Creature Quest is a well-developed game that still has room for improvement due to the relative youth overall. Furthermore, VCME takes player feedback very seriously and is receptive to suggestions and criticism. As such, I have devised numerous suggestions that I feel can help advance the game forward from at least a Quality of Life perspective based on my extensive mobile gaming experience.
The main goal of this post is to start a conversation that will hopefully be seen by VCME as well as providing a medium for community opinions overall. Thus, feel free to leave your own thoughts and suggestions as how you would improve Creature Quest without advancing the rate of Powercreep.
Combo dot rollover
PvP battle history
It would be helpful to see which floor a Creature died on which can be indicated by a red number instead of the slash in the PvP battle log.
This will help lend insight as to where your dungeon is doing well and where it needs improvement
Players work so hard to perfect their combo dot synergy, but it will often result in a Creature being unable to be used across different team. As such, it would be nice if a Creature could store two unique combo dot sets that can be changed at will to better use them on different teams (can only use 1 set per encounter)
You would still be able to reroll one set of dots while keeping the other intact
Uses for higher end materials – Change how Tomes work
High end evolution materials are somewhat worthless and the Tomes, fragments, and Sigils have a much higher demand by comparison. It is not efficient to replay lower level content due to the poor drop rates and it forces players to open the common or rare token chests instead.
Compendiums should also have some usage for Tome Swaps as they are technically the upgraded form of a Tome.
Mass Token Chest opening
Since we are somewhat forced to open common/rare chests, it would be nice if we could mass open them (same price) to speed up the process as the animations are quite slow.
Different PvP end times
I live in PST and the event ends at 4pm for myself. I don’t know if there is any chance for having different time zone Dungeon Challenge groups, but it would be helpful as the last 2 hours is where most of the action occurs.
The key to the longevity of any game is replay value and the incentive to play. By having Monthly Quests (can be thought of as limited time achievements) will give players something to continuously work towards as well as giving a modest stream of rewards as the current achievements dry up quite quickly.
Fire Emblem Heroes has a good system in place for Monthly Quests and building something along those lines can be beneficial.
Some interesting ideas could be earn 5,000 Prestige over the course of a month (losses don’t bring it down) for additional Challenge Orbs, Defeat X number of Creatures for tickets, etc.
Furthermore, providing more varied rewards for items would be enticing as Tokens, Totems, and Tickets are somewhat difficult to come by.
Monthly Quests would solve this issue, but having possibly more end-game achievements would be nice, Kingdoms will probably introduce this though.
Option to recycle Creatures in dungeon completion screen
Once again, due to the box space being limited to 250, it would be ideal to have a Recycle creatures feature in the dungeon completion screen. This will allow players to immediately get rid of any junk to streamline their questing progress as you do not have to go back and forth between menus.
By extension, there could be a replay dungeon button for the Battle Tower levels.
Greater Essences are the most valuable currency in the game and should never be used on Large Creatures. As such, having a middle Essence would alleviate this problem. It will also provide more dungeon defense diversity as more Creatures can be used instead of the same few all the time.
This could be one of the Battle Tower rewards somewhere around 35-40 range.
Dungeon preview screen showing elements featured/potential Creature spawns
Due to the Battle Tower being revamped to heavily award on-colour damage points, it would be nice if the screen shown before entering would indicate what colour appears in the dungeon or display the potential spawns along with the boss.
This would be helpful as at this time, people are relying on memory, spreadsheets, or notes to min/max their score or farming potential.
Cap on Prestige losses
For those players who tend to be in the top 10 on a regular basis, there is nothing more demoralizing than losing hundreds of points from a single defense lost. Even with the revenge back, they would still be a few hundred Prestige out which doesn’t quite feel right.
As such, introducing a cap on Prestige loss (150-175) will make it feel less painful. Gains can still remain the same (thus a player could gain a few hundred), but a failed defense is less punishing overall.
Guild chat filters
Some people love the auto-announcements, others don’t. Having selective filters would keep everyone happy as it can cut down on the clutter.
Some guilds use their guild chat for regular communication as they don’t have access to a third party platform like Discord.
Difficulty above king
King has become easier overtime due to Powercreep and more players gaining fully totem-ed teams and more awakenings. As such, having a difficulty above would be great as it improves the PvE experience.
With a higher difficulty, it should be more rewarding from a Creature drop rate and treasure point of view. To add to the excitement, you could disable the option to Quick Battle. As such, it would feel more rewarding as you need to manually clear the level, but the loot should be worth the effort.
When I first started playing 90 days ago, the Epic drop rate was simply amazing and am guessing it floated around 80%? Sadly, I didn’t play enough to fully take advantage of it and the drop rates were horribly nerfed to around 20-25% on King?
This is not a fun experience as you spend 150 or so energy to full clear a Quest to only walk away empty handed for the 10th time in a row (my current experience with Appeasing Poppa).
I told my viewers that one of the best aspects of the game was the ability to farm powerful Creatures which lowered the dependency on IAP/Summoning as you can build viable teams with the epics provided. This still holds true, but the sheer grind is not for the average player.
Returning the drop rates to the older format would greatly boost morale overall. Furthermore, a higher drop rate would help combat the combo-dot problem of chasing 3/4 dots.
If the drop rate of Creatures were increased overall, the chances of acquiring something that is 3/4 dot organically goes up without actually shifting their individual rates just because you have more chances. This can apply to regular Questing and the Battle Tower and would synergize beautifully with the Combo-Dot Rollover system I initially suggested.
Merchants displaying how many of each item you own
Not everyone has a photographic memory and it would be wonderful if merchants would display how many of each item you currently own in order to make informed purchasing decisions.
Take away bonus damage to small/medium
Unless Kingdoms dramatically change things, changing the bonus damage to small/medium should be switched to large/boss. This will open up the potential to use many more Creatures in Dungeon defense as only a handful are truly worthwhile overall and will at least give purpose to others that players have in 3-4 dots.
More Quests for specific items
Presently speaking, only the Wealthiest Tavern yields a meaningful item reward as the current Totem quest barely drop more than other alternatives.
Thus, having Quests that are aimed at rewarding a heftier amount of Tokens, Tickets, and Totems will provide some diversity and allow players to pursue items that are meaningful to them. You could even cycle these throughout the week along the lines of the Wealthiest Tavern.
Creature Quest does become better with each passing update, but still has room for improvement.
Which of these points do you feel is worthwhile and do you have any additional ideas for improvement?
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