Whether you guys have the ability to provide feedback to the team who watches over Soulworker. Or... If you guys will respond to the thread that would at least show you guys are watching :3
If you two can provide feedback, it would also be a good step to showing communication between the team and the player community.
I am not here to cause any negativity, just here to see a favored game have more positivity in the community and show pride in playing the game designated to their region.
I am one of many who care a lot about Soulworker. I would like to hope you two are as well. This may also be one of many threads that provide feedback, but that's going off topic. I want to see Soulworker EN/NA/EU step up the bar and at least make some progress to being on the level Soulworker JP or KR is.
In the light of wanting to reach above goal, I want to amass all the feedback into a main thread (this post to be exact) where it will continually grow based on what players would want to see implemented. I would rather not see our Soulworker viewed as the laughingstock of the bunch, and if you considered it from the team's perspective, I doubt they would want their reputation to be the black sheep as well!
There will be three different categories: General Feedback, Cash Shop Related Feedback, and Game Related Feedback.
Update: I have set each category under a spoiler to keep things.. more organized or readable per say. So if you want to read a specific category, like the Cash Shop related, you can just expand the tab and read through that.
Update 2: Would like to thank everyone and the SoulWorker Team for keeping check on this thread. I hope this encourages players to provide more feedback (that is reasonable for both sides)
If you are viewing this for the first time, please be sure to read through! If you like the feedback provided, like the post to give this thread more of a push for the SoulWorker Team to continue looking to~
1.) Continued Roadmap coverage - Now that a roadmap has been provided. It would be a good idea to continue supporting the roadmap. Players always want to know whats to come. It provides anticipation and potentially preps players to stock up on SoulCash (Which in turn is revenue for GameForge).
It also continues to build a positive relationship between the SoulWorker Team and the player-base.
2.) Soulworker Discord - While the Discord has been implemented, the reason for having it has not been taking to point. Better feedback take from the Staff to pass to SoulWorker Team needs to be upheld.
Communication is Key. If there is none this will not solve anything.
3.) Open Discussion to the Implementations of Updates (Such as Economy of SoulWorker)- - As this states, you may have noticed from some of the feedback such as here on page 5 that some players did not like the action placed for the economy of the game. But, you will also find some positivity! In most cases though, It would be a good idea to possibly debate the idea to the player community as they reside in the game and understand the market.
After all, feedback is best obtained from the source! If possible, in regards to the economy, consider having a thread with a poll to address the issue. This would promote player to Soulworker Team communication.
1a.) Wheel improvement - As I have mentioned in a previous post on someone's thread, if Gameforge wishes to keep the wheel, can we consider implementing a system that after a certain amount of attempts, the player will be allowed to choose the item they were after. This would alleviate the issue that players have with the wheel, and potentially encourage more spending if the player knows they can get an item (in this case, the costume) if they spend/spin X amount. A lot of other games have a feature like this, why not benefit both sides from this option.
Example: Spin 5-6 times will allow the player to choose a costume.
Spin 7-8 times will allow the player to choose a wing box.
This would be better than the put gambling system that is currently in place and would be more beneficial to GameForge's overall perspective to the community. Also, it works to hit a range of the community to encourage profits. It's better to aim for more buyers vs just a narrow target of those willing to spend a lot. Having more people to spend will always outweigh against a few buyers.
1b.) Wheel Contents Improvement - Consider changing some items, or increase the value of some of the prizes won to match the value of the price paid to spin the wheel. There are a lot of players who question say, the HP kits. Giving players what they pay for would alleviate the unfairness for them and at least give them less reason to not spin since they know they will get something somewhat worthwhile out of it.
2a.) Release of costumes - While these can come over time, a few threads are asking for:
- Haru Hammer of Rage costume
- Iris maid costumes 1 and 2
- Exclusive Costumes designed by players from costume art contests
Being able to allow players to design costumes for the characters, and having the winner have their commission turned into an in-game outfit is a major way to boost creativity and promote a positive front for the community.
