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World of Sedonia RPG 2.9


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Made By
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Sedonia RPG is an open world roleplaying game located in the world of Sedonia. Since the last big war Sedonia has been a peaceful place, but things are about to change...


A world in need of heroes to keep the peace. This is the beginning of a great adventure. Are you up to the task?

A 2019 RPG production - A slow-pace progressive RPG, filled with stories, quests, dungeons and exploration...




Patch news: JohnnyBoy and Mr.Goblin have been working on a huge update, and it has finally arrived! The new World of Sedonia has come!

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  • 5 Classes - Ranger, Warrior, Mage, Rogue and Paladin,
  • Learn Abilities - Learn abilities from trainers. Including more than 24 class-specific abilities each.
  • Items - Over 200 attachable items that change your appearance. Polished and customized in 6 categories in 8 rarities.
  • Crafting - Almost all items can be crafted using materials found in the world.
  • The World - Consist of islands which you reach as you progress.
  • World Bosses (Elites) - 8 Elites that respawn and drop nice loot.
  • Dungeons - 9 Dungeons with Bosses. Can be played in 4 different difficulties.
  • PvP - An arena with possibility to engage in battle against other players.
  • Quests - Over 50 unique quests.
  • Specializations (Elements) - Earth, Fire, Nature and Water. Determines effectiveness of spells and attacks against each other.
  • Save/Load - Characters can be saved and loaded at another time.
  • End Game - Max level is 80, but there is a lot to do if you reach this point.

I have not mentioned all the features of the map since there are so many of them that impact the gameplay and make Sedonia unique and exciting. So instead i leave the rest of the game for you to explore. If you have any questions or want to find other people to play with - head over to our the Sedonia RPG discord: Join the Sedonia Discord Server!. Here you can also leave feedback, give suggestions or just chat. Here you can also get answers from more experienced players, if you have any questions about the map.

Hope to see you in Sedonia real soon! Enjoy!
/Johnnyboy



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v 2.9

- Fixed Boss invul mechanic (hopefully).
- Fixed an issue where first door would not open.
- Fixed Boss mechainc for area calling so it now calls the thing it says.
- Fixed the ability Meteor so it deals damage everytime now.
- Reduced HP of mobs in the Royal Palace slightly.


v 2.8

- Fixed Commander Hitbox
- Fixed reset boss mechanic for Royal Palace boss


v 2.7

- Ascended potions can now be crafted inside the Royal Quarter.
- Fixed the charge bug.
- Fixed an issue where player controlled unit wouldnt attack.

v 2.6

- Hotfix for v 2.5

v 2.5

Gameplay
- New Dungeon added - The Royal Palace.
- There now exists ascended materials with same properties as lower tier. Meaning you can craft ascended gear.
- For a fee you can now summon player into the Royal Quarter without them needing a Royal Badge.

Classes and Items
-13 new class specific Godlike items.
- New Ascended potions added.
- Increased attribute cap by +50.
- Base movement speed increased by 20 for all classes.
- Added Item Spreadsheet for Ascended/Godlike items.

Abilities
- 20 new abilities (for endgame).
- Tranquility cd reduced from 20 to 10 sec.
- Burning rupture duration increased from 4 to 6 sec.
- Bear Trap cd reduced 14 to 9 and stun from 3 to 4 sec.

Others
- New Camera system.
- Decreased amount of summons spawned from The Core
- There is now a Tier 4 crafter inside the Royal Quarter.


v 2.4

- Dungeons now will reset themselves 30 minutes after completion (only bosses, not elite mobs).
- Elite mobs for dungeons lvl 10 and 80 have been nerfed slightly
- Adjusted some terrain features that got messed up in reforged compatibility update.
- Added a new HD loadingscreen.
- Fixed some minor quest bugs.

Older changelogs can be found in the discord server...




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    • Thanks to the following community creators for creation of resources i have used to create the world of Sedonia:

      Taur, Mc!, Nasrudin, Callahan, NoobyStance, General Frank, Epion, acapulco, Lubbe, Hellish Hybrid, Kitabatake, JetFangInferno, gratheo, Sven, Dargoth, EciL_BuddhA, Daelin, Chriz, HappyTauren, .KC, Tenebrae, communist_orc, Tranquil, S4nji, perfjert, crill-myster, Thrikodius, NhazUI, Gottfrei, Aquis, Matarael, Fingolfin, EvilCrizpy, Shadow_Killer, Hellblazer, Sunchips, Quech, noypi, ikillforeyou, chilla_killa, Forgotten_Warlord, Cavman, Boneknight, Kuhneghetz, Mr. Bob, War_Golum, Teaspoon, PROXY, DTuGuR, SatX, Dionesiist, ZIR, MassiveMaster, Just_Spectating, Direfury, Paladinjst, -Peper-, darkdeathknight, maynhe, Tr!KzZ, Deolrin, -Grendel, Usedwell, Tarrasque, Graber, eubz, ratamahatta, Fingolfin, TheWhiteWolf, diosilva16, Sin'dorei300, Hexus, Sliph-M, InfernalTater, JesusHipster, bisnar13, UgoUgo, Astaroth Zion, Epimetheus, imforfun, KayS, Blizzard Entertainment, xyzier_24, Vortballat, Blood Raven, Lender, Mythic, HerrDave, Solu9, Grey Knight, Talavaj, Inhuman89, Zeatherann, Gollum_KoMe, bgcy_ro002, 0123456789, LoDown, Gwen Stefani, InfinityNexus, CRAZYRUSSIAN, FrIkY, KelThuzad, Goos, Huinipachutli, Deon, The D3ath, Darkmoon Hero, Stanakin, Mr.Goblin, bigapple90, kola, PeeKay, Big Dub, lelyanra, NFWar, The Panda, Hemske, 67Chrome, Hellx-Magnus, viiva, jaret, maxor_gan, Marcos DAB, Brombie, Chucky, Captain_Rufar, xDeathKnightx, JollyD, JusticeBringer, zbc, morbent, Hadeis, BlazeKraze, ~Nightmare, venger07, DEE-BOO, Darkfang, MiniMage, BloodSplintzy, Athur12A2, Uncle Fester, Wildfire, PrinceYaser, KILLCIDE, MisterApple, Karkul, Ujimasa Hojo, PrincePhoenix, KPC, Ceterai, Inkarnate, Mythic. Also thanks to Tabletop Audio - Premium Ambient Audio, "Nobuo Uematsu" and "David Fesliyan" for the music and ambient sounds.




