Results 1 to 20 of 74

  Click here to go to the first Dev post in this thread.   Thread: What OTHER things would you like to see in Arcane Legends? (Premium Content)

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #28
    New Member
    Join Date
    Dec 2012
    Posts
    4
    Thanks Thanks Given 
    0
    Thanks Thanks Received 
    0
    Thanked in
    0 Posts

    Default

    Thank you Spacetime for making a really fun game!

    I wanted to provide my observations and I apologize in advance for redundancies.

    1) Since the content update, it seems like Legendary items and chests drop less frequently than before, and even then Elite Golden Banded Chests don't guarantee Legendary drops. So not only is there a 1% (or whatever it is) for chests, there is a 1% chance that a pink item is contained in that chest. That means it is approximately a 1/10000 chance to actually get anything useful. Here's are a few suggestions to reduce player frustration, and churn, while increasing player engagement and fun.
    A. Work with the community to develop a merit-based system based on a few things (people are welcome to add more ideas and discuss):
    - Damage inflicted upon enemies per DPS (Obviously rogues will produce higher damage, but if they produce the same amount of damage a warrior makes, then it contextually means that they weren't doing a great job...and sort of coasting)
    - Team-oriented skills (healing, tanking, buffs) - that reward players for "helping out their team"
    - Time spent playing the game/session - rewards players for the longer time played
    - # of Rewards during time spent - helps to balance out drops

    B. Every Elite chest drops 1 pink (again based on merit)
    - Copper drops a pink that is of "less value"
    - Silver drops a pink that is of "middle-tier value"
    - Golden drops a pink that is of "high value"

    C. or Achievements Unlock Legendary Items for our character's class (ex: by beating all the bosses on elite levels in one run without dying once, you can get Demonlord Plate of Will for Warriors)

    2) Reduce cost of elixirs/potions/feeding pets as it is a resource-sink and/or introduce weekly/monthly promotions to reduce costs of maintenance for people that cannot afford it - This will be a good incentive for people to play and provide instantaneous data to help your team with future marketing initiatives and in-game economy concepts.

    3) Make platinum a tradeable resource. Or make gold the only resource. It's much simpler to have one currency and you won't have to maintain both of Trial Pay's sites. What is the point of platinum anyway since we essentially trade it in for gold to use in the economy?

    4) Great games also have great stories - In the current situation, players have no idea what to look forward to for the next update. When we watched Gustav and Bael, we saw a lead into a Mardrom, goblins and then had expectations to look forward to. (We also expected Mardrom to be A LOT tougher to beat than Bael...especially on the elite levels). Suggestion: Create a great story, with a good cliffhanger or some bait for us to bite into! What is the story behind the dead city? Why should our heroes/legends risk their lives to go there? The story needs to be better intertwined into game play, more cut scenes that engage us as fans and a gripping story that keeps us wanting more. By releasing only new levels, it perpetuates a tired cyclical farming situation that your fans will get tired of quickly.

    5) Personalization
    A. Color - It would be great to be able to change the colors (by buying or otherwise) of the equipment or armor, or pets that we have (this I believe this has been mentioned before)
    B. Upgrading weapons by a sphere grid (ala Final Fantasy X, or Skyrim) Maybe we can spec a weapon to produce effects like armor reduction and beef that up with gems or with "Weapon XP"

    6) Being able to view chat screen while in menu - I'd love to see what my friends are talking about while I'm in the consignment store or while I'm busy in my inventory!

    7) Be able to copy text and paste into chat - I've wanted to paste URLs, but had to type it out many times

    8) Bosses must get harder with map progression
    A. Bael should NOT be harder to beat than Mardrom (sorry if I'm spelling that incorrectly)

    9) Warrior weapons (I only have one character class...so i can speak to it)
    A. Spears - a long range weapon
    - Impale - does most damage (reduces target armor)
    - Spin - Similar to windmill effect but does mid-damage
    - Stab - Does least amount of damage
    B. 2 daggers instead of 1 axe or sword/shield combo


    It's pretty much all I can think of for now, and I'm sure people will comment, add or even point out flaws in these, but I hope you guys at the studio can consider some of these thoughts. I've only wanted to make the game better and reflected some of the thoughts that came to mind. I hope you also don't take any offense to these suggestions..I really love the game and hope it continues to evolve and get better and grow.

    All the best,
    K
    Last edited by KTT16; 12-27-2012 at 02:43 AM.

Similar Threads

  1. Replies: 159
    Last Post: 03-14-2014, 01:44 PM
  2. Anybody quitting Pocket Legends to play Arcane Legends?
    By xxteargodxx in forum PL General Discussion
    Replies: 37
    Last Post: 04-06-2013, 07:50 PM
  3. Replies: 14
    Last Post: 07-11-2012, 12:31 PM
  4. Premium Starter Characters Coming to Pocket Legends
    By Samhayne in forum PL Announcements
    Replies: 18
    Last Post: 07-26-2011, 12:04 PM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •