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Everything posted by Dagolar

  1. It also depends which mobile UI you are using. The tablet UI on mobile devices behaves about the same as the Steam version. But since phones generally have a smaller screen, the phone UI gets creative about where it displays text. For example, a lot of scenario information or active power text gets hidden behind that green "Three Arrow Button" on the left edge of the gameplay screen. If your phone display is relatively big, or you have decent eyesight, you can enable the tablet UI on phones through: Options --> Settings --> Interface. Weird that it defaulted to phone view on a tablet- thanks for letting me know that existed! It definitely helps make the cards a heck of a lot easier to read, but it doesn't seem to do much for the elements of the interface that I find to be weakly implemented. :S Oh well, definitely an improvement, regardless. I appreciate all the help.
  2. Yeah, I'd come to the same conclusion last night but apparently I was tired enough I still had trouble wrapping my head around the matter. I feel like the interface could use some improvements in making details like that feel more accessible- any chance the Steam version does better at that than the mobile version?
  3. I kinda expected the additional checkboxes to function as separate instances of the scenario. What's the game function of having that multiple playthrough count, then?
  4. Completed Brigandoom a second time (for a second checkmark beside it), and didn't get the random item reward. Is that limited to once per character, regardless of which repetition of the scenario you're on?
  5. Normally I wouldn't be paying it much mind, but I was hoping to get a response back before the Steam sale ends.. I think Tuesday would still give me two days on it, so that'd work fine, if that ends up being the case.
  6. Sorry to thread-hijack, but how long does it usually take for support to reply? It's been 6 days since I contacted them- 6 days that, admittedly, were filled with holidays; still, curious if I should start getting worried that they didn't receive my e-mail.
  7. I've found that such appears to be a commonly applied design methodology within game design. I imagine such is likely especially true for any design teams using this as their theme song.
  8. Unless you're playing an extremely niche game- one which is intentionally built to cater to a specific, narrow playstyle- "right" is something which varies from player to player (as everyone has their own unique set of preferences). A good game attempts to cater to as many playstyles as their design is suitable for, and that they can feasibly implement the necessary components for. I'm a collection-minded player, so deleting characters only ever feels like a step backward to me- and when I feel I'm stepping backward, I end up leaving a game. Given the extremely limited collection functionalities in this game, it's not feasible to continue to build and bank distinct characters if character slots are overly limited. Thus, as the game goes on, there'll need to be either an increase in character slots, in stash size, or in being able to save different preloads for skin-swaps. Otherwise, the game- regardless of how "right" it is for some players- will end up pushing out the players who take a completionistic, have-one-of-each-type-built, approach to things. 24 slots is a pretty sizable chunk, so it's not like they're starting with a crippling handicap- but if their plans are based in releasing further reskins and characters (and let's hope they are), then that limitation- any limitation that's under the number of possible builds- will start feeling more and more restrictive. Honestly, I think the skin-swap separate-inventory approach is a particularly lovely one, as it'd reduce the need for extra character slots, and it'd potentially allow you a bit more versatility in where you distribute items after a run, rather than relying on the limited stash alone. And, it'd do that by fitting neatly into the existing paid unlock dynamic, without needing to add new store purchases. It'd address a lot of the limitations that currently are dissuasive to us more collection-minded players, all with a singular change.
  9. Thank you for the solid answer, Ethics. Being that I never use consumables in games, even within games like RPGs [with the exception of potions in Diablo-likes and the occasional phoenix down in Final Fantasy], the current design is rather... eyh. Not that I'm stressed about the shift to expansion-style content releases, that feels rather agreeable given the nature of the game (even though I did have the game installed on android previously [before my android device broke] so there's a bit of a "aw, lost opportunity" vibe to it). On the other hand, unlocking *real* content through gameplay is a major draw in gaming, in any genre or style. That's not part of the pay-to-play/free-to-play dynamic, that's just basic RPG-style methodology. You remove that, and the compulsion to play the game can become significantly minimized. In other words, Obsidian shouldn't be doing an either/or approach: They should be releasing expansions (as they currently have it structured) in addition to providing in-game unlocks. At the moment, it feels like they're pulling actual core game content [ie, unlocks] out of the game in an attempt to cater to instant-unlock gamers exclusively, and that's an approach that'll only hurt the game in the long run. That they retained Enhancement cards in the store is promising, but hopefully they'll end up expanding on gold-based unlocks (especially as gold purchasing is apparently still an option for instant-unlock-minded gamers) so as to give the gameplay the significant increase in depth [or, rather, addictiveness] that such provides. In the meantime, I've no issue with expansions- I spent around $200 on Dungeons & Dragons Online and around $80 on Card Hunter over the years, and not a penny spent on currency or consumable purchases. Likewise, I thought every cent worth it- meanwhile, I refuse to pay for any subscription-style game, because I lose that ability to decide my own purchases. In other words, I'm fine with purchasing extra content- in excessive, expensive amounts, if the game warrants it- but the game has to also give me something to unlock via gameplay. DDO let you earn premium currency rather easily, so outside of expansions, I regularly was able to unlock new content just via playing. Card Hunter relies on its addictive collection-building, where the unlocks are integrated deeply into the gameplay [unlike Pathfinder Adventures, which has a limited storage stash and the ability to permanently lose certain items, meaning there's a strong RPG dynamic, but nearly no collection one]. So.. hopefully that's all something Obsidian is considering. It should help cut down all this gold-is-now-useless-why-would-you-do-that-Obsidian drama I've seen browsing the forums, as well, eh? -- As far as digital versus tabletop- I love tabletop. It's like books: You've got tactile, manipulable, aesthetically-pleasing, shareable content that enriches your home by existing in it. And then there's digital, which is just bloody damn convenient- typically being easier to set up, play for shorter periods with, and close up. In addition, we often see additional content and features that tabletop wouldn't be able to reproduce. It's a great thing, and Pathfinder Adventures seems to do it well- ...well, other than some interface clunkyness here and there, and some vagueness in the tutorial, and- as this thread indicates- some lack of clarity on content details. The game is fun, and I want to get into it as much as the other games I've been really into, but right now I see a lot of things [as noted] that could run new users off (or, as the forums indicate, distance older players). I'm hoping that's all just a phase that Obsidian'll get past, given the company's positive reputation. Of course, that's why I messaged them [before investing in steam purchases], hoping to get a clear idea of how good their response to their customers is. Unfortunately, I haven't heard back yet, but I assume that's just the holidays at work- or are they known for slower support times, usually? Edit: It ended up being a bit delayed (apparently they had quite the support backlog after the holidays), but for record, I ended up getting an awesome support response.
  10. Now, if they'd done that in reverse [along with publicizing the Eternity 2 fig better- (unlike the first Eternity) I didn't see any mention of it at all on my usual gaming references, despite its apparent success], I'd have likely backed at least a low-end donation tier.
  11. Obsidian seems to be a bit short on clarity on several aspects of this game, both within storefronts and elements of the user-interface, so hopefully the community can make up for that in the meantime: For the cards in the 'Enhancements' section of the store- 1. Once purchased, it is my understanding they add to your collection (as chest/set cards do). Is that accurate? 2. Are they duplicated within the Obsidian Edition on Steam, or are they store-exclusive? In other words, can I safely spend gold on them [while I wait for support to respond to my questions about merging]? 3. If not, are they the only thing in the store currently purchasable by gold (which isn't a consumable) that isn't duplicated within the Obsidian Edition? Thanks for helping out.
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