- Add an option so we can sprint with a key combination, rather than having to double tap.
- When going back to town from a dungeon, have us return to the same channel we were in before, if it is available.
- Let us zoom out further.
- For the dismantling achievements, dismantling say a batch of five items, counts as one dismantling task to the achievement, wouldn't it be better if it instead counted each item?
- At the end of a dungeon/district there's two results screens, I'd like to be able to switch between then, as the first one disappears rather quickly.
- Let us change the order of our characters in the character select screen.
- Reduce the damage of mobs, or at least the super armoured mobs, and bosses in at least the first town to what it is in other releases. Boosting mob stats is just artificial difficulty, then the first area especially should be about getting used to the general play of the game, and/or character, also a character can't fight very effectively until they have more available skills to use, which they won't have early on.
Some general suggestions
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- PhoenixShi
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1. Just make yourself a macro, not as hard as you think.
2. One word - two clicks. Don't be that lazy.
3. Sometimes would be nice, but I don't want to constantly have more walls in my face as it is right now.
4. Why do you think there is an achievement for that?
5. First screen is rather unimportant, personally fine with how it is.
6. Can't say anything about this, using only one character.
7. I solo'ed this game until around level 30, yes, even manic bosses. Not as hard to know how to dodge and where the dodge button is. And the earlier stages are perfect to learn it, better then than constantly dieing to the higher bosses.
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For the dismantling achievements, dismantling say a batch of five items, counts as one dismantling task to the achievement, wouldn't it be better if it instead counted each item
Woah, does it really work like that?

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2. One word - two clicks
This made my evening a lot funnier.
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2. One word - two clicks
This made my evening a lot funnier.
Glad to be of help

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1. Just make yourself a macro, not as hard as you think.
2. One word - two clicks. Don't be that lazy.
3. Sometimes would be nice, but I don't want to constantly have more walls in my face as it is right now.
4. Why do you think there is an achievement for that?
5. First screen is rather unimportant, personally fine with how it is.
6. Can't say anything about this, using only one character.
7. I solo'ed this game until around level 30, yes, even manic bosses. Not as hard to know how to dodge and where the dodge button is. And the earlier stages are perfect to learn it, better then than constantly dieing to the higher bosses.
- There's an option to disable double tap to dodge in the game, imagine how "fun" it'd be if double tap was used to both run, and dodge. Only reason why I see most games in this genre using double tap to run, is that DFO did it, but many people, like myself don't like it, which is why we make suggestions like I did. I feel running is the desired default speed, yet I have to do something extra to do so, and since it doesn't always properly register my double tap, it doesn't always have me run, when I want it to run.
- Two clicks, after every single dungeon run when you want to do things in town. Now tell me, how does getting shuffled into a crowded channel, when you don't want to be in a crowded channel, make things better?
- You're basically the type that will complain about any suggested changes people make, aren't you?
- If dismantling was like it is in say C9, where you get one result from doing so, and adding more items gives you better items in return, it would make sense doing it that way. Although in this game, it's just a batch process for convenience, each item gives, and shows its result separately, so it makes little sense to do it this way for this game.
- The first screen shows your performance results, the second your rewards. I'd like to be able to see my performance results for more than the very short time frame offered currently, being able to swap back to that would achieve this.
- This is a kind of game that wants players to use alts.
- Big deal, I can manage too, but the first area of a game is about helping the player get used to the game, and a character, not to try to kill them with mobs that have boosted stats compare to other releases of the game. The game being like it is, especially early on, isn't going to help keep new players in the game, which every online game needs. Those earlier bosses don't tend to have telegraphed special attacks, just high powered basic attacks, then earlier on you have few skills to work with, so can't fight too effectively. It's normal for a game to wait till a player would be expected to be well equipped, and used to the game before providing harder content that does lots of damage, not to do so from the start. EME's release of Kritika boosted mob stats by even more than they did here when compared to other releases, some also cheered about that change, but just look how empty that game is now, compare to what it was around launch, the stats boosts didn't help the game at all. That was especially clear when they tried boosting the stats of end-game content, that they released without those stats boosts. Players that said they were happy about those changes to levelling content, flipped out, and demanded the content be reverted, many also quit, and never came back, even after EME at least mostly reverted those changes to that end-game content.
For the dismantling achievements, dismantling say a batch of five items, counts as one dismantling task to the achievement, wouldn't it be better if it instead counted each itemWoah, does it really work like that?

