› Forum › Game Ideas › Optimization of Pet AI and Playability of the Space Segment
- This topic has 1 reply, 1 voice, and was last updated 3 months, 3 weeks ago by
Chris.
- Post
-
- 2025-08-20 at 06:59
I have many thoughts about this game, but I’m not sure where to start.Regarding the space section: Many players have feedback about the broken numerical balance, but in reality, most creatures can be handled with extensive diamond upgrades and flexible operations—and I believe the developers also intend to extend gameplay duration. However, the excessive homogenization of monster attacks leaves the game lacking in strategic depth. Moreover, after completing the land main storyline, the numerical transition to space missions feels extremely disjointed. Even the strongest surface creature, the Angel Goblin, becomes a mere pushover in space, easily killed by aliens in a few hits. My suggestion is to reduce the stats of some space creatures to create a smoother, more gradual experience, or increase their drop rewards to give players a “sweet after bitter” feeling of worthwhile combat. It’s disheartening to struggle to kill an Alien Panther only to get two pieces of meat as redemption.
As a collector at heart, pets are what most draw me to this game—they provide an immersion I can’t find in other sandbox games. There’s immense satisfaction in watching pets grow stronger and fight alongside you, step by step. But with a level cap of 50, their health is far too low; they keel over in two hits against even slightly strong bosses, making them unable to accompany players throughout their journey. While there are plenty of pets, you can only summon five at a time (I remember no such limit in previous versions). I wanted to rely on a “human wave tactic,” but pets either have friendly fire issues (like Mati—its hitbox is absurdly large. As it levels up, its size increases, but its attack range doesn’t scale properly, resulting in either pitifully low damage or none at all. It’s useless against enemies but great at killing teammates—one close-range attack instantly wipes out my little spider). Or they’re incredibly dumb with no attack drive (like the Meteor Dragon, which has the game’s best pet stats, top-tier mechanics, and the prestige of controlling weather, yet suffers from the clumsiest AI and wildly inconsistent skill usage). Other pets are decent: the Phoenix’s homing fireballs work wonders against groups, justifying its high cost (unlike the Meteor Dragon, cough). Dragons other than the Meteor Dragon have mediocre AI, which makes sense since they share attack logic with enemy bosses—if they had the Alien Dog’s attack speed plus flight and strong stats, bosses would虐爆 players for sure.
I truly think pets’ health needs a boost. They only have around 1,000 HP, and even with the best pet gear, it’s barely 2,000—they can’t survive a few normal hits from the Dark Boss, let alone late-game creatures. (I often try to recall a low-health pet, but it dies before I can, forcing me to waste diamonds reviving it. So frustrating!) A 50-level cap is too low. Even if we don’t reach the game’s 200-level max, 100 would be better. Damage could be reduced, but health must increase. Also, pets are smaller than their high-level boss counterparts, which undermines the “Dragon Knight” vibe.
To extend gameplay, adjusting pet leveling would help. If the level cap stays, increasing XP requirements while boosting health growth would work. Otherwise, pets feel like useless sidekicks—while mages’ dragons are overpowered, my “noble” Dragon Knight’s summons die instantly to a fireball. Adding pet armor or classifying pets by combat role (e.g., melee pets with more health but lower attack, ranged pets with less health but higher damage) could also improve the pet system’s fun.
I have more ideas, but there’s not enough time to share them all. I hope the developers see this—it really matters. Finally, thank you to all the hardworking developers. Please buff the Meteor Dragon!!!
P.S. There’s a bug with fences in version 13.2.2. I built a large mob farm, but when pets run into the fence edges, they get stuck, then suddenly teleported out and take percentage-based damage. It’s
reallyabsurd.10
- Replies
-
- 2025-08-20 at 07:03
Here’s a poll idea based on your previous feedback about Blockstory:Which improvement would you most want to see in Blockstory next?
A) Pet AI optimization (smoother targeting, reduced friendly fire, better skill consistency)
B) Space segment adjustments (balanced stats, richer rewards, less progression fragmentation)
C) Higher pet level cap/health buffs
D) Bug fixes for in-game mechanics (e.g., fence collision issues)
How to participate: Leave the option letter (A/B/C/D) in the comments below! Your feedback will help developers better understand players’ needs and make the game experience even better. 🎮
10
- You must be logged in to reply to this topic.