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    Set of feedbacks & suggestions

    Feedbacks:
    1) it seems that some tasks for Season Bounties are much more complicated than another ones (they require much more efforts to fulfill them than another ones) - for example, such tasks as "Collect 100 Mark of Titans" and "Collect 10 Mark of the Oracles", so I can suggest to remove them from the list of tasks or - if there are people that like really these tasks - to add checkbox into the game settings "Skip tasks for collecting Mark of Titans / Oracles for Season Bounties"; from the other side, developer can easily collect statistics about fulfilling such (any) tasks and / or skipping some tasks by players more often than usual to adjust their list;

    2) the same is true in the case of periodic events (one on 3 days) - it seems that task for crafting 10 legs of the level 70+ is much more complicated than another ones in the same event (moreover, one does not need to craft 10 legs of the level 70+ every 12 days); so, perhaps, it should be replaced by another task just for collecting items (for example, "Collect 10 (20 or 30) legendary items of the level 70+")?

    3) it seems slightly strange the idea with the tripling of time for researching of new levels of skills (especially huge amount of 72 hours) - for example, in the case of passive "Fleet Footed" (each new level gives +1 to parameter, but time for obtaining new one is increasing drastically); I understand more time for research in the case when skill obtains new features, but in the case of regular increase of value on some small amount it seems too strange.


    Suggestions ​​​​:
    0) As I could see, devs used in this game some ideas which looks like very familiar for the one who played in Diablo 3, so I want to try to provide some ideas which were provided on the D3 forum many years ago.

    1) The most annoying (for some players) thing is the collecting of garbage in the stash with the regular salvage of it (especially due to limitations in the bag); but - in the case of existing of something like Paragon in D3 (Champion Points in Eternium) - this can be resolved in such simple way.

    I) New page (at the right) in the window for spending Champion Points with the title "Auto salvage of normal items", each item of which will be unlocked at the certain Champion Level (it is provided at the left in the list below) and each can be activated / deactivated after this moment (it is deactivated by default):
    0 - Common
    10 - Uncommon
    30 - Rare
    50 - Epic
    (i.e. auto-salvage of normal items of the appropriate type at the moment of their drop in runs; it can be done in 2 ways: a) instead of the drop of item it will be dropped the effect of salvage of such item; b) the same as a), but the appropriate result of salvage will be transferred into the appropriate page with materials without real drop on "floor")
    {the appropriate items on this new page can be coloured in the same manner as they coloured at the left on the page of Salvage items}.

    II) Additional (second) new page (at the right) in the window for spending Champion Points with the title "Auto salvage of unique items", each item of which will be unlocked at the certain Champion Level (it is provided at the left in the list below) and each can be activated / deactivated after this moment (it is deactivated by default):
    100 - Uncommon
    200 - Rare
    300 - Epic
    400 - Legendary of non-class sets
    {the same note about coloured items as above}.

    III) Something like this can be done also in the case of stones (I mean - adding additional checkbox above on the page with stones with the text "Auto-teleport of dropped stones into this stash" which can have some additional price {in rubies} to unlock it) though now the appropriate page is available for real money only.

    IV) Additional note about the page Materials - for the people who are perfectioners the moment with the regular changing of the order of materials on this page looks very annoying; so I can suggest to fix this by removing the possibility to move materials and to order them in the same order as these materials appear in the appropriate pages for Crafting, i.e. in such order:
    Row 1 - Silver Ore, Cured Leather, Iron Bar, Bolt of Silk Cloth;
    Row 2 - Silver Ornament, Enchanted Leather, Mithril, Night Cloth;
    Row 3 (or at the right edge of Row 1) - Mark of Titans, Mark of Oracle, Celestial Essence;
    Row 4 - Silver Dust, Haunting Spirit, Primal Spirit, Spirit of War, Living Spirit, Spirit of Harmony;
    Row 5/6/7 - (Lesser//Greater) Essence of Fire, Water, Air, Shadow, Earth.

    * I want to note that order of materials at the bottom of the page Salvage is slightly different from the above one (at least, the positions of Iron Bar / Mithril / Silver Ornament are different from their order on the pages for Crafting).

    That's all on that time. Thanks for attention.

    #2
    Another feedback: in the interface of followers the diminishing of time for their skills is shown according to the ability rate of hero while in the battle there is not any diminishing of time of their skills at all.

    Another suggestion: to add the third page for jewelry (the first page - to craft ring or necklace, the second page - to combine 3 rings or necklaces) for forging necklace with unique non-class brace to obtain the legendary property from brace on necklace; the same for ring and unique non-class weapon / offhand. For what? To use some interesting / nice properties in the game because there are very many nice legendary properties on unique belts / weapons / offhands. From the other side, it will be something like Horadric Cube in Diablo 3 which allowed to activate one legendary property from weapon, one legendary property from armor and one legendary property from jewelry for hero without having the appropriate item on the hero.
    Last edited by Aciz; 11-12-2024, 09:51 AM. Reason: Adjusting text of suggestion.

