Now that I've had a while to play with it, here are my thoughts (which I'm sure will mirror some that others have already given).
First, in general, very cool. Good job.
Second, more specifically:
1) Perks are a nice idea, but not nearly useful enough. Especially considering what it takes to get high mastery levels.
2) Mastery levels are too uneven. Initial levels are gained in no time, but around mid 20s slow to a crawl and take forever. A smoother progression would be better.
3) The 6th perk is especially lame. a) how can this apply multiple times? and b) most players hit 70th level in a week or less, so 99% of the time this perk is useless.
4) resources aren't balanced. While I'm sure this is intentional, it means that once you move on to crafting set/unique (i.e. mid and end game) the iron/cloth/leather becomes pointless. Since you can't do anything with this (other than upgrading, yawn) this will eventually break the game. Long term it might be interesting to have items become damaged over time and need to be repaired using the base ingredients. But at a minimum we need a mechanism to sell/discard excess.
5) Gold requirements are too high. Right now its no big deal because most people are sitting on a ton, but as stocks deplete this will be a major issue. I've been playing for 2 years now (not hardcore, but playing) and so far I've used up over 10% of my stockpile and I'm only at mastery 33 and haven't started serious crafting yet or even gotten a quarter of the recipes.
6) Never found an essence loose. Being able to do so might spice things up a bit.
7) Having another 'independent' inventory for gemstones would be really nice.
8) Not entirely sure what the point of the silver is. Gold already limits ability to do stuff, so why have another limiting factor? Needless complexity. Also, if you are going to have it, why have 3 stages? Why not just have ornaments and dust, and let players swap between. Having an intermediate stage and making conversion one way seems kind of strange.
9) Things like the salvage table and the inn need to have their names always visible, like the NPCs, and not be range limited. Too easy to miss them as is.
10) Locked chests are still lame. Boxes in the store strike me as giving far more for the price (although descriptions of those could use some more detail).
11) With more gold in chests, the rate it comes out/gets picked up needs to increase. When a booster is running it takes forever to collect it.
12) When viewing crafting resources, it would be nice to also see our gold total, since that is also a limiting factor.
13) Rather than separating things in the blacksmith shop by heavy/leather/cloth, why not be descriptive and say warrior/BH/mage?
First, in general, very cool. Good job.
Second, more specifically:
1) Perks are a nice idea, but not nearly useful enough. Especially considering what it takes to get high mastery levels.
2) Mastery levels are too uneven. Initial levels are gained in no time, but around mid 20s slow to a crawl and take forever. A smoother progression would be better.
3) The 6th perk is especially lame. a) how can this apply multiple times? and b) most players hit 70th level in a week or less, so 99% of the time this perk is useless.
4) resources aren't balanced. While I'm sure this is intentional, it means that once you move on to crafting set/unique (i.e. mid and end game) the iron/cloth/leather becomes pointless. Since you can't do anything with this (other than upgrading, yawn) this will eventually break the game. Long term it might be interesting to have items become damaged over time and need to be repaired using the base ingredients. But at a minimum we need a mechanism to sell/discard excess.
5) Gold requirements are too high. Right now its no big deal because most people are sitting on a ton, but as stocks deplete this will be a major issue. I've been playing for 2 years now (not hardcore, but playing) and so far I've used up over 10% of my stockpile and I'm only at mastery 33 and haven't started serious crafting yet or even gotten a quarter of the recipes.
6) Never found an essence loose. Being able to do so might spice things up a bit.
7) Having another 'independent' inventory for gemstones would be really nice.
8) Not entirely sure what the point of the silver is. Gold already limits ability to do stuff, so why have another limiting factor? Needless complexity. Also, if you are going to have it, why have 3 stages? Why not just have ornaments and dust, and let players swap between. Having an intermediate stage and making conversion one way seems kind of strange.
9) Things like the salvage table and the inn need to have their names always visible, like the NPCs, and not be range limited. Too easy to miss them as is.
10) Locked chests are still lame. Boxes in the store strike me as giving far more for the price (although descriptions of those could use some more detail).
11) With more gold in chests, the rate it comes out/gets picked up needs to increase. When a booster is running it takes forever to collect it.
12) When viewing crafting resources, it would be nice to also see our gold total, since that is also a limiting factor.
13) Rather than separating things in the blacksmith shop by heavy/leather/cloth, why not be descriptive and say warrior/BH/mage?
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