2b.) Release of Hairstyles and Colors - There are a lot of new hair colors and hairstyles that were released on the other servers. Releasing them here would bring more diversity for character creations.
- Exclusive Hairstyle designed by players. Refer to 3a's reasoning.
3.) Older Costumes from RNG Box brought to store for limited time events - Having limited time events where people can buy outfits for a set price that were in older boxes would generate additional revenue. This would also allow players to have that chance to purchase the costume they would like, both sides would benefit from this option.
4.) My Home Products - Just like #3 on the Cash Shop Feedback, some threads would like to see:
- LEGO housing items
- Grutin housing items
- Exclusive Gameforge housing products made by the community
The 3rd one can be similar to costume art contests mentioned on #3's Cash Shop Feedback, where the grand winner would have their commission turned into a costume for in-game, and to be exclusive to Gameforge servers. How cool would that be? Not being limited to just costumes, but the homes that players can make their own.
5.) Option to buy pieces of an outfit a la carte - As this one implies, allowing players to buy a piece of the outfit separately instead of having to buy the entire package would allow for more independent transactions. Korea and Japan's server have this option to purchase either the package or buy pieces separately.
Having the option brought here would provide more freedom for player purchase and would improve revenue. There are players that will not buy the package just for one piece, so having the option to cater to them would allow more opportunities for transactions.
6.) FOT, BSK, and SIN Brooches Permanently Implemented Into Cash Shop - As the name implies, allowing the brooches to be bought off the store at any moment will allow more revenue to be had by Gameforge, and allows players to not be locked by a timegate if they wish to obtain them.
Sales can be introduced such as Buy One Get One Free and so on to stimulate further purchases if that ever needs to be had.
If this cannot be met, allow increased frequencies for SIN brooches to appear. Limiting it to the few players who managed to purchase it at the time leaves a power creep to those who wish to obtain these brooches, which leads to discouragement among the players who wish to aim for the best. There has already been some disappointment due to the Brooch Sale as noted here on the steam news.
7.) Limited Akasha placed under cash-obtained Akasha Transmitters - In order to set a middle ground for the Soulworker team and player-base, consider allowing Akasha Transmitters obtained from cash shop (Wheel, RNG Boxes, bought from store) to have the limited akasha placed in the pool. Limited Akasha being from Catherine
Akasha Transmitters obtained in-game from farming, cubes, and so on will have a separate pool that will not have the limited.
This is similar to what Japan's system has. Having this system will allow the "Limited" Akasha to be obtained at a fairly easier rate compared to having the limited ones be restricted to time-gated sales events. This will allow Gameforge to reach higher profit revenue knowing that players can have a better chance at obtaining the Akasha cards in questions.
If Gameforge wishes to stimulate customers to buy, can provide Buy One Get One Free bundles with the Akasha Packs. More value for the customers, more profit for Gameforge and the SoulWorker Team.
8.) Allowing more costumes to be dye-able - As the feedback suggests, lots of players would like to be able to dye their costumes different colors. While this is still a work in process with new costumes, maybe allowing older costumes to have it dyed would be a great way to give players to uniquely express themselves (and make cool/pretty characters).
Allowing more costumes to be dyed will increase player purchase of dyes, which would increase revenue for GameForge.
1.) Refer-a-Friend System - Veterans would like to see new players or friends join and have a good time. I'm pretty sure Gameforge would too as that is increased revenue potential. Provide rewards for reaching certain level thresholds with the friend recruited and so forth. This may as well stack with the events going on now, but the events currently don't address bringing new people in as it is. This can be chained to the next system.
2.) Mentor and Pupil System - This helps with #1's Game Feedback. Allows the veteran players to play with their friends who are leveling, or even help new people trying to move onto the later game to join the endgame players. Make rewards appealing to allow this to happen. Examples could be costumes, Akasha Cards, Anti-Destructions, and Energy Converters. This option has a lot of potential to encourage activity on all level ranges. The point where the system should stop though, is up to the team. I would say up to 50 though.
