A Growing Feedback Thread to Provide to the Soulworker Team for the Benefit of All


  • Hello everyone,


    about TW, we checked again with the developer and they indeed have the system, but in our case and since one of the biggest request is about the upgrading buff of it, it was focusing on that not being available in our statement .

    We are looking at ways to improve the current situation in our version and we will hopefully have more info to share with you soon. :)

    OK, I'll pay more attention and will express my opinion in a more moderate tone., sorry if give much bad feelings to mod here :(


    And, well..... I still note here for players again:

    TW only had that declined loyalty system, but no +2%/+3% enhance success rate buff which is only in JP. Enhance rate buff can only appeared in events there, same as GF. I guess I know why no those buff there, but need to be aware if that system simply adds in GF here, it's might also same as that version, which only affect in "NPC loyalty lv rewards packs", "less fees/materials to create item", and "less repairing fees", much worse will cause something ingame unable to buy from NPCs, and still no enhance rate buffs :/


    Anyway, we/everyone should be more concentrate on how to improve player experience there instead, not about the declined designs, contents or systems, as those dev teams/mods said. Thanks to mods and devs here, love SoulWorkers.

    :stella1:


    btw, if anything offenses or much bad above, forgive me for bad Eng expression lol...

    Though not played in NA anymore, still love SW much, for Everyone's Destiny Awaits.

    Live in TW.


    Simple is better, complex is challange.

    :erwin4:

  • Just wow. Biggest request was bringing NPC loyalty system not random upgrade buff events...

    NPC loyalty was declined, so we are looking for alternatives instead of pushing onto something that has been declined.

    Declined by whom? Like most publishers they don't listen to what comes out of their players mouth, they listen to what comes out of their wallet. What they pay attention to is what sells, this doesn't.

    I understand you are upset about them "lying" (it could've been miscommunication, but be my guess, it is there). Clearly, this does affect the credibility of what their saying; however, that does not mean we should bash them and forget about finding additional solutions. The thread is specifically about that, finding solutions.

    This doesn't affect the credibility? They have stated in an obnoxious matter that the focus was on upgrade buffs (which have such a low rate that they don't even deserve to be mentioned) rather than adding the NPC loyalty, besides the fact that they didn't scruple to lie about TW system.

    The only solution is to actually add the loyalty feature or just increase the enhance rate, permanently.


    <3So long, and Thanks for all the Cheese!<3

  • "Discussion", "soon", "looking at ways to improve the situation", that's all we get. What discussion takes over a year? 'soon' relative to what? The apocalypse? Looking at ways to improve the situation? What's there to look at? The system is there, already developed and working in a number of other versions. All the alternatives I can think of:
    [dubious] Chance boosts in events;
    Permanent base chance boosts;

    Implementation of existing system;

    [again, dubious] Special items that boost the upgrade chance for x tries or duration.

    Out of all of these the two best choices are obvious (or I'm biased) in both ease of implementation and effectiveness. If they want to decline these and discuss, why not just tell us what the real problem with each of those is and state what they want. I'm sure we'll get plausible solutions within 24 hours, not a year and going. This communication of yours, apart from a few select posts, is just an illusion. They're not telling us anything. We don't even know what impact the community mods have on the publisher, if any at all. Honestly I doubt it even matters what their opinion is, what's there to say about ours.

  • In the end these "different measures" have been in discussion since october 2018? Really hard to believe. I highly doubt this kind of concern for the community takes THAT long to make any progress, or at least give solid information rather than just soon, soon, in progress, it is in discussion, etc. It is quite obvious they do not have any plan on balancing this aspect of the game anytime soon. I just wonder how is it gonna be if they did not make any change regarding fortification once hidden hideout comes out for our region, knowing how high the requirements are.
    It would be really nice to hear something out, but something that let us know that there is something coming up ahead, not only words thrown to the wind.

  • So from the announcement today this line was mentioned:


    [Misc] Upgrading rates improvement for level 55 weapons and equipment.


    What the hell is this? Only level 55? What about level 60 gear (you know, the STANDARD GEAR that all later-game players have now)? And why not lower level gear considering it's barely worth upgrading throwaway gear in the first place so might as well give good odds? And how much are the odds increased by? To be honest this announcement upsets me more than anything. The lack of clarity just sounds shady.


