- Mar 20, 2019
- 1,503
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its all good points you want more RPG in the game whilst most people want more porn and less things to get just to get at that point. Can understand you want to farm less, that is why adding points to buy them. nearly all potions can be bought at this stage (at the end). and free income to do so.Sorry, when I said I wrote a novel, I meant across a bunch of posts (though some of them are quite lengthy), so here’s a selection that illustrates some of what I dislike about Peasant’s Quest. Now, I haven’t played the game in a little while, so some of these issues may have been addressed.
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I don’t know exactly how much of that you care to read, so here’s a quick summary. Essentially, the game has you spending a lot of time interacting with mechanics which don’t involve porn content (combat and potions mainly), but doesn’t make these aspects interesting or rewarding:
Here are a few suggestions I would make towards improving this game:
- For combat: Enemy variety is low. The number of available skills means there are few options on how to tackle encounters. (Combined with these two points, that levelling up requires the player to engage in a lot of combat only exacerbates the repetitiveness of the task.) Gear is useless. Levelling is not rewarding (the stats you gain are abysmal, and you don’t gain any powers that change how you can approach the game).
- For potions: half the potions are too niche, and crafting them isn’t rewarding (health, antipoison, agility); half the potions are too indispensable, and it’s tedious to collect ingredients and craft them considering the industrial quantity you’ll be needing (fertility and enhanced fertility, biggus dickus, energy).
If you’d like me to elaborate on or clarify any of the points I’ve made, I’d be happy to (I do love to complain, after all).
- Reduce the player’s dependence on consumable items. This could be achieved by increasing the quantity of materials harvested from spawn points, increasing the number of doses of potion obtained per recipe from brewing, changing some elements of the game to no longer require potions, introducing magic spells with supersede potions and make them no longer required past a certain point, trying to avoid introducing new consumables to the game, finding new uses for existing consumables (see next point), and so on.
- Try to expand the uses for existing items and powers. One example I have for this is the teleportation spell. As is, teleportation only allows you to access areas you’ve already visited; its function is purely one of convenience. What if instead there were active nodes on the map you couldn’t access by foot? Say for instance a floating castle in the sky, only attainable via teleportation; or an island surrounded by cliffs on all sides. What makes a progression fantasy enjoyable is gaining the ability to do new things you couldn’t do before, not just being able to do things you were already doing more efficiently. I don’t care how good I can get at killing goblins via levelling; show me something new. In that same vein, maybe the agility potion could let you get through an obstacle course to a new location, or climb a tower.
- If you really do want to make the game be about preparing for a challenge, such as tackling a dungeon, by crafting the right potions and in sufficient quantity, and choosing the right gear for the job, etc., then make it an element to gather intel which you can use to inform your preparation. If I have to traverse a crypt full of undead that drain your energy (which requires energy potions to counteract), then have me investigate to find notes, interrogate witnesses, etc., in order to gain that information, and figure out how long the dungeon is so I know how many potions to craft. Have more gear to choose from—different materials (steel, silver, adamantium), different weapon types (swords for slashing, clubs for bludgeoning, axes for hacking), different means of protection (shields, magical charms, garlic)—and make it interesting to research and prepare them.
one big fight is the redhead vampire and people complained decent amount that is way to hard or that they need to THINK for winning the fight. so you cant make everything on that level otherwise you upset allot of people.
overall i get your point that the game need to be more ''alive'' in certain area's but its 1 man project, so ofc at some points it will go bit flat, specially when that isnt a selling point for his Patreon. And for him to keep at point you dont need to do to much anymore than enjoying is for him better pay off.