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Post by theonehundred on Mar 15, 2018 2:33:56 GMT
There is no sense of progression in this game. Once you hit certain place, you hit a brick wall. And then either you spend hundreds or you just roam around the wall. The sense of progression is not there at all. It is completely absent and therefore mindbogglingly repetitive.
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Post by zamock on Mar 15, 2018 8:43:26 GMT
I agree with you to some extent, but DH was built in its core as a very hardcore grinding game. Its not like you don't now that when you first start playing. You just need patience and to be clever with your gems. Today, after 2 years of playing, i have finally acquired my first Octavius! Feels good!
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Post by n4k3dm1k3 on Mar 15, 2018 16:25:17 GMT
100% F2P, now also rocking Oct as of this ultima event. Its a long grind, but after a similar time investment I got 2 revives and a rec2 also in the last few months. Before these pulls I have been pretty stationary (PVP) since I got VS-L4.
Best plan is for small goals, get you AB sorted - then you can drop some strategic gems for genuine deck improvements (Oct ost me about 25k gems today, with 15 topup and a bunch from Oct LR events some time ago) you will get rec2 and rev out of the 3rd gem mine, costs 350 gems to go to 1st chest which is easy to fund with AB. If you don't have full bonds, just run it on double ore days - you might get lucky on a chest drop (got my first rev out of the 3rd chest on one of these days - which was a crazy move on my part!)
In the mean time you can work on the grimore challenges - they can all be done F2P but require lots of grinding (eg. 10 unbound/immunity oracles). You can work on a good GM deck too, you can easily do 1-2mil damage with a fairly easy grinding boar deck. Look towards paragons and archdevas for GM rewards, picking up Anathemas, Niddhoggs, fafnirs, and mimirs as you go to meld later (along with a few other decent melds you can make out of GM drops for tourney decks etc).
You can also look long term at heroes and crits to improve your tourney standings, its 3 decks so you have the most room here for making gradual improvements through the melding grind. Equipment is also a long slog, but you will ahve seen the overwhelming power for some of those secondary skills. I'm still short on sparks, but even now I don't have 6x L5 orange equips - 42% has not been in my favour so far.
If you get past all these challenges, and you stuck on the map16 + spenders PVP wall, then it becomes about setting yourself new challenges to keep yourself going. Try an alchamist deck or experiment with strange melds. Otherwise you can just play the AB waiting game and hope you get lucky.
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Post by theonehundred on Mar 16, 2018 1:58:07 GMT
no, I did not know it would be so grindy. When you first install this game, there were a lot of things to do, and it progressed. But it stalls after a while because the progression is a curve that goes exponentially up.
they could make things easier by making it less grindy, like one click for mining with energy instead of one hundred clicks. The grind is mechanical mostly. why not make lucky flip a single click that does 10 flips? It's things like this.
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Post by theonehundred on Mar 16, 2018 2:01:01 GMT
on gold altar why not have 100 card click. It's always 5 cards. why not make option for 100? So, you're doing same thing over and over. There is no variation to the grind. It's 100 clicks instead of 1.
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Post by noname on Mar 16, 2018 2:34:46 GMT
You are correct. After a certain level this game becomes less about strategy and deck building and more about acquiring cards. With the kind of cards pay players have access to you can throw together a random assortment and still beat f2p every time. That's why I think deck duel event was the best one in ages because it put strategy first to some extent. If they fix the flaws with that event it's probably gonna decide the future of the game.
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Post by theonehundred on Mar 16, 2018 2:50:47 GMT
deck duel is fine. But for others, make it time saving: friends: 1 click to get all the friend energy gold altar: 1 click for 100 cards energy mine: 1 click to use all energy Trials: 1 click to go to level 120.
Stop all the repetitive clicks.
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Post by zamock on Mar 16, 2018 12:07:02 GMT
deck duel is fine. But for others, make it time saving: friends: 1 click to get all the friend energy gold altar: 1 click for 100 cards energy mine: 1 click to use all energy Trials: 1 click to go to level 120. Stop all the repetitive clicks. Now you made your point a lot more clear. I 100% agree with you. There are so many boring and repetitive tasks in everyday DH routine. Luckily, skal75 lessened that burden a bit with his Raiding Bot. He vented the idea of automating Friends and Trials. Maybe version 3.0?
