It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Hi,
I like the idea of the game and enjoy the progress. I have some proposals for the user interface:
I think the UI is missing a button for the main menu. When playing on a tablet (without keyboard) there's no way of exiting.
Also it shoudl be possible to close a communication with a patron without decline or refusing his/her request. That would be nice to compare different potential adventurer's skills before hiring one.

Keep on the nice work!
Lunarfur
avatar
Lunarfur: Hi,
I like the idea of the game and enjoy the progress. I have some proposals for the user interface:
I think the UI is missing a button for the main menu. When playing on a tablet (without keyboard) there's no way of exiting.
Also it shoudl be possible to close a communication with a patron without decline or refusing his/her request. That would be nice to compare different potential adventurer's skills before hiring one.

Keep on the nice work!
Lunarfur
Hi there @Lunarfur! Thanks for stopping by and sharing your feedback!

This is a wonderful idea, and I'll be sure to pass it along to our designers!

In regards to closing communication panels, we are currently internally discussing features along these lines. We're happy to see this feedback from our users like yourself as well. :)

Thank you again for taking the time to share your feedback! Take care.
I have played the game for a few days and would like to make a few suggestions. I looked through your trello board and I hope not to suggest to many things, that have already been suggested.

1.) UI / UX: I want to be able to retreat from a quest. One time I was maybe one third through a quest, when one of my heroes died. It was obvious that the rest of the group was not able to handle the rest of the quest, but I found no way to retreat.

2.) Quest challenges/rolling: Make this more engaging. If the quest consist of text box after text box interrupted only by pressing the "roll" button it gets boring to the point that I skip the text. Offer different choices, depending on the challenge and the skills and items the heroes bring to the table. To make that more clear a bit of an example:
The heroes find a chest in a dungeon. There is one hero who has the lockpicking skill, and another with an axe. Make the player choose between ignoring the chest, picking the lock or smashing the chest. The chest could be a trap, a mimic (disguised monster) or hold fragile treasure and the chances of overcoming the challenge and the possible results depends on the chosen means. At best the choice should tie in with previous texts/choices along the quest.

Also another more mechanical idea: Give a number of extra dice or rerolls (again depending on skills and equipment and length of quest) to spend along the quest. That way you have to think about what you are doing.

3.) Tavern management - economy: The economy side is too simple to be engaging. At the moment I simply pick the most expensive items for the menu and am making way more money than I could spend. A few suggestions:
- make food and drink items spoil after a certain time
- Have the menu choices have effect on the experience and kind of patrons you get.
- Have food that attracts different classes/races/factions.
- More expensive food should attract more experienced customers.
- Not every customer should be able to pay for every menu item. That way it would be beneficial to have a mix of menu items. Low level characters would then not be satisfied, because they cannot afford a lot.
- Have the supply of advanced menu items be limited. Improving the supply could then be another quest.

4.) Tavern mangement - service: While I like the idea of the serving chains at the moment the best chains can be found if you serve the same few customers sitting at a table. That leads to most customers getting no service at all with still a higher gain of customer satisfaction by serving only a few.
- Have customers move about the tavern. Makes it way more dynamic.
- Give a choice of different menu items to serve each customer, maybe with color coded hints, what items might get a better effect. Critical fails could lead to barroom brawls.
- Apply different effects on combinations of menu items so that it becomes desirable to try and get a combo in.

That's it for the moment. May have more in the future.
avatar
eillorien: I have played the game for a few days and would like to make a few suggestions. I looked through your trello board and I hope not to suggest to many things, that have already been suggested.

1.) UI / UX: I want to be able to retreat from a quest. One time I was maybe one third through a quest, when one of my heroes died. It was obvious that the rest of the group was not able to handle the rest of the quest, but I found no way to retreat.

2.) Quest challenges/rolling: Make this more engaging. If the quest consist of text box after text box interrupted only by pressing the "roll" button it gets boring to the point that I skip the text. Offer different choices, depending on the challenge and the skills and items the heroes bring to the table. To make that more clear a bit of an example:
The heroes find a chest in a dungeon. There is one hero who has the lockpicking skill, and another with an axe. Make the player choose between ignoring the chest, picking the lock or smashing the chest. The chest could be a trap, a mimic (disguised monster) or hold fragile treasure and the chances of overcoming the challenge and the possible results depends on the chosen means. At best the choice should tie in with previous texts/choices along the quest.

Also another more mechanical idea: Give a number of extra dice or rerolls (again depending on skills and equipment and length of quest) to spend along the quest. That way you have to think about what you are doing.

3.) Tavern management - economy: The economy side is too simple to be engaging. At the moment I simply pick the most expensive items for the menu and am making way more money than I could spend. A few suggestions:
- make food and drink items spoil after a certain time
- Have the menu choices have effect on the experience and kind of patrons you get.
- Have food that attracts different classes/races/factions.
- More expensive food should attract more experienced customers.
- Not every customer should be able to pay for every menu item. That way it would be beneficial to have a mix of menu items. Low level characters would then not be satisfied, because they cannot afford a lot.
- Have the supply of advanced menu items be limited. Improving the supply could then be another quest.

4.) Tavern mangement - service: While I like the idea of the serving chains at the moment the best chains can be found if you serve the same few customers sitting at a table. That leads to most customers getting no service at all with still a higher gain of customer satisfaction by serving only a few.
- Have customers move about the tavern. Makes it way more dynamic.
- Give a choice of different menu items to serve each customer, maybe with color coded hints, what items might get a better effect. Critical fails could lead to barroom brawls.
- Apply different effects on combinations of menu items so that it becomes desirable to try and get a combo in.

That's it for the moment. May have more in the future.
Hi there @eillorien, we really appreciate you taking the time to share your suggestions!

