Post by gamefan4life on Feb 27, 2014 15:09:52 GMT
- Notifications
BoL is an idle game that is actually not so idle, with the lower end of auto being very low. A blinking browser tab or sound when your autos run out seems like a very simple quality of life thing.
-+1 Level of Depth, for Battles
Right now battling is 100% linear, where you simply pick the hardest monster with a decent kill% and go. Adding an additional level of depth or strategy to choosing a monster to fight would add a lot to the game. Especially since, like stated above, this game doesn't really fit into the "idle" genre. Examples of this could be weapons doing bonus damage to certain mobs, unique items that drop from various mobs that otherwise might not give the best exp/gold, or maybe mobs that give high gold but low exp, or high exp but low gold, or low exp and gold -- but a higher chance of drops.
-Up Autos or not?
Simply put, the game has the linear foundation and simplicity of a idle game, but without the actual ability to idle for long periods of time. Likewise, the game has the need for attention of a moderately active game, but without the actual activities to do. The first thing people usually do is get credits to up their autos, rather than actually buy something that improves their character. This is kind of a bummer, and I hope wasn't the design intention.
So I'd suggest either upping autos, like a flat doubling across the board, or incorporate more activities such as mini-games or puzzles that tie into the battles or tradeskills. Anything that rewards players for checking the game so often to hit "auto battle" again.
-More Personalization.
Allow us to hone in on building our characters. Maybe we can "train" 1 attribute at a time -- while training, that attribute has an increased chance of going up. This would tie in with making battling less linear. Perhaps some mobs have higher accuracy and less hp, or tons of hp and less dodge, etc.. Again, it would add more variety and depth to battles, and also add personalization to characters at the same time. Perhaps, have more weapons that add to attributes for a given tier. So instead of just 'wooden sword', it could be 'wooden dagger', 'wooden bow' etc.. each with its own stats. People would naturally start making "thieves, and knights, and archers" and every other fantasy trope, even though the game doesn't distinguish classes that way.
It doesn't have to snowball out of control. The game is a great little time waster as is, but I think with just a few more levels of complexity, it could be something a lot funner. Especially once stuff like clan wars comes in.
BoL is an idle game that is actually not so idle, with the lower end of auto being very low. A blinking browser tab or sound when your autos run out seems like a very simple quality of life thing.
-+1 Level of Depth, for Battles
Right now battling is 100% linear, where you simply pick the hardest monster with a decent kill% and go. Adding an additional level of depth or strategy to choosing a monster to fight would add a lot to the game. Especially since, like stated above, this game doesn't really fit into the "idle" genre. Examples of this could be weapons doing bonus damage to certain mobs, unique items that drop from various mobs that otherwise might not give the best exp/gold, or maybe mobs that give high gold but low exp, or high exp but low gold, or low exp and gold -- but a higher chance of drops.
-Up Autos or not?
Simply put, the game has the linear foundation and simplicity of a idle game, but without the actual ability to idle for long periods of time. Likewise, the game has the need for attention of a moderately active game, but without the actual activities to do. The first thing people usually do is get credits to up their autos, rather than actually buy something that improves their character. This is kind of a bummer, and I hope wasn't the design intention.
So I'd suggest either upping autos, like a flat doubling across the board, or incorporate more activities such as mini-games or puzzles that tie into the battles or tradeskills. Anything that rewards players for checking the game so often to hit "auto battle" again.
-More Personalization.
Allow us to hone in on building our characters. Maybe we can "train" 1 attribute at a time -- while training, that attribute has an increased chance of going up. This would tie in with making battling less linear. Perhaps some mobs have higher accuracy and less hp, or tons of hp and less dodge, etc.. Again, it would add more variety and depth to battles, and also add personalization to characters at the same time. Perhaps, have more weapons that add to attributes for a given tier. So instead of just 'wooden sword', it could be 'wooden dagger', 'wooden bow' etc.. each with its own stats. People would naturally start making "thieves, and knights, and archers" and every other fantasy trope, even though the game doesn't distinguish classes that way.
It doesn't have to snowball out of control. The game is a great little time waster as is, but I think with just a few more levels of complexity, it could be something a lot funner. Especially once stuff like clan wars comes in.