Hi Guys and GF team,
It's nice to see that we have a passionate community that is creative and willing to share suggestions with Gameforge - this really shows that there are many who care a lot about the future of Soulworker.
While the game has just recently launched and there are many improvements bound to come in the future, I believe some things need to be addressed sooner than others. This thread is about the things that make or break the game, and will not include "nice to have". Granted, I have been looking over the forums, but I'm not an all-knowing being. If there are other major things that you believe are currently impacting the overall game and player-base, please state them in the comments and I'll consider adding them.
Let's begin - order numbers are not important.
#1 - Login rewards and playtime bonus rewards
One does not need to be an expert in Soulworker to realize that the rewards we are getting are abysmal. Normally, the login calendar should make you look forward towards getting some actual cool stuff after X days, and in the process driving you to actually log in at least a bit each day.
You guys already know it, but most notable rewards for second log in month calendar (yes, after logging in every day for 28 days) are:
- 1 Anti-destruction
- 4 Bonus Keycards
- 4 Akasha transmitters
And these are the rewards you get for an entire month, for all your potential 6 (5 for now, as of tomorrow) characters on the account. If you add the fact that the playtime rewards are 5 Grutin Gold boxes and "Item Dispensers" which usually give you random crap, I'm starting to feel downright insulted.
*Suggestion* - Vastly improve rewards starting with next month. Please take into consideration the fact that JP server had 10x times (or more) better login rewards, and you could get them on each character (most likely related with the fact that the bank was not shared between characters, so considering that it's the other way around here we should get 60x times better rewards). As it stands, current login rewards will not motivate new players and can actually demotivate active players. Address this too late and it won't matter anymore. It's time to show what's more important: player base and longevity of the game or the cash shop.
#2 - XP rate boost for normal difficulty dungeons, especially in first 3 zones
New players that do not have the gear or skill to do Hard/Manic should not be penalized this hard. While around lvl 40s-50s, a normal dungeon can yield ~ 1/3 of XP compared to a Manic one (which is ok-ish I guess...), in Candus City for example one normal dungeon can yield around 1/5 of the Manic equivalent (same rank).
If this is the chosen method to encourage new players to buy XP books from the store(which should not even exist in the first place if you ask me), then you might want to reconsider. instead of giving new players reasons to play, enjoy the game and potentially buy costumes and other stuff, you're just hitting them with a wall in the face.
*Suggestion* XP received per Normal dungeon should never be less than 1/3 of XP yielded from Manic version. Players who do Hard/Manic modes will not be affected. Just give new players a chance. (Don't start talking about auto-teams, that most of the time you can't find parties with; or guildies - you need to be in the same level range of the player otherwise you will cut his XP in half if you party together).
#3 - Rookie Raids (non-elemental version) difficulty adjustment for solo queue
"Rookie" raids (you translation, not mine) should be accessible content for players that have reached level 55 and have somewhat decent gear. It should provide a non-difficult introduction to what they can expect from raids, but instead it smashes their face if they try to attempt it solo (if you allow solo queue, you should balance it).
Assuming I'm a solo player (no guild, no friends playing the game), my only other option is to beg random people to help me clear the "standard rookie raid" which no-one is doing now anymore, because everyone is doing the elemental versions. And as far as I see, you cannot run the elemental versions until you've done the quests for standard version. Can you spot the evil here?
*Suggestion* Standard (non elemental) rookie raids difficulty for solo players should be re-balanced. (e.g. -50% mob and boss HP&damage, -% rewards-> just don't turn it into current login rewards).
#4 - Better ways to obtain Anti-destructs, Akasha transmitters and other enhancers (e.g login rewards, events, etc)
By popular demand, this needs to happen sooner than later.
Note: I know many of you already hit endgame and don't care about #2 and #3. But in order for this game to survive longer, it needs new players as well. Unless you have really thick wallets and don't mind playing by yourselves.
Let me know what you guys think and whatever major topics of interest that I have missed. Please keep it constructive, and do not derail the topic.
Thanks!![]()