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Post by aardWolf on Sept 2, 2008 16:57:34 GMT -5
I have to say, I'm not loving the way 1.0.1.1 works. Everything is so fixed and rigid, that moving blocks quickly and deliberately no longer generates a combo. The best I've been able to get is 2x...
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Post by vegantnt on Sept 2, 2008 17:12:46 GMT -5
Combos should now be based on FALLING blocks only. Before, any combo that was done close enough in time to another was considered part of the combo.
I understand the choice cause separate groups of 3 is in no way a combo... but COME ON!!! =(
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Post by teufelein on Sept 3, 2008 15:18:22 GMT -5
I also am unhappy with the way 1.0.1.1 works. I resisted playing for a few weeks before it came out because I was convinced it would be better and run smoother... It's definitely smoother, but in my opinion not better. I agree with Aardwolf that it is much too hard to get combos now, and as a result harder to level up. Challenges are still too hard and I have not completed a blueprint since before 1.0.1.0. Now that combos are harder, I may just stop playing. I used to love this game and I'm very disappointed that it has been getting more and more impossible with each update.
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Post by oracleab on Sept 3, 2008 20:02:49 GMT -5
I wasn't too sure about gameplay after the update, but I enjoy that it's been made more difficult to level up. Wouldn't that be the point -- to work for every level? However, I agree that it doesn't feel as smooth as it was before. Also can we get a fix for the opening movie to play on each start?
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Post by daemyn on Sept 4, 2008 8:12:11 GMT -5
"I understand the choice cause separate groups of 3 is in no way a combo"
I agree as well. But as someone who was once level 90, and had completed most of the challenges before my data was erased, I'm now looking at redoing all those challenges, which were hard in the first place!!
I can imagine they're going to be even harder now given the inability to generate combos (haven't tried yet). If someone can prove me wrong and beat a 10000 crystal smithing challenge, or even a 4000 crystal one, in the new patch, feel free to post. It just seems impossible now.
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Post by daemyn on Sept 4, 2008 8:13:25 GMT -5
Suggestion to retain the current "chain behavior": reduce # of blocks required for smithing challenges to a more reasonable level.
Just for kicks, I tried, and have successfully completed the smithing challenges using zero tools. It's all about strategy. You can't play, quickly matching everything that you see. You need to set up combos.
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jemni
Junior Member
The Strategist stops time while his fury eats my dreams
Posts: 61
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Post by jemni on Sept 4, 2008 14:27:05 GMT -5
Has anyone else observed combos not even happening from all falling block scenarios? On more than one occasion, I have created what I thought was a combo scenario only to have no combo given. On one occasion it was after a Death Eater took out a chunk, leaving 3 resources to fall nicely into place on top of each other. NO COMBO! Is it just me? I think if you're going to have the game more about combos, at least make the combos doable.
I also use a common trick of popping a column that separates a row of matching resources and flipping the phone sideways to let those rows fall together for a combo. That should work right? Well, there's a time limit and it's pretty sensitive. If I don't get that flip in time, the combo potential dissipates.
Furthermore, (I'm on a roll now), strategist and furie should be combo helpers, but I don't ever see a multiplier when I manage to match a glowing block. I think that time limit of these tools should be lengthened.
I don't like that it takes me over half an hour of play time to level up. I shouldn't be trying anyway, I'm maxed out, apparently. It tells me I need to complete some blueprints to advance. Well, I can't freaking manage to complete any blueprints in the time limit given. Grrrrr. Those blueprints sure didn't seem to get any easier with the update. I do my best to get combos, but it almost seems like I don't see enough flame resources on the screen to let me get 100. Meanwhile, I had 75 moons when I only needed 10. Help.
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ozone23
New Member
d**n WHO MESSED WITH MY CAPSLOCK KEY that's better.
Posts: 2
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Post by ozone23 on Sept 5, 2008 3:09:47 GMT -5
I also need to say that i donĀ“t like how combos are handled since the update. It was much more fun to play the game before.
cheers
o3
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Post by pattik on Sept 7, 2008 12:04:35 GMT -5
I agree. I haven't completed a blueprint since the upgrade except by an accidental cheat. Also, when you drop down tools to use, none of them come up during the blueprint so what's the point of selecting them for help? Anyone else noticing that?
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Post by tetsuo on Sept 7, 2008 18:32:39 GMT -5
Yea, I'm going to stop playing till another version comes out.
I used to administer a MUD back in the day and I wanted to keep the game pure and difficult. Net result, people were having less fun. This isn't even a multi-player game, no need to balance one player to another so these sweeping changes have frustrated people invested in the game.
I would have played but not gotten invested if it was going to be this difficult to advance.
Sorry, I'm out till the next version.
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Post by jeremyavalon on Sept 7, 2008 18:40:57 GMT -5
pattik: You have to manually activate the tools. They don't automatically come up like they do in the Mine. This has been the case since the initial release. Double-tapping any block in the Smith pops up a dialog that asks you which of your chosen tool blocks you want to replace it with.
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Post by sachsen on Sept 9, 2008 21:29:23 GMT -5
Agree. 1.0.1.1 has sucked the fun out of the game. Bad decision. Was a great game. Now... meh. Bring back the combos!
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Post by theconfuzed1 on Sept 10, 2008 17:34:28 GMT -5
I've been able to get 10-12x with regularity, but the strategy is different than it used to be. I plan to post a screen shot later on how I'm doing this. I'm at work at the moment, so my game play/posting/server access is a little limited at the moment.
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Post by Jason Citron on Sept 11, 2008 3:37:45 GMT -5
I'm going to just toss this out there -- you guys need to try and get better at the game. If I sit down and play I can easily pull off a 60x combo in a short time span. Now obviously, I made the game, so that's expected. But that means that someone who spends a few hours really getting into the strategy of the chain system should be able to nail out 20x chains. And let me tell you, if you can hit a 20x chain it's basically an instant level up. So I guess the question that I would pose to everyone is -- do you want a game with strategy or not? Right now, the chains require strategy. jemni I think you've made two great points. I'm going to do some tweaks on the timings of the wild block effects and the rotation to make them more useful.
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Post by tetsuo on Sept 11, 2008 11:49:15 GMT -5
I understand the point your making, I've made it before in your shoes.
Here's where it falls over, if I'm used to one thing and then it becomes impossible I'm going to freak out. If I never had it to begin with that is fine but now you've pulled it from me and the game just lost it's flashy Pachinko fun, the reason I played this game.
If that is but a monstrous halfbreed of what you intended and you removed it ok, I can respect that but please respect how I feel that I lost my favorite flashy shiny make me feel good for not good reason multi-combo happy game.
Also, having been there, I do have to remind you the tone we take is that of someone hurt but only because we loved the thing so much. It's a beautiful game, great execution and free for farks sakes. We appreciate the effort, were just a bit stunned right now.
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