    • Thanks to Daued for creating the discord
    • Thanks to DashRat, Lamaen, Makio and the other alpha testers on the discord, for testing the map during development and giving valuable feedback.
    • Thanks to all the people in the discord for showing interest in the project an participating in the release of the new world.
    • Of course a big extra thanks to Mr.Goblin for helping out a lot with the map. Not just the terrain and textures, but also giving me motivation to work even harder on the map.
Contents

World of Sedonia RPG 2.9 (Map)

Reviews
eubz
Nice map and is one among the many maps in warcraft universe which could be fun to play. I love the gameplay, the terrain and overall the experience you will have as you play. This might have some flaws but some of them will never affect the overall...
KPC
KPC
1. There should be the possibility to craft higher tier corp, using 5 lower tier corps, like it is with the rest items. They were so interesting for me at the beginning. But when there was nothing to do with them instead of weak potions, I could only...
deepstrasz
EDIT: EDIT 2: EDIT 3: You can't take the elite boss quest again if you fail it. Took me some time to figure out that the Huntress statue zone is the shrine. Summoned dragons run away from the zone from time to time and get back. You get many...
Level 12
Joined
Mar 4, 2014
Messages
200
If you play alone, so you can't craft some items. Please change the suggested players to 3-6
I disagree, you can find items by killing mini bosses , bosses and crates as well, if you know the map decent enough you can play it solo doing quests and crafting to gain levels super fast, i did that myself and its pretty easy (played solo with mage so far lvl 40 in a few hours already.)

The only items you cannot craft playing solo are only those 2 items: armor and helmet, and like i said u can find those super easy from other places.
 
Level 12
Joined
Mar 4, 2014
Messages
200
My review for this amazing map!
~
~~Negatives/Bugs~~

Let's start wth the negatives... hmm.. yea.. yea.... wait a second! THERE ARE NO NEGATIVES!:goblin_jawdrop:

~~Positives~~

Atlast... after many years.. someone created a new and unique rpg map with save/load that is neither an old update of an old map from 10 years ago nor a boring korean/russian map with no english words and without quests/stories or interesting gameplay.

>Sedonia RPG< created by JhonnyBoy arrived and saved the old war3 realm of rpg maps with its presence like a knight in shining armor!:wink:

From the beautiful/breathtaking landscapes and cities of the different lands and islands of its world, to engaging gameplay with its simple yet at the same time complex battle system, spells and proffesions, i can certainly say that The world of Sedonia is quite a treat for lovers of rpg maps and casual players alike!

Now what kind of discussion about rpg maps would this be without talking about the best thing about a rpg map, and those are 3 things:

1.The Story and quests.

Even tho it has a somewhat slow start, Sedonia rpg impressed me with it's beautiful Story line and the large variety of quests from arround its world, While playing/exploring the map you can feel immersing yourself more and more in this new world, living and playing alongside it's inhabitants/denizens and other players makes you forget about the real world similar to an expensive VR game experience.


2.The Dungeons and Bosses that dwell in them.

Every rpg map in order to be good it needs to test the player through a various degree of challenges and i think this map does it very well.
Each mini boss and boss has its unique and themed spells/skins that work great with the overall design of their own zones and the world.
The dungeons are super well done, with their different difficulty levels that can be chosen at the start gives the player a good indication of its future progress and tests its powers and limits making him want to try harder if he failed and explore different strategies to solve all the problems that he may encounter.


3.The teamplay.

The most important aspect of every rpg map is having fun and playing together with other people, because nothing is better than fighting monsters alongside your friends and enjoying each other's company and just having a blast.
I can say that Sedonia rpg does that marvelously! Each aspect of the map from fighting enemies/bosses to completing epic dungeons and even crafting items/potions requires a certain degree of teamplay, now i am not saying its not indicating or beeing impossible to play solo, because it is possible and quite easy enough to do that, but playing with a team of minim 3 players will assure a far greater experience as it should be for every rpg map.
This map took the concept of teamplay and upgraded it to a whole new level of awesome that i never saw in any other rpg map.

In conclusion i highly recommend this map to everyone to give it a try because i am certain it won't disappoint you!:infl_thumbs_up:
~
 
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Level 23
Joined
Jul 26, 2008
Messages
1,304
So much time has been put into this map. The environment is so immersive, it can just drags you into this new world, fantastic!
My only comment so far is, we had trouble finding the exact spot to reveal the heretics in the mining village. We also got confused about if mining village could refer to the other places on the island, but maybe that was our fault.
Also, some people would give the wrong quest item to the wrong person, and then it could never be completed, since it's in their inventory (we did not try team killing the NPCs, maybe that is the only solution?)
The bag system removes all your armour / stats from items when you change from one bag to another, but that is not a big problem--- and it would take far too much time to change that. It doesn't even matter, since people will just change to bag 2 to collect stuff, then back to bag 1 for fighting.

I enjoy maps where high lvl heroes don't necessarily have high hit points like this one--- sometimes when heroes have 300000+ hp and deal 20000+ damage, it makes it harder to care about the hero. Good job with keeping numbers low.

Thank you so much for sharing this map~~.
Probably one of the best RPG maps on hiveworkshop!
 
Level 7
Joined
Mar 10, 2012
Messages
53
So much time has been put into this map. The environment is so immersive, it can just drags you into this new world, fantastic!
My only comment so far is, we had trouble finding the exact spot to reveal the heretics in the mining village. We also got confused about if mining village could refer to the other places on the island, but maybe that was our fault.
Also, some people would give the wrong quest item to the wrong person, and then it could never be completed, since it's in their inventory (we did not try team killing the NPCs, maybe that is the only solution?)
The bag system removes all your armour / stats from items when you change from one bag to another, but that is not a big problem--- and it would take far too much time to change that. It doesn't even matter, since people will just change to bag 2 to collect stuff, then back to bag 1 for fighting.

I enjoy maps where high lvl heroes don't necessarily have high hit points like this one--- sometimes when heroes have 300000+ hp and deal 20000+ damage, it makes it harder to care about the hero. Good job with keeping numbers low.

Thank you so much for sharing this map~~.
Probably one of the best RPG maps on hiveworkshop!

Thanks for the kind words! I'm really happy for all the nice feedback i got on the map thus far :)

As a direct reply towards droping items on the wrong NPC - There is a quick command "-drop" that drops items from nearby npcs. Not a perfect fix, but use if needed. I also have the same feeling about low numbers, it adds to the realism, the feeling of progression and makes it easier to calculate and overview the characters.
 
