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GoodbyePK

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Everything posted by GoodbyePK

  1. Both of those are understood, but neither addresses my points...
  2. Since these questions remain unanswered (and I believe them important to know): The high resolution images of the game on the Steam page are certainly not how the game looks on at least the Windows PC version. Is that actually how it looks on any desktop computer version? Is there a plan to make the Windows PC version look that way? I imagine you are aware that the majority of Steam games and users are Windows based. If the game makes it to Steam and still so varies from what you are presenting to prospective players, I don't see it being successful there. The hilariously small resolution on the Windows PC version makes gameplay extremely less enjoyable than playing on mobile; Steam badges/cards/etc. will not be enough to overcome the difference. Also, it seems most of the benefits of adding Steam as a distribution medium just favor the company; that is, I don't feel any incentive as a user to employ Steam to obtain or play this game. I can already play on PC, and don't need to go through a middleman to get it. Will Steam be replacing your website as an option to obtain the game?
  3. The high resolution images of the game on the Steam page are certainly not how the game looks on at least the Windows PC version. Is that actually how it looks on any desktop computer version? Is there a plan to make the Windows PC version look that way? I imagine you are aware that the majority of Steam games and users are Windows based. If the game makes it to Steam and still so varies from what you are presenting to prospective players, I don't see it being successful there. The hilariously small resolution on the Windows PC version makes gameplay extremely less enjoyable than playing on mobile; Steam badges/cards/etc. will not be enough to overcome the difference. Also, it seems most of the benefits of adding Steam as a distribution medium just favor the company; that is, I don't feel any incentive as a user to employ Steam to obtain or play this game. I can already play on PC, and don't need to go through a middleman to get it. Will Steam be replacing your website as an option to obtain the game?
  4. So, does each additional point of defence add a simple amount of % damage reduction? Is it linear? Is it the same for each class? And each source of defence? Is there a cap? A question I forgot: is there a time limit for completing a daily quest, or can I just keep picking them up and finishing them whenever? Also, I only have the first zone on Irselnort unlocked for dailies, but I am getting 6 a day from that zone; a set of 3 twice a day. Is that affected by anything I'm doing or where I am? I thought you only get 3 per day from each zone. 5pm EST was noted as daily reset; what is the time for the second set of quests?
  5. I would think many or all of these are here somewhere, but the search function is lame. What time (and zone) is daily reset as it applies to daily quests, bonuses, gifts, etc? I'm on sapphire. What determines when you start seeing daily quests in a zone? With enhancement spheres, what does the level 1-11 and 12-20 refer to? That each is usable only on items of those levels, or that the first brings you to a +11 bonus, then you need the other to get to +20? There are many consumables that give tiny bonuses for 10 minutes. Are these useful? Do same bonuses stack? When would I bother with them? On character >> attributes >> defense, it shows a number with a percentage. I'm guessing the number is simple damage reduction (is it simple?) What is the percentage? What is resilience? Crafting so far appears to be a way of grinding my way to better items without questing. What are the benefits of high level crafting skills if I my character were max level and had access to all areas? Is there truly no persistent in-game messaging system? I can't pm someone offline!? No guild message board!? This obviously makes it really difficult to communicate. I hate when games force me to use third party communication to support its social structure. What are the popular solutions here? Thanks for any help.
  6. Four months later, and I'm finally questing on Irselnort! It was a painful expedition of mindless tedium, multiple hiatuses, starting and quitting a bunch of other games, getting nowhere in chats, and eventually circling back to get this bloody thing moving in the right direction. After rewatching some gameplay videos and rereading a bunch of guides, I can finally see the light. I suppose I was a bit naive in my expectations at first; "grind" is part of the company name. :-P I'm confident that now being released to the open world will take the sting out of the mundane and tedious quests. Seeing more than one person every 10 minutes is quite refreshing. Hopefully, I can find a guild in which I'm a good fit and focus more on the pvp, which I've been pining for all along. I expect to be online much more often now. Do say hi if you see me. Or after you kill me. Either way, it'll be a good time.
  7. I've completed every quest I can find on the Forsaken Isle, except for the few remaining boss fights (I think) that I need to find help with. I'm level 12. I went to Irselnort without being told to and found no quests there. I'm told there should be a quest directing me to go, and I'm guessing I need to go through that quest before daily quests will show up. However, whatever quest is meant to direct me to Irselnort is not available. Do I need to complete all of the boss quests before getting this travel quest? Is it a particular one? My remaining quests are: -Garraz the Confessor -Unexpected Trouble -Earl Shtrug -Kesuckitan Incinerator -All-Seeing Tuckoot How do I go forward?
  8. I found where to go the second island. I've been wandering around aimlessly for a few days and have no idea what to do. There are no points of interest showing on the map (no question or exclamation marks anywhere). I understand there are daily quests here; how do I find them? I never got a quest telling me to go to the next island; do I need to complete all the first island quests before I can do anything on the second? It's been so tedious and boring to get this far; I hope I didn't just waste money and time and have to go backwards.
