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sleonardo

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Everything posted by sleonardo

  1. Let me try to answer this but cannot answer every single variety of your questions. Basically, you are asking the same question(s). If you have a character in a different party that has shortbow + 1, but not in your current adventuring party, you will continue to encounter short bow +1, you can even keep that shortbow + 1. The other character continues to have his/her shortbow + 1, until... THIS IS IMPORTANT: you bring the two characters with shortbow + 1 into the same party, in which case, one will disappear. If you want to have both characters have a shortbow + 1 in the same party, you need to have 2 copies in vault (or 3, or 4, etc.). Some cards, you want multiple copies of because each character may need one and/or some cards, even 1 character requires multiple copies of. I do not know if the number of copies in vault affect the chances of finding one... I am thinking, no.
  2. That's why you don't just keep 2 copies of each in the vault. Some cards you want to have a lot of in your vault because you might even need multiple copies per character and then each character on a deck of 6.
  3. I keep hearing random comments that Story mode is saved online but Quest mode is saved on the device. Can devs clarify? If quest mode is saved on the device, do you mean if I moved to a new tablet, my quest mode characters, levels and cards acquired is lost? If that is the case, I'm not playing Quest mode. Thanks!
  4. Also, as much as possible I do not salvage Legendary Cards no matter how many I have. They are hard to come by to start with.
  5. 1. 3 may be fine for weapons/armor unless you have 6 fighters in your party. 2. Items on the other hand are different. Some items are beneficial to all types of characters AND each character can have multiple of that item. 3 or 4 will not be enough in this case.
  6. I thought the Dev Team specifically said this was not going in to this patch?
  7. I still don't understand why some cards are not in the Vault after trying to play with the filters. For example: I have ally card, Lizard but I cannot find it in the Vault. It is suppose to be in Deck 2, but no matter how I play with the filters, I cannot find this card. There may be other examples as well.
  8. I have tried this and found your first sentence to be true. I can continue to obtain the same card if no character is my quest party has it. The moment I bring the two characters together, one copy will disappear (will get the ! Mark on on of the players) and I will have to select a card from the base set to complete the deck. Thank you for confining this, which is very helpful. So I understand the max number of a specific card you can have in an questing party matches the number of the same card in the vault? Yes, the maximum number of a specific card (example Flaming Mace + 1) you can have in an assembled Quest Party cannot be more than the number of copies you have of the said card (example Flaming Mace +1) in the vault. Therefore if you want to have 4 copies of a specific item or a specific ally in an ASSEMBLED QUEST PARTY, you better have 4 copies of that same card in your vault. There was some messages before that suggested deleting duplicate cards from the vault. Yes, that's ok so as long as you remember this condition I stated above. Understood. So the safe number is six. If I have six copies of the same card in the vault then I am in e safe zone for any assembled party. If you are assuming you wan one card for each character but each character has different concerns. Some characters cannot use a card (ie weapons). Some characters may have 5 ally card slots but what if you want 5 of exactly the same ally then that one character alone will take up 5 copies of that ally.
  9. I have tried this and found your first sentence to be true. I can continue to obtain the same card if no character is my quest party has it. The moment I bring the two characters together, one copy will disappear (will get the ! Mark on on of the players) and I will have to select a card from the base set to complete the deck. Thank you for confining this, which is very helpful. So I understand the max number of a specific card you can have in an questing party matches the number of the same card in the vault? Yes, the maximum number of a specific card (example Flaming Mace + 1) you can have in an assembled Quest Party cannot be more than the number of copies you have of the said card (example Flaming Mace +1) in the vault. Therefore if you want to have 4 copies of a specific item or a specific ally in an ASSEMBLED QUEST PARTY, you better have 4 copies of that same card in your vault. There was some messages before that suggested deleting duplicate cards from the vault. Yes, that's ok so as long as you remember this condition I stated above.
