20%
Antonsss654
Recent community posts
There are ideas - 1st at the expense of food - to replace the net health recovery with a percentage, for example, a sandwich gives 150 hp (well, if I'm not mistaken), you can replace it with, for example, 30% of the maximum HP of the character, but if 30% is less than 150, then 150 hp will be restored and not 30% of it will help solve the problem with food in endgame (well, if you don't take the case if 30% hp is more than 10 hits of the strongest enemies). The second idea is to replace the bonus to experience and gold with pure experience and gold - if the food gave us an experience bonus, then the food will simply give us that experience, but we need to remove the bonus from the sandwich and increase the bonus from the fish so we can solve the problem of the futility of fishing and gaining additional experience.
Hello, I am not an English speaker, I had to use a translator, if something is not clear, write about it. I have suggestions, some of which were taken from other comments, some of my own - the first thing I noticed was that players often complained about the uselessness of food at the end of the game - to replace a simple treatment with a percentage (for example, a sandwich gives us 150 hp, we replace it with 30 (this is just an example of the value you can change to your own) percent of the maximum hp value a character ) and if the player has too little maximum hp, then you can do this- if 30% of the player's hp is less than (for example) 50, then 50 hp will be restored, and if the opposite is the case, then 30%. 2nd, remove the gain on experience and gold and replace them with just experience and gold (for example, the quest gave 100 coins, 500 experience gains and 300 coin gains, replaced with 400 coins and 500 experience (just experience))-for these powerups, there is a question of how they generally work (according to the game's plot), for example, "I ate a goldfish and now I get twice as many coins," how does it even work? I kill enemies and I get extra coins from nowhere. To gain from food, I suggest removing some food (for example, a sandwich, making it just a strong meal to restore health) experience gains, and for fish, for example, that they add experience immediately rather than gain the same thing for coins.3rd - add daily/weekly quests that will appear constantly and bring some resources to the player. 4. Add an experience potion that will give experience to an active character. 5e Add the ability to use items outside of combat. 6e add such a system to the bank - the player has deposited money into the account and now money is added to him every day. 7e Add the ability to buy items with money from the bank immediately. These were all my suggestions and I'm not forcing you to do them.
I have one question, I went through the game before the mother of slimes, and I don't know what to do next, is there even a plot further or not? Plus, I found one bug if the player, after the quest with making a bridge for Elly (well, after she fell into the water), returns back to the same location where we collected resources, and then returns back to the location with the bridge, then the game will lose the animation again and the game will be completely envious with a black screen.
thank you, and one more question will the same characters have different photos of the same version of pregnancy (I know that several characters have 2 versions, and it's just a few, I mean, for example, if there is a normal pregnancy, then the character has 4 photos for this, for example), plus, there is a terrible problem in the game and it is related to Bibi, if a player accumulates maximum mana and takes it away, then he may get stuck due to the fact that he cannot spend enough mana so that it is less than the maximum and because of this the player will not be able to "rest".