v0.8.12.1 ("Towards Feygard" or "Of kobolds, fae, witch and troll", including bugfix) released to Google Play!

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Beginning levels that need quests?

A place for general discussion about the content and gameplay of Andor's Trail.
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What levels need more quests to avoid grinding?

1-5
7
4%
6-10
63
40%
11-15
29
19%
16-20
57
37%
 
Total votes: 156

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Antison
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Re: Beginning levels that need quests?

Post by Antison »

failgod wrote: Fri Jan 05, 2024 11:40 am Also I would love to see more focus on more content for the higher levels, this world has so much yet in it to build upon!
That is exactly what the maps to Sullengard provide as it targets level 55 to 65.
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Re: Beginning levels that need quests?

Post by failgod »

Antison wrote: Fri Jan 05, 2024 12:00 pm
failgod wrote: Fri Jan 05, 2024 11:40 am Also I would love to see more focus on more content for the higher levels, this world has so much yet in it to build upon!
That is exactly what the maps to Sullengard provide as it targets level 55 to 65.
I went through sullengard, the haunted forest, graveyard, just before hitting level 50. From level 1 to now level 55 it never seemed I needed to grind any point so I'm not sure any quests need to be added to existing areas.

Thank you for the insanely good quality of the game by the way the only thing I hope for is more content 😊
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Nut
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Re: Beginning levels that need quests?

Post by Nut »

Thank you very much for this feedback. We are already working on the next nice project :)
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Canuck
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Re: Beginning levels that need quests?

Post by Canuck »

Coming back to this thread, I think the game's fine up at least up to level 55 for avoiding grinding outside of quests — great work!

However, there are two places that require excessive grinding as part of a quest, "Disallowed substance" and "I have it in me." Both of those halt the game flow with long stretches of boring repetition.

The other grinding quests like "No weakness" are better balanced so that they happen more-or-less organically as the player does other things.
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rijackson741
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Re: Beginning levels that need quests?

Post by rijackson741 »

Those are very old quests that were created before any of the current dev team were involved. So I understand what you are saying, but they are very unlikely to change.
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Twilit140
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Re: Beginning levels that need quests?

Post by Twilit140 »

Canuck wrote: Sat Sep 21, 2024 11:25 am Coming back to this thread, I think the game's fine up at least up to level 55 for avoiding grinding outside of quests — great work!

However, there are two places that require excessive grinding as part of a quest, "Disallowed substance" and "I have it in me." Both of those halt the game flow with long stretches of boring repetition.

The other grinding quests like "No weakness" are better balanced so that they happen more-or-less organically as the player does other things.
I feel like naturally clearing the abandoned house and flagstone just once each tends to give me enough bones to complete Disallowed substance.
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Re: Beginning levels that need quests?

Post by Canuck »

Interesting. I've thought of that, but I consider Flagstone to be a higher-level quest than Disallowed Substance (those demons are way tougher than anything in the abandoned house). I see how you could do it first with a lot of hit-and-run, though.
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Twilit140
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Re: Beginning levels that need quests?

Post by Twilit140 »

Canuck wrote: Fri Sep 27, 2024 2:28 am Interesting. I've thought of that, but I consider Flagstone to be a higher-level quest than Disallowed Substance (those demons are way tougher than anything in the abandoned house). I see how you could do it first with a lot of hit-and-run, though.
To be honest i view it in the same light as fungi panic and a raid for a cookbook. You simply finish off one quest at a later date alongside a newer quest. Sure you could grind, but you could also just hold off until later in the game when it comes naturally. (Good way to detox from all the bonemeal too! :lol: )
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Canuck
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Re: Beginning levels that need quests?

Post by Canuck »

The game does a reasonably good job of introducing what I call "sentinals" (there's probably a real gaming term) near the beginning to give you a feeling for how difficult a quest, cave, or battle will be — if you have trouble getting past the sentinal, then you're nowhere near ready for the boss, so best leave it for later.

There are some places that's a bit out of balance, though. For example
Nothing leading up to the Feygard Scout, even the Anklebiters, give you a warning of how tough she's going to be.

And the difficulty gap between Lord Erwyn and the skeletons you have to fight to reach him is far too big.
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Twilit140
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Re: Beginning levels that need quests?

Post by Twilit140 »

Canuck wrote: Fri Sep 27, 2024 9:29 pm The game does a reasonably good job of introducing what I call "sentinals" (there's probably a real gaming term) near the beginning to give you a feeling for how difficult a quest, cave, or battle will be — if you have trouble getting past the sentinal, then you're nowhere near ready for the boss, so best leave it for later.

There are some places that's a bit out of balance, though. For example
Nothing leading up to the Feygard Scout, even the Anklebiters, give you a warning of how tough she's going to be.

And the difficulty gap between Lord Erwyn and the skeletons you have to fight to reach him is far too big.
For both of those i find Gison's precious mushroom soup to be a lifesaver. But i do agree nonetheless. Those crits are nasty! :cry:
Ex umbris
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