  9. Back again. All the walking and collecting burned me out and redirected my interests for a while (to games that are fun in the beginning). I think I have finally finished through the first island quests aside from 6 bosses, and I am level 12. I plan to attempt some of the earlier bosses myself, but will obviously need help for the later ones. What is the best way to find and join a guild? I figure I'm most likely to find someone online to help that way. As I read more through the forum, it seems the majority consensus is that DK is one of the worst, if not the very worst, classes to play. I had done a couple arena battles and can clearly see the gripes with their lack of pvp capability. They're slow, some skills are useless, and damage is weak. I would guess that DK is more useful in bigger group battles, as it is a tank, but in 1v1 and 2v2 they just lose while they stand in place and swing occasionally. As I have an interest in the pvp, did I ultimately waste my time with this game? I usually tank when a game gives that option, but tanks in other games are much more interesting than sharp rocks, and have ways of handling 1v1+. I'm hoping to hear either that I'm just doing it wrong, or that there are plans to change this. In any case, what do I do to go to the next island, and how should I get started there? I'm ready for the fun to start.
  10. It sounds like my class choice has rendered me unlucky, as it were, having picked one of the more tedious classes to start with. I'm not really interested in starting over with another character, nor managing multiple characters for that matter, but I am sticking with the game. Everyone seems to be in agreement that the good parts of the game come after the early single-player segment, so I'm continuing to grind through a few quests a day, with confidence that the time spent will be well worth it. It still just pains me to feel the need to force myself to play a game I'm not currently excited about, in hopes that I eventually will be. In another way of looking at this, I'm bewildered that so many players made it through the early part of the game and still play. As everyone agrees that the game is finally fun only after a gauntlet of mindless repetitive tasks, how did so many players persevere? I can't say I know much about mobile gaming user statistics or demographics, but I'd generally presume that players looking for a questing rpg demand more depth and players looking for tap-dancing on their screen demand a faster pace. This game is slow and shallow. Did everyone else take part in discussions like this to be convinced to keep playing? I certainly mean no offense to the game; it is clearly popular and I'm not ignoring that. Am I just part of a tiny minority? Anyway, I am still here (and with thanks to all of you giving me faith). Please say hi if you see me in game. :drinks:
  11. "Challenging" is a keyword I was hoping to hear somewhere, so I do look forward to Norlant. That sounds like the place I want to be (assuming there is reward for that challenge). I would guess the gameplay was not specifically designed to counter botting, given the absence of other typical rpg aspects such as exploration, optional side-questing, and the ability to choose the difficulty of play in terms of when to tackle a particular obstacle. Besides, as I understand it, there already exists an amount of grinding for valuable monster drops which could be botted. I now look even more forward to joining a guild. How do I do that? I realized today what specifically was bothering me about the lack of exploration: flavor text outside of questing. There are so many NPCs everywhere, but none of them talk to you except when active for a quest. It's bad enough that there is nothing to accomplish by venturing ahead of where the game tells you to go, but you can't even interact with what you find. Not even for flavor. It's starting to feel like the devs had an idea for a gameplay experience, then arbitrarily decided on a graphical style, and marketed the game on a false expectation by exploiting the feels of gaming past-times. I'm over it, of course, but it still leaves a bad taste in my mouth. The screenshots sold me on hopes of Dragon Quest/LoZ/Crystalis/Final Fantasy/etc., but the game delivered an elaborate hunt-and-peck. As I continue to learn what the game actually is, and not what it claimed to be, I continue to change my mindset to accommodate it. It is indeed a well built game, and, though not what I was initially looking for, something I am enjoying. I am still looking for the true mobile rpg experience I want, but this one has certainly made it to my "active games" directory. I suppose I do have a question at this point. Let's say I've done all my daily routines; I'm caught up on quests, messages, and other responsibilities. In a typical rpg, after wondering what to do, I might think to go run a dungeon. In that dungeon, I would expect to find tactical battles with groups of monsters, leading up to a boss fight, and ending with victorious treasure worthy of the effort. Does WSO have that? If not, does it have something to fit that dynamic? Otherwise, what do I do when I'm wondering what to do?
  12. I'm Lightbane on the US realm. If achievements are not already part of the game, call me surprised. Achievements are the bread and butter of much of the mobile marketplace. They are addicting, generally expected, and easy to capitalize on. (And now I've reached my limit of food metaphors. :-P ) I don't generally buy into the "greedy devs" argument; they are part of a business and only function if they can make money to do so. I've probably heard some form of that gripe in every F2P microtransaction game I've tried. I used to play Parallel Kingdom religiously ("used to" as they've announced the beginning of the end, hence my name), and it was no exception. Unless there is some specific example of a time that something reasonable and important to the players was ignored only because it would mean less money for the company, I find there's not much to support the position. Personally, I feel the artful reverence to the 8-bit gaming era is worthy of my three dollars. And if they have the right hooks to snag me with otherwise, perhaps even more. This game is clearly doing well by it's player base, according to the size of it anyway. I hadn't read enough yet to know some of the things here, so I do appreciate the help. That there is a second map to which I will eventually graduate does give me hope. I'll consider what I'm doing now an extended tutorial leading up to the tasty bits. I certainly hope to find a friendly guild, and I like that game mechanics are inclusive to them. This is a very active forum, so I've some catching up to do. I think that I now plan to is evidence enough, at least to myself, that I'll be sticking around.
