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Our vision with the evolutions was to make them not just strictly better versions of the pre-evolution monsters but make those monsters slightly different. So the non-evolved versions of those monsters would be viable still.
Your point is definitely valid and is the downside of this vision of ours.
I think the disconnect might be not only your expectations regarding evolution, but also your estimation of evolutions.
For expectations--this isn't Pokemon / Digimon where evolutions are merely powering up the monster. Instead, evolutions in Monster Sanctuary is just turning it into a different form. Yes, they lose some things, but they also gain things instead of it. Basically, it's a tradeoff. Magmapillar to Magmamoth is just a tradeoff between more defensive and more offensive. So yes, sometimes when evolving monsters, they will change roles -- that's the whole point of it.
This sounds like a bit of an exaggeration, as monsters don't lose all their skills, but as mentioned above, just trade out some skills for others, so yes, evolutions are "viable" to use.
This. So far I still have to find a single monster that isn't "viable" in the closest definition of the word. Some combinations are more powerful than others, sure, but not a single monster is useless, and that is something I imagine must be really hard, given that there are quite a few monstertrainer games out there that do it badly.
What I think you're saying, is that you want Evolution to be the device to explain similarities between different Monsters, but only some of them.
That's fair, but I feel like I’m getting mixed signals in game (and I don’t mean what you told me here is not communicated in game. An NPC literally says “Generally, an evolved Monster is stronger than before, but you may not like the changes!”).
The impression I got while playing, is that the evolution story you want to tell is that of growth and progression, but to keep the game balanced you had to introduce tradeoffs, which feel forced.
On the one hand we have the “growth” narrative:
-the visual representation of evolved Monsters seem older/stronger/more advanced to their pre-evolved counterpart, instead of just different
-stats are usually higher in evolved Monsters, which we associate with higher levels/better items
-the transition happens at a Tree (symbol for growth)
-you don’t meet evolved monsters early on
-as the difficulty increases you meet more evolved monsters than pre-evolution monsters
-you cannot access evolution early on
Then there’s the “trade” narrative:
-Monster keeps its visual identity
-Pre- and post evolution are both viable, just with different roles
-Some skills are retained
And I don’t know the game well enough to judge:
-If evolution is reversible and not portrayed as a downgrade (from Magmamoth back to Magmapillar)
-If elemental affinities change drastically or not (e.g. from Magmapillar to a “Frostpillar”)
-I forgot what kind and with what rarity evolved monster drop eggs
At the moment I just don’t see a consistent narrative. My (bold) suggestions would be to do one of the following:
A) Keep the system as is, but make all monsters related and if you have the knowhow and the items you can change any Monster into any other.
B) To enforce a “trade” narrative, adapt cosmetics to mechanics. Get away from the lateral ingame evolution depiction and move towards horizontal changes. Different breeds inhabit different biomes, which is completely fair. Use metamorphosis to switch between Monster breeds as you like.
C) A commitment to a “growth” narrative means a game mechanics overhaul. This would be a huge undertaking. The goal would be to make all final evolution stage Monster classes viable, but not the pre-evolution monsters themselves. Maybe unlock a skill tree section for every evolution instead of all 10 levels. I understand that this might be the furthest option from your initial vision.
or
D) Ditch the Evolution mechanic. It’s completely fine if there are only unique Monsters. Similarities between Monsters can be attributed to shared ancestry/niche.
Thanks again for listening, really enjoy the game.
Problem in wrong expectations solved.
My only problem with mutations is the limited-edition ones. Why can't I have both shifts of Nanka or SK!?
Note that as of the latest patch, the previously-limited evolution items are now available in Reward Box Level 2. You can therefore have multiple. This also applies to a few of the champions. See here for Reward Box Level 2 loot list https://ibb.co/6gBFcWM
Just farm the unlimited Arena, i got tons of Evolutionitems from there. Ok it will take some time BUT it works.
Evolution means, that you give a Trait that was worthy/needed for Survival to your next Generation. Would make more sense in terms of breeding or something but not for Monster changing their entire body. But at long last, i don't really care how it is named, since Pokemon did it wrong for more than 10 years now :P.