Posts by Saintone

    /freecamera 1 - Enables ghost camera. Q/E to move down and up. Hold right click and drag mouse to rotate camera. If you look up skirts, you're going to jail. Don't forget it.

    /freecamera 0 - Return to body.

    /monsterstatus 1 - Shows enemy HP amount in raw number instead of just bars. Displays on main HP bar + overhead HP bar.

    /monsterstatus 0 - Disables enemy HP amount.


    I recommend you assign these to chat macros 1-4 for easy toggle using F7 to F10.

    If you find yourself in a situation where you need to farm something other than Primal, you will find that your Vicarious Calling set will do the best job for it, until you're able to procure a halfway decent Primal set.


    As per the accessories, Glacial accessories are superior to GC/Primal accessories, except at Primal, where the other accessory sets will give bonus damage vs. Primal, making them inherently superior for that reason alone.

    I would like to add that in Junk Hive the mobs go for the charging pillars and completely ignore you, btw Saintone where do you find these changes? I really don't understand if I should farm raids for solace and ruinfortress for moneys since blueprints are worth so much now lol

    Even if drop rates went down, invariably fragments went up. LC is also largely unaffected. It should still be worthwhile to farm fragments on LC for the most part, at least for now.


    These changes are documented unofficially and found first-hand in-game by friends and I. Nothing that any half-competent QA couldn't find from a little bit of work, which worries me a touch. In any case, just posted for awareness.

    Per Energy Converters becoming an extremely rare commodity now, bare in mind that it is like this in other versions too. These versions rely on The Thing D6 raid boss to farm BP each day. They have essentially accepted that they'll receive one Energy Converter every three or four days. They cannot even be exchanged between players at all.


    With these changes, the price of EC has drastically risen across all servers. Held assets are much more valuable. If Gameforge were to re-implement EC into the shop at the price they were previously (195 Soul Cash) it would crash the market. We need a promise from a GF representative that they'll never do that, or else there will be a persistent fear that it can happen suddenly and without warning.


    Per Soulstone fragments, well. Look forward to the future, is all I have to say.

    8. Dark Bone items that were crafted before this maintenance have been reduced to 0% refinement due to the change in items. This likely affects casual raid weapons too. These items cannot be enhanced beyond 0% anymore.

    Oh boy...here comes the torch and pitchfork

    I updated while you were writing, it's only visual. They retain their old refinement % from before maintenance. It simply displays 0%, and you cannot use Refiners on them anymore.

    Cash Shop Changes


    1. Regional Premium Shop pricing has been adjusted. US and CA prices have been equalized to the euro.

    2. Character Name Change and Guild Name Change added back to the Premium Shop.


    Rookie Raid Changes


    1. Raid loot tables have been heavily altered.


    Previous:

    - Number of elites that dropped Soulstone fragment was 2/1/2/4 for LC/JH/BH/IC.

    - Tritanium dropped in low quantities.

    - Grutin Cubes dropped from certain elites.


    After:

    - Number of elites that dropped Soulstone fragment is 2/1/1/1 for LC/JH/BH/IC.

    - Grutin Cubes replaced by SD or BSK Inferior Brooch Transmitter. LC/JH drop SD brooches, BH/IC drop BSK brooches.

    - Tritanium drops in far larger quantities.

    - Specialised Refiners (61-100%) now drop from bosses.

    - Drop rate chance of unique accessories has been highly increased on bosses of all four casual raids.


    2. LC can no longer be exploited to fast clear (untested). IC no longer traps people in tunnel.

    3. Flames on third hallway of LC now deal damage regardless if you iframe through them or not. Damage has been significantly lowered.

    4. JH has HP bars on the pillars now.

    5. Red quest to progress raids after reaching level 55 can now be completed. Update: As Amylicious has written on the 2nd page, you may abandon the quest and re-take it. When completing the quest, make sure not to do it on attribute mode.