    Comment


      #3
      1) Use the refresh button to get rid of the bounties that you do not wish to run. Is fairly common to save dropped Legacy items in Stash to salvage them when the bounty pops up to make quick work of it. MoTs are reasonably quick to get with a farming hero. The Marks of Titans bounty is faster to clear than the 50 Gemstones bounty if you do not have enough gemstones to immediately fuse.

      2) Though the War Supplies milestone is even worse. Is not crafting ten level 70+ Legendary items but crafting ten level 70+ Legendary Unique items. Is fairly common for players to ask why their crafts are not counting toward the milestone only to find that they were not crafting Unique items but Set items.

      Even worse because not all Unique items count toward the milestone because Unique items that are also Set items do not count toward the milestone. My classic example is the Regalia Robe which has a recipe that clearly indicates the item is a Unique Cape but does not count toward the War Supplies milestone.

      That said?

      Clearing that milestone is not a big deal if you are finishing crafting out a 77, using ML 50 and Pythia, using scrap Unique Bracer crafts consuming little used resources like water essence. Still not friendly to brand new players but not too bad once you have ML 50 and clearing out your crafts post-ANB.

      Still, a milestone that is common to recommend against trying to complete unless you are going to do the crafts anyway. Do not craft solely to clear that milestone. Is rough.

      Comment


        #4
        Originally posted by Tin Man View Post
        1) Use the refresh button to get rid of the bounties that you do not wish to run.
        It is the trick to fix unclever move of devs. I suggested to devs collect statistics about fulfilling such (any) tasks and / or skipping some tasks by players more often than usual to adjust their list. Nothing hard to do this and to see that the most players do not fulfill this task at all = to see that it was really bad idea to provide such task.

        Originally posted by Tin Man View Post
        Is fairly common to save dropped Legacy items in Stash to salvage them when the bounty pops up to make quick work of it.
        Nice suggestion - to use the trick to have the opportunity to fulfill unclever task. I do not have such many space in the stash to keep such amount of legs.

        Originally posted by Tin Man View Post
        MoTs are reasonably quick to get with a farming hero. The Marks of Titans bounty is faster to clear than the 50 Gemstones bounty if you do not have enough gemstones to immediately fuse.
        I know the trick which allows for me to fulfill the last task in 2 minutes (I will not provide info about this trick here for that devs will not fix it), so - as you understand - farming MoTs requires much more time.

        Originally posted by Tin Man View Post
        2) Though the War Supplies milestone is even worse. Is not crafting ten level 70+ Legendary items but crafting ten level 70+ Legendary Unique items. Is fairly common for players to ask why their crafts are not counting toward the milestone only to find that they were not crafting Unique items but Set items.

        Even worse because not all Unique items count toward the milestone because Unique items that are also Set items do not count toward the milestone. My classic example is the Regalia Robe which has a recipe that clearly indicates the item is a Unique Cape but does not count toward the War Supplies milestone.

        That said?

        Clearing that milestone is not a big deal if you are finishing crafting out a 77, using ML 50 and Pythia, using scrap Unique Bracer crafts consuming little used resources like water essence. Still not friendly to brand new players but not too bad once you have ML 50 and clearing out your crafts post-ANB.
        Yeah, I saw already that this task is bugged in addition (i.e. craft of some items is not counted as you said above). There is the meaning of such limitation - the craft of unique (non set items) requires lesser amount of resources than the craft of legendary items, but the main question here - for what purpose was this task added? I thought initially that it was done to show players the way to increase the crafting level, but I remembered about ANB - this can be used to increase significantly the crafting level by creating items of described task (you need at first to craft the uncommon / epical / legendary item of level 70 to obtain the maximum probability of improvement quality of the item at the craft) - but this event (ANB) is not compatible with the event with described task. So - even if devs used such logic (to show players the way) - they provided really unclever task.

        It is like the achievement on Speed Run of the level Fall with big amount of chests - what is the learning purpose of this achievement in the case of mage? To show several bugs / tricks which do not allow to fulfill this achievement very easy even with the maximum possible speed? Strange idea.

        Bugs / tricks with this achievement in the case of using mage:
        1) yes, there is the trick which allows to skip spawning points of skeletons on bridges, but level can't be finished without killing skeletons which should be spawned on the second bridge;
        2) so you need to farm the level for obtaining starting point after the first bridge (it is advice of this forum), activate the spawning point of skeletons on the second bridge (with killing of all skeletons here) and skip the spawning point of skeletons on the third bridge (especially by the reason that there are several ways of skeletons here with some delay between ways and there is the bug with counting the state of hero {in the battle or not} which affects the possibility to open chests);
        3) I do not understand the meaning of introducing of these features - a) the respawning with delay of skeletons which do not provide experience at all and which affect the possibility to open chests; b) limitation on opening chests (it is possible not in the battle mode only) - I think that devs should adjust this limitation (either to check the presence of mobs around the chest or to adjust setting the flag "in the battle").

