First off - it needs to be said that you guys are great! This game has given me and my friends so many hours ( I have over 1000 hours.... and 20+ campaigns) of fun. Thank you for producing a quality product. All of us sincerely hope you guys continue with your success, and we will happily pre-order any rpg game you make in the future. You've already earned that future business from us.
Now on to the main point of my post. Fixing things that aren't broken.
1) All multiplayer clients must be in control of a character.
When my friends and I first started the game we really enjoyed that one person could get up and go do something and the host could give his character to himself or one of the other players. What a great convenience it was. We could hand characters to each other to swap gear or inspect points. A few patches ago you removed this incredible functionality. I'm sure you had your reasons - I've been in game design, and we guessed it was an easy way to avoid some sort of bug. It was just a shame.
2) Containers sold to vendors now exit their contents into the vendor inventory.
One large struggle that has existed is selling items to vendors creating a lot of "mess". The large vendor in the undertavern who we affectionately refer to as "Rocky" has great gear available and a lot of gold to buy our equipment we don't need. Unfortunately, selling to him clutters his inventory and makes it very annoying to figure out what new items appeared after a refresh.
As a fix - we were able to throw all sellable items into a barrel and then sell the barrel to him. It worked like a charm! Now at the end of act 2 - checking rocky shows 7 or 8 barrels at the top of his inventory, and a nice fresh list of items for us to peruse. Imagine my dismay when we find out that as a result of a fix for people buying gold back through containers (which wasn't really a problem because..let cheaters cheat if they want to) was to make it so all contents clutter the vendor again.
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Our group of gamers (numbering at about 20) are concerned that these changes are not really being thought through. Is it important to remove a way of exploiting vendor gold that very few people use, at the expense of greatly inconveniencing the entire player base? Granted not everyone uses the barrel method, but everyone I've introduced it to has adopted it. Are these patches being play tested? The most recent patch also has consumables using AP before the consumable is used (during targeting) and then uses the AP again. This bug would be impossible to miss if even one multiplayer game was play tested.
Patching a game like this takes a huge effort, and the patch notes are incredibly extensive - all the respect to you guys for the hard work, but consider that some of the changes you are making have a large negative impact on your player base.
Request List
- Fix Consumables AP cost
- Remove all clients must control a character
- Remove container contents are removed when sold to a vendor
Thank you again, and thank you for the consideration of our concerns.