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Dragon Fantasy: Heroes of Tsufana
author=Dyhalto
It's not GTA open-world. It's more like Dragon Quest 2 when you get the ship type of open-world. Lots of exploration options, but the game is ultimately quite linear.
iirc, anyway. It's been awhile since I played. Have you played Chronicles of Tsufanubra yet?
I read the comments and it seems that way, which makes it even worse because I'll lose a lot of time pinpointing the correct continent, That's why I'd like directions like including optionals since I downloaded the adventure's version. You know something like 4-Orul's cave 5-???.
I played the Dragon Fantasy Saga, Tsufanubra never got my attention.
Dragon Fantasy: Heroes of Tsufana
I know its waaaay too late, I love these kind of games but the open world is a deal-breaker for me but with basic instructions like 1-Borez 2-Sage's cave etc I could play the game comfortably. Please Help!
Carpentry Story
author=fizzlyauthor=LibertyThank you for your opinion, @Liberty. Glad it wasn't stressful for you.
I personally think it was fine. Day/Night cycles are pretty prevalent in games like this and allows time to be counted, days to be broken up and deadlines to be established. Which, uh, necessary?
author=DBAV
I understand the necessity, lots of resources are probably tied to a certain number of days passing and events are divided by day/night, other games using it doesn't make it a good system but a convenient one.
At least to me cutting a tree and suddenly being night makes this game more stressful that it should be, I could understand that an event with a character passes time but resource gathering should not. I started playing a while ago and dropped it the moment the I was left to roam free, decided to start gathering resources and found that almost everything makes the clock tick.
Then I think the best solution will be if I'll add "time speed" option to change depending on your needs, so you could make the days longer. I'll try to add this in incoming update. Thank you for your feedback @DBAV.
Thanks for listening to my complaints without getting angry. Maybe you could add and item or character that changes the time when used for simplicity's sake.
Carpentry Story
author=fizzlyauthor=DBAVI'm sad to hear that, but day and night system is present in 90% types of life-sim, smae with calendar (or day counting as you call that), but my intention is definitely not to rush anyone. I just didn't want the days to get too long.
You probably though the day-night system added realism and various chances to set characters at different scenarios but it kills the mood the same as the day counting does, do a few things bam suddenly night, I think that goes against the slow life enjoyment this games represent.
I understand the necessity, lots of resources are probably tied to a certain number of days passing and events are divided by day/night, other games using it doesn't make it a good system but a convenient one.
At least to me cutting a tree and suddenly being night makes this game more stressful that it should be, I could understand that an event with a character passes time but resource gathering should not. I started playing a while ago and dropped it the moment the I was left to roam free, decided to start gathering resources and found that almost everything makes the clock tick.
Carpentry Story
You probably though the day-night system added realism and various chances to set characters at different scenarios but it kills the mood the same as the day counting does, do a few things bam suddenly night, I think that goes against the slow life enjoyment this games represent.
Tears of Envia
author=FinalTearauthor=DBAVOk, but what do you suggest then other than putting a save point at the first infiltration. Move the orb to the second part?author=FinalTearPlayers want the orb so they want to succeed the infiltration, having the option to skip it an lose the orb is not an option and having to repeat the whole event leading to the infiltration is a chore.author=DBAVAre you referring to the first part of the infiltration mission in Sanaria? Including a save point just before you infiltrate would undermine the essence of the mini-game, where success hinges different on multiple attempts to break into the castle, followed by the chance to win a prize based on the amount of tries and getting the orb. After the first part, where the blind lizards are, a save point is added so that you don't have to do the whole mission again if you get caught... Of course I'm always open for suggestions to improve this mission in any other way.
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.
As for the puzzles in the Pyramid which do you mean specifically? Their text has recently been refined for clarity (will be in the next update). If you have further suggestions for improvement, please share. Additionally, players have the option to skip these puzzles after a few unsuccessful attempts and can purchase hints to make it easier.
Your puzzles in general (up to the pyramid as far as I know) have nothing to do with the game, add not 0 but even negative fun to it so players wanting a walkthrough shouldn't surprise you, that's the reason I dropped this game earlier because puzzles were annoying.
