Suggestion about Drop Rates/Exp in Low Level Dungeon, Difficulty and Daily Quest.

  • I read Mostein's topic and It interest me a lot, since there is something said in this topic currently happening in our game. Such as decreasing population and new players. Although decreasing population is a normal situation to all online games, but according to my experience, I believe the game has some problem on it's leveling system and this problem could harm the game in a long term.


    1. It's Really, Really Hard in The Beginning, and It Drives Away Newbies. Please Reduce Difficulty in Early Stage.


    Here is a video I recorded at Best ShowTime in the first few days I start to play the game.


    I recorded it in will. I teamed with a random player and there is no practice or arrangement. Although it's fine on the way, but the boss cost my teammate 3 Respawner. And in the last run, I spend 3 Respawner myself in a 3-ppl team.


    Everyone who could survive to the end game might take Jokaquin only as a time problem. However newbies like me and my teammate in video just dying with 1-shot kill. I personally love difficulty too, but not every can be survived in games like Getting Over It; the failing usually annoy you more and more and make you finally give up when you are completely frustrated. There have been two times I see my teammate just died in boss, left with offline mark and never come back again (One in Rocco Town, One in Candus City). They might just left for dinner, but they might never come back, too.


    So, I suggest you reduce the difficulty to earlier stage. Please let new players at least get used to the system and control. I don't mind 1-shot by late game boss like Nita or even by Amaryllis (when you about to cry and don't want to lose), but killed by something you can't even remember the name only makes you frustrated and suspect how hard it will be in the future (though it actually getting easier and easier).



    2. The System Seems Trying It's Best to Prevent the Communication Between Newbies and Veterans. Can We Make a Change?


    I found this problem since I introduced one my friend to this game.


    Because I play early and I play more, I always have a higher level than him. Meanwhile, he always seems leveling slow; every time we need to grind a lot of extra manic after he did all the quests. We finally found the reason when there was a time I have like 9 level higher than him; we got almost nothing from enemies and very low exp. I guess it was because the gap of the level, so suggest him to solo a normal, and certainly he got the regular exp/drop rate - which is even higher than we have in manic.


    After find out this situation, I stop playing my main character and wait him to level up together. That's why start a sub character - even though I usually don't like to have 2 characters in MMORPG. Actually I don't mind my energy cost and my exp/drop rate when helping my friend, but it almost make me angry when the system make you the cause that nerf your party member's benefit. You can't just say "well, we have fun together so it's fine to have nothing." It's not true!


    Same thing happens to another friend I meet in this game. He/She asked me to help the quest (because it's too hard, and she/he find no ones by auto-team), and I feel almost guilty to help; he/she didn't even get 1 level up after we spend 100EPs! That's simply annoying me and make me feel a waste of time; not only we waste a bunch of energy for nothing, but also what we did just like putting the cart before the horse - you doing quest for leveling faster, but it just got even slower BECAUSE YOU PLAY WITH YOUR FRIEND. What kind of punishment it is? ;(


    The company create this game, this system, might think helping others to leveling make the game too easy and they want everyone to enjoy their content. While it is true the content of this game is wonderful, that system also prevent players to meet each other, reduced chance for them to make friends, which is the best part of an MMORPG. It would be a lot nicer if the game can divide some story related quest for 1-player only, and give back the exp/drop rate to high-level player in low-level dungeon. If we did, I believe there will be a lot more player like to help newbies than today.



    3. It's Getting Harder and Harder to Party with Auto-Team. Meanwhile Daily Quest Always Has Funny Requirement And Does Nothing in Benefit. How About Update Our Daily Quest to Push Veterans Helping Those Who Were Late?


    As I mentioned before, it is hard to party with others using auto-team today. For example, although I successfully matching with others in Deep Core EP4 yesterday with 3 tries, but when I matching at EP3 for the daily, I just spend like half hour clicking the button and no one comes, even I tried to recruit in public (though I'm browsing my Twitter at the same time).