    Items


    1. Stats of Dark Bone Set were changed to include Damage Reduction: Void Irregulus.

    2. Casual raid weapons were changed to include Damage Reduction: Void Irregulus and a Power Through buff.

    3. Dark Bone items that were crafted before this maintenance have been visually reduced to 0% refinement due to the change in items. This is strictly visual, your enhancement before this last maintenance still applies. These items cannot be enhanced with Refiners anymore.

    4. Refinement % on many other gears (e.g. Vicarious Calling weapon) have been scrambled as well, and it's strictly a visual change. You can refine these items, you just won't know what % they were previously unless you memorized them before the maintenance.


    WARNING: You can refine your equipment that had a visual change that aren't Dark Bone items. If you use a Refiner on the Dark Bone item, it won't display as having been used in your inventory. When you go to refine another item that can be refined, it will use up the Refiners you used on the Dark Bone items (e.g. it'll 'suddenly' use up multiple Refiners from one attempt, these are the ones you tried to use on the Dark Bone items).


    Miscellaneous


    1. Any alts created within 24 hours of this maintenance have had their deletion timers extended to the full 7 days.


    These are extremely significant changes. To not announce these changes is completely negligent by Gameforge. These are the kind of changes that can massively and negatively impact game economy.


    Good job standardizing the premium shop prices and adding brooch drops to elites, at least. That's a very welcome change.

    Doing the level 11 route was the most time-efficient method to not want to hate yourself while also spending energy on your main. An efficient 11 route takes about an hour each for the average decently-geared player. 14 QBD route is roughly an hour and a half. 24 100% Candus route is 4-5 hours depending on adventurer rank.


    Going onwards to Grace is possible for additional Strength Expansion Tickets and Socket Implants, but 100% Grace is out of the question on an alt run and a horrible use of time.


    People who wish to try to farm semi-efficiently should consider doing the 24 100% Candus route thrice a week. You'll get around 90 less Akasha Transmitter and about 40 less Anti-Destruction. You will also get less than half the Grutin Coins. This is if you were doing 11 routes 21 times a week.


    You will gain 36 bank slots, 3 Strength Expansion Ticket, a bunch of Akasha Relic for crafting one-star cards, some Weapon Upgrade Chips.


    51 Akasha Transmitter, 45 Anti-Destruction is what you should expect from around 15 hours of work, vs. 147 Akasha Transmitter, 84 Anti-Destruction for 21 hours.


    The toughest part of this is for your entry-level farmer. Level 11 routes were extremely easy to gear for and to complete even for a beginner to the game. These level 24 routes are more taxing and require a good level 16 EXP weapon + adventurer rank to make it not too tough. It is likely many farmers will not find the new farming schedule worth their time.


    That being said, it should certainly be stressed that farming any Akasha Transmitter or Anti-Destruction is not possible in the other versions of the game. In JP, the bank is not account-wide, and the progression rewards are RNG boxes. In KR, district progression was nerfed significantly so that it's definitely not worth your time.


    Relative to what we have now, this nerf hurts a lot. Relative to the other versions, we still have it pretty good. Chin up, Soulworkers, for those sticking through, you can still do your best. If they nerf this further, then it would serve as a true testament to greed.

    Surprisingly expected them to nerf this way harder. We've anticipated since we figured out the method in week one that it would eventually be nerfed. If they really wanted to stop us from farming they could have either enforced JP, TW, or KR progression systems which completely stop you from doing any form of alt farm.


    Seems like a compromise change. I don't like it, but I'll live, as this long time coming exceeded my cynical expectations. You can invest 6 less hours a week on average (less with Novice A) to get 1/3rd of the current farm and numerous other goods that are exclusive to the 24+ routes.


    I do feel bad for those who did not farm sooner though, or are fresh 55s. Getting leveled Akasha will be tougher for them.

    It's been cemented in everyone's heads regardless if they know the reason or not. For those who don't who just see the market is especially high on Solace fragments, that's one reason. For the informed in future raids, that is the other reason, and affects the first reason.