TERRAIN
For this, I could say that you did well. Your terraining skill is good and it is enhanced by the imported models. Nothing I could say about this.

TRIGGERS
Most of the triggers are well organized but some categories are copy of other category and was not renamed. But this is not a big issue, though. Yet, you need to address he following:

1. Unit group leaks in your Destructibles and Doodads Category. see things that leak

2. There are some location leaks too. These can be found in many of your regions.

GAMEPLAY
1. Most of this kind of game I played has someone or something guiding a new player how to start and play the game. Here, you just have three hints which says: 1. Learn spells from trainers inbthe city to the north. 2. Earn experience and gold from questing and gathering(detroying trees, metals, etc.) 3. Craft equipment bought from merchant. Newbee like me don't know where to go at first. Maybe you can tell newbies to roam around, find quests that fits their level. Because I see that quests in this map are based on the character's level.

2. I think it would be nice to drop wolf skin if a wolf dies, not coins. It's looks un natural to drop coins from a wolf as they dont carry them. Dropping wolf skin to be sold will make this game much more real thab it is now. Also, some wolves are very static, they dont move. What if you let them roam around but setting a limited area.

3. Remove other players in the multiboard if they are not playing.

4. Flash quest dialog button when a quest is recieved, updated, or completed.

The map is cool but these things should be done first.
Thank you and keep on mapping.
 
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Level 23
Joined
Jul 26, 2008
Messages
1,304
4. Quality Standard
- Fully functioning gameplay
- Acceptable terrain or visuals, must not be totally empty or monotonous. See: A Guideline to Terraining
- No game breaking bugs /
mostly leakless triggers. See: Memory Leaks
- Tool-tips should have descriptions and broken icons (DISBTNs) should be kept to a minimum.






"Mostly leakless". If there were leaks in his map, they were not felt to much extent in game with 4-6 people.


The starting region has a unit with the model of Medivh which gives starter tips. There are further tips that build on the original tips given at various places, like the spell sellers/the crafting stations. The starting region is right next to the 2 main towns of that first island, so it is impossible to get lost.

If he changed the item drop system to things like "wolfskin", not only would it require overhauling the crafting system (unless wolf skins did nothing at all), it would complicate the very simple and new-player friendly crafting system. If wolves were patrolling, it would be far easier to accidentally pull multiple creatures and have players die by accident.


Errr, maybe you could elaborate on what you mean by "These things should be done first".

If "mostly leakless" requirement applied in this case, then I could understand it being a requirement to approval, along with possibly removing players not in game from multiboard/maybe flashing quest dialog button, but most of the other things you mentioned seem more like suggestions (and ones that would not particularly improve the gameplay of his map in my opinion).

Thanks for the kind words! I'm really happy for all the nice feedback i got on the map thus far :)

As a direct reply towards droping items on the wrong NPC - There is a quick command "-drop" that drops items from nearby npcs. Not a perfect fix, but use if needed. I also have the same feeling about low numbers, it adds to the realism, the feeling of progression and makes it easier to calculate and overview the characters.
Ah! Didn't realize the drop command was there. Actually, it might have been in the hints in game, but I might have just not even looked at it in depth.
Also the music you added to the map was great.
I also wanted to mention that I thought the warrior class did not benefit as much from the element specialisation system as much as mages/rangers, since the system improves damage/healing done by the hero, and the warrior class does not do much damage or heal.
 
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"Mostly leakless".
Not really, There are too many in his triggers specially in his use of regions and unit groups. I bet you saw this, too.

The starting region has a unit with the model of Medivh which gives starter tips. There are further tips that build on the original tips given at various places, like the spell sellers/the crafting stations. The starting region is right next to the 2 main towns of that first island, so it is impossible to get lost.
This should be explained in-game not only in this thread. People will not browse up to this point of this thread to know about it.

If he changed the item drop system to things like "wolfskin", not only would it require overhauling the crafting system (unless wolf skins did nothing at all), it would complicate the very simple and new-player friendly crafting system
Not really. Golds are golds without any system that can be used using triggers or anything like this. Changing it to wolfskin is just making this game more of like a reality as this "wolfskin" can be sold for "GOLD"
If wolves were patrolling, it would be far easier to accidentally pull multiple creatures and have players die by accident.
Actually, no. I cannot see why multiple creatures can be pulled. What do you mean, they will fight each other? If this is so, then make them as allies but not to the player. And why should the player die by accident if the roaming area of wolves are limited. Make these wolves never attack unless provoked.

maybe you could elaborate on what you mean by "These things should be done first".
Everything I said.

I also like the gameplay, the idea, and the terrain.
 
Level 7
Joined
Mar 10, 2012
Messages
53
1. Most of this kind of game I played has someone or something guiding a new player how to start and play the game. Here, you just have three hints which says: 1. Learn spells from trainers inbthe city to the north. 2. Earn experience and gold from questing and gathering(detroying trees, metals, etc.) 3. Craft equipment bought from merchant. Newbee like me don't know where to go at first. Maybe you can tell newbies to roam around, find quests that fits their level. Because I see that quests in this map are based on the character's level.

2. I think it would be nice to drop wolf skin if a wolf dies, not coins. It's looks un natural to drop coins from a wolf as they dont carry them. Dropping wolf skin to be sold will make this game much more real thab it is now. Also, some wolves are very static, they dont move. What if you let them roam around but setting a limited area.

3. Remove other players in the multiboard if they are not playing.

4. Flash quest dialog button when a quest is recieved, updated, or completed.

The map is cool but these things should be done first.
Thank you and keep on mapping.

Thanks for the feedback, appreciate it i will take a look at the triggers you mentioned. I'm not a very experienced mapmaker so i knew i had some leaks and I am not always 100% sure about what can leak and how to fix it in a good way. Might have to read some more about that. However i thought it did not matter since it have never effected the gameplay over all the games we played and i have also tried to remove leaks in a lot of places. But i will take a look at it.

However... Dear sir... are you being serious that the map won't be approved until i changed the items wolves drop to "wolfskin"? That sounds like it should be descision for the mapmaker in his design and i don't think you can make a request like that for approval. If you can, please show me the submission rules that state such a thing.

Also removing players from the multiboard. Sure i can fix this, and i can fix it easy. But i still don't believe this a reason for non approval. Feels like you are trying to find stuff that could be improved, not something "necessary" for the map to approved. Correct me if I'm wrong and that this is stated somewhere in the submission rules, can't find anything about it. Same thing goes for flashing the dialog button.

