implementing market ticket drop somewhere ( not only with story quest )
A Growing Feedback Thread to Provide to the Soulworker Team for the Benefit of All
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- Feedback
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implementing market ticket drop somewhere ( not only with story quest )
Market ticket drop as in... the things to reduce the market fee and more listings?
If so, I think one way to consider that would be Grutin Shop.
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Looking at this post by Soulworker Team: https://steamcommunity.com/gam…etail/1770386176759660467
Related to #4 of Cash-Shop Feedback!
Quote4.) 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.
Shout out for the Soulworker Team!

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OMG! we can now purchase it without any RNG
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OMG! we can now purchase it without any RNG
The great thing is if they do release costumes on a cycling basis every week, it's profit for both sides.
People who missed costumes can pick them up, and well, Gameforge makes revenue.
And with it being direct purchase, its even more enticing
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Props to them for taking this advice. It'll probably rile up some whales, but hopefully they'll understand it's for the greater good.
I didn't really understand what they meant with the "flavour of the week": Are they going to make it so every week we get a different outfit for sale? Or will the outfits only be available for one week?
Nevertheless, congratulations for them for finally making a good decision, specially with how low the price is for the things you get from it.

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just bought the grutin costume!
let's all show our support and purchase the costume
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Has increasing the number of dungeon instances that offer a worthwile farming experience already been suggested? Maybe even completely soloable content with good rewards that doesn't prerequire you to load a bunch of premium currency in order to successfully harness any results off your time invested into said content?
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Hey there!
Display MoreLooking at this post by Soulworker Team: https://steamcommunity.com/gam…etail/1770386176759660467
Related to #4 of Cash-Shop Feedback!
Quote4.) 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.
Shout out for the Soulworker Team!

We hope you all enjoy these cuddly costumes and the cute photos, after all it was a point that came from your requests (but it won't be the last one)
Also stay tuned, because we will have more details to share with you on your feedback soon.Cheers,
threea
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It takes somewhere between 150 and 200 ECs to get perfect stats on just armor alone, just saying.
Like, YAY Gameforge is having a metamorphosis! we got some momentum going on here! y not keep on improving while we're at it?

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It takes somewhere between 150 and 200 ECs to get perfect stats on just armor alone, just saying.
Like, YAY Gameforge is having a metamorphosis! we got some momentum going on here! y not keep on improving while we're at it?

Hm.. I already provided a few feedback as placing Energy Converters in the Grutin shop, bonus keys, and raid drop as well.
Are there other thoughts you would think would work?
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It takes somewhere between 150 and 200 ECs to get perfect stats on just armor alone, just saying.
Like, YAY Gameforge is having a metamorphosis! we got some momentum going on here! y not keep on improving while we're at it?

Hm.. I already provided a few feedback as placing Energy Converters in the Grutin shop, bonus keys, and raid drop as well.
Are there other thoughts you would think would work?
Yes, those changes would be really good. Grasscover Camp dungeons too could drop something else other than trash. One other thing GF could work with that is already being used during events would be a token system: bosses drop tokens->tokens can be exchanged for valuable items at an NPC. A balanced combnation of this sort of RNG-free system + a RNG based drop rate would probably make for a good mix that would enable players to make consistent progress all the time and by the means of it keep them engaged with the game. There's sadly so little variety to be had without a dungeon rework coming from the devs.
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Does someone already mentioned a permanent recycling points shop? I think it is a good way of keeping players, specially the new ones, be rewarded by upgrading mats while grinding. Ofc, a daily/weekly/per account limit should be implemented as well.
EDIT: I forgot that this can be easily abused *smh*. So instead of the normal ones, items bought on the RP Shop would be untradeable but storageable, e? wyt?
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Does someone already mentioned a permanent recycling points shop? I think it is a good way of keeping players, specially the new ones, be rewarded by upgrading mats while grinding. Ofc, a daily/weekly/per account limit should be implemented as well.
EDIT: I forgot that this can be easily abused *smh*. So instead of the normal ones, items bought on the RP Shop would be untradeable but storageable, e? wyt?
Can you maybe elaborate on the recycling points shop part? When you mean by upgrading mats?
Then the use of RP shop? What would RP shop be? Sorry, not too adjusted to abbreviations yet.

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Display MoreDisplay More
It takes somewhere between 150 and 200 ECs to get perfect stats on just armor alone, just saying.
Like, YAY Gameforge is having a metamorphosis! we got some momentum going on here! y not keep on improving while we're at it?

