Mr. Hwang's record is a success!
I got 200 Flakes as a challenge reward.
I managed to escape the maze!
Congratulations! 🤩
👆The thrill you can feel at your fingertips!
Take the challenge now!
🕹 [Play on the Stove App]
The number of dinosaurs caught by Magic Bbangya is 35!
I got 0 Flakes as a challenge reward.
🦕 The dinosaur is laughing at Bangya with magic...
Next time, try faster!
👉 [Play on the Stove App]
congrats
congrats
At this price, I would buy it without hesitation
Mr. Sanguri's record is a success!
I got 200 Flakes as a challenge reward.
Become a top ranker!!
Did you hold your breath?🙊
👆The thrill you can feel at your fingertips!
Take the challenge now!
🕹 [Play on the Stove App]
I quit about 3 weeks ago, but I was an all-collector including Moonlight, and I think I spent more than 100 a year, so I think I spent about 600 in total?
I wonder why I am writing a review after quitting the game, but after playing it for 6 years, I have developed affection for it.
I'm leaving for something, so I wanted to organize my thoughts and write something down.
1. PVP fatigue accumulation and PVE trend in subculture games
In 2018, when Epic Seven was released, there were no PVE games. It was natural to find the fun in games in PVP.
After Genshin Impact, there started to be a lot of games that only had PVE, and the quality of those games is also quite high.
In a situation where there are a lot of substitutes in terms of PVE (Genshin, Starrail, Zenzone, Mobinogi, etc.)
Due to the fatigue unique to PVP and the decline in competitive spirit due to age (currently 40 seconds), interest in PVP is decreasing.
For other reasons described below, we have moved further away from PVP, and the game is operated strictly around PVP.
As I did this, I started to feel a disconnect with my gameplay (I'll explain more about this below).
2. PVP Difficulty
Epic's Silena is extremely difficult. There are many reasons why it is so difficult, but here are the ones I thought of:
There are three reasons below:
1) A huge variety of cases due to the many characters characteristic of old games.
2) Game destruction caused by some characters of overwhelming weight who go beyond the given role.
3) Very clear counter concept
Even though number 1 is a common problem for all long-running games, numbers 2 and 3 are serious problems, so I will use LoL as the comparison target.
There is always a character that becomes the standard for the meta in LoL, but when that character appears, it doesn't mean that all 5 opposing characters are defeated.
It is not structured. On the other hand, there are many characters in Epic that make 4 people foolish just by appearing, and the existence of those characters
Since you always have to be careful when picking and banning, you need to know all the characters accurately and be quite careful not to get caught in a trap.
I have to think a lot. The role assignments applied in team play (Epic standard: first turn catcher, dealer, tanker, healer) are very broken.
It is filled with characters that can play various roles. This makes the game quite complex, and because of this complexity,
Many epic creators fail to create manuals for Silena. This is a barrier to entry for newbies who do not have much knowledge of Silena.
It works and causes too much fatigue to existing users.
In the third case, when Harceti appears, all the Sun-turners become fools, and when Cheon-zel appears, the passive characters become powerless. Recently released
When the Knight of Light (I don't even remember the name anymore;;) appears, all single dealers are incapacitated. This is actually more important than balance.
This is a factor that reduces the game's dynamic, which I will explain in more detail below.
3. Repeated appearance of new characters that deny my efforts and affection
Currently, Epic Seven has a new character who plays the role of a problem solver in place of the existing Silena, and is playing the role of breaking the existing meta character.
Because of this, there is a constant demand for new characters, but the problem is that the affection and effort given to existing characters can disappear in an instant.
That's right. Out of the 50+ Moonlight characters I have, there aren't even 10 characters that are useful in Silena. The rest of the characters
Even if you spend a lot of money to get a new character, you'll just end up being an idiot and be swept away without being able to do anything.
Inflation is a chronic problem in subculture games, but if you focus on PVE, you can just lower your standards and not be greedy for new characters.