3.) Marketplace is scarce - #1 and #2 of the Game Feedback could potentially resolve this issue. Have you two looked at the market? Compare it to a year ago when the market had pages of items from weapons, armor, accessories, etc. Encouraging new players to join should always be an fundamental part to the game as players are the very lifestream to a game itself.
4a.) More In-game content - Whether this is tied to the team or by Liongate themselves. Can there be a consideration to push new content at least 1-2 months faster than what is already being considered. A lot of players look around for something to do once they have reached the end. #2 should help, but there will always be players who want to continue on instead of waiting till they decide to take a hiatus.
A few that come to mind based on various threads can be:
- Chii's Awakening- Level 65 Cap
4b.) Potentially Gameforge Exclusive: Time Attack Dungeons (Solo and Party Play) - When we look to competitiveness, we can see SoulWorker has PvP and a ranking board. Why not implement a PvE version of competition: Time Attack Dungeons.
If you look to games like Blade and Soul, there exists rankings for PvE such as the Tower of Infinity, and other solo dungeons that a player can test their skills.
For SoulWorker, a 150 floor challenge could be something to consider. While Steel Graves can be considered similar to it, this time attack dungeon can be something that goes on until the player is defeated. Each floor would increase in difficulty of course.
Ranking can be posted outside the dungeon or via the ranking board to show who has scaled the highest.
A party version can also be considered as well to liven things up!
Whether this can be considered, will be on the SoulWorker Team to convey to the developers.
5.) More in-game events - Not just sale events now. Provide events for both old and new players to consider. The summer event was good from last year, can more be considered? Why not make custom events? Want to push more PvP incentive? Make a PvP event that provides currency to obtain a rewards from costumes, items needed for upgrades, etc. PvE events? Well, you guys already are doing the valentine event with the candy powder.
Events that were rather successful:
Token Event - https://steamcommunity.com/gam…etail/1701684721088702268?
This allowed players to actively farm and earn items that they were after. A good way to provide materials for all.
6a.) Increase natural Dz amount from Dungeons - After the exploit that occurred a few weeks ago, the players made it fairly clear that there needs to be a way to earn Dz. Increasing Dz obtained from dungeons by 100% would increase the market flow to encourage SC items to be sold on the market more. While RMT is considered against ToS, players buying costumers and so on to sell is not. This would increase profits for GF if this is placed in.
Make farming dungeons more appealing. This is something that has been requested since the beginning.
6b.) Implementation of Trophy Antique Drops - On Korea and Japan's server, monsters had a chance to drop "Antique" items, which can be sold to NPC vendors for a various amount of Dzenai. As the currency has depreciated rather considerably, all servers could use a way for people to obtain gold by other means.
- If gold bots are an issue, have this type of item only drop from higher level areas to potentially mitigate the low level gold farming bots.
7.) Implementation of Upgrading/Enhancing Weekends - Due to the issue of the NPC reputation system not being able to be implemented into future servers such as GameForge's and other later servers, another option must be considered. Considering past events, there has been upgrade/enhance events that increased success rates by 10-20%. Having these happen every weekend, or every other weekend would alleviate the issue that gear is a heavy factor in the end game content.
Having this implemented would encourage players to potentially purchase the strength expansions, anti-destructions as a higher chance of success would draw in players to push for higher grades of enhancements.
8.) Grutin Shop Improvements - Addition of the following items to the Grutin Shop:
- FOT Inferior Brooch Transmitter
- BSK Inferior Brooch Transmitter
- Energy Converters (Bound)
As viewed from other feedback threads, FOT and BSK Brooch: Inferior should be added to the Grutin Shop. Having FOT and BSK Brooches added to the Grutin Shop would have a positive effect on the community. The ones available in the Grutin Shop are the inferior cube types, so they would have to work their way up, but it would allow more options for players to have.
This also allows people who are unfamiliar with the effects those type of brooches give, and possible encourage them to buy the brooches from the cash shop which is a revenue possibility.
