Game Balance and everything that needs to be fixed
There is simply so much wrong that I will just have a giant unordered task list that I will gradually expand:
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Crafting is very expensive and each craft consumes GP. Maybe replace with requiring time instead of so much GP? -
Apartments are super expensive and kind-of useless to the average player. -
There need to be more smaller instanced apartments you can upgrade, which will also solve the above when you can do a quest to unlock e.g a cauldron or crafting table for your apartment - Ideas for this:
- First "apartment" you ever get is the smol bed on the starting ship, can be used once per day for some okay-ish boost, e.g max hp +10. Can not be used anymore once you get your second apartment.
- Second one: The inn room in tulimshar.
- Third one: Maybe a small hut in halinarzo. Your first permanent base.
- You could upgrade your permanent bases by doing quests. E.g the potioner in Hurnscald wants you to do something relatively simple in exchange for their old, dented cauldron.
- Basic furniture like this is easy to come by, but an old cauldron may not make the best potions or is not as fast, so the player wants to upgrade soon.
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The grand hunter quest is super grindy and pointless. "Kill 10k of a specific mob for some money and a cosmetic pet" -
The entire main quest is grindy, mostly boring and hard to remember -
The "rescue the professor" main quest with cutscene seems incredibly cheesy and weird. Oh no, he is using two energy balls! No, seriously. There are no mechanics behind that whatsoever. -
I cant even remember what happened in halinarzo so that bit needs to have more depth -
the nivalis library clearing thing is a cool concept but the library needs a rework since it is mostly a linear, giant, yet mostly empty, room. -
the frostia part sends you into a cave with a miniboss, then drops you into a relatively boring village. should be: dark wastes north of frostia (free roam), a guard is stationed at cave entrance and you need the kings permit to pass. Then appears inside the instanced cave to explore it with you, potentially commenting on stuff (would be really cool and help with lore) and supporting you with the mini boss and maybe even boss. has an aversion to the village so he will temporarily leave you until are ready exploring the village and you face the boss -
isbamuth boss fight: the throne room is super lame and you get ambushed because you didnt use that one tile to the left which is does not make sense. after that you are forced to read through some stuff, then get an extremely important part of the game and this is not clearly communicated to the player. this part needs waaaay more depth.
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Everything is super expensive and/or needs a metric ton of ingredients, making it hard to acquire level-appropriate equipment -
The bandit and shopkeeper (does not exist yet) questline needs to be polished immensely. -
Move the mouboo bandit to halinarzo and the npc which gives you the burglar mask into his vicinity. Make them some sort of bandit gang or whatever. -
There need to be pickable chests in random houses in non-LoF towns, too. Basically just copy the vault NPC but make it a chest sprite. -
As an alternative for players and as an opponent for the faction, have e.g an aspiring group set up shop in halinarzo to trade or something -
Also I have thought of a better minigame when lockpicking, involving spawning special guards and when you die to them you do not lose experience but part of your booty and land in ingame jail. The guards have debilitating attacks such as slowing your movement speed down to stop your escape. Even when you escape, depending on what you stole you will be watched and guards may still spawn, so you best go hide in some remote forest until the coast is clear. Fun, but complex to implement.
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Some "boss" fights lack depth and/or need to be instanced. For example the bandit lord or saxso ghost. This way you would also get a guaranteed drop, so you do not grind the saxso ghost for its key -
The entire world is ravaged by the monster king yet the cities look surpringly clean. No sign of struggle, no temporary fortifications and more. Also we would lack tiles for that anyways -
Daily quests are super meh. Hard to get right but incredibly grindy and unrewarding in our case. Idea for possible more exciting daily missions: - Bandits have constructed a roadblock in rural hurnscald! Take them out! (Would also contribute to the entire world being chaotic due to the homunculi by a certain antagonist. Might need to be an instance.)
- more ideas hopefully coming soon
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MAJOR: The entire game is laggy yet it depends on hit and run. Classes are advertised in the magic academy but there are none (also whats "ragger" suposed to be). Classes could mitigate this pretty well by adding more skills the player can use besides hit and run. - E.g tank stance: reduces movement speed, increases evasion and defense, decreases attack speed and damage for say 30 seconds.
- Sweeping strike: AoE attack with +10% damage, 3 tiles in front of you. 10s cooldown.
- Barbarian Rush: +10% movespeed, 20% attack speed, +20% attack, -40% defense for 10 seconds.
- Currently most skills (so mostly magic) require you to invest in intelligence which is of very little use otherwise.
- You could store the job level for classes, so you could have a freelancer which is the default with no skills by default. You could try becoming e.g a tank and your job level resets to 1 and if you say want to stop being a tank and become a freelancer again, your job level you have as tank is stored and the freelancer job level you had before changing to tank is restored. Final Fantasy V has a similar system, take a look at it.
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The LoF merger looks not well done from my side. I love its open world and ML would benefit from more such open spaces (cough, frostia dark wastes, cough), but combining an already chaotic (gameplay-wise) fantasy world with guns and lightsabers? Uh. No. -
You can get dungeon maps and treasure maps early, but the shovel is hidden on some obscure island in LoF. -
Halinarzo mines are super lazily done. They are a maze with no concept. -
Travelling in the game is super tedious currently. If you do not want to waste your precious few GP, you will need to traverse annoying areas such as the desert canyon, the swamp or ice mazes. It is tedious and the teleport crystals are super expensive and break extremely often. Having more open areas with little events to explore (so its more fun) would also solve this but we are far, far away from this. -
Also add more teleportals!
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These rebirth traits are a good first step but still problematic. AoE attack or more attack range are vastly superior over some other options. I feel like we should eventually lock most of these overpowered traits behind difficult quests, but stuff like more defense and so on is cool to persist between rebirths. -
The little eastereggs giving strange coins are a bit weird. E.g finding a totally invisible door in a wall or clicking on a toilet are not eastereggs. They are annoying and currently pointless to find. The idea is epic though. Solving environmental puzzles, exploring or answering riddles further intertwines the player with the lore and rewards them for getting a grasp on it. -
Call of Dusty is a cool idea but there are too many monsters at a given time and the goal is pretty vague. Monsters should also not respawn (maybe instance it?) so theres a better feeling of completion. -
Regarding crafting, the player should get a recipe for a small healing potion like in tmw classic. If they do not have a cauldron for their base yet, they could give say 5 GP to the potioner to mix something as trivial as that for the player. -
Alignment in this massively multiplayer online roleplaying game has one single function currently: to allow or not to allow summoning. This is bad and needs more depth.
jesusalva I do not want an answer for each of the points here. Some are complex to solve and I do not want more pedantic and in the end meaningless (no offense, but I doubt you will take offense anyways :p) discussions about details.