There is some compromise. If a new character comes out and you raise it by spending money, you can get 150,000 points while the previous highest score is 100,000 points.
I just have to be satisfied with 100,000 points and give up the benefits I can get from 150,000 points. On the other hand, Epic's Silena doesn't have a specific character.
A situation arises where there is no answer. This problem inevitably occurs unless you are the one who takes the initiative and shakes the deck.
Even if I barely keep up, as I mentioned above, the act of making fools of existing characters with new characters is repeated. I worked hard to raise them.
I get goosebumps watching my character keep being stupid and I stop playing PVP.
4. The sense of alienation that arises when playing a game centered on PVE
Excluding the period when I set my goal for Silena and worked hard, over 90% of the time I played in the past 3 years was PVE grinding.
If I don't use my action points in time, I'll get pushed back on items and I'll fall behind when I play Silena, so I've been doing PVE consistently, but for the reasons I wrote above,
Since I stopped doing PVP, a contradictory situation arose. I don't neglect to dress up to look good to the opposite sex, but when it comes to the opposite sex,
Should I say that it is a situation where I hate meeting people? So, the materials for making items keep piling up, but it is annoying to actually make them, so I am going to make them by part.
Before I quit, I had 50,000 to 200,000 materials piled up. I think it was because of the recent event that made me use up all the crafting materials.
It seems like the game company has realized that there are many people who just hoard materials, but as I said above, this is not a fundamental solution.
Additionally, if you focus on PVE, there are plenty of games to play as mentioned above, and the game I am currently playing is Starrail.
I'm satisfied with Mobinogi.
Can Epic Really Be a 20-Year-Old Game?
My opinion is that it won't happen at the moment, but from my perspective, if the following changes happen, I will return to Epic.
I think you might be interested.
1. Organize the direction of the game based on PVP criteria
PVE games are in many situations in the market, so to be honest, epics are not for them. They are trying to secure color as a PVP-centered game without people.
We need to analyze the time we play and encourage more time spent on PVP. When I look at the time I spend playing the game, it's like commuting to and from work.
The structure of the game needs to change so that only about 20 minutes of walking time is spent on automatic PVE and the rest of the time is spent on PVP.
It seems like it would be fun. The game company will figure out how to do it, but if you just think about it roughly, you can get a subjugation ticket if you fill up 30 minutes of Silena time.
I think there are many ways to do this if you put your mind to it, like giving 10, etc.
2. Easy PVP
The influence of each character's concept in the game should be limited. Do not have characters like Cheonjeol and Harceti that cannot respond to opponents.
I think a character like Geo who has control over the first turn is just right for the balance criteria. He can control all the first turn grabs, but
Geo has a weakness to the Sagittarius Sunturn with Inbit, and Geo's influence on the remaining roles except for the Sunturn catcher is limited. Geo is a Sunturn catcher or
It is easy to understand that characters with limited influence are used only for control purposes and no one uses them as main dealers or tanks.
The difficulty can be lowered to some extent by making Silena manualized around that character.
3. Respect for user experience and effort
As new characters are released, the act of making fools of existing meta characters continues to repeat itself. Epic balances the characters based on their pick rates.
Rather than saying whether it was good or bad, we need to think about how to make users continue to love the game. We need to think about the generational change that destroys all the existing ones.
If you repeat this, users like me will continue to leave the game because they are addicted to it.
It took me an hour to write it, and I wonder why I'm investing this much time in a game I've already given up on, but I also feel regretful about it.
So I hope you understand that this is just a bluff. For collectors like me, even if I dash around and throw out a lot of raffle tickets, it's not appealing at all.
Honestly, I don't know if I would come back even if the game was completely changed based on the three criteria above. I would come back because the old game was no longer fun.
That's because it requires a prerequisite to find a new structure, and anyway, I don't want the game to fail after 6 years, but I want it to last a long time.
I hope you all have a long run and survive well. Enjoy your epic adventures.
congrats
Nothing big came out.