Addition of Energy converters would provide another facet for energy converters. This would allow for ease of gearing up, and encourage SC spending as people would consider buying Anti-Destructions, Strength Expansions, and so on to fuel their needs to upgrade their items after they utilize the Energy Converters to obtain their stats.
9a.) FOT, BSK, and SIN Brooches: Inferior added to raid drop list - The idea of allowing these types of brooches to come from raids should be understandable. It is considered end-game content. By allowing players to know they can work hard to obtain these brooches will encourage longevity of the overall game and to give more reasons to attend end-game content.
If you wish to have SIN brooch only drop from the higher tier raids, such as:
- Viilor's Altar
While FOT and BSK can drop from:
- Viilor's Altar
- GC - Rookie Raids
How they are obtained can be up to the Soulworker Team.
Retaining player base for those who reach that stage should be able to reward themselves through hard work. This once again can be a benefit towards Gameforge and the Soulworker Team for revenue as once again:
This also allows people who are unfamiliar with the effects those type of brooches give, and possible encourage them to buy the brooches from the cash shop which is a revenue possibility if they wish to obtain these items quicker.
Also, noting that SIN brooch types are an exclusive to Gameforge servers, this would bring about that type of exclusive content that the other servers have, which in turn can be a potential positive depending on the perspective.
9b.) Energy Converter Drop Rate improvement - Continuing from 12a, possibly adding Energy Converters to drop from the raids would work as a quality of life for all. This could potentially have an indirect increase in profit for Gameforge as players would consider buying enhancement items from strength expansions to anti-destructions to further improve the item after refining said item with the energy converter.
9c.) Energy Converter Fragments Implementation - Following up on 12b, Placing Energy Converter Fragments as a drop from Manic dungeons level 50 and beyond, would allow players to begin working towards their gear as they progress to the end-game.
This would open a venue of interest that farming Manics becomes more worthwhile, an overall quality of life improvement. Retaining player-base is something to keep in mind, and having this option implemented will keep players going.
10.) Improvement of bonus key system - As the feedback states, the bonus keys are not exactly as appealing as they should be. To encourage players to potentially buy them, consider adding items of worth.
Examples could be:
- 1-5 x Energy Converters
- 1 x SIN brooch transmitter
- 1 x FOT brooch transmitter
- 1 x BSK brooch transmitter
There are other options to consider adding to the bonus key system. But to appeal to the mass, these could be choices to stir the idea of buying them from the Premium Shop.
11.) Increase Market Price Set Cap and Trade Cap For Dzenai - The current limit of being able to set a price for an item on the market, and the ability to trade an amount of Dzenai is a bit strict.
As the price of items have inflated over the year, being able to trade more Dzenai, or list items for higher amounts will allow players to trade with Dzenai vs trading items. A lot of people are afraid to do segmented trading as the buyer/seller could potentially run off with the item when only a partial amount of Dzenai was traded.
Example - The Holy Seat Set Cube is valued around 15+ Billion Dzenai. Players can't set that on the market for the price, nor can they trade the cube for that amount fully. Players would have to trade 1 billion Dzenai at a time, which could cause issues.
Increasing the trade cap for Dzenai (Or potentially removing it) would ease the issue.
12.) Dzenai and Item Drop Booster Item Added to Grutin Shop - This is something that can be considered exclusive to Gameforge's SoulWorker if this can be considered. This would work very well with #9 if both were to be added.
As a lot of issues were present with Bots farming the lower dungeons to obtain Dzenai and so on.
Two items to be added:
300% Dzenai Rate Booster (2hr)
50% Item Drop Rate booster (2hr)
These %s can be adjusted. However, allowing these to be purchased via Grutin Coin will allow players to obtain the booster which would aid and provide encouragement to farming.
The booster's required level to use would be 50 or higher to alleviate the idea of low level botting.
13.) Implementation of Salvaging Raid Items to Specific Raid Currency to Exchange for Desired Raid Item - Whew, that is a long title. Anyways! From this idea would come as a quality of life improvement. Considering Viilor's Altar. Items dropped from the raid are randomized. RNG comes in which can make it tedious for players who are after the specific item cannot seem to get. To improve on this, consider allowing items that the player does not need, a weapon, armor, etc, to be salvageable into a raid currency.
