On steam it is written:
- Each day you can receive 3 orbs, but you can enter the event dungeon up to 10 times a day if you have gathered more orbs during the event period.
This is not true as after using 3 orbs I can no longer use more.
On steam it is written:
This is not true as after using 3 orbs I can no longer use more.
Well it was removed because GF probably don't think it's a good idea for loyalty system to be there and people will spend less to get their gears +8-9 if there is loyalty system. Maybe? This is just my opinion, they may have other reason to do it, who knows.
I thought it's not in the game because they're planning to release it with later content. But if what you say it's true, then GF managed to prove once again how they can destroy games with their greed and incompetence (even though I pretty much gave them the benefit of the doubt on this ocasion).
Display MoreSo, what exactly is the point of this thread? Prices are determined by population and the ones buying soulcash, the latter being an endangered species. Showing numbers will not change anything. Gameforge and people on the forums won't be able to do anything about it, either.
It does look like NA server is not faring well at all - after all the server downtime with GF failing to compensate the players properly, it's only normal. That and... all the rest.
If this is your idea of a hobby, then I hope you (and maybe others) can enjoy it. As for me, I only have one word for it: "Futile"
No, I just like to document changes in time. I never insinuated or complained about the state of the game. In fact, I pretty much got a costume for free today just from my marketing activities. There is nothing futile about it at all. I just like documenting and analyzing things. The purchasing power of geared level 55s is still within reasonable range; one or two days of farming for ECS/frags/BPs gives you an outfit. Five or six days, a decent +6 weapon.
I could not care less if other people do not find it useful, it is not here for utility; it is just here as a relative comparison day-to-day wise between the two servers. I personally like data and statistics. An endangered species? Doubt it, I've been seeing low levels with idol outfits everyday now- and even more so with the maid outfit release. Nearly every competitive level 55 who raids probably spent some money on brooches or gear, or bought from SC sellers who themselves are likely to be level 55 and looking for tagged stat gear or +8 or something.
The community already has a consensus and knows it; in spite of that, people will spend whenever they find enjoyment nevertheless.
If your post is not here for utility, it's just to show the gap between EN and US. I take it back... it is not futile - it's just a post to piss off US players even more by showing how they get much worse prices than EN ![]()
And you know... the players buying outfits and brooches, have nothing to do with your so called public analysis. However, players buying soulcash items to sell them on the market, DO! Have you noticed how instead of having 10+ of each type of VIP packs on the Market, now there's barely a few? How an average of 2 packs of each type are sold per day? How fashion items are extremely limited on the market?
The part where you compare the players in Rucco town was rather amusing, though.
So, what exactly is the point of this thread? Prices are determined by population and the ones buying soulcash, the latter being an endangered species. Showing numbers will not change anything. Gameforge and people on the forums won't be able to do anything about it, either.
It does look like NA server is not faring well at all - after all the server downtime with GF failing to compensate the players properly, it's only normal. That and... all the rest.
If this is your idea of a hobby, then I hope you (and maybe others) can enjoy it. As for me, I only have one word for it: "Futile"
Display MoreDisplay MoreWhy am I forced to run with people to even access it? What type of bloody game design is that?
It's called an MMO for a reason.
SoulWorker (also known as SoulWorker Online) is an anime-style free Action MORPG developed by Lion Games Studios from South Korea. *info taken from wikipedia* -> MORPG = multiplayer online role playing game
Not even Lion Games claim otherwise, they call it on action RPG (you can check both KR and JP pages and translate them).
Gameforge added an extra "M" to make it an "MMO" in order to sell better. But everyone these days should be able to realize by themselves, that there's nothing "massive" in 4 man player dungeons.
The massive in MMO doesn't refer to the size of the party, it refers to the population of players playing the game at the same time together. That's where the term came from.
I have no issue with people wanting to play the game solo, but acting like the game should be a single player experience when that is obviously not what was intended is where I have issues.
Wow... ok. Then by your definition, pretty much every game with an online component is an MMO (Massively multiplayer online) like:
- Counter Strike
- Fifa
- Call of Duty
- Pokemon go
- Endless list....
An MMO is an online game with large numbers of players, typically from hundreds to thousands, on the same server that usually have a huge persistent open world. That was the point of "Massive".... loads of people in the same place doing things together. Now every online game that has a shared lobby suddenly becomes an MMO... these are sad times indeed.
Why am I forced to run with people to even access it? What type of bloody game design is that?
It's called an MMO for a reason.
SoulWorker (also known as SoulWorker Online) is an anime-style free Action MORPG developed by Lion Games Studios from South Korea. *info taken from wikipedia* -> MORPG = multiplayer online role playing game
Not even Lion Games claim otherwise, they call it on action RPG (you can check both KR and JP pages and translate them).
