I’m going to list my impressions of various game elements that might need addressed a bit. There may have been some changes to address some of this since this is based on v7
Inventory is unwieldy, items breed in your pocket from chests. I currently have 60 pages of items and it’s just not something that can be managed over the long term pleasantly unless you keep up on it (okay my blacksmith was inaccessible for a good amount of time as well so that did not help.)
The player has to search down unique Artifacts (as well as coins, boss sigils etc etc) in their inventory. Regular weapons mixed in are a huge issue here i think.
Equipment vs the amount of monsters you actually need to equip is a bit crazy.
Normal equipment is nearly useless to sell (for several reasons.)
(i have not sought out any artifact drops yet in v9 to experiment so i may need to rethink the next three a bit. but it makes sense to include them anyway considering my item feedback)
(good) Unique artifacts eliminate any reason (as far as i can tell) to even care about basic equipment and they drop frequently. Normal equipment just is not a reward at that point. (and even trying to get them comparable is a huge resource sink)
Unique artifacts are easy to obtain and imbalance the game even if you fight the actual boss with level 1 monsters on the first dungeon level.
Scaling on items (unique artifacts included) doesn’t seem to be too big a deal and very quickly items just start looking the same.
Castle decoration is kind of sparse, Design is repetitive kind of like early dungeon gen. Starting small and expanding would be cool also
Stables could be able to be expanded to both give you more upgrade options and allow you to have a smaller stable to start with (a huge empty stable wasn’t interesting or exciting whereas the prospect of progressing from a tiny stable to a huge stable loaded with monsters is a bit more interesting)
I’ve never had an issue with power level afaik and it always seems topped off or close to it. I’m not even sure if it’s supposed to be important.
Boss sigils are extremely common to the point they are quickly not rewarding, the same thing for pandemonium coins and exalted emblems.
Loot distribution could be more varied.
Dungeon exploration does not feel like you are progressing, since the game is meant to be infinite it would probably be good to tie this into monster “breeding”, stable size, blacksmith and enchanting as well as other upgrades.
It seems like it’s incredibly easy to get most of the monsters and while i like nether eggs it seems like it is just endless grinding at the moment. They have little use since they are not allowed into the arena (the only end game content besides more of the same) and they take so long.
There are not enough variations in continued use for rituals.
On loot issues.
Instead of getting frequent equipment drops they should be changed to material drops to craft equipment.
Chests should drop the low to mid quality resources and items
Mission rewards should be mid to high quality
Special chests should be high to legendary quality (items like special nether eggs and materials.)
Item crafting will require materials to craft that modify the item crafted, there could be a nether egg equivalent to crafted items and this would expand ritual use.
Creatures just requiring spirit particles i believe is rather uninteresting, they could instead require new resources now as well. This gives you the ability to adjust the current resources to instead be used as currency for the new materials.
Instead of finding various scrolls you could find resources such as inks and parchment that is used to craft scrolls. Again the most powerful scrolls could require a ritual (and still be random of course but your guaranteed to get a powerful scroll).
This system requires you to be more involved in the items you obtain and adds more to the game which i believe would be fun if done properly. This also allows you to adjust the amount of things like coins or similar items to be special rewards instead of being extremely common.
Well part of the appeal with monster hunting games is finding a new area that unlocks new monsters, the way this game is set up does not allow this… Monster breeding is essentially non existent (nether eggs is the only area we have this)
I do believe some form of monster “breeding” should exist in the general practice of things, I’m not sure how this should be done though.
Level limits could be included but that leaves just an added grind for no reason by itself
Creature abilities (such as spells for example… or minor perks similar to the creature traits) could be added which would enable you to add variables to creatures.
Unique resources similar to what has been suggested in item crafting could be added as well that would affect the outcome.
One thing i miss is items do not really affect creature growth but given that in DQM it was to help get to the stat caps and there is not a stat cap… stat potential makes more sense to be determined on birth or from the nether egg system.
On unique artifacts.
They should be special rewards, they may be better off being replaced by normal artifacts (a ritual version.) and unique artifacts being more like stuff like a ring equipment or extremely rare crafting materials. item to give both types of items a use. Unique weapon’s should be incredibly rare and should be rewards from bosses found in special boss lairs.
Well there is no progression rewards from them, like you don’t meet a boss on level 50 who you need to beat to go further. The summon items are extremely common and should be rarer as well. This is another thing that you could implement further ritual use in as well.
I feel bosses should be more of a treat to find as well as something more tied to progression/dungeon generation… and that for item summon-able bosses that the process should be more involved. Also the player could be required to go through a boss mysterious realm to fight them.
The rewards could also be more varied than just artifacts (actually variation would be nice but unique artifacts are still perfect for the major bosses, that’s a unique reward… minor boss rewards just are pretty minor… Sure this makes sense with the current system sure since they are so common but that just isn’t interesting.)
Let’s take this scenario, i find a special level in the dungeon at random with unique generation and find the boss, i defeat the boss and have a chance to obtain resources found nowhere else (not as chests or quest rewards) such as resources to make amazing monsters, special nether eggs, special weapon crafting materials as well as extremely rare scroll materials as well as a chance to obtain a major boss sigil that allows me to go to an area containing a major boss.
This adds a lot of anticipation for boss fights due to the wide variability in surprises you can get.
I have already added a great deal of suggestions for rituals in other areas but current rituals mostly feel as if they have an arbitrary design, it would be nice to feel if they had more of a progression than the current system.
Your ritual counter increases as you level but you quickly outgrow needing this and it just becomes something of an afterthought that is just nether egg fodder.
If rituals had a more progress oriented nature even after you reach the point of having all castle add-on’s i feel this would greatly enhance this flaw, actively being able to use more powerful item creation rituals, as well as an active influence your ability to obtain more powerful or varied creatures and all sorts of things.
I’m not sure how well thought out this is and i feel like i am missing addressing quite a few areas of the game but in general i feel late game only gives you a few things to do. I do feel like we need some feature such as DQM2’s key system or disgaea’s item world to add more content but i hesitate to suggest anything particular.