamp, but that could be modified quite easily from the players.

Hi Ryu82:

We are using Steam's cloud save already. By server I meant a dedicated one that is more reliable for running customized codes on it. As our player base is segmented, for most Asian players, access to servers located elsewhere can be very challenging, even for Steam's cloud save (we've received a lot of reports claiming Steam's Cloud save sever being relatively slow from certain part of China, and players are losing their progress when they switch computers because the sync is overly slow). All in all, if we aim to provide a feature, especially when external server is concerned, we have to think a bit more extensively if that feature can be fully appreciated by most, if not all, players. Most Steam's online games have server lag/drop issues for players of certain regions, as a small team of only 2 developers, we don't want to run into those issues as we are already pretty much burnt by current workload ><

Nevertheless, this whole feature may not need to go into that much a trouble if we opt in a timestamp route. And then there is this other problem: the nature of this game and the way a lot of our players are currently playing this game haven't yet suggested a strong necessity for offline progression, and quite frankly, may suggest the opposite. From what we have learned a lot of players enjoying an active client at background when they are working on other tasks and can quickly checkup their teams, and their reward rate is highly related to their team setup. Having an offline progression will only make their active grinding less satisfying (we did a rough questionnaire with some players, and they didn't consider an offline mode too favorably), and then introduce this new argument of online benefits vs. offline benefits thing...

The above are some of the concerns that we have when we are thinking about an offline system, the challenge is more of a combination of cost associated with maintaining such system and the benefits players can really get from it.

We are currently working on increasing drops for some core resources, and that should reduce the need for lengthy grinding to certain degree. We'll then look into community's feedback to see if offline progression is truly required.

Lastly, we are not really against an offline-mode. If the community really needs it, we are more than happy to implement it. At the moment, we are working on enabling auto-tactic system and other highly demanded features we have collected lately. We will definitely look into this issue again soon:)

Thanks :steamhappy:
Last edited by metainteraction; May 16, 2018 @ 7:35pm
Holynevil May 16, 2018 @ 8:04pm 
is there Auto Explortion plan on Future? Also, there should be faster crafting options, currently have 5 pages of crafting idle forever
Holynevil May 16, 2018 @ 8:05pm 
also is there anyway to have more than 30 Residents?
metainteraction  [developer] May 16, 2018 @ 10:45pm 
Originally posted by Holynevil:
is there Auto Explortion plan on Future? Also, there should be faster crafting options, currently have 5 pages of crafting idle forever
Hi Holynevil: Exploration already has 'auto' feature implemented, you can see a green button on the left of the Exploration panel :)
I have added your crafting question into our todo list, we'll take a look at it after our current round of development. Thanks!
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