Gameforge added an extra "M" to make it an "MMO" in order to sell better. But everyone these days should be able to realize by themselves, that there's nothing "massive" in 4 man player dungeons.
Display MorePlayers have recently started to be more cautious of who they party up with in GC. Especially the ones who's had awful times getting pass through the normal difficulty, which has the handicap of not using consumables
Take some time to review your gears and compare stats with the crowd in the Golden Citadel gate. People would be more than open to party up with geared players.
Also, judging from your post, you seem like the solo player who has no connection up to this point of the game.
Find friends. Apply for guilds. It will help. Don't be that solo player who wants a game and thinks you can solo everything a game has to offer.
Except that.... :
- The guild system in this game is utter crap. Even if new players manage to find out how to join a guild at the crappy NPC, they get a list with guilds that have minimal descriptions (if at all) so whether they get lucky to find a nice guild is debatable.
- Even if you join a guild, unless you have "nice gear" the geared players will avoid you. In some cases there are some nice people who don't mind boosting, but everyone gets tired of that at some point.
- Rookie raids are not quite rookie mode and you can barely find groups for them anymore. Hell, you might not even get to get past normal mode and unlock the elemental versions. Newer players will most likely quit the game before getting the chance to gear up, as they can't really solo those.
- Find friends... really? Please teach us, sensei.... Not sure how US server is, but in the EN one there's barely any interaction in auto-groups. Might have more chances to win the lottery.
To be honest, I'd rather be able to play as solo Kirito myself if I can't find any nice people to play with. The other option is to not play at all, which me and others are taking right now. The game lost an average of 20% to 35% of it's active player base over the past 2 weeks, so if that's not a concern... then I don't know what to say.
We've already gave tons of feedback to Gameforge... yet still crappy login rewards, no XP balancing, no difficulty balancing, no interesting/worthwhile events, no vendor reputation system implemented yet, no alternative methods to get useful items, no meaningful endgame, etc. Well, I guess the endgame can't be fixed by GF. Too bad, as the core gameplay is very fun, yet even 5 year olds could have come up with better, fun and rewarding "raid" designs.
But at least there are new costumes in the cashshop, right?^^
Go girls, you're almost there.. !!
17.
You won't get an answer on the forums. Go raise a ticket with their support team, they are the only ones that can help with bans:
I see a conspiracy here...
31!
33
You sure you have read the instructions correctly ? (If you are a boy you add 1.)
Amfafatima
Student
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34.
So, is there a point to your thread?
No offense (but feel free to take) but a guy like you with a rather disturbing avatar that impersonates a 10 year old female on the internet and stays on the forums to say crap about the game...
.....
Must be a wonderful person IRL, ...RIGHT ?! Please feel free to f.... off ... err, move on to your next mmo, and see how well you can pose as a 90 year old transgender. Or, to "die in a fire" (metaphorically of course - famous MMO phrase).
Display MoreI'm a completely f2p player and the main things I would agree with here are SOME of the login rewards, exp gaps while levelling and ways to obtain anti destructs
Some of the login rewards are very decent for us, they include the premium brooch transmitters and akashas. The inferior transmitters do feel like a slap in the face considering almost half of the rewards contain them AND the fact that now we can farm them from the rookie raids. Imo a simple fix for the login rewards would be to just bump all of these to premium transmitters or replace some of them with other premium shop items like more anti-destructs.
The exp gap while levelling is the biggest problem in this game. When I'm alt farming I will regularly see (what i can assume from their chat) new players desperately looking for people to queue a dungeon with because I'm guessing they are stuck and unable to level. That should never be the case in a game where a newbie has to find other people in order to progress. It is just forcing a new playerbase away when they hit that wall and it becomes too much effort for them to push through and progress. These new players are the life and soul of the game. Already when I'm alt farming it takes so long just to complete Candus city and get to lvl 24, and that's with full exp gear, rank B exp bonus + the event 30% bonus exp we have right now which will end tomorrow. And still I am running the same dungeons up to 10 times including with manic runs just to bridge the exp gap. I can't imagine how that doesn't drive a large amount of players away from ever reaching endgame content.
