- I really enjoy playing SoulWorker and probably fall into the nolifer side of the game, but playing a lot lets me see some issues that I think probably needs to be altered to increase the longevity of the game. Some of these have already been stated, but just wanted to give my two cents on everything I could think of. I really want to see this game succeed, but I think at its current rate I don't think things look too good. I know not everyone plays the game for the same reasons as I do, but I think people probably all want to have good gear, make good friends, and also have this game survive.
Thoughts & Changes
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Leveling
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Rate
- Leveling seems fine to me atm, this is a lot less grindy than most Korean MMOs that I've played, which is basically every triple AAA MMO that has came out.
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Experience Instance and Boss
- Right now people either leave instances before bosses or just farm the instance and skip the boss to maximize energy.
- Make the exp that you gain for clearing all the stages before the boss the same amount. This gives incentive for people to stay for the boss or make it 50%/50%
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Dungeon Mob Difficulty
- Keep hp/dmg values the same, I think people need to learn how to dodge etc learn to play the character.
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Party Play with Lower Levels
- Right now lower level dungeons are kind of a ghost town for new players. Most games are like this its hard to avoid it, and high level players are not encouraged to play with low levels. You better be a really good friend or I probably won't help you
- Make some changes if you do a dungeon that is 10 levels lower than your current level, make it cost 0 energy or something really low like use only 25% energy instead. This would make me more inclined to play with friend for awhile or help out more guildmates etc....
- Right now lower level dungeons are kind of a ghost town for new players. Most games are like this its hard to avoid it, and high level players are not encouraged to play with low levels. You better be a really good friend or I probably won't help you
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Rate
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Energy
- I'm not a fan of the energy system however I propose the following energy scenarios. I think this will still make Gold + Silver VIP a incentive to get and also won't kill mats and energy boost items.
- 250 Energy everyday with 75% carry over
- 250-300 energy with 50% carry over
- Normal/Hard/Maniac they should be different energy values. You shouldn't be punished for playing normals/hard and spend the same amount of energy since everyone wants to just spam Maniac to be efficient. Some people just want to play normal and hard to learn the map then try maniac.
- Normal Energy 6/8/10/12
- Hard Energy 8/10/12/14
- Maniac 10/12/14/16 or keep it the same energy
- Daily Quest
- Right now daily quest are in a bad spot. You have to choose to do the daily quest or to grind out maniac ep 4 content to level/farm/raid. Most people probably are not doing their daily quest since its a waste of energy. Some solutions:
- If you have a quest that says do Normal X Dungeon. Make it count as any difficulty hard or maniac as well.
- Bump up the rewards right now they are pretty terrible x4 or x5 the reward rate make it WORTH IT FOR US TO DO IT
- Maybe even offer something like for every 30 daily quest you complete get a 5 akasha as well
- Right now daily quest are in a bad spot. You have to choose to do the daily quest or to grind out maniac ep 4 content to level/farm/raid. Most people probably are not doing their daily quest since its a waste of energy. Some solutions:
- I'm not a fan of the energy system however I propose the following energy scenarios. I think this will still make Gold + Silver VIP a incentive to get and also won't kill mats and energy boost items.
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Crafting
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Materials
- Right now it costs absurd amount of mats in order to craft items. Its really a grind and makes me skip a lot of items and forces me to choose really carefully. It makes most of the blueprints useless.
- Change the crafting materials to about 60-70% of the current req. mat rate
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Materials
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Upgrading
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Enchanting
- Every game has a enchantment system however I think what bugs me the most about this one is not the low rates but the 0/25 tries to enhance. You are already punished in this game if you don't have a antidestruction and if your item breaks. This is just overkill for me and I have not seen this in any other game where you hit a cap on enchanting. You shouldn't be penalized a additional time for bad rng on upgrading.
- +7 +8 +9 I like the rates where they are at it should be kept low and hard to obtain.
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Enchanting
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Titles
- This could but just me but it would be nice if Titles that you earn were account wide. However if you want to earn the grutin coins/blueprint for that character they have to reearn it.
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Cash Shop
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Make all items tradeable
- By allowing people to sell cash shop items to players you'll get a healthy balance between people spening money and f2p players finding a way to gear up. Items like anti destruction or akasha would sell like hotcakes and people would buy them.