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Post by n4k3dm1k3 on Mar 16, 2018 13:50:27 GMT
on gold altar why not have 100 card click. It's always 5 cards. why not make option for 100? So, you're doing same thing over and over. There is no variation to the grind. It's 100 clicks instead of 1. Yep, these type of things are nice - some QoL stuff is added occasionally, such as the rune GP skip option. Previously we were left vigorously tapping the screen waiting for 10 runes to draw! All mobile games have these same shittty features, all of them. Its due to the nature of the touchscreen/microtransaction game genre. I would like the gold alter button to be a "pull until card allocation is full" option - as if I pull more than 5 or 10, I tap until I can tapz no more
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Post by n4k3dm1k3 on Mar 16, 2018 14:52:37 GMT
deck duel is fine. But for others, make it time saving: friends: 1 click to get all the friend energy gold altar: 1 click for 100 cards energy mine: 1 click to use all energy Trials: 1 click to go to level 120. Stop all the repetitive clicks. Some of this is OK, some is going too far. I have a 1 click trials routine, I only do the L100 trial (unless it drops a 5* shard). I think the button you are after is one where you would enter battles until you die. Not everyone has made L120 trials at a guess - those of us that have don't bother with it in general, my guess is plenty would even bother with a 1 button trial completer! Perhaps mine to next chect in the mine could be an opion - but you would lose the mechanism to convert of retain shards. Right now I'm still collecting the artifact shards to level up with. In short, this is a mobile game. Most of it features are not designed around the 'end game experience', nor should they be in my opinion. All of your suggestions would save a few minutes a day at most. If you want to stop the repetetive clicks, don't use the features - most of them offer little benefit to you anyway. If you are truely bothered by these things, check out the 'Raiding tools' thrread and write yourself a bot - or stop playing if you don't like it. There are far greater issues with this game than a few repetative button clicks ffs!
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Post by theonehundred on Mar 16, 2018 15:50:23 GMT
actually, the reason I mention these things is, because there is no progression. If there is no progression, at least make it less painful to grind forever. What is the progression of a person who is energy mining and doing grimoire and that's it? Obviously can't pass the next map. Can't progress much in Tournament. what is he to do? click energy mine all day? It used to be that the game made you think. There is no need to think. At least make the routine less painful. That's all.
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Post by n4k3dm1k3 on Mar 16, 2018 17:49:49 GMT
The 'painful grind' is part of the game design. It is purposefully designed to make you spend actual money. All microtransaction based mobile games have various 'progression walls' strategically placed to encourage you to part with your hard earned cash. Deck heroes does provide some grind-based alternatives (such as ore mall heroes) to that progression. I've played plenty of mobile games where that wall in infinately long, rather than this one which is just really long.
You still have plenty of options to think - look back over some of the low cost decks beating difficult maps in this forum for that. When you hit the walls, you can often progress with good melds - or by coming up with new stratergies. You can make your own 'progression'. In the end, going up 200 places in tourney doesn't really benefit you anyway. If the maps were easier, you would have no progression because you had finihsed all the maps. Making them hard to overcome does leave you some progression later in the game. It would be nice if that also unlocked something that would give you progression elsewhere, such as access to better creatures (does map 16 actually do this for anyone?)
No game has endless replayability, and I don't see much pain in the routine. Enregy mine is hardly a time-sink, trials are pointless, they already made grimore better by retaining crits (we would like to retain decks each cycle though). You don't draw out large numbers of alter crits that often. You get to add specific friends if you want and can send/receive from other members of your alliance. Personnaly, I send to everyone from which I have received - its extra energy, I can take smaller ammounts to complete tasks if I like and it takes around 1 minute a day to do.
Would you accept getting those time-saving features you want at a cost? None of those QoL suggestions have much scope to play for the development time required, so they would need to be pay features to make any sense.
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Post by theonehundred on Mar 16, 2018 19:01:55 GMT
n4k, you are not getting it. Maybe it's because I've been playing too long. Maybe it's time for me to stop. But you can only do the same thing over and over for 10000 times, and then it gets old. The grind just does not have enough variation. The features are just too limited. There just is not enough to do, after you hit that wall. I know plenty of mobile games not like this.
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