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Codename Entertainment Forums > Legacy Games > Mystic Guardians > Feature Requests/Suggestions > Guardians aren't the same level as they were before capture when added to team
| Guardians aren't the same level as they were before capture when added to team
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14 Posts
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- Posted September 16th 2012 at 6:07 PM
Jeff KopelsonLast Edited September 16th 2012 at 6:13 PM I found out that after capturing my first guardian that it was not at the level it was when I captured it. I found this to be a major blow to my strategy and enjoyment of the game. It is most likely enough of a turn off to drive people away from playing the game. It also doesn't make sense logically that once captured the guardian becomes ten or any amount of levels lower then what it was before capture. It would be a major improvement to the game if guardians are the level they were found at upon capture and not lower.
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63 Posts
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- Posted September 16th 2012 at 6:46 PM
Josh Reinersyou can also get guardians higher level then what they where captured at it goes by your trainer level
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14 Posts
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- Posted September 16th 2012 at 7:18 PM
Jeff KopelsonLast Edited September 16th 2012 at 7:18 PM That might be so, but it is still a lot less useful. It is an unknown variable and it also could mean that it takes more time to level up your trainer level to get that perk. My idea is a stable and constant variable that would not require any trainer level variable. Thus more practical, useful, and attractive.
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94 Posts
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- Posted September 17th 2012 at 12:27 AM
Vera OhlsenBelieve me, it is not a "perk" when you catch and train guardians with the intention of selling them.
Having a higher trainer level means that you can catch a level 5 only to have it become a level 14, just because it has to match your level. The reason why this is annoying, is that you get 1 token per level trained when you sell a guardian. These "bonus" levels do not count as trained levels, and thus do not add to the value. (And as we all know, higher levels take more time to train than lower levels.) ^This is the main reason for the current system. The Devs wanted to limit the amount of free Tokens gained by the train-and-sell method. ... What kind of variable did you have in mind? |
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14 Posts
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- Posted September 17th 2012 at 10:18 AM
Jeff KopelsonWith the current system one can place a low level guardian as the first member of their team. When a battle occurs they can simply switch out that low level with a vastly higher level guardian. That higher level guardian obliterates the enemy and the low level gains xp for doing nothing. Then you can sell it for tokens. Sort of like a power leveling strategy. I can see that when your guardians reach high levels that this becomes profitable.However a high trainer level prevents the large token gains that having high level guardians would permit. The problem I see is at lower levels or when having to prepare for a battle that has guardians at a higher level then yours are; then catching guardians that are lower then the level they are found is not helpful. It takes too much time to train that monster up to be useful. Being able to catch a guardian at the level you find it is more useful for you in that scenario. This game structure survives on those scenarios. It also seems to be more useful then gaining tokens. Token gains might be implemented through some sort of "game" as opposed to having it through training up guardians.
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94 Posts
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- Posted September 17th 2012 at 11:10 AM
Vera OhlsenMaybe. I never had to catch a new guardian for the sake of defeating an enemy, however.
I tend to keep the same team for extended periods of time, and train them to the same level. Also, at lower levels, training doesn't require as much exp., so using the method you sketched out in your first three sentences, it shouldn't take long to get the low-level guardian up to speed. But I can see how it would be frustrating, especially if you were counting on the power of the original level of the caught guardian. Does it help if I tell you that training a low-level guardian from scratch supposedly makes it stronger than a wild one of an equal level? |
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14 Posts
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- Posted September 17th 2012 at 11:54 AM
Jeff KopelsonLast Edited September 17th 2012 at 11:56 AM There are many strategies that can be used in this game, however many of them are at a disadvantage due to the game structure. Your method is only one of the strategies that can be used. I would rather have the game be more flexible so that it would allow for multiple strategies instead of just one. That makes the game more interesting and fun.
I define lower level as 19 and below and anything 20+ not lower level. I am not sure how you define lower level. So using my definition I would say that it takes too much time to get a guardian that you find at level 20+ back to that 20+ level you found it at. Trainer levels take too much time to level up for it to be practical in this scenario. I might say that using your strategy of training all your guardians equally and keeping them works well with that unconfirmed info that: leveling of a guardian makes it stronger than one that is caught at a high level. However that is one strategy even if what you said was confirmed. So it is only useful for people that use your strategy. |
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94 Posts
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- Posted September 17th 2012 at 11:58 AM
Vera OhlsenI think my strategy is a common one, and the game was built to support it.
True, the game could be more flexible, but that might require an overhaul of the coding. Do you have a list of common strategies the Devs should look into? |
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14 Posts
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- Posted September 17th 2012 at 12:22 PM
Jeff KopelsonLast Edited September 17th 2012 at 12:23 PM Bingo you hit the nail on the head with your first sentence. It does seem that this game was designed to be one dimensional as far as strategies go.
I don't know what would be required as far as coding goes because that is not a subject I know much about. If it is too difficult to make the game work with multiple strategies then I guess it will not change. I'm not sure what you mean by common strategies. I could probably list strategies but I have no idea if they are common or not. Regardless of commonality I should think that the people that designed the game would be capable of figuring out more than one strategy for the game and be able to implement them. I guess you have to take into account how to fund the game to pay the designers and implementing more than one strategy might make it difficult for that to happen. I would say that if the game designers could find a way to fund the game that would allow for more strategies it would make the game more enjoyable. Hopefully they will figure something out because I have started to lose interest in the game after reaching trainer level 8. I am sure I am not the only one. |
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301 Posts
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- Posted September 17th 2012 at 10:42 PM
Lasynda ShichirojiLast Edited September 17th 2012 at 10:52 PM Actually the info about the lower the Guardian level the better off you are training it isn't speculation. When the game first came out I believe it was David who explained it said that the closer to level one you are for the Guardian you catch the better it will level up with training as far as stats for the Guardian go. I wrote a post in here shortly after they made this change of Guardians being player level regardless of their level previous to capture so I won't repeat everything I said there here.
Edited to add http://forum.djartsgames.ca/?thread_id=5254 here is where I spoke my piece and you can see why I didn't repeat myself here :D |
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94 Posts
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- Posted September 18th 2012 at 1:21 AM
Vera OhlsenThanks, Lasynda. Truth to be told, I was too lazy to dig it up.
Thank you. |
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14 Posts
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- Posted September 18th 2012 at 7:16 PM
Jeff KopelsonThanks for clarifying that for me Lasynda. However my comment already took that into consideration. It is nice to see that people are contributing to make the game more enjoyable =).
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