Thylacine Studios - Forum

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - robertleva

Pages: 1 ... 4 5 [6]
Suggestions / Re: Artifact sorting
« on: June 18, 2016, 07:46:05 AM »
This x1000

Shut up and take my money!!

Can't wait for this game. I spent wayyyyyyy too many hours on Siralim 1 before I completely broke it.

One thing I haven't seen mentioned anywhere though...can we name our artifacts now????

General Discussion / Re: Scaling and the only real problem with Siralim
« on: September 05, 2015, 04:08:14 PM »
For the most part, there are only a handful of abilities that jeopardize the balance of the game (Topaz Paragon and Paranormal Slime come to mind). Otherwise, the game is still very stats-driven. Some players enjoy being overpowered using these abilities, so I don't want to take them away from the game because it would upset a lot of people. On the other hand, I think if someone dislikes these abilities because they're overpowered, it's pretty easy to just exclude them from your team.

Your response worries me. The game is very stats driven...until its not. At that point you realize that 95% of the content is obsolete. When you start to grind into deeper levels all stats become completely meaningless. Nether creatures are similarly pointless. I do not believe that the scaling abilities are overpowered, at least not in general. In fact plenty of scaling abilities are nearly useless while you are still in the "stats have meaning" portion of the game. Scaling abilities never lose their effectiveness though.

Zack I want you to understand this: you CAN have the best of both worlds (scaling and non scaling content). It IS possible to do, you are choosing not to though and I think that is a big mistake that I really hope you correct in  Siralim 2 or in a future patch.

Your game is amazing, its just suffocated by non scaling content. Now if your goal is to simply provide ~100 hours of meaningful non scaling content then you have more than succeeded. And honestly for $5 I really dont have anything to complain about. I just see a potential here that isnt quite being realized and I want the best game possible.

Suggestions / Some no brainer suggestions
« on: September 05, 2015, 09:18:03 AM »
1. Allow us to rename artifacts!
2. Allow us to create "squads" at the stables so its easy to swap out teams
3. Have an auto repeat feature that will repeat your creatures last manually inputted action for the rest of the battle
4. Allow us to organize our inventories in ways other than alphabetical
5. Exalted Emblems completely obsolete Pandemonium Stones, adjust the cost of P. stones to be 2 emblems
6. Make spells and spell casting more meaningful.
7. Charge more money for this game so you can have money to make improvements. $5 is seriously undervaluing your product.

PS- These are minor improvements you can make to an already AMAZING game.

General Discussion / Scaling and the only real problem with Siralim
« on: September 05, 2015, 08:07:23 AM »
Ok let me first start of by saying that SIralim is one of the most interesting and compelling RPGs I have played in a long time. I love how much there is to discover, and I love how I kept getting the feeling I was just barely starting to master the game even after many (hundreds now) hours of play.

Eventually though everyone will reach the same conclusion: 95% of the game content becomes obsolete in the "endgame". The only lasting content has to scale independently.

Attack, Speed, Damage, Defense, Luck and even maximum health to a degree are completely useless after a certain level. Thus, artifact stats that boost these abilities are also useless. Eventually artifacts turn into legendary ability holders and the rest of the stats are meaningless. The exact level at which all of your hard earned gear and creatures become useless varies, but rest assured they will eventually be useless unless they are based on scaling mechanics.

Nether creatures and Nether Demons are similarly useless because the only advantages they give are in non scaling abilities! I figured this out before I really started investing any time into creating a nether team thankfully, but many people will waste dozens or even hundreds of hours on such a team only to realize that regular creatures are just as good as nether creatures in the endgame because of scaling.

We need to add an avenue that allows teams that are based on non-scaling stats to function in the end game. Here would be one example:

Infinite Hands - This creature can hold unlimited artifacts, but it only gets the legendary effects from the first.

With that ability in the game you now have a reason to collect and level up artifacts. All of those obsolete crafting materials become useful too. It doesnt seem too powerful to me at all when compared to scaling abilities like Paranormal Slime.

The main point is that the 95% of the content that becomes obsolete is amazingly fun, and its a huge waste  if we cant find a way for some of these early strategies to find ground in the "endgame".

General Discussion / Re: What does your creature team consist of?
« on: September 05, 2015, 07:39:36 AM »
Ok well here is the last team you will ever need. I will just list the 12 abilities:

2 Topaz Attunements: First strike for all your critters obviously, pair them with 2 of the doomsayers
1 Paranormal + Calamity: Provides scaling indirect damage forever
1 Cradle to the Grave + Steadfast Resolve: Triggers calamity, most fights do not last beyond a few Cradle triggers in round 1
4 Doomsayer: Triggers calamity and is a threat on its own
1 Everything's Gone: Pair it with one of the doomsayers; optional but recommended
1 Eternal Rest: Pair it with a doomsayer; optional, can be diamond paragon or any utility effect you want

Pages: 1 ... 4 5 [6]