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  • Liana-Daniela (QA Specialist)
    started a topic First impressions

    First impressions

    Hello guys, I'd like to know if you (veterans and new players alike) faced any difficulties when you first started.
    Is there anything you didn't quite understand about how the game is played? (I, for example, kept waiting near any gold/gear drop waiting for it to be picked up instead of waiting at the end of the stage) - other players for example used to sell gear with gemstones attached.

    So, is there anything you guys would have liked being warned about? Getting a tutorial on? Something you just didn't understand in the first 30mins-1h of your gameplay?

    Private messages or topic replies are both perfect! Thank you

  • Purple Potato
    replied
    Originally posted by Trevor Wilson View Post
    After about an hour of game-play the keyboard shortcut for immolate stopped working, i carried on for an hour or so before rebooting.
    It was at that point i discovered that the spells should have been displayed on the left hand side of the screen and that there was a mini-map.
    Pressing the windows key breaks hotkeys.
    There is a button (I think) that changes the UI and it can also be changed in the settings.

    Leave a comment:


  • Trevor Wilson
    replied
    I started yesterday, i played on PC platform if that helps.

    I didnt have any major issues working out what to do, i did have a weird bug however (i didn't realise it was a bug at first).

    After about an hour of game-play the keyboard shortcut for immolate stopped working, i carried on for an hour or so before rebooting.
    It was at that point i discovered that the spells should have been displayed on the left hand side of the screen and that there was a mini-map.

    Neither had been displayed before i restarted the game.

    There is also no exit from the training grounds that i can see? I ended up using abandon level, so no big deal- but it was confusing.

    Jewellery crafting is a little confusing as well.

    Hope this helps


    Leave a comment:


  • Ozymandius
    replied
    I liked having the prompt to speak with Alarion to start the first couple of quests in the new game set up. Actually, I was sort of disappointed to learn that this was only a tutorial that ceased to function after two quests. However, the first quest should take the player directly to the start of the quest. I took me a few tries to actually find the Ruins of the Dead (partly because I was anxious to try the new Act 4 story mode and thought I would find "ruins of the dead" there instead of in Act 1). A new hero would have to start in Act 1, so maybe it makes more sense for a new hero, but I didn't open a new player to see if hey start at Ruins of the Dead or Shores of Hope?

    After a hero finishes several quests in Story Mode (maybe after opening Heroic level in story mode), there should be another tutorial with Alarion where he introduces the player to Trials. Trials for a new or lower level hero with shoddy equipment and poor battle skills can be really frustrating, so it would be better to open up trials only after a player has some battle experience and better equipment. As a new player, I remember thinking that something must be wrong because I was doing well in Story Mode, but getting totally destroyed by mobs and bosses in Trials. I probably would have given up on the game around that time if it were not for all the good advice available on the game forums. There is a system prompt in trials when you get wiped out in a trial about equipment upgrades; maybe that could prompt a player to check out the forums for advice as well.

    New players could also benefit from tutorials with Gornathan the arms dealer and Ruby the consumables trader, where new players could learn about equipment levels and attributes, using apples and healing potions, and using boosters for gemstones and XP and the role of XP in advancing a hero. New players should learn the added value of the special gear effects on set pieces and that they can store extra weapons and equipment in their stash.

    I agree with the majority of reviewers that there should also be a similar tutorials for Morgan the jeweler to discuss jewelry crafting, so players will get an introduction to collecting and fusing gemstones. I am not sure that a new player would understand the purpose of the stash as a place for stockpiling gemstones and other equipment options, since I am assuming for a new player it would just be an empty box. Maybe even add a "Are you sure you want to sell this?" prompt for a player trying to sell gemstones or setting up the game so that only Morgan can buy gemstones to make sure they get the tutorial.

    New players should not really be prompted to weapon crafting or adding new companions, so maybe those characters & their options should only appear at a later date, such as after heroic or legendary level has been opened by that hero.

    Leave a comment:


  • Oldmobilenewbie
    replied
    Originally posted by hp9000 View Post
    I was reminded of another very dumb noob issue doing a daily recently: I spent an inordinate amount of time trying to figure out how to open the barrel in Marcus' Village. Later I realized you don't interact with things that way in this game but it's the third level you hit and when you've been playing all of ten minutes and basing your experience on other games, the fact that a dialog is all "ooh is someone in that barrel?" made me think I was supposed to investigate. If and when you redo those levels, I'd consider removing that dialog. It doesn't add much to the game and is pretty misleading when you're brand new.
    I totally did this too. Also kept trying to find "secrets" in story mode.

    Leave a comment:


  • hp9000
    replied
    I was reminded of another very dumb noob issue doing a daily recently: I spent an inordinate amount of time trying to figure out how to open the barrel in Marcus' Village. Later I realized you don't interact with things that way in this game but it's the third level you hit and when you've been playing all of ten minutes and basing your experience on other games, the fact that a dialog is all "ooh is someone in that barrel?" made me think I was supposed to investigate. If and when you redo those levels, I'd consider removing that dialog. It doesn't add much to the game and is pretty misleading when you're brand new.

