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1 anno fa
I do not know 100% how apply works but I do know any game with any sort of gambling in the App Store does go up on it’s age rating do I know by how much, not a clue. And for the pearl weapons I was thinking something like this, wonders would have a chance to have a pearl bunny spawn in it and players will have to follow it for a a little bit as it runs though the wonder and if you can stay with it when it makes it to its destination it will give you some pearl coins and a pearl orb aka a ticket, and if you get 50 of these pearl orbs it will give you a pearl weapon! Or something like that. For what will the pearl weapons do. Builder pearl hammer will on a critical hit upgrade stuff in a large area around him so if there are like ten turrets around him when he uses the pearl hammer’s critical hit all the turrets will be upgraded. Scout pearl crossbow will on a critical hit will shoot a stream of arrows from the location the critical happen for ten to fifteen seconds, this means the scout could move and the stream of arrows be in the same spot. Fight pearl sword will on a critical hit take half the current health of the creature so if it’s at full heath it will go to half and if it was on half health already it will go to one forth health, of course it will probably be adjusted to the level of the creature so if it is a higher level it will not take as much health. Sorceresses pearl wand on a critical hit will throw a spell that where it lands it will start shooting in a spiral more pearl spells that do damage this would go for ten to fifteen seconds. This was just a idea I came up with I really like that to get the pearl weapons you would have to explore wonders, of curse I do not expect this to happen right a way or even at all.
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1 anno fa
Most games have some sort of gambling, for example almost every mobile game has a 'spin the wheel' thing, where you get one free spin a day to get you hooked, and for more you have to pay. It's a pretty classic way to farm microtransactions and ads for devs. The casino we're talking about doesn't force you to use real money, so surely even if gambling did penalise games in app stores, it would/should be more lenient towards not using real money. Also I would totally support this game having microtransactions.
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1 anno fa
@TalkingPlants According to what I understood from @FireFly and due to the difficulties of the "waging war" mode, the idea of PVP Areas in the players' claimed lands arises: Each of us players could develop mini-games within our wonders where within a specifically claimed land, we could generate a thematic scenario where battles would take place and structures would not necessarily have to be broken. * Once inside the determined area, the player could choose between two sides (for example RED AND PURPLE: Referring to the dungeons) and we could generate a counter on the website that records these points per season (each player could choose a side only once a month). * Each side would contribute to the monthly table and make that counter global and not per player. @Obi I like the idea of the casino, but more as an attraction where you can spend time and laugh with the other players. Regarding the monetization of the game, I don't think the casino is the best idea for it: "I like the idea of having more things to do but not necessarily having to pay for it if it doesn't give me something in return" (new players would think ). We could consider some type of subscription monetization in the future, which would offer us some type of novelty month after month (It could certainly contribute to the cosmetic and collectible section of the game) @FireFly could consider it over time.