I'm not sure how much of the map you played, how much you tried to understand etc. I know there is stuff to learn, and i give a lot of hints and information about how to play the game. This is game design my friend, i don't want to hold the players hand from minute one. I wan't to give just the ammount of tools they need to explore and learn the game on their own. I know that is not suitable for all players. What i do not know is if this is suitable for a non approval. I also see that i have some players disagreeing with statements, who had a different experience. I say nothing about this, because what matters in this case is your experience.


Credits given?

Also, what about Inkarnate?

You've integrated some pictures in the description that show as

Fixed. Forgot i had to make the album i created public. Credits are now given.
 
Thanks for the feedback, appreciate it i will take a look at the triggers you mentioned. I'm not a very experienced mapmaker so i knew i had some leaks and I am not always 100% sure about what can leak and how to fix it in a good way. Might have to read some more about that. However i thought it did not matter since it have never effected the gameplay over all the games we played and i have also tried to remove leaks in a lot of places. But i will take a look at it.
You might want to address the leaks I found out which I said on my review. I think that would be fine.
 
Nice map and is one among the many maps in warcraft universe which could be fun to play. I love the gameplay, the terrain and overall the experience you will have as you play.

This might have some flaws but some of them will never affect the overall game. But you might want to revisit your triggers on the next update. You can do this, right?

Updates and changes has been made making this map acceptable.

APPROVED
 
It looks really promising, but just a couple of things I noticed right off the bat:

1 - You play music with timed waits or similar, because sometimes when your music ends the normal Warcraft music starts to play for a couple of seconds, then your music starts again. I suggest using playlists with custom scripts and string variables. That way your music won't be interrupted. EDIT: This seems to have stopped after playing a while.

2 - There's a typo in the first hint I get: "Craft equipment bought from merchan". It's missing a T at the end.

3 - You should tell people that they need to drop quest items on people instead of just approaching with the item in your inventory.

4 - The Firebolt spell deals damage before it reaches its target. It's obviously a missile spell, yet it deals instant damage. Just feels a bit weird. Seeing as this is only a damage/stun spell you should base it off the actual Firebolt spell.

5 - With the boat shop I can choose to travel to my current location and it still subtracts my gold. It would be better to have some fail safe in place preventing me from travelling to the place I'm currently at, and make sure I keep my gold.

6 - I haven't played through it all, but I looked over the terrain and I feel you should have more varied terrain. It's a very large map, so I'm afraid it can get boring only seeing limited variation. Don't get me wrong, the terrain looks good for the most part. This is, of course, only a subjective opinion.

7 - The use of blizzard cliffs is excessive in my opinion. Especially near the shore line as it goes from sand tiles to grass cliffs which looks kinda weird. Another subjective opinion though, others might like it.

8 - Instead of the NPC players being called "Player 12" etc you should rename the player names.

9 - The fire places keeps healing me even when I'm at full health.

10 - Having to use tomes from my inventory instead of automatically getting their benefits is a bit annoying as I sometimes have to drop stuff or change backpack.

11 - You should use some item stacking system for berries and make the allowed stack a lot higher than 3.

12 - Leather and wool spawned from a makrura? :eek:

13 - There are some random Warcraft 3 trees here and there amongst the other custom trees. It looks a bit weird. See screenshot: Screenshot and Screenshot and Screenshot

14 - You should explain the quest objectives when I receive the quest so I don't have to check it in my quest log all the time.

15 - All the quests I have gotten so far has only been kill/fetch quests. Maybe have some more varied quests?

16 - When I pick up an item of the same slot category you should inform through a message that I need to drop the already equipped armor I am wearing before I can pick up a new one. Or alternatively drop the old armor and equip the newly picked up.

17 - The dungeon difficulty selection items should be based on power ups, not actual items. I couldn't select a difficulty with a full inventory.

18 - The [Elite] unit text is barely visible.

19 - More puzzles or obstacles in the dungeons would be nice. The first dungeon I did was very short and not very interesting.

20 - Mostly normal Warcraft abilities so far. Maybe introduce some custom ones? I haven't played late game but from using "Iseedeadpeople" and looking for all the class trainers I see that they all sell the same abilities. The damage/healing based on stats is great, but they're boring and not very visually pleasing.

21 - The repeatable quests should be marked as completed the first time you complete them so they don't fill up the quest log. I had to scroll through several repeatable quests to find a new quest.

22 - Unit levels are disproportionate to the area level (lvl 4 boars and lvl 5 ents in lvl 8-14 area).

23 - I realized now that I have completed the only main quest I have without getting a new main quest.

24 - I got a meteor spell from a merchant which is nice. It looks a bit better than the normal Warcraft 3 spells with an infernal meteor striking the ground, BUT it has the same issue with instant damage. It should damage when the meteor hits the ground, not instantly.

Overall it's a nice map with a great atmosphere, but it needs more polish and it needs more interesting game play. I know it's supposed to be slow paced but maybe it would be better to speed up the pacing a tad bit? I felt bored at times. The terrain is nice, but it could be better. I don't know how I feel about the overly cartoony models mixed in with normal Warcraft models and some custom models. Some places it looks nice but some places it looks weird. The blizzard cliffs makes certain places look a lot worse than if you had used terrain height adjustments along with some custom cliff doodads. The shore lines generally looks very bad with the sand-->grass cliff transition. The shore lines are also very empty. Maybe some naval plants, lily pads, river rushes, fish, cattail or whatever?

Other than that I think the damage systems is really well made and really impressed me. There are many good elements in the map, and it's solidly made. With some more work it can be a really impressive top notch RPG.

Good luck! :)
 
Level 3
Joined
Mar 4, 2018
Messages
29
Okay, this was pretty cool. Let me get this out first: HOW I WISH I could multiplay this map with myself, as in, control multiple heroes. That could be really satisfying to do. Having said that...

Crafting system
I understood it pretty fast - once I found a workbench. The system itself is good, but some item names are weird to me:

1) Stone ingots - you'll have a hard time smithing with stone :p replace with like... any actual metal and it's an improvement.
2) Steel ingots - steel isn't mined but created by combining iron and coal. And the weirder thing here is that I was already using iron ingots to create steel equipment, so what are steel ingots going to create? (save bugged so I won't find out anytime soon :p)
3) Unique isn't a good item tag for something that isn't unique. I found unique berries (grapes) and was like, okay, are these important? Then I realized it was just the next crafting tier.

