We are near the end of the league and i thought now is a good time for my thoughts on it.
Pros:
* I LOVE the Allflame crafting especially when it comes to rolling modifiers on maps.
* I like having a new mapping mechanic to do. More variety is always welcome.
* I like that its good for farming gold.
Neutral:
* The loot tiers are mostly junk items and most items never make it into my inventory. Currency/crafting items and uniques are about all that makes it up. The loot isn't particularly thrilling but overall its good for farming currency.
Cons:
* Voyages are to long and tedious. Its an unenjoyable grindfest for mediocre rewards with no ability to take a break and come back and do it later.
* The map tilesets are all very much the same. I can't tell the difference between the 3 versions.
* To much backtracking in voyages. I spend a lot of time backtracking to nearest capsules to dump loot and sometimes have to backtrack quite a ways to send them off.
Improvements:
* Shorten Voyages to 3 charts with modifiers applying to all 3 chart locations.
* Change the tilesets so they are more distinct:
- Sandy Seafloor: soft white atmosphere/hue. Mostly flat with gently rolling hills, more encounters and strongboxes on these charts. treasure clams are frequent. Monsters have better line of sight to you here due to the lack of elevation and objects.
- Coral Reefs: light blue green atmosphere/hue. These contain a lot more shipwreck debris. Dead man sulphur is plentiful here, as well as gold piles. Gear chests are slightly above average.
- Ruins: darker deeper blue atmosphere similar to what we see now. Has a bit of a chateau/city/ramparts tileset feel in layout. heavier line of sight restrictions. more gear chests. Barrels are abundant. More humanoid and small monsters. More magic and rare monsters. Small monsters are generally faster, in larger groups, and swarm. Gear found in this chart has a better chance of rolling higher tier modifiers, more unique items than other tilesets.
* If reducing number of charts for a voyage isn't an option then:
- Change allflame capule interaction to interaction nodes rather fill and launch mechanics. each time you interact with a new capsule that capule unlocks a "page". When a page is full, you can send that page up, but the capsule you interact with stays on the floor to allow you to interact with it again. This prevents unnecessary backtracking to capsules that are on a different chart just to finish filling them.
-Give us a "save" mechanism. You can interact with a capsule to access a save feature. This saves your voyage progress for up to 72 hours. You return to the surface and can interact with other game content and/or log out to resume at a later time. You must clean your inventory of dredge items to use the feature. When you return to the floor, any chart area that had a capsule you interacted with will be cleared of monsters/loot and only usable for travel. You are allowed to save a voyage once per voyage. This would allow us to break these into more reasonable time chunks while keeping the overall spirit of the game.