Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

5 Neutral

About REkzkaRZ

  • Rank
    (1) Prestidigitator
  1. Obsidian, I want to second this point. Content would get you more paying users who care. P2W freemium shiny things might attract whales, and I understand one big whale means​ more payroll despite undercutting the overall game quality. But that hurts the community too, no? a) I like Quest mode and am astounded you are removing it AFTER developing it and making it stable. I prefer it to story mode and primarily play it. So of course you will delete that. ??? b) You made content unlocking by gameplay possible, and offered an (apparent) "just pay for all content" option -- but that didn't​ unlock all content! From my POV, unlocking only my desired characters and occasionally getting a few chests w/winnings makes much more sense than buying the whole game for $25. Why? Bc the mobile game market price point is generally $3-$5 w/IAPS of $1-$3. Your price point made your game unwanted to many players (even now) and disappointing to those who spent $25. You could still fix this, somehow. c) Somewhere in here, one could imagine exists the pure card game version. But now w/runes/charms you are corrupting that. I think its a mistake. d) Playing this game (still one of my favs) is agreeing to follow limited options constantly. The UI makes me feel limited, not empowered. Having a glow on next move options is a great idea -- making it too dim AND not show all the options available is a UI mistake. The awkward build party screen, the locked phases, the painful progression in levels, the inability to rename characters or change pictures or scribble on a card, the inability to flag hated cards as crap, the difficulty moving cards to the correct gameboard locations, the bizarre new costumed classes IAPs -- these were all choices made which IMO hurt the game in different ways. e) I still play this game and still like it, despite all the challenges. Because underneath, the core concept of a card RPG where heroes progress between adventures, is awesome. I hope it gets immitated and improved upon. Last points -- I had great experiences with your support folks, who kept me happy despite the Daily Gold feature being all messed up. They made me stay loyal. The community helped me figure out this game better than the tutorial. Adding % chances doesn't improve the game IMO. Remember when Han Solo said, "Never tell me the odds!" The shiny overpriced dice, the only slightly better treasures, and the chance to encounter purchased items <-- these didn't make me want to pay or play or make me loyal. *It was solving the adventure and progressing the party.* If your game had simply given 10gold every 3 hours reward for logging in, you would've kept average mobile players. Rewards keep people playing, not more stuff to buy in a storefront. IMO it's the abundant storefronts in modern games -- offering DLC (which is another way of saying 'You can't have the full game without us getting more of your $'), gameplay unbalancing single use items, or special hair/outfits for your avatars -- which kills modern games. Or hurts them a lot. Anyway, whatever you do with this game now, I will still try to play it. But gee, I would've much more happily paid actual money for real expansions rather than this new fluff.
  2. I'm probably the only one that doesn't understand what "when you reset your hand" means?
  3. Players, thanks for this. Super helpful! I'm playing Android version & have to carefully select which characters to buy (or spend $25, which I can't swing right now). My current team is Merisiel, Kyra, Ezren, Harsk, and Valeros. I enjoy them all. From what I've read here, all characters are versatile enough to be fun. None of my characters seem hard, so I'm not sure I can answer the question. I'm on here looking for level up suggestions/builds for heroes. I've noticed that a few level ups rounds off the toughest parts of each: hand size for Val + weaps, Kyra needs that flaming hammer (!!) & a few good non-cure spells, Merisiel benefits from items, Harsk seems set with magic armor & weapons, and Ezren's spell makeup helps + that recharge boost skill is huge.
  4. Forgot to say I love the rotate to max zoom cards. I saw this when my last game crashed -- and it made me happy. Yaaay
  5. Updated UI doesn't feel thoroughly playtested. Discard & Bury buttons *behind* buttons/msgs, found villain and got stuck on animated flame page, loads of newel crashes. Note 3 and Nexus 6p. I just restarted playing Magic 2015, and they also highlight playable cards -- but much more obviously!!! And it works *much* better. Disappointed in new UI, but hopeful that support team will get it to work beautifully fast. I'm hopeful!!
  6. Don't think its the fit for your team (Weapon skill let's you use best items), but I love Erza the wizard. When he levels up, he just blows thru spells AND draws more spells AND with Arcane Mirror (?) spell, he can take out the worst enemies w/o a scratch. On a good draw, he can empty the location in one turn! (Augury, Det Magic, Arcane Mirror -- all seem weak, but when he draws them & recharges them a few times... WOW!) I also like Valeros, which is who I'd take in your setup, but he isn't the same. My part is Valeros, Erza, Merisiel, and Cleric (Sarenrae zealot).
  7. Android store def distinguishes between phone and tablet. In fact, I guess it distinguishes between ALL models & sees if app is compatible? Yeah, I meant Nexus 6p, sorry iPhone. There's probably not a big reason you can't play yet, but I'm not he dev so I'm just guessing (Hearthstone did that too, but I sideloaded a mod for phone version & played for months before phone version came put, but you can't sideload on iOS).
  8. It's just waaay smaller than most games on the phone. "HOW" do I play? Uh, dunno how to answer that. Like most people??? I also have it on my Note 3, somehow looks better on that...?
  9. Obsidian, I love this game, however I have to have my phone very close to my face to read the text. I have a Nexus 6p, arguably a large phablet. The card size & font could be larger, esp when I tap to zoom the card. Another idea might be a "long tap" might zoom important text LARGER? Also the glow on moves I can do could be more significant (a larger spread, perhaps?). Sometimes the UI 'nudges' are far too subtle, leaving me uncertain what I'm supposed to do. I don't think you need entirely separate versions for phone & tablet, but rather a 'switch' (in settings?) which can give an alternate layout for easier readability? There is *A LOT* of unused real estate on my screen. Hard to believe LARGER isn't doable. Thanks, keep up the great work!! - REkzkaRZ.com
  • Create New...