Skill system
I have one wish here, and that is that more (all?) skills lose their "Normal" tag and in some way start scaling with one of the talents you can choose from. I felt a bit compelled to pick abilities that aren't Normal so I don't have talents doing nothing, although that was just when I was new to the map. Maybe mostly a warrior class issue? On that note, Bash has a different % on the trainer and when I actually have it myself.

It seems you gain a skill point (for trainers, the fake lumber resource) with each level up, but I haven't found another way to gain them. Does this mean there's a hard cap on how many skill points you can gain? Because you can replace your W ability (for example) with another W ability if you like, but this costs you 3 points and you don't get back the 3 points you spent on your previous W. I hope there's a repeatable quest or vendor somewhere in the game where you can get more skill points.

Late edit: Agree about the heretic+dust thing. I've blown over a dozen dusts now, without finding anything.
 
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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,680
Okay, this was pretty cool. Let me get this out first: HOW I WISH I could multiplay this map with myself, as in, control multiple heroes. That could be really satisfying to do. Having said that...
You can the game .exe run multiple times at once and start the map via LAN. However, you can only play one hero at a time since you have to alternate between the minimized game windows.
 
Level 3
Joined
Mar 4, 2018
Messages
29
Actually I was able to share control and could play a full six hero party in one window, only having to tab to buy skills at trainers. It wasn't as enjoyable as I'd hoped it would be, but it can be done if it tickles anyone else's fancy.
 
Level 3
Joined
Mar 4, 2018
Messages
29
I was encouraged on Discord to compile some typo and style errors, and this thread seems a good way to present them nicely. I played until reaching Embergia for this list, so it's by no means exhaustive.

Abilities
General - everything that is AoE should be in the style "in a <number> AoE". Currently the style tends to be "in <number> aoe". AoE is an acronym (Area of Effect), and putting "a" before the number seems to be the proper format, judging from other games I've played.

General - attackspeed and movementspeed should be separated into two words; attack speed and movement speed. Examples: Rapid Fire, Defensive Stance, Slow, Frenzy.

General - damaging abilities should have the word damage after the number. Dealing 20 to the target? No, dealing 20 damage to the target! Examples: Flame Strike, Entangling Roots.

Poison Arrow: "slowing it's movement speed" - firstly it should be its, without the apostrophe, but then it still technically means it slows the arrow and not the target. Suggested phrasing: Fires an arrow dealing [2x Agi] damage and slowing the target's movement speed by 50% for 3 seconds.

Track: "enemys armor" -> "enemy's armor"

Stealth: "invisble" -> "invisible"

Ability Info: "Abilities can NOT be upgrade by learning it more than once." -> Abilities can NOT be upgraded by learning them more than once.

Frost Strike: "for 0.5 second" -> "for 0.5 seconds". Pretty sure of this one, as 0.5 is read as "zero point five" or "point five", not as "half a".

Bash: "Gives 20% chance" -> "Grants a 20% chance"

Incinerate: "Basic attacks applies" -> "Basic attacks apply". Also, it should be called a debuff and not a buff. A buff is beneficial to the target.

Firebolt: "Cast's a Fireball" -> "Casts a fireball"

Polymorph: "Cant" -> "Can't"

Insight: "to friendly unit" -> "to a friendly unit"

Mana Shield: "damaged absorbed" -> "damage absorbed"

Frenzy: "units" -> "unit's"

Anti-Magic Shell: Description seems very misleading, as it's castable on allies. I didn't try on an enemy but I don't know why I would want to :p

Divine Shield: "Becomes" -> "Become" (or "The caster becomes")

Sleep: "into sleep" -> "to sleep"

Quests, dialogue and interface
General - A recurring theme is lack of capitalization for I (i). I will mention it every time it happens, but just briefly.

Tailorer -> Tailor

Specilization (in the players overview panel) -> Specialization

Aquire Craft (from the craftsmen) -> Acquire Craft

Leonard's skeleton quest: "i discovered" -> "I discovered"

Liam's ale keg quest: "i feel" -> "I feel"

Captain John's ship parts quest: "I have come Nalumia" -> "I have come to Nalumia"
"wo weeks ago" -> "two weeks ago"
"cost" -> "coast"
"costline -> "coastline"
"bring it back" -> "bring them back" (parts, plural)

Main story quest to go to Selena about the sunken ship: "It must have been made" -> "It must have been done"

Kill 12 prawns quest: "since i was" -> "since I was"

Selena's main story quest: "since i have" -> "since I have"
"reqruits" -> "recruits"

Guard Peter's main story quest: A few cases of i that should be I
"outside of the coastline" -> this sounds a bit wrong to me, but it might not be. I would say "off the coast".
"where it come from" -> "where it came from"

Lance's crew mate (Lucas?), main story quest: A few cases of i that should be I

Boar hunt girl (Lucinda?): Don't capitalize "boars"

Taric, quest for his wife: "wen't" -> went
"wan't" -> want
"Im" -> "I'm"
Also, using 3 instead of three looks very, shall we say, "statsy".

Taric's wife: A little bit of i -> I, Im -> I'm and im -> I'm. You should know the drill by now :p
"wan't" -> "want"

Secret Cove questgiver girl: one i -> I

Rock golem kiddo: two i -> I, one im -> I'm
The quest item needs an apostrophe: "Rock Golems Head" -> "Rock Golem's Head"

Tombhogg boss guide: "hurt his attackers" -> "hurts his attackers"

Explosives quest: "transporting dangerous" -> "transporting dangerous goods"
"thats" -> "that's"
"typicall" -> "typical"
"dont" -> "don't"
"with it" -> "with them"
aand an i -> I

Captain John, after killing the Heretic at the cove: "i Embergia" -> "in Embergia"

Bandit quest in Embergia: "Creating fear and stealing goods fro" -> "Causing fear and stealing goods from"

Salamander quest: "isalnd" -> "island"

Rose for Selena quest: Two cases of i -> I, and "eachother" -> "each other"

Other
Treant hunt quest: Nothing wrong with the text, but they ask me to bring them wood when in reality the quest is to kill treants. If anything, they should say something like, our deforestation seems to have angered the local spirits, and we can no longer continue safely with treants constantly harrying us.

Repeatable quests in general: It would feel better with new text for when a quest is repeated, along the theme of "this is still a problem".
 

