First and foremost, I would like to congratulate you all for successfully initiating the closed beta of Valiant Force to some selected participants (which include me). I would say I am honored that I am selected to be part of your beta tester.
Before I begin, I hope that the forum moderator would help do me a favour for this thread of mine and clean off any unconstructive comments that may have appear( I read a lot of non sensible remark on one of the "HOT" thread title this game being P2W etc). I wish to keep this thread clean and at the same time have a very constructive feedback from both user and developer. The last thing I need to see someone posted "how much he spend" in previous game, or how balance this game is or why VF team should care more about "Whales" etc etc.
As a start, I would like to introduce a bit about myself. I'm personally a programmer/developer for both web and mobile application as well as handling some role of usage analysis in both web and mobile application AND also quite an avid gamer in all platforms (pc/console/smartphone). So most of my feedback will be concentrating in one goal, "Good game with happy developer and with happy user". Reasoning is simple, Good game will eventually bring in more players, happy players will eventually bring in even more players. Hence, the much more bigger portion of happy player will willingly give money to buy "some practical stuff" in their quest or goal of collecting stuff in game which lead to happy developer who gets paid and have more enthusiasm to bring in more events. IF this is not the goal of Valiant Force Team, feel free to correct me. I welcome it anytime.
I segmented my feedback on Valiant Force into several section:
1) Hero mechanics
2) Item and Storage mechanics
3) Animation mechanics
4) Battle System mechanics
5) Base mechanics
6) Quest Reward mechanics
7) Event mechanics
8) Gacha mechanics
9) Others
[Feedbacks]
1) Hero mechanics
Each hero consist "Faith", "Skill", "Train", "Equip" and "Rune" which customizable to the certain limit that define each player distinctive way on how they define the hero. All in all the idea of it is very nice BUT I would say the execution of delivering is the very problem that make it a major turn off to a lot of players (in my personal opinion). Let me get to it one by one.
"Faith", this element make a lot of difference in nurturing what kind of hero it will turn out to be.Extra 1 point or less 1 point in any of the stat during leveling up, insignificant it may look but the impact in the end result of the max level hero will be very different when 2 of the same hero with same set of equipment competing in arena (this is just an example). Henceforth, it is not something to be taken as a grain of rice for hardcore players. Rerolling "Faith" is not exactly cheap to be honest but I think the requirement can be improved. Just that I haven't come out with any good idea on how for time being (making too cheap will jeopardize the economy in game as well).
"Skill", this one is very straight forward, each hero has one skill and possibly one aura (depending on hero). Looks decent setup to me BUT I wish the skill animation could have be more variety between hero instead of just same animation just with different spell name. After all, I enjoy watching beautiful skill casting animation *cough* GrandChaseM *cough* while grinding through stage for item I need. It does make it less boring.
"Train", this section requirement, to me I would say is the major turn off to most players(presumably). Training the hero class to meet the requirement is considerable hard, adding on the big amount of item requirement required just to change class is just pure asking it to be hated due to the limit of the class item farming is very much limited to the class key for the class quest. To some people it may consider a challenge or what's not but in my opinion, if a normal player come to have a taste of the game can get very fast turn off and leave the game. Not to mentioned, your skill will be reset on class change. So overall, this mechanic really need to improve or change for better.
"Equip", this section makes the main spotlight in my attention, SET ITEMS to be honest is a double edge sword for game such as Variant Force. It can either make the hero more unique but at the same time it can destroy the game entirely. I have 2 shoes of opinion, for casual player, sometimes getting complete set is a hassle BUT at the same time it is also known that BONUSES given in complete set item on a hero making a big difference in any aspect of occasion, eventually after giving so much tried in gacha for it. It will burn them out and discourage them from continuing the game due to disappointment of bad draws(I can say I seen a lot of players like these, be it F2P or P2P players); for hardcore player, it can easily become their goal as whoever manage to have the set item complete, it can become a bragging right for them. So in my conclusion whether whether is for the better or for worse, my thought is the later.
"Rune", I don't have much comment of this as I see this as a common to have in this kind of game. I consider this as high level play section necessities. People who reach that level by that time they are pretty much set with all the necessary team of heroes that they are happy with and willing to invest good rune that they farmed or earned to their most favourite heroes in their team.
2) Item and Storage mechanics
For starter, I think starting amount of storage given should be 99 for both item and hero instead of 60. Then the amount of gem require to expend storage increases on each expansion purchased. I think this will be much more better as for one, you need a lot of hero to make like 5 variance of team (if player want to fully utilize the team pre setup option given) and needless to say each hero requires at least 5 to 6 items to be considered fully equipped, so starting 60 slot for items are dead serious bottleneck that I think it should be changed.