When enough currency is obtained, they can bring it to and craft the weapon or armor they are after. This makes it so the farming in raids don't come at an exacerbated grind. Some players for example, won't see the weapon they need for months. This idea would combat it by letting the player eventually craft the piece they want once they salvaged enough of the weapons/armor they find from Viilor's Altar. This quality of life would allow players to maintain a healthy play without losing too much interest in the game.
14.) Improving Party Buff Benefits - This one is rather simple. Improving the % or benefits of being in a party for dungeons. Increasing the Drop rate, Experience acquisition, and so on would encourage party play.
A lot of players solo, this is a rather true statement. However, that can partially defeat the idea of what SoulWorker ends up being for a party play game (At least how I see it). This not only improves on a needed quality of life, but can encourage a livelier community and introduce new friends, guilds, and so on!
15.) Allow Cut-scene Skip - This can be seen as a quality of life update. Lot's of players prefer the seamless play. Having a cut-scene of a boss intro or so and being seen 50x a day when grinding or farming is a time loss. At the minimum, the first time the player runs the dungeon/raid that has a cut-scene shouldn't be skippable. But, after a clear of the dungeon/raid, the skip function can be allowed.
Keeping players retained would be the focus here. More time taken due to cut-scenes only causes loss of interest to the player. Being able to free-farm without any delay could allow for additional sales for EP items, XP, and Drop rate books from the store.
16.) Item Drop suggestions for innocent Day-Dreams - Consider allowing the drop of Upgrade Covers in the dungeon. Doing so would encourage players to run the dungeon as it allows for further upgrade chances among the players.
More satisfied players would lead to more purchases of items since they are willing to commit to the game further.
17.) Energy Cost Free Friday, Saturday, and Sundays (Weekends!) - Allowing players to run any dungeon they want during the weekend would allow for more player activity.
After all, people who play this as a main game would want to be able to continue playing. Why push them away when they run out of energy on their day off?
Having this implemented would lead to increased player activity and potential purchases.
18.) Implementation of Costume Wardrobe and Appearances Function - Due to the Cash Shop Integration UI not being something feasible for GameForge SoulWorker, why not consider making a Wardrobe function that acts just like the cash shop preview that KR and JP has?
Being able to access this wardrobe will list all the costumes that were released, and allow the player to click on the costumes to mix-and-match and try on fashion that they could see if they like. That way, when the item is released, the player will be interested to buy the item.
Of course, this would also allow the previewing of hairstyles, eye color, hair color, skin color, and so on.
Having this implemented would increase potential revenue for GameForge due to players being able to try on the fashion/aesthetics (like a clothes store!) This would also also allow GameForge to keep the current Cash Shop UI. It's more or less separating the Costume Preview from the Cash Shop UI.
19.) Customizable Brooch Aura Effects via Visible Costumes - As title states, a lot of people would like the option to choose a brooch aura from differing ranks of brooches. However, as Tera quality is the best, they have to opt away from keeping the aura effect they favor.
To allow this, equipping the desired brooch set into a costume and having that costume placed on your Visible tab should allow the player to select the brooch aura.
Example: Giga Sin Brooch Aura is a yellow aura. If I placed that brooch set on one of the "Visible" Fashion items, while you may not get the set bonus effect, you would be able to select Giga Sin Brooch Aura as it is equipped on the Visible section.
20.) Improvement to Trisha's Enhance System - When enhancing at Trisha going beyond +4, the option for Anti-Destructions can be used. However, after each attempt, the use Anti-Destruction becomes unchecked. This can cause a lot of mishaps for people looking to enhance multiple times. Allowing players to toggle the use Anti-Destruction to turn on and off by their liking without it auto-disabling the use Anti-Destruction would be a better choice for this.