KPC

KPC

Level 7
Joined
Jun 15, 2018
Messages
178
1. There should be the possibility to craft higher tier corp, using 5 lower tier corps, like it is with the rest items. They were so interesting for me at the beginning. But when there was nothing to do with them instead of weak potions, I could only sell them. I wish I could do more with them. For example, eating for gaining a small amount of hp.

2. What about instant gold gain, when killing the mobe? Like it is when you last hit Neutral Hostile. I saw so many players killing mobs and leaving gold on the ground, which was a bit strange because gaining gold is one of the main goals when killing the mobs. Also, there was a discussion about the unnatural appearance of dropping gold from the wolf for example. And the model of gold is that small that I had a problem to pick it up. I suggest leave the current system for bosses, which you often kill with partners and you want to share the gold with them. But as for normal mobs only one player can pick up gold, so why can’t he get it instantly?

3. Maybe adding the third bag is an exaggeration but I love that there are so many items and when I played for the first time I was so impressed and I was wanted to pick them all. But… I couldn’t store them. I found a peaceful place and I put my stuff there, hoping no one finds it. And guess what… Maybe private chest, crafted by any kind of wood would be good? But the map is too big and it would be hard to getting items from the same place when u are on another island. So maybe you can add the possibility to rent or buy the horse with another 6 slots in its equipment. Then it could travel with us and store items. Also, think about adding dog maybe for specific professions or normally. I would like to see more variations and mobs in this fantastic word.

4. What is orb for? I found it but I can’t find info what was it for and I sold it. Shame but I also ask 80 lvl guy and he also didn’t know anything about it. :D

5. Maybe you can add icons of islands in shipyard so it is more climatic and easier to remember and distinguish them especially for beginners.

6. I was trying to sell my stuff as a beginner and guess what… I put it in NPC eq thinking he was a trader. Of course, I couldn’t get it back.

7. NPC standing in one place is not that climatic that waling in the region of the village would be. Especially Villagers should be doing this.

8. I wish I can respawn in the dungeon when I died in dungeon.

9. In nature dungeon with Ancient of Lore as boss there is random teleport form boss room to the pillar in it.

10. I didn’t know that my inventory in the second bag wouldn’t be saved. And I lost all my stuff hopefully I got much gold so I can remake it but if I wasn’t I would have to start playing one more time.

11. Also please add #Island to tags. It was the thing I remembered about your map and it was a bit hard for me to find it. :D
 
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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,680
  1. Earth needs a lighter colour as that brown is hard or impossible to read from certain distances. Same with Berry.
  2. Unrealistically to have those wolves right in the village when they aren't doing nothing and the villagers near them the same.
  3. Some wolves appear too fast after killing them, literally few seconds after or wolves killed somewhere else appear in places you recently killed another.
  4. Why not let players write the names of their heroes?
  5. You can't stack or buy stackable items if there's not at least 1 free spot in the inventory.
  6. Annoying that you can't move things from the backpack and into without dropping them first.
  7. Shouldn't villagers and NPCs be invulnerable than have 100k HP?
  8. You can't put other class weapons in the bag to sell them.
  9. Unnatural for the cliff endings in the water to be grassy and not sandy.
  10. I suggest quest items to be variables and not occupy inventory space.
  11. Farms near the beach?
  12. Crafting is pretty class specific. Basically you sell the rest or ignore lots of items completely.
  13. You can buy a ticket from Nalumia to Nalumia for 5 gold. That shouldn't be. I had no idea where I was so I lost some gold.
  14. Creeps come to help other creeps from pretty far distances.
  15. What about a 5th item type among the potion and gear, say jewelry?
  16. A prawn was stuck in deep water. PrawnOutNot.png Could not be attacked either by melee means.
  17. Ship parts has the same icon as pure wood.
Will edit for more some other time.


EDIT:
  1. You should use an item cleanup system to avoid shadows appearing in places where items were: Item Cleanup 1.3 This especially happens after you load the game the usual way.
  2. So, yeah, creeps appear randomly quite fast sometimes even somewhere near you are or fighting.
  3. Pete's kind of amnesic. Also, the region triggering the quest is somewhere behind the NPC. Should make it to right click on the unit instead when in range.
  4. Too bad you have to wait so much for the NPC item stacks to recharge.
  5. The system should know how to split items when you put more than 5 on the crafting table.
  6. Another prawn in a wrong place but that can be attacked by melee means. prawnWrongPlaceAttack.png At least, the items appear on the surface. And one on a small cliff prawnWrongPlaceAttack2.png
  7. More slots/inventories for the bag? An invulnerable pack horse at least?
  8. The skill points are named lumber when you hover the mouse over their place to the right of the gold.
  9. What about a stash?
  10. Campfires should not heal if you have full HP.
  11. Those boars are killer and three in the same place right in the village. You are pretty much forced to kill them each time because they are ranged and close to the fence.
  12. Bring a barrel of explosives from a dude with a ship to a dude with a ship?
  13. Impale only stuns? That's what the description says.
  14. Slam's triggered damage has a lower range than the spells AoE.
  15. What's stopping you from making every optional quest repeatable?
  16. Lobstrokk has issues. After stunning the creature with Impale, the spell wore off but the creature didn't do anything anymore.
  17. Avoid playing music through the sound channel. For instance, the theme that plays after killing the above mentioned unit.
  18. Cleaving Attack has a huge AoE (or it might be because of the long sword?).
  19. Isn't the cove supposed to be a secret? How do we know how to reach it?
  20. A campfire near the heretic? How's that fair?
  21. No wonder Selena left Balthazaar, the NPC being such a loser having someone else not only get a rose to the woman but also find/buy one.


EDIT 2:
  1. A cage with a citizen in the middle of nowhere with no guards? Well, one had some ogres nearby.
  2. Dungeons are too hard in singleplayer. A level 39 warrior can hardly do something in the tenth level dungeon.
  3. Beepo's crystals should fuse 1 with 1 and then 2 with 1. The third component looked like all three fused together and the order I got them in was the one in the quest description. So, I had 2 of 1 crystal only items and 1 of three crystals item. Quest can be completed.
  4. Wilmer is surrounded by ogres. It doesn't look like their part of a salve plantation.
  5. There's a bug. Spells take double if not more mana and even health potions take mana now... level 44 warrior with unique items on.
  6. What's the medallion for?
  7. Lithuanian?
  8. Item types are basically the same thing but with scaled costs and properties depending on level. Nothing special.
  9. Abilities are regular Warcraft III ones and the specializations are mostly useless unless you keep certain spells for them and mind you, most spells are normal based.
  10. Basically what you do on this map is be an errand boy and kill monsters on the map. Bosses are just stronger monsters. There are no interesting mechanics to them except for the ones in the dungeons(? only reached the kobold). The gameplay gets monotonous pretty much halfway through.
  11. Azhara? Warcraft?
  12. The cliffs in the water south of the elven village are glitched. They are corrupted by a wood texture.
  13. These guys block the way multiple times: centaurBlockers.png

