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Ethics Gradient

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Everything posted by Ethics Gradient

  1. They are only received as rewards. They also make up a very small list of non-salvageable treasure cards. You can only get one, you will not see them in treasure chests, and you can't get rid of them even if you wanted to.
  2. That's about the right size for the APK-only portion of the game (just code, libraries, and basic stuff) if you're installing a split binary. The other ~300 MB of assets get downloaded separately/concurrently as an OBB file when you're using the Google Play store. I wasn't aware that the Amazon store supported that, so aside from being an obvious ripoff, the App probably wouldn't even work (which seems to be reflected in the reviews). Also, don't miss those "Amazing PvP matches !!!" Hah.
  3. Yes, the standalone Game Center app is now gone from iOS 10. The core components are all still there though. Open up the Settings app and scroll down to Game Center (just above Twitter and Facebook). There you can verify that your Apple ID is logged in. If that's all good, then Pathfinder shouldn't have any issues. I've had iOS 10 since the beta release (also on a 5s), and didn't notice any issues when Pathfinder went mobile.
  4. Try turning off "Effects" in Options --> Settings. It will disable a bunch of minor animations that you've probably never even noticed. I can't say it will help a lot, but it could still help. The Unity Engine is also a tricky beast, and even though something may look flat and 2D, it doesn't mean the rendering core is treating objects much differently than if they were 3D. Also, keep in mind that the game is pretty darn chatty from a networking perspective. If you're not playing on WiFi, it is frequently firing up the cellular data connection. It isn't a lot of data, but constant bursts from cell modem will always have a higher power draw than straight WiFi. You could try playing offline, but then you'd lose out on gold. Sorry, there isn't much better an answer. I've got an iPhone 5s myself. I'm a big fan of its rectangular slab form-factor, but sometimes the little quirks of my three year old phone make me want to throw it in a river.
  5. I understand the "gotta catch 'em all" sentiment, but the promo cards are all quite missable. Buying the promo cards is also a little against their spirit in the physical game. They were given away when when you subscribe/pre-order the adventure decks. Promo cards were more of an "I believed in this game to pay in advance" reward than anything else.
  6. Nice. We can finally close out that pesky "Not enough flying dragons" bug that's been plaguing the game since launch! Wait..., do you think just one dragon will be enough? Glad to hear that things seem to be progressing well. It'll be fun to see where things go in the coming weeks.
  7. Under Options --> Settings, you can also turn off "Effects." It will disable a bunch of subtle animations that are so subtle that you probably won't even notice anything changed. It may not have a colossal effect on battery, but it should still make the app a little less taxing on the phone.
  8. Sadly, unless you have a jailbroken apple device, it has been notoriously difficult to get at save files since iOS 8. You need to do a full backup, extract the target files, edit, reinject, and then do a complete restore. Things are a complete pain in the butt unless developers flip a specific switch to allow direct access to game saves.
  9. Stormbringer: This happened to me for the first time today. Playing on a Pixel C Android tablet, using Meri solo on Poison Pill (with the Inspired Dex feat). Went for an alpha strike on Pillbug in the last location -- because, why not -- and played a Calista and one favor (maybe Shelyn?), in addition to Black Arrow Ranger and discarding Poog for a backstab. Killed Pillbug, went to the post-game card screen and saw that the Calista and favor were both gone. I had a similar thing happen a little while back with two characters. Merisiel (w/inspired dex) was working the combat check for a villain, played a blessing and received a second blessing from Kyra. In the post-game wrap-up, Merisiel's blessing had disappeared from her hand. I haven't quite managed to reproduce it 100% of the time, but when a blessing winds up missing, it was a card played to defeat a villain. The good news is that the numbers in the vault still seem to add up. At least they just wind up banished instead of leaving the game permanently.
  10. Drop rate is closer to one in four. For every 10 chests opened, expect an average of 2.5 dice skins. Getting zero after opening four treasure chests isn't too abnormal. The "about half" claim came about when the dice skins were first added to the game. Since then adjustments were probably made. I only have recent data to back me up; I can't say for sure how things were behaving a month or two ago.