Another improvement would be decreasing the animation time for enhancing. As it takes 10+ seconds to do one attempt, it can become quite time consuming. Reducing by half would be a great start. This would be a quality of life that would most likely be welcome on all servers.
21.) Renovation of the Energy System - This has been requested as NA/EN generally has a different playing habit compared to the Asian counterparts.
Remove the Energy system to allow players to play as much as they want. The reason for Asian counterparts to have the energy system/fatigue system is to prevent their students/teens from overplaying.
While you can say this should apply to NA/EN, these countries don't have laws to govern their young to the extremities that the Asian countries do.
In this stead, having the Energy system allow for bonus loot/DZ while players have it should be the option to go for. Once Energy runs out, they can still run the dungeon, but at reduced loot rates, in this case they only have 100% loot. If they have Energy, than 150% loot and DZ drop rate increased.
Having this in place will allow for better flow of the market which ultimately will entice Free-to-Play People to reach out for actual SC spenders. This ultimately leads to more profits on GameForge as the spenders will charge more to tend to the demand.
This also will go towards #6 of the Game-Related Feedback.
1.) Altar of Void (Viilor's Altar)
2.) Beginning of Portrait functions
3.) Jin Advancement
4.) Iris Advancement
5.) UI Rework (Partial)
6.) Weekly Sales of Costumes originally in RNG box
8.) Implementation of newer UI from KR or JP SoulWorker
9.) Golden Citadel Player Size Requirements
10.) Innocent Daydream
11.) Implementation to allow trading, selling, and discarding of brooches
2.) Expanding the maximum of the available inventory and bank slots to unlock.
3.) Akasha renewal is also on its way and already in our roadmap for the near future.
4.) Implementation of the NPC Reputation System
1.) Cash Shop Integration UI - Based on Japan or Korea's shop, the cash shop takes you completely into a new window with a built-in 3D model for you to try costumes out on your character. A lot of people would like to see this as it would allow them to test costumes. This would result in potential revenue as players will consider buying said costumes if they like it.
Think of it like shopping at a clothes store, you would want to be able to see how it looks on yourself instead of blindly buying it to be disappointed. This would alleviate support tickets too, as players wouldn't need to submit a ticket asking for a refund on a costume that turned out bad on themselves.
SoulWorker Team Response:
We are using our own shop as it provides a central solution for almost all our games and provides a greater flexibility in terms of features and setup.
Even though we completely understand your point here and we also like the existing preview they have in KR & JP, this is technically very hard to implement in our own shop, making it very unlikely to happen in the near future. However, we are looking in different possible solutions in optimizing our item shop environment.
1.) Pinpad Feature
Response: The feedback we have about such systems is rather mixed. While it is a standard feature in many Asian MMO- in Asia, here in the West people are often outright repelled by "overengineered features of questionable effectivity".
The PIN Pad security feature is especially used for MMO's that have "PC cafe" features - a favorite way of playing MMO's in several Asian countries. Where many people can access the same PC/IP and hence security is more of an issue. Plus, several systems used here in the west based on PC and IP are...suboptimal if not upright impossible under such conditions.
We do take account security serious though. After all, if issues arise this tends to produce a lot of work for us. We do however actively question if the PIN Pad feature is what you, as in the majority of you, really want.
If you guys (the players), have more feedback to provide, list them in a post. Keep this in mind though, that it can't be completely player favored. Provide a reason for Gameforge to want to consider these things.
Complaining about so and so being unfair or what not won't solve anything. So in this case, telling them to remove said wheel won't exactly happen. Instead, we need compromises. I feel adding the limit to the wheel to get what you want is a solid compromise, but if not, this is where we need to work together on that.
Whether you agree with the above or not, you are free to provide it. I am only one player after all, but the points I have listed were discussed with other players to try to reach middle ground that could potentially be a win for both Gameforge and the community. A key point in any success business is communication is key. I stress that last part heavily for very obvious reasons. No communication? Discontent players and what not.
Also, please keep this civil. I would like an active communication between the Soulworker Team and the community to be a positive one. It's gotta be a two-way road after all.