    Golden Citadel elemental mode is represented by five bosses. They correlate to the elements of Hate, Grace, Torment, Sin, and Virtue. With Solace missing, that means that using Solace as your element means you'll be at 100% efficiency against these bosses and never resisted against. In addition you'll have bonus additional elemental damage against Torment.


    That is the sole reason why Solace is the most expensive. It's versatile in a single dungeon's elemental mode. There is no other reason in the least.


    The bad? If you like PVP and you use Solace, be prepared to be the first element that people build resistances against.

    Basically you are complaining about the game not hiding your identity when you are cheating the system.


    If youre weak grow some balls or dont join, these discord partys just ruin the fun.

    I actually cannot tell which side of the argument your on anymore. I'm on the side against people being able to work together in FFA. Not being able to "hide your identity".


    I don't collude. I have my VODs to prove that I don't collude, and any and all players in DT including guildmates and friends are fair targets. Yet I see it complained about very regularly from others. Hiding names, guilds, and costumes makes it harder for collusion. It makes it more difficult to recognize friend from foe. It'd be far better than what we have now, where people can easily distinguish friends and guildmates from randoms.

    Names are eventually censored so that you can only see one letter in the name on opposing players.


    In other versions, they have lobbied to hide guild names and costumes, to no effect thus far. If we were to ever receive anything of this nature in a timely manner, it'd be an EN exclusive system.

    Ur scared of get bullied? Lol. Better this way for the fame

    Don't think this has anything to do with bullying. If people are too weak to play in FFA DT without the help of others, I think they're only making a mockery of themselves. Don't know what kind of "fame" you're after, but it doesn't look like any kind of prestigious fame. Closer to notoriety.


    There's nothing that stops me from colluding either. Yet I'd rather not make the only semblance of instanced PVP any more un-enjoyable for those already frustrated by it.


    Names will eventually be pseudo-censored. However it seems guilds will not be hidden or costumes defaulted, unless Gameforge were to especially request it as a unique function of our version.

    Hi all, long post, don't mind if not interesting.


    I must have just been exposed to atrocious publishers in the last few years. I didn't play a Gameforge published title previous to this one, but numerous close friends and teammates have with a lot of critical remarks to make, which made me skeptical initially. That being said, I personally haven't thought things to be too bad, but in the same vein I have concerns as well.


    Personal Pros:

    - In response to the energy situation, Gameforge provided 100 free energy daily via the Premium Shop in addition to excess Community Mats to share energy, something I personally expected to end with OBT, but did not. People may be too impatient to use mats nowadays, but the function is still there, and it served as an important catalyst for grinders to rush the game near launch. They implemented a non-combat boosting VIP system (not available in other regions), which while expensive compared to other VIPs from other MMOs, offered reasonable bonuses and has been relatively easy to buy for in-game currency from other players (a few days of grinding at 55 and selling lucrative wares buys you 30 days). Half energy weekend effectively doubles that energy as well as any consumables. Spending all energy in a day is a very time-consuming task, with the option of spending much more making 10+ hours especially on weekends feasible if you're invested in playing a full day.

    - High cash shop prices were permanently reduced in a timely manner on wares important to players (hair, skill resets). A greedier company would only temporarily reduce these. To my surprise, they compensated players a little that paid full price that reached out (a small compensation, but more than the nothing I expected).

    - Their support reacts incredibly fast. I have not experienced a faster support system in a while. There are outliers, but a majority of people that I know have had resolutions including myself within a day or two on major issues. In some cases, people received resolutions on things like VPN ban within an hour of submission.

    - They have not hastily removed alt farming, a system 100% unique to the NA/EU version of the game as of this time. It is not possible to effectively alt farm in JP, TW, or KR. Because of this, in these regions it's significantly harder to get Akasha Transmitter and Anti-Destruction compared to our version of the game. Alt farming allows F2P to effectively keep up with players spending. In other MMOs, people will tell you F2P can achieve anything if they spend enough time. That is very rarely the case, and most people end up quitting long before that point. In Soulworker EN, it is actually the case. As of right now, the only thing that cannot be effectively farmed are BSK brooches, which were just introduced yesterday.