  13. Just a day later, but I've put in enough more thought and play time to continue here. I'm obviously still a shiny noob, so please correct me as you see fit. Like many, one of my favorite series of games is TLoZ. I've changed my mindset to see WSO (is that the accepted acronym?) similar in play style to the original LoZ adventurer. This has helped me get over the the lack of material gains for monster slaying. Rupees are replaced by selling monster drops. Dungeons and their new items are replaced by quests and rewards. In both, you generally avoid monsters unless the task at hand requires otherwise. I'm starting to get used to this. I am still dismayed by the quest system, however, and now additionally by the lack of exploration and puzzle solving. The gameplay is rather mindless. In the dialogue for quests, you are usually told to "find" something, but are not given the opportunity to look for it. The game just tells you where it is. The most egregious example I've seen yet is when you bring the talking skull to the bandaged tree and are told to find the remains in a hole "somewhere nearby." It's 3 squares away with a giant quest marker that just appeared over it. The mini-story was cute (though cliche), but the execution was just insulting. A game with no challenge isn't much of a game. As to exploration, I am very disappointed. There is no reason to explore, especially when every wilderness cell is filled with quickly respawning treasureless monsters that chase you. You can't advance your character without an active quest, there is nothing to "discover," and with quest markers holding my hand from start to finish, there's no reason to learn the map. While you technically can explore, all you gain is more travel time. For such a great looking game, this is truly a shame. When the game is not telling you exactly what to do, there is nothing to do. Of course, this comes from a single player PvE playstyle right now, so take it as you will. My position, however, is that taking inspiration from such an iconic era of gaming, then trashing everything besides the art, makes me feel I was lied to before downloading. I would hope that the storyline is compelling, and trust that approaching LoTR for word count is something other than arbitrary. Unfortunately, character advancement comes in the form of grinding collection quests, so if there is any story in it, it's lost on me... because I'm grinding collection quests. I barely skim the text because I want to level up and I know the game will just tell me where to go. Sure, I love a good story; but if I have to pick 10 bugs off of every cookie before I can eat it, well, I'm just not gonna enjoy the cookies very much. So, here's the funny thing: I'm going to keep playing. The structure of this game is desperately screaming with potential, and I can't walk away from the best mobile gaming experience I know this could be if given the proper direction. Mechanical customization, like advanced skills and what crafting will do, are excellent steps. I don't know enough about the game yet to thoroughly understand what impact crafting may have, but the addition of decision based complexity in any form is paramount. It's nice to have so many classes to choose from, but each character of a class should have options to differentiate (aka, the antipathy of the current homogenizing quest system). I certainly hope that by max level, I am noticeably different than other deathknights, aside from just how I look. I am very much looking forward to PvP and the social side of the game. I just recently became more interested in PvP gameplay in general, and the casual pace of this game I think will keep the stress of it minimal. I haven't figured out yet how to join a guild (nor what they're for aside from another chat string). Hopefully the social aspects are as welcoming as the game itself. And to any guild I may join, if I have to collect 10 of anything to get in, I'm out. ;D
  14. Before anything else: this game is absolutely beautiful. The visuals are the primary hook that got me to start up. Gameplay is smooth and simple, with very few annoyances so far (like waiting for the looting option on a kill). Overall, I very much feel the intended retro style and I love it. I've played some hours and I'm level 5. I chose Deathknight, because I like to tank with sword and shield, and he looked the tankiest. I wasn't concerned with which side to play for (not sure if that's a consideration to make anyway). I hate collection quests. Doesn't matter what game it is. Even my favorite games bore me with them. Needless to say, I'm already bored. I think about logging on, and all I hear in my mind is "Find me 10 things....find me 10 things..." I'm confident the game gets better than this, but I'm already feeling desperate for it. Collection quests are usually made better by experience gains and money/item drops from the monsters defeated in the process. However, this game so far has bundled small amount of those into the quest completion and removed them from the combat. Wha!? So, the reward for defeating a monster is... it stops chasing me? No gold? No XP? I'm thus given incentive to sneak around monsters that I don't have a particular reason to kill. Lame. I can understand maintaining a certain pace for players. I can understand balance in terms of loot handouts. What I can't understand is why the meat and potatoes of the fantasy RPG genre is so blatantly missing from this game. Are there not ways to gain XP aside from finishing quests? Are there not ways to farm gold aside from filling my inventory with monster parts and selling at 1 per (and proper gold sinks to spend it on)? Are there dynamic loot drops at all? After gaining 5 levels, a character should feel like it has grown stronger and made noticeable progress in its career. I'm not feeling that at all. To be fair, grinding for gold and XP is not always a great time either. I've been bored by repetitive boss/dungeon runs in some games. However, those games had many pursuit choices, which all aligned side by side. In this game so far, it has been at least 90% filled with "go get X of a thing" or "take X of a thing and deliver them." The more interesting quests were short, few and far between, and left me wanting. I want to kill monsters for profit and build a unique character. Can I do that here? If so, please please please help me learn. I want to love this game!
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