    Leave a comment:


  • xfool
    replied
    All the crafting processes arent explain in the game and players have to read up on the forum or the wiki. Had no idea gemstones could be used for the jewelry crafting process initially.
    Last edited by xfool; 10-03-2018, 05:36 PM.

    Leave a comment:


  • ྿༻Travis༺྿ (Support Mgr.)
    replied
    Originally posted by hp9000 View Post
    ...Spent a few days accepting daily on hero 1, finishing quest, load hero 2, accept quest, finish quest, load hero 3.
    For the record, this is actually how it's supposed to work. It's a known issue that will eventually be fixed.

    Leave a comment:


  • hp9000
    replied
    Been playing for 7 weeks now, so here's my list:

    * I totally didn't realize items would fly to me at the end of a level. Spent a lot of time zooming around over all the gold and item drops
    * I didn't know that you socketed gems simply by dragging them over gear (took like 1s to figure out but still)
    * Would have socketed gems earlier if I'd realized they could be removed for a small gold fee
    * Didn't realize one hero's actions would fulfill the daily quests of other heroes. Spent a few days accepting daily on hero 1, finishing quest, load hero 2, accept quest, finish quest, load hero 3. Figured it out in a few days
    * Saved a ton of gear during my first hero's leveling up only to realize after that everything except capes and some weapons are sharable across classes.

    Also, everything about trials I wrote down here: https://forum.makingfun.com/forum/et...sic-trial-faqs

    Leave a comment:


  • Mitot Oye
    replied
    For a good 1 and 1/2 months of playing, I was under the impression that expanding lines in the stash consumes gems, instead of gold. I had to make space by opening up additional tabs with my hard earned gems, thinking each subsequent stash line is worth 1000 gems. I was conserving my stash and inventory space by switching to multiple characters (where I also has to expand their inventories). Crafting jewelries were a pain in the behind, and I was hard-pressed saving max-stat uncommon jewelries because I kept of running out of space. Haha

    Leave a comment:


  • PeterK
    replied
    I think this upgrade has gone fairly well.

    Leave a comment:


  • Darth.LE
    replied
    Originally posted by Chosen View Post
    Maybe your desire to increase your post count hinders your ability to read/comprehend, who knows...
    Originally posted by GrauGeist View Post
    No, I'm not some +1 spammer... :eyeroll:
    I'm looking forward to an upgrade with PVP. LOL

    Leave a comment:


  • PeterK
    replied
    Smoothing the flow of action in the Hometown concerning inventory, stash, and item actions (crafting, selling, ...). A possibility is to have two panes that hold two of the chosen three.

    Leave a comment:


  • purple
    replied
    Not understanding that everything in the level flew to you at the end, and trying to tap all chests (instead of just getting near) and picking up all items (instead of waiting) was my biggest thing. I think it'd be nice if all items just flew to your hero on drop, maybe 3 seconds after they drop. It would be more clear for sure. Although you would lose the "gold fountain" effect at the end... (One super nice thing: I love how items fly to you then bounce off when your inventory is full. That was a great design idea.)

    Jewelry is a mess. You know that. You're fixing that.

    Some stats/descriptions are still not complete. I know it's hard to balance wordiness/interface with explanation/clarity. It's really hard. "Damage reflected" is a common one people don't understand (I do because I played the Diablo games); also things like the fact that Snipe stuns/interrupts is HUGE but undocumented. Sometimes you just have to play with skills to understand them - which is fine - but sometimes it'd be nice. (Changing "haste" to "attacks per second" on the character sheet was another good idea.)

    Combining gems is something I feel like I did on accident before I realized what to do. Part of an inventory management game is learning what to keep and what to dump but yeah, they're more important than you'd think. Can you get rid of books or make them disappear after being read? That would be nice.

    Once I beat the normal story mode I was confused on what to do. I didn't know you could increase the story levels until I read it here. Heroic was too hard at first but trials were also confusing. It's sort of weird that trials 1-6 are 100% different than trials 7-inifinty (level of monsters). (It was strange to have such a hard time with trial 6 but then go from 7 to 10 to 20 to 30...)

    A lot of your interface is pretty straightforward, but I had two huge advantages: playing Diablo games, and reading the forum. It's hard to say how intuitive this would all be without those two things.

    Leave a comment:


  • Humus
    replied
    Originally posted by Skyla View Post
    The gemstone double click.. Used to drag all my gems manually to my stash... Then lag showed me a better way.
    I actually thought the stack of gems was somehow gone when lag caused me to double click the stack. Took me a couple seconds to see that it was in my stash. Small but useful info.
    That feature was only added to the game in a recent update.

    Leave a comment:

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