- Cost
- I think the cost of this game is very high than most games that I've played and probably needs to be tweaked. To me if things were cheaper I probably would spend more, but with every outfit costing $20 bucks and releasing so frequently I probably will not spend money. I usually buy things in most games, but this game feels so bad with the cost that I haven't spent anything and am F2P.
- How much I would pay from the US
- Hair $5 USD
- Eyes $3 USD
- Skin - Keep same price
- Clothing Sets $10 USD
- Premium Limited Clothing Sets $15-20USD
- If you could somehow sell pieces of the sets that would be neat. Example Bunny Ears for $7 etc....
- Make the price of sold individual pieces cost more than just buying the whole set itself. This would encourage people to either A Buy the set at a cheaper price or B spend a bit more and obtain only a piece or two.
- Hair Color $2-3 USD I feel like since they are one time use more people would play with colors if they were cheaper
- Skill Reset
- The partial skill reset ticket is kind of useless in this game. Most games give 1 full reset for every character. This does not encourage people to try other builds and have to copy a cookie cutter build every time.
- $10 USD feels fair to me
- Inventory Expansion
- Keep the price however make it account wide. If you unlock it for one character unlock for all the others.
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Make all items tradeable
Confirmation Button
- Adding confirmation button to buy items in the cash shop. "Are you sure you want to purchase x item Yes or No"
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Current End Game Status
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Thoughts
- Right now there's more content to be released however the current state of end game will probably cause people to quit. Why? Because in most other MMOS end game instances or content take longer than spamming a raid for 10-15 mins. It makes you feel like you are doing the same thing over and over again but just more often!
- Most other games have pvp to kill time as well, yes pvp is not for everyone, but its a good timesink for a good section of the playerbase aka the people who play usually grind a a lot in games because they want to stay competitive.
- Yes there are new chars to be release Jin/Iris etc...and Advancements and Primal. This content will be staggered however the current state of this game punishes people who do not just play their main. If you are trying to get ready for Primal etc... you most likely will never touch a alt seriously unless you are farming for certain items
because you will be busy trying to grind out that Level 9 Soulstones, Weapon Chips, etc.... The drop rates for these items are low so you are forced to repetitively grind long hours.
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Proposal
- If we get crafting mats droped to 60/70% I think this will be good or increase the drop rate of crafting materials. More time potential to play on alts.
- Don't know if its just me but I feel like the Energy Converter drop rate also the amount of Grutin Cubes dropped in Raids were lowered a few weeks ago. I think a global item drop rate buff by a small multiplier would be nice. Example Current drop rate of lets say a Weapon Chip is .20% now make it .30%. Not asking for a crazy increase but a slight increases would be nice.
- Increase the exp rank for alts once you hit level 55 rank D/B/C etc... D being only a 5% increase is lame....make it start at 10%/15%/20%/25%
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Thoughts
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Tutorials/Help Option/Language
- Probably could use a image overhall, images on my screen are low res or super skewed like the Trade Section of the Trade window or the Akasha section.
- You can find stuff that's not translated still like the Whisper section
- The Whisper system is kind of funky to use as well pressing shift + r or /w name is not that intuitive. Many people struggle on how to whisper in this game.
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Events
- Half Energy Weekends
- I'm okay with this, but rather see a energy overhall with some of the suggestions I listed.
- Easter Event
- This one feels kind of a waste of energy without the energy overhaul. I'm doing dailies a real poor skill reset. Yes I know Gameforge does not have to do it at all but this reward feels awful.
- I would like to see some Community Events
- Example Make Video and Upload it on Youtube
- Gameforge picks the best and gets like 10 anti destructs and 10 akasha.
- Everyone who enters get 2 of each if they meet the requirements.
- Its a win for Gameforge free advertisements and a win for the players
- Twitter Art Contest etc...
- Make a GM Spawn Tons of Mats and Radios once in awhile, I don't know it can be creative and simple.
- Example Make Video and Upload it on Youtube
- Half Energy Weekends
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Advertise
- The amount of advertising I saw for the launch of this game was so slim use events in order to advertise. See above.
tl;dr Fix game please, I like Soulworker.
If you read all this thanks ![]()