Hm.. I already provided a few feedback as placing Energy Converters in the Grutin shop, bonus keys, and raid drop as well.
Are there other thoughts you would think would work?
Yes, those changes would be really good. Grasscover Camp dungeons too could drop something else other than trash. One other thing GF could work with that is already being used during events would be a token system: bosses drop tokens->tokens can be exchanged for valuable items at an NPC. A balanced combnation of this sort of RNG-free system + a RNG based drop rate would probably make for a good mix that would enable players to make consistent progress all the time and by the means of it keep them engaged with the game. There's sadly so little variety to be had without a dungeon rework coming from the devs.
I suppose if they could implement the possibility of Manic dungeons in Grasscover to drop Energy Converters, and Ruin Fortress Manics from level 52+ to drop Energy Converter Fragments, it would allow players to adjust to the idea that farming will have lucrative rewards.
For the boss token system. Would you say it should be placed for manic dungeons or raids?
Also, dungeon rework? Was there something in KR that was planned to address it?
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For the boss token system. Would you say it should be placed for manic dungeons or raids?
Non-raid dungeons should drop only fragments given how the level of difficulty here is much lower than in the case of raids (even though clear times eventually overlap due to the larger number of stages on the side of manics)
Also, dungeon rework? Was there something in KR that was planned to address it?
No there isn't anything planned, that's the point - most dungeons are painfully long, unchallenging and non-rewarding, those craftable rookie raid and grasscover camp sets are useless garbage nobody wants, newbies and loners have access to EC farming only via grutin boxes, THIS IS SO MESSED UP and yet nobody gives a shit.
PS: other core items like Akasha Transmiters, Strength Expansions and Anti-Destructions are STILL being farmed via alts with no high-level farming alternative. Hello? Really?
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I was and still am skeptical of this thread and its impact but to hell with it:
Gear exchange.When primal came out I went on hundreds of runs and never got earrings, now a few hundred in AoV and I only have 2/4 armor blueprints. I don't care if it's some absurd rate but let us exchange the numerous blueprints/other gear parts for the ones we need, leaving it to complete rng is ridiculous.
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I was and still am skeptical of this thread and its impact but to hell with it:
Gear exchange.When primal came out I went on hundreds of runs and never got earrings, now a few hundred in AoV and I only have 2/4 armor blueprints. I don't care if it's some absurd rate but let us exchange the numerous blueprints/other gear parts for the ones we need, leaving it to complete rng is ridiculous.
Need to check unless you can confirm, has gear exchange been implemented on other servers?
While I believe it would be nice to have it, in a sense it does encourage people to keep running the raids. If everyone received their items, they would most likely stop running it due to the amount of effort yielded to reward ratio.If anything, it could possible to opt for more drop rate in raids. So there is a higher chance of receiving items vs what it is now. Sure it isn't what we want with gear exchange, but its better to have more shots vs the low amount it is now.
That would be my speculations though... I have yet to reach the higher tier to grasp the situation.
Busy at the moment, but when I get home I can do more research. Also need to update the main post~
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For aov they just have blueprints bought with dzenai like the hard aov set here, so it's unnecessary. For others I don't know. But I absolutely disagree with keeping the rng "to keep running the raids". This kind of frustration cannot be argued as the right way to go about it even if it kept players.
You might see this as unrelated but the same way some games end with really difficult (in a frustrating, not fun way) bosses as if they presented the ultimate challenge, but that just leaves you with bad memories of the game.
Do it in a way that makes it seem worthwhile. For dungeons there's the simplest way of better drops, there's the time attack (ranking) competitive mode, there's the idea of infinitely scaling boss stats as long as you keep clearing to reach your limit. And heck we can always just revisit old dungeons to see how gear changes things, carry some newbies, take a break. This mindless farming will get old really fast for most people, especially those without static parties.
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For aov they just have blueprints bought with dzenai like the hard aov set here, so it's unnecessary. For others I don't know. But I absolutely disagree with keeping the rng "to keep running the raids". This kind of frustration cannot be argued as the right way to go about it even if it kept players.
You might see this as unrelated but the same way some games end with really difficult (in a frustrating, not fun way) bosses as if they presented the ultimate challenge, but that just leaves you with bad memories of the game.
Do it in a way that makes it seem worthwhile. For dungeons there's the simplest way of better drops, there's the time attack (ranking) competitive mode, there's the idea of infinitely scaling boss stats as long as you keep clearing to reach your limit. And heck we can always just revisit old dungeons to see how gear changes things, carry some newbies, take a break. This mindless farming will get old really fast for most people, especially those without static parties.
Well I do understand to a degree. If you have played Dragon Nest, back then they used to have it so you would have to be lucky enough to find your specific item. But since it was raid drop to all players, you would have to roll against them. And since the items were class specific, sometimes you would even find items no one in the raid could use. So it would be bad overall.
Now, they made it so any items found can be salvaged into currency to craft your own.
... Maybe that could be a suggestion to throw on. But realize that if something like what I thought of doesn't exist on the other servers would take time for them to consider it if they do.