        The above achievement is remembered for me the achievement "Dark Horseman" in Darksiders (run 100 miles on horse). The way of obtaining of this achievement without any tricks - run several hours on the horse (i.e. running in circles in desert). Yep. In the 3D-game about killing mobs. :facepalm: With trick - just use the save in which you or someone else passed 99.9 (in original game) or >= 99.9 (in Warmastered Edition) miles on horse (there is the counter in the game). Another trick (without using another save) - adjust the value of running miles either in your save or in the memory of the game. The simplest way ro obtain this (any) achievement by anyone (on Steam) - just to use SAM (Steam Achievements Manager). It is not illegal.

        About achievements at all - I think that the clever achievements are the ones that are teaching something (for example, allow to understand some tricks / nice features of the game) or provide the challenge (reaching Try of some level as example, though in this game there are more sufficient rewards for this than just image of obtained achievement).
        Last edited by Aciz; 12-06-2024, 07:04 PM.

        Comment


          #5
          Now - at the time of much more using of AI in the real life - it seems very strange that the games like Eternium looks like the games on consoles from the previous century though I know examples of the games with more clever features:

          1) Darkstone - this RPG game was created in 2001 and it has such nice feature. You can set the mark (just white horizontal line) on the MP (mana) bar for auto-cast of skills if you have enough mana (more than the limit you provided);

          2) StarCraft 2 - it is real time strategy game, but it doesn't matter here because it provided unusual for strategies feature (you can hold the button of skill of unit to activate the auto cast of it); in addition to this there is editor for this game which allows to add scripts to control behaviour of units.

          In addition to this I remember using of AHK (Auto Hotkey) scripts (or macroses for mouse) by some players at the time of Diablo 3 (it was not illegal).

          So I can suggest to add something like this into Eternium. For example:

          1) the possibility to add the mark on HP bar for auto-using of health portion if HP falls below this value and for auto-using of apple with additional condition (health portion is not available now); the alternative way - to add the button at the right of HP bar with checkbox to activate this feature and with dropdown with predefined values (10, 20, 25, 33, 40, 50, 100 - the last one for fulfilling the task for spending 50 health portions which is very annoying in the case of players with balanced gears that does not use these portions in the regular game at all); another way - to provide such checkbox with dropdown in the settings of the game (where one can control auto cast features);

          2) the possibility to activate the auto-cast for support abilities (you can do this in the same manner like it was in the case of StarCraft 2 - i.e. some animation on the skill to show activated auto-cast of it, or you can use your own way; say, the another checkbox in the settings of the game, though this moment depends sooner on the used build / class);

          3) due to existing of PC version of the game and such tricks as AHK scripts or macroses for mouse, I can suggest to add one more checkbox in the game's settings - "use the secondary attack after every {dropdown with reasonable choices starting from 2} primary attack"; it is evident that one does not need additional item in the gear to obtain now such effect - this one can use either described above tricks (on PC) or just to emulate the bot (machine) by oneself (by regular activating of the secondary attack every one second - very annoying type of gameplay {"piano"}, but it is possible).

          Thanks for reading.

          Comment


            #6
            Another suggestion - now about gems to remove another "emulation of bot (machine) feature" (moving of gems in the stash after runs with further fusing of them) and to clean the stash space from useless (on end-game) items.

            Add such checkbox into the settings of the game:
            [] Auto-fuse gems of level 1-3 into the gems of the level 4 for the heroes with the level 70+
            (Of course, you can rephrase this in the better way)

            Realization of this feature without affecting the current balance and with the minimal efforts:

            0) let use the letter d with the number to denote the drop rate (probability of dropping gem per the event) of the gems of the appropriate level, i.e.
            d1 - drop rate of gems of level 1
            d2 - drop rate of gems of level 2
            d4 - drop rate of gems of level 4

            1) if this checkbox is activated, just replace the drop of low level gems by the drop of the gems of the level 4 with drop rate (probability of dropping gem per the event) d4 = {drop rate of gems of level 1}/27 + {drop rate of gems of level 2}/9 = d1/27 + d2/9;

            2) adjust the drop rate of gold in the way below to compensate the amount of gold which is needed to fuse gems
            {adjusted drop rate of gold}*{multiplier of bonuses for drop of gold} = ({original drop rate of gold}*{multiplier of bonuses for drop of gold} - [{drop rate of gems of level 1}*25*19/9 + {drop rate of gems of level 2}*50*5/3]*{multiplier of bonuses for drop of gems})

            3) add such adjustments for the tasks for collecting of dropped gems (in the season events, for example) and their fusion:

            i) dropped gem of level 4 (from part 1) will increase the counter of dropped gems by
            27*(d1 + d2)/(d1 + 3*d2)

            ii) dropped gem of level 4 (from part 1) will increase the counter of fusions of gems by
            (13*d1 + 12*d2)/(d1 + 3*d2)

            That's all.
            Last edited by Aciz; 12-08-2024, 01:04 PM.

            Comment


              #7
              Another suggestion: provide additional bonuses for experience / gold in the case of fusion of jewelry with socketed spirit stones on exp / gold like it is happened now in the case of fusion of jewelry with the socketed gems for the appropriate stats on items.

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