  10. Sorry for replying to an old post. I will say no, you cannot farm an item indefinitely. The total number of a specific card you have in your ASSEMBLED Party Quest Mode cannot go beyond the total count of the specific card in your Vault. So, if in your vault, it says 2 for Flaming Mace + 1, and lets say you already have 2 characters with a Flaming Mace + 1 each, it is very possible to find another Flaming Mace + 1 but the moment you accept and bring those 3 characters together, one card will disappear and you will get the ! mark. In which case you get to complete your deck with base cards. If you keep it in mind and never assemble the three characters together into a party, you can keep the 3 cards. In order to increase the count, you will need to get more treasure chests opened and do not delete the number of cards below the count you want. I have seen a post here somewhere that some people delete copies of cards since they have so many of it. That's ok so as long as you know how it affects the game.
  11. Something confusing regarding gaining experience, leveling up but being dead. Is the following working as intended? 1. A level character died on his first quest but was able to gain 5 levels. However, he didnt get any items, the skill feat at level 2 and the power feat at level 5. 2. I thought that I will catcup with all skill and power feats the next time I level up and dont die. However, after I level up to 7 without dying, I never had a chance to increase my skill and power feat that I missed during level 2 and 5. Is this a bug?
  12. I actually agree with this 100%, but I think the difference in opinion here is that I don't consider "time consuming" to be difficult, or "luck-based" to be difficult either. If the cards required you to complete challenges, like having fewer turns, more to do, harder objectives, then I'd be all for that. I have no objection to the cards that only unlock when you complete all adventures on legendary, for instance. However, requiring a person to just keep repeating the same simple action until luck aligns and gives them something? That's not difficult. I think there can be a happy medium (a combination of time, luck, complexity) that is possible.
  13. Let me try to answer some of these since I was new to this game just about a month ago. 1. You don't get to buy cards and then just assemble them into the deck of a character. It does not work this way. 2. You buy cards so that they become available for you in-game. Your characters would still need to discover them following parameters set forth by the game (such as certain level open up certain cards). 3. The store bundle gives you everything to play. Treasure cards are not required but just add-ons to provide some uniqueness. 4. Try to discover the difference between Story Mode and Quest Model. They are a little different in exposing treasure cards to you.
  14. This is a horrid idea. Adding too many types of paid resources does not add to the value of a game, regardless of its monetization standards. This sort of thing rarely tests well and always results in failure for mobages on all fronts. I know PFACG is different from the average mobage, but the treasure similarity is a huge factor. Please look at articles that explain the economics behind this on sites like Gamasutra (odd name, but it's a game developer news site that has a lot of very great articles on everything, including mobile and tablet gaming). What *should* be done is any of the following: - Have significant drop rate up events on certain card types or themes every 3 to 7 days and cycle through a full rotation that can be done every month or two (at most). Maybe certain types of cards, a focus on certain deities, factions or alignments. - Just have a different pool of cards available every other day. Make it consistent to the day of the week or have it offset to cater to those who have work days or schedules that don't easily permit them to play at all on a particular day (cell coverage, work restrictions, etc). Both structures have pros and cons to them, but the latter is best if the devs have a means of communicating the schedule on a regular basis, which this forum is a perfect example of (a news update page in the game's store that people can view would be priceless too). - Allow for guaranteed highest rarity drops on a pool if X# of treasures are opened. I've seen a few other forums complain about the very poor (~1% if even) rates for the Legendary cards and I generally have to agree that this type of game should never require literally thousands of dollars, if not more, to unlock all cards (when it's not even a competitive pay to win)! Other games may do this, but Obsidian shouldn't stoop to their level! Some people will argue otherwise, but Obsidian should never be targeting whales & white whales in a game like this - it's extremely exploitive and poor pricing ethics, something I can't personally condone (A major factor for why I left the mobile gaming industry. Please think of people who actually have a gambling problem and how games like these can literally ruin their lives, financially and mentally. After meeting a few myself at a gaming convention, it really put things in perspective). I really want this game to be successful, since I absolutely love and am a huge fan of both companies involved in this product's release! I will address one item on your reference to gambling. People who are ruined by games need to seek help like in real life (i.e., alcohol, gambling). Do not take away the fun from people who have ability to manage our resources (money, time, and displicine). Do not put parameters in games to adjust to some people who cannot control themselves. This would be like banning alcohol in real life just because some people cannot control this. I like the fun part of opening treasure chests. Your recommendation on drop rates may be fine. However, I also don't want everything to be easy to get. I want difficult things to be difficult to acquire (like in real life).