  11. A bag of Mystery Dice would be really nice, even if it was limited to one per account. It is the sort of perk that could add a little more value to anyone who got the season pass. I like it. Treasure chests can easily be the game's "premium" currency. It can be an alternate way to complete collections while still not making it too easy/cheap. 1 chest = 4 random cards 2 chests = 1 specific uncommon 3 chests = 1 specific rare 4 chests = 1 specific epic 5 chests = 1 specific legendary
  12. Well, yes. We know. Now let's crack some jokes about the Heavyload Belt! --- "Reveal this card to add 1 to your non-combat Strength check. You may play another item on this check. Discard this card to move yourself to any location with an unoccupied restroom."
  13. Reveal this card to add 1d10 to your Nostalgia check. If proficient with 1980's, you may discard this card to add 2d6 and the Retro trait.
  14. Perhaps even more than one. But fewer than four. And certainly not three. Never three.
  15. Daily gold has been confusing new users since day one. 200 gold per daily check-in, for the next 30 days. That's 6000 gold disbursed in tiny chunks over the course of a month. Feels like a good deal, but 200 gold is also pretty easy to come by casually. Regarding monetization, I think the biggest mistake is letting absolutely everything be purchased via gold. AD1 and AD2, sure, maybe you can get it with gold. All the other adventure decks should have a cash price tag. I hate arguing against free, but there has to be some sort of compromise between $0 and $25. Arguing that $0 is the right course of action because you worked hard to grind out that gold (at zero revenue) will harm future development more than it helps. Paying $3 or so per AD won't break anyone's budget. Otherwise, I think the problem is that we're so used to the scammy tactics of app developers (i.e. game currency vs. "premium" game currency, ads, forcing the user to log into Facebook or something, artificial ceilings that are nearly impossible to proceed through F2P), it's nearly disorienting when developer goes with "pay us $25 or not, it really won't matter in the end." Hopefully they know what they're doing. I'd like to see RoTR to finish on a high note.
  16. I feel that way a bit too. I paid my $25 for the season pass; I saw it as a way to shortcut the farming and play a little more casually. However, with the unexpectedly large spans of time between releases, even casual play has got me to a point where I probably could have bought everything with gold. Even if you can buy everything in RoTR with in-game gold now, I would not be surprised at all if that went away should there be future releases. I can't see how an ad-free F2P game can be sustainable when it isn't remotely necessary to chip in any real money to get the full experience. If there were a 2-tier system, I'd be okay with gold buying characters and chests, but requiring real money for adventure decks. I can't think of any other games with episodic content that just gives everything away for free like Pathfinder does.
  17. I agree! Its also a UI consistency thing too. Just about all the mandatory user interactions involve dragging cards or "big ol' buttons." The tiny [X] to close seems to be the only instance of that kind of interaction. Also, the Close button could still be there, and maybe got lost in the UI changes like all the other missing buttons...
  18. May have gotten lost in the noise a couple weeks ago, but this still seems to be the case with the 1.1.3.0 version.
  19. The "reveal zone" is directly above your hand, below the dice. Just drag it there.
  20. Dragging the card to the appropriate location on the screen also works in the absence of the working buttons. Want to play a Blessing but can't find the discard button? Just drag it to your discard pile. Got an item that you recharge to use? Drag it back to your deck. Need to bury an armor after taking a bunch of damage? Put it in the pile of dirt. The buttons were just shortcuts to quickly move the card around for you. Manually placing the cards in their desired spot should trigger the same effects.
  21. Agreed. Just wanted to let everyone know that the server should be crediting your account the salvage gold. Whether or not the client is seeing it is a different issue. I assume this is the bug report you posted.
  22. They removed that savage intentionally. Officially confirmed in an other thread. I'm very very sad about that as you are mate.. Vault salvage should still be working. The salvage that was quietly removed was the handful of freebie gold that you got after scenarios when you decided not to keep all those Mattocks and Troubadours and other unwanted boons.
  23. Its a visual bug only, you need to restart the app to see the new total. Annoying, but just that, no gold lost You cannot salvage without a working connection to the servers. Even if your app isn't displaying the results correctly, the transaction actually happened out there in the Cloud and your gold total should have been updated. It shouldn't be possible to salvage cards from your deck and have them disappear for zero gold.
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