Common Suggestions and Feedback (with Dev Responses)
" Thank you for the comprehensive feedback. We appreciate the time and effort that went into this. You have justly identified two very important areas that we are keen to improve: the "feel" of the combat, and player conveyance (esp. early on). The disruption of smooth combat is primarily down to the latency between client and server. Which gateway (US, EU, SG) are you are using and which country you are playing from? If you press F1 while in-game, what does it display as your latency? The lag is certainly worse for some people than others. Certain skills are also more prone to desync. Some games require the player to wait for a reply from the server before allowing any action, but this delay can make the game feel unresponsive. It does help greatly with keeping the client and server in sync, though. We have chosen the route of allowing the player to begin performing actions the instant that they click the mouse (or press the key), and the client and server do their best to make sense of it all. It's a tough problem to solve. We are well aware that the game is lacking in the tutorial department. We know that simply creating screen text to explain all the complex systems is a poor idea, but we're not sure what a good method of "conveying" all the knowledge we expect players to pick up. If you have any suggestions in this regard, we are keen to hear! I'm sorry you aren't enjoying the game very much. How far have you gotten? The combat picks up a lot as you level and gain more skills. A large part of our design philosophy is "to create the game we want to play". Our desires and goals don't always coincide with everyone else's, but we are always looking for ways to improve. We also value feedback from our players and fans. We do listen (even if we don't have time to reply to everything). Thanks again for your feedback. Code warrior
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First of all, I'm enjoying the game, awesome music, smooth gameplay, decent combat, lots of content. GJ GGG !
There is one thing that bothers me though; I play ranger and I found difficult kiting things. I'm sorry if someone already mentioned that. Will there be any improvement on that aspect ? It's almost like there is no kiting. It doesn't work like it should. thanks in advance ;) |
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Can consider creating a iphone, android apps for downloading of login tokens registered to individual account holder to have a more secure game play? I have been hacked in many of my pass games. Thus the good features I found offered by some online game company example D3 is the login token which generate a random sets of number allocated for different account holders at different time.
Hope this goes into your consideration. Best regards, Dead84 |
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" I have given this some thought before. Here is my suggestion: Sorry for the wall of text. This is just a suggestion, I don't see it as a high priority issue and I certainly don't want to steal your time
Spoiler
You could add a tutorial "league" that a new player can choose when creation a character. Maybe this could be highlighted for when the client is first started after insalling.
This league could consist of only one area, where you wake up at the beach like in the other leagues. You could then proceed to have the player pick up a weapon, kill a monster, get a skill gem and then require the player to open his inventory and place the gem into his weapon. At this point you could show additional text panels once the inventory is opened, to explain how gems generally work. When the player then kills the second monster he or she gets a support gem. You proceed to give the player an introduction on those. With the next monster kill the player gets a level up. You then require him to open the passive skill tree. You can show explanational steps there to introduce players to the core mechanics. It would be useful to include the information, that builds can be shared on the website etc. You could introduce the crafting/currency item system in a similar fashion. Have some basic currency items drop, require the player to open his inventory and check them out and guide him along the way. It would be good if a player could save his progress in this league, so that players can take a break from it. Maybe you could also split it up into areas for "learn how to craft", "learn how to fight" or "learn how to level up". Those areas could be accessable trough waypoints, to introduce the mechanic behind those. In the end new players will have to make new characters to participate in the normal leagues as everbody else. As I said, just a suggestion. The question what kind of information would have to go into the tutorial is certainly a difficult one. Maybe it would be useful to have a seperate thread for suggestions concerning a future tutorial, and what sort of information it should contain. I will leave it to GGG staff or the mods to decide about that. Edit: fixed my terrible spelling and grammar |
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Wouldn't it be better if the SELL ITEMS and BUY ITEMS were on the same transaction window, i.e. that I can sell or buy items at the same time without closing the SELL window and then opening the BUY window from the NPC in town...?
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I don't know if this has been suggested already (I don't feel like reading all 30 pages in this thread), but do the divelopers plan to let us buy new character portraits or skins for all the classes?
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" Works fine for me. Get movement speed bonuses and you're gold. |
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" You could at least read the first post. |
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Dashgalaxy, it seems you have accidentally put the text for item #40 in the spoiler for item #39. Just figured I'd mention it. :)
Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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" Sorry, I guess I should have read it more in detail. This pretty much addresses my suggestion: 6. Add the ability to change character appearance/gender. Erik of GGG has finally stated (specifically in regard to gender): "This will be in the cash shop eventually." |
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