Retreating from quests is feature we have underway, and will have in the future! :)

We're actually currently working on improving the quest challenges and rolling experience! Our focus at this time is centered on having adventurer skills playing a more interactive experience with the quests, but beyond that, we love your ideas and will consider these possibilties when we address each respective facet of the game.

There are definite future plans for in-tavern actions that provide more reward/benefit to tavern economy, but your specific breakdown is brilliant.

Thank you so much again for the feedback! We really appreciate users being so supportive and providing so many ideas and suggestions. If you like, we'd be happy to have you join us on our discord channel at http://discord.gg/epictavern. We hold regular development chats with our designers where you can speak directly with them. I'll be sure to share all of your ideas with the team.

Take care!
Hello, I've supported the game last year and I must tell, You did really great job guys, idea is awesome. I was playing only few first missions but many ties, testing many different posiibilities. In the fact i was hoping for more managment and building things, but lore and hero focused gameplay got me in the end more than that.

Anyway I wait for premiere, to see everything polished. As far i know few thing, that there are few thing that can make this adventure even more interresting (especialy for me :D):

1. I am missing one fantasy race there - old school, fancy-green goblin. If we have dwarfs, those point nosese fellas can fit as well. Can they? Anyway more races for heroes are sure better. You can feel that this world is truly living inside of Your tavern. You can see orc not bashing humans heads, and You wonder, how wonderfull this can be?

2. Pets/Mounts system + stables as upgradable room. New way to earn gold + stables could have some costs. Maybe some special tab in menu for different kind of animal food. Some cat, dog, fairy or lil imp could also give the tavern more life. They could add some skills for they masters, if You'll get enough friendly with such heroes from Your crew. This is also possibilty for new quests and maybe new class, skills and places.

3. Tavern Guardian. This one is the gamechanger. Hired arm or even a giant, dragon or other mighty creature as legendary guardian. This concept focuses on Tavern attacks. You could add everynight chance for Tavern to be attacked by bandits, rivals, enemies or even Your guest jelous if You'll not gonna meet them, talk or recruit. Chance for defence will rise depnding on hired guardian and heroes in Your Tavern. Those on adventures will not help defending. Also many ideas for quests, new rooms etc. If You'll lost, Tavern will lose some of gold/resources.

4. I didnt checked long time, but do items change look of heroes? If not, they should. That would change feeling of Your heroes power.

5. Karma system. Good and Evil, White and Black, Jing and Jang. Give us choices of path for our heroes, what could change look of the tavern, Your heroes, guardian (visible mostly on world map), pets, etc. Let us feel weight of our choices.

6. Waitress, Chef choosing and hiring. Let us manage staff of the Tavern. They could also be visible in the Tavern, move around, or just do something. Also this bard thing mentioned in previous posts looks good to me. Tavern must be truly living place.

7. If guardians system will be good thing, some wandering troops, wild monster could move around on world map and spontaneusly attack adventurers, Tavern or places (activating rescue quest then).

Ok, that all I can get for now.

Best regards :)
avatar
DungeonKeeper44: Hello, I've supported the game last year and I must tell, You did really great job guys, idea is awesome. I was playing only few first missions but many ties, testing many different posiibilities. In the fact i was hoping for more managment and building things, but lore and hero focused gameplay got me in the end more than that.

Anyway I wait for premiere, to see everything polished. As far i know few thing, that there are few thing that can make this adventure even more interresting (especialy for me :D):

1. I am missing one fantasy race there - old school, fancy-green goblin. If we have dwarfs, those point nosese fellas can fit as well. Can they? Anyway more races for heroes are sure better. You can feel that this world is truly living inside of Your tavern. You can see orc not bashing humans heads, and You wonder, how wonderfull this can be?

2. Pets/Mounts system + stables as upgradable room. New way to earn gold + stables could have some costs. Maybe some special tab in menu for different kind of animal food. Some cat, dog, fairy or lil imp could also give the tavern more life. They could add some skills for they masters, if You'll get enough friendly with such heroes from Your crew. This is also possibilty for new quests and maybe new class, skills and places.

3. Tavern Guardian. This one is the gamechanger. Hired arm or even a giant, dragon or other mighty creature as legendary guardian. This concept focuses on Tavern attacks. You could add everynight chance for Tavern to be attacked by bandits, rivals, enemies or even Your guest jelous if You'll not gonna meet them, talk or recruit. Chance for defence will rise depnding on hired guardian and heroes in Your Tavern. Those on adventures will not help defending. Also many ideas for quests, new rooms etc. If You'll lost, Tavern will lose some of gold/resources.

4. I didnt checked long time, but do items change look of heroes? If not, they should. That would change feeling of Your heroes power.

5. Karma system. Good and Evil, White and Black, Jing and Jang. Give us choices of path for our heroes, what could change look of the tavern, Your heroes, guardian (visible mostly on world map), pets, etc. Let us feel weight of our choices.

6. Waitress, Chef choosing and hiring. Let us manage staff of the Tavern. They could also be visible in the Tavern, move around, or just do something. Also this bard thing mentioned in previous posts looks good to me. Tavern must be truly living place.

7. If guardians system will be good thing, some wandering troops, wild monster could move around on world map and spontaneusly attack adventurers, Tavern or places (activating rescue quest then).

Ok, that all I can get for now.

Best regards :)
Hi there @DungeonKeeper44! Thank you so much for the kind message, we really appreciate you taking the time! I've passed this on to the team, and we're very happy to hear you're enjoying Epic Tavern.

We love all of your suggestions, and your idea of a Tavern Guardian is unique and interesting. I love it!

We're very active on our discord over at http://discord.gg/epictavern where we discuss feature ideas exactly like this, and would love to have you join us. We hold regularly scheduled development chats between our community and designers.

Thank you again! Take care, hope to see you over on discord. :)