    Level 55 gear enhance buffs IS NOT the improvement we were looking for. I feel like I'm being mocked.


    "Here you go here's the rate-up you wanted but the odds are still <.5% and by the way it's not for any of the gear you're trying to enhance LOL XD"

    Edited 2 times, last by Keita ().

  • It's a good change for new players. Now they ( maybe ) not strugeling to catch up lvl 60 gear.



    But of course enchante rate need an improvement.

    사공이 많으면 배가 산으로 간다


    -The first one GF lover xoxoxoxo :saint:<3:love:

  • I have been gone for a bit and it seems as if this thread has been downgrading in value. Most of you have to understand that things don't work as simply:


    "implement 3% loyalty system pls." "upgrade is too low," etc. You are not telling them anything at all; no value nor statement backed up with any significant evidence. Not to mention most of you are overlooking the fact that said system have already been denied, but you keep pushing towards it without any significant or overwhelming evidence. So I ask you, to what end?


    Instead let me suggest you an idea that will benefit your interest. Make a video demonstrating the number of attempts it takes to maximize a gear without buffs, then demonstrating the endvalue or total cost to upgrade such item. It'd be nice if it was more than one item. HumbleBox If you are the actual humble, then you should be able to do this or anyone at all is welcome. You dont even need to make the thread, just send the video to me I'll do for you.

    dddd

  • Not to mention most of you are overlooking the fact that said system have already been denied, but you keep pushing towards it without any significant or overwhelming evidence.

    So what if it's "been denied"? They lied about their reasoning and that alone justifies bringing the topic back up. Unlike you we aren't going to be so quick to lick boots regarding such an important feature of the game. I don't understand the reason for you to come on here and attack our valid criticism.. unless you've been hired to do so? You aren't even trying to work with us in a way to make a compromise, you just want to shut down discussion. Highly suspect.

  • Instead let me suggest you an idea that will benefit your interest. Make a video demonstrating the number of attempts it takes to maximize a gear without buffs, then demonstrating the endvalue or total cost to upgrade such item. It'd be nice if it was more than one item.

    Before I share any video, let me ask you personally what do you think it would be the average amount of tries to +9 an item, overall. Or how many tries do you think it can be considered as fair.

  • So what if it's "been denied"? They lied about their reasoning and that alone justifies bringing the topic back up. Unlike you we aren't going to be so quick to lick boots regarding such an important feature of the game. I don't understand the reason for you to come on here and attack our valid criticism.. unless you've been hired to do so? You aren't even trying to work with us in a way to make a compromise, you just want to shut down discussion. Highly suspect.

    I'm indeed trying to work with you guys...

    Instead let me suggest you an idea that will benefit your interest. Make a video demonstrating the number of attempts it takes to maximize a gear without buffs, then demonstrating the endvalue or total cost to upgrade such item. It'd be nice if it was more than one item.

    All I've been saying is that telling this and that without any actual data is not gonna get us anywhere, so I am encouraging you to give them overwhelming evidence that they cannot overlook.

    Before I share any video, let me ask you personally what do you think it would be the average amount of tries to +9 an item, overall. Or how many tries do you think it can be considered as fair.

    I need you to clarify. Are you asking the current average or ideal? Regardless, that would depend on the availability of the items requires for upgrading said item; however, considering the type of gear system we have, upgrading should not be difficult, so ideally I would say around 200(Again that depends on each item). I'm not so sure about the average, but considering that some poeple say less than 200 is considering lucky, then it must be over ~350. Personally, I took over 300 ties, close to 400 to +9 my weapon(Not exact).

    dddd

  • I need you to clarify. Are you asking the current average or ideal? Regardless, that would depend on the availability of the items requires for upgrading said item; however, considering the type of gear system we have, upgrading should not be difficult, so ideally I would say around 200(Again that depends on each item). I'm not so sure about the average, but considering that some poeple say less than 200 is considering lucky, then it must be over ~350. Personally, I took over 300 ties, close to 400 to +9 my weapon(Not exact).

    Ok so even you are admitting 400 tries to +9 A SINGLE PIECE OF GEAR. Then you question our claims about upgrade rates and demand videos proving how bad they are? As I've been saying repeatedly the rates are .25% for +9 and you're just further confirming this is most likely correct. And Gameforge wants to sell you antis at least a dollar a piece.