  15. I have tried this and found your first sentence to be true. I can continue to obtain the same card if no character is my quest party has it. The moment I bring the two characters together, one copy will disappear (will get the ! Mark on on of the players) and I will have to select a card from the base set to complete the deck.
  16. Not sure if I totally understand. In Quest mode, there is no party concept except for playing a scenario. Once the scenario is played, the party is back the quest screen and you treat everybody in the quest pool as a large pool. No? Are you saying, once I have one copy in the vault, I have unlimited instances I can have of it on each character in quest mode? This is what I am trying to test and verify. Another example: I am trying to setup a character in Quest mode where it specializes in something specific say I want to have 4 Smith allies. I can't seem to get past 2 and when I check my vault, I have exactly 2 Smith cards.
  17. I need clarification on the implication of the number of cards owned in vault. 1. In our vault, we can see which cards we have and how many of each. For example: I have one copy of Orb of Fire but 3 copies of Orb of shocking. It seems the count is important. 2. In Quest mode, the total number of Orbs of Fire I can have across any number of characters is limited to the specific count of cards I own in the vault (in my case 1). For example: If Ezren holds an Orb of Fire and if Ezren is not being played and if another Character in Quest mode find an Orb of Fire and keeps it, Ezren's Orb of Fire is removed. 3. However, I can have 3 characters hold on to an Orb of Shocking since I have three copies. I assume one of them will disappear if I chose to keep a fourth. Can someone confirm this?
  18. New cards should always be released in new booster packs (in our case, new types of treasure chests that contain only new cards). Players will then have a choice to buy the old treasure chests or the new treasure chests. Every release should have new boosters/add-on treasure chests. There is not a lot choice on how this needs to be handled because it is tied to economics of the game (it is tied to how much Obsidian will be able to sell treasure chests today and in the future). It is also tied to profitability of the game. If you continue to add new cards to the larger pool of old cards in the old treasure chests, that would mean players who have almost complete set of old cards will have to buy an insane amount of treasure chests just to get the new cards. You will turn off some players. Some players will buy less. Some players will hold purchasing until all cards are released (but there will always be new cards). Obsidian will lose sales on treasure chests overall in the long run. That's why there is no choice on how to handle this other than release in new booster treasure chests.
  19. All of your comments help a lot. I will be more patient with the progress on Quest mode. I wonder if there is a limit of levels? 30?
  20. New to pathfinder but not new to DnD, rpgs in general. Have been into gaming since the 90s. Some questions... 1. In story mode, why cant I see the level of my characters? I only see their skills, powers, card lists, etc. The reason why I am asking is because it seems like my progress to acquire skills, powers and additional card lists in the Story mode progresses a lot faster than my characters in Quest mode. In quest mode, I have some characters at around level 9 and they barely had one skill point added (no powers or cards list addition yet). Yet in story mode, I've got a lot of progress done including unlocking roles (finished The Hook Mountain Massacre). 2. Also, why can't I move my characters from story mode to quest mode? and start from there? I understand we should not able to move quest characters into story mode. 3. In quest mode, it seems like the items card drops are all in the same category unlike in Story mode, new scenarios open up cards of new sets? How do I play quests in a precise manner where I get drops from specific sets? I don't understand quest mode other than the 3 settings of difficulty. What else can I tweak to get more precise on the drops? Thank you.
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