    - They have kept us in line with the KR version in that sense that they kept the account-wide bank. That is an extremely important function that improves quality of life significantly for many players. In the JP version of the game, the bank is exclusive per-character.


    Personal Cons:

    - Extremely little transparency. When things happen, they often feel sudden. There was skepticism the moment they announced Open Beta 45 minutes before OBT launched, as opposed to giving proper communications. Social is also updated very slowly and very irregularly, meaning we have little information on important releases. Often times than not, we rely on word-of-mouth from second-hand sources.

    - A lack of an official Discord is a huge shame. It cuts off a modern and integral form of communication with staff and being regularly updated on emergencies or updates.

    - Very little visibility of staff. It honestly feels like CoMa are rarely interacting with the playerbase.

    - If you're unlucky, you may receive a bad support representative, which will put minimal effort to resolving your issue. In one case recently, a friend who had a concern about unfair treatment received a copy and paste response from Tera support from a Soulworker rep.

    - Lack of patch notes lead to a lot of situations where people are discovering irregularities after maintenance or patches. This goes hand-in-hand with lack of transparency.

    - Patches are being implemented which include features which were never mentioned. This leads me to believe that either GF SW has no QA team, or they simply are not thorough at all. A very recent example is with the Darling OBT Outfit rewards, which should have very easily been tested.

    - Following the last point, sudden changes can drastically affect player economy. The volatile economy of SW is an important factor to consider in all changes. Something so much as the accidental condensed raids had a sudden impact on the health of the player economy. The most glaring concern that comes to mind is if they were to ever reintroduce Energy Converter (one of the two items requested by Lion Games to be removed from the Premium Shop) back in to the shop, it would crash the market for them at the price they were at launch (195 Soul Cash). It would ruin held assets and investments by those who are stockpiling for the future.

    - Imbalanced rates on Soul Cash currency feel unfair. While the move was made seemingly to provide proper rates vs. the value of currency/average income in a region, it comes across as players feeling scammed for their investment into the game. In some compared regions, the value of the dollar can gain as much as 50% additional Soul Cash.

    - A lack of real events makes the week-by-week uninteresting and a little demotivating.

    - The removal of sales tax from Gold VIP has done far more harm than good. It removed an important money sink in the player economy which contributes notably to inflation. It has invalidated one of the most useful benefits of being in a guild, which was reduced tax. It has finally allowed market manipulation of fake sales, in which people buy their own wares to create sales histories and encourage unknowing players to follow manipulated market trends.


    These are from my perspective, as someone who's experienced multiple unorthodox publishers that followed particularly unhealthy practices for the good of a game in the past few years. I had a lot of hesitation going into this game. The things I wrote above are not necessarily truths or facts. Some of my skepticism was confirmed by the cons I listed, but overall I've been OK with how this game itself has been handled so far.


    My next notable concern is how long it takes for GC + Primal to be released. I understand that delaying content can sometimes extend the longevity of a game, but in many cases it can cause people to quit and never return. Modern MMOs, especially of this genre (e.g. Closers, DFO), are very contemporary, and people do not hesitate to jump ship when something new is available, for example Bless this upcoming month (please don't debate me that Bless will not be good, the point is it's new and shiny and that attracts many contemporary MMO gamers, it's an example).


    This game needs regular releases to retain players. It is, at it's core, a grind MMO, and it will naturally lose players to burn-out that come into this unknowingly or knowingly. The development cycle for the KR version of this game is extremely slow, but maybe with the recent upsurge in popularity in KR SW Lion Games will actively make strides to hastening it. For now, Gameforge should make an honest effort to introduce content that will immediately retain it's playerbase (GC + Primal, Jin/Iris, 60 cap + Grasscover Camp, advancements, actual events). Dimension Trip is an okay start but it's not for everyone. It was added prematurely in my opinion (it's something that should have been added after GC + Primal). And, moreover, be clear and concise with what their plans are and document them in advance, instead of constantly springing surprise after surprise onto players each week.


