SG review to TOF ... yes, but .. - dklifts
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SG review to TOF … yes, but ..

Good afternoon, dear readers. I don’t understand why I am writing this blog, but I want to speak about what is in my mind. Let’s immediately discuss two extremely important points. Firstly, this text is not written in order to "hip". I just want to supplement the Tower of Fantasy Review from the SG editorial office with several moments. Secondly, I am not a professional pen, so alas, the text will not be written according to journalism standards, but exclusively in the heart of heart.

A couple of days ago, a wonderful review of the game Tower of Fantasy was published on SG . In my opinion, the author described the game in an extremely positive way, alas, without mentioning the rather significant minuses of the project. Let’s follow the thesis from the article and try to understand whether everything is really so rosy?

I conducted an experiment – I played simultaneously in the "Genshin" and in Tower of Fantasy. So, I want to say that you are periodically confused, where you are, where one game begins and another ends – they seem to go into each other.

https://reelsgrandecasino.co.uk/ Kirill Voloshin

I see no reason to argue with the author. At first glance, the interface and visual style of the two games are really extremely similar. Yes, but if we begin to consider the same interface not from the point of view of appearance, but from the perspective of user experience, alas, the whole similarity is crumbling. Where in GI it is enough to press a couple of clicks, in TOF you have to do a much longer and illogical path. Example: I need to highlight the object on the map and move to the nearest teleport. GI: Open the card, click on the object, click on the button of its “fixing”, select the nearest teleport and press the teleportation. TOF: After choosing an object and indicating it as a goal, the card itself closes, you have to open it again and squeeze it to the desired area, which after a couple decades to energy. And there are much more than one two more examples of User Experience.

If in this postulate the author referred exclusively to the visual style of games, then I am not in the right to criticize it. Visual and its perception are an extremely subjective concept, here everyone for himself determines the degree of similarity.

But there are repetitions in the little things, up to the point that the characters also stick to each vertical surface and strive to climb it on it

Kirill Voloshin

I will not argue here again, since the concept of openness of the world in games is extremely similar.

The study of the world is built on the same principles. There are a huge number of chests and tricky hidden artifacts. To get to them, you need to take off, solve some puzzles (for example, jumping the mushrooms correctly), defeat strong enemies or apply the correct element (as an option, burn the barrier that prevents them from getting to them).

Kirill Voloshin

Yes, but the concept of the world study here is similar exactly as the open worlds of Assassins Creed: Valhalla and Legend of Zelda are similar . In the case of TOF, you go on the map from advanpost to advanpost. On the way, if you find yourself next to a chest or artifact, then a mark appears on the map. How the result is your path lies from mark to mark on the minicart. In GI, you have only one type of artifacts (oculus elements) on your minicart, you are looking for everything else yourself. The sensation of the study of the world is more clearly.

And there are dungeons in which you need not only to fight, but also to overcome traps and solve puzzles.

Kirill Voloshin

In this part, there really is nothing to argue with. TOF successfully transferred and complemented the concept of the dungeons GI .

In the same way, the key layer of the gameplay is dedicated to pumping characters, weapons and equipment of different rating of steepness – from R to SSR.

Kirill Voloshin

Yes, but the author does not indicate that in TOF a bias of balance towards the "elite" characters / weapons is much stronger than in the same Gi . Unfortunately, all R weapons are just garbage, and the effectiveness of most of the SSR characters lowers in the same category and SR weapons. If you are not lucky with Gacha, it is quite possible to collect a "build" which will be played exclusively through pain.

There, of course, we see a bunch of limited offers on which you can spend many types of currencies earned for certain actions.

Kirill Voloshin

Yes, but here the number of shops and currencies was built to a certain absolute, which all FTP Asian projects are striving for. Separate currencies and shops for: guild activity, help in dungeons, Daily tasks, 2 types of donate crystals, 3 types of “twist” and other, other.

The gacha system is also familiar-mainly (but not only) there are black and gold nuclei, and the more you spent, the higher the chance that something powerful and new will fall out. And for a certain amount they give a guarantee to get items with the SSR rating.

Kirill Voloshin

Yes, but there are a couple of moments. Firstly, the very probability that the next “twist” will bring you the desired SSR of the character in no way change from the number of rotations. Secondly, the author did not noted a pretty interest in the Kashbek system. Spending rotation, you accumulate a special currency Kashbek (hello more currency). Moreover, if you twist the usual “golden” twists, then a general cashback accumulates, and if you twist the red (event twists in which a special character can fall out), then the red cashback accordingly accumulates. In special stores (how many of them are there), the currency can be spent on special items or characters (with a number of restrictions). Moreover, the character from the event can only be bought for red cashback. And if you do not have time to spend it while there is an event, then in the end it is converted into gold at the rate of 1 to 1. That, as it were, you are more strongly spurring to invest in time or ruble in the current event.

But the principle, in fact, is the same – the types of weapons differ in spontaneous effects, we switch between them depending on the situation, and the combination of the murder tools that the character is equipped gives “resonant” effects and bonuses.

Kirill Voloshin

Yes, but alas, the same deep system of combination of the elements and the results of their interaction is not nearby. Spontaneous resonance in TOF is limited to an additional buff on your character.

But the equipment of the equipment in the equipment in Tower of Fantasy It looks even more interesting and richer – mainly thanks to the mechanics of matrices, which can be developed and installed in weapons in order to receive additional effects and adjust it pointarily.

Kirill Voloshin

Yes, but this system is essentially an exact copy of the system of artifacts and the character’s weapon in GI . Both TOF and GI have additional banners where you can unscrew the matrices in one case and weapons in another. True in TOF, a separate currency is used for this (and hello again), but here I do not begin to judge how much it is better or worse. In general, systems are as close as possible to each other.

In fact Tower of Fantasy – Almost full -fledged MMORPG. In the Genshin there is the possibility of cooperative passage of the dungeons and studies of locations, but you must agree to put another user into your world. But in the project from Level Infinite Other players run together with you, clogging the chat with announcements about a set in such a group.

Kirill Voloshin

Yes, but alas, this is rather a negative moment in this case. The game is extremely disgusted. For the almost year of its existence in China, a huge number of bugs and problems in the network code have not been corrected in China. As soon as a few people gather in one location (for example, on the world boss), it turns into a hellish lagodrome with stops. The situation is a little better in the dungeons, but alas, sometimes there are similar problems there and there. If the lags are fixed, then the concept of the game really has every chance to earn (especially if they make balanced editing), but the fact that the game still does not allow the year to watch with confidence in tomorrow.

The moment MMO also implies a certain race of progress. That in the framework of the Gachi game, the player only spurred the most powerful weapon: by a bank card. If you are a gambling person, it is better not to get close to this game.

Why do I hope that it remains? Because now Tower of Fantasyembodies almost the perfect balance between everything good and enticing, which is in Genshin Impact, and more saturated, focused not only on the cooperative MMO.

Kirill Voloshin

Yes, but all this potential can break into rubbish against the wall of bugs, problems with lags and the terrible implementation of the balance. There remains the hope that the developers will still be able to improve, so we will live (play) and see.

Well, here I spoke out. It remains only to bring the line. Dear SG authors, thank you very much for your work. Yes, and I do not set myself the goal of belittling it in any way. The opinion of something a priori is a subjective concept. I just wanted to add a little tar to the notorious honey. I hope that at least someone will read my text (there are no chances that it will benefit alas). Thank you all for your attention.

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