![]() ![]() Money can be grinded and the difference in money between mission can be very significant, really reducing prediction horizon for devs. it's not just about the amount but also about what type of resource is even available at each mission. Aside from some minor luck in the market, you get resources only in missions, so for devs it's easier to predict what kind of army you can muster at each point of the game and to provide a proper challenge for such army. How about get rid of the rather irrelevant exchange idea and just include a constant supply from a resource merchant in the marketplace I dunno, i didn't have this problem, it was pretty clear how it works to me from the first look ![]() ![]() Originally posted by Nilla Wafers: why must I spend more than 30 seconds trying to understand its layout. it has a really minimal impact on the gameplay overall, but a huge impact on the player if they want to play in an unusual way. I do not understand this limit to resources for upgrading. its the same scenario, just less mess involved. the only benefit to this exchange system is for guys who want an 8 man squad of cannons or some crap, which you may as well just offer the sunstones for sale. never once found my self lacking something I couldn't plan for. Ive played through this game 4 times now and never once used an exchange. instead of getting a chance for a resource roll in the market, just have the options there always. How about get rid of the rather irrelevant exchange idea and just include a constant supply from a resource merchant in the marketplace. Half that time is my eyes adjusting to mess, trying to soak it all in. The exchange menu is such a cluster mess of - why must I spend more than 30 seconds trying to understand its layout. I think this idea is the suck personally. ![]()
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