The difficulty of the rookie raids I think is perfectly fine. All the gold and equipment I have on the game i've earned through playing the game and i've never had a problem with completing endgame content. Great thing about this game is you can beat a lot of things from just playing better (mainly because of the ability to utilise the i-frame mechanic). With fresh lvl 55 gear it's not hard at all to solo the normal lvl of rookie raids and if you can't do it you always have the ability to learn to play better whether it be how to manage the mobs better, changing which skills you use and when so some are off cd when you need it or just dodging more mechanics. Imo that's how it should be
With #4 I think it's asking gameforge a lot since a large part of their revenue from the game will come from antis and akashas, which imo is actually perfectly fine since alt farming is still very much a thing and you can get a lot of premium items that way. I think the problem people will have with not having enough of those is because they tend to waste it upgrading bad items early on not understanding the importance of saving them only for truly worthwhile items. That's not really a problem with gameforge but rather a player needing to play and think smarter. I have never bought an anti-destruct or akasha and I have upgraded multiple +7 vicarious weapons and also have a full set of optimal akasha cards (not including 5*s). I'm also a relatively new player and most of my alt farming has happened since the nerf a couple weeks ago. That's mainly because I saved all of my weapon chips and anti-destructs for a decent lvl 55 weapon, using a lvl 38 weapon all the way to lvl 55 and it being only +6. I don't expect those 5* or the ability to upgrade to +8 and beyond to fall into my lap, because those things should be extremely hard to obtain just as they are. In fact I would argue the system they had before that was much easier to obtain akashas was rightfully lowered since this game has not been out for half a year and already many players have upgraded big plasticas. Those things should really be a lottery and only a very very small percentage of the population should be lucky enough to have them - they are not an entitlement
Hi Bumluffa ,
Thank you for your feedback.
I don't know when is the last time you have ran the (normal) rookie raids. You see, after the latest updates the difficulty has ramped up considerably. And there's one major thing - you can no longer keep aggro of all the mobs on yourself and kite like before. So the mobs will stay focused on objectives like generators or the tank and destroy them before you can kill them.
Soloing normal Junk Hive or Iron Castle for fresh 55 players is currently virtually impossible. I have doubts that you can solo those even with +9 gear (maybe with some OP akasha cards?). You should try it.
Alt farming should have never been a thing - deleting characters to farm for rewards is dumb and this is my personal opinion. Should GF remove this completely at some point, I guess you might be inclined to agree with me that we need better ways to get those resources ingame ![]()
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!![]()
There is a "Game questions" section - you should make posts like these over there.
Every Soulworker server has multiple channels ( instances of the same zone). This is done to split the player load, and avoid performance issues.
If you look to the top right of the screen, just above the minimap you will see which channel you are on (e.g CH.1). To change the channel you're currently on, click on it and select another from the drop-down list while in a city.
You need to be on the same channel with other party members in order to queue for a dungeon.
Hope this helps.
the game is dead
Thank you for the constructive feedback. In order to make the most out of your statement, please take the following actions:
- Go to http://soulworker.support.gameforge.com and create an account if you don't already have one
- Raise a ticket (Game category, Subject: "Account deletion request")
- Fill in your Soulworker account name, and in the reason section type in "Game is dead ".
A Gameforge representative will help you move on.
Thank you the understanding and good luck!![]()
Display MoreDisplay MoreAssuming the leveling/completion rewards are the same, you will see that price drop when people start doing the new farming method.
There is no farming method for this. Only items you buy from the cash shop with real money(cash soulqube) will be trade able on the market. The rewards that you get from district completion will still remain account bound. You will not be able to trade or market those.
At least, that's my current understanding.
Of course, prices will be high in the beginning. If we get more action (more people actively into the game) with the new patch, more might buy things from the cash shop and sell them on the Market. Otherwise, it's just going to be high prices, but at least you have the option to buy them with in-game currency, which is definitely a plus.
We are both assuming things. I guess we will have to wait for someone to confirm if we can trade the completion rewards. I didn't even think they would separate the two but it's possible.
I am in-game, so I can confirm my statement now. Only items bought from the Cash Shop with real money (Premium item label) can be listed on the market. The completion rewards (Common item label), cannot.
Assuming the leveling/completion rewards are the same, you will see that price drop when people start doing the new farming method.
There is no farming method for this. Only items you buy from the cash shop with real money(cash soulqube) will be trade able on the market. The rewards that you get from district completion will still remain account bound. You will not be able to trade or market those.
At least, that's my current understanding.
Of course, prices will be high in the beginning. If we get more action (more people actively into the game) with the new patch, more might buy things from the cash shop and sell them on the Market. Otherwise, it's just going to be high prices, but at least you have the option to buy them with in-game currency, which is definitely a plus.
That's a good question, I'd actually like to know that as well. Indeed, they had not reset the timer on the premium teleportation item.
i recommend you to submit a ticket, the last one i submitted on the support system was answered incrdibly fast(submitted friday evening, answered monday morning). Wasn't about this issue but it says something about gameforge's reaction to tickets.
Thanks Rezinax . I have submitted a ticket - now will have to wait and see.