SNAPCRACK
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D:
Review Showcase
50 Hours played
The endgame boils down to one thing: crafting good gear. This will make or break your experience. The crafting in this game is an elusive mechanic, and I will attempt to describe it to you so that you can better understand it before going in.

Now, one might ask, "What is possibly wrong with an incentive to craft in a game called Craftopia?"
The problem(s): A completely RNG driven crafting system. The difference between a base item and one with good enchantments is so astronomical that you should almost never consider using a base item over one with enchantments (exception would be a weapon with high base attack or magic attack).

Enchantments work like this: Enchantments are tied to proper words. These proper words each reflect a set of stats and can be incorporated into items through crafting materials. For instance, if an iron ingot has the proper word "Crimson" and is used to craft a sword, then the sword has a chance to receive the proper name, "Crimson" and the stats associated with the name.

As far as I have seen, an item can hold up to four enchantments. For example an item is called "The Never Ending Sky's Ancient Veteran Griffin's Broadsword", and it has the four enchantments: "The Never Ending Sky's", "Ancient", "Veteran", and "Griffin's". Without the enchantments, a broadsword would just be that, a broadsword. On paper this system sounds really fun and interesting, but in practice the crafting is tedious and can feel completely unrewarding because of two things: no indication of success chance (or tutorial explaining the chances involved with enchanting items), and inventory management.

Now, one might ask, "How is crafting RNG if the inputs always guarantee the outputs?"
The problem(s): The inputs only guarantee the base item being produced. Enchantments are, as far as I can tell, completely randomly assigned each time an item is crafted. The possible name of the item produced is pulled from the crafting materials used to produce it. I'll repeat: having crafting materials with proper names does not guarantee that crafted items will have those proper names. It is entirely possible to use a significant amount of very rare crafting materials to produce a white/common/base item!

This is a HUGE problem when some items require dozens of crafting materials to produce just one unit. The rudimentary experience I've had with the crafting is something around 1 in 75 to 1 in 50 (~1.33% to ~2% chance) to produce an item with 4 proper names.

Enchantments or modifiers distinguish items and crafting materials from each other. Unless an item has the same enchantments and base item, then it will not stack with items with similar bases. This leads into problems with inventory (and storage) management. Frankly, I think this problem mostly stems from the lack of inventory slots (not carry capacity), and I think it can only be resolved by introducing something like a backpack or a straight upgrade to storage/item slots.


I will not leave the developers out on a limb here. Here is how you improve your game:
Display roll chances for enchantments when crafting; also, improve the chances to craft said loot. People do not have the time (or patience) to slog through hours of gameplay only to come up with a white/common/base item. That leaves a really sour taste in your player's mouths and you want them to feel good about crafting gear with the loot they EARNED.

Increase player inventory and storage SLOT amounts (not carry capacity per slot) to alleviate the item bloat that inevitably happens in the endgame.


If none of this has dissuaded you from jumping into early access, then you'll like the game. I had fun with it myself, but I cannot earnestly recommend it to everyone in its current state.
Review Showcase
Playing this game is similar to rubbing sandpaper on my face and I'm not enjoying it.

I love party based RPGs but this game's setting is not interesting to me. I could care less about the locations, gods, factions, and people that this game keeps trying to introduce to me through exposition.

Instead of having me slog through a mundane setting and meaningless dialogue, let me kill stuff and level up because that is the best part of these types of games.

I do not recommend the game because it failed to capture my attention within 2 hours of play (the refund limit). Please work on making the introductions to your game more interesting and eventful.

Also, make your introductions more original. Crashing on a shoreline has happened recently both in D:OS2 and Grimrock II (honorable mention to Path of Exile, every time you start a new character in that game you start on a beach). Imagine if our crew was somewhat competent and docked at a bustling port, or went upstream somewhere.

Beaches are filled with sand and this game is shoveling that sand into your pants at a rate that you cannot contest.
Comments
let's go! 22 Aug, 2014 @ 7:07pm 
m4 asiimov bs + awp pink ddpat minimal for that m4 u got on market?
The Green Bastard 17 Aug, 2014 @ 8:29pm 
yo if you'll sell your usp-s for $2.25, ill buy it