3) Animation mechanics
As much as I hate to say but Variant Force character animation is considerably "lacking" for a 3D aspect game. No offense though. It is just my food of thought for you all developer of Valiant Hero. When you create a hero for your game, your hero definitely need to have a bit of personalities, be it a voice acting, or skill animation, attack animation, class animation, simple chapter cutscene, etc. It means a lot in defining your game. I can only say this, game with personalities does wonders in fanbase and everyone knows what fanbase brings to developer.
4) Battle System mechanics
Variant Force uses "tactic" base battle system, it is neither old or new but is does some fresh welcome with some of the tweak like how well and how much you can "CHAIN" YOUR TRIGGERS.
It change how player decide their team composition and formation in every situation to get the best and most damage out in a single turn. With a good team composition chain, enemy can be easily wipe out in single turn most the time(giving the consideration of equipment as well). Even in arena, the way of execution, It would not be the best way of doing it but it not bad for time being either. So for me is a pass.
5) Base mechanics
It's a very simple base mechanics yet make it fun to watch at. I consider this as extras as it does allow you to get some stuff and do some stuff (farming gold, material, forging,etc). But I would like to suggest that at least make some basic 5 star items forgeable or cratable in the base with some requirement of rare material which needed to be farm from event or what's not in future. I believe VF Team can think of something fun for the event using this idea.
6) Quest Reward mechanics
Quest Reward for gem to be honest is kinda low. In my opinion it does not help when the amount of gem required to draw hero take way too long to collect even after putting some hard effort in completing the quest. Also the means of farming more gem aside from quest rewards is very much limited as well. I will further detail over in Gacha Mechanics section.
7) Event mechanics
Few note to take into consideration for event such as gold and skill potion. I would suggest that either remove the level cap or lower it to much more easier reach level so newcomers can enjoy the benefits early on to keep the good experience fresh. Aside from the Lulu Event controversies, I cannot blame VF Team for accidentally making it a bit way too hard to people to earn Lulu(which only can get up the most 4 star, which in my opinion is laughable) as this is after all a Closed Beta. Important note for making event, you do want everyone at all level to be able to enjoy it and feel rewarded for completing it. Not making it feel like a chore. It only give players bad taste of the game.
8) Gacha mechanics
Last but not least, the hottest topic...Gacha Mechanics. Sound more like "Gotcha" from trolls that manage to fill the player with the idea P2W HATE bulls. First of all, I would say I love and hate VF Gacha Mechanic at the same time. I love VF Gacha in the sense that It does same / similar mechanic as one of the other game that I still play *cough* 7Knight *cough*. It does have increase rate of getting certain heroes or items during special time/hours/days and the draw still depending on luck or each player. HOWEVER, what I dislike about it is the COST of summon the heroes cost way too much comparative to the amount of gem awarded from quest. This literally screaming for P2W HATE. I would suggest cut down the cost of summon the heroes to the same cost as items or half of the original cost of current heroes summon. Feel reason why I feel this is a need to do for VF Team, 1) Again, you want to give MOST of the player a good experience and fun and feel rewarded to the point even a few bad draws does not make them feel WAY TOO SAD about it as there is a mean to get it again like within a week or so if they know a way to earn it. 2) Players who have some money will definitely consider chipping in some more to get some gem just to draw their favourite hero when it come into the HOT TIME (increase rate i mean) session(me and m guildmates did that all the time), 3) Players with loads of money(which refer to the rude terms "WHALES") will become more eager to be a collector for the entire codex of heroes or items just for the FUN OF IT. So yeah I think this definitely more beneficial to all.
9) Others
this section is some other etc stuff which I suddenly thought of it when I write these half way through the feedback.
Few thing i think is an extra plus for all,
1) Close Beta Data wipe : regardless what other may say, in my opinion close beta data needed to be wipe before open for everyone to play throughout the world. Reason being is that VF Team need to show those potential player that the game is a fair game where everyone start fresh and have same chance. For those who participate the closed beta testing, I would suggest to give some form of rewards and those who spend money, reimburse them all back the gems which they purchase throughout the closed beta. For those who whine about getting their closed beta data wipe, go read up what is the meaning of closed beta / beta testing (even though you are not a software developer, a simple google will do you good).
2) In future, perhaps implement welcome back login bonus for those player who left the game more than 14 days and have to chance of obtain a Variant Hero on the 7th day login(similarly to all other similar game that I play or the game that I still playing

3) Keep the game community lively, clean and hopefully no toxic players

4) Almost forgot to add, the main hero and heroine in the story, I would definitely hope that the VF Developer can make them to be a 5* capable hero rather than just 3 or 4 star at most(same goes for some other 3 star hero in the codex). After all they are the main protagonist in the story from beginning. It will bring player a sense of growth as they progress through the story line. Also, your storyline really could use a good writer and more dialogue.
So everyone, think in a big picture, don't just think about yourself in game, it is more fun to play with other people. If the game dies, there will be nothing but ghost for you to compete with in the game.