    Same thing in the previous district. I can still barely get a party using auto-team at Raven's stage, but it will be much more harder when you looking for people doing EP1-3 dungeon. Unfortunately, some EP1-3 dungeon are just hard as hell (ex. Cold Rain EP3). When you faced a barrier you can't across, it is normal to ask help from others. But this game don't allowed you to do it - no exps, no drops, like I mentioned in last section. In addition, players were actually not only isolated by different channels, but also by different district. I'm pretty sure you won't have response if you unfortunately failed a dungeon at Grace City and ask for help at ch 17. The frustration could be a reason why people giving up at the middle of the game. As people mentioned in another topic:


    1. Player base seems to be dying. I'm a guild leader so I can see that many people tend to quit at around 35-45, even after I replace them with new recruits. From my guild population, I would say out of every 20 players, only 2 would continue to play the game. Towns feel more empty and the game isn't being picked up by any Youtubers or gaining any hype. Is the game just not fun?


    The game is definitely fun! But IT IS NOT FUN WHEN YOU GRINDING YOURSELF IN AN ONLINE GAME. I'm lucky enough that I found this game when it just released Open Beta, therefore I have enjoyed a very fun time that leveling with others. However I'm start feeling exhausted since there are fewer and fewer players like to party beside Manic Daily and I have to solo almost all the way at Ruin Fortress why you lvl so fx slow. In fact, the population is also one of the main reason why I choose this version instead of TW, JP and private server. If I was the one start to play this version recently, I probably couldn't make it so far according to the Rocco Town's difficulty and the population we have today. Therefore, I think we need something to push the community being more close; and what I thought is using the daily quest.


    Compare to other game, the daily quest in our game is pretty 'funny'. For example, right now when I pick up the first one I see in Rocco Town:


    --Defeat the Specraquin in R Square: EP3 Normal 1x using basic attacks. <Reward: Grutin Gold x1 /BP and Aethar chest)


    Although I don't really know what BP does, but who would like to spend precious ENERGY to do this quest just for a Grutin Gold and a few Aethar? At the same time, beside the insignificant reward, you have to do this quest by yourself; if you party with someone and he/she killed that Specraquin, you failed the quest and have to spend your energy to do the dungeon again. In other online games like DFO or Elsword, daily quest is a very good chance to bring players together by having a same goal, while Soulworker did something oppositely. Meanwhile, I didn't even mentioned something like this:


    --In logged-in mode, make friends with 3 Doppelgangers.


    Can you at least explain what Doppelgangers are? And wait a minute, are you even able to make friends in offline mode?:/

    (I even saw quests that ask you to make friends with someone who equipting specific weapons, but I don't have it today, fortunately)


    Even I assume BP is something very useful, those daily quests are still terrible in my opinion and are something I don't like to do. On the other hand, an ideal daily quest in my opinion could be like this:


    --Defeat the Specraquin in R Square: EP3 Manic 1x with a 2 or more members' party. <Reward: Grutin Gold x10/BP and Aethar chest)


    And if I can push it further:


    --Complete All Daily Quests in Rocco Town. (Reward: Respawner x1)

    --Complete All Daily Quests in Ruin Fortress. (Reward: Weapon Upgrade Chip x1)


    In summary, I wish our daily quests could have a change that not only giving a same, achievable goal, but also reward players in different levels. By doing this, we could provide new players chances to get help from veterans and knowing new friends. Meanwhile, please allow high level players matching with low-levels with auto-team system. I'm pretty sure the current system only matching players in a restricted level range (I used to try to match people in Rocco Town for an hour with 0 success).




    I'm exhausted. ||

    why I even start this...

    Edited 3 times, last by melesean: grammar ().

  • Yeah I the loss of exp for being too high level is kind of killer. I know the devs want to prevent powerleveling and high level bots but c'mon, it's not like you can sell powerlevel in game from noobs with no DZ, and bots will always be there until u ban them.