In an online game, players are the content. Including the non-paying players. When you don't let the free players do anything fun, they eventually disappear, which means the content disappears, which means the paying players soon follow suit too.
Hint: you can loot two of those drawers in the ship, even though the screen for looking at them looks the EXACT same, don't be fooled: they are two different drawers.
This game has so many layers to it. I just realized that each stash tracks its resources separately, so if you buy too much land at once, you'll have weird stretches of low level buildings, since those stashes specifically didn't get enough resources.
bowgun is really OP against any ground target (and flying dragons) if used on a hunter or noble, since they get the bow master skills. Militia gets bow master too, but they don't get to use bowguns. My eventual unstoppable party had a noble (me) and a hunter stomping absolutely all ground enemies, while my gravity gun ranger was on anti-air duty. Our 4th member was a rogue who was severely under leveled, but he had the negotiator skill so it was okay.
@mazza478: pay attention to how big the reticle is when aiming. If it turns big, that means you are shooting outside the effective range and it will be really inaccurate. That might help your aiming be less "painful shit".
simple, charming. I like the idea of combining rpg elements with rythym. It took me awhile to realize that screen after a battle is actually telling you to choose an item, though. The lack of a prompt made me think that the game was just choosing one at random and telling me which one I was getting.
It wasn't until I had already beaten the game that I noticed you can build some really damn useful stuff in those empty dirt plots around the teleporter.
Thanks a lot for your feedback, we'll improve the prompt information in the updates then.