Every day we fight
There's nothing special about the turn-based tactics genre these days, so I was looking at this game's information without much expectation.
Huh? The user throws a bomb at an enemy NPC and they dodge it in real time.
Because I'm in a hurry, I jump over cover and hide in the cover next to me.
This scene can be seen around 2 minutes and 11 seconds into this video.
I was so drawn to this scene that I decided to introduce it today.
And if you watch the video around 2 minutes in, you'll see that when shooting a gun, the view changes to first person, so you aim and shoot directly.
There were games like this, but I would miss regardless of my aiming skills...
I had a strong feeling that the strengths were not being utilized well.
Games like Narcos have zoomed in on combat scenes with a shoulder view, and of course XCOM does the same.
But these didn't feel like anything more than just close-ups of the right scenes.
This game brings back that aiming feeling of FPS.
When you aim, you become first-person like this and you have to aim at the target and shoot.
In turn-based games, if the enemy's turn is far behind, they will be unable to react when you throw a bomb and will be killed.
But this game reacts instantly to grenade attacks, almost like a real-time game.
That is, the existing turn-based rules were changed to add liveliness and fun to the game.
You jump over cover to avoid the bomb, but you fail to get out of the damage range, so the enemy NPC dies.
This kind of responsiveness that feels like watching a real-time game seems to be a characteristic of this game.
Not only that, but the introduction of the first-person perspective is used for direct aiming shots, not just close-ups of battle scenes.
And when you see elements where enemies react in a way that feels like real-time, unlike traditional turn-based games...
The direction of this game seems very similar to 'Claire Obscure 33'.
How to bring life to static turn-based...
You can see many instances where they have been seriously considering how to encourage direct participation, such as first-person aiming, to offset the boredom of turn-based gameplay and induce focus.
A mix of turn-based tactics and rogue-lite genre.
It also has the characteristics of a time loop story against alien invaders.
That means, even if you lose the game, you will permanently gain skills and growth points.
The more you challenge yourself, the more progress you can make.
This is where the balance between difficulty and growth becomes important, and I think you'll only know if you try it out yourself to see if you've found the right balance.
It appears that you can explore the map before a full-scale battle to check enemy vulnerabilities and troop placement.
The video above is a video that contains the game's features directly from the game's executive producer.
If you select Korean in the automatic translation, the translation is quite smooth.
I love how these advanced systems are woven into the game like air.
The systems and UI that users need to learn are simplified as much as possible, and the advanced elements that need to be experienced in the world work in a natural way.
I feel like this game was made with a lot of care in that regard, so I feel like there's something unusual about it.
The video below is a trailer.
I think it summarizes the game's background and concept well.
It might be a bigger hit than you think.
It may not have the same production and atmosphere as Claire Obscur 33, but it seems like it will be a unique and fun game in terms of combat.
The demo is now live and the countdown to the Early Access release has begun at around 10pm today.
I'm thinking about doing a quick demo tonight.
* Below are parts you don't have to read. I've written too much nonsense.
One of the reasons I'm looking forward to this game is...
Because the distributor is Hooded Horse .
The founders of this distributor were a man and a woman who attended Harvard University together.
They both liked gaming as a hobby and had similar tastes, so they developed a relationship and eventually got married.
Beyond just enjoying the game, I also created a Mount & Blade user mod and spent my gaming life there.
By some chance, I found out about the situation between the distributor and the developer...
The problem was that small and medium-sized indie developers were at a disadvantage in their contracts when receiving financial support from distributors.
Many small and medium-sized developers are not receiving their payments, so we established this Hooded Hose distributor to improve this situation.
This change brings significant changes to games from small and medium-sized indie developers...
Without the pressure of unfair contracts or distributors, we were able to take on experimental and creative challenges.
From the distributor's perspective, rather than introducing experimental elements that are not guaranteed...
There were many instances where they demanded that we follow the same systems that were working well in the existing market.