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1 anno fa
you could humanise the pop up hints in the game by adding robobutler and asistana images and make it say like theyre saying the hints, ive seen that in a lot of games perhaps a non 'pure angeldustian sprite art' but something styalised by rabotik of a sexier assistana saying it would be cool
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1 anno fa
I think Angeldust can take inspiration from some of Ultima Online's player engagement strategies. While UO did a lot of experimentation with mixed success, it managed a pretty good balance of sandbox vs structured entertainment. I know Angeldust is largely a "builder" game, and some of these might actually be at odds with that, but just spit-balling. 1. UO had 3 different iterations of "teams". - First was "guilds" where someone could start a guild/clan, and other users could join. This enabled grouped private chat, and also guilds could declare "war" on other guilds. Obviously a lot of players would NOT like that, and I think AD has a nice separation of build vs pvp with the separate Void area, but that could also be a Void only feature. - Second, it added an additional Order vs Chaos system, where guilds could align themselves with a lore/canon friendly group, that were basically always at war with eachother, but got alignment specific special items (shields in that case). Nice parallel to Crimson vs Violet fwiw. - Last (while I played, maybe there were more later) were "factions". Which were another lore-friendly team based system. This system allowed you to do like a capture the flag dynamic where factions could take control of towns, and other factions could try and raid their town to take control. I think factions all got unique mounts or something that could be purchased with faction-specific currency earned from battling other faction members etc. All 3 of these were opt-in only systems. So people who weren't interested in PvP could just totally ignore them. The faction thing was confined to UO's PvP area (which was a whole other version of the original world, but you could draw some parallels to the Void as a place to confine them). All 3 gave players "stake" in the game and encouraged more active play time. Faction members had to defend their flags, guild members helped train new members and did more group playing to prevent getting attacked in hubs - cities/dungeons/resource locations etc. Tons of hype videos used to circulate with large guild/faction battles etc. 2. UO also had scheduled events, where the GMs (empowered moderators essentially) would spawn unique monsters and have them overrun a normally peaceful town or login as lore characters and do roleplay events etc. Just a fair number of planned, semi-scripted events. The outcomes were open-ended, sometimes the monsters won, sometimes players managed to kill the OP- thought they were invincible lore characters, sometimes there were event specific items etc. Just things to do, and real "memories" that lasted. 3. I don't know if this one would really work, but just a thought. UO had actual resources though. Your equipment degraded, mages needed material to cast spells, craftsmen needed material etc. It was something that always needed doing. Guilds could have non-crafting members fetch resources and pool them for the crafters who maybe couldn't safely do that (being craftspeople and not warriors). In Angeldust you buy the stuff you want and then, unless you're buying up tons of real-estate, you don't really have need for money after that. Even your houses would decay if you didn't login and visit them. Space was more finite there though. 4. There was a lot of open-world, but there was also static towns, dungeons etc where users could meet other players and work together. I think there were 8 dungeons in the original version, and there were a few spots in particular where you were for sure to find other players at any given time. The socialites hung out at the town banks, often trading resources or just hanging out, "bone wall" was a particular bottleneck in a dungeon were newer players could train together fighting skeletons etc. These aren't copy/paste features or solutions. Just something to think about to increase engagement. I personally, never really got into the more sandbox-y/building elements of AD or "the other game", so naturally these suggestions are less inline with that element, but I think ideas like these could be riffed off and not disturb the current user-base much at all.
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1 anno fa
semi basic idea for the builders: (all website side features) - copy paste claim into another owned claim - mirror claim on axis - rotate claim less basic but very powerful feature: - move all claim blocks in one of the 6 directions, any blocks that go over the claim edge get cut off and don't exist anymore. but barrel shift is also useful this is more than enough to support some really efficient building of complex repetitive stuff like walls. the most amazing addition after these three would be additive pasting, so you could merge different claims.
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1 anno fa
I have been watching this topic for some time and haven't said anything yet as I am not a big fan of change. Meaning not only this game but anything. However, the name Angeldust, does happen to be the name of something else which isn't too desirable. So I wont even mention that thing. As for a new name, it should really fit in with the theme of the game and all of the content for the game that was developed due to the name Angeldust and the Angeldust story. Therefore a few that come to my mind are: Crimson v Violet, Angelquest, Angels Lore, Powerdust, Angelessance. When it comes to the game and how it can progress into the future. At the moment I think it's close to perfect. Towards the future I don't think you need huge changes. Perhaps offering a few more blocks (if possible), every now and then, would be enough. Improvements to the games aesthetics/appearance could be and should be gradual. Let's face it, many people play many games and all of those games offer something that the player likes, but the player still switches games now and then or favors one above the other. Other similar games to Angeldust, offer a similar experience but no 2 games are exactly the same. I have said before how much I like this game and it does have a great deal to offer everyone, from PVP to building wonders. Keep up the good work Firefly. Edit (I am not too keen on the casino idea, even though I frequent such places in rl, I think that might be the wrong direction)
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