I forgot to mention the abomination that is the purple roofed house, even if it's for a few elixirs and whatnot, losing hours of your life reentering the area just to see if you happen to magically be on the time-frame it opens is frustrating.
Your point of the purple roofed house is reasonable. But it has been changed some time ago in a way that it gives an indication how close you are. So it will now only take a few seconds each time you check. I suspect you played that part before that update was implemented.
Include a save point at the same corner you move after entering the castle, that should reduce frustration notably, the infiltration itself is not difficult and can be done by anyone after a few tries so no need to change anything else but the process to retry can kill your mood to play the game.
I don't know what did you change about the purple roofed house, when I reached it before the whole process of being allowed to access withing a certain time-slot looked idiotic, a massive waste of time that made me think I'd rather do one of your puzzles....
I can't stress enough the importance of providing the solution to your puzzles in a document, even good puzzles can be annoying if the theme is not your forte and yours are pretty bad, they don't fit the atmosphere of the game at all and seem random math problems blocking your path, if someone finds it fun good for them but I don't.
Tears of Envia
author=FinalTearauthor=DBAVAre you referring to the first part of the infiltration mission in Sanaria? Including a save point just before you infiltrate would undermine the essence of the mini-game, where success hinges different on multiple attempts to break into the castle, followed by the chance to win a prize based on the amount of tries and getting the orb. After the first part, where the blind lizards are, a save point is added so that you don't have to do the whole mission again if you get caught... Of course I'm always open for suggestions to improve this mission in any other way.
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.
As for the puzzles in the Pyramid which do you mean specifically? Their text has recently been refined for clarity (will be in the next update). If you have further suggestions for improvement, please share. Additionally, players have the option to skip these puzzles after a few unsuccessful attempts and can purchase hints to make it easier.
Players want the orb so they want to succeed the infiltration, having the option to skip it an lose the orb is not an option and having to repeat the whole event leading to the infiltration is a chore.
Your puzzles in general (up to the pyramid as far as I know) have nothing to do with the game, add not 0 but even negative fun to it so players wanting a walkthrough shouldn't surprise you, that's the reason I dropped this game earlier because puzzles were annoying.
I forgot to mention the abomination that is the purple roofed house, even if it's for a few elixirs and whatnot, losing hours of your life reentering the area just to see if you happen to magically be on the time-frame it opens is frustrating.
Tears of Envia
I wondered what was the deal with the name change and the sudden upload, but it's still the same...
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.
No save point before the ANNOYING infiltration
I suppose the useless and out of place puzzles are still there right? Like the sudden math for no reason or the badly described puzzles at the pyramid.At least provide a walkthrough for those of use that loathe puzzles with passion.
Fatal Fantasy "As Fate May Have It"
author=Jparker1984author=DBAVIt's ok, thanks for the question. There are secrets all over the game, but there's not many that will leaving you scratching your head so long as you paid attention.
This game looks exactly like my favorite type of rpg!
Is this going to have annoying secrets like old rpgs or can you play without a walkthrough? Sorry to come off as a bit annoying but FF and other old rpgs were created with the walkthrough as a product in mind, while many devs reproduced the old concept marvelously they didn't think about that part.
There is plenty of things you can miss permanently like skills, weapons ect. Though if you've played an RPG before, you'll know what to look out for.
Thanks for the answer.I'd like to think I'm smart enough to listen to the NPC's, try to steal from the bosses and investigate suspicious caves, but if the correct answer is to not open a treasure chest because you lose the final weapon or return to the first village without previous info because there is a missable event then I'm done.
Fatal Fantasy "As Fate May Have It"
This game looks exactly like my favorite type of rpg!
Is this going to have annoying secrets like old rpgs or can you play without a walkthrough? Sorry to come off as a bit annoying but FF and other old rpgs were created with the walkthrough as a product in mind, while many devs reproduced the old concept marvelously they didn't think about that part.
Is this going to have annoying secrets like old rpgs or can you play without a walkthrough? Sorry to come off as a bit annoying but FF and other old rpgs were created with the walkthrough as a product in mind, while many devs reproduced the old concept marvelously they didn't think about that part.













