I've been playing for a while now. And I'm really enjoying this project. I've spent some cash on training weapons and premmy time and reached lvl 36 (I'ma slow player) o really see myself playing this for some time. And I'd like to post some ideas here.
Some things that I really think that scares new players: the speed of the character (it's extremely slow), the hunt spot disposal, the low % of damage when leveling (it's low priority)
We need l better UX on spawns. There's no reason to have a giant spider at the side of the main city. it just sound like a troll thing. I know, some players can lure it. but it's not the case. there's a giant spider spawn at the same spot as minotaurs and cyclopes (or it can be my fear of GS speaking). I think it's gonna be really good to have a better hunt spot distribution. The spawns are so small that you are killing some low lvl mob and 2 sqms ahead is a +20lvl spot
The inventory is ok. I can manage it. But how I unequip something? I can only replace my equiped item?
The lag. I can easily play with 130ms. it's not perfect but it's ok for a game like that. But sometimes the game just runs offline and you only notice it when trying to enter in a hole or use an spell. And when you connect back, you are dead.
the passive points is tooooo low. 0,05% per level are really low. you see but none difference at your damage. like, 0,05% of a 30 DMG is nothing. And it's bad for the experience of the new players. I like de difficulty of the game. but the gain of speed and attack power make a lot of people drop that game for sure.
It's not "make the game easier" it's more like "show me that my efforts made some difference"
Responsive buttons. Bro, let me know when I've clicked on something. the buttons doesn't even move. just put something like "when clicked, make the button a bit darker" sometimes I don't know if my finger reached the right button.
The shop is ok. I don't think it's breaking or making the game p2w. it's a mobile game. People are comparing to a bayak 999x. that's not the case.
Hello, I really appreciatte your feedback!
Regarding to Giant Spider's hole, its just a bad joke from my side, with that idea, I try to force my players to be carefull, look the map and watch where their character is moving.
I hate games where people doesnt consider each part of the map, so I decided to add it to force them ^^.
About lag, is not lag at all, its visual stuff due to a bottleneck, its caused by monster A* pathfind library, since everything runs in the same thread, it causes bottleneck because it consumes lot of CPU per calculation.
My lack of experience with "worker threards" in typescript doesnt allow me to fix that, but implementing it, will solve the issue for sure!
About the passive skill points, I can understand you perfectly, seems thats not enought or almost not noticeable, the purpose of these points is to encourage players to keep levelling since those points can boost their damage/resistance on a higher level.
So yes, you are right, you expect to see a difference in short game term, but I think that something collected fast, will be boring in some days.
My idea with Valoria is like the old tibia were players spent time doing runes to hunt... skilling... and such stuffs that initially cost time but later will change a lot the game experience as inversion.
As you know, when you play an OT or Tibia RL, you initially dont rush level, you just keep offline trainning or using exercise weapon, then you rush your level and enjoy everything in a way more efficient and attractive, like seeing your damage growing up each time you level up since you have a high skill ^^.
About the equipment stuff, I need to figure out a way to swap equipped stuff, intially the game is for Android devices, so I think confort should be the most important thing imo, It has been requested a lot, same as "look" function.
I want to add it in a near future.
Anyways, thank your for comment and time spent playing the project