Yep, try it, take a look how many the achievement shows, do a batch of two, or more items, then check again, it will have only incremented by one. If dismantling worked as it does in C9, where you get only one item result from the task, and dismantling more items means you can get better results, the achievement working like that would make sense. Although in this game, it's just a batch process for convenience, as each dismantled item shows its own result.
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There is what I was waiting for: Reasons to state your suggestions. There were nearly empty words (except number 7) without something to back it up, that's why I wrote that stuff.
For that I can give you proper feedback to those suggestions now.
1. Yes, it would be nice to have a choice in different settings, each player has a different playstyle and handles the keybinds different.
2. There I don't really understand what the problem is. You can do things even though people are there, noone can block the NPCs. You even contradict yourself with your first and second listing, saying "if it is available" meaning that you want to go back to the crowded channel in the first one, and saying "how does getting shuffled into a crowded channel, when you don't want to be in a crowded channel" in the second one, meaning, you don't want to be in the crowded channel. Please explain that further to me, I really don't understand what your problem is with that.
3. Nope, I just don't like when people don't give any reason why they want something changed and crying about how it is bad, though I am not saying that the crying part is meant to your post. And please, don't put me into a box when you don't know why I write stuff.
4. Yes, like you wrote that, it could be wise to change it to a better state. Maybe just simply write in the achievement "Make x DIFFERENT dismantling attempts" or something like that.
5. I wouldn't mind if they changed that so we can swap between the screen. As I said "personally" it doesn't bother me at all how it is. If they want to change it, I don't mind either.
6. Yeah, maybe in the future I will make a new character and try it with a different one. Maybe that suggestion could be helpful.
7. I was also bothered by this in how many posts are there about changing the stats about the earlier bosses. I would even go so far and suggest to give the bosses earlier a longer windup so that the newer players have a greater chance to react and dodge the attacks. In the other states of this point I also agree with you.
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There is what I was waiting for: Reasons to state your suggestions. There were nearly empty words (except number 7) without something to back it up, that's why I wrote that stuff.
For that I can give you proper feedback to those suggestions now.
1. Yes, it would be nice to have a choice in different settings, each player has a different playstyle and handles the keybinds different.
2. There I don't really understand what the problem is. You can do things even though people are there, noone can block the NPCs. You even contradict yourself with your first and second listing, saying "if it is available" meaning that you want to go back to the crowded channel in the first one, and saying "how does getting shuffled into a crowded channel, when you don't want to be in a crowded channel" in the second one, meaning, you don't want to be in the crowded channel. Please explain that further to me, I really don't understand what your problem is with that.
3. Nope, I just don't like when people don't give any reason why they want something changed and crying about how it is bad, though I am not saying that the crying part is meant to your post. And please, don't put me into a box when you don't know why I write stuff.
4. Yes, like you wrote that, it could be wise to change it to a better state. Maybe just simply write in the achievement "Make x DIFFERENT dismantling attempts" or something like that.
5. I wouldn't mind if they changed that so we can swap between the screen. As I said "personally" it doesn't bother me at all how it is. If they want to change it, I don't mind either.
6. Yeah, maybe in the future I will make a new character and try it with a different one. Maybe that suggestion could be helpful.
7. I was also bothered by this in how many posts are there about changing the stats about the earlier bosses. I would even go so far and suggest to give the bosses earlier a longer windup so that the newer players have a greater chance to react and dodge the attacks. In the other states of this point I also agree with you.
Many people tend to be allergic to reading long posts, so if you write long "wall of text" posts with lots of details, they don't tend to get read. Also most of those don't really need to be spelled out with detailed reasoning, as they're pretty self explanatory, or have been discussed at length in other threads.
2. Some people like big crowds, some don't, that's all there is to it. In C9 I can select the channel when I first enter the town hub, and am always sent back to it after clearing a dungeon. While in something like Blade & Soul, I keep getting stuffed into some big crowded channel, so every time I have to move to a quieter one.
4. It being that way just makes it require more unnecessary busy work, and goes against how the function allows you to do them as a batch to reduce that busy work. There was another game I played where early on in its release you had to drag, and drop every single crafting material into its slot, for every single craft, but would have to do hundreds, to thousands of crafts to level a crafting profession to cap, when it was already common in other games to just select the craft you want to do, tell it to make it X number of times, and that's it. People kept nagging the devs to make it more convenient, and over time they changed the system to be like I just described other games do it, which was far more convenient. The same sort of reasoning applies to #2, over the course of playing this game, with the current system, you would have to change channel hundreds, to thousands of times, when they could just make it so you're slotted back to the channel you were in before to avoid that.
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- Reduce the damage of mobs, or at least the super armoured mobs, and bosses in at least the first town to what it is in other releases. Boosting mob stats is just artificial difficulty, then the first area especially should be about getting used to the general play of the game, and/or character, also a character can't fight very effectively until they have more available skills to use, which they won't have early on.
#7 I played all characters, and had no trouble. I don't want to see this game become a noobfest.
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- Reduce the damage of mobs, or at least the super armoured mobs, and bosses in at least the first town to what it is in other releases. Boosting mob stats is just artificial difficulty, then the first area especially should be about getting used to the general play of the game, and/or character, also a character can't fight very effectively until they have more available skills to use, which they won't have early on.
#7 I played all characters, and had no trouble. I don't want to see this game become a noobfest.
The usual comment of people in this game here is that they only have this issue early on, once they get to around level 30+, they take minimal damage, and never get killed any more. That's completely backwards of how games are suppose to progress. Also more damage doesn't mean it's harder, it just means it's more punishing, and applying artificial difficulty. Real difficulty can only be overcome with increased skill, all these sort of changes do is demand higher stats from players, it's a gear check, not a skill check.
Other games have tried applying increased stats to make the game "harder" in the NA/EU versions when released, it doesn't work out well in the end, especially when higher level content that is actually more difficult is added, as then the balance is completely out of wack. That's why people have a much harder time trying to do content they should be doing for their character/gear progression, and teams before long end up making stats/equipment demands beyond what that content could even provide. This in turn results in new players that stuck through it to that point, often quitting once they hit that wall.
Blade & Soul, and Kritika are examples of this situation, with the stats boost being quite absurd in Kritika, which has not helped the game any. In the NA/EU release of Kritika, like here, people found the late game much easier when it first came out, as they didn't apply those changes to the end-game it had yet. Once they did apply those exact same changes to that end-game content, even the very same people that talk like you do went nuts, demanded they revert the changes, many quit, and some even left to go to, or back to other versions of the game, even if they earlier claimed those other versions were so "faceroll easy that no one would want to play them," when they had already been playing there for almost four years already, as was the case for one person.