EDIT 3:
  1. You can't take the elite boss quest again if you fail it.
  2. Took me some time to figure out that the Huntress statue zone is the shrine.
  3. Summoned dragons run away from the zone from time to time and get back.
  4. You get many skill point which you have nothing to do with.
  5. It's not fully playable in singleplayer unless you farm to kingdom come to be able to do any real damage in dungeons.
  6. Dungeon Masters should have a mercenary based system or something, not items so you wouldn't have to always clear 1 slot from the inventory to choose the dungeon difficulty.
  7. It's not necessary/fun to spoil the boss mechanics/weakness.
It's a nice RPG but with too much old JRPG-WoW-like features that make it less interesting and fun in the long run.
 
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Jumbo

Hosted Project GR
Level 19
Joined
Jun 22, 2007
Messages
1,316
Review (I've played until lvl 80 but only a little endgame dungeoning after that):

-The first thing I noticed was the vibe found in the map of a solid rpg - well crafted starting area, well crafted heroes, well-sculptured landscapes. This is a huge plus for me and shows that the creators were serious about the map.
-Good explanation of systems. However, I think it is a bit hard for new players to know what's going on when the host just moves ahead and takes all quests. Perhaps make quests individual for each player and give newbies a clue as to where the first quest giver is. After all, the map description mentions "stories" but you don't really get any story is the feeling right now.
-One very important point about save/load: Please allow save to WC3 folder of codes so we don't have to use the archaic system of taking screenshots and doing it manually.

-The music choice is not good (in the first area atleast). It sounds like a cheesy K-RPG. Please change the music to something more medieval, renaissance-esque or asian theme is fine as well as long as it sounds serious and not like Eden RPG (which is a good map in its own right). I don't think your RPG is like Eden at all and neither should it be.
-crafting system seems solid.
-I played rogue (to lvl 35) and gameplay seemed quite straightforward. However, I wondered how the backstab ability was usuable from all directions - maybe this is your choice as the creators, but it seems odd given the usual logic of a "backstab" ability.
-too much floating text spam. Please make it only for the nearby players or the player activating it.
-music seems to bug sometimes and play vanilla TFT music for a short time after playing the custom music.

UPDATE:
I have played to lvl 80 now and I was less impressed as time went by.
-The amount of repetitive grinding of repeatable quests is, to be frank, quite a stale design which we have seen many times before and it is not good here either.
-the same can be said about the too schematical crafting and general item system. Items are too "orderly" designed and you start to just feel like going up a staircase monotonously rather than being on an RPG adventure. Tiers really are tiers and there is no organic progression here sadly.
-the spell system is fun and I hope it will be expanded upon in the future as the options are fairly limited right now (I played ranger to lvl 80 and beyond and tried all the different builds).

I give the map 3/5 for lack of inspiring gameplay based on my points above. Landscape is around 5/5.
 
Last edited:
Level 30
Joined
Nov 29, 2012
Messages
6,637
To be honest, I'm not going to play this map yet since I'm still waiting for a file save/load system to make things orderly but hey, seeing how lots of things changed from the last time I played it pre 1.0, played it and had quite some fun.

Progression wise, it was rather fun at first having lots of promises and things to explore from items, dungeons, quests and etc. But as time goes on, it gets less interesting sadly. Additionally, it heavily relies on the extreme grind at the end which is very repetitive such as the medal progression and quest hunting. It could've used a better system to it in acquiring the medals rather than just pure repetitive questing. Additionally, the honor point rewards could also use better scaling at some point based on its difficulty. I just can't wrap my head on doing the elite boss hunting quest and having only gained 3 honor points for all that effort. The medals also could have some more perks to it than just being a stepping stone to getting the endgame quest/s and boss. Probably additional stats? passive auras and etc?

Other than that, everything's good. I like the item variety in the game and how items can be gained through different ways (crafting, elite hunting, dungeon runs and etc). The usage of elemental scaling in damage/spells is a neat concept. It's not unique but it works for this game which provides varieties of skill and item build for the player to discover and counter different types of mobs. Dungeon mechanics are neat and provides some needed challenge to the players. The terrain is just eye candy having that WoW look to it though the terrain lighting could be toned down which could prove somehow distracting to some. For example, the lava area's red tinting glow is just painful to look at. It's honestly headache-inducing.

Overall, I'm interested to see how this game will progress further. The game's giving me that Gaias/Gem of Unification vibes with the slow-paced but immersive gameplay but of course, having its own identity apart from those mentioned. Now that will purely depend on how the game's development will be approached.

Legends: [+] Positives, [-] Negatives, [?] Suggestion
  • [+] Slow-paced but immersive gameplay
  • [+] Progression wise, fun and promising at first.
  • [+] Great item variety
  • [+] Neat concept in elemental affinities in attack types and defense types
  • [+] Neat dungeon mechanics with difficulty setting to gauge player strength
  • [+] Eye candy terrain having that WoW look
  • [-] Stale endgame. Repetitive grinding without much pay off (referring to medal progression)
  • [-] Honor Point rewards scaling in quests are uneven. Could use more rewards in harder to finish quests such as the elite boss quest.
  • [-] Terrain lighting could use a bit of toning down since it can prove distracting to some players
  • [?] File Save/Load System. I know it's there and coming but looking forward to this for easier access to save files in the future.
  • [?] More varieties in spells in the future. So far, I like the different builds for each and every class. Hoping for more in the future.

And there's my review. I'd gladly give it 4/5. It's a great RPG showing lots of promises. It's open to lots of improvements but so far, the game's fun and working!
 
Last edited:
Level 7
Joined
Mar 10, 2012
Messages
53
To be honest, I'm not going to play this map yet since I'm still waiting for a file save/load system to make things orderly but hey, seeing how lots of things changed from the last time I played it pre 1.0, played it and had quite some fun.