Up to this point, it can be understood as an issue of money for adults, but this has led to a vicious cycle where users continue to encounter mass-produced games that only look different but have the same content.
The Hooded Horse is what solves that problem by giving indie developers a contract that is advantageous to them in terms of revenue and creation.
The resulting problems have led to a lot of criticism for games like Terra Invicta being too maniacal.
Currently, they are slightly easing the difficulty through patches and changing the UI and system to make it more popular.
Many of the games being distributed have unique characteristics and good gameplay.
Even though they are not affiliated with a major distributor like Paradox, the games affiliated with this distributor are consistently updated and release DLC, which helps them have a long lifespan.
The Stove has released the defense game Cataclysmo and the 4x strategy Old World.
If there is a downside to these games, it is that, unlike popular games, they have a unique character and depth to the game, but they also have a high barrier to entry.
Although the fact that you can explore the map and other things in Kata Clysmo is seen as an advantage, it is a matter of preference for those who just want to play tower defense.
This trend will continue in the future, but
Looking at the recent improvement directions of Terra Invicta and Noland,
Through research, it is expected that more attention will be paid to the popularity of games in the future.
It may be a little different for each title, though.
Endless Legends 2 is a combat-focused 4x game that is accessible to casual users as well.
I'm looking forward to this work as the gameplay of the first one was also excellent.
Ubisoft's new game Heroes of Might and Magic, also known as Old Erado, is being distributed by Hooded Horse.
It seems that U-Bi has decided that Hooded Horse is one step ahead in distribution and management of this genre.
Manners is the new game from the developers of Battle Brothers, a masterpiece in the turn-based tactics genre.
It is said to be released this year, but the exact date is unknown.
Noland and Clan Forks were released with the same genre in mind as Rimworld, but they never quite made it to the top.
Clan Fork has a well-made framework for raising a medieval village and clan, but it doesn't have much merit other than the theme of tight medieval survival (especially in winter)...
Noland is struggling due to its shortcomings in optimization, UI, system inconveniences, and shallow content.
However, as is typical of hooded horse games, both are constantly being updated and improved.
However, RimWorld is getting a significant head start on the upcoming July 11th release of Odyssey, based on the popular SOS mod among its vast user base.
Other than the fact that Rimworld is futuristic sci-fi and Clan Folk and Noland are medieval, what are the current advantages?
It seems like these games would be hard to get into the stove.
This genre of tribal and clan development seems to have a lot of users on Steam, but that's only when global users are included...
It is difficult to secure sales on the stove due to maniacal elements.
Maintaining a build takes time and money in its own right...
If sales are poor, distributors may be reluctant to release it on the stove.
I don't know if it's a game that's completely finished updating, but the games here seem to be more difficult because they get updated frequently.
This distributor also localizes almost all of its games on its own.
However, it is a popular turn-based game with wide recognition.
Heroes of Might and Magic Olden Era's entry
I think it might be worth a try as a stove.
It's also a game with high topicality.
And the Every Day We Fight that I introduced today
As it is a new work that attempts to overcome the shortcomings of turn-based games, like Claire Obscure,
I was thinking that it would be a good idea to have a store for users of the stove's turn tactics.
And Endless Legend 2 as a bonus...
I got so caught up in the game after watching a video that I ended up rambling on for so long that I couldn't handle it.
It's a very good distributor, but since most of the games are for enthusiasts, it doesn't seem to work well with Stove.
But there are a few games that are popular enough that you wouldn't want to miss them. Haha
I am thankful for this distributor because almost all of their current and upcoming games support Korean.
I wrote this to introduce the game and share my personal wishes.
Be careful of the heat and enjoy your stove life.
이 형편없는 이벤트로 나를 무시하지 마라, 과거 무기를 복구할 기회를 단 한 번이라도 줘라.
설령 거래 불가에 계정 귀속이라도 좋다.
이번 1주년 이벤트는 정말 최악이다.
느금마
되겠음?