    While Tenebris and Candus servers are relatively in okay health population-wise, many of the vocal people playing on these servers already feel like it's dying (granted, in terms of relativity, it's not yet at that point). On the other hand, non-English servers seem to actually be dead. I still think splitting EU into 6 servers was not a practical move, but that's probably another topic meant for another place.

    Manic Damage and Manic Balance are PVP specific stats that are raw increases in damage and raw decreases in damage taken vs. other players. It just awkwardly enough is named in such a way that is confusing. It is not a PVE stat.


    The PVP gear is powerful, but only when completed as a full set. The set can be considered questionable to replace your VC set before that point, with marginal defensive gains traded for large offensive ones gradually (even as soon as two replaced items off your VC set will cause you to lose a huge amount of Critical Rate and Critical Damage).


    Therein, at the rate people are accumulating points, you shouldn't see someone with the full set for some change less than a month from now (20 days or more).


    There's also the concern that this is the unique set. There's a glaring issue that by investing into it, you may set yourself back notably when it comes to the un-released legendary set later on. We already have to invest a hefty amount of resources into Aurith equipment and Primal equipment later on. People are investing hugely into their VC sets now. There's the matter of investing into the Shocking PVP set now for those looking for an immediate edge in PVP. And to even consider the factor of getting poor rolls on PVP gear, which like Primal will roll 3-4 lines, is an even bigger factor.

    Hi all,


    In our current version of the game, it seems there is collusion occurring in FFA Dimension Trip. Due to being able to see and recognize friends, it's easy to work together to inhibit the progress of other players while bettering your own. This is due to a few factors:


    - Names are not censored.

    - Guilds are not censored.

    - Costumes are not hidden.


    In other versions of DT, at the very least, the first one is addressed by censoring names. As we don't have 4v4 at this time, I would hope that people put aside friendships or camaraderie while in the instance to make it a fair opportunity for all players participating.


    I understand that even if measures were taken to dissuade collusion, there would still be ways to recognize friends or guildmates. It would just be nice to minimize the ease of it currently. As it stands now, it's very easy to even subconsciously avoid allies outside of DT while inside DT and go after other targets.


    Cheers.

    The raids are more challenging than their previous iterations, yes. However Primal + GC will not make it easier on you to farm. Vicarious Call set greatly exceeds Aurith (GC) gear in terms of combat efficiency. If you are struggling with these rookie raids, you will struggle far more with GC, which is even needed to farm Primal.


    Take adequate time to work on your VC set and accessories. Soulstones make the same difference on these raids than they did on the previous raids in terms of clear speed.


    New drop rates are punishing for those who go in with three or less players. Four players, especially with VIP, are largely unaffected by the new drop rates. The number of drops have decreased by 1 in all raids except for LC, which has remained the same. While I don't agree with the drop rate (chance of item dropping, not number of mobs that can drop fragments) change, it is something to consider in the meantime to maximize your drops, if getting a full party of 4 is an option for you or others reading.


    The changes to condense raids were a call to address the monotonous farming of them (allow users to drain their energy faster) as well as increase the difficulty factor (as they were largely un-challenging for even fresh 55s).

    Do not forget that you drop MORE fragments per boss/small-bosses. You get now 2x refined fragments when this thing drop and i could drop sometimes 3 common from bosses while this never happened during "old raids". Overall fragments number didn't change that much, there is less mobs that drops fragments but the number of fragments got increased a bit. So you drop in total pretty much the same.

    This is no different. Even on stream, there were occasions where I dropped double Refined from these enemies in the old raids. The number of fragments dropped generally did not change. On the usual drops it's either x2 Inferior, x1-2 Common, or x1 Refined. In special instances, you'll drop more, but that applied to old raids as well.