Progression wise, it was rather fun at first having lots of promises and things to explore from items, dungeons, quests and etc. But as time goes on, it gets less interesting sadly. Additionally, it heavily relies on the extreme grind at the end which is very repetitive such as the medal progression and quest hunting. It could've used a better system to it in acquiring the medals rather than just pure repetitive questing. Additionally, the honor point rewards could also use better scaling at some point based on its difficulty. I just can't wrap my head on doing the elite boss hunting quest and having only gained 3 honor points for all that effort. The medals also could have some more perks to it than just being a stepping stone to getting the endgame quest/s and boss. Probably additional stats? passive auras and etc?

Other than that, everything's good. I like the item variety in the game and how items can be gained through different ways (crafting, elite hunting, dungeon runs and etc). The usage of elemental scaling in damage/spells is a neat concept. It's not unique but it works for this game which provides varieties of skill and item build for the player to discover and counter different types of mobs. Dungeon mechanics are neat and provides some needed challenge to the players. The terrain is just eye candy having that WoW look to it though the terrain lighting could be toned down which could prove somehow distracting to some. For example, the lava area's red tinting glow is just painful to look at. It's honestly headache-inducing.

Overall, I'm interested to see how this game will progress further. The game's giving me that Gaias/Gem of Unification vibes with the slow-paced but immersive gameplay but of course, having its own identity apart from those mentioned. Now that will purely depend on how the game's development will be approached.

Legends: [+] Positives, [-] Negatives, [?] Suggestion
  • [+] Slow-paced but immersive gameplay
  • [+] Progression wise, fun and promising at first.
  • [+] Great item variety
  • [+] Neat concept in elemental affinities in attack types and defense types
  • [+] Neat dungeon mechanics with difficulty setting to gauge player strength
  • [+] Eye candy terrain having that WoW look
  • [-] Stale endgame. Repetitive grinding without much pay off (referring to medal progression)
  • [-] Honor Point rewards scaling in quests are uneven. Could use more rewards in harder to finish quests such as the elite boss quest.
  • [-] Terrain lighting could use a bit of toning down since it can prove distracting to some players
  • [?] File Save/Load System. I know it's there and coming but looking forward to this for easier access to save files in the future.
  • [?] More varieties in spells in the future. So far, I like the different builds for each and every class. Hoping for more in the future.

And there's my review. I'd gladly give it 4/5. It's a great RPG showing lots of promises. It's open to lots of improvements but so far, the game's fun and working!

Thanks for the feedback, i appreciate it. I can tell you that i got some help solving the save file issues. I have been working on solving the txtfile issue for months but finally got the grip of what the problem was. A text file save will be a possibility for next patch.
 
Level 8
Joined
Oct 2, 2011
Messages
551
The atmosphere is enchanting for an RPG. The terrain work is impressive, at least 4/5. Unfortunately, the rest of the map doesn't match in quality.

Almost all enemies faced are sandbags with perhaps 1 passive, all the way up to dungeon bosses who just have a stomp in addition to their passive. Each dungeon has a very simple mechanic that sometimes needs to be addressed but more often than not, doesn't do enough damage to be considered or can be ignored with an invulnerability potion. Other than that mechanic which is often disregarded, there's nothing you even need to look at the screen for, even up to the lvl70 ascended dungeon.

The inventory is clunky. There is some cast time to check your additional bag and while you're there, you're unequipped. You're essentially switching inventory. Considering the focus put on gathering materials and quest items, it's extremely inconvenient.

The save system is like something from 2008. You can only save 6 items, your level and stats. Your build and second inventory is tossed. You have to write down the code manually, but I'm sure that can be fixed in short order.

The idea of building and rebuilding your hero is cool but the way you have to run across the map for trainers (until you grind to max honor and they can be accessed in the royal quarter) just makes it too inconvenient to bother with in almost all cases. You're only allowed a certain amount of points to distribute which can't be reset unless you load the map again, this makes absolutely no sense.

Moving around the map is painful. If you don't stack movement speed potions from the start, you'll feel like you're running through waist-deep mud. It's often faster to kill your hero to get back to the last town, but unfortunately there's no suicide command and there's no enemies after completing a dungeon so you'll have to trek.. slowly.

This map is very pretty but it's a pain to play, and doesn't offer any engaging encounters until perhaps the last 2 bosses. If more focus is put on quality of life updates and creating actual boss fights, this will be a really great RPG. As it stands, there's little if any reason to keep playing after you've walked through all the terrain.
 
Level 1
Joined
Sep 30, 2019
Messages
3
really cool map, very beautiful too. but pleaaaaaaaaaaase johnny bring back the old lv 60 boss =( i have 300+hp now , so it should be ok if he deal 250(?) like previous patch =( . rogue is a glasscannon class and it should be like that :p
 

Jumbo

Hosted Project GR
Level 19
Joined
Jun 22, 2007
Messages
1,316
The atmosphere is enchanting for an RPG. The terrain work is impressive, at least 4/5. Unfortunately, the rest of the map doesn't match in quality.

Almost all enemies faced are sandbags with perhaps 1 passive, all the way up to dungeon bosses who just have a stomp in addition to their passive. Each dungeon has a very simple mechanic that sometimes needs to be addressed but more often than not, doesn't do enough damage to be considered or can be ignored with an invulnerability potion. Other than that mechanic which is often disregarded, there's nothing you even need to look at the screen for, even up to the lvl70 ascended dungeon.

The inventory is clunky. There is some cast time to check your additional bag and while you're there, you're unequipped. You're essentially switching inventory. Considering the focus put on gathering materials and quest items, it's extremely inconvenient.

The save system is like something from 2008. You can only save 6 items, your level and stats. Your build and second inventory is tossed. You have to write down the code manually, but I'm sure that can be fixed in short order.

The idea of building and rebuilding your hero is cool but the way you have to run across the map for trainers (until you grind to max honor and they can be accessed in the royal quarter) just makes it too inconvenient to bother with in almost all cases. You're only allowed a certain amount of points to distribute which can't be reset unless you load the map again, this makes absolutely no sense.

Moving around the map is painful. If you don't stack movement speed potions from the start, you'll feel like you're running through waist-deep mud. It's often faster to kill your hero to get back to the last town, but unfortunately there's no suicide command and there's no enemies after completing a dungeon so you'll have to trek.. slowly.

This map is very pretty but it's a pain to play, and doesn't offer any engaging encounters until perhaps the last 2 bosses. If more focus is put on quality of life updates and creating actual boss fights, this will be a really great RPG. As it stands, there's little if any reason to keep playing after you've walked through all the terrain.

I completely agree with the entirety of this review and I know that SaikoDeMon means it as constructive feedback. The devs should listen carefully to him as he is a veteran RPG player.
 
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