    Gameforge knows what their rates are. They simply hoped we'd stay quiet about it so they could continue to trick players, especially newer ones, into spending ridiculous amounts of money with little success. Now that the cat's out of the bag they're going to have to do something about it or face an ever dwindling player base. Players are sick of being taken advantage of.


    And ideally 200 tries? Maybe from +0. From +8 it should be no more than 80 on average. Just my opinion but it's based around what I've seen most people ok with before they really start to get upset. That's probably why the other regions have the 2-3% rates because from +8 the majority of players should hit within 100 tries.

  • Show how much that cost ? you realy think is a good thing to give 2000$ for show at everyone how bad it is ?


    Everybody know the rate it's post on forum ofc is not a video but spend thousand $ to show us is pretty useless.


    GF said they look up for enchanting rate next weeks wait and see.



    Edit : I wish GF win money from soulworker, but if the price is unsatisfying all cosumers they just making all ppl go away. ( or maybe they try to sold out this game by making bad thing since the beta )

    사공이 많으면 배가 산으로 간다


    -The first one GF lover xoxoxoxo :saint:<3:love:

    Edited once, last by End ().

  • I need you to clarify. Are you asking the current average or ideal? Regardless, that would depend on the availability of the items requires for upgrading said item; however, considering the type of gear system we have, upgrading should not be difficult, so ideally I would say around 200(Again that depends on each item). I'm not so sure about the average, but considering that some poeple say less than 200 is considering lucky, then it must be over ~350. Personally, I took over 300 ties, close to 400 to +9 my weapon(Not exact).

    I leave aside the availability of items(on this question), focusing more on the upgrade rate itself. And I my question was, how much would it take from +0 to +9, or from +4 to +9.
    In my opinion, pouring more than +200 tries(in the ideal case you can +9 something with only those tries) it still seems a little bit off, or maybe I am just delusional to think +200 tries is nowhere close to what I would call fair, taking into consideration the amount of time necessary to get resources, on a f2p perspective. Myself as a spender still have refused to spend a single penny on buying antis and I am not encouraged to do so, after trying over 300 times and not achieving +9 on a single item, which like most of the cases is the weapon.

    Back to the video thing, I was thinking it is not that hard to check YouTube, however we do not take into consideration the KR videos of upgrades(not in this matter since the rates are different), a couple of videos of people getting extremely lucky and last the few videos there are with 100 attempts or close to it. I will not bother to link those videos since I believe you must have checked them yourself, I only found two videos with 100 or close to that amount of tries. And only one of those two videos achieves the +9, however pointing out that there were at least other 100 tries previously(from +8), and also using the Special Upgrade scroll.
    I assume, reading your words you would not take only 100 attempts as solid proof so it is pointless.
    On the other hand I also believe what you demand is quite hard, I highly doubt there are many players out there willing to try this for over 200 tries, at least not in a row. Though I think it is quite obvious that there is a shared feeling about fortifying on the community, that clearly is just a minority on forums but from my perspective I do not see many players wielding weapons +9 in-game, and the circle of players I spend my time with share the same, and so on.

    I will only share this video I found on the Spanish side of the forum, because whilst we just mainly focus on +8 to +9, we also have to point out that the issue is not only for that, but for the other enhancement levels as well.
    https://www.youtube.com/watch?v=aSMzsVH-rXQ

    Though I believe you may say it is just a case of bad luck.

  • Hello, I'm a longtime former KR player who recently returned to check out the state of the game in this version (mainly since KR is seemingly getting aggressive with the IP block). I uninstalled the game again primarily due to the frustration to find a party that is willing to take me or a party that is actually able to clear AoV manic. I feel that this version is repeating the same mistakes that the KR made in the past which is not easing the transition/gear requirements necessary to complete AoV manic in a reasonable amount of time.


    I'm not sure what the requirements on this server are but I seen most parties just ignore stats due to the wait time it takes to start a full party. For reference, the KR Server minimum was +9 AoV Hard/+7 Primal, 2 Level 9 Soulstones and 1500+ accuracy for a clear time of 6-9mins for undergeared players. Most of the new players I met have either a +6/+7 Aurith, no soulstones, and 1000-1300 accuracy which led to wipes & a reluctance for new players to actually group up together.


    This is a big problem for future content such as Corrupted Record, Primal Hero, and the first iteration of Dipluce Horizon as they have the equipment rescaling feature which makes it frustrating for new players to take part in said content if they do not have AoV manic gear. The way the game currently stands is that it will gate new players or new customers from taking part in all of the game's content.


    My suggestion is to improve the enhancement rates since the norm on the KR server was 150 attempts which was improved to 50 attempts to prepare for Hidden Hideout (0-9), and AoV Hard took only 25 attempts to +9 a weapon. I haven't thoroughly tested the rates here but it does not seem like +8/+9 are commonplace just by checking the gear on others.


    Other choices are:

    1. Increase availability of BSK brooches so new players can use Rancor, Wild Boar ,etc accuracy brooches to raise their accuracy

    2. Increase the availability of Soulstones (This was the biggest problem on the KR server and making these easier to get would help new players overall)

    3. Add events where players can get an AoV manic pieces along with giving out the time-limited AoV hard equipment that the KR server gave out to help undergeared players catch up.

    4. The true issue at hand is with how strong AoV manic equipment is compared to everything else in the game. A unlikely suggestion is to pretty much copy over the equipment rolls & set effects from AoV manic to AoV hard.


    ----------------------------------------------------------------------------------------------

    Extra tidbits since someone might want to do a man-hour comparison between achieving things between both servers and I'm not that interested in figuring out exact differences here.


    Only thing I noticed between the KR and GF version is that it is faster to complete an AoV hard set here than it is in KR.


    In this version, you get 0.3333 Anti-Destructions daily from the attendance reward

    In the KR version, you get an average of 2.44 Anti-Destruction daily from the attendance reward & grutin coin jars (KR server gets 3 Anti-Destructions on the 3rd consecutive login & you can get 3 coin jars per character which averages to 40 coins per jar)


    Alt-farm in this version consists of running Rucco+Candus+Grace(only for SETs) + Grutin coins from achievements + 7 day deletion timer

    Alt-farm in the KR version consists of running Rucco+Candus+Grace+RF (KR server does not have coins from achievements) + 14 day deletion timer


    Might be a couple of things I'm missing since its been a while since I played either version.

    Edited once, last by afkWanderer: grammar ().

  • Updates


    General Quality of Update for Main Thread:

    - Added Table of Content


    Cash Shop-Related Feedback:

    1. Added Allowing more costumes to be dye-able


    Added to SoulWorker Team Responses!:

    1. Response 2 (Reputation NPC System Confirmed!): Moderator Threea's NPC Loyalty Announcement


    Added to Feedback that has been confirmed:

    1. Implementation of the NPC Reputation System


    Removed to Feedback that has been Declined:

    1. Implementation of the NPC Reputation System

    Edited once, last by Socie ().

  • A bit surprising to see that the loyalty system will be finally implemented and hopefully this implementation is the most recent version of KR's loyalty system since the old version does takes about two months before the last meaningful enhancement bonus takes effect. If this system is faithfully implemented then it will remove the biggest barrier to new players which is a job well done.


    Ideally, the new player experience still needs a bit of a rework in some areas. Anyway.. more feedback.


    1. I recommend revising the level Reward Packs again like with what the KR version has for their new players: (Safe upgrade Weapons to 6, Equipment and Accessory sets with HP and EXP%+, and the two 1* Akasha selection tickets that KR has). While it might not be as impactful now, the sentiment for supporting new players is important.


    2. The quality of life updates that the KR version had for Golden Citadel are missing here: (3 Free Daily Respawners, ability to use Respawners and consumables on Golden Citadel's normal difficulty). I'm not sure if this difficulty still makes new players quit like they did in the past but improving this would alleviate some headaches and would allow players to reach AoV/Primal without requiring an endgame player to take pity on them.


    3. Make Team Respawners and the Heart-For-All respawner slightly more available via attendance or events since this item does allow players to bypass the personal respawner limit which would help out new parties a lot when they're trying out a new raid and I'm sure that most of the